Combat revamp: различия между версиями
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* [[Mobility]] | * [[Mobility]] | ||
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== References == | == References == | ||
[[Category:PvP]][[Category:Combat]] | [[Category:PvP]][[Category:Combat]] |
Версия от 08:59, 2 марта 2021
A revamped combat system will be rolled out during and post Alpha-1 testing based on player feedback.[2][3][4][5]
- I just want to give kudos to the combat team, because in my opinion having played this and watched this and seen the community's response to it, they've done a great job in moving away from what was our direction prior to Alpha-1 to now having developed for Alpha-2 a significantly revamped combat experience; and I think it feels good and it plays well and it's fun.[2] – Steven Sharif
- The goal is to give more agency to the player and achieve a more fluid flow of combat with greater mobility when using abilities.[6][7]
- The current hybrid tab and action combat system will remain after the revamp.[6]
- This revamp will not represent the final form of combat, but will set the general direction that combat will be taking.[8]
- The revamp will be iterative and will be rolled out to testers in different phases.[7]
- The developers will be testing whether or not to use global cooldowns GCDs on different types of abilities during Alpha-2.[9]
- As of July 2023 global cooldowns are not currently in the game.[10]
- Instant cast abilities are referred to as off-global-cooldown or OGCD abilities.[10]
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.[1][11][12]
- You'll be able to move forward while swinging your weapon; and this will allow you complete control over your weapon attacks for melee.[1] – Steven Sharif
Alpha-1 combat was focused on core functionality rather than combat balance.[12] Alpha-2 combat will include archetypes, significant ability support, augments, split-body combat, weapon attacks, and many additional items, among other things.[13]
- Changes that allow templated abilities to apply to 3D positions in the air or water will be prototyped and may be included in Alpha-2.[14]
Mobility
- The revamped combat system features 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.[15][16][1][11][12]
- 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.[15] – 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.[15][17]
- Movement speed can decrease significantly depending on the type of ability.[15]
- Weapon weight can also affect mobility.[16]
- Skills with the greatest power may require the caster to remain stationary while channeling them. This is a risk vs. reward mechanic.[15][17][18][19]
- 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.[17] – Steven Sharif
- Ranged archetypes will have gap openers to counter gap closers from archetypes like the Fighter.[20]
- That's the cat-and-mouse of these abilities. Like we've seen with the Ranger, they have a backflip, they have their Airdrop [sic] ability. The Mage has teleportation. There are going to be abilities that are tit-for-tat; and managing the resource of those abilities and the timing of when you use them to either correlate to your opponent's use of those things, or to save them for yourself when you want to get away, that's part of what makes the engagements dynamic and different each time.[20] – Steven Sharif
- Unreal Engine 5 has enabled improved forms of locomotion, such as crouching, tilting and mantling.[21][22]
- 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.[26] – Steven Sharif
- Melee archetypes will offer various mobility and CC counters against ranged archetypes, such as the Ranger.[27][28]
- 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.[27] – 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.[28] – Steven Sharif
Skill | Icon | Origin | Description |
---|---|---|---|
Air Strike | Ranger | 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.[29] The root effect is nature based.[30] | |
Blink | Mage | Instantly teleport a set distance in the direction you are moving.[31][32] | |
Blitz | Fighter | Charge directly toward target enemy, dealing Physical damage to the target on arrival.[33] | |
Call of the Wild | Ranger | Remove all movement impairing effects and increase movement speed by 20% for 8 seconds. Snares and Roots effects applied to the caster are ignored.[34] | |
Caravan Trail Speed Bonus | Caravan | Minor speed boost for travelling on a simple trail.[35] | |
Exert | Fighter | Consume your Combat Momentum rapidly, gaining 20% increased attack and movement speed and immunity to disabling effects while active. Must have at least 20 Combat Momentum to activate, and the effect ends when all Combat Momentum is fully depleted.[36] | |
Form Of Celerity | Fighter | While in this form, the caster receives +2% Movement Speed per 10 Combat Momentum, up to a maximum of +20%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[37] | |
Form Of Fluidity | Fighter | While in this form, the caster receives +4% Disable Resistance Chance per 10 Combat Momentum, up to a maximum of +40%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[38] | |
Leap Strike | Fighter | Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[39] | |
Lunging Assault | Fighter | Spend 15 Combat Momentum to lunge in a direction a short distance and perform an upward swing upon arrival, dealing damage to enemies in front of you. You are immune to hard crowd control effects while performing this ability.[40] | |
