Kampf

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PvP combat gameplay in Alpha-1 castle sieges.[1]

Combat is the most tactile system in the game. It's the thing you will experience most often; and outside of the systems and mechanics that are going to be present for the overarching core gameplay loop, combat needs to feel responsive. It needs to not feel floaty. It needs to feel mobile. It needs to be fluid. It needs to give a feeling of satisfaction. The audio components, the effects components, the animations themselves, the types of skills and those types of things: All of those are really our objective in fine-tuning the approach for our combat in Ashes of Creation.[2]Steven Sharif

Kampf in Ashes of Creation is focused on strategy and tactics.[4]

  • Combat is the most tactile system in the game. It needs to feel responsive, mobile and fluid. It needs to give a feeling of satisfaction.[2]
We will continue to iterate on combat until it is in a place that collectively we as a community can say 'this may not be my particular combat, but this combat is good.' That is the driving force and factor behind the development of combat; and that is how we are going to continue to iterate upon it, utilizing of course the player feedback from our community, but also keeping you guys informed and up to date as we continually iterate on combat.[5]Steven Sharif
  • Kampf is animation-driven to ensure it is impactful and responsive.[6]
    • VFX and sound effects are an important part of selling the weight and immersion of combat.[7][8]
    • Camera effects such as screen shake and radial blur are used to "sell a lot of the weight without being too over the top".[9]
I think one of the things that helps set Ashes apart from an effects perspective is that we want VFX to be dynamically generated. We want them to interact with the world. We want them to feel like they are part of the combat.[10]John Kent
We're building a singular tool that all of the teams can use to build abilities and tweak their sound effects, visual effects, animation design, engineering: All using the same tool grounded in animation to build these abilities.[8]Keenan Reimer

A revamped combat system will be rolled out during and post Alpha-1 testing.[11][12]

  • The game isn't focused around cover-based combat mechanics.[16]
I might be on a rampart or behind a wall and that could be destroyed removing my cover, but not like a Gears of War or something, where I slide up to a piece of rock, or the corner of a wall or something.[16]Steven Sharif

Combat revamp

Alpha-1 split-body melee weapon combat sneak peek.[17]

I can move while swinging on this guy. I can back up then continue to attack him. Just have complete control over my character while attacking.[17]Steven Sharif

A revamped combat system will be rolled out during and post Alpha-1 testing based on player feedback.[18][11][12]

  • The goal is to give more agency to the player and achieve a more fluid flow of combat with greater mobility when using abilities.[19][20]
  • The current hybrid tab and action combat system will remain after the revamp.[19]
  • This revamp will not represent the final form of combat, but will set the general direction that combat will be taking.[21]
  • The revamp will be iterative and will be rolled out to testers in different phases.[20]
  • The developers will be testing whether or not to use global cooldowns GCDs on different types of abilities during Alpha-2.[15]
    • As of July 2023 global cooldowns are not currently in the game.[22]
    • Instant cast abilities are referred to as off-global-cooldown or OGCD abilities.[22]

The revamped combat system will feature split-body animations, where the character's upper body can be locked by weapon attack animations while the lower body is free to continue moving.[17][23][13]

You'll be able to move forward while swinging your weapon; and this will allow you complete control over your weapon attacks for melee.[17]Steven Sharif

Alpha-1 combat was focused on core functionality rather than combat balance.[13] Alpha-2 combat will include archetypes, significant ability support, augments, split-body combat, weapon attacks, and many additional items, among other things.[14]

Zielen im Kampf

Waldläufer hybrid combat in Alpha-2.[25]

Ein Teil dessen, was wir mit diesem Ansatz unseres hybriden Kampfes untersuchen, ist, dem Spieler die Funktionalität anzubieten, entweder Tab-Targeting oder einen Fadenkreuz-basierten Action-Kamera-Modus zu verwenden; und sie wissen, dass beide Vorteile haben; und beide bieten dem Spieler das, was er sich am wohlsten fühlt. Alle unsere Angriffe werden gegen Stats sein, es sei denn, es handelt sich um einen Vorlagenangriff. In diesem Fall gibt es bestimmte Boni und/oder stärkere angewendete Chancen für bestimmte Arten von CC-Effekten, die angewendet werden, oder möglicherweise Ausweich- und Genauigkeitsaspekte davon. Das sind alles Dinge, die wir während Alpha 2 testen wollen, um zu sehen, wo die Spielerbasis in diesen beiden Optionen des Action- oder Tab-Target-basierten Angriffsmodus lebt. Der wichtige Teil hier ist, dass dies noch in Arbeit ist.[26]Steven Sharif

Hybridkampf bezieht sich auf die Wahl zwischen Tab und Action Kampf in Ashes of Creation.[27][28][29][30] Eine Umschalttaste (Standard , kann aber an eine andere Taste gebunden werden) erlaubt dem Spieler, zwischen Action- und Tab-Kampfmodi zu wechseln.[31][19][32][33]

  • Die Action-Modus-Kamera ist mit dem Fadenkreuz des Spielers verbunden.reticle (crosshair).[34][35]
    • Es wird wahrscheinlich einen Hotkey geben, der, wenn er gedrückt gehalten wird, freie Kamerabewegungen im Aktionsmodus ermöglicht. [35]
    • Zukünftig wird der Anwender die Möglichkeit haben, zwischen verschiedenen Fadenkreuz-Aussehen zu wählen. [36]
  • Gezielte Fähigkeiten erfordern entweder ein Softoder or hard gesperrtes Ziel. [34]
    • Soft locking ist, wenn sich das Fadenkreuz im Aktionsmodus über ein gültiges Ziel bewegt . Die Zieltafel erscheint leicht ausgegraut, um anzuzeigen, dass es sich um ein Soft-Lock-Ziel handelt. Bewegt sich das Fadenkreuz vom Ziel weg oder bewegt sich das Ziel vom Fadenkreuz weg, geht das Ziel verloren. [34].
    • Hard locking ist, wenn der Spieler die rechte Maustaste auf einem weich gesperrten Ziel im Aktionsmodus verwendet oder wenn der Spieler ein gültiges Ziel im Tab-Modus auswählt . Die Zieltafel wird nicht ausgegraut, um anzuzeigen, dass ein fest fixiertes Ziel ausgewählt ist. Anders als beim Soft Lock geht das Ziel nicht verloren, wenn es sich aus dem Fadenkreuz bewegt. Tabwechselt im Aktionsmodus basierend auf der Annäherungspriorität weiterhin zwischen hart gesperrten Zielen. Tab will still cycle between hard-locked targets in action mode based on proximity priority.[37][34]

Q: Was sind die Vorteile von Tab versus Action? Ich habe das Gefühl, dass viele Leute denken, dass Tab einfach einfacher ist, also warum sollte ich Aktion verwenden?

