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戰鬥
Ashes of Creation 的戰鬥着重策略和戰術。[4]
- 戰鬥是遊戲與玩家最有聯繫的系統。戰鬥必須是即時、靈活、以及流暢,還有帶給玩家滿足感。[3]
我們希望戰鬥富有代入感、而且有趣...現在我們已加快步伐,進行 Alpha -1 初階段開發,因此現時的焦點是放在無鎖定目標戰鬥模式,同時建立相關系統。我們這樣做是因為多年來MMORPG都採用Tap鍵目標鎖定模式,儘管現時動作MMORPG興起,亦有一些成功的無鎖定動作遊戲,例如TERA和黑色沙漠。因為Tap鍵鎖定和無鎖定戰鬥是兩種完全不同的遊戲模式,我們希望能透過深入這方面的開發,讓我們更了解如何把兩者融合在同一遊戲裏。[5] – Steven Sharif
重製後的戰鬥系統將在 Alpha-1 測試期間內推出。[6][7]
目標鎖定模式
混合戰鬥是指玩家在遊戲中可以選擇以 Tab 鍵鎖定或無鎖定模式進行戰鬥。[10][11]
- 無鎖定模式設有準星,與第三人稱動作遊戲相似。[10][9][14][15]
- 玩家無須處於準星模式來施放無鎖定技能。[16]
- 施放指向性無鎖定技能,玩家無須處於準星模式。技能會自動判定準星的位置施放。因此如果玩家使用 Tab鍵鏡頭模式憑感覺瞄準,也可以使用無鎖定技能。[16] – Steven Sharif
- The reticle will highlight/change color (to red) to indicate if the current target is able to be hit with the currently prepared skill.[10][9]
- Action combat abilities will not have a lock-on feature but pressing Q while in action mode will lock on to the current target to enable the use of tab-oriented skills in action mode.[12][10]
- Action combat abilities will not have a lock-on feature so to speak. Some of those are going to be skill shot only. However because you can have a mix and match of tab abilities that require a target, you will be able to target lock in action mode as well. Right now that's delegated to the Q key as default, but you can obviously set that up you could put it on your left mouse button, or you could put it wherever you want; and when your reticle hovers over a target, it rapidly swaps your target ability and when you press your target lock it will then lock that target; and if you have tab-oriented skills, you can use your tab oriented skills and they will be used against that target.[12] – Steven Sharif
- Holding Tab while in action mode will alternate between targets.[10]
- Pressing right-click while in action mode will switch to tab mode for the currently highlighted target.[9]
- 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.[17]
- In future the user will have the ability to choose from different reticle appearances.[18]
- The tab mode (MMO mode) facilitates tab targeted combat.[9][14] A tab-targeted ability requires a target in order to utilize that skill.[12][15]
- Pressing left-click in tab mode will attack the target (with the currently selected weapon).[9]
- There will be a "target of target" capability on the user interface.[19]
Hybrid combat is being tested in Alpha-1.[10][20]
- Targeting modes are able to be achieved through choice of skills/abilities.[12][20][21]
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.[21] – Steven Sharif
Action oriented and tab oriented versions of skills will have different characteristics. Variables will change based on which version is chosen.[23]
- Damage.[23]
- Charge up time.[23]
- CC effects.[23]
- Cooldown.[24]
- Energy consumption.[24]
- Cost to spec.[24]
- Attack range will likely remain the same; as it is driven by the weapon or skill itself.[25]
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. [23] – Steven Sharif
For the purposes of balance, certain skill types will be either tab or action oriented skills. For example:[24]
- Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[24][21]
- Softer CC's would be housed in tab-targeted abilities.[24]
命中判定模型
The developers are testing different approaches to accommodate varying hitboxes between the races.[26]
- There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[26]
More than likely we'll have some sort of unified or unified-ish hitbox. But again it's going to probably have a unified hitbox with some exceptions or some special sort of collision rules based on them as opposed to just making it smaller for one and not the other.[26] – Jeffrey Bard
There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[26]
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.[26] – Steven Sharif
橫掃攻擊
All weapons have a forward attack cone, regardless of being in tab or action mode.[9]
- The cone's arc and distance will vary based on weapon type.[9]
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.[9] – Steven Sharif
This is described as a weapon attack not an active skill.[9]
擊殺時間
擊殺時間 (TTK) in Ashes of Creation will be a little bit faster than most MMOs.[29]
- Previously it was stated that the TTK was expected to be around 30 seconds to a minute.[30]
- The developers do not want one-shots in the final MMORPG.[31]
- Average non-elite mob time-to-kill for a solo player is intended to be around 6 seconds.[32]
- In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[31] – Steven Sharif
爆頭機制
爆頭機制 (where there is a specific hitbox for a player's head) are not planned for the Ashes of Creation MMORPG.[26][33][34]
- Headshots were a part of Ashes of Creation Apocalypse battle royale.[34]
- Previously it was stated that headshot mechanics may be implemented in the MMORPG along the lines of a higher critical chance[35][36] and that they would not be one hit kills.[35]
- Headshots in action combat are equivalent to a critical hit in tab targeted combat.[37]
- Players relying on tab skills will have a fixed critical hit chance every time they use an ability or weapon.[37]
- Players using action-based skills are going to rely on getting a head shot or hitting a critical spot on the opponent.[37]
- A Ranger skill called Headshot was introduced leading up to Alpha-2 testing.[38]
裝備觀察/威脅評估
玩家名條上將會有一個增益效果,顯示目前穿着中的裝備套裝。其他玩家將能透過選擇/瞄準目標來觀察此增益效果。[39][40][41]
- 此效果將顯示穿着中的主要裝備類型 (布甲、皮甲、鎧甲)。[40]
- 其邊框將顯示套裝等級和品質。[39][40][42]
- 其邊框亦將顯示裝備是否有附魔效果。[40][42]
- 官方認為能夠直接觀察其他玩家的裝備或裝備分數會引來「惡意行為」。[43]
When you see a player approaching you and they're wearing a transmog 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 what they're going up against if they're actively checking that and that will be available.[41] – Steven Sharif
Being by default able to see a person's "gear score" / equipment list... may cause unwelcome behavior.[43]
角色名條
- 名條會顯示角色的名字,也可以選擇同時顯示姓氏。[44]
- 公會名稱會顯示在角色名稱旁。[45]
- 角色名條會逐漸消褪,顯示已受傷害量。[46][47][48]
- 名條上會有標記,顯示角色職業。[39]
- 將鼠標懸停在名條上會顯示不同資訊,例如等級、職業名稱及原型組合。[39]
- 名條上會有增益標記,顯示角色裝備品質和種類。[39][40][41]
召喚師的召喚獸種類會顯示在其名條上,而且不可以被玩家更改。[49]
戰鬥技能
The aspiration for combat is for abilities to have corresponding counter-play abilities.[50]
- The goal is to have special animations for parrying, blocking and evading.[51]
They can be a challenge to implement sort of really reliably so you might not see them on every evasion or every block, but we do want that stuff to show up.[51] – Jeffrey Bard
控場
控場 (CC/mezzing) abilities include root, snare, stun, sleep and slow.[52][50]
- CC effects do not apply to Non-combatant (green) players. The target of a CC ability must be flagged in order to suffer the CC effects. This prevents players from opening attacks that stun non-combatant players during a pull for example.[53]
- Melee archetypes will offer various mobility and CC counters against ranged archetypes, such as the 遊俠.[54][55]
- Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[56]
- There's also going to be effects that just stun the mount or stun you on the mount.[56] – Steven Sharif
- Summoner's summons will be able to use crowd control.[57]
