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擊殺時間
击杀时间 (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 的一项数值。[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
爆头机制
爆头机制 (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]
战斗系统改良
改良后的战斗系统将根据玩家意见在 Alpha-1 测试中推出。[18][19][20]
- 改良的目标是希望给予玩家更多主导权,施放技能时可以更灵活流畅地战斗。[21][22]
- 目前的 Tab 键和无锁定混合战斗系统在改良后仍会保留。[21]
- 改良后的版本并不是战斗系统的最终设计,但会反映日后开发方向。[23]
- 此版本会持续更新,并在不同阶段开放予玩家测试。[22]
改良后的战斗系统中,角色的动作上下身份开。角色的上半身会被挥动武器的动作锁住,而下半身可以自由行动。[17][24][25]
挥动武器的同时,角色将可以自由行动,让玩家近战攻击时完全操作角色。[17] – Steven Sharif
初期 Alpha-1 测试的重点是核心系统的运作,而不是战斗平衡。[25]
我留意到很多人在谈论伤害数值和生命值之类的东西。这方面有两点:一,我再重申这不是为了测试游戏内容,目前只进行了初步的平衡调整,大多的平衡会在特定系统日后实际测试时进行。我们目前的重点是这些系统的核心运作,而不是细微的调整。因此我不会太在意目前的平衡性。[25] – Steven Sharif
装备观察/威胁评估
玩家名条上将会有一个增益效果,显示目前穿着中的装备套装。其他玩家将能透过选择/瞄准目标来观察此增益效果。[26][27][28]
- 此效果将显示穿着中的主要装备类型 (布甲、皮甲、铠甲)。[27]
- 其边框将显示套装等级和品质。[26][27][29]
- 其边框亦将显示装备是否有附魔效果。[27][29]
- 官方认为能够直接观察其他玩家的装备或装备分数会引来“恶意行为”。[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).
- ↑ 访谈, 2018-10-20 (3:25:46).
- ↑ 4.0 4.1 访谈, 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 访谈, 2018-10-21 (9:10).
- ↑ 访谈, 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).
- ↑ 访谈, 2021-02-07 (49:18).
- ↑ 访谈, 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).