A: Wenn die dich in einer massiven Schlägerei befindest, könnte die Fähigkeit, Ziele auszuwählen, die weit hinten liegen, für Benutzer von Tab-Zielen vorteilhafter sein, da sie klicken können, aber die Reaktionszeit, um ein Ziel zu erreichen Ziel für einen Cursor im Vergleich zum Erfassen eines Ziels für ein Fadenkreuz ist viel schneller und weniger umständlich, da es nicht so viele Aktionen seitens des Benutzers erfordert.[40]Steven Sharif

Vorlagen und zielgerichtete Versionen von Fähigkeiten haben unterschiedliche Eigenschaften.[26][31][41][42][43]

Skill-Fortschritte, die Zuweisung von Skillpunkten wird vom Spieler bestimmt. Der Spieler wird in der Lage sein, entweder eher Tab-Target-orientierte Fähigkeiten oder mehr aktionsbasierte Fähigkeiten zu wählen und sein spielbares Erlebnis an seine Vorlieben anzupassen. Aus balancierender Sicht müssen wir für uns Entwickler sicherstellen, dass bestimmte Fähigkeiten bestimmte Funktionen beherbergen, damit es ein Gleichgewicht zwischen Skillshots und Tab-Target-Fähigkeiten gibt.[42]Steven Sharif
  • Zielfertigkeiten werden ausgegraut, wenn sich das Ziel nicht innerhalb einer gültigen Reichweite befindet, aber bei Skillvorlagen muss der Spieler im Allgemeinen die richtige Reichweite für die Fertigkeit einschätzen. [44]
info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.
  • Es ist möglicherweise nicht möglich, nur aktions- oder tabellarische Fähigkeiten vollständig zu spezifizieren. Es kann eine Obergrenze von 75 % für die Auswahl von Fähigkeiten eines beliebigen Typs geben.[42]
  • Aus Gründen der Ausgewogenheit sind bestimmte Fertigkeitstypen entweder Registerkarten- oder aktionsorientierte Fertigkeiten. [46]
    • Harte CCs können in aktionsorientierten Fertigkeiten untergebracht sein, da es sich um Fertigkeitsschüsse handelt, die schwieriger zu landen sind.[46][42]
    • Weichere CCs würden in Tab-gezielten Fähigkeiten untergebracht.[46]
Als Beispiel: Sagen wir, du spielst eine Fernkampfklasse. Du könntest einen aktionsorientierten Power-Shot in deinem Fähigkeitsbaum haben oder einen Power-Shot auf ein einzelnes Ziel haben, der ansteigt und mehr Schaden anrichtet.[43]Steven Sharif

Targeted skills

Targeted skills require either a soft or hard locked target.[44][34]

  • Soft locking is when the reticle moves over a valid target while in action mode. 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.[34].
  • 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.[37][34]
  • Targeted skills will be greyed out if the target is not within a valid range.[44]
  • The developers will be testing additional targeting methods, such as target-of-target as well as separate friendly and enemy targets, most likely during Alpha-2.[48]
Skill Icon Rank 1 Rank 2 Rank 3
Arcane Volley Arcane Volley (Active).png Fires a volley of arcane missiles at your target, dealing arcane damage with each hit.[49][50] - -
Barrier Barrier.png Sacrifice 25% of your maximum health to place a health shield on target ally for 10 seconds. Does not stack.[51][52]
Bless Weapon Flash Cure.png Imbues your target's weapon with radiant light, causing each of their weapon combo attacks to deal additional radiant damage and applies a mana regeneration buff to the caster. Each hit extends the duration of the mana regeneration buff, up to a maximum of 15 seconds. Has a 10% chance to proc bonus radiant damage and apply a stack of Burning to the target.[53][54]
Chain Lightning Chain Lightning (Active).png Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[55][56][57] - -
Condemn Condemn.png Stun target enemy for 3 seconds.[58][59]
Defiant Light Defiant Light.png Heal target ally for 50% of their maximum health over 10 seconds. If that target would receive fatal damage while under this effect, this effect is consumed and prevents that target's death, healing them for 25% of their maximum health instead.[60][61]
Deliverance Deliverance.png Held ability: Charges up healing energy that heals a target ally upon release, scaling in power the longer it is charged and the more % missing health of the target.[62][63]
Fireball Fireball (Active).png Instantly hurl a ball of fire toward your target, dealing fire damage and applying one stack of Burning to target on impact.[64] - -
Frostbolt Frostbolt (Active).png Launch a bolt of frost towards your target, dealing ice damage and applying two Chilled stacks to the target on impact.[65][66] - -
Healing Touch Healing Touch.png Heal target ally in melee range for a large amount of health.[67][68]
Judgment Judgment Icon2.png Cast a heal on target ally for a large amount of health. If this is cast on an enemy, it instead deals radiant damage to the target and applies 2 stacks of Burning.[69][70]
Lightning Strike Lightning Strike (Active).png Call down a bolt of lightning upon your target, dealing lightning damage and applying two stack of Electrified to the target.[71][72] - -
Longbow basic attack Bow basic attack.png A slower, powerful, longer range basic ranged attack. Tapping the basic attack button will shoot normally. Holding the basic attack button will charge the shot (and root the player) to cause added damage.[73][74][75]
Mend Mend.png Instantly launch a healing projectile toward target ally. Each charge of this ability consumed after the first has no mana cost, and restores an increasing amount of mana to the caster based on the number of missing charges. Consecutive uses of the ability will gain bonus healing.[76][77]
Quick Shot Quick Shot.png Ranged attack that applies a debuff to the target. Each additional quickshot against the same target does increasing damage but consumes one of three charges that regenerate over time.[78]
Resplendent Beam Resplendent Beam.png Held ability: Fire a beam of healing energy toward a target ally. Charging this spell allows the beam to bounce to up to 5 additional friendly targets closest to the original target, based on how long it was charged. The amount of healing is reduced for each subsequent target.[79][80]
Shortbow basic attack Bow basic attack.png A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[74][75]
Slumber Slumber (Active).png Applies the sleeping condition to targets affected within a small area around the primary target, rendering them unable to move or take any action. Any damage dealt to a sleeping target will break the effect.[81][82] - -
Smite Smite.png Smite your target, dealing instant damage and applying a stack of Burning to target enemy. Has no cast time and deals increased damage if activated within melee range of the target. This attack always critically hits on targets under the effect of Condemn.[58][83]
Snipe Snipe.png A powerful charged attack.[84]
Soothing Glow Soothing Glow.png Apply a healing over time effect to target ally. Reapplying this effect extends its duration on the target by its base duration value.[85][86]
Wings of Salvation Wings of Salvation.png Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[87][88] An ally is defined as any non-combatant player or non-mob NPC.[89]

