Боевая система

Wiki созданная сообществом Ashes of Creation
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Ранный превью боя Alpha-1 PvE.[2]

Бой — самая тактильная система в игре. Это то, с чем вы будете сталкиваться чаще всего; и помимо систем и механик, которые будут присутствовать в общем цикле основного игрового процесса, бой должен чувствовать себя отзывчивым. Он не должен чувствовать себя парящим. Он должен чувствовать себя мобильным. Он должен быть жидким. Он должен вызывать чувство удовлетворения. Звуковые компоненты, компоненты эффектов, сами анимации, типы умений и подобные вещи: все это действительно наша цель при тонкой настройке подхода к бою в Ashes of Creation.[3]Steven Sharif

Боевая система Ashes of Creation уделяет особое внимание стратегии и тактике.[4]

  • Бой — самая тактильная система в игре. Он должен быть отзывчивым, мобильным и плавным. Это должно дать чувство удовлетворения.[3]

Мы хотим чтобы боевая система была увлекательной и веселой... Прямо сейчас мы начали спринт перед первой фазой развёртывания Alpha-1, так что прямо сейчас мы работаем над action частью сражений; и мы разрабатываем системы для этого. Причина в том, что выбор цели по табу был традиционной частью MMORPG очень долгое время, несмотря на то что сейчас большой интерес вызывает action боевая система в MMORPG и уже выходили успешные игры с такой системой, например, TERA и BDO. Мы хотим нырнуть поглубже в разработку этого чтобы мы лучше поняли как мы можем лучше объединить таб и action вместе в одной игре, потому что это два значительно разных стиля игры.[5]Steven Sharif

Обновленная боевая система будет развернута до и после тестирования Alpha-1.[6][7]

  • Тестирование Alpha-1 изначально сосредоточено на основных функциях, а не на боевом балансе.[8]

Combat revamp

Alpha-1 split-body melee weapon combat sneak peek.[9]

I can move while swinging on this guy. I can back up then continue to attack him. Just have complete control over my character while attacking.[9]Steven Sharif

A revamped combat system will be rolled out during and post Alpha-1 testing based on player feedback.[10][6][7]

  • The goal is to give more agency to the player and achieve a more fluid flow of combat with greater mobility when using abilities.[11][12]
  • The current hybrid tab and action combat system will remain after the revamp.[11]
  • This revamp will not represent the final form of combat, but will set the general direction that combat will be taking.[13]
  • The revamp will be iterative and will be rolled out to testers in different phases.[12]

The revamped combat system will feature split-body animations, where the character's upper body can be locked by weapon attack animations while the lower body is free to continue moving.[9][14][8]

You'll be able to move forward while swinging your weapon; and this will allow you complete control over your weapon attacks for melee.[9]Steven Sharif

Alpha-1 testing is initially focused on core functionality rather than combat balance.[8]

Q: Based on recent feedback, what direction are you leaning towards in regards to split-body versus root-motion?
A: We are leaning towards split body.[15]Steven Sharif

Combat targeting

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.[16]Steven Sharif

Hybrid combat refers to the choice between tab targeted and action targeted combat in the Ashes of Creation MMORPG.[17][18]

Q: Are you still considering whether the combined action/tab targeting combat will be replaced by either tab only or action only?
A: No, I think that we will find a healthy medium between the two. I think that really what it comes down to is the definition of action; and I think that there is a varying degree of opinions on what action targeting means so to speak. But as I've clearly defined in the past, and as you can research in on the Wiki, our opinion on- at least my opinion on- action combat is I think well represented in the way we want to hybridize that combat in Ashes of Creation; and I think that there is going to be a good balance between those two and it should be a seamless transition between the two as well. And you know we're going to be fleshing that out further as we move forward.[19]Steven Sharif
  • Targeting modes are able to be achieved through choice of skills/abilities.[20][21][16]
    • 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.[16]
    • Different ranks of the same skill can change the skill from tab to action targeted or vice-versa.[22]
    • The action camera is tied to the to player's reticle. There will likely be a hotkey that when held down will allow free camera movement.[23]
    • In future the user will have the ability to choose from different reticle appearances.[24]
  • Action oriented and tab oriented versions of skills will have different characteristics. Variables will change based on which version is chosen.[25]
    • Damage.[25]
    • Charge up time.[25]
    • CC effects.[25]
    • Cooldown.[26]
    • Energy consumption.[26]
    • Cost to spec.[26]
    • Attack range will likely remain the same; as it is driven by the weapon or skill itself.[27]
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. [25]Steven Sharif
info-orange.pngНекоторая из приведенной ниже информации не была подтверждена разработчиками и может не входить в текущую дорожную карту разработки.

For the purposes of balance, certain skill types will be either tab or action oriented skills. For example:[26]

  • Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[26][16]
  • Softer CC's would be housed in tab-targeted abilities.[26]

Alpha-1 combat

Демонстрация раннего гибридного боя Alpha-1.[28]

Вы заметите, что когда я перехожу в режим действия, у меня есть сетка, и когда моя сетка зависает над вражеской целью, она становится красной, по существу показывая, что «эй, мы знаем, что вы попали в цель», которую вы можете видеть; и когда вы нажимаете Q, вы можете зафиксироваться на этой цели. Вы также можете удерживать Tab для переключения между целями. Таким образом, это важный аспект боя, который мы пытаемся внедрить, а именно смешивание и объединение табуляции и действия, поэтому у вас все еще есть этот компонент действия, но вы также можете использовать некоторые из ваших навыков, ориентированных на табуляцию.[17]Steven Sharif

Гибридный бой был испытан в Alpha-1.[17][21]

  • Кнопка переключения (по умолчанию Zно может быть привязана к другой клавише) позволяет игроку переключаться между режимами боя, ориентированными на действие и вкладку.[20][11][28][29]
  • В режиме действия используется прицельная сетка и очень близок к игре от третьего лица.[17][28][29][30]
    • Игрок не должен находиться в режиме прицеливания, чтобы использовать боевую способность.[31]
    Если вы используете боевую способность действия, которая будет направлена на цель, вам не нужно находиться в режиме прицеливания, чтобы использовать ее. Он будет стрелять туда, где находится прицел. Так что если вы играете на ощупь и находитесь в режиме камеры-табулятора, вы все равно сможете использовать свои навыки и способности, ориентированные на действие.[31]Steven Sharif
    • Прицел будет подсвечиваться/изменять цвет (на красный), чтобы показать, если текущая цель может быть поражена с помощью текущего подготовленного навыка.[17][28]
    • Боевые способности в режиме действия не будут иметь функции фиксации, но нажатие Q в режиме действия зафиксирует текущую цель, что позволит использовать навыки, ориентированные на вкладку в режиме действия.[20][17]
    Боевые способности действия, так сказать, не будут иметь функции фиксации. Некоторые из них будут сняты только на умение. Однако, поскольку у вас может быть сочетание способностей вкладок, для которых требуется цель, вы также сможете заблокировать цель в режиме действия. Прямо сейчас это делегировано клавише Q по умолчанию, но вы, очевидно, можете настроить это, вы можете поместить его на левую кнопку мыши, или вы можете поместить его куда угодно; и когда ваша сетка зависает над целью, она быстро меняет вашу целевую способность, и когда вы нажимаете кнопку блокировки цели, она затем блокирует эту цель; и если у вас есть навыки, ориентированные на табуляцию, вы можете использовать свои навыки, ориентированные на табуляцию, и они будут использованы против этой цели.[20]Steven Sharif
    • Удерживая Tab в режиме действия, вы будете чередовать цели.[17]
    • Нажатие правой кнопки мыши в режиме действий переключит режим вкладок для текущей выделенной цели.[28]
  • Режим вкладок (режим MMO) облегчает ведение боя, нацеленного на вкладку.[28][29] Способность, нацеленная на вкладку, требует цели, чтобы использовать это умение.[20][30]
    • Нажатие левой кнопки мыши в режиме вкладки атакует цель (с помощью выбранного в данный момент оружия).[28]
    • В пользовательском интерфейсе будет возможность «цель мишени».[32]

Hitboxes

The developers are testing different approaches to accommodate varying hitboxes between the races.[33]

  • There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[33]

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 kind of just making it smaller for one and not the other.[33]Джеффри Бард

There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[33]

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.[33]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.[34]

Cleaving

Weapon attack cone in Alpha-1.[28]

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.[28]Steven Sharif

All weapons have a forward attack cone, regardless of being in tab or action mode.[28]

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.[28]Steven Sharif

This is described as a weapon attack not an active skill.[28]

Time to kill

info-orange.pngНекоторая из приведенной ниже информации не была подтверждена разработчиками и может не входить в текущую дорожную карту разработки.

