Active skills

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Игроки могут создавать своих персонажей с помощью активных навыков, которые они хотят, на панели действий.[2][3]

Очевидно, у вас будет несколько горячих панелей, потому что у вас будут расходные материалы, активные навыки и еще много чего. Но количество активных навыков не обязательно будет подавлять персонажа и не будет иметь значения, особенно на определенных этапах.[5]Steven Sharif

Primary skills

Предварительный просмотр основных навыков Alpha-1.[9]

Если из восьми архетипов вы выберете второстепенный, вы получите выбор дополнений, которые относятся к какому-то основному идеалу этого класса. Вы знаете, что танк предназначен для контроля над полем боя, для выживания. Маг наносит урон, элементы и способности в AoE. Разбойник будет посвящен скрытности и критическому урону. Таким образом, эти дополнения будут играть против этих личностей.[10]Steven Sharif

Идея системы заключается в том, что вы как бы обходите черту с помощью этих дополнений к своей роли, верно. У нас есть традиционная святая троица, которая присутствует в дизайне классов для MMO, и часто они либо не отклоняются вообще, либо полностью отклоняются от них. Дополнение должно как бы предложить баланс между тем, где вы все еще сохраняете подобие этой системы троицы, и предлагает возможность настроить свой игровой опыт в соответствии с одним из других углов треугольника.[11]Steven Sharif

Основные навыки (способности класса) основаны на архетипе игрока.[12] Игроки могут персонализировать свои основные навыки с помощью дополнительного архетипа.[13][12][14]

Дизайн дополнений заключается не только в том, чтобы изменить вкус, чтобы он отражал вторичный архетип, но и в корне изменить основные компоненты навыка.[15]Steven Sharif

  • Каждый вторичный архетип предлагает четыре разные школы аугментации.[13][16] Каждая школа дополнений по-разному влияет на навыки основного архетипа.[17]
    Будет определенный порог, при котором вы больше не сможете увеличивать свои активные способности на основе решений, которые вы усилили предыдущими способностями, поэтому вам придется выбирать, к каким из них вы хотите применить улучшения; и для некоторых дополнений потребуется больше очков навыков.[18]Steven Sharif
  • Выбор одного и того же первичного и вторичного архетипа увеличивает внимание к этому архетипу.[19]
  • Дополнения к первичным навыкам коренным образом изменят способ работы способности: адаптируя то, что когда-то делала способность, чтобы включить идентичность вторичного архетипа.[20]
  • Для изменения аугментаций ваших навыков вам потребуется обратиться к NPC в узле деревни или выше.[22]
  • Некоторые цвета заклинаний и общие эффекты меняются в зависимости от дополнений.[23]
    • Активные навыки могут выглядеть совершенно по-другому после применения аугментации.[24]

Ожидается, что основные навыки в Alpha-2 будут сильно отличаться от навыков в Alpha-1.[26]

Список способностей в Alpha One и близко не соответствует тому, что будет, особенно с точки зрения уровня/прогрессии. Таким образом, вы можете ожидать, что он будет невероятно разным.[26]Steven Sharif

Class augments

A player may choose a secondary archetype when they reach level 25.[27][13] Each secondary archetype offers four different schools of augmentation.[28][29][13][16] Each augment school affects a primary archetype's skills in different ways.[17]

