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擊殺時間

来自Ashes of Creation Wiki
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商队 PvP in Alpha-2.[1]

Generally when it comes to finger in the wind we're around where we want to be for TTK and that's probably on the bit faster side of TTK for MMOs that we're accustomed to, but we're a PvX game.[2]Steven Sharif

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]

战斗系统改良

Alpha-1 角色上下身份开 近战 战斗预览。[17]

角色挥动武器的同时可以移动,也可以一边退后一边继续攻击。攻击的同时玩家可以完全控制角色。[17]Steven Sharif

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]

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

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