The Ashes of Creation MMORPG will have a time-to-kill (TTK) of around 30 seconds to a minute.[36]

In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[38]Steven Sharif

Headshot mechanics

There are no headshot mechanics in the Ashes of Creation MMORPG.[33][39][40]

Gear inspection/ Threat assessment

Players will have a buff on their nameplate that indicates the gear set they are wearing. Other players will be able to see this buff by targeting that player at a distance.[44][45][46]

You can target a player. You're going to see what type of armor they have based on a buff they have available to them because obviously cosmetics can change appearance. You might have different silhouettes as a result of that.[47]Steven Sharif
  • The border will indicate the level and quality of the tier set.[44][45][48]
    • This also indicates if the gear is enchanted, along with visual effects associated with enchanted items.[45][49][48]
  • The developers believe that inspecting gear to obtain an exact equipment list or gear score may lead to "unwelcome behavior".[50]
When you see a player approaching you and they're wearing a transmog you know you don't know if that person is a high damage mitigation against physical damage or against magical damage and essentially the way we overcome that is through you being able to target a player at a distance and they will have a buff that's present on them that you will see, which indicates that essentially the piece set that they are wearing. It is important for players to be able to ascertain from a threat assessment standpoint you know what they're going up against if they're actively checking that and that will be available.[46]Steven Sharif

Character nameplate

A character's nameplate is displayed above their head.[51]

  • This can be the first, and optionally last name (surname).[51]
  • The name of the character's Guild is displayed next to their name.[52]
  • The character's nameplate will deteriorate to give an indication of how much damage they have taken.[53][54][55]
  • An icon will identify the character's class.[44]
  • Hovering over the user's nameplate will show information such as level, their class name and archetype combo.[44]
  • A buff icon indicates the character's gear and grade.[44][45][46]

Summoner summons' creature type appears in the nameplate above the summon. This cannot be changed by the player.[56]

Mobility

Revamped Alpha-1 Mage Fireball ability.[12][7]

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.[12]Tradd Thompson

Skills with the greatest power may require the caster to remain stationary while channeling them. This is a risk vs. reward mechanic.[57][58]

  • Unreal Engine 5 has enabled improved forms of locomotion, such as crouching, tilting and mantling.[59][60]
    • Previously it was said that crouching may not be in the game.[61]
  • Prone will likely not be in the game.[61]
  • Moving backward will likely not affect block and parry.[62]

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.[57]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.[57]Джеффри Бард

The revamped combat system will feature split-body animations, where the character's upper body can be locked by weapon attack animations while the lower body is free to continue moving.[9][14][8]

info-orange.pngВ этом разделе содержится информация с ранних этапов тестирования. Он будет обновляться по мере поступления новой информации.
Skill Icon Rank 1 Rank 2 Rank 3
Blink Blink Icon.jpg Blinks forward in the direction you are traveling.[63][64][65][66] Now deals damage to enemies surrounding your departure location.[67][66] Reduced cooldown.[63][67][66]
Jump jump icon.png Dash with cooldown.[68] Cooldown is replaced by charges with individual cooldown.[68] Drops a bear trap at the location the ranger dashed from.[68]
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.[69] - -
Sprint sprint icon.png Increases movement speed. Using an ability ends sprint.[70] Increased resistance to disable abilities.[70] Clears crowd control when sprint starts and removes silence.[70]

Player movement

Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[72]

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.[72]Steven Sharif

There is a toggleable walk/run (autorun) capability.[73]

There is not going to be any "go to waypoint" (auto-pathing) mechanics.[74]

Back-peddling (walking backwards) and strafing are slower than normal movement speed.[75]

Collision

There are player and spell collision mechanics in Ashes of Creation.[76]

  • 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.[77][76]

Dodging

Dodging in Alpha-1 early combat.[3]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[3]Steven Sharif

Dodge rolling type skills is currently housed in the action skill sets of agile classes such as Rogues or Fighters.[3][78]

Q: Will there be evade frames/ I-frames on dodge?
A: I would say it's a safe bet with regards to how we're approaching the hybrid combat that not only are gonna have true evasion skills that apply to more action-oriented skills that are coming your way, but you'll also have you know I-frame type skills that would apply perhaps to a tab targetable skills coming your way. So I think you're gonna have a healthy balance of both with it when it comes to skills that you can spec into.[80]Steven Sharif

Active blocking

Разработчикам еще предстоит доработать проекты для ктивной блокировки в Ashes of Creation.[81][82]

Мы собираемся обсудить это внутри команды с дизайнерами и боевой командой, а затем, скорее всего, поделимся с сообществом, как только определимся с некоторыми подходами и создадим их прототипы. [81]Steven Sharif

  • Разработчики рассматривают возможность включения активной блокировки в набор универсальных навыков, применимых ко всем классам.[79]
    • Разработчики ранее склонялись к использованию более традиционного универсального снижения урона, ориентированного на усиления, для MMO, а также рассматривали взаимодействие между блокировкой на основе действия и пассивной характеристикой блока.[82]

Мы все еще активно итерируем и активно тестируем в нашей гибридной системе. Вы знаете, что наша команда принимает во внимание все детали. Очевидно, что мы хотим, чтобы компоненты, основанные на действиях, также так или иначе взаимодействовали с системой статистики водопада; и  вы знаете, что это может показаться игрой слов от действия к смыслу табуляции, но это не обязательно так. Могут быть компоненты действия — например, у вас может быть двойной компонент, вы активируете эту щитовую стойку, и если вы точно перехватите входящий снаряд или навык, который был инициирован из передней дуги, вы получите 80% смягчения урона или 80% применение физической защиты щитом; и если он исходит из области за пределами этой передней дуги, вы получаете меньший бонус; пример, вы принимаете во внимание значение физической защиты щита, вы применяете его как смягчающий фактор к входящему урону, но вдобавок вы дополняете эту систему характеристикой водопада, которая отвечает за щит снижение урона или коэффициент защиты; вы знаете, что навык по умолчанию говорит о снижении урона на 80% от дуги вперед, но это увеличивается до 87% из-за вашей статистики; И если он не в передней дуге, то получается 50% эффективность - может быть, 40 с чем-то процентов. Просто, чтобы дать вам представление о том, что определяет эти навыки и как они взаимодействуют на фронте, основанном на действиях.[82]Steven Sharif

'В APOC, когда у нас была стойка с активным щитом, это была система, основанная на действии активного блока щитом; и когда мы собрали данные о дизайне, по существу, эффективность и точность игроков, которые использовали это, были не очень высокими; и есть опасения, по крайней мере, в том, что касается реализации блока активного щита с ограниченным действием, в отличие от того, что традиционно было бы связано с активацией усилений, который дает регулировку скорости блокировки щита и является универсальным для входящего урона и взаимодействует со статистикой - это то, к чему мы склоняемся при включении гибридной боевой системы.[82]Steven Sharif

Animations

Будут некоторые анимации , которые добавят изюминку определенным расам и классам, но, как правило, анимации будут максимально повторно использоваться, чтобы сократить время разработки.[84]

У нас будут вещи, известные как расовые способности, которые будут ключом к выбранному вами классу, и они почти наверняка будут иметь анимации, которые своего рода одноразовые, связанные с этим классом. Они помогут вам получить больше, как вы знаете, аромат Ren'Kai или какой-то еще аромат Empyrean, но мы должны максимально повторно использовать анимацию, чтобы добраться до финиша здесь, так что это было бы очень приятно сделать. но, вероятно, не в картах.[84]Джеффри Бард

Combat abilities

The aspiration for combat is for abilities to have corresponding counter-play abilities.[85]

  • The goal is to have special animations for parrying, blocking and evading.[86]