When you reach the class phase, which is around level 25 and you introduce that secondary archetype selection to create your one of 64 classes, then you'll have a number of augments that you'll be able to apply on a per-ability basis; and your core ability kit comes from your primary archetype selection; and those augments will change the look and feel of those abilities; and some will have the affect to create more darker thematic aspects to it. Or just generally different aesthetics to the abilities that represent the secondary [archetype] selection.[27]Steven Sharif
The intent behind the augment system is not to provide new active abilities. They're intended to augment existing active abilities that are provided through your primary archetype; and so your secondary archetype selection completes your class selection, of which there's 64 types and you get augment skills that can apply certain attributes and mechanics to your existing active skills. So, if you have certain abilities, like a backstab as a Rogue primary archetype, and you take that healer secondary archetype selection, now the properties of your backstab will still remain the same as an active ability, however it might include things like life steal, or it might include things like susceptible weakness to the target, and reduces their healing because the definition of what those augments are intended to provide based on the archetype selected for the augments is within the schools of magic that live for that archetype: so a Cleric is about balancing life and death and the control of those types of hit points.[30]Steven Sharif
  • Each augmentation has a level requirement.[18]
  • Augments to primary skills can fundamentally change the way the ability works - adapting what the ability once did to incorporate the identity of the secondary archetype/class.[20]
  • Augments do not cost skill points.[32] It was previously stated that certain augments will have more expense required on the skill point side.[18]
There's going to be a certain threshold at which you can no longer augment your active abilities based on the decisions you've augmented previous abilities, so you'll have to pick and choose which ones you want to apply the augments towards.[18]Steven Sharif
  • Choosing the same primary and secondary archetype increases focus on that archetype.[19]
  • Secondary archetype augments allow different aesthetics to apply to primary abilities that reflect the secondary archetype selection.[27]
    • Some spell colors and general FX change based on augments.[23]
    • Active skills could look totally different after an augment gets applied.[24]

Skill points

Alpha-2 Ranger skill tree user interface.[33]

What you're seeing at a high level here is just what you'd pretty much expect of a traditional skill. We're doing something a little more advanced than just like a bottom up structure, because we're being a little bit more free-form in this iteration. This will obviously see more UI iterations in the future, but you'll see a mix of active and passive abilities here. Actives are indicated by their square shape, while the circular ones are representing passives; and one thing to note as well is that these passives are aiming to be a little more interesting than just like, this ability does more damage now, or it has a lower cooldown. We do have some of those too, but the goal with a lot of these passives in addition to that is to allow people to lean into unique play styles. So you'll notice that some of them are are changing your gameplay in meaningful ways; and that's the direction we want to take um player and character customization as a whole.[33]Tradd Thompson

Players receive skill points at specific points as they level.[34] These can be used to level up skills (increase their rank) within their active, passive or combat/weapon skill trees.[35][36][37][38]

Making active skills capable of receiving additional skill point allocations and unlocking additional features so that from a player agency standpoint it's going to be up to you whether or not you want to be more diverse but less depth- wider and not taller, in some of these skill choices. Or if you want to be very very tall, that's going to be something that is up to the player in that regard.[5]Steven Sharif
  • Skill points will accrue at specific XP milestones, such as 1/4, 1/2, 3/4 progress through the level, so as to avoid creating an imbalance with experience debt.[34]
We do have this concept of experience debt that does accrue and we don't want to create an imbalance between skill points acquired versus experience, so we're going to predicate your skill points acquisition based on benchmarks you reach when leveling through a level. So these are going to be at specific points in the level, like one quarter progress, to half progress, to three quarters progress: you're going to get an influx of skill points and then you'll be able to allocate them into your skill tree.[34]Steven Sharif
  • Skill points can be used to unlock universal skills at the expense of unlocking class-specific skills.[39]
  • Respeccing (resetting and reallocating) adventuring skills may require travelling to a specific location rather than being able to be done on-the-fly.[40][41]
  • Augments do not cost skill points.[32] It was previously stated that certain augments will have more expense required on the skill point side.[18]
info-orange.pngНекоторая из приведенной ниже информации не была подтверждена разработчиками и может не входить в текущую дорожную карту разработки.
  • It will not be possible to max all skills in a skill tree.[38]
  • In terms of skill progression, players can choose to go "wide" and get a number of different abilities, or go "deep" into a few specific abilities.[7]

Combat abilities

The aspiration for combat is for abilities to have corresponding counter-play abilities.[42]

  • The goal is to have special animations for parrying, blocking and evading.[43]

They can be a challenge to implement sort of really reliably so you might not see them on every evasion or every block, but we do want that stuff to show up.[43]Jeffrey Bard

Crowd control

Crowd control (CC/mezzing) abilities include root, snare, stun, sleep and slow.[44][42]