Recharging Lunging Assault | Fighter | Lunging Assault gains an additional charge and generates 5 additional Combat Momentum when dealing damage to one or more enemies.[41] | |
Shield Assault | Tank | Bashes the target with your shield, dealing damage and applying the shaken condition. If the target is already suffering from the shaken condition, stun the target instead.[42] | |
Speed Boost | Caravan | Gives the caravan a temporary speed boost.[43] | |
Unstoppable Exert | Fighter | Exert additionally breaks all hard control effects on the caster, and may be used any time while under a hard controlling effect.[44] | |
Whirlwind | Fighter | Channeled Ability: Deal physical damage to all enemies around the caster with each spin while channeled, increasing the spin rate the longer it is channeled. The caster is immune to hard disabling effects while spinning. Activate the ability again to end channeling early.[45] | |
Wings of Salvation | Cleric | Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[46][47] An ally is defined as any non-combatant player or non-mob NPC.[48] |
PvP
PvP является катализатором изменений в Ashes of Creation.[52] Сражения между игроками задуманы быть значимыми, от битв за караваны до масштабных сражений в открытом мире за королей и королев.[53]
Так как игроков вдохновляют разные вещи и одни хотят от игры того, чего другие игроки не хотят, возникнут конфликты между игроками. Разные игроки захотят разного опыта и конфликт между ними создаст более обширный и качественный опыт. Из борьбы исходит перерождение — это основной символ, ключевая тема, которая проходит сквозь всю игру.[54] – Jeffrey Bard
В Ashes of Creation полно причин для PvP в открытом мире.[55]
Только потому, что наша система меток даёт скверну за убийства игроков, не значит что PvP не будет происходить. Есть много причин для PvP в открытом мире. Редкие ресурсы, охотничьи земли в открытом мире, караваны, осады, войны гильдий и так далее.[55] – Steven Sharif
Штрафы за смерть не применяются к событиям, основанным на целях (таким как караваны, войны гильдий, и осады узлов).[56][57][58]
- В случае смерти при PvP-сражении за караван происходит поломка снаряжения.[56][57]
- В: Рассматривали ли вы зону/область PvP с высокими ставками в Верре?
- О: Нет: и причина этого в том, что наши нынешние PvP-системы уже учитывают материальный риск, по существу, либо через систему меток, либо через другие системы PvP, основанные на событиях.[59] – Steven Sharif
Alpha-1 testing
Хотя у нас будут специальные выборочные тесты для определенных систем, поскольку мы разрабатываем их после Альфы через месяц, следует ожидать и понимать, что после этого Альфы один месяц, вероятно, будет значительное время простоя, когда не будет выборочного тестирования, поскольку мы как бы разбиваем множество систем, берем то, чему научились в ходе альфа-тестирования за месяц, внедряем и повторяем эти знания. Так что, вероятно, будет несколько месяцев значительного простоя, когда не будет доступа к выборочному тестированию, когда мы собираемся пойти и действительно перенастроить множество систем.[61] – Steven Sharif
Фаза | Релиз | ПредполагаеMay/фактическая дата |
---|---|---|
Alpha-1 | Alpha-1 early preview livestream.[62] | March 27, 2020.[63] |
Alpha-1 limited QA testing (NDA).[64][65] | May 28, 2020.[66][67] | |
Alpha-1 preview pre-test 1 (NDA).[68] | Dec 18 - Dec 21 2020.[68] | |
Alpha-1 preview pre-test 2 (NDA).[68] | Feb 19 - Feb 22 2021.[69][70] | |
Alpha-1 preview intermittent spot testing (NDA).[71][72] | Mar 19 - Jul 9 2021.[71][72] | |
Alpha-1 preview weekend (no NDA).[71] | July 9 - July 11 2021.[73][74][71] | |
Alpha-1 (no NDA).[71] | July 14 - August 15 2021.[75][76] |
Термин «альфа» довольно сложен и обычно имеет два значения в играх. Значение разработки для альфа-версии — это точка в процессе, когда мы готовы протестировать основные системы в их основной форме, без полировки и без большого количества контента. Кроме того, есть внешний или «маркетинговый» термин для альфа. Это обычно применяется к MMORPG, пор тированным на восток, когда на самом деле это завершенная игра, локализованная для региона, и на самом деле это не свидетельствует о настоящей альфа-версии разработки. Как вы, возможно, уже знаете, разработка игры состоит из многих этапов — от начальных технических демо версий до предпроизводственного и пре-альфа-состояний, затем до альфа- и бета-версий и, в конечном итоге, до запуска.[68] – Steven Sharif
Я хочу подчеркнуть, что наши альфа- и бета-версии являются настоящими альфа- и бета-версиями разработки, и некоторые говорят, что я сумасшедший, чтобы позволить увидеть эти фазы без NDA… может быть, я сумасшедший? лол ... Но я доверяю сообществу геймеров, чтобы получить представление о процессе и понять, что впереди долгий путь к тому, что в конечном итоге стоит ожидания. При наличии времени и таланта могут произойти удивительные вещи, поэтому убедитесь, что вы помогаете нам сообщить, что мы находимся в открытой разработке, что означает, что люди увидят голые кости перед мясом. И послушайте, я знаю, что люди смотрят наши кадры в 4K и говорят: «Это выглядит лучше, чем большинство выпущенных игр!», но поверьте мне, когда я говорю, что вы еще ничего не видели.[68] – Steven Sharif
Смотрите также
Ссылки
- ↑ 1.0 1.1 1.2 1.3 1.4 Прямая трансляция, 2021-07-30 (31:22).
