Combat targeting

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Versione del 1 nov 2018 alle 01:58 di Wikiadmin (discussione | contributi) (Text replacement - "Alpha-1 armor skills" to "Ashes of Creation Apocalypse armor skills")

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Ranger hybrid combat in Alpha-2.[1]

Our desire has always and continues to be how we can create a mixture of tab target abilities and skill-shot oriented positional, directional-based ability usage and make something cohesive in that design. And I think that what we're achieving with that regard may not fully feel like an action-oriented game, but we've always intended to be more hybrid-oriented, leaning towards tab target. So you're going to see a mixture of abilities that require the targets and that don't; and then you're going to have an option as the player's perspective to utilize an action camera mode, which utilizes a soft target lock feature and our reticle.[2]Steven Sharif

Hard-locked friendly player target.[3]

Hybrid combat refers to the choice between tab and action combat in Ashes of Creation.[2][4][5][6][7][8] A toggle button (default Z, but can be re-bound to another key) allows the player to switch between action and tab combat modes.[2][9][10][11][12]

  • The action mode camera is tied to the to the player's reticle (crosshair).[13][2][14][15]
    • There will likely be a hotkey that when held down will allow free camera movement in action mode.[15]
    • In future the user will have the ability to choose from different reticle appearances.[13][16]
  • Targeted skills require either a soft or hard locked target.[2][14]
    • Soft locking is when the reticle moves over a valid target while in action mode.[13] The targeting plate will appear slightly grayed out to indicate that this is a soft-lock target. If the reticle moves away from the target or the target moves away from the reticle, the target is lost.[14]
    • Hard locking is when the player uses right-mouse on a soft-locked target in action mode, or when the player selects a valid target in tab mode. The targeting plate will not be grayed-out to indicate that a hard-lock target is selected. Unlike soft locking, if the target moves out of the reticle, the target is not lost. Tab will still cycle between hard-locked targets in action mode based on proximity priority.[17][14]
Q: Is the development team moving away from action combat, or is action combat more prevalent with the melee classes, and the healing/range classes are more tab-target other than AoE spells?
A: We have not moved away from our hybrid approach to the development of Ashes of Creation's combat; and specifically to reiterate: that approach is incorporating elements of skill shots, fast and reactive gameplay that is situationally relevant, and incorporates the camera mode of both tab-targeting as well as action combat reticle. That's something that is still in progress. We haven't moved away from that however. To note, our approach of that hybridization is going to incorporate things like templated skill-shots, directionally relevant activated abilities, along with the ability to dodge to roll projectiles that can impact collision. Those are elements of action combat that are present.[21]Steven Sharif

Templated and targeted versions of skills will have different characteristics.[22][9][23][24][25]

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.[24]Steven Sharif
  • Targeted skills will be greyed out if the target is not within a valid range but templated skills will generally require the player to assess the correct range for the skill.[26]
info-orange.pngAlcune delle seguenti informazioni non sono state confermate di recente dagli sviluppatori e potrebbero non essere nell'attuale roadmap di sviluppo.
  • 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.[24]
  • For the purposes of balance, certain skill types will be either tab or action oriented skills.[28]
    • Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[28][24]
    • Softer CC's would be housed in tab-targeted abilities.[28]
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.[25]Steven Sharif

Ashes of Creation Apocalypse combat targeting

Action combat in Ashes of Creation Apocalypse utilizes a targeting reticle.[31]

  • A hot key can be used to toggle reticle mode on and off.[31]
  • Left mouse click is used for basic weapon attacks.[32]
  • Right mouse click is used as a "focus" button. It can also be used to activate root motion attacks for melee.[32]
  • Combat targeting uses hitbox registration in three separate regions: Upper body, lower body and head.[33]
  • Certain weapons and skills have ADS (Aim Down Sights) functionality.[34][35]

There will be aim down sights. You may have seen it that you can aim down sights on weapons; and there will be scopes on like crossbows and stuff that - arcane scopes - that you can use.[34]Steven Sharif

Some spells do have ADS. There's a long-range meteor blast that can be used from one of the spell books; and that has an arcane zoom in. It lets you zoom into a target.[35]Steven Sharif

Alpha-1 will test hybrid action/tab combat.[23][36]

Time to kill

PvP Carovana in Alpha-2.[37]

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.[38]Steven Sharif

Time to kill (TTK) in Ashes of Creation will be a little bit faster than most MMOs.[38]

  • Previously it was stated that the TTK was expected to be around 30 seconds to a minute.[39]
  • The developers do not want one-shots in the final MMORPG.[40]
In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[40]Steven Sharif

Headshot mechanics

Headshot mechanics (where there is a specific hitbox for a player's head) are not planned for the Ashes of Creation MMORPG.[41][42][43]