  • CC effects do not apply to Non-combatant (green) players. The target of a CC ability must be flagged in order to suffer the CC effects. This prevents players from opening attacks that stun non-combatant players during a pull for example.[46]
  • Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[49]
    • In current Alpha-1 testing mounts are not separate from the player.[49]
There's also going to be effects that just stun the mount or stun you on the mount.[49]Steven Sharif
info-orange.pngНекоторая из приведенной ниже информации не была подтверждена разработчиками и может не входить в текущую дорожную карту разработки.
Diminishing returns in regards to crowd control and conditions like stun and sleep and slows and that thing: Yes we will have absolutely diminishing returns. I think it's a necessary component to balance out classes that have high control ability.[42]Steven Sharif
We're trying to stay away from hard locks as much as we possibly can. We want to have the system be very play, counter-play, counter-counter-play feel.[42]Jeffrey Bard
  • Soft CC's are in the tab-targeted abilities.[56]
info-orange.pngВ этом разделе содержится информация с ранних этапов тестирования. Он будет обновляться по мере поступления новой информации.
Skill Icon Base skill
Air Strike Air Strike New.png Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing area damage and rooting targets hit for 3 seconds. Rotation control is enabled during cast.[57] The root effect is nature based.[58]
Ancestral Bolas Ancestral Bolas.png Throws a magical web of bolas at the target location. All enemies within are snared and build additional hate towards the tank every second. Enemies entering or exiting the radius will be tripped.[59]
Chain Lightning Chain Lightning Icon clean.png Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[60][61][62]
Chains of Restraint Chains of Restraint Icon2.png Call forth spectral chains in a target area that stagger enemies within or stun enemies already under the staggered effect, then leave behind an area that deals radiant damage each second over 8 seconds.[63][64]
Condemn Condemn.png Stun target enemy for 3 seconds.[65][66]
Fissure Mage Spell 7.png Call forth a line of jagged earth spikes in front of the[sic] you, dealing earth damage and applying 10 stacks of Stagger to each enemy hit along its path while launching them upwards.[67]
Grapple Grapple Icon.png Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[68][69]
Imbue Ammo: Weighted Imbue Ammo-Weighted.png Imbues your ammunition with weight. Enemies hit by your bow attacks suffer the Snared status effect, reducing their movement speed by 50%. Each application applies 3 seconds of duration to the target, up to a maximum of 12 seconds. 10 charges.[70]
Quake Quake.png Held ability: Cast a powerful earthquake that deals more damage the longer it was charged and applies 10 stacks of Staggered to all enemies around the caster. If the spell was fully charged, this applies Tripped instead of Staggered.[71]
Slam Slam.png Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[72]
Slumber Slumber (Active).png Applies the sleeping condition to targets affected within a small area around the primary target, rendering them unable to move or take any action. Any damage dealt to a sleeping target will break the effect. Duration is reduced by 20% for each additional target hit, to a minimum of 40% of base duration.[73][74][75]
Tremoring Bellow TremoringBellowIcon.png Releases a thundering shout in a forward cone, applying the staggered condition on enemy targets. Also stomps the ground dealing damage around the caster and tripping enemies affected by the snared condition.[76]

Mobility

Revamped Alpha-1 Mage Fireball ability.[77][78]

The general approach that we're taking based on a lot of feedback and just good combat design in general. You know philosophy is that we want to give more agency in the hands of the player and the antithesis of that is locking the player down for really long amounts of time. The sort of concept behind that is like you could make an animation effects as glorious looking as possible but if it's taking away control of the player, none of that really matters. Especially the 100th or thousandth time you're using the spell you're tired of that happening you don't feel powerful: You feel the opposite of powerful. So we're trying to like give a lot of control back to the player while they're using these abilities so they can still control their movements, they can react simultaneously while they're taking actions; and we just want to get overall more of a fluid flow, I guess, of combat. And that's the general design philosophy we're using to approach the overhaul.[77]Tradd Thompson