Templated skills

Templated skills allow blind firing (free aim) without a target while in action mode. If a player moves into the path of the attack they can be struck.[38][39][34]

One of the differences between tab and action combat mode is you can launch projectiles in action combat mode as a blind fire option, and if a target or if something moves in the way between the time of that projectile launching and impacting either its max distance, or a piece of terrain, or another target, it's possible that players might move into that projectile.[39]Steven Sharif
  • Some templated skills may have template indicators, but in general will require the player to assess the correct range for the skill.[44]
If it is a templated ability, which means it's skill-based to use, you'll need to get a feel for those distances; and that's some skill-based learning where you get an idea for what those distances are. Some of those will have template indicators but they'll be very in-world and immersive. We're not utilizing more UI-centric looking indicators, but generally the AoE templates are meant to be skill-based.[44]Steven Sharif
Skill Icon Rank 1 Rank 2 Rank 3
Airstrike Air Strike.png Leap forward in the direction the character is facing, raining down three projectiles that deal AoE damage and roots enemies in its path. The root effect is nature based.[91]
Ball Lightning Lightning ball.png Creates a large ball of highly charged electricity that travels slowly forward, dealing rapid periodic lightning damage to enemies it overlaps with and applying an Electrified stack to targets with each hit.[10][92] - -
Blizzard Blizzard.png Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Each shard impact deals ice damage in a small area around it. All enemies in the blizzard also accumulate a stack of Chilled periodically. Activate the ability again to end the channel early.[93][94] - -
Cone of Cold Cone of Ice.png Blasts a cone of cold in front of the caster, dealing ice damage and applying a stack of Chilled to each enemy hit. The blast also leaves behind a field of ice mines that explode on proximity contact, causing additional ice damage and Chilled stacks to nearby enemies.[95][96] - -
Consecrating Wave Consecrating Wave.png Send forth a cone of radiance that deals radiant damage to all enemies while healing the ten nearest allies.[97][98]
Divine Flare Divine Flare.png Place a targeted area heal on the ground that heals all targets within after several seconds. Total healing is split between all targets hit.[99][100]
Fissure Mage Spell 7.png Calls forth a series of jagged spikes of earth in a line in front of the caster, dealing earth damage and applying two stacks of Earthen to each enemy hit along its path, and then launching them in the air.[101] - -
Grapple GrappleIcon.png Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[102][103]
Inciting Strikes IncitingStrikesIcon.png Slashes twice in a forward cone while adding additional threat.[104]
Longbow basic attack Bow basic attack.png A slower, powerful, longer range basic ranged attack. Tapping the basic attack button will shoot normally. Holding the basic attack button will charge the shot (and root the player) to cause added damage.[73][74][75]
Magma Field (Lavastorm).png Erupts the earth at target location, forming a boiling pool of lava that deals fire damage to enemies per tick while periodically applying a stack of Burning to enemies within the area.[105] - -
Meteor (Meteor Shower).png Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals major fire damage while knocking foes flying, and then continues to roll forward for its remaining distance, dealing additional fire damage while applying stacks of Burning to enemies along its path.[106] - -
Meteor Storm Meteor Storm Icon.jpg Summons forth a Meteor Storm, dropping 3 meteors in the target location.[107][108][109] Adds an extra meteor.[107][110] Adds an extra meteor.[107][110]
Prismatic Beam Prismatic Beam Icon.jpg Spawns a giant prismatic beam of energy that can be aimed around you. Deals large damage to enemy targets.[111][108][112] Increased damage.[111][113] Snares hit targets.[111][114][113]
Shield Assault ShieldAssaultIcon.png Bashes the target with your shield, dealing damage and applying the shaken condition. If the target is already suffering from the shaken condition, stun the target instead.[115]
Shortbow basic attack Bow basic attack.png A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[74][75]
Snipe Snipe.png A powerful charged attack.[84]
Thundershock Lightning Bolt Icon.jpg Shoots forward a beam of lightning that damages enemies in a line in front of you.[116][108][117] Increased damage.[116][118] Now knocks down hit targets.[116][118]
Tremoring Bellow TremoringBellowIcon.png Releases a thundering shout in a forward cone, applying the staggered condition on enemy targets. Also stomps the ground dealing damage around the caster and tripping enemies affected by the snared condition.[119]