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 kind of stuff to show up.[86]Джеффри Бард

Crowd control

Crowd control (CC/mezzing) abilities include root, snare, stun, sleep and slow.[87][85]

  • There will be diminishing returns on stuns, sleep and slows so as to avoid stun locking.[85][88]
    • As of May 28, 2021, diminishing returns on CC effects have not yet been implemented in the Alpha-1 testing.[89]

Diminishing returns in regards to crowd control and conditions like stun and sleep and slows and that kind of thing: Yes we will have absolutely diminishing returns. I think it's a necessary component to balance out classes that have high control ability.[85]Steven Sharif

  • Hard CC's are stuns, knock downs, sleeps, paralysis, some roots, some silences.[90]

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 kind of feel.[85]Джеффри Бард

  • Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[91]
    • In current Alpha-1 testing mounts are not separate from the player.[91]

There's also going to be effects that just stun the mount or stun you on the mount.[91]Steven Sharif

info-orange.pngВ этом разделе содержится информация с ранних этапов тестирования. Он будет обновляться по мере поступления новой информации.
Skill Icon Rank 1 Rank 2 Rank 3
Javelin Javelin Icon.jpg Pulls a target enemy to your location.[93][64][94][95] Deals damage and generates a great amount of threat.[93][95] Reduces cooldown by 5 seconds.[93][95]
Jump jump icon.png Dash with cooldown.[68] Cooldown is replaced by charges with individual cooldown.[68] Drops a bear trap at the location the ranger dashed from.[68]
Onslaught Onslaught Icon.jpg Charge and deal damage to your target.[96][64][97][98] Reduce the target's attack damage temporarily.[96][98] Knock down the target.[96][98]
Snare snare icon.png Foot pin roots target in place.[99][100] Adds a bleed.[100] Snares after root expires.[100]
Trap trap icon.png Place a bear trap under the caster that holds them in place and does damage. Also holds targets in place and does damage.[101] Traps stun instead of root.[101] Place up to two traps.[101]

Interrupts

Abilities with a cast bar can be interrupted during the cast.[58]

  • 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 Rank 1 Rank 2 Rank 3
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.[102][64][103][104] Additional increased block chance.[102][104] The second attack knocks down enemies.[102][104]
Onslaught Onslaught Icon.jpg Charge and deal damage to your target.[96][64][97][98] Reduce the target's attack damage temporarily.[96][98] Knock down the target.[96][98]
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.[69] - -
Thundershock Lightning Bolt Icon.jpg Shoots forward a beam of lightning that damages enemies in a line in front of you.[105][64][106] Increased damage.[105][107] Now knocks down hit targets.[105][107]

Aggro abilities

Агро (угроза/ненависть) будет иметь значение в игре.[108]

  • Агро основан на таблице ненависти.[108]
info-orange.pngВ этом разделе содержится информация из тестирования Alpha-1. Он будет обновляться по мере поступления новой информации.
Навык Значок Ранг 1 Ранг 2 Ранг 3
Javelin Javelin Icon.jpg Pulls a target enemy to your location.[93][64][94][95] Deals damage and generates a great amount of threat.[93][95] Reduces cooldown by 5 seconds.[93][95]

Animation cancelling

Отмена анимации не будет механикой боя.[109]

Combat stances

The use of weapon stances in game is likely.[110]

RNG

RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[111]

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 you know 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.[112]Джеффри Бард

Primary skills

Предварительный просмотр основных навыков Alpha-1.[64]

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.[113]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.[114]Steven Sharif

Основные навыки (способности класса) основаны на архетипе игрока.[69] Игроки могут персонализировать свои основные навыки с помощью дополнительного архетипа.[115][69][116]

Дизайн дополнений заключается не только в том, чтобы изменить вкус, чтобы он отражал вторичный архетип, но и в корне изменить основные компоненты навыка.[117]Steven Sharif

  • Каждый вторичный архетип предлагает четыре разные школы аугментации.[115][118] Каждая школа дополнений по-разному влияет на навыки основного архетипа.[119]
    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.[120]Steven Sharif
  • Выбор одного и того же первичного и вторичного архетипа увеличивает внимание к этому архетипу.[121]
  • Дополнения к первичным навыкам коренным образом изменят способ работы способности: адаптируя то, что когда-то делала способность, чтобы включить идентичность вторичного архетипа.[122]
  • Для изменения аугментаций ваших навыков вам потребуется обратиться к NPC в узле деревни или выше.[124]
  • Некоторые цвета заклинаний и общие эффекты меняются в зависимости от дополнений.[125]
    • Активные навыки могут выглядеть совершенно по-другому после применения аугментации.[126]

Ожидается, что основные навыки в Alpha-2 будут сильно отличаться от навыков в Alpha-1.[127]

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.[127]Steven Sharif

Skill points

Alpha-1 preview skills user interface.[128]

This is where players allocate skill points into either their active skills, their passive abilities- which can augment their usage of weapons and armors and health regeneration and passive stats and stuff like that-- but on the weapons side of things, that's where you will spec into certain types of procs based off of weapon groupings. So we've talked a little bit about this in the past: If you have a dagger, daggers might have a chance to proc a bleed on your weapon attack and that would synergize with an active skills' ability like let's say Backstab that does additional damage if the target is under a bleed effect. Now we have said in the past that players will be able to allocate skill points into their active skills that are more geared towards either action combat or tab targeting.[22]Steven Sharif

Players receive skill points as they level. These can be used to level up skills (increase their rank) within their active, passive or combat/weapon skill trees.[129][130][131][132]

  • It will not be possible to max all skills in a skill tree.[132]
  • 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.[133]
  • Players are able to reset and reallocate their skill points.[134]

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.[3]Steven Sharif

Active skills

Игроки могут создавать своих персонажей с помощью активных навыков, которые они хотят, на панели действий.[136][137]

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.[3]Steven Sharif

Universal skills

Outside of class-specific skills there may be a subset of universal skills, such as active block and dodge.[79]

Outside of your class-specific skill tree, there's going to be a subsection of a few skills that are universal, like active block, like dodge; and I think what we're going to do- or at least what we're going to be discussing here- is those universal skills will have progressions that might align with your passive tree; and you can spec skill points into progressing additional features of those universal abilities that you will have access to. So I think that's probably going to be the direction that we're going to take.[79]Steven Sharif

Ultimate skill

info-orange.pngВ этом разделе содержится информация с ранних этапов тестирования. Он будет обновляться по мере поступления новой информации.

The ultimate skill is a very powerful skill.[140]

Skill Icon Rank 1 Rank 2 Rank 3
Hail of arrows hail of arrows icon.png If your focus is at 80%, use this skill to summon a template and launch multiple arrows within the template.[99][141] Adds movement slow.[141] Adds damage over time to targets in the area.[141]
Ultimate Defense Ultimate Defense Icon.jpg Become immune to damage for 3 seconds.[142][64][143][144] Duration is increased to 5 seconds.[144] Grant damage mitigation to all party members.[144]

Elemental skills

The idea behind magic is you're manipulating the elements. They don't just have to be fire, ice, water and air. They can be darkness, they can be light, they can be planar; a lot of different types of "elemental influences".[145]Steven Sharif

info-orange.pngВ этом разделе содержится информация с ранних этапов тестирования. Он будет обновляться по мере поступления новой информации.
Skill Icon Rank 1 Rank 2 Rank 3
Fireball Fireball Icon.jpg Hurl a ball of fire toward your target, dealing direct damage upon impact.[146][64][147] Increased damage.[146][148][149][150] Burns the target for additional damage over time.[146][148][149]
Flame line flame line icon.png Shoot an arrow that leaves behind a trail of flames.[151] Arrow explodes upon reaching the end of its distance.[151] Enemies take burning damage for entering the flames.[151]
Lava Storm Lava Storm Icon.jpg Creates a field of lava at the selected location. Deals area damage over time.[64][152][153] Increased damage. Increased duration.[152][148] Increased damage. Increased duration.[152][148]
Thundershock Lightning Bolt Icon.jpg Shoots forward a beam of lightning that damages enemies in a line in front of you.[105][64][106] Increased damage.[105][107] Now knocks down hit targets.[105][107]