A lot of abilities you have the capability of moving while casting. It's going to decrease your movement speed significantly or depending on the type of ability. We do reserve the cost- and that's really what it is when you tie ability usage to mobility- we do reserve the cost of requiring the character to remain stationary on some big effect type abilities.[79]Steven Sharif
  • Most abilities in Ashes of Creation are capable of being cast while moving. Some abilities may slow the caster down during the cast, but only rarely will the player be rooted in place.[79][84]
Most abilities you'll find in Ashes of Creation are capable of being cast while moving. Some of those abilities might slow your movement during the cast, but you can continue to move. Very rarely, and depending on obviously the importance of the ability or the power level of that ability, you might be rooted in place. So, for example, the AoE ability [Chains of Restraint] has a lot going on. It has damage ticking over time, it is an area of effect, it also has a status condition application; and in those instances the player character gets rooted.[84]Steven Sharif
  • Unreal Engine 5 has enabled improved forms of locomotion, such as crouching, tilting and mantling.[87][88]
    • Crouching may or may not be in the game.[89][90]
  • The ability to prone is not be in the game.[89][90]
There's a balance in the game design between your movement speed on attack and the movement speed of your opponent. When you have a game that is both PvE centric as well as PvP centric, you have to make sure that combat is blended for both approaches; and we can always run into problems where, if you're significantly hampered in your movement speed, that has an effect on how we expect player versus player engagements to interact; and we don't want to restrict a player's ability to be mobile if they're the target of an attack. And as a result of that we need to make sure that we don't restrict the movement abilities of the player who is doing the attacking as well. So we want it to be relatively free for you to stay with each other. Your opponents move around the battlefield together and if we're hampering you on the attack action, we have to then implement some type of snare, or slow, or cc effect essentially on your opposing target; and that's not the approach we want to take for for PvP.[92]Steven Sharif
If we're talking about Fighter, they're going to have a lot of heavy gap closers. They can probably be a little bit more liberal in the use of their gap closers because they have so many of them, versus let's say a Ranger that needs to choose when to use their escape abilities, because they have fewer of them. The same would be true for a melee character like a rogue. Their approach vector is going to be more stealth-driven than it would be perhaps let's say from a gap-closer perspective.[47]Steven Sharif
Q: If a ranger is super mobile, what are the melee's options in order to catch them?
A: Different class kits will provide different gap closers. They'll provide different mobility skills. They'll have lockdowns. They'll have chains to pull back. They'll have a lot of different things in the rotation. That's part of what an MMORPG experience is. You're not just restricted to three or six skills, you have a rotational suite; and depending on the type of challenges you face is going to help determine which of those rotations you spec into from your skill tree.[48]Steven Sharif
info-orange.pngВ этом разделе содержится информация с ранних этапов тестирования. Он будет обновляться по мере поступления новой информации.
Skill Icon Base skill
Air Strike Air Strike New.png Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing area damage and rooting targets hit for 3 seconds. Rotation control is enabled during cast.[57] The root effect is nature based.[58]
Blink Blink.png Instantly teleport a set distance in the direction you are moving.[93][94]
Call of the Wild Call of the Wild Icon.png Remove all movement impairing effects and increase movement speed by 20% for 8 seconds. Snares and Roots effects applied to the caster are ignored.[95]
Caravan Trail Speed Bonus Trail Speed Bonus.png Minor speed boost for travelling on a simple trail.[96]
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[12]
Speed Boost Speed Boost.png Gives the caravan a temporary speed boost.[97]
Wings of Salvation Wings of Salvation.png Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[98][99] An ally is defined as any non-combatant player or non-mob NPC.[100]

Player movement

  • Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[102]
    • A sprinting/dash skill with a cooldown was confirmed to be part of a class kit.[103]
I've instructed design to incorporate a mana consumption that's percentage based for sprinting. So it'll be a similar amount of time that each class, regardless of their mana values, will have in order to sprint and it will not be accessible while in a combat.[102]Steven Sharif
  • There is a toggleable walk/run (autorun) capability.[104]
  • There is not going to be any "go to waypoint" (auto-pathing) mechanics.[105]

Collision

There are player and spell/projectile collision mechanics in Ashes of Creation.[109][110][111]

  • Inertia and momentum physics will help prevent blocking doorways/access points. This is based on a character's direction and movement speed, and can be used to push people out of the way.[112][111]
  • Specific ranged skills will have a pushback effect but this is not inherent to all ranged abilities.[114]
  • Player collision inherently limits the number of individuals that can be affected by AoE skills.[109]
Not all projectiles can be body-blocked. Some potentially can, but there will be certain abilities and effects, like a shield wall, that can that can be brought up and that will obscure line-of-sight to the target as well; and it will restrict some of those attacks from occurring.[110]Steven Sharif