Hitboxes

The developers are testing different approaches to accommodate varying hitboxes between the races.[120]

  • There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[120]

More than likely we'll have some sort of unified or unified-ish hitbox. But again it's going to probably have a unified hitbox with some exceptions or some special sort of collision rules based on them as opposed to just making it smaller for one and not the other.[120]Jeffrey Bard

There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[120]

We don't have separate types of hitbox categories, for example. There's no head hit box in the MMORPG like there was in APOC. So from a critical standpoint you're not going to see a greater risk of critting for a larger hitbox.[120]Steven Sharif

Directional attacks

There will be directional attacks (back attacks, flanking attacks, frontal attacks) that deal additional damage depending on the positional context of the attack.[121]

Spalten

Weapon attack cone in Alpha-1.[32]

Während ich angreife, treffe ich mehrere dieser Gegner; und das ist wichtig, weil alle Waffen, egal ob sie sich im Fadenkreuz-Modus oder im Tab-Targeting-Modus befinden, in der Lage sein werden, einen aktionsbasierten Waffenangriff auszuführen. Keine aktive Fähigkeit, aber Waffenangriff.[32]Steven Sharif

Alle Waffen haben einen Vorwärtsangriffskegel, unabhängig davon, ob sie sich im Modus Tab oder Action Modus befiden. [32]

  • Der Bogen und die Entfernung des Kegels variieren je nach Waffentyp.[32]

Stangenwaffen zum Beispiel haben einen viel breiteren Bogen und viel weiter nach außen. Dolche haben einen feiner abgestimmten Bogen, also musst du in dieser Hinsicht präziser sein.[32]Steven Sharif

Dies wird als Waffenangriff beschrieben, nicht als aktive Fähigkeit.[32]

Indirect fire skills

Alpha-2 Chain Lightning arcing around an environmental obstacle.[123]

Indirect fire skills are targeted skills where the projectiles may path around obstructions that are not in line-of-sight, so long as the maximum distance travelled for the skill is not exceeded.[124][123][125]

  • This is a prototype concept that is subject to testing and balancing.[125]
  • A limited number of these may exist throughout different class kits.[125]
Some abilities might have indirect fire. So, if you have let's say a Archer or Ranger who has the ability to select a Mage as their secondary class; and they might want to augment a Snipe ability in order to go around a corner like an Arcane Archer might have... Some abilities might not care about that line-of-sight. They might care the distance to the target around the corner, or the path that it's taking; and if it's outside that path is too long it might not be able to reach them of course.[124]Steven Sharif
Skill Icon Rank 1 Rank 2 Rank 3
Chain Lightning Chain Lightning (Active).png Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[55][56][57] - -

Time to kill

info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.

The Ashes of Creation MMORPG will have a time-to-kill (TTK) of around 30 seconds to a minute.[126]

In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[127]Steven Sharif

Kopfschuss-Mechanik

There are no headshot mechanics in the Ashes of Creation MMORPG.[120][128][129]

Gear inspection/ Threat assessment

You decide to gank the player, but find out that you have been ambushed![133]

Players will have a buff on their nameplate that indicates the gear set they are wearing. Other players will be able to see this buff by targeting that player at a distance.[134][135][136]

You can target a player. You're going to see what type of armor they have based on a buff they have available to them because obviously cosmetics can change appearance. You might have different silhouettes as a result of that.[137]Steven Sharif
  • The border will indicate the level and quality of the tier set.[134][135][138]
  • The developers believe that inspecting gear to obtain an exact equipment list or gear score may lead to "unwelcome behavior".[140]
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.[136]Steven Sharif

Namensschild eines Charakters

Das Namensschild eines Charakters wird über dessen Kopf angezeigt.[141]

  • Dies kann der Vor-, sowie optional der Nachname sein.[141]
  • Der Gildenname des Charakters wird neben seinem Namen angezeigt.[142]
  • Das Namensschild des Charakters verändert sich, um als Indikator zu dienen, wie viel Schaden der Charakter genommen hat.[143][144][145]
  • Ein Icon wird die Class des Charakters anzeigen.[134]
  • Mit der Maus über das Namensschild eines Charakters zu fahren, zeigt sein Stufe, seinen Klassennamen, sowie seine Archetypen-Kombination.[134]
  • Ein Buff-Icon zeigt die Ausrüstung des Charakters.[134][135][136]

Die Art der von Beschwörern beschworenen Kreaturen wird in dem Nameplates über der Kreatur angezeigt. Dies kann von einem Spieler nicht geändert werden.[146]

Mobilität

Revamped Alpha-1 Magier Fireball ability.[20][12]

The general approach that we're taking based on a lot of feedback and just good combat design in general. You know philosophy is that we want to give more agency in the hands of the player and the antithesis of that is locking the player down for really long amounts of time. The sort of concept behind that is like you could make an animation effects as glorious looking as possible but if it's taking away control of the player, none of that really matters. Especially the 100th or thousandth time you're using the spell you're tired of that happening you don't feel powerful: You feel the opposite of powerful. So we're trying to like give a lot of control back to the player while they're using these abilities so they can still control their movements, they can react simultaneously while they're taking actions; and we just want to get overall more of a fluid flow, I guess, of combat. And that's the general design philosophy we're using to approach the overhaul.[20]Tradd Thompson