- ↑ 2.0 2.1 Прямая трансляция, 2023-12-19 (1:30:29).
- ↑ Прямая трансляция, 2021-05-28 (1:14:50).
- ↑
- ↑ 5.0 5.1 Видео, 2021-02-26 (6:17).
- ↑ 6.0 6.1
- ↑ 7.0 7.1 7.2 7.3 Прямая трансляция, 2021-02-26 (27:41).
- ↑ Интервью, 2021-02-07 (49:18).
- ↑ Прямая трансляция, 2022-07-29 (1:05:20).
- ↑ 10.0 10.1 Видео, 2023-07-28 (10:18).
- ↑ 11.0 11.1 Интервью, 2021-06-13 (4:12).
- ↑ 12.0 12.1 12.2 Прямая трансляция, 2021-05-28 (1:13:05).
- ↑ Прямая трансляция, 2022-05-27 (1:11:41).
- ↑ Прямая трансляция, 2022-05-27 (1:16:17).
- ↑ 15.0 15.1 15.2 15.3 15.4 Прямая трансляция, 2023-07-28 (1:02:23).
- ↑ 16.0 16.1 Прямая трансляция, 2022-06-30 (46:30).
- ↑ 17.0 17.1 17.2 Прямая трансляция, 2022-12-02 (59:47).
- ↑ Прямая трансляция, 2020-04-30 (1:17:13).
- ↑ Прямая трансляция, 2017-05-08 (43:30).
- ↑ 20.0 20.1 Прямая трансляция, 2024-03-29 (2:01:57).
- ↑ Прямая трансляция, 2021-12-23 (55:32).
- ↑ Видео, 2021-12-23 (23:53).
- ↑ 23.0 23.1 Прямая трансляция, 2022-10-14 (48:45).
- ↑ 24.0 24.1
- ↑ Прямая трансляция, 2020-06-26 (1:30:40).
- ↑ 26.0 26.1 Прямая трансляция, 2022-06-30 (49:42).
- ↑ 27.0 27.1 Прямая трансляция, 2023-12-19 (1:16:19).
- ↑ 28.0 28.1 Прямая трансляция, 2022-09-30 (51:28).
- ↑
- ↑ Видео, 2022-09-30 (15:28).
- ↑
- ↑ Видео, 2023-04-28 (4:40).
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ Видео, 2023-01-27 (5:07).
- ↑
- ↑
- ↑
- ↑ Видео, 2023-07-28 (24:03).
- ↑
- ↑ Видео, 2023-07-28 (24:16).
- ↑ Видео, 2021-05-28 (25:44).
- ↑ Видео, 2020-05-31 (1:09:50).
- ↑ About Ashes of Creation.
- ↑
- ↑ Ashes of Creation FAQ.
- ↑ Видео, 2017-04-30 (5:31).
- ↑ 55.0 55.1 55.2 55.3 55.4 55.5 55.6
- ↑ 56.0 56.1 Прямая трансляция, 2022-06-30 (1:14:52).
- ↑ 57.0 57.1 Прямая трансляция, 2021-08-27 (1:22:56).
- ↑ Прямая трансляция, 2020-12-22 (1:13:51).
- ↑ Прямая трансляция, 31 Marchа 2022 (1:12:27).
- ↑ Прямая трансляция, 2021-05-28 (1:36:43).
- ↑ Прямая трансляция, 2021-07-30 (20:30).
- ↑ March 2020 newsletter.
- ↑ Видео, 2020-03-23 (0:01).
- ↑
- ↑
- ↑
- ↑ Creative Director's Letter, 2020-04-1.
- ↑ 68.0 68.1 68.2 68.3 68.4 Blog: Creative Director's Letter, October 16 2020
- ↑ Прямая трансляция, 2021-02-26 (14:58).
- ↑ Blog: Creative Director's Letter, January 2021.
- ↑ 71.0 71.1 71.2 71.3 71.4 Alpha One Schedule Update, May 10 2021.
- ↑ 72.0 72.1 An Update on Alpha One Schedule, March 12 2021
- ↑
- ↑ Ashes of Creation Twitter - Alpha-1 Preview Weekend Begins
- ↑
- ↑