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“Ashes of Creation Apocalypse castle sieges”的版本间差异

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== Alpha-1 weapons ==
  
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=== Alpha-1 weapon skills ===
 
=== Alpha-1 weapon skills ===

2018年9月26日 (三) 00:21的版本

Trebuchets in the Alpha-1 preview castle siege attackers headquarter camp.[2]

Alpha-1 攻城戰 are based on Ashes of Creation Apocalypse castle sieges.[4][5]

  • Players will be able to join guilds. These guilds can register for the siege events.[2]
  • Castle siege events will be 100v100 battles that occur daily and will last for three hours.[2]
  • Attackers will start on the opposite end of the map (from the defenders).[2]
  • Attackers will be able to use trebuchets to drive to and assault the castle.[2]
    • Trebuchets have a single primary fire that does a small amount of damage to players and heavy damage to buildings.[2]
    • Trebuchets will be fully physical when they are being driven.[2]
  • When the attackers have breached the castle they will be able to channel a cast on the relic in the throne room to try to capture the castle from the defenders.[2]
  • The victors of castle sieges will receive benefits, such as cloaks, flying mounts for guild leaders and potentially also for guild officers.[2]
  • Alpha-1 攻城戰 are in a separate zone that is accessible via a NPC teleporter.[6][7][8]
    Currently the siege zone is actually in the open world, but separated by mountains and off in the sea a bit. There is actually no instancing in A1, although the siege zone will only be accessible in A1 through a registration NPC teleporter.[6]Steven Sharif
  • The opposing team is notified when these raid bosses are being attacked.[4]
  • Teams who get the last hit on these bosses will receive buffs that will help them in the siege battle.[4]

Last year, I spoke of attempting to incorporate sieges into the Alpha One experience. This has obviously been a goal of mine because it provides considerable data and a consistent event within the world that players can participate in to help stress test the deployment. Well, I am happy to say that it is appearing more and more likely by the day! Initial implementation of the Apocalypse siege code has been migrated into the Alpha One client, and we should begin internal testing next month. I will caveat this expectation with the fact that we are cutting it a bit close from an internal QA standpoint, but I have some confidence that the system will be online and capable of inclusion for the Alpha One test in the month of June. The siege component will obviously not be representative of what the siege system will be at launch, or even in Alpha Two.[5]Steven Sharif

Alpha-1 siege equipment

Template:Alpha-1 siege equipment

Alpha-1 class kits

Template:Class kits

Alpha-1 testing modes

Template:Alpha-1 testing modes

Alpha-1 group sizes

Template:Alpha-1 group sizes

Alpha-1 combat

Alpha-1 combat targeting

Alpha-1 early hybrid combat demo.[10]

You'll notice as I go into action mode, I have my reticle and when my reticle hovers over an enemy target, it'll turn red, essentially showing like "hey we know you have a valid target hit" that you can see; and when you press 'Q' you can lock on to that target. You can also hold tab to alternate between targets. So like that's an important aspect of the combat that we're trying to incorporate, which is mixing and meshing between tab and action, so you still have that action component but also are available to use some of your tab targeted skills.[11]Steven Sharif

混合戰鬥是指玩家在遊戲中可以選擇以 Tab 鍵鎖定無鎖定模式進行戰鬥[11][12]

  • 點擊 Z 鍵 (預設快捷鍵是 Z,玩家可以設置成其他快捷鍵) 讓玩家切換至無鎖定或 Tab 鍵鎖定戰鬥模式。[13][14][10][15]
  • 無鎖定模式設有準星,與第三人稱動作遊戲相似。[11][10][15][16]
    • 玩家無須處於準星模式來施放無鎖定技能。[17]
    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。[17]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.[11][10]
    • 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.[13][11]
    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.[13]Steven Sharif
    • Holding Tab while in action mode will alternate between targets.[11]
    • Pressing right-click while in action mode will switch to tab mode for the currently highlighted target.[10]
    • 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.[18]
    • In future the user will have the ability to choose from different reticle appearances.[19]
  • The tab mode (MMO mode) facilitates tab targeted combat.[10][15] A tab-targeted ability requires a target in order to utilize that skill.[13][16]
    • Pressing left-click in tab mode will attack the target (with the currently selected weapon).[10]
    • There will be a "target of target" capability on the user interface.[20]

Hybrid combat is being tested in Alpha-1.[11][21]

  • Targeting modes are able to be achieved through choice of skills/abilities.[13][21][22]
    • It may not be possible to be able to fully spec into just action or tab targeted skills. There might be a 75% cap on choosing skills from any one type.[22]
    • Different ranks of the same skill can change the skill from tab to action targeted or vice-versa.[23]

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.[22]Steven Sharif

Action oriented and tab oriented versions of skills will have different characteristics. Variables will change based on which version is chosen.[24]

  • Damage.[24]
  • Charge up time.[24]
  • CC effects.[24]
  • Cooldown.[25]
  • Energy consumption.[25]
  • Cost to spec.[25]
  • Attack range will likely remain the same; as it is driven by the weapon or skill itself.[26]

