多向攻擊
多向攻擊 (背面,側面,正面打擊) 能根據攻擊位置造成追加傷害。[1]
橫掃攻擊
All weapons have a forward attack cone, regardless of being in tab or action mode.[2]
- The cone's arc and distance will vary based on weapon type.[2]
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.[2] – Steven Sharif
This is described as a weapon attack not an active skill.[2]
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。[4][5]
- 無鎖定模式設有準星,與第三人稱動作遊戲相似。[4][2][8][9]
- 玩家無須處於準星模式來施放無鎖定技能。[10]
- 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。[10] – 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.[4][2]
- 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.[6][4]
- 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.[6] – Steven Sharif
- Holding Tab while in action mode will alternate between targets.[4]
- Pressing right-click while in action mode will switch to tab mode for the currently highlighted target.[2]
- 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.[11]
- In future the user will have the ability to choose from different reticle appearances.[12]
- The tab mode (MMO mode) facilitates tab targeted combat.[2][8] A tab-targeted ability requires a target in order to utilize that skill.[6][9]
- Pressing left-click in tab mode will attack the target (with the currently selected weapon).[2]
- There will be a "target of target" capability on the user interface.[13]
Hybrid combat is being tested in Alpha-1.[4][14]
- Targeting modes are able to be achieved through choice of skills/abilities.[6][14][15]
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.[15] – Steven Sharif
Action oriented and tab oriented versions of skills will have different characteristics. Variables will change based on which version is chosen.[17]
- Damage.[17]
- Charge up time.[17]
- CC effects.[17]
- Cooldown.[18]
- Energy consumption.[18]
- Cost to spec.[18]
- Attack range will likely remain the same; as it is driven by the weapon or skill itself.[19]
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. [17] – Steven Sharif
For the purposes of balance, certain skill types will be either tab or action oriented skills. For example:[18]
- Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[18][15]
- Softer CC's would be housed in tab-targeted abilities.[18]
碰撞
There are player and spell/projectile collision mechanics in Ashes of Creation.[20][21][22]
- 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.[23][22]
- 坐騎 and players cannot stop caravans and other vehicles from moving. Nothing can move or block ships.[24]
- Specific ranged skills will have a pushback effect but this is not inherent to all ranged abilities.[25]
- Player collision inherently limits the number of individuals that can be affected by AoE skills.[20]
- Not all projectiles can be body-blocked.[21]
- 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.[21] – Steven Sharif
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
動作
- 戰鬥 is animation-driven to ensure it is impactful and responsive.[28]
- Basic attack animations are triggered by the weapon combo system based on weapon type.[29][30]
- Skill animations are (generally) not impacted by the type of weapon equipped.[31]
- We really wanted to build the combat system to- like i said earlier- be as physical as possible. So we have it very animation driven. Everything is handled based on a reference of animation as opposed to nebulous timings, which allows it to feel very impactful and very responsive.[28] – Keenan Reimer
- We're not going to be having I think unique combat animations. However we will have unique non-combat animations, such as your idle, your walk, your run cycle: things that the combat attacks do not have to blend back into.[32] – Steven Sharif
動作取消
戰鬥姿態
預警
In specific circumstances there will be telegraphs (tells) to communicate something that's happening.[36]
- Animation tells.
- Templates.
其他
引用
- ↑ 1.0 1.1 直播, 2021-03-26 (1:11:25).
- ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 直播, 2020-08-28 (1:15:39).
- ↑
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 直播, 2021-06-25 (22:34).
- ↑ 直播, 2017-11-16 (30:45).
- ↑ 6.0 6.1 6.2 6.3 6.4 直播, 2021-06-25 (27:43).
- ↑
- ↑ 8.0 8.1 8.2 直播, 2020-04-30 (1:09:51).
- ↑ 9.0 9.1 訪談, 2019-04-15 (38:03).
- ↑ 10.0 10.1 直播, 2021-06-25 (27:10).
- ↑ 直播, 2021-03-26 (59:21).
- ↑ 直播, 2021-06-25 (26:11).
- ↑ 直播, 2020-04-30 (40:19).
- ↑ 15.0 15.1 15.2 15.3 直播, 2018-04-8 (PM) (37:57).
- ↑ 直播, 2020-08-28 (1:12:50).
- ↑ 17.0 17.1 17.2 17.3 17.4 Podcast, 2018-08-04 (1:07:59).
- ↑ 18.0 18.1 18.2 18.3 18.4 18.5 Podcast, 2018-08-04 (1:11:05).
- ↑
- ↑ 20.0 20.1 直播, 2023-12-19 (1:52:02).
- ↑ 21.0 21.1 21.2 直播, 2023-12-19 (1:20:09).
- ↑ 22.0 22.1
- ↑ 訪談, 2020-03-27 (15:20).
- ↑ 直播, 2023-10-31 (1:30:52).
- ↑ 直播, 2023-12-19 (1:17:45).
- ↑ 26.0 26.1 26.2 26.3 26.4 直播, 2020-10-30 (1:15:59).
- ↑ 27.0 27.1 影片, 2022-06-30 (20:29).
- ↑ 28.0 28.1 影片, 2022-06-30 (21:19).
- ↑ Podcast, 2021-09-29 (47:57).
- ↑ 直播, 2020-02-28 (1:10:21).
- ↑ 直播, 2024-03-29 (1:55:14).
- ↑ 32.0 32.1 直播, 2022-06-30 (53:33).
- ↑ 直播, 2020-12-22 (1:12:56).
- ↑ 直播, 2017-05-17 (1:05:11).
- ↑ 直播, 2019-06-28 (1:19:00).
- ↑ 直播, 2017-05-22 (49:38).