擊殺時間
擊殺時間 (TTK) in Ashes of Creation will be a little bit faster than most MMOs.[2]
- Previously it was stated that the TTK was expected to be around 30 seconds to a minute.[3]
- The developers do not want one-shots in the final MMORPG.[4]
- Average non-elite mob time-to-kill for a solo player is intended to be around 6 seconds.[5]
- In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[4] – Steven Sharif
Health bars
生命力是 Ashes of Creation 的一項數值。[6][7]
With regards to seeing another player's health: As you know their name plate will deteriorate or give you an indication of like hey they've taken damage they're significantly injured, but you're not going to get a percentage. You're not gonna get an exact bar value, unless you're in their party or in their raid.[7] – 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.[10][11][12]
- Headshots were a part of Ashes of Creation Apocalypse battle royale.[12]
- Previously it was stated that headshot mechanics may be implemented in the MMORPG along the lines of a higher critical chance[13][14] and that they would not be one hit kills.[13]
- Headshots in action combat are equivalent to a critical hit in tab targeted combat.[15]
- Players relying on tab skills will have a fixed critical hit chance every time they use an ability or weapon.[15]
- Players using action-based skills are going to rely on getting a head shot or hitting a critical spot on the opponent.[15]
- A Ranger skill called Headshot was introduced leading up to Alpha-2 testing.[16]
戰鬥系統改良
改良後的戰鬥系統將根據玩家意見在 Alpha-1 測試中推出。[18][19][20]
- 改良的目標是希望給予玩家更多主導權,施放技能時可以更靈活流暢地戰鬥。[21][22]
- 目前的 Tab 鍵和無鎖定混合戰鬥系統在改良後仍會保留。[21]
- 改良後的版本並不是戰鬥系統的最終設計,但會反映日後開發方向。[23]
- 此版本會持續更新,並在不同階段開放予玩家測試。[22]
改良後的戰鬥系統中,角色的動作上下身分開。角色的上半身會被揮動武器的動作鎖住,而下半身可以自由行動。[17][24][25]
揮動武器的同時,角色將可以自由行動,讓玩家近戰攻擊時完全操作角色。[17] – Steven Sharif
初期 Alpha-1 測試的重點是核心系統的運作,而不是戰鬥平衡。[25]
我留意到很多人在談論傷害數值和生命值之類的東西。這方面有兩點:一,我再重申這不是為了測試遊戲內容,目前只進行了初步的平衡調整,大多的平衡會在特定系統日後實際測試時進行。我們目前的重點是這些系統的核心運作,而不是細微的調整。因此我不會太在意目前的平衡性。[25] – Steven Sharif
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。[26][27][28]
- 此效果將顯示穿着中的主要裝備類型 (布甲、皮甲、鎧甲)。[27]
- 其邊框將顯示套裝等級和品質。[26][27][29]
- 其邊框亦將顯示裝備是否有附魔效果。[27][29]
- 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」。[30]
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.[28] – Steven Sharif
Being by default able to see a person's "gear score" / equipment list... may cause unwelcome behavior.[30]
其他
引用
- ↑ 影片, 2024-01-31 (5:22).
- ↑ 2.0 2.1 直播, 2024-01-31 (59:45).
- ↑ 訪談, 2018-10-20 (3:25:46).
- ↑ 4.0 4.1 訪談, 2018-10-20 (9:10).
- ↑
- ↑ 6.0 6.1 6.2 直播, 2020-07-25 (1:33:37).
- ↑ 7.0 7.1 7.2 7.3 直播, 2020-01-30 (1:40:48).
- ↑ 8.0 8.1 直播, 2021-07-30 (1:10:34).
- ↑
- ↑ 直播, 2020-10-30 (1:15:59).
- ↑
- ↑ 12.0 12.1
- ↑ 13.0 13.1 訪談, 2018-10-21 (9:10).
- ↑ 訪談, 2018-10-20 (3:25:31).
- ↑ 15.0 15.1 15.2 直播, 2018-09-27 (34:49).
- ↑
- ↑ 17.0 17.1 17.2 17.3 直播, 2021-07-30 (31:22).
- ↑ 直播, 2021-05-28 (1:14:50).
- ↑
- ↑ 影片, 2021-02-26 (6:17).
- ↑ 21.0 21.1
- ↑ 22.0 22.1 直播, 2021-02-26 (27:41).
- ↑ 訪談, 2021-02-07 (49:18).
- ↑ 訪談, 2021-06-13 (4:12).
- ↑ 25.0 25.1 25.2 直播, 2021-05-28 (1:13:05).
- ↑ 26.0 26.1 直播, 2020-08-28 (2:07:26).
- ↑ 27.0 27.1 27.2 27.3 直播, 2020-07-25 (53:08).
- ↑ 28.0 28.1 直播, 2020-06-26 (1:28:10).
- ↑ 29.0 29.1 直播, 2017-07-28 (1:34:55).
- ↑ 30.0 30.1 直播, 2017-07-28 (23:20).