Уклонение

Уклонение in Alpha-1 early combat.[5]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[5]Steven Sharif

Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[115][116][117]

So you see an animation windup that's a telegraph on what's coming; and then you have response actions that you can take as a result of that in order to dodge, weave, move, do whatever. It is both a combination of what your rotation is but also how you have reaction abilities ready to go that you save for certain circumstances that are important.[116]Steven Sharif

Active blocking

Клерик, использующий активное блокирование щитом в Alpha-2.[120]

Мы играемся с идеей дать всем универсальную механику блокирования, при которой щит, скорее всего, будет лучше всего, но игрок сможет парировать и двуручным оружием и с оружием в каждой руке.[121]Tradd Thompson

Активное блокирование присутствовало в Alpha-2.[120] Щиты лучше подходят для активного блокирования, но для парирования атак подойдёт любое оружие ближнего боя.[121]

  • Разработчики размышляют о добавлении активного блокирования в набор универсальных навыков, которыми могут пользоваться все классы.[121][25]
    • Разработчики будут тестировать использование отдельных механик энергии для универсальных навыков в Alpha-2.[119][120]
  • Ранее, когда разработчиками не были завершены механики активного блокирования, они склонялись к использованию традиционного ориентированного на баффы снижения урона как в большинстве ММО, а также рассматривали возможность взаимодействия между активным блокированием и пассивной характеристикой блокирования.[122][123][123]
  • У щита «Paladin's Might» в Ashes of Creation Apocalypse был собственный хитбокс и очки здоровья, им можно было активно блокировать снаряды.[124]

Interrupts

Abilities with a cast bar can be interrupted during the cast.[86]

  • There are abilities to counter interrupts.
  • Some interrupts are better than others.
info-orange.pngВ этом разделе содержится информация из тестирования Alpha-1. Он будет обновляться по мере поступления новой информации.
Skill Icon Base skill
Bulwark Bulwark Icon.jpg Bash enemies in front of you twice. The second attack temporarily increases block chance. You must have a shield equipped to block.[125][9][126][127]
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[12]

Animation cancelling

Отмена анимации не будет механикой боя.[128]

Combat stances

The use of weapon stances in game is likely.[129]

RNG

RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[130]

RNG is always going to play a role in Ashes of Creation whether that be in PvP or PvE, but one way to mitigate that is through the action system. The action system is going to be far less sort of dependent on those dice rolls and there'll be far more in your own hands. They won't ever completely eliminate that but it's a way for us to sort of reward skilled play versus sort of tactical strategies type play.[131]Jeffrey Bard

Combat targeting

Ranger hybrid combat in Alpha-2.[132]

Our desire has always and continues to be how we can create a mixture of tab target abilities and skill-shot oriented positional, directional-based ability usage and make something cohesive in that design. And I think that what we're achieving with that regard may not fully feel like an action-oriented game, but we've always intended to be more hybrid-oriented, leaning towards tab target. So you're going to see a mixture of abilities that require the targets and that don't; and then you're going to have an option as the player's perspective to utilize an action camera mode, which utilizes a soft target lock feature and our reticle.[133]Steven Sharif

Hard-locked friendly player target.[134]

Hybrid combat refers to the choice between tab and action combat in Ashes of Creation.[133][135][136][137][138][6] A toggle button (default Z, but can be re-bound to another key) allows the player to switch between action and tab combat modes.[133][139][140][141][142]

  • Targeted skills require either a soft or hard locked target.[133][144]
    • Soft locking is when the reticle moves over a valid target while in action mode.[143] The targeting plate will appear slightly grayed out to indicate that this is a soft-lock target. If the reticle moves away from the target or the target moves away from the reticle, the target is lost.[144]
    • Hard locking is when the player uses right-mouse on a soft-locked target in action mode, or when the player selects a valid target in tab mode. The targeting plate will not be grayed-out to indicate that a hard-lock target is selected. Unlike soft locking, if the target moves out of the reticle, the target is not lost. Tab will still cycle between hard-locked targets in action mode based on proximity priority.[147][144]
Q: Is the development team moving away from action combat, or is action combat more prevalent with the melee classes, and the healing/range classes are more tab-target other than AoE spells?
A: We have not moved away from our hybrid approach to the development of Ashes of Creation's combat; and specifically to reiterate: that approach is incorporating elements of skill shots, fast and reactive gameplay that is situationally relevant, and incorporates the camera mode of both tab-targeting as well as action combat reticle. That's something that is still in progress. We haven't moved away from that however. To note, our approach of that hybridization is going to incorporate things like templated skill-shots, directionally relevant activated abilities, along with the ability to dodge to roll projectiles that can impact collision. Those are elements of action combat that are present.[151]Steven Sharif

Templated and targeted versions of skills will have different characteristics.[152][139][153][55][154]

Skill progressions, skill point allocation is determined by the player. The player will be able to choose either more tab-target oriented skills or more action-based skills and customize their playable experience to what accommodates their preference. From a balancing standpoint for us developers, we need to make sure that certain abilities house certain functions so that there's a balance between skill shots and tab-target abilities.[55]Steven Sharif
  • Targeted skills will be greyed out if the target is not within a valid range but templated skills will generally require the player to assess the correct range for the skill.[155]
info-orange.pngНекоторая из приведенной ниже информации не была подтверждена разработчиками и может не входить в текущую дорожную карту разработки.
  • It may not be possible to be able to fully spec into just action or tab targeted skills. There might be a 75% cap on choosing skills from any one type.[55]
  • For the purposes of balance, certain skill types will be either tab or action oriented skills.[54]
    • Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[54][55]
    • Softer CC's would be housed in tab-targeted abilities.[54]
As an example: Let's say you're playing a ranged class. You could have an action-oriented power shot in your skill tree or you could have a single target power shot that ramps up and does more damage.[154]Steven Sharif

Хитбоксы

The developers are testing different approaches to accommodate varying hitboxes between the races.[158]

  • There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[158]

More than likely we'll have some sort of unified or unified-ish hitbox. But again it's going to probably have a unified hitbox with some exceptions or some special sort of collision rules based on them as opposed to just making it smaller for one and not the other.[158]Jeffrey Bard

There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[158]

We don't have separate types of hitbox categories, for example. There's no head hit box in the MMORPG like there was in APOC. So from a critical standpoint you're not going to see a greater risk of critting for a larger hitbox.[158]Steven Sharif

Directional attacks

There will be directional attacks (back attacks, flanking attacks, frontal attacks) that deal additional damage depending on the positional context of the attack.[159]

Cleaving

Weapon attack cone in Alpha-1.[141]

As I attack I am hitting multiple numbers of these opponents; and that's important because all weapons, regardless of whether you are in reticle mode or tab-targeting mode will be able to have a action-based type weapon attack. Not active skill, but weapon attack.[141]Steven Sharif

All weapons have a forward attack cone, regardless of being in tab or action mode.[141]

Polearms for example will have a much wider arc and much further out. Daggers will have a more fine-tuned arc, so you have to be more precise in that regard.[141]Steven Sharif

This is described as a weapon attack not an active skill.[141]

Механики попадания в голову

В MMORPG Ashes of Creation не будет механики попадания в голову.[158][161][162]

  • Попадания в голову являлись частью механики Ashes of Creation Apocalypse.[162]
  • Ранее утверждалось, что в MMORPG могут быть внедрены механики попадания в голову, повышающие шанс критического урона[163][164], но не позволяющие убить игрока с одного удара.[163]
    • Попадания в голову в боевой системе «action combat» приравниваются к критическим ударам в системе «tab targeted combat».[165]
    • Если игрок пользуется системой выбора целей и автоматического прицеливания («tab target») при применении навыков, для них будет фиксированный шанс критического попадания при использовании способности или оружия.[165]
    • Если игрок пользуется системой самостоятельного прицеливания способностей или оружия («action targeting/action combat»), ему нужно будет полагаться на попадания в голову или другие критически важные места на модели врага.[165]

Смотрите также

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