Balancing

Шестьдесят четыре (64) класса разделены на восемь основных архетипов. Баланс активных навыков относится только к этим восьми основным архетипам.[154][155]

  • Каждому базовому архетипу назначены четыре основные группы дополнений Баланс дополнений относится к четырем группам дополнений для каждого из восьми архетипов.[155]

Несмотря на то, что дополнения радикально меняют то, как ваши активные навыки предоставляют вам способности, основное внимание по-прежнему уделяется самому базовому архетипу, а не всем 64 классам.[154]Steven Sharif

На самом деле мы не говорим о 64 настоящих классах, мы говорим о восьми классах с 64 вариантами... Между 64 классами не так много различий, как можно было бы ожидать. Дело не в том, что существует 64 разных версии... радикально разных классов.[154]Джеффри Бард

Балансировка в Ashes of Creation ориентирована на группу а не на бой 1 на 1.[154][156]

Будут матчи 1 на 1, где один класс будет превосходить другой; и это должно быть динамикой камня-ножниц-бумаги. Мы хотим, чтобы между разными классами была встречная игра... Вместо этого будет баланс, ориентированный на группу, где, пока у вас присутствует разнообразие классов, игровое поле будет равным. Это будет очень зависеть от навыков и стратегии.[156]Steven Sharif

Некоторые вторичные архетипы способны «преодолеть разрыв» между своими аналогами. [157]

Определенные архетипы способны сами по себе преодолеть разрыв между своими аналогами. Если я являюсь архетипом танка, а маг — моим противником, я могу взять мага на второстепенное значение и немного сократить разрыв; а затем немного сдвинуть мою личность в этом направлении.[157]Steven Sharif

Тестирование Alpha-1 изначально сосредоточено на основной функциональности, а не на боевом балансе.[8]

Roles

Ashes of Creation имеет традиционную троицу: Танк, ДПС (наносящие урон) и Поддержка (целитель или не только...).[158][159][160]

У нас есть восемь основных архетипов; и троица является довольно сильным влиянием в отношении восьми основных классов. Однако, областью в которой мы начинаем играть с линией между частями троицы являются вторичные классы которые можно выбрать. Таким образом мы начинаем смешивать эти пространства и позволять игрокам немного влияния на свою роль и их место в определённой категории внутри троицы.'[161]Steven Sharif

Meta

The effectiveness of classes, skills and gear is going to depend on the adversary or the encounter. There will be optimal builds for different challenges and difficulty ratings. This design aims to avoid any obvious meta or "cookie-cutter" builds in Ashes of Creation.​[162]

  • Increasing difficulty ratings inspire more of a traditional vertical power progression that is common in other MMOs.[162]

Oftentimes you just have a very vertical power scale and that determines chase, but when you have a variety of relevance across certain types of adversaries and that variety changes over time because of player activity- and then that affects the economy and the crafter system and who was producing what for what demand- and everything gets shaken up. That's a very kind of fun environment to exist in. It presents a more dynamic situation rather than a quote-unquote cookie-cutter type selection.[162]Steven Sharif

Power creep

Power creep is a balance issue... When it comes to gear progression specifically, the idea is to create an open market that is not heavily dependent on soulbound items; and having many item sinks and gold sinks within that economy that allows for the potential degradation and loss of assets within that closed economy; and not introduce items from the market that companies put in from a pay-to-win perspective or from a pay-to-convenience perspective that undermines the economy that players have built. That is a huge mistake that companies have made in the past and that lends to the imbalancing of what designers maybe have actually balanced well.[163]Steven Sharif

Weapon use combo system

A weapon use combo system (also referred to as Combo system[164], and Weapon use ability[165]) is utilized instead of a traditional auto-attack ability in Ashes of Creation.[164][166]

Let's say for example you're using a two-handed warhammer or something and you have a number of weapon combos that play animation style based on how many combos deep you go into an attack with that warhammer. So the first is going to be like a forward swing. Second is going to be a back swing. The third is going to be swing down and the fourth is going to be some twirl that you do; and that's what we call the combo animation montage.[167]Steven Sharif
The way that the weapon skill tree works is that at different stages of that combat montage you have available procs that can occur. The first swing might be a small stagger that decreases your opponent's accuracy by 15, that could be a proc that you could that you could spec into that decrease in accuracy- might be a status condition called stagger or bewildered or whatever- and that might exist for three or four seconds. Your second option from a skill tree perspective might be on the swing back. You have some type of tapering slow effect that lasts over three seconds- some type of tapering snare; and then the third step strike down might be some potential one second stun status modifier; and each of these you can spec into additional points to increase the chance that these proc.[167]Steven Sharif
  • Depending on class skill choice these effects will have synergy effects with the combat montage.[167]
Depending on what your class skill choice has been those are going to have synergy effects with the weapon skill tree. So my skill called spin-to-win might do 30 additional damage on a staggered target. So I see when my proc occurs with the stagger effect on my first swing, like for me as a player I might be only interested in landing that first swing, so every now and then I'm gonna swing once and then I'm gonna use a skill and then I'm gonna come back and swing again because that'll play my first swing montage, because it's been interrupted. So I won't move to the second one because I'm really just wanna hit that stagger effect. So that's going to be how my rotation lines up. However I might have some skill that on a stun target it might be an immediate cast and it's like some power you push or power hit; and that does- it knocks back a stun target. So if the target's stunned when this skill plays, it has an added effect of knock down and now they're gonna get knocked down for an additional two seconds. Now I might spec into that and as a result I want to finish through: swing, swing, and then knock down. So I get my chance at stunning that target with that weapon skill.[167]Steven Sharif
You may have items or set bonuses that change at what level those proc occurs. So I may have a full set of battle armor that changes all third hit combo procs to second hit requirements and now I have a chance not only on my second hit to land that tapering slow but I also have a chance to land my one second stun proc because I have the full set that changes my weapon progression. So that's the way itemization works with your weapon skill tree, is you can enhance when those weapon skill trees become available in your combat montage and that can be a relevant factor in how your skill rotations come to play; and mixes with your weapon attacks.
  • Weapon skill choices and rotations will vary based on whether the player is more focused on PvP or PvE.[167]
Right now some people might just say, "I don't care at all about my weapon attacks. I'm not going to invest a lot of points into that. And if I do, it's going to be primarily PvE focused where I'm more comfortable using just swinging my weapon, and I may not use them as much in PvP. I'm just going to be focused on skill rotations." That's okay, but the reason for those skill montages- back to your question- is they have a very relevant role in when certain procs come online from a weapons skill tree perspective.[167]Steven Sharif
  • Using a skill/ability (other than the weapon attack Q or left-mouse-click) will in general reset the combo.[169]
    • The developers are considering specific abilities might be able to be used without resetting the combo system.[169]

It acts similar in the sense of the core loop of what an auto attack is so to speak; where typically your other skills have a cooldown period, they have a rotation or whatever: Our combo system is a repeatable skill effect that you can continually attack with but it's a little bit more involved than what a traditional auto attack is; and it has components from a from an advancement standpoint when it comes to the types of procs that your weapon can have during that combo system... It's not going to have the quick time event that you guys saw early on in PAX and gave great feedback on, but it is going to have development with regards to the power of the weapon the type of weapon you're using, the additional proc effects that you can skill into: Those types of things are going to make it a little bit more complex of a system capture.[164]Steven Sharif

Classes of weapons

In-game achievable weapons concept art.[170]

Weapon classes (also referred to as weapon types and weapon groups) in Ashes of Creation.[13]

  • Blunt weapons
  • Slashing weapons
  • Piercing weapons

Weapon swapping

Weapon swapping in the Ashes of Creation MMORPG will be subject to a cooldown period following any damage taken or done by the player.[172][173]

  • The cooldown will be in the range of a few seconds.[173]

For the MMORPG we want there to be some time between damage received or damage done before you can swap your weapon. It's not going to be substantial. It will maybe be a few seconds.[173]Steven Sharif

Players cannot switch armor while in combat.[172][174]

Raid mechanics

Рейды содержат сложную боевую механику.[175]

  • Бои с боссами из нескольких фаз.
  • Крипы (неигровые персонажи - монстры).
  • Случайно-ориентированное использование [[Skills|умений].
  • Телеграфированные aнимации, но нет очевидных телеграфированных шаблонов на земле.
  • В боях потребуются локация, мобильность и стратегия.