A lot of abilities you have the capability of moving while casting. It's going to decrease your movement speed significantly or depending on the type of ability. We do reserve the cost- and that's really what it is when you tie ability usage to mobility- we do reserve the cost of requiring the character to remain stationary on some big effect type abilities.[147]Steven Sharif
Most abilities you'll find in Ashes of Creation are capable of being cast while moving. Some of those abilities might slow your movement during the cast, but you can continue to move. Very rarely, and depending on obviously the importance of the ability or the power level of that ability, you might be rooted in place. So, for example, the AoE ability [Chains of Restraint] has a lot going on. It has damage ticking over time, it is an area of effect, it also has a status condition application; and in those instances the player character gets rooted.[149]Steven Sharif
  • The ability to prone is not be in the game.[154][155]
There's a balance in the game design between your movement speed on attack and the movement speed of your opponent. When you have a game that is both PvE centric as well as PvP centric, you have to make sure that combat is blended for both approaches; and we can always run into problems where, if you're significantly hampered in your movement speed, that has an effect on how we expect player versus player engagements to interact; and we don't want to restrict a player's ability to be mobile if they're the target of an attack. And as a result of that we need to make sure that we don't restrict the movement abilities of the player who is doing the attacking as well. So we want it to be relatively free for you to stay with each other. Your opponents move around the battlefield together and if we're hampering you on the attack action, we have to then implement some type of snare, or slow, or cc effect essentially on your opposing target; and that's not the approach we want to take for for PvP.[157]Steven Sharif
Q: If a ranger is super mobile, what are the melee's options in order to catch them?
A: Different class kits will provide different gap closers. They'll provide different mobility skills. They'll have lockdowns. They'll have chains to pull back. They'll have a lot of different things in the rotation. That's part of what an MMORPG experience is. You're not just restricted to three or six skills, you have a rotational suite; and depending on the type of challenges you face is going to help determine which of those rotations you spec into from your skill tree.[158]Steven Sharif
info-orange.pngDieser Abschnitt enthält Informationen aus frühen Testphasen. Er wird aktualisiert, sobald neue Informationen verfügbar sind.
Skill Icon Rank 1 Rank 2 Rank 3
Blink Blink.png Instantly teleport a set distance in the direction you are moving.[159][160] - -
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[161] - -
Wings of Salvation Wings of Salvation.png Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[87][88] An ally is defined as any non-combatant player or non-mob NPC.[89]

Weapon weights

Das Waffengewichts bezieht sich darauf, wie sich die Masse einer Waffe auf ihre Leistung im Kampf auswirkt. [148]

There is a balance between player motion and agency as we call it and weapon weightedness- that almost locked-in-place rooted position- the heavier the weapon is, the more restrictions you want to place on that player agency to showcase the rooted effect: That weight- that heavyweight aspect; and so what we've done by presenting you guys with both the dual daggers and the two-handed weapon is we've shown the range between that complete player agency: a player agency in the light weapon attacks that's the dual daggers, and the maximum range of of rootedness or weightedness that's present on the two-handed weapon; and that's the spectrum in which our basic melee combat will exist within. So if there are medium weapon groups that exist in-between there, it's going to be somewhere in between that spectrum.[163]Steven Sharif

Player movement

  • Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[165]
    • A sprinting/dash skill with a cooldown was confirmed to be part of a class kit.[166]
I've instructed design to incorporate a mana consumption that's percentage based for sprinting. So it'll be a similar amount of time that each class, regardless of their mana values, will have in order to sprint and it will not be accessible while in a combat.[165]Steven Sharif
  • There is a toggleable walk/run (autorun) capability.[167]
  • There is not going to be any "go to waypoint" (auto-pathing) mechanics.[168]

Collision

There are player and spell collision mechanics in Ashes of Creation.[172]

  • 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.[173][172]

Ausweichen

Ausweichen in Alpha-1 early combat.[2]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[2]Steven Sharif

Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[174][175][176]

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.[175]Steven Sharif

Aktives Blocken

Das Paladin's Might Schild in Ashes of Creation Apocalypse hatte eine eigene Hitbox mit Lebenspunkten (HP). Dieser Schild kann Projektile aktiv abwehren.[180]

  • Die Entwickler sind sich noch uneinig, ob aktives blocken ein Teil des MMOs sein wird. Derzeit neigen sie eher zur traditionellen buff-orientierten universellen Schadensmilderung aber ziehen auch eine Kombination zwischen action-based blocken und dem Wasserfall Stat system in Betracht.[181]

In APOC gab es ein Schild, welches ein aktives Schildblock aktion basiertes system benutzte; die Daten, die wir daraus sammelten, verrieten uns, dass die Anzahl der Spieler, die dieses Schild wirksam und essenziell benutzten, gering war; es besteht die Sorge, dass das Implementieren eines Aktion begrenzten aktiven Schildblocks im Kontrast zu dem Traditionellem, aktivieren eines Buffs, welches eine adjustierte Schildblockrate gewährt, universell gegen einkommenden Schaden wirkt und mit den Stats der Spieler interagiert, steht. Letzteres ist etwas was wir in das hybrid Kampf System integrieren wollen.[181]Steven Sharif

Das ist etwas, was wir weiterhin wiederholt und aktiv im unserem hybrid Kampf System testen werden. Natürlich wollen wir, dass Aktions basierte Komponenten mit dem Waterfall Stat System interagieren; es hört sich für manche wie ein Widerspruch an Aktion und Tab Elemente zu kombinieren, aber das muss es nicht. Aktion Elemente können so zum Beispiel angewandt werden - Gehen wir davon aus man benutzt das Schild um ein herangeflogenes Projektil oder eine Fähigkeit, die aus einer gewissen Zone gefeuert wurde, abzufangen. Durch das Blocken des Projektils oder der Fähigkeit erhält man 80% Schadensreduktion oder 80% Bonus physikalische Verteidigung auf das Schild; und wenn das Projektil oder die Fähigkeit außerhalb einer bestimmten Zone abgefeuert wurde und man diese abfängt, erhält man einen geringeren Bonus; und das ist was passieren würde, wenn man beispielsweise den Stat der physikalischen Verteidigung des Schildes in Betracht zieht, man fügt es als reduzierender Faktor zum eingehenden Schaden hinzu aber man erweitert das System mit dem Waterfall Stat, welcher für die Reduktion des Schadens durch Schilden verantwortlich ist, auch genannt Schildrate; dann würde man beispielsweise statt 80% Schadensreduktion 87% Schadenreduktion erhalten, weil man diesmal die persönlichen Stats in Betracht gezogen hat; und wenn ein Projektil oder eine Fähigkeit nicht in einer bestimmten Zone abgefeuert wurde ist es um 50% wirksamer satt nur um 40%. Dieses Beispiel ist nur dazu da um einen Einblick zu gewähren was es erfordert, um Skills festzulegen und um zu zeigen, wie sie Aktions basierend interagieren.[181]Steven Sharif

