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“Active skills”的版本间差异
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2018年8月18日 (六) 19:52的版本
- 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。[5][3]
- 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。[6]
- 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。[7]
- 技能數量不會多得令人措手不及。[8]
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.[5] – Steven Sharif
主要技能
主要技能 (class abilities) are based on a player's archetype.[12][13]
- A player may choose a secondary archetype when they reach level 25.[14][15] The player can then augment their primary skills with effects from their secondary archetype.[12][14][15][13][16]
- Outside of class-specific skills there may be a subset of universal skills, such as active block and dodge.[17]
- Class skills are not affected by the type of weapon that is equipped.[18]
戰鬥技能
The aspiration for combat is for abilities to have corresponding counter-play abilities.[20]
- The goal is to have special animations for parrying, blocking and evading.[21]
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.[21] – Jeffrey Bard
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。[23][6]
- 無鎖定模式設有準星,與第三人稱動作遊戲相似。[23][22][26][27]
- 玩家無須處於準星模式來施放無鎖定技能。[28]
- 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。[28] – 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.[23][22]
- 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.[24][23]
- 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.[24] – Steven Sharif
- Holding Tab while in action mode will alternate between targets.[23]
- Pressing right-click while in action mode will switch to tab mode for the currently highlighted target.[22]
- The action camera is tied to the to player's reticle. There will likely be a hotkey that when held down will allow free camera movement.[29]
- In future the user will have the ability to choose from different reticle appearances.[30]
- The tab mode (MMO mode) facilitates tab targeted combat.[22][26] A tab-targeted ability requires a target in order to utilize that skill.[24][27]
- Pressing left-click in tab mode will attack the target (with the currently selected weapon).[22]
- There will be a "target of target" capability on the user interface.[31]
Hybrid combat is being tested in Alpha-1.[23][32]
- Targeting modes are able to be achieved through choice of skills/abilities.[24][32][33]
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.[33] – Steven Sharif
Action oriented and tab oriented versions of skills will have different characteristics. Variables will change based on which version is chosen.[35]
- Damage.[35]
- Charge up time.[35]
- CC effects.[35]
- Cooldown.[36]
- Energy consumption.[36]
- Cost to spec.[36]
- Attack range will likely remain the same; as it is driven by the weapon or skill itself.[37]
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. [35] – Steven Sharif
For the purposes of balance, certain skill types will be either tab or action oriented skills. For example:[36]
- Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[36][33]
- Softer CC's would be housed in tab-targeted abilities.[36]
其他
引用
- ↑ 直播, 2020-08-28 (1:21:03).
- ↑ 直播, 2017-05-03 (15:15).
- ↑ 3.0 3.1 直播, 2020-03-28 (1:41:42).
- ↑ 4.0 4.1 直播, 2017-05-03 (17:59).
- ↑ 5.0 5.1 直播, 2020-08-28 (1:19:24).
- ↑ 6.0 6.1 直播, 2017-11-16 (30:45).
- ↑ 直播, 2017-11-16 (30:02).
- ↑ 直播, 2017-05-19 (43:09).
- ↑
- ↑ 直播, 2017-10-16 (1:00:44).
- ↑ 訪談, 2018-08-08 (22:27).
- ↑ 12.0 12.1 直播, 2023-12-19 (1:20:41).
- ↑ 13.0 13.1
- ↑ 14.0 14.1 直播, 2023-07-28 (1:04:27).
- ↑ 15.0 15.1 訪談, 2020-07-18 (1:05:04).
- ↑
- ↑ 直播, 2021-11-19 (50:38).
- ↑ 影片, 2022-09-30 (17:00).
- ↑ 直播, 2021-09-24 (1:18:06).
- ↑ 直播, 2017-05-24 (45:12).
- ↑ 21.0 21.1 直播, 2020-06-26 (1:50:01).
- ↑ 22.0 22.1 22.2 22.3 22.4 22.5 22.6 直播, 2020-08-28 (1:15:39).
- ↑ 23.0 23.1 23.2 23.3 23.4 23.5 23.6 直播, 2021-06-25 (22:34).
- ↑ 24.0 24.1 24.2 24.3 24.4 直播, 2021-06-25 (27:43).
- ↑
- ↑ 26.0 26.1 26.2 直播, 2020-04-30 (1:09:51).
- ↑ 27.0 27.1 訪談, 2019-04-15 (38:03).
- ↑ 28.0 28.1 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).
- ↑ 33.0 33.1 33.2 33.3 直播, 2018-04-8 (PM) (37:57).
- ↑ 直播, 2020-08-28 (1:12:50).
- ↑ 35.0 35.1 35.2 35.3 35.4 Podcast, 2018-08-04 (1:07:59).
- ↑ 36.0 36.1 36.2 36.3 36.4 36.5 Podcast, 2018-08-04 (1:11:05).
- ↑