Бой сам по себе будет довольно сложной механикой. У нас будут разные фазы боссов, будет много дополнений, будет случайное использование навыков. У нас не будет телеграфируемых шаблонов на земле, но у нас будет телеграфируемая анимация, так что это будет местоположение, мобильность, стратегия. Это будет что-то, что не может быть повторено точно таким же образом от рейда к рейду, но имеет различия между боями, так что рейдерам придется быть подвижными в мышлении на своих ногах.[175]Steven Sharif

Telegraphs

В отдельных случаях будут присутствовать подсказки, передающие информацию о каких-либо действиях.[176]

  • Подсказки через анимацию.
  • Шаблоны.

List of raid bosses

Utility skill

Pre-alpha rogue climbing a Метрополис wall.[177]

We have what are called utility skills and a lot of MMORPGS really only focus on active combat skills, but some of the favorite things that I've had as a gamer is tabletop RPGs like Pathfinder or Dungeons and Dragons, and there are skills in those games that are relevant to either your environment or the quest line; and they're a little bit you know sometimes "story mode".[178]Steven Sharif

info-orange.pngНекоторая из приведенной ниже информации не была подтверждена разработчиками и может не входить в текущую дорожную карту разработки.

A utility skill is a non-combat skill that interacts with the environment.[179] Utility skills lend themselves toward how classes navigate and deal with hazards in the world.[180]

  • Different classes excel at different skills.[180]
  • All classes will have maneuverability/traversal utility abilities.[181]
    • There will be a grappling hook utility skill or item.[182]
  • Classes will have utility abilities, such as detecting traps and other hazards. For example: The Mage's detection spell casts light and reveals magical explosive hazards.[183]
  • Certain classes are able to climb/parkour in certain areas.[184][185]
    • Climbing/parkour ability is not free-form and will likely be restricted to certain quests, locations or objects.[186][187]
  • Certain classes (such as Rogues) will have stealth abilities.[188]
    • Rogues may also have a spyglass utility skill.[180]
  • Certain objects exist in the world (such as ladders and slides) that aid player mobility.[189]

We don't just have the approach of your class being reflected in your combat abilities but also there are utility abilities that certain classes have that other classes don't have.[190]Steven Sharif

Skill Icon Rank 1 Rank 2 Rank 3
Family summon Long duration cast (30 seconds to a minute) with an approximate 30 minute cooldown that slowly summons each of your family members to your location (up to eight members).[191][192] Players cannot be summoned in the following cases:
This will be tested in Alpha-2.[195]
- -
Pathfinding Reveals corrupted player locations on the bounty hunter's map.[196][197] Activating this ability will flag the bounty hunter for combat only to corrupted players for a period of one hour from the time of activation.[196] The pathfinding ability can be toggled on or off.[196][198] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[199] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[199]
Stealth This does not render a player completely invisible.[200] Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[201] - -
Track track icon.png Use this skill to show nearby tracks, leading to unknown adventures.[99] - -

Player death

Player death in an open world dungeon in Alpha-1.[202]

We don't have deleveling, instead what we have is experience debt. Now the more experience debt you accrue, the greater the detriment to your character; not to the point where you can not get out of the debt. There will always be a way forward to remove your debt.[203]Steven Sharif

When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[204][205][206][207][208] These ash piles are immediately lootable by any player.[205] Player flagging is not triggered by looting.[209]

  • A non-combatant (green player) who dies suffers normal penalties, which include:[207]
    When players die and they take durability loss, our durability loss isn't like other games where it's a gold sink so to speak. It's a combination of both a gold sink and a material sink. So in a sense, even if you only have completed items, when you take that durability loss you are losing out on materials. It's just a debt to the materials that you are losing instead of the active loss of that material in your inventory. So now you are accruing a material debt if you want to repair and increase again the performance of those particular items that take that durability loss.[212]Steven Sharif
    • Dropping a percentage of carried gatherables and processed goods.[206][207]
      • This also includes a percentage of the certificates a player is carrying.[208]
      • If a player dies there will be a period of time before their mule despawns. Other players must kill that player's mule to be able to loot it.[214]
      • If a player's mule dies its corpse will contain the same percentage of lootable items as the player.[214][215]
  • A combatant (purple player) who dies suffers these same penalties, but at half the rate of a non-combatant.[207]
  • A corrupt (red player) suffers penalties at four times[216] the rate of a non-combatant, and has a chance to drop any carried/equipped items based on their current corruption score. This includes:[216][207]

Experience debt will scale to approximately 2 or 3 percent of the total XP for a max level player. These numbers are subject to change based on testing.[221]

Death penalties do not apply to objective-based events (such as caravans, guild wars, and node sieges).[222]

There will not be death penalties applied to event-based deaths. The penalties are in the outcome of the event. So your number of deaths is likely going to impact your ability to win that particular event and that's going to be the penalty. This is it to encourage players to opt in to the events right because the more participation we have the more fun it can be; and we understand that the community at large- there's already a risk versus reward component to these events. We don't need to stack on additional risk versus reward to inhibit kind of- to increase the barrier to entry for players who may not be as interested.[222]Steven Sharif
  • Death penalties do not differ between PvP and PvE, but this is subject to change.[223]

Death by falling is possible.[224]

  • Fall damage that occurs while mounted will be first applied to the mount; and if the mount dies as a result, then the remaining damage may overflow onto the player, but this will be determined based on testing.[224]

Death by drowning is possible.[225][226]

  • Players that drown will respawn on shore.[225]

If a player dies there will be a period of time before their mule despawns. Other players must kill that player's mule to be able to loot it.[214]

Players do not lose gold upon death, no matter their corruption level.[227]

At the moment, the plan is for players to not lose gold upon death, no matter their corruption level.[227]Cody Peterson

Mounted combat

Certain mounts will have combat abilities.[228][229][230]

Mounts will have a variety of effective pvp abilities, some viable in larger scale encounters when organized correctly.[231]Steven Sharif
  • Mounts will have combat skills based on the breed and rarity. There will also be some RNG to the mount skills.[232]

Mounts can be killed by players, but can be resurrected after a certain cooldown period.[234][235][236]

  • Potions obtained from the Alchemy profession can be used to reduce the cooldown.[234][237][235]
  • Mounts that die a certain number of times within a set period might gain a debuff that requires a different material component to assist with their resurrection.[237]
  • Fall damage that occurs while mounted will be first applied to the mount; and if the mount dies as a result, then the remaining damage may overflow onto the player, but this will be determined based on testing.[224]

Mounts can be targeted separately from the player while mounted.[235]

  • If a player dies there will be a period of time before their mule despawns. Other players must kill that player's mule to be able to loot it.[214]
  • If a player's mule dies its corpse will contain the same percentage of lootable items as the player.[214][215]

Mount abilities and stats

Noble Warhorn Sprint mount ability.[238]

All mounts will have certain types of abilities: Whether those abilities are utility, or sprint, or some type of combat charge through that knocks down players or something. It just depends on the type of mount and the skills associated with that mount. That's also one component of the animal husbandry system is in creating these mounts you can have unique skill sets associated with them that obviously creates an economy for mount types and and puts some relevancy on the profession of animal husbandry to present unique mounts.[91]Steven Sharif

Mounts have different core abilities, utility skills and stats that are based on the rarity of the mount and the mount's tier.[234][239][91][240]