Animationen

Es wird einige Animationen geben, die bestimmten Völker und Klassen einen besonderen Flair verleihen, aber im Allgemeinen werden die Animationen so oft wie möglich wiederverwendet, um die Entwicklungszeit zu verkürzen..[182]

We will have things that are known as sort of like racial abilities which will key into the class that you've chosen and those will almost certainly have animations that are one-offs that are associated with that class. They'll help you get some more like Ren'Kai flavor or some more Empyrean flavor but we have to reuse animations as much as possible in order to get to the finish line here so it'd be a super nice thing to do but probably not in the cards.[182]Jeffrey Bard

Kampffähigkeiten

The aspiration for combat is for abilities to have corresponding counter-play abilities.[183]

  • The goal is to have special animations for parrying, blocking and evading.[184]

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.[184]Jeffrey Bard

Basic attacks

Basic attacks werden für die ausgerüstete Waffe durch Drücken von Q oder Linksklick auf der Maus ausgelöst (diese Tastenbelung kann durch die Spieler neu belegt werden).[185]

Crowd control

Crowd control (CC/mezzing) abilities include root, snare, stun, sleep and slow.[189][183]

Diminishing returns in regards to crowd control and conditions like stun and sleep and slows and that thing: Yes we will have absolutely diminishing returns. I think it's a necessary component to balance out classes that have high control ability.[183]Steven Sharif

We're trying to stay away from hard locks as much as we possibly can. We want to have the system be very play, counter-play, counter-counter-play feel.[183]Jeffrey Bard

  • Soft CC's are in the tab-targeted abilities.[193]
  • CC effects do not apply to Non-combatant (green) players. The target of a CC ability must be flagged in order to suffer the CC effects. This prevents players from opening attacks that stun non-combatant players during a pull for example.[194]
  • Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[195]
    • In current Alpha-1 testing mounts are not separate from the player.[195]

There's also going to be effects that just stun the mount or stun you on the mount.[195]Steven Sharif

info-orange.pngDieser Abschnitt enthält Informationen aus frühen Testphasen. Er wird aktualisiert, sobald neue Informationen verfügbar sind.
Skill Icon Rank 1 Rank 2 Rank 3
Chain Lightning Chain Lightning (Active).png Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[55][56][57] - -
Chains of Restraint Chains of Restraint Icon2.png Call forth spectral chains in a target area that stagger enemies within or stun enemies already under the staggered effect, then leave behind an area that deals radiant damage each second over 8 seconds.[197][198]
Condemn Condemn.png Stun target enemy for 3 seconds.[58][59]
Fissure Mage Spell 7.png Calls forth a series of jagged spikes of earth in a line in front of the caster, dealing earth damage and applying two stacks of Earthen to each enemy hit along its path, and then launching them in the air.[101] - -
Grapple GrappleIcon.png Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[102][103]
Slumber Slumber (Active).png Applies the sleeping condition to targets affected within a small area around the primary target, rendering them unable to move or take any action. Any damage dealt to a sleeping target will break the effect.[81][82] - -
Tremoring Bellow TremoringBellowIcon.png Releases a thundering shout in a forward cone, applying the staggered condition on enemy targets. Also stomps the ground dealing damage around the caster and tripping enemies affected by the snared condition.[119]

Unterbrechungen

Abilities with a cast bar can be interrupted during the cast.[151]

  • There are abilities to counter interrupts.
  • Some interrupts are better than others.
info-orange.pngDieser Abschnitt enthält Informationen aus Alpha-1-Tests. Sie wird aktualisiert, sobald neue Informationen verfügbar sind.
Skill Icon Rank 1 Rank 2 Rank 3
Bulwark Bulwark Icon.jpg Bash enemies in front of you twice. The second attack temporarily increases block chance. You must have a shield equipped to block.[199][108][200][201] Additional increased block chance.[199][201] The second attack knocks down enemies.[199][201]
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[161] - -
Thundershock Lightning Bolt Icon.jpg Shoots forward a beam of lightning that damages enemies in a line in front of you.[116][108][117] Increased damage.[116][118] Now knocks down hit targets.[116][118]

Aggro abilities

Aggro (Bedrohung/Hass) wird eine Rolle spielen.[202]

  • Aggro basiert auf einer Bedrohungstabelle.[202]
box warning orange.pngDieser Bereich enthält Informationen aus frühen Testphasen. Er wird aktualisiert, sobald neue Informationen verfügbar sind.
box warning orange.pngDie hier angezeigten Fähigkeiten werden zu einem späteren Zeitpunkt übersetzt.


Skill Icon Rank 1 Rank 2 Rank 3
Grapple GrappleIcon.png Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[102][103]
Hatred V Tank Ability Active.png Single target that adds hate.[203] Add a forced target lock.[203] Add hate over time per tick.[203]
Inciting Strikes IncitingStrikesIcon.png Slashes twice in a forward cone while adding additional threat.[104]
Shield Assault ShieldAssaultIcon.png Bashes the target with your shield, dealing damage and applying the shaken condition. If the target is already suffering from the shaken condition, stun the target instead.[115]

Animation abbrechen

Animation abbrechen will not be a combat mechanic in Ashes of Creation.[204][205]

Combat stances

The use of weapon stances in game is likely.[206]

RNG

RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[207]

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.[208]Jeffrey Bard

AoE skills

AoE skills may have some form of diminishing returns that will be tuned based on testing and player feedback.[209]