- All archetypes will have their own versions of CC breaks.[58]
Skill | Icon | Origin | Description |
---|---|---|---|
Air Strike | 遊俠 | 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.[59] The root effect is nature based.[60] | |
Ancestral Bolas | 坦克 | Throws a magical web of bolas at the target location. All enemies within are snared and build additional hate towards the tank every second. Enemies entering or exiting the radius will be tripped.[61] | |
Chain Lightning | 法師 | Release a powerful streak of lightning that hits your primary target and then chains outward to up to 5 nearby enemies from that target, dealing (175%🢆) lightning damage to each. Applies 20 stacks of Shocked to targets with Volatile.[62][63][64] | |
Chains of Restraint | 牧師 | Call forth spectral chains in a target area that stagger enemies within or stun enemies already under the staggered effect, then leave behind an area that deals radiant damage each second over 8 seconds.[65][66] | |
Condemn | 牧師 | Stun target enemy for 3 seconds.[67][68] | |
Crippling Blow | 鬥士 | Deal Physical damage and apply Snare to target enemy for 6 seconds.[69] | |
Fissure | 法師 | Call forth a line of jagged earthen spikes in a line in front of you, dealing (175%🢆) pierce damage, applying Staggered, and launching each enemy hit.[70] | |
Grapple | 坦克 | Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[71][72] | |
Imbue Ammo: Weighted | 遊俠 | Imbues your ammunition with weight. Enemies hit by your bow attacks suffer the Snared status effect, reducing their movement speed by 50%. Each application applies 3 seconds of duration to the target, up to a maximum of 12 seconds. 10 charges.[73] | |
Knock Out | 鬥士 | Knock out target enemy, putting them to sleep for 10 seconds. Any damage breaks the effect.[74] | |
Leap Strike | 鬥士 | Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[75] | |
Quake | 法師 | Held ability: Slam down, causing a powerful earthquake around your character that deals (200-500%🢆) bludgeon damage depending on how long it was charged. Additionally this ability applies Staggered to all enemies around the caster, unless fully charged, in which case it applies Tripped.[76] | |
Slam | 坦克 | Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[77] | |
Slumber | 法師 | Applies the sleeping condition to targets affected within a small area around the primary target, rendering them unable to move or take any action. Any damage dealt to a sleeping target will break the effect. Duration is reduced by 20% for each additional target hit, to a minimum of 40% of base duration.[78][79][80] | |
Tremoring Bellow | 坦克 | Releases a thundering shout in a forward cone, applying the staggered condition on enemy targets. Also stomps the ground dealing damage around the caster and tripping enemies affected by the snared condition.[81] |
- There will be diminishing returns on stuns, sleep and slows so as to avoid stun locking.[50][82]
- Diminishing returns on CC effects have not yet been implemented in Alpha-1 testing.[83]
- Diminishing returns in regards to crowd control and conditions like stun and sleep and slows and that thing: Yes we will have absolutely diminishing returns. I think it's a necessary component to balance out classes that have high control ability.[50] – Steven Sharif
- Hard CC's are stuns, knock downs, sleeps, paralysis, some roots, some silences.[84]
- Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[24][21]
- Lockdowns won't likely be tab-targeted skills. This is to avoid imbalanced combos with skill shot (action targeted) abilities.[21]
- We're trying to stay away from hard locks as much as we possibly can. We want to have the system be very play, counter-play, counter-counter-play feel.[50] – Jeffrey Bard
- Soft CC's are in the tab-targeted abilities.[85]
靈活性
- 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.[87][88][89][90][8]
- 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.[87] – 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.[87][91]
- Movement speed can decrease significantly depending on the type of ability.[87]
- Weapon weight can also affect mobility.[88]
- 技能 with the greatest power may require the caster to remain stationary while channeling them. This is a risk vs. reward mechanic.[87][91][92][93]
- 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.[91] – Steven Sharif
- Ranged archetypes will have gap openers to counter gap closers from archetypes like the 鬥士.[94]
- 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.[94] – Steven Sharif
- Unreal Engine 5 has enabled improved forms of locomotion, such as crouching, tilting and mantling.[95][96]
- 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.[100] – Steven Sharif
- Melee archetypes will offer various mobility and CC counters against ranged archetypes, such as the 遊俠.[54][55]
- 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.[54] – 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.[55] – Steven Sharif
Skill | Icon | Origin | Description |
---|---|---|---|
Air Strike | 遊俠 | 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.[59] The root effect is nature based.[60] | |
Blink | 法師 | Instantly teleport a set distance in the direction you are moving.[101][102] | |
Blitz | 鬥士 | Charge directly toward target enemy, dealing Physical damage to the target on arrival.[103] | |
Call of the Wild | 遊俠 | Remove all movement impairing effects and increase movement speed by 20% for 8 seconds. Snares and Roots effects applied to the caster are ignored.[104] | |
Caravan Trail Speed Bonus | Caravan | Minor speed boost for travelling on a simple trail.[105] | |
Exert | 鬥士 | 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.[106] | |
Form Of Celerity | 鬥士 | 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.[107] | |
Form Of Fluidity | 鬥士 | 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.[108] | |
Leap Strike | 鬥士 | Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[75] | |
Lunging Assault | 鬥士 | 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.[109] | |
Recharging Lunging Assault | 鬥士 | Lunging Assault gains an additional charge and generates 5 additional Combat Momentum when dealing damage to one or more enemies.[110] | |
Shield Assault | 坦克 | 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.[111] | |
Speed Boost | Caravan | Gives the caravan a temporary speed boost.[112] | |
Unstoppable Exert | 鬥士 | Exert additionally breaks all hard control effects on the caster, and may be used any time while under a hard controlling effect.[113] | |
Whirlwind | 鬥士 | 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.[114] | |
Wings of Salvation | 牧師 | Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[115][116] An ally is defined as any non-combatant player or non-mob NPC.[117] |
人物動作
- Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[119]
- 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.[119] – Steven Sharif
- There is a toggleable walk/run (autorun) capability.[121]
- There is not going to be any "go to waypoint" (auto-pathing) mechanics.[122]