  • Mount abilities may provide either horizontal or vertical power gains.[234]
Tier one mounts will have certain type types of abilities that are unique to the tier ones and the tier twos will have certain abilities that are unique to the tier twos. In some cases those will be horizontal; in other cases they'll be vertical power gain. So it just depends on the situation. It's a situational element.[234]Steven Sharif
  • Based on skill choice, mounts can be used as initiation vehicles, escape vehicles, utility vehicles, and traversal vehicles.[241][242]
    • Jump abilities.[241]
    • Terrain-specific capabilities.[241]
    • Gliding abilities.[241]
Mounts have obviously many different applications and that's also going to speak to its identity when it has a skill selection choice too. Like do you- are you more aggressive in initiation with your mount? Okay well you probably want the ones that are going to be able to charge through and do some type of CC effect on players in front of you. Are you more about kind of using them out to dodge and avoid you know different types of things? Well then you probably want some type of invulnerability skills or some type of protective skills that you can activate at certain times. Are you going to be more traversal and focus on kind of speed you use your mount just kind of go around the world and you don't really care about the combat aspect? Well then you probably want some skill sets on your mount that reflect that.[242]Steven Sharif
  • Mounts will have varied speeds.[244]
There's definitely a difficulty from a balance perspective obviously on the design side when you're having to incorporate speeds that are so radically different from the normal player movement speeds; and mounts do have a obviously a significantly faster component there. But that's why you build into the to the skill sets that players have obviously those types of cc's which can either, as we spoke about previously, knock the player off of their mount, kill them with some massive damage, or stun the player. Those are components that are taken into account when balancing out these skill selections.[242]Steven Sharif
  • A player can dismount and have their mount follow them.[91][235]

Dragon abilities

Dragons are epic flying mounts with strong battle abilities, such as AoE breath attacks, swooping flyby attacks, and others.[245][246]

The dragon will have a lot of capability in PvP. It's primarily its purpose, because as it relates to Castles and the sieges they're in, or Nodes and the sieges they're in. We want dragons to have large scale ramifications against player raids.[246]Steven Sharif

Combat pets

Combat pets (also referred to as Item pets or Universal combat pets) may be acquired by any archetype.[247]

  • Combat pets have a horizontal progression, not a vertical one. Unlike Summoner summons, combat pets do not increase a player's power, but instead require a sacrifice from the player.[247][248][249]
  • Combat pets may be tamed from certain creatures in the world.[250]
  • Combat pets are categorized by class and will adhere to a simple trinity structure (Tank/DPS/Support).[248]
  • Combat pets will also be categorized into different rarities.[248]
  • Combat pets may not be able to be summoned in certain dungeons, instances or other spaces.[242]

It will participate in combat. It will allow you different options sometimes, but it won't necessarily increase your power and... you'll be sacrificing something for it.[249]Джеффри Бард

Naval combat

Tea transport PAX East 2018 exclusive cosmetic ship skin.[251]

Sailing will be pretty in-depth and it's going to be based on the size of the ship that you're using. So there will be components for seamanship that other players you will need to have on board if you want to operate a vessel to the best of it's abilities: Let's say in combat or traversing just the world.[252]Steven Sharif

Ships are owned by the player who has the ship item in their inventory. Only that player can summon the ship.[253]

  • Ship creation is generally delegated to players. There won't be many non-player-owned ships.[254]
    • Quest lines may have NPC driven ships.[254]
    • NPC ships will be present on the ocean that are adversaries or monsters that will be targets for players to try to raid or hunt for treasure.[254]

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.[254]Steven Sharif

  • Permissions will be present to allow other players to access ship functions who are in the same party or raid, such as weapons, anchors, utility items, and the ship's helm to navigate the ship.[253]
  • Players will have quests that navigate them toward creating a personal vessel at around level 10-15.[255]
Alpha-2 Negalith naval raid boss.[256]

This is one of the Alpha-2 raid bosses that are going to be in the ocean. That'll be interesting when you come across that, what might happen. Good luck. We should have added a scale there because yeah, it's a big boy. The number of ships needed for that one's going to be a lot.[256]Steven Sharif

Naval combat involves different types of Ships with varying capabilities, armaments and roles to play out on the high seas. There will be a balance and counterbalance between ships from PvP and PvE perspectives.[256][257]

Battles at sea will be epic. They will have some supreme rewards and/or losses if the battle succeeds or fails.[259]Steven Sharif

Addons/ DPS meters

Моё решение - не вводить ни аддоны, ни модификации для измерения урона. Я считаю что у нас приняты адекватные меры для предотвращения большинства потенциальных сторонних следящих программ. Я знаю что в этой темы есть голоса с обеих сторон и я уважаю разнообразные мнения, которые вы выражаете.[260]Steven Sharif

Аддоны/моды, включая аддоны для измерения DPS не будут разрешены в общем случае.[261]

  • Разработчики не хотят чтобы аддоны/моды были необходимы для игры.
  • Дизайн API игры до сих пор рассматривается.[262]
  • Будет доступна интеграция со стриминговыми сервисами, такими как Twitch и некоторые другие, но пока что интеграция не будет доступна через API.[263]
  • Разработчики считают что парсеры (измерители DPS) могут иметь негативные эффекты.

Идея состоит в том чтобы внутриигровые системы предоставлялись только разработчиками... Я думаю, мы не хотим иметь возможность использования аддонов.[264]Steven Sharif

Будут присутствовать доски лидеров.[265]

Combat logs

There are combat logs in Ashes of Creation.[266]

We will be providing combat data for individual players in their chat window, that players can filter and analyze for themselves. The goal is to mitigate and make the practice less prevalent through the ease that DPS meters provide. Also to place actionable enforcement for players who attempt to circumvent the decision by use of 3rd party programs, for which we will be monitoring.[267]Steven Sharif

Фракции

В Ashes of Creation нет предопределенных фракций.[268]

Мы представляем игроку эти события мягкого трения, а затем они определяют, кто ваши друзья и враги.[269]Steven Sharif

Поскольку мы не основаны на фракциях, вы хотите предоставить пользователю возможность делать вещи, которые являются «злыми» или «добрыми», поэтому у них должно быть множество вариантов выбора на стороне зла, чтобы они могли участвовать.[270]Steven Sharif