We have a few ideas on how we want to approach AoEs. There's a vein of thought that is regarding diminishing returns [on] maximum number of targets. I'm not a huge fan of that. There is a diminishing return as it applies to damage conveyed. There is just the fact that we're a collision-based game and there's a limited number of bodies that can be located in a particular choke point, or in proximity. There's still things that we're testing especially as part of Alpha 2 that we'll likely be testing and want to get player feedback on as it relates to curbing the AoE approach of most raid comps; and a lot of different games have done a lot of different things to achieve that. We're going to be testing a lot of these different directions and finding which works best for Ashes.[209]Steven Sharif
Skill Icon Rank 1 Rank 2 Rank 3
Aegis AegisIcon.png Instantly dispels all negative effects on the caster, then creates a protective dome behind the tank for 15 seconds, transferring 50% of all damage received by targets within the area to the tank instead. All targets within the cone also receive increased status effect resistance for the duration.[210]
Airstrike Air Strike.png Leap forward in the direction the character is facing, raining down three projectiles that deal AoE damage and roots enemies in its path. The root effect is nature based.[91]
Black Hole Black Hole Icon.jpg Summon a black hole at the target location that reduces movement speed of enemies in the area.[211][108][212] Increased duration.[211][213] Explodes for area damage upon expiration.[211][213]
Blizzard Blizzard.png Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Each shard impact deals ice damage in a small area around it. All enemies in the blizzard also accumulate a stack of Chilled periodically. Activate the ability again to end the channel early.[93][94] - -
Chain Lightning Chain Lightning (Active).png Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[55][56][57] - -
Communal Restoration Communal Restoration Icon2.png Restore health to all party members in range instantly, plus additional healing over time. Allies under the HoT also receive +10% maximum health for its duration.[214][215] This can overheal.[214]
Cone of Cold Cone of Ice.png Blasts a cone of cold in front of the caster, dealing ice damage and applying a stack of Chilled to each enemy hit. The blast also leaves behind a field of ice mines that explode on proximity contact, causing additional ice damage and Chilled stacks to nearby enemies.[95][96] - -
Consecrating Wave Consecrating Wave.png Send forth a cone of radiance that deals radiant damage to all enemies while healing the ten nearest allies.[97][98]
Divine Flare Divine Flare.png Place a targeted area heal on the ground that heals all targets within after several seconds. Total healing is split between all targets hit.[99][100]
Fissure Mage Spell 7.png Calls forth a series of jagged spikes of earth in a line in front of the caster, dealing earth damage and applying two stacks of Earthen to each enemy hit along its path, and then launching them in the air.[101] - -
Inciting Strikes IncitingStrikesIcon.png Slashes twice in a forward cone while adding additional threat.[104]
Lava Storm Lava Storm Icon.jpg Creates a field of lava at the selected location. Deals area damage over time.[108][216][217] Increased damage. Increased duration.[216][110] Increased damage. Increased duration.[216][110]
Magma Field (Lavastorm).png Erupts the earth at target location, forming a boiling pool of lava that deals fire damage to enemies per tick while periodically applying a stack of Burning to enemies within the area.[105] - -
Meteor (Meteor Shower).png Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals major fire damage while knocking foes flying, and then continues to roll forward for its remaining distance, dealing additional fire damage while applying stacks of Burning to enemies along its path.[106] - -
Meteor Storm Meteor Storm Icon.jpg Summons forth a Meteor Storm, dropping 3 meteors in the target location.[107][108][109] Adds an extra meteor.[107][110] Adds an extra meteor.[107][110]
Prismatic Beam Prismatic Beam Icon.jpg Spawns a giant prismatic beam of energy that can be aimed around you. Deals large damage to enemy targets.[111][108][112] Increased damage.[111][113] Snares hit targets.[111][114][113]
Slumber Slumber (Active).png Applies the sleeping condition to targets affected within a small area around the primary target, rendering them unable to move or take any action. Any damage dealt to a sleeping target will break the effect.[81][82] - -
Whirlwind Damages targets in range and applies a stagger effect.[218]

Primäre Fähigkeiten

Primäre Fähigkeiten (Klassenfähigkeiten) basieren auf dem Archetyp eines Spielers.[161] Spieler können ihre primären Fähigkeiten durch die Ergänzung um einen sekundären Archetyp (Sekundärklasse) personalisieren.[161][220]

  • Die Wahl des gleichen primären und sekundären Archetyps erhöht die Betonung auf diesen Archetyp.[221]
  • Jede Fertigkeit im Primärbaum hat mindestens vier Erweiterungsmöglichkeiten aus dem Sekundärbaum.[222]
  • In Bezug auf den Fähigkeitsfortschritt können die Spieler wählen, ob sie in die Breite gehen und eine Reihe von verschiedenen Fähigkeiten erwerben wollen oder ob sie vertieft auf einige spezifische Fähigkeiten eingehen wollen.[223]
  • Das Ändern der Fertigkeitserweiterungen erfordert, dass der Spieler zu einem NSC in einem Dorf-Knotenpunkt oder höher geht.[224]
  • Aktive Fähigkeiten können nach der Anwendung einer Erweiterung völlig anders aussehen.[225]

You only get active skills from your primary class and that active skill could look totally different after an augment gets applied. It really depends on what the augment is.[225]Steven Sharif

Key for the augment system is that these augments are meant to demonstrate a core identity of the secondary class type you've chosen. So if from the eight archetypes whatever you choose as your secondary, you're going to receive a choice of augments that relate to some core ideal of that class. You know like a tank is about controlling the battlefield, is about surviving. The mage is about dealing damage and elements and ability in AoEs. The rogue is going to be about stealth and critical damage. So those augments are going to to play towards those identities.[226]Steven Sharif

The idea behind the system is that you're skirting the line through these augmentations of your role, right. We have the traditional holy trinity that's present in class designs for MMOs and it's often that those either are not deviated at all or completely deviated from entirely. The augment is to offer a balance between that where you still maintain the semblance of that trinity system while offering the opportunity to customize your play experience towards one of the other angles in the triangle.[227]Steven Sharif

Talentpunkte

Alpha-1 Vorschau der Talent Benutzeroberfläche.[228]