- Double-jumping has been considered as an option for player mounts.[124]
- Unreal Engine 5 mantling was demonstrated by the developers.[95][125]
碰撞
There are player and spell/projectile collision mechanics in Ashes of Creation.[126][127][128]
- 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.[129][128]
- 坐騎 and players cannot stop caravans and other vehicles from moving. Nothing can move or block ships.[130]
- Specific ranged skills will have a pushback effect but this is not inherent to all ranged abilities.[131]
- Player collision inherently limits the number of individuals that can be affected by AoE skills.[126]
- Not all projectiles can be body-blocked.[127]
- Not all projectiles can be body-blocked. Some potentially can, but there will be certain abilities and effects, like a shield wall, that can that can be brought up and that will obscure line-of-sight to the target as well; and it will restrict some of those attacks from occurring.[127] – Steven Sharif
閃躲
Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[132][133][134]
- 閃躲 is a universal skill that is able to be unlocked by all archetypes.[135][136]
- Dodging will not use I-frames (invincibility frames), but it may affect accuracy and mitigation stats when used.[132]
- Previously it was stated that hybrid combat will likely have true evasion skills relating to action-oriented combat and also have I-frames that apply to tab targeting.[134]
- So you see an animation windup that's a telegraph on what's coming; and then you have response actions that you can take as a result of that in order to dodge, weave, move, do whatever. It is both a combination of what your rotation is but also how you have reaction abilities ready to go that you save for certain circumstances that are important.[133] – Steven Sharif
主動格擋
主動格擋 is a universal skill that applies to all classes.[141][142][132][143][139][136]
- Active blocking is present in Alpha-2.[143][138][140] At present the developers are using a universal stamina-based energy system, but they will be testing the use of separate energy mechanics for universal skills in Alpha-2.[142][143][144][145][140]
- Active blocking might be an ability that- it's universal, of course it's universal- but it might be consuming mana; and you'll be able to adjust that mana consumption based off of your passive spec into your skill trees. In addition, it might also consume stamina, where that's something we're going to be testing as part of Alpha-2.[143] – Steven Sharif
- Different types of equipment are catered toward blocking different damage types.[141]
- Shields are better for active blocking physical damage, but any melee weapon can also be used to parry with a lesser amount of mitigation.[132][139]
- Sigils are better at actively blocking magical damage.[141]
- Q: How are you designing encounters around active blocking? Will it be situational use, or would I expect to be laying on my block keybind for most of the fight to prevent getting deleted by bosses?
- A: It depends really on the type of adversary you're facing. Some of them are going to have indicators or tells that a big attack is coming. It's an animation wind up where you'll have an opportunity to use active block in very unique situations that are based on timing and additional mitigation for those incoming one-off attacks. In other occasions you'll be able to use it off of rotational cooldowns, or if you're waiting for a particular ability or you're during the use of your Aegis. There's different situations for when active block is a relevant use-case.[146] – Steven Sharif
- Some abilities may be able to overcome, surpass, or cancel active blocking.[142]
- If a player is in a state, such as an active block, or an active tumble state, there will likely be some types of abilities that interact with reacting to those types of states and will either overcome surpass or cancel out those states, particularly as it relates to not just active blocking, but also potentially passive blocking as well; and that would be something probably related to physical penetration values as a stat, or even CC breaks that could be relevant as well for those types of things. I think that's on the radar for the combat team.[142] – Steven Sharif
- Previously the developers had not finalized designs for active blocking and were leaning toward using more traditional buff-oriented universal damage mitigation for the MMO, and were also considering interaction between action-based blocking and a passive block stat.[147][148]
- The Paladin's Might shield in Ashes of Creation Apocalypse had its own hit box and hit points (HP); that could actively block projectiles.[149]
斷法
Abilities with a cast bar can be interrupted during the cast.[93]
- There are abilities to counter interrupts.
- Some interrupts are better than others.
Skill | Icon | Origin | Description |
---|---|---|---|
Bulwark | 坦克 | Bash enemies in front of you twice. The second attack temporarily increases block chance. You must have a shield equipped to block.[150][151][152][153] |
仇恨技能
Threat (Aggro/Hate) is generated based on damage done, healing done, and modifiers on certain abilities.[154][155]
- In PvE, aggro against player characters is based on a hate table.[155]
- In PvP, aggro may force target switching to the 坦克. Feedback on this will be sought during testing.[156]
- If we think about PVP settings and the role of taunt or hate, a lot of times for tanks in the MMOs that I've played- where you have a PvE and PvP scenario- those types of hate generation abilities don't really have cross application into the PVP realm; and that can feel bad, because typically a tank build-out can be delegated around how I generate hate; and if it has no cross application into PvP then effectively you're creating a class composition that just is not relevant in half of the game, or in that area of the game. So when we talk about how we're going to apply hate to player targets or taunt to player targets, sometimes that can move into the realm of target switching, or the ability to demand that target on the tank in a PvP scenario as well. That's something that we need to get player feedback on, because there's a lot of strong emotions around that type of mechanic. I for one am a big proponent of that. I think it's interesting. I think that it plays into the role of the tank and that it it hits a class fantasy that most tank players want to feel. And I think however on the flip side of that, it is a source of control; and anytime you're under the effects of some source of control, it's going to be a feel bad moment for the target that's being controlled. So that's why I think it generates a lot of feelings on both sides of the aisle.[156] – Steven Sharif
- Detargeting is the act of removing hate/threat/aggro from an enemy.[156]
- There will be a taunt skill available at higher levels than what has been previewed so far for Alpha-2.[157]
- Q: There were a lot of concerns about threat [in the Alpha-2 Tank preview video]. A lot of people didn't understand how holding threat works, because you weren't holding threat at some point.
