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[[Category:Reactive world]][[Category:Naval]][[Category:Combat]] | [[Category:Reactive world]][[Category:Naval]][[Category:Combat]] |
Version du 24 juillet 2018 à 22:58
Combat naval involves different types of Navires with varying capabilities, armaments and roles to play out on the high seas. There will be a balance and counterbalance between ships from JcJ and JcE perspectives.[1][2]
- Naval PvP is between ships.[2]
- Navale JcE includes open sea raids and sea-based bosses.[1][2]
- Certain ship classes and components may support ramming of other vessels or raid bosses.[3]
- Ship weapons can damage both players and structures.[4]
- Damage done by ship weapons such as potion launchers will generate threat.[5]
- Characters can also use ranged skills during naval combat. Taunts and other threat generation skills can be utilised for tanking at sea.[5]
- Coastal points of interest, such as harbors, offer objective-based naval gameplay during node sieges.[6]
- There is a castle located on an island that is only able to be affected by naval combat.[6][7]
- Battles at sea will be epic. They will have some supreme rewards and/or losses if the battle succeeds or fails.[8] – Steven Sharif
- Naval combat allows ships to be hijacked, destroyed and looted, but it doesn't allow the attackers to permanently keep the ships.[9]
- Q: Will there be a way to produce enough experience for a node for those who want to spend the majority of their time on the open seas?
- A: The open seas have have a good amount of content; and that content when completed will give its contribution to a nearby node; and that is something that people who live on the sea, or desire to live on the sea, will be able to um contribute in a way.[10] – Steven Sharif
Navires are vehicles in Ashes of Creation. Ships are owned by the player who has the ship item in their inventory. Only that player can summon the ship.[13][14]
- Ship creation is generally delegated to players. There won't be many non-player-owned ships.[15]
- For the most part all ship creation will be delegated to the player. You have to build up a ship or find somebody who has one if you want to get across the seas.[15] – Steven Sharif
- Ship owners are able to grant permissions to allow other players to navigate their ships and access certain ship functions.[17][14]
- Ship navigators receive a significant defensive buff while they are navigating the ship. This reduces CC effects and increases damage mitigation significantly.[17]
- If the ship navigator is killed or otherwise removed from the ship then any player will be able to navigate the ship for a period of 15 to 20 minutes before the ship despawns and becomes a wreckage.[17]
- Other ship permissions may include operating weapons, anchors, and utility items.[14]
- Players will have quests that lead set them on a path toward creating a personal vessel at around level 10-15.[18]
- Player merchants will not be able to be placed on ships.[19]
- Nothing can move or or block ships, apart from other ships. Ships collisions come with the risk of significant damage to the vessels involved.[20][13]
- We adhere to some semblance of real physics feelings with regards to these vehicles; and so ships do have the potential to be pushed in different directions and out of the way for each other. That is an intended collision experience that we want ships to have. But it should come with significant risk and potential damage to the vessels themselves.[20] – Steven Sharif
Ship building
Ship building can be carried out by any player in possession of the right components, recipes, and an advanced enough node, coastal or not, with a harbor.[23][24][25][26]
- Various professions can craft ship components.[24][25] These components can be sold to other players.[27]
- Ships may only be crafted or upgraded in harbor ship workstations that are unlocked by the advancement of nearby nodes.[23] Previously this was stated to be coastal nodes.[24][27][28][29]
- Players can choose which "joints" get populated with either offensive weaponry, defensive, or utility attachments they want on their ship prior to construction completion.[22][30][31] The types of attachments that are available are dictated by the ship's class.[22]
- Ships will likely not have closed spaces or internal compartments such as Captain's quarters.[36]
- We are trying to stay away from internal compartments within the ships because that presents a whole different type of user interface and flow that can be a bit cumbersome and problematic, especially in combat and in closed spaces. So we're trying to stay away from that under deck aspect and keep things all on deck for better readability on the player side.[37] – Steven Sharif
Voir également
- ↑ 1.0 1.1 1.2 1.3 Direct, 2022-03-31 (1:10:43).
- ↑ 2.0 2.1 2.2 Direct, 2017-07-28 (47:53).
- ↑ Direct, 2022-04-29 (1:03:25).
- ↑
- ↑ 5.0 5.1 Direct, 2023-02-24 (1:23:34).
- ↑ 6.0 6.1 Direct, 2022-10-14 (58:46).
- ↑
- ↑ Direct, 2019-06-28 (1:12:08).
- ↑ Direct, 2022-05-27 (1:12:33).
- ↑ Direct, 2022-12-02 (1:21:51).
- ↑ Ashes of Creation Store: Tea transport.
- ↑ Direct, 2018-10-31 (54:21).
- ↑ 13.0 13.1 Direct, 2023-10-31 (1:30:52).
- ↑ 14.0 14.1 14.2 Direct, 2021-05-28 (1:52:15).
- ↑ 15.0 15.1 15.2 15.3 Direct, 2021-09-24 (1:26:46).
- ↑ Direct, 2023-01-27 (1:32:00).
- ↑ 17.0 17.1 17.2 Direct, 2023-10-31 (1:27:50).
- ↑ Direct, 2021-07-30 (1:14:04).
- ↑
- ↑ 20.0 20.1 Direct, 2024-03-29 (2:33:50).
- ↑
- ↑ 22.0 22.1 22.2 Direct, 2022-02-25 (1:15:50).
- ↑ 23.0 23.1 Direct, 2024-03-29 (2:36:06).
- ↑ 24.0 24.1 24.2 Entrevue, 2023-07-09 (1:20:33).
- ↑ 25.0 25.1 Direct, 2022-10-28 (1:39:25).
- ↑
- ↑ 27.0 27.1 27.2 Direct, 2020-07-25 (1:59:09).
- ↑ Direct, 2018-07-09 (30:35).
- ↑
- ↑ Direct, 2021-10-29 (1:15:57).
- ↑ Entrevue, 2018-08-17 (36:29).
- ↑ 32.0 32.1 Podcast, 2020-11-15 (23:30).
- ↑ Entrevue, 2020-07-19 (48:05).
- ↑ 34.0 34.1 Direct, 2017-05-19 (50:45).
- ↑ Direct, 2022-09-30 (1:19:27).
- ↑ Direct, 2022-09-30 (1:19:59).
- ↑ Direct, 2022-09-30 (1:20:06).