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. [24]Steven Sharif

info-orange.png以下某些信息最近尚未得到开发人员的确认,可能不在当前的开发路线图上。

For the purposes of balance, certain skill types will be either tab or action oriented skills. For example:[25]

  • Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[25][22]
  • Softer CC's would be housed in tab-targeted abilities.[25]

Weapon and armor skills

武器 and 装甲 are tied to skills in Ashes of Creation Apocalypse.[27]

  • Swapping between weapons will allow players to access the different skills on their hotbar.[27]
  • Certain armor pieces have utility and defensive skills, such as like Camouflage, Polymorph and Battlefield wall.[27]
  • Weapons are tied to one specific skill in early testing, but this may change.[28]

Weapons will have skills associated with them and they'll will rest on a hot bar and you can swap between the weapons on the hot bar and that'll allow you to access the different skills. Additionally the breastplate, the leggings: Those also have skills associated with them those are more utility and defensive abilities, such as like camouflage, polymorph, battlefield wall; that stuff. Those are on the armor pieces and then they are associated with right now the VC hotkeys for their abilities.[27]Steven Sharif

Right now weapons are tied to one specific skill; and that's just again because we're so early in alpha 1; but well probably be changing that as we continue to iterate and test.[27]Steven Sharif

Alpha-1 weapons

Template:Alpha-1 weapons

Alpha-1 weapon skills

- None -

Alpha-1 active blocking

坦克 active blocking with a Shield in Alpha-2.[29]

The shield version would probably be better but you'd still be able to parry or whatnot with a two-handed weapon, or even maybe a dual wield.[30]Tradd Thompson

主動格擋 is a universal skill that applies to all classes.[32][33][34][35][30][36]

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.[35]Steven Sharif
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.[39]Steven Sharif
  • Some abilities may be able to overcome, surpass, or cancel active blocking.[33]
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.[33]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.[40][41]

Weapon use ability status

Template:Weapon use ability status

Alpha-1 healing

Template:Alpha-1 healing

Alpha-1 armor

Template:Alpha-1 armor

Alpha-1 armor skills

- None -

Alpha-1 modular armor

Kaelar base level Ashes of Creation Apocalypse robe set.

You can start to see like some of the components that we put together that we can mix and match and make new armors from. This is the base chassis for all of that.[43]Jeffrey Bard

Your base look for the character can be pretty boring, but what Steven gave us a challenge with from day one was to make sure even the base look, the t-shirt and pants, looked amazing... This is your zero character, if you will... Then you can go in and customize everything from the shoulder pads to the elbow pads, the belt that goes around them; do you want duel belts, you want to harness the clothes in the front. So every piece you see on here you can actually customize that at the front end. So what we do is we scale that up from zero, ten and twenty... We scale it up and we customize it; and then I want to really stress that each one of those looks as you progress is different. We're not just repurposing the same armor pieces. We're making unique sets that complement each other as you progress.[43]Mat Broome

Ashes of Creation Apocalypse will have three different armor themes: Plate, leather and robe.[44]

You can actually have three different types of themes: You have plate, you'll have leather and you'll have robe. So for every armor set that we're showing at each one of those tiers, you're actually gonna have nine unique looks to pick from.[44]Mat Broome

Alpha-1 hotkeys

Alpha-1 default keybindings.[45]

Players will be able to customize their keyboard control scheme in Ashes of Creation.[46]

控制器

The Ashes of Creation MMO is not designed around controller support.[51]

Controller support will likely be something we work on closer to launch.[53]Steven Sharif

Alpha-1 release schedule

AshesRoadmap3.png
Phase Release Estimated/Actual date
Alpha Alpha-1 測試早期預覽直播[54] 2020年3月27日[55]
Alpha-1 小型 QA 測試 (保密)[56][57] 2020年5月28日[58][59]
Alpha-1 預覽初次測試 (保密)[60] 2020年12月18-21日[60]
Alpha-1 預覽二次測試 (保密)[60] 2021年2月19-22日[61][62]
Alpha-1 預覽不定期抽樣測試 (保密)[63][64] 2021年3月19-7月9日[63][64]
Alpha-1 預覽週末 (非保密)[63] 2021年7月9-11日[65][66][63]
Alpha-1 測試 (非保密)[63] 2021年7月14-8月15日[67]
Alpha-1 不定期抽樣測試[68][69] 2021年8月15日後[68][67]

Read more...