- A: It's important to remember that these previews are done at a very low-level, so these are low-level skills and abilities that the archetypes have available to them; and so because of that, some of the functionality from these abilities they don't necessarily perform as well as you would want them to in a later stage of the game for that role. Now also keep in mind that balance is a perspective that needs to be incorporated also. So, threat is generated based off of a few factors: It's based off of damage done, it's based off of healing done, it's based off of threat generation modifiers that are on abilities. Now the tank in this situation I believe has two abilities that are going to generate additional threat. They have the slicing- the number two ability; and then they also have the shout ability. Both of those are creating additional threat. But with that being said, we need to tune probably those abilities up a little bit to contend with the DPS that's coming both from the ranger and with the heals that are coming out of the cleric.[154] – Steven Sharif
Skill | Icon | Origin | Description |
---|---|---|---|
Ancestral Bolas | 坦克 | Throws a magical web of bolas at the target location. All enemies within are snared and build additional hate towards the tank every second. Enemies entering or exiting the radius will be tripped.[61] | |
Grapple | 坦克 | Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[71][72] | |
Hatred | 坦克 | Single target that adds hate.[158] | |
Inciting Strikes | 坦克 | Slashes twice in a forward cone while adding additional threat.[159] | |
Shield Assault | 坦克 | 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.[111] | |
Slam | 坦克 | Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[77] |
動作取消
戰鬥姿態
隨機性
隨機性 elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[162]
- RNG plays a role in both PvP or PvE.[163]
- Action combat is far less dependent on RNG.[163]
RNG is always going to play a role in Ashes of Creation whether that be in PvP or PvE, but one way to mitigate that is through the action system. The action system is going to be far less sort of dependent on those dice rolls and there'll be far more in your own hands. They won't ever completely eliminate that but it's a way for us to sort of reward skilled play versus sort of tactical strategies type play.[163] – Jeffrey Bard
主要技能
主要技能 (class abilities) are based on a player's archetype.[166][167]
- A player may choose a secondary archetype when they reach level 25.[168][169] The player can then augment their primary skills with effects from their secondary archetype.[166][168][169][167][170]
- Outside of class-specific skills there may be a subset of universal skills, such as active block and dodge.[136]
- Class skills are not affected by the type of weapon that is equipped.[171]
技能點
Players receive skill points at specific points as they level.[174] These can be used to level up skills (increase their rank) within their active, passive or combat/weapon skill trees.[175][176][177][178]
- 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
- Skill points will accrue at specific XP milestones, such as 1/4, 1/2, 3/4 progress through the level, so as to avoid creating an imbalance with experience debt.[174]
- We do have this concept of experience debt that does accrue and we don't want to create an imbalance between skill points acquired versus experience, so we're going to predicate your skill points acquisition based on benchmarks you reach when leveling through a level. So these are going to be at specific points in the level, like one quarter progress, to half progress, to three quarters progress: you're going to get an influx of skill points and then you'll be able to allocate them into your skill tree.[174] – Steven Sharif
- Skill points can be used to unlock universal skills at the expense of unlocking class-specific skills.[135]
- Respeccing (resetting and reallocating) adventuring skills may require travelling to a specific location rather than being able to be done on-the-fly.[179][180]
- Augments do not cost skill points.[181] It was previously stated that certain augments will have more expense required on the skill point side.[182]
- It will not be possible to max all skills in a skill tree.[178]
- 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.[183]
主動技能
- 可以放在技能欄中的技能數量有限 (少於30)。[4]
- 將有選項添加多個技能欄。[3][186]
- 例如一個鬥士將會因為選擇了不同主動技能,而與其他鬥士不同。[4]
- 透過選擇不同技能,玩家可以專注於Tab 鍵鎖定技能、動作指向技能或兩者混合,塑造自己的戰鬥體驗。[11]
- 角色升級時不會習得新技能,玩家需要自行選擇想要習得的技能。[183]
- 技能數量不會多得令人措手不及。[187]
There will be multiple hot-bars that you obviously have available, because you're going to have consumables, you're going to have active skills and whatnot. But the number of active skills are not going to overwhelm necessarily the character and be irrelevant especially at certain stages.[3] – Steven Sharif
大招
Ultimate skills are very powerful skills that can be used when enough focus has been accumulated from using the 武器使用連擊系統.[188]
元素技能
- 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".[189] – Steven Sharif
Skill | Icon | Origin | Description |
---|---|---|---|
Ball Lightning | 法師 | Create a large ball of charged electricity that travels slowly forward, rapidly dealing (50%🢆) lightning damage and applying Volatile to enemies it overlaps with.[190][191][192] | |
Blizzard | 法師 | Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Periodically pulses Chilled to targets within the area. Each shard impact deals (50%🢆) ice damage in a small area around it and applies Frozen to targets with Chilled.[193][194][190] | |
Chain Lightning | 法師 | Release a powerful streak of lightning that hits your primary target and then chains outward to up to 5 nearby enemies from that target, dealing (175%🢆) lightning damage to each. Applies 20 stacks of Shocked to targets with Volatile.[62][63][64] | |
Cone of Cold | 法師 | Blasts a cone of cold in front of the caster, dealing (125%🢆) ice damage. Applies Chilled to targets hit.[190][195][196] | |
Elemental Empowerment | 法師 | Whenever you cast an elemental spell, your weapon combo finishers apply a stack of Burning, Chilled, or Volatile to targets hit, based on the current empowered element. Casting a spell of another element changes your current Elemental Empowerment to that element.[197] | |
Fireball | 法師 | Hurl a ball of fire toward your target, dealing (100%🢆) fire damage and applying Burning for (75%🢆) fire damage. 3 charges.[198] | |
Fissure | 法師 | Call forth a line of jagged earthen spikes in a line in front of you, dealing (175%🢆) pierce damage, applying Staggered, and launching each enemy hit.[70] | |
Frostbolt | 法師 | Launch a bolt of frost towards your target, dealing (225%🢆) ice damage. Applies Frozen if the target is Chilled.[199][200] | |
Lightning Strike | 法師 | Held ability: Charge up a bolt of lightning to unleash upon your target, dealing (275%🢆) lightning damage based on how long it was charged. Also applies 20 stacks of Shocked to targets.[201][202] | |
Magma Field | 法師 | Erupts the earth at target location, forming a boiling pool of lava that deals (50%🢆) fire damage and applies Burning at (50%🢆) fire damage power every 2 seconds to enemies within the area. Lasts 8.1 seconds.[203] | |
Meteor | 法師 | Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals (200%🢆) fire damage and applies Conflagrating to targets with Burning. After landing it continues to roll forward for its remaining distance, dealing damage to enemies along its path.[204] | |
Quake | 法師 | Held ability: Slam down, causing a powerful earthquake around your character that deals (200-500%🢆) bludgeon damage depending on how long it was charged. Additionally this ability applies Staggered to all enemies around the caster, unless fully charged, in which case it applies Tripped.[76] | |
Thundering Shot | 遊俠 | Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[205] |
平衡
- Balancing in Ashes of Creation is group focused not based on 1v1 combat.[206][207][208]
- 1v1 matchups will have a rock-paper-scissors dynamic, where one class will be superior to another.[206][208]