Videos

Справочники сообщества

Смотрите также

Примечания

  1. Видео, 28 May 2021 (25:44).
  2. Видео, 23 March 2020 (0:41).
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 Стрим, 28 August 2020 (1:19:24).
  4. Стрим, 3 Мая 2017 (15:15).
  5. Стрим, 8 Апреля 2018 (PM) (41:44).
  6. 6.0 6.1 steven-combat-revamp-update.png
  7. 7.0 7.1 7.2 Видео, 26 February 2021 (6:17).
  8. 8.0 8.1 8.2 8.3 8.4 Стрим, 28 May 2021 (1:13:05).
  9. 9.0 9.1 9.2 9.3 9.4 Стрим, 30 July 2021 (31:22).
  10. Стрим, 28 May 2021 (1:14:50).
  11. 11.0 11.1 11.2 steven-combat-revamp-update-2.png
  12. 12.0 12.1 12.2 12.3 Стрим, 26 February 2021 (27:41).
  13. 13.0 13.1 Интервью, 7 February 2021 (49:18).
  14. 14.0 14.1 Интервью, 13 June 2021 (4:12).
  15. Стрим, 27 August 2021 (1:15:39).
  16. 16.0 16.1 16.2 16.3 16.4 16.5 Стрим, 8 April 2018 (PM) (37:57).
  17. 17.0 17.1 17.2 17.3 17.4 17.5 17.6 Стрим, 25 June 2021 (22:34).
  18. 18.0 18.1 Стрим, 16 November 2017 (30:45).
  19. Стрим, 27 August 2021 (1:16:04).
  20. 20.0 20.1 20.2 20.3 20.4 Стрим, 25 June 2021 (27:43).
  21. 21.0 21.1 Newsletter, 7 August 2018
  22. 22.0 22.1 Стрим, 28 August 2020 (1:12:50).
  23. Стрим, 26 March 2021 (59:21).
  24. Стрим, 25 June 2021 (26:11).
  25. 25.0 25.1 25.2 25.3 25.4 Подкаст, 4 August 2018 (1:07:59).
  26. 26.0 26.1 26.2 26.3 26.4 26.5 26.6 Подкаст, 4 August 2018 (1:11:05).
  27. steven-action-tab-attack-range.png
  28. 28.00 28.01 28.02 28.03 28.04 28.05 28.06 28.07 28.08 28.09 28.10 28.11 28.12 Стрим, 28 August 2020 (1:15:39).
  29. 29.0 29.1 29.2 Стрим, 30 April 2020 (1:09:51).
  30. 30.0 30.1 Интервью, 15 April 2019 (38:03).
  31. 31.0 31.1 Стрим, 25 June 2021 (27:10).
  32. Стрим, 30 April 2020 (40:19).
  33. 33.0 33.1 33.2 33.3 33.4 33.5 Стрим, 30 October 2020 (1:15:59).
  34. 34.0 34.1 Стрим, 26 March 2021 (1:11:25).
  35. class cleaving.png
  36. 36.0 36.1 Интервью, 20 October 2018 (3:25:46).
  37. Стрим, November 22 2019 (5:51).
  38. 38.0 38.1 Интервью, 20 October 2018 (9:10).
  39. steven-headshots-1.png
  40. 40.0 40.1 steven-headshots-2.png
  41. 41.0 41.1 Интервью, 21 October 2018 (9:10).
  42. Интервью, 20 October 2018 (3:25:31).
  43. 43.0 43.1 43.2 Стрим, 27 September 2018 (34:49).
  44. 44.0 44.1 44.2 44.3 44.4 Стрим, 28 August 2020 (2:07:26).
  45. 45.0 45.1 45.2 45.3 45.4 Стрим, 25 July 2020 (53:08).
  46. 46.0 46.1 46.2 Стрим, 26 June 2020 (1:28:10).
  47. 47.0 47.1 Подкаст, 29 September 2021 (52:58).
  48. 48.0 48.1 Стрим, 28 July 2017 (1:34:55).
  49. Official Livestream - May 4th @ 3 PM PST - Q&A
  50. Стрим, 28 July 2017 (23:20).
  51. 51.0 51.1 Интервью, 11 May 2018 (2:45).
  52. Стрим, 22 May 2017 (51:00).
  53. Стрим, 25 July 2020 (1:33:37).
  54. Стрим, 30 January 2020 (1:40:48).
  55. steven-health-nameplate.png
  56. Стрим, 29 January 2021 (1:21:01).
  57. 57.0 57.1 57.2 Стрим, 30 April 2020 (1:17:13).
  58. 58.0 58.1 Стрим, 8 May 2017 (43:30).
  59. Стрим, 23 December 2021 (55:32).
  60. Видео, 23 December 2021 (23:53).
  61. 61.0 61.1 stevenclarification.png
  62. Стрим, 26 June 2020 (1:30:40).
  63. 64.00 64.01 64.02 64.03 64.04 64.05 64.06 64.07 64.08 64.09 64.10 64.11 toast-keybinds-skills.png
  64. Видео, 23 December 2020 (1:17).
  65. 66.0 66.1 66.2 Стрим, 31 July 2020 (57:33).
  66. 67.0 67.1 Видео, 22 December 2020 (7:35).
  67. 68.0 68.1 68.2 68.3 68.4 68.5 Стрим, 16 October 2017 (45:52).
  68. 69.0 69.1 69.2 69.3 progression.png
  69. 70.0 70.1 70.2 Стрим, 16 October 2017 (46:22).
  70. Видео, 25 May 2017 (0:02).
  71. 72.0 72.1 Стрим, 30 July 2021 (1:11:29).
  72. autorun.jpg
  73. Стрим, 4 May 2018 (51:57).
  74. Стрим, 15 December 2017 (1:35:38).
  75. 76.0 76.1 collision.jpg
  76. Интервью, 27 March 2020 (15:20).
  77. Стрим, 26 June 2020 (1:24:06).
  78. 79.0 79.1 79.2 79.3 79.4 79.5 Стрим, 19 November 2021 (50:38).
  79. 80.0 80.1 Стрим, 30 January 2020 (1:34:12).
  80. 81.0 81.1 Стрим, 24 September 2021 (1:22:46).
  81. 82.0 82.1 82.2 82.3 Стрим, 26 June 2020 (1:19:50).
  82. shieldactiveblockA1.png
  83. 84.0 84.1 Стрим, 22 December 2020 (1:12:56).
  84. 85.0 85.1 85.2 85.3 85.4 Стрим, 24 May 2017 (45:12).
  85. 86.0 86.1 Стрим, 26 June 2020 (1:50:01).
  86. Стрим, 16 October 2017 (25:56).
  87. Стрим, 9 February 2018 (28:17).
  88. Стрим, November 22 2019 (1:06:25).
  89. steven-hard-ccs.png
  90. 91.0 91.1 91.2 91.3 91.4 91.5 Стрим, 30 April 2021 (1:08:10).
  91. summons-ccs.png
  92. 93.0 93.1 93.2 93.3 93.4 93.5 Alpha-1 screenshot.
  93. 94.0 94.1 Видео, 9 February 2021 (1:02).
  94. 95.0 95.1 95.2 95.3 95.4 95.5 Стрим, 31 July 2020 (1:14:38).
  95. 96.0 96.1 96.2 96.3 96.4 96.5 Alpha-1 screenshot.
  96. 97.0 97.1 Видео, 9 February 2021 (1:26).
  97. 98.0 98.1 98.2 98.3 98.4 98.5 Стрим, 31 July 2020 (1:14:28).
  98. 99.0 99.1 99.2 PAX West 2017 Ranger poster.
  99. 100.0 100.1 100.2 Стрим, 16 October 2017 (44:49).
  100. 101.0 101.1 101.2 Стрим, 16 October 2017 (47:29).
  101. 102.0 102.1 102.2 Alpha-1 screenshot.
  102. Видео, 9 February 2021 (0:37).
  103. 104.0 104.1 104.2 Стрим, 31 July 2020 (1:14:26).
  104. 105.0 105.1 105.2 105.3 105.4 105.5 Alpha-1 screenshot.
  105. 106.0 106.1 Видео, 23 December 2020 (0:40).
  106. 107.0 107.1 107.2 107.3 Стрим, 16 October 2017 (39:15).
  107. 108.0 108.1 steven-aggro.png
  108. Стрим, 17 May 2017 (1:05:11).
  109. Стрим, 28 June 2019 (1:19:00).
  110. Стрим, 30 May 2017 (16:25).
  111. 112.0 112.1 112.2 Стрим, 6 December 2018 (48:52).
  112. Стрим, 16 October 2017 (1:00:44).
  113. Интервью, 8 August 2018 (22:27).
  114. 115.0 115.1 115.2 Интервью, 18 July 2020 (1:05:04).
  115. class secondary.png
  116. Стрим, 25 July 2020 (1:47:55).
  117. Стрим, 9 February 2018 (41:56).
  118. 119.0 119.1 Стрим, 17 December 2019 (1:13:14).
  119. 120.0 120.1 Интервью, 18 July 2020 (1:07:06).
  120. class same.png
  121. February 8, 2019 - Questions and Answers.
  122. Стрим, 26 July 2019 (1:09:22).
  123. Стрим, 8 April 2018 (PM) (20:45).
  124. augmentcolors.png
  125. Интервью, 11 May 2018 (53:15).
  126. 127.0 127.1 Стрим, 24 September 2021 (1:18:06).
  127. Стрим, 25 June 2021 (23:08).
  128. Интервью, 29 July 2020 (55:44).
  129. Интервью, 19 July 2020 (53:59).
  130. Интервью, 18 July 2020 (1:07:51).
  131. 132.0 132.1 Стрим, 28 July 2017 (19:05).
  132. 133.0 133.1 Стрим, 16 November 2017 (30:02).