This is where players allocate skill points into either their active skills, their passive abilities- which can augment their usage of weapons and armors and health regeneration and passive stats and stuff like that-- but on the weapons side of things, that's where you will spec into certain types of procs based off of weapon groupings. So we've talked a little bit about this in the past: If you have a dagger, daggers might have a chance to proc a bleed on your weapon attack and that would synergize with an active skills' ability like let's say Backstab that does additional damage if the target is under a bleed effect. Now we have said in the past that players will be able to allocate skill points into their active skills that are more geared towards either action combat or tab targeting.[45]Steven Sharif

Spieler erhalten Talentpunkte wenn sie im Level aufsteigen. Diese können genutzt werden um Aktive, Passive oder Kampf/Waffen- Talentbäume zu erlernen/verbessern.[229][230][231][232]

Making active skills capable of receiving additional skill point allocations and unlocking additional features so that from a player agency standpoint it's going to be up to you whether or not you want to be more diverse but less depth- wider and not taller, in some of these skill choices. Or if you want to be very very tall, that's going to be something that is up to the player in that regard.[2]Steven Sharif

Aktive Fähigkeiten

Alpha-0 Waldläufer Fertigkeitssymbole.
Alpha-0 Magier Fertigkeitssymbole.

Die Spieler können ihre Charaktere mit den aktiven Fähigkeiten zusammenstellen, die sie sich wünschen.[235]

  • Den Spielern werden keine Fertigkeiten zugewiesen, wenn sie aufsteigen, sie müssen entscheiden, welche Fertigkeiten sie erlernen wollen.[223]
  • Die Anzahl der Fertigkeiten auf der Aktionsleiste wird begrenzt sein (unter 30).[236]
  • Zum Beispiel: Ein Kämpfer unterscheidet sich von einem anderen, je nachdem, welche aktiven Fähigkeiten sie gewählt haben.[236]
  • Durch die Wahl der Fertigkeiten können die Spieler ihre Kampferfahrung so gestalten, dass sie sich auf Tab-gesteuerte Fertigkeiten, action-orientierte Fertigkeiten, oder eine Mischung aus beidem konzentrieren können.[237]
  • Es gibt kein Zauberbuch, das gelernt werden muss.[238]

Allgemeine Fähigkeiten

Zusätzlich zu den Klassen-spezifischen Fähigkeiten könnte es universal skills wie z.B. Aktives Blocken oder Ausweichen geben.

Allgemeine Fähigkeiten werden voraussichtlich an den passiven Talentbaum des Spielers angepasst.

Outside of your class-specific skill tree, there's going to be a subsection of a few skills that are universal, like active block, like dodge; and I think what we're going to do- or at least what we're going to be discussing here- is those universal skills will have progressions that might align with your passive tree; and you can spec skill points into progressing additional features of those universal abilities that you will have access to. So I think that's probably going to be the direction that we're going to take.[177]Steven Sharif

Ultimate skill

info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.

Ultimate skills are very powerful skills that can be used when enough focus has been accumulated from using the Waffen-Kombo-System.[239]

- None -

Elemental skills

The idea behind magic is you're manipulating the elements. They don't just have to be fire, ice, water and air. They can be darkness, they can be light, they can be planar; a lot of different types of "elemental influences".[240]Steven Sharif

info-orange.pngDieser Abschnitt enthält Informationen aus frühen Testphasen. Er wird aktualisiert, sobald neue Informationen verfügbar sind.
Skill Icon Rank 1 Rank 2 Rank 3
Airstrike Air Strike.png Leap forward in the direction the character is facing, raining down three projectiles that deal AoE damage and roots enemies in its path. The root effect is nature based.[91]
Ball Lightning Lightning ball.png Creates a large ball of highly charged electricity that travels slowly forward, dealing rapid periodic lightning damage to enemies it overlaps with and applying an Electrified stack to targets with each hit.[10][92] - -
Blizzard Blizzard.png Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Each shard impact deals ice damage in a small area around it. All enemies in the blizzard also accumulate a stack of Chilled periodically. Activate the ability again to end the channel early.[93][94] - -
Cone of Cold Cone of Ice.png Blasts a cone of cold in front of the caster, dealing ice damage and applying a stack of Chilled to each enemy hit. The blast also leaves behind a field of ice mines that explode on proximity contact, causing additional ice damage and Chilled stacks to nearby enemies.[95][96] - -
Elemental Empowerment Elemental Empowerment (active).png Whenever you cast an elemental spell, your weapon attacks deal additional damage of that spell's element and apply a stack of the corresponding elemental status effects to targets hit. Casting a spell of a different element switches this effect to the new element.[241][242] - -
Fireball Fireball (Active).png Instantly hurl a ball of fire toward your target, dealing fire damage and applying one stack of Burning to target on impact.[64] - -
Fissure Mage Spell 7.png Calls forth a series of jagged spikes of earth in a line in front of the caster, dealing earth damage and applying two stacks of Earthen to each enemy hit along its path, and then launching them in the air.[101] - -
Frostbolt Frostbolt (Active).png Launch a bolt of frost towards your target, dealing ice damage and applying two Chilled stacks to the target on impact.[65][66] - -
Lava Storm Lava Storm Icon.jpg Creates a field of lava at the selected location. Deals area damage over time.[108][216][217] Increased damage. Increased duration.[216][110] Increased damage. Increased duration.[216][110]
Lightning Strike Lightning Strike (Active).png Call down a bolt of lightning upon your target, dealing lightning damage and applying two stack of Electrified to the target.[71][72] - -
Magma Field (Lavastorm).png Erupts the earth at target location, forming a boiling pool of lava that deals fire damage to enemies per tick while periodically applying a stack of Burning to enemies within the area.[105] - -
Meteor (Meteor Shower).png Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals major fire damage while knocking foes flying, and then continues to roll forward for its remaining distance, dealing additional fire damage while applying stacks of Burning to enemies along its path.[106] - