Animations

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There will be some animations that add flavor to specific races and classes, but generally animations will be reused as much as possible to decrease development time.[1]

We will have things that are known as sort of like racial abilities which will key into the class that you've chosen and those will almost certainly have animations that are kind of like one-offs that are associated with that class. They'll help you get some more like you know Ren'Kai flavor or some more Empyrean flavor but we have to reuse animations as much as possible in order to get to the finish line here so it'd be a super nice thing to do but probably not in the cards.[1]Джеффри Бард

Animation cancelling

Animation cancelling will not be a combat mechanic.[2]

Root motion

Revamped Alpha-1 Mage Fireball ability.[3][4]

The general approach that we're kind of 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 kind of the general design philosophy we're using to approach the overhaul.[3]Tradd Thompson

Skills with the greatest power may require the caster to remain stationary while channeling them. This is a risk vs. reward mechanic.[5][6]

  • Prone and crouch will likely not be in the game.[7]
  • Moving backward will likely not affect block and parry.[8]

I think that that generally we want to tend to be more mobile in our classes. I think that it's a fundamentally old-school philosophy to have a lot of stuck in place type skills. That isn't to say we won't have skills that have mobility restriction on them- that require you to channel or require a casting time where you can't move; but I think it's a blend between the two. It's neither extreme.[5]Steven Sharif

It'll be something that you can spec around to. Again it's gonna be a risk/reward thing. We put a lot of thought into what skills are overpowered or have kind of this overpowering nature to them and those are the kinds of skills that will generally find that will be like in-place type of skills; where you are now at risk if you are going to cast this spell, but there's a big reward if you do manage to get it off.[5]Джеффри Бард

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Blink Blink Icon.jpg Blinks forward in the direction you are traveling.[9][10] Increased blink distance. Reduces threat on targets nearby upon activation.[11][10] Increased blink distance. Deals area damage upon impact.[11][10]
Jump jump icon.png Dash with cooldown.[12] Cooldown is replaced by charges with individual cooldown.[12] Drops a bear trap at the location the ranger dashed from.[12]
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.[13] - -
Sprint sprint icon.png Increases movement speed. Using an ability ends sprint.[14] Increased resistance to disable abilities.[14] Clears crowd control when sprint starts and removes silence.[14]

Социальные анимации

Существуют интерактивные социальные анимации и эмодзи.[17] Персонаж может:

  • Присесть.[18]
  • Прислониться к чему-либо.[18]

Некоторые анимации будут требовать согласия другого игрока, чтобы взаимодействовать с его персонажем:[19]

Water animations

Underwater content will be accessible, not cumbersome.[22]

Смотрите также

Примечания