  133. Интервью, 29 July 2020 (54:44).
  134. Стрим, 28 August 2020 (1:21:03).
  135. Стрим, 3 May 2017 (15:15).
  136. 137.0 137.1 Стрим, 28 March 2020 (1:41:42).
  137. 138.0 138.1 Стрим, 3 May 2017 (17:59).
  138. Стрим, 19 May 2017 (43:09).
  139. Стрим, 30 June 2017 (29:13).
  140. 141.0 141.1 141.2 Стрим, 16 October 2017 (45:37).
  141. Alpha-1 screenshot.
  142. Видео, 9 February 2021 (0:49).
  143. 144.0 144.1 144.2 Стрим, 31 July 2020 (1:14:33).
  144. Стрим, 8 April 2018 (PM) (26:19).
  145. 146.0 146.1 146.2 Alpha-1 screenshot.
  146. Видео, 23 December 2020 (0:31).
  147. 148.0 148.1 148.2 148.3 Blog: Blazing the way - Mage Alpha One Preview.
  148. 149.0 149.1 Стрим, 16 October 2017 (38:35).
  149. PAX West 2017 Mage poster.
  150. 151.0 151.1 151.2 Стрим, 16 October 2017 (46:52).
  151. 152.0 152.1 152.2 Видео, 22 December 2020 (7:36).
  152. Видео, 23 December 2020 (1:29).
  153. 154.0 154.1 154.2 154.3 Стрим, 30 October 2020 (33:26).
  154. 155.0 155.1 Интервью, 20 October 2018 (2:40:17).
  155. 156.0 156.1 156.2 Подкаст, 23 April 2018 (59:28).
  156. 157.0 157.1 Подкаст, 23 April 2018 (1:01:01).
  157. Подкаст, 11 April 2021 (13:30).
  158. 159.0 159.1 159.2 159.3 Group dynamics blog.
  159. 160.0 160.1 160.2 160.3 Стрим, 22 May 2017 (46:04).
  160. 161.0 161.1 Интервью, 20 October 2018 (2:40:16).
  161. 162.0 162.1 162.2 162.3 Подкаст, 11 April 2021 (54:35).
  162. Интервью, 20 October 2018 (2:53:52).
  163. 164.0 164.1 164.2 Стрим, 30 January 2020 (1:28:40).
  164. Стрим, 18 January 2018 (22:46).
  165. steven-auto-attack-definition.png
  166. 167.0 167.1 167.2 167.3 167.4 167.5 167.6 167.7 Подкаст, 29 September 2021 (47:57).
  167. Стрим, 24 September 2021 (1:19:17).
  168. 169.0 169.1 Стрим, 28 February 2020 (1:10:21).
  169. Стрим, 30 April 2021 (53:08).
  170. Видео, 17 August 2018 (0:01).
  171. 172.0 172.1 Интервью, 18 July 2020 (1:03:45).
  172. 173.0 173.1 173.2 Стрим, 30 May 2019 (1:15:58).
  173. Стрим, 28 July 2017 (34:32).
  174. 175.0 175.1 Стрим, 8 April 2018 (PM) (1:14:01).
  175. Стрим, 22 мая 2017 (49:38).
  176. Видео, 9 May 2017 (0:57).
  177. Стрим, 25 July 2020 (42:49).
  178. Стрим, 30 June 2017 (30:34).
  179. 180.0 180.1 180.2 Стрим, 12 May 2017 (33:10).
  180. class mobility.png
  181. Стрим, 12 May 2017 (18:00).
  182. class utilities.png
  183. Стрим, 15 May 2017 (15:10).
  184. utility skills.jpg
  185. Стрим, 18 January 2018 (34:56).
  186. Стрим, 28 June 2019 (1:21:46).
  187. class stealth.png
  188. Стрим, 29 October 2021 (1:07:11).
  189. Стрим, 24 May 2017 (57:41).
  190. Интервью, 19 July 2020 (1:20:58).
  191. Подкаст, 26 July 2020 (1:34:47).
  192. Подкаст, 26 July 2020 (1:32:15).
  193. steven-family-summon.png
  194. steven-family-summon-2.png
  195. 196.0 196.1 196.2 steven-bounty-hunters-2.png
  196. 197.0 197.1 Интервью, 27 April 2017 (9:28).
  197. corruption toggle.png
  198. 199.0 199.1 Стрим, 24 May 2017 (48:00).
  199. Стрим, 28 January 2022 (1:12:27).
  200. Стрим, 3 May 2017 (49:39).
  201. Стрим, 28 March 2020 (1:58:24).
  202. Подкаст, 23 April 2018 (49:21).
  203. Стрим, 24 September 2021 (51:20).
  204. 205.0 205.1 Стрим, 26 March 2021 (1:07:33).
  205. 206.0 206.1 a419c5398b542a713545e4f393d67215.png
  206. 207.0 207.1 207.2 207.3 207.4 207.5 207.6 207.7 207.8 Подкаст, 5 May 2017 (43:05).
  207. 208.0 208.1 Интервью, 18 July 2020 (27:11).
  208. Подкаст, 11 April 2021 (34:41).
  209. Стрим, 19 May 2017 (13:37).
  210. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  211. 212.0 212.1 Интервью, 7 February 2021 (13:14).
  212. Интервью, 29 July 2020 (16:46).
  213. 214.0 214.1 214.2 214.3 214.4 214.5 Стрим, 29 January 2021 (1:24:27).
  214. 215.0 215.1 215.2 Стрим, 27 September 2018 (47:46).
  215. 216.0 216.1 216.2 Интервью, 18 July 2020 (41:54).
  216. Стрим, 17 November 2017 (35:20).
  217. Интервью, 11 May 2018 (15:41).
  218. Стрим, 25 June 2021 (1:15:37).
  219. Интервью, 11 May 2018 (3:43).
  220. Стрим, 28 May 2021 (1:50:50).
  221. 222.0 222.1 Стрим, 22 December 2020 (1:13:51).
  222. Стрим, 15 May 2017 (36:23).
  223. 224.0 224.1 224.2 Стрим, 25 February 2022 (1:06:45s).
  224. 225.0 225.1 Стрим, 29 April 2022 (1:08:27).
  225. Стрим, 28 July 2017 (50:22).
  226. 227.0 227.1 vaknar-gold.png
  227. Стрим, 28 January 2022 (1:16:02).
  228. 229.0 229.1 Стрим, 5 May 2017 (22:44).
  229. Стрим, 8 April 2018 (AM) (12:34).
  230. steven-mount-pvp.png
  231. 232.0 232.1 232.2 Стрим, 28 January 2022 (1:15:30).
  232. Стрим, 28 January 2022 (1:11:40).
  233. 234.0 234.1 234.2 234.3 234.4 Стрим, 29 April 2022 (1:11:24).
  234. 235.0 235.1 235.2 235.3 Интервью, 19 July 2020 (1:05:41).
  235. Стрим, 5 May 2017 (38:27).
  236. 237.0 237.1 Подкаст, 29 September 2021 (32:35).
  237. Видео, 26 February 2021 (20:25).
  238. Стрим, 29 October 2021 (51:48:).
  239. mount stats.png
  240. 241.0 241.1 241.2 241.3 Стрим, 25 February 2022 (1:14:21s).
  241. 242.0 242.1 242.2 242.3 242.4 Стрим, 30 April 2021 (1:10:04).
  242. mount abilities.png
  243. mount speeds.png
  244. dragon abilities.png
  245. 246.0 246.1 246.2 Стрим, 8 April 2018 (PM) (51:49).
  246. 247.0 247.1 Интервью, 14 January 2022 (42:18).
  247. 248.0 248.1 248.2 Стрим, 30 October 2020 (1:21:14).
  248. 249.0 249.1 Стрим, 28 June 2019 (1:24:27).
  249. Стрим, 18 January 2018 (33:09).
  250. Ashes of Creation Store: Tea transport.
  251. Стрим, 31 October 2018 (54:21).
  252. 253.0 253.1 Стрим, 28 May 2021 (1:52:15).
  253. 254.0 254.1 254.2 254.3 Стрим, 24 September 2021 (1:26:46).
  254. Стрим, 30 July 2021 (1:14:04).
  255. 256.0 256.1 256.2 256.3 Стрим, 31 March 2022 (1:10:43).
  256. 257.0 257.1 257.2 Стрим, 28 July 2017 (47:53).
  257. Стрим, 29 April 2022 (1:03:25).
  258. Стрим, 28 June 2019 (1:12:08).
  259. Ashes of Creation Forums - No Damage Meter?
  260. Стрим, 5 Мая 2017 (20:02).
  261. Стрим, 5 Мая 2017 (21:41).
  262. Интервью, 11 Мая 2018 (49:03).
  263. Интервью, 20 Октября 2018 (6:29).
  264. Стрим, 5 Мая 2017 (43:27).
  265. Ashes of Creation Forums - No Damage Meter?
  266. Ashes of Creation Forums - No participation trophy.
  267. Стрим, 26 May 2017 (39:36).
  268. 269.0 269.1 269.2 269.3 269.4 Интервью, 18 July 2020 (22:26).
  269. Стрим, 8 April 2018 (PM) (11:27).