Weapon and armor skills

Armi and Armatura are tied to skills in Ashes of Creation Apocalypse.[48]

  • Swapping between weapons will allow players to access the different skills on their hotbar.[48]
  • Certain armor pieces have utility and defensive skills, such as like Camouflage, Polymorph and Battlefield wall.[48]
  • Weapons are tied to one specific skill in early testing, but this may change.[49]

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.[48]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.[48]Steven Sharif

Skills and stats on gear

Crafters will be able to assign different skills/abilities and stats on gear.[50][51]

Crafters will be able to 'rejigger' stat blocks; and there will be a couple of other ways to move things around to create both the look and the stat block that you're looking for. It's not always going to be easy. There will be a lot of challenges involved with that. But the goal is to give you guys the option to customize your gear the way you want them to be.[50]Jeffrey Bard

Not all armor sets will be the cookie cutter set. They will have the influences from the crafter available in it, if it's a crafted set.[51]Steven Sharif

Gear is broken down into Core Stats and Additional Stats.[55]

Ashes of Creation Apocalypse weapon skills

Ashes of Creation Apocalypse weapon skills

- None -

Ashes of Creation Apocalypse armor skills

Ashes of Creation Apocalypse armor skills

- None -

Combat abilities

The aspiration for combat is for abilities to have corresponding counter-play abilities.[56]

  • The goal is to have special animations for parrying, blocking and evading.[57]

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.[57]Jeffrey Bard

Class kits

Template:Class kits

RNG

RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[58]

RNG is always going to play a role in Ashes of Creation whether that be in PvP or PvE, but one way to mitigate that is through the action system. The action system is going to be far less sort of dependent on those dice rolls and there'll be far more in your own hands. They won't ever completely eliminate that but it's a way for us to sort of reward skilled play versus sort of tactical strategies type play.[59]Jeffrey Bard

Cleaving

Weapon attack cone in Alpha-1.[11]

As I attack I am hitting multiple numbers of these opponents; and that's important because all weapons, regardless of whether you are in reticle mode or tab-targeting mode will be able to have a action-based type weapon attack. Not active skill, but weapon attack.[11]Steven Sharif

All weapons have a forward attack cone, regardless of being in tab or action mode.[11]

Polearms for example will have a much wider arc and much further out. Daggers will have a more fine-tuned arc, so you have to be more precise in that regard.[11]Steven Sharif

This is described as a weapon attack not an active skill.[11]

Animation cancelling

Animation cancelling will not be a combat mechanic in Ashes of Creation.[61][62]

Dodging

Dodging in Alpha-1 early combat.[63]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[63]Steven Sharif

Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[64][65][66]

So you see an animation windup that's a telegraph on what's coming; and then you have response actions that you can take as a result of that in order to dodge, weave, move, do whatever. It is both a combination of what your rotation is but also how you have reaction abilities ready to go that you save for certain circumstances that are important.[65]Steven Sharif

Active blocking

Tank active blocking with a Shield in Alpha-2.[70]

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.[71]Tradd Thompson

Active blocking is a universal skill that applies to all classes.[73][64][74][71][67]

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.[74]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.[76]Steven Sharif
  • Some abilities may be able to overcome, surpass, or cancel active blocking.[73]
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.[73]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.[77][78]

Weapon swapping

There will be a loadout system that you can use in your inventory to help manage those different types of set that you can customize. So you can do a simple hotkey press and be able to swap your armors, out of combat of course, with a single button click.[81]Steven Sharif
  • Switching gear is possible while in combat but armor cannot be swapped while in combat.[87][88][17][89][90][91]
    • Previously it was stated that swapping weapons (from inventory) into a hand or range slot is not possible in combat.[88] Prior to this, weapon swapping was said to be subject to a cooldown period (in the range of a few seconds) following any damage taken or done by the player.[92][93]
You may not swap armor when you're in combat, but you may swap your weapons; and there's obviously a few reasons of why this can be important: We're a itemization agnostic class design, so players equip with items that there are most necessary based on the adversary or the challenge that they're facing; and so we want that to be available for players to swap with weapons.[87]Steven Sharif

Collision

There are player and spell/projectile collision mechanics in Ashes of Creation.[94][95][96]

  • Inertia and momentum physics will help prevent blocking doorways/access points. This is based on a character's direction and movement speed, and can be used to push people out of the way.[97][96]
  • Specific ranged skills will have a pushback effect but this is not inherent to all ranged abilities.[99]
  • Player collision inherently limits the number of individuals that can be affected by AoE skills.[94]
Not all projectiles can be body-blocked. Some potentially can, but there will be certain abilities and effects, like a shield wall, that can that can be brought up and that will obscure line-of-sight to the target as well; and it will restrict some of those attacks from occurring.[95]Steven Sharif

See also

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  29. steven-action-tab-attack-range.png
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