Alpha-1 testing

Hail and well met glorious Ashes of Creation testers. My name is Sean Farrens. I am the manager of quality assurance on Ashes of Creation and on behalf of the Ashes QA team I would like to extend a deep and heartfelt thank you to everyone who participated in testing Ashes of Creation during the weekend of May 14 through May 16th for our Alpha 1 build. In spite of instability and uncertainty you have all proven to be invaluable in regards to your feedback and bug reports; and for that I cannot express my gratitude enough. As many of you know, developing an MMORPG is an epic endeavor that is filled with trials and tribulations that no other game will ever encounter; and your illustrated dedication has proven to our team that we are on a high road to the best MMORPG gaming experience to date. During this most recent testing period we received over 2,600 bug reports, which have been an absolute boon to our testing process. We review each report individually and I continue to be impressed with how detailed and helpful each of these reports has been. Like seriously you guys give repro steps and everything. Super duper handy. I greatly look forward to your feedback in the future and hope you enjoy our content so far, so thank you so much everybody.[70]Sean Farrens

While we will have specific spot tests for certain systems as we develop them post the Alpha one month, it should be expected and understood that after this Alpha one month there will be probably a significant amount of downtime where there won't be spot testing as we break apart a lot of systems, take what we learned from alpha one month and implement and iterate upon those learnings. So there's gonna be several months probably worth of significant downtime where there will not be access to spot testing, where we are going to go in and really rejigger a lot of systems[68]Steven Sharif

Phase Release Estimated/Actual date
Alpha-1 Alpha-1 測試早期預覽直播[54] 2020年3月27日[55]
Alpha-1 小型 QA 測試 (保密)[56][57] 2020年5月28日[58][59]
Alpha-1 預覽初次測試 (保密)[60] 2020年12月18-21日[60]
Alpha-1 預覽二次測試 (保密)[60] 2021年2月19-22日[61][62]
Alpha-1 預覽不定期抽樣測試 (保密)[63][64] 2021年3月19-7月9日[63][64]
Alpha-1 預覽週末 (非保密)[63] 2021年7月9-11日[65][66][63]
Alpha-1 測試 (非保密)[63] 2021年7月14-8月15日[67]
Alpha-1 不定期抽樣測試[68][69] 2021年8月15日後[68][67]

Read more...

The term "alpha" is a tricky one, and it typically has 2 meanings in gaming. The development meaning for alpha is a point in the process where we are ready to test the fundamental systems in their core form, without polish and without much of the content. Then, there is the external or "marketing" term for alpha. This is typically applied to Eastern-ported MMORPGs, when in fact that is a completed game being localized for a region, and not really indicative of a true development alpha. As you may know by now, game development has many stages - from the initial tech demos to the pre-production and pre-alpha states, then on to the alphas and betas and eventually launch.[60]Steven Sharif

I want to make emphatically clear, our alphas and betas are true development alphas and betas, and some have said I am crazy to allow these phases to be seen without an NDA…maybe I am crazy? lol… But I am trusting the community of gamers out there to get a glimpse into the process, and understand the long road ahead for what will eventually be worth the wait. Given time and talent, amazing things can happen, so make sure you help us in communicating that we are in open development which means people get to see the bare bones before the meat. And look, I know people see our 4K footage and say, "This looks better than most released games!", but trust me when I say, you ain't seen nothin’ yet.[60]Steven Sharif

Alpha-1 stress test

Template:Alpha-1 stress test

Alpha-1 servers

Alpha-1 servers were provisioned in the following regions.[71]

info-orange.png以下某些信息最近尚未得到开发人员的确认,可能不在当前的开发路线图上。

Alpha-1 servers will support 1,500 concurrently connected users per server.[73][74][75]

Alpha-1 participation

Alpha-1 testing was available to the following participants:

There were approximately 9,600 participants in Alpha-1 testing as of August, 2018.[77][78]

  • As of May 31, 2021, just under 5k additional participants have been added since Alpha-1 sales resumed. Less refunds and unclaimed codes, leaves a total of slightly over 13k testers.[77]
  • The weekend test of May 27, 2021 saw 5,300 unique logins over the 3 day period.[77]

There were roughly 9600 if I recall A1 participants prior to my closing the preorder packs in 2018. Since opening them up again there have been just under 5k additional participants added. And prolly around 300 refunds give or take. Of the roughly 14,000 a1 testers, there are still about 1k unredeemed ks codes which leaves a little over 13k testers? The weekend test saw 5300 unique logins over the 3-day period. And I think discord flags stand around 4k roughly?[77]Steven Sharif

Alpha-1 NDA

Alpha-1, Alpha-2, Beta-1, Beta-2 releases are not covered by 保密協議 (non-disclosure agreement).[79]

We may not always announce when the NDA testing is, because we're not definitive how that testing is going to influence the future testing schedule; and we don't want to set the wrong expectation from a broader audience perspective on what they should be expecting with regards to testing.[82]Steven Sharif

Status

Q: There are a lot of concerns about deadlines and expectations not being met when it comes to times that are continually pushed back. Will this be resolved?
A: We are in active development, and understanding that for the betterment of our game, we may sometimes have to delay previously provided times and dates in order to make sure that you, as the player, have the best experience. That being said, we strive to meet our windows of time that we provide and will be transparent if these times change.[83]Margaret Krohn

截圖

其他

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