- There will be match ups in 1v1s where one class will be superior to another; and that application should be a rock-paper-scissors dynamic. We want there to be counter-play between the different classes... Instead it's going to be a group focused balance, where as long as you have the diversity of classes present, that's going to be an equal level playing field. It's going to be very dependent on skill and strategy.[208] – Steven Sharif
- Balance-wise, there's a number of different interactions mechanically that you have within an ability that you can adjust in order to balance its power. The most most common ones are: Cooldown, Mana consumption, Damage done, Effect status conferred, Promotion of that effect status, Range.[209] – Steven Sharif
- Alpha-1 testing was focused on core functionality rather than combat balance.[8]
- Alpha-2 testing will begin to focus on balancing once populations and encounters have been put in place and are deep in testing.[206][210]
- When we move into Alpha 2 and we have a lot of data that's supporting the use of these particular abilities in combat settings, how often they're used, how often they result in death, what the average damage done by this archetype is comparatively to other damage done by different archetypes: All of that data gets logged and all of that data gets queried in order for us to refine the abilities so that they live in the environment we want them to. Now, that's not to mean that we're going to have a perfect balance across the board between the archetypes. Again, we're taking a rock-paper-scissor approach to balance, which means that some archetypes will do better against other archetypes and vice versa; and we're also not creating an environment where we want to have 1v1 balance. We are focused around group balance. Group composition is important.[206] – Steven Sharif
- The sixty four (64) classes are partitioned into eight primary archetypes. Balancing of active skills only relates to these eight primary archetypes.[207][211]
- Certain secondary archetypes are capable of "bridging the gap" between their counterpart.[215]
- Even though augments do radically change the way your active skills provide you abilities, there's still a primary focus on the base archetype itself and not the 64 whole classes.[207] – Steven Sharif
- Certain archetypes are capable of moving the gap between their counterpart per-se. If I am a Tank archetype and a Mage is my counter, I can take a Mage secondary and bridge the divide slightly; and then move my identity that direction ever so slightly.[215] – Steven Sharif
角色定位
Ashes of Creation has the traditional trinity of 坦克, DPS (damage dealers) and Support (healer or non-healer) roles.[216][217][218]
- We have our eight base archetypes; and the trinity is a pretty strong influence with regards to the eight base classes. However the area in which we actually begin to play with that line between the trinity is in the secondary classes that you can pick. That's where we begin to blend those spaces and allow people a little bit of influence over their role and whether or not they fit perfectly within a particular category within the trinity.[219] – Steven Sharif
- Although traditional roles are present, players should not feel branded by their primary archetype.[217][218]
- Skill augments available through the class system allow characters to be personalized outside of their primary role.[217][218][219]
- Players can also double down on their archetype choice to strengthen their primary role.[217][218]
角色威力膨脹
The developers intend to limit power creep via item sinks, the lack of gear binding, and the absence of pay-to-win or pay-to-convenience in Ashes of Creation.[220]
#REDIRECT MediaWiki:Weapon combo system/zh
A weapon combo system (also referred to as Weapon use combo, Weapon attack combo, Weapon combo, and Weapon use ability) is utilized instead of a traditional auto-attack ability in Ashes of Creation.[221][223][200][224][225][226][227]
- The combo system consists of a sequence of combat animations based on the weapon type, referred to as a combat animation montage.[228]
- Combos are triggered by performing basic weapon attacks (default Q or left-mouse-click).[229]
- 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.[228] – Steven Sharif
- The number of steps and passive effects that trigger during weapon combos can be customized in the weapon skill tree.[230][231]
- We wanted to have a combo length progression available to players so that certain builds could have longer weapon combos and other builds can have shorter weapon combos with more passive effects.; and this has been the result of our exploration. So, when you start out you've got a pretty quick four-hit combo, but whenever you unlock the additional hits you get the fifth and sixth hits, which are at approximately 50% to the overall combo length. But we found that that gave a pretty satisfying floor and ceiling to how long the combo can be.[230] – Brian Ferguson
- Depending on class skill choice these effects will have synergy with the combat montage.[228]
- 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.[228] – Steven Sharif
- 武器成長 such as set bonuses may change at what level any proc effects occur and therefore enable different combo rotations.[228]
- 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.[228]
- 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.[228] – Steven Sharif
- Using a skill/ability other than a basic attack will in general reset the combo.[229]
- The developers are considering specific abilities that might be able to be used without resetting the combo system.[229]
- 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.[225] – Steven Sharif
#REDIRECT MediaWiki:Switching gear/zh
- It is possible to store and swap gear loadouts with a single hotkey button press when out of combat.[233][234][235]
- There will be a loadout system that you can use in your inventory to help manage those different types of set that you can customize. So you can do a simple hotkey press and be able to swap your armors, out of combat of course, with a single button click.[233] – Steven Sharif
- Artisan gear and adventuring gear do not need to be swapped for either to be effective when they are equipped on a character.[236][237][238]
- Switching weapons is possible while in combat but armor cannot be swapped while in combat.[239][240][241][242][243][244][245]
- You may not swap armor when you're in combat, but you may swap your weapons; and there's obviously a few reasons of why this can be important: We're a itemization agnostic class design, so players equip with items that there are most necessary based on the adversary or the challenge that they're facing; and so we want that to be available for players to swap with weapons.[240] – Steven Sharif
大型副本機制
Boss fights will have fairly intricate mechanics.[249]
- Combat itself will be pretty intricate mechanics-wise. We're going to have different phases of the bosses, there's going to be a lot of adds stuff, there's going to be random oriented skill usage. We're not going to have telegraphed templates on the ground, but we will have telegraphed animations, so it's going to be location, mobility, strategic. It will be something that can not be repeatable in the exact same way from raid to raid, but has a variance between the combat, so raiders are going to have to be fluid in thinking on their feet.[249] – Steven Sharif
- Multiple phase fights.[249]
- Adds.[249]
- Random skill usage.[249]
- Fights will require location, mobility and strategy.[249]
- Boss mechanics may be affected by changes in climate or time of day.[250]
- Telegraphed animations, but no obvious telegraphed templates on the ground.[251][249]
- Players can utilize boss mechanics against other players.[251]
- Anytime the boss is telegraphing an ability, that is an opportunity for you to direct the location of that effect; and so in that sense, yes you could use a boss's mechanics in an interesting way to affect an enemy raid.[251] – Steven Sharif
預警
In specific circumstances there will be telegraphs (tells) to communicate something that's happening.[252]
- Animation tells.
- Templates.
輔助技能
A utility skill is a typically non-combat skill that interacts with the environment and offers counters and horizontal progression against other archetype abilities.[255][256][257][258] Utility skills lend themselves toward how classes navigate and deal with hazards in the world.[259]
- When we think about utilities, some of the examples of those utilities might be a Rogue has invisibility. How do you address invisibility? Well, a Ranger might have a utility ability that spawns a Hound that trails invisible targets within an AoE radius of the Ranger and you get that location. Whereas, a Mage might have an Arcane Eye that actually reveals them to the party of the raid. Those are the types of utility skills that we want to create. They offer counters and horizontal progression against the other archetype abilities.[255] – Steven Sharif
- 職業 will have different utility abilities, such as detecting traps and other hazards.[256][257][259] For example: The Mage's detection spell casts light and reveals magical explosive hazards.[260]
- Q: What kind and how many special or unique activities can we expect classes to perform outside of combat, such as rogue's opening locks, tracking enemies as a ranger, or removing corruption from the ground as a cleric?
- A: Just thirty minutes ago I was talking about those utility abilities like finding tracks, or cleansing poisons, arcane eye to reveal secret passages. The idea is how do we blend the traditional tabletop RPG role of utility and/or skill checks into the setting of a graphical MMORPG; and I think that it's both a complement of the skill kit that's available and how it interacts with the world for those curated or special designs within these locations. So to answer that question: that is intended- we've shown a little bit of that in the past and it is something that we want to make feel compelling and rewarding and viable as a use-case scenario in many different settings that you might find yourself in within the world.[256] – Steven Sharif
- All classes will have maneuverability/traversal utility abilities.[266]
- Utility skills exist that can help players discover hidden paths and entrances and may lead to discovering hidden quests while exploring.[257]
- Certain objects exist in the world (such as ladders and slides) that aid player mobility.[267]
- 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.[268] – Steven Sharif
- There will be a grappling hook utility skill or item.[269]
- Rogues may also have a spyglass utility skill.[259]
角色死亡
玩家死亡時會化為灰燼。灰燼中包含玩家因死亡懲罰而掉落的物品。[272][273][274][275] 任何玩家都可以即時拾取灰燼。[272] 拾取灰燼不會觸發玩家標記。[276]
- 非戰鬥員 (綠色玩家) 死亡時,將遭受一般懲罰,包括:[274]
- 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.[279] – Steven Sharif
- 戰鬥員 (紫色玩家) 遭受的死亡懲罰是非戰鬥員一半。[274]
- 腐化 (紅色玩家) 遭受的死亡懲罰是非戰鬥員四倍,並根據目前的腐化值,有機會掉落背包內或裝備中的物品。[283] 包括:[283][274]
滿等角色死亡時將損失約 2-3% 總經驗值 (未定)。[289]
- As of May 28, 2021, the experience debt in Alpha-1 testing is "completely off mark" and will either be changed or disabled prior to the next spot test.[289]
死亡懲罰將不適用於存在特定目標的活動 (例如商隊、公會戰、節點戰)。[290]
- 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.[290] – Steven Sharif
騎乘戰鬥
坐騎能力和數值
龍
龍是擁有強大的戰鬥能力的史詩級飛行坐騎,技能包括範圍噴火攻擊、俯衝飛行攻擊等等。[300][301]
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.[301] – Steven Sharif
戰鬥寵物
戰鬥寵物 (also referred to as Item pets or Universal combat pets) may be acquired by any archetype.[302]
- Combat pets generally 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.[303][304][302][305][306]
- It’s important to note, combat pets are primarily horizontal in nature. Where as class pets (like summoner) are a very vertical mechanic.[304] – Steven Sharif
- Combat pets may be tamed from certain creatures in the world.[307]
- Combat pets are categorized by class and will adhere to a simple trinity structure (Tank/DPS/Support).[305]
- Combat pets will also be categorized into different rarities.[305]
- Combat pets may not be able to be summoned in certain dungeons, instances or other spaces.[309]
- 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.[306] – Jeffrey Bard
海戰
船舶 are vehicles in Ashes of Creation. Ships are owned by the player who has the ship item in their inventory. Only that player can summon the ship.[130][312]
- Ship creation is generally delegated to players. There won't be many non-player-owned ships.[313]
- 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.[313] – Steven Sharif
- Ship owners are able to grant permissions to allow other players to navigate their ships and access certain ship functions.[315][312]
- Ship navigators receive a significant defensive buff while they are navigating the ship. This reduces CC effects and increases damage mitigation significantly.[315]
- If the ship navigator is killed or otherwise removed from the ship then any player will be able to navigate the ship for a period of 15 to 20 minutes before the ship despawns and becomes a wreckage.[315]
- Other ship permissions may include operating weapons, anchors, and utility items.[312]
- Players will have quests that lead set them on a path toward creating a personal vessel at around level 10-15.[316]
- Player merchants will not be able to be placed on ships.[317]
- Nothing can move or or block ships, apart from other ships. Ships collisions come with the risk of significant damage to the vessels involved.[318][130]
- We adhere to some semblance of real physics feelings with regards to these vehicles; and so ships do have the potential to be pushed in different directions and out of the way for each other. That is an intended collision experience that we want ships to have. But it should come with significant risk and potential damage to the vessels themselves.[318] – Steven Sharif
海戰 involves different types of 船舶 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.[319][320]
- 海上 PvP is between ships.[320]
- 海军 PvE includes open sea raids and sea-based bosses.[319][320]
- Certain ship classes and components may support ramming of other vessels or raid bosses.[321]
- Ship weapons can damage both players and structures.[322]
- Damage done by ship weapons such as potion launchers will generate threat.[323]
- Characters can also use ranged skills during naval combat. Taunts and other threat generation skills can be utilised for tanking at sea.[323]
- Coastal points of interest, such as harbors, offer objective-based naval gameplay during node sieges.[324]
- There is a castle located on an island that is only able to be affected by naval combat.[324][325]
- Battles at sea will be epic. They will have some supreme rewards and/or losses if the battle succeeds or fails.[326] – Steven Sharif
- Naval combat allows ships to be hijacked, destroyed and looted, but it doesn't allow the attackers to permanently keep the ships.[327]
- Q: Will there be a way to produce enough experience for a node for those who want to spend the majority of their time on the open seas?
- A: The open seas have have a good amount of content; and that content when completed will give its contribution to a nearby node; and that is something that people who live on the sea, or desire to live on the sea, will be able to um contribute in a way.[328] – Steven Sharif
插件/傷害統計
Addons, DPS meters, and threat meters will not be supported.[329][330][331][332]
- My decision is not to allow DPS meters nor add-ons. I feel we have adequate measures in place to prevent a majority of potential third party trackers. I know this subject has passionate voices on both sides and I respect the various opinions and positions many of you have expressed.[331] – Steven Sharif
- The developers do not want addons/mods to be necessary to experience the game.[333]
- The developers believe that DPS meters (parsers) can cause toxicity and other negative behaviors.[330][334][332]
- What role DPS meters provide in online communities that I've noticed in the past my experiences: they can be a bit toxic, they can be a bit exclusionary; and that's why we don't want the DPS meters.[330] – Steven Sharif
- Threat meters will also not be present in the game. There will instead be visual in-game cues to indicate threat.[330]
- Meters in my opinion are a removal from the game immersion; and what I mean by that isn't necessarily even the fact that having the meter takes you out of the game per-se, but it is- there's a lot of diegetic approach that you can take that doesn't rely on UI elements like a meter to indicate how you should do a thing; and when you're not utilizing those types of meters you can do different types of strategies and encounter design. You can have things that can be more subtle and aren't going to be immediately given away by a meter indicating something; and that's the type of gameplay that we think that I believe we want to emphasize; and for that reason, we're not going to be including threat meters. What we will be including however are animation indicators. We're going to be including ability indicators to show the tank "hey I might be losing aggro here." I'm observing in the world these immersive elements that are not tied to any specific type of UI, but indicate to me that this monster might be moving off to attack somebody else in a very immediate future; and now I should be using the abilities that I'm saving to regain that aggro, or to lock them down with a taunt or something. That to me is a bit more representative of the type of gameplay we want to to bring in our encounter design.[330] – Steven Sharif
- There will be integrations available for streaming services such as Twitch and a few other services, but it's not something that will be exposed through an API just yet.[335]
- The design of the game API is still under consideration.[336]
戰鬥記錄
There are combat logs in Ashes of Creation.[337]
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.[338] – Steven Sharif
陣營
Ashes of Creation 沒有預設的陣營。[339]
- 但會有虛擬陣營 (臨時陣營)。[340]
我們讓玩家參與這些非強迫性衝突,是敵是友,自行定奪。[340] – Steven Sharif
因為我們沒有區分陣營,玩家需要有能力選擇做「壞」事或「好」事,所以我們必須提供大量壞事給玩家參與。[341] – Steven Sharif
Ashes of Creation Apocalypse
Ashes of Creation Apocalypse combat targeting
Action combat in Ashes of Creation Apocalypse utilizes a targeting reticle.[343]
- A hot key can be used to toggle reticle mode on and off.[343]
- Left mouse click is used for basic weapon attacks.[344]
- Right mouse click is used as a "focus" button. It can also be used to activate root motion attacks for melee.[344]
- Combat targeting uses hitbox registration in three separate regions: Upper body, lower body and head.[345]
- Certain weapons and skills have ADS (Aim Down Sights) functionality.[346][347]
There will be aim down sights. You may have seen it that you can aim down sights on weapons; and there will be scopes on like crossbows and stuff that - arcane scopes - that you can use.[346] – Steven Sharif
Some spells do have ADS. There's a long-range meteor blast that can be used from one of the spell books; and that has an arcane zoom in. It lets you zoom into a target.[347] – Steven Sharif
Alpha-1 will test hybrid action/tab combat.[20][5]
Ashes of Creation Apocalypse class kits
Six classes will be present in Ashes of Creation Apocalypse castle sieges and Ashes of Creation Apocalypse horde mode.[348]
- Warrior classes
- DPS classes
- Support classes
These classes relate to the trinity of classes: 坦克, DPS and Support.[348][349]
- Skills/abilities are not tied specifically to weapons in castle siege mode.[350]
- It was previously stated that weapon skills are applied to augment a class' base skills.[351]
- Base class skills may be able to be selected from a host of available skills for that class based on a player's progression within that season.[351][352]
We had a little bit of an idea that we're going to explore with regards to each of the classes having a range of skills and abilities that players can customize that skill kit based on their progression within a season, let's say; and that progression can be gained from any of the modes and it would grant you the ability to customize that skill kit for the before the siege mode or the horde mode. But that's something that might come at a later date.[352] – Steven Sharif
Ashes of Creation Apocalypse 職業 only apply to Ashes of Creation Apocalypse castle sieges and Ashes of Creation Apocalypse horde mode.[353]
Ashes of Creation Apocalypse healing
Healing in Ashes of Creation Apocalypse will be reticle based (action targeted).[354]
- Healing skills are proximity based: Centered on self or centered on projectile impact.[355][356]
- There will be healing potion bursts (healing grenades) that will grant life to allies.[356]
- Healing is part of Class kits that come into play during the testing of Ashes of Creation Apocalypse castle sieges.[355][351]
We have a few design theories on action combat and healing to began with phase one. Part of that will be the implementation of a class system into the castle siege and horde mode of phase one. Those will be kits that play out as skills available from an action perspective. You'll be able to target in proximity, basically so positioning is going to matter. Importantly, for healers being close to the individual party members you wish to heal. Additionally, you'll have reticle based healing methods. This would be a template that could be launched in that direction as a pulse of heels or augments. So there's a lot of different systems are playing with that you'll see more of when we get to those when we get to the castle siege system and the Ashes of Creation Apocalypse horde mode.[354] – Steven Sharif
影片
- 2018-04-04 Video - PAX East Pre-Alpha Gameplay
- 2018-08-17 Video - Ashes of Creation Apocalypse - First Look at Action Combat
- 2018-09-01 Video - Ashes of Creation Apocalypse Alpha Gameplay
- 2019-03-08 Video - Ashes of Creation Apocalypse Castle Siege Gameplay
- 2022-06-30 Video - Ashes of Creation Alpha Two Basic Melee Weapon Attack Update
- 2022-09-30 Video - Ashes of Creation Alpha Two Basic Ranged Weapon Attack Update
- 2022-12-02 Video - Ashes of Creation Alpha Two Night and Day and Other Heavenly Things
- 2023-01-27 Video - Alpha Two Tank Preview
- 2023-03-31 Video - Alpha Two Story Arc Systems Preview and the Lore of Carphin
社群指南
其他
引用
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- ↑ 訪談, 2018-05-11 (16:32).
- ↑ 直播, 2017-07-28 (34:32).
- ↑ 訪談, 2020-07-18 (1:03:45).
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- ↑ Forums - Dev Discussion #52 - Boss Mechanics
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- ↑ 251.0 251.1 251.2 訪談, 2023-09-10 (32:16).
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- ↑
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- ↑ Podcast, 2021-04-11 (34:41).
- ↑ 直播, 2017-05-19 (13:37).
- ↑ Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
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- ↑ 訪談, 2020-07-29 (16:46).
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- ↑ 直播, 2018-09-27 (47:46).
- ↑ 283.0 283.1 283.2 訪談, 2020-07-18 (41:54).
- ↑ 直播, 2017-11-17 (35:20).
- ↑ 訪談, 2018-05-11 (15:41).
- ↑ 訪談, 2017-04-27 (9:28).
- ↑ 直播, 2021-06-25 (1:15:37).
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- ↑ 直播, 2018-04-8 (AM) (12:34).
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- ↑ 直播, 2017-05-10 (38:27).
- ↑
- ↑
- ↑
- ↑
- ↑ 301.0 301.1 301.2 直播, 2018-04-8 (PM) (51:49).
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- ↑ 訪談, 2023-09-10 (1:05:52).
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- ↑ 305.0 305.1 305.2 直播, 2020-10-30 (1:21:14).
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- ↑ 直播, 2018-01-18 (33:09).
- ↑ 直播, 2023-02-24 (1:27:22).
- ↑ 直播, 2021-04-30 (1:10:04).
- ↑ Ashes of Creation Store: Tea transport.
- ↑ 直播, 2018-10-31 (54:21).
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- ↑ 313.0 313.1 313.2 313.3 直播, 2021-09-24 (1:26:46).
- ↑ 直播, 2023-01-27 (1:32:00).
- ↑ 315.0 315.1 315.2 直播, 2023-10-31 (1:27:50).
- ↑ 直播, 2021-07-30 (1:14:04).
- ↑
- ↑ 318.0 318.1 直播, 2024-03-29 (2:33:50).
- ↑ 319.0 319.1 319.2 319.3 直播, 2022-03-31 (1:10:43).
- ↑ 320.0 320.1 320.2 直播, 2017-07-28 (47:53).
- ↑ 直播, 2022-04-29 (1:03:25).
- ↑
- ↑ 323.0 323.1 直播, 2023-02-24 (1:23:34).
- ↑ 324.0 324.1 直播, 2022-10-14 (58:46).
- ↑
- ↑ 直播, 2019-06-28 (1:12:08).
- ↑ 直播, 2022-05-27 (1:12:33).
- ↑ 直播, 2022-12-02 (1:21:51).
- ↑ 訪談, 2023-09-10 (34:51).
- ↑ 330.0 330.1 330.2 330.3 330.4 直播, 2023-02-24 (1:19:29).
- ↑ 331.0 331.1 Ashes of Creation Forums - No Damage Meter?
- ↑ 332.0 332.1 直播, 2017-05-10 (20:02).
- ↑ 訪談, 2018-10-20 (6:29).
- ↑ 直播, 2020-04-30 (1:28:19).
- ↑ 訪談, 2018-05-11 (49:03).
- ↑ 直播, 2017-05-10 (21:41).
- ↑ Ashes of Creation Forums - No Damage Meter?
- ↑ Ashes of Creation Forums - No participation trophy.
- ↑ 直播, 2017-05-26 (39:36).
- ↑ 340.0 340.1 340.2 340.3 340.4 訪談, 2020-07-18 (22:26).
- ↑ 直播, 2018-04-8 (PM) (11:27).
- ↑ 直播, 2018-09-27 (17:52).
- ↑ 343.0 343.1 直播, 2018-07-09 (58:26).
- ↑ 344.0 344.1 訪談, 2018-08-08 (27:04).
- ↑ 訪談, 2018-08-17 (3:58).
- ↑ 346.0 346.1 訪談, 2018-08-17 (4:31).
- ↑ 347.0 347.1 訪談, 2018-08-17 (6:03).
- ↑ 348.0 348.1 348.2 直播, 2019-01-11 (41:20).
- ↑ 訪談, 2018-10-20 (11:38).
- ↑ 直播, 2019-11-22 (59:37).
- ↑ 351.0 351.1 351.2 訪談, 2018-08-17 (8:16).
- ↑ 352.0 352.1 直播, 2019-01-11 (58:40).
- ↑ Reddit Q&A, 2019-01-8.
- ↑ 354.0 354.1 訪談, 2018-08-08 (19:40).
- ↑ 355.0 355.1 訪談, 2018-08-17 (12:05).
- ↑ 356.0 356.1 訪談, 2018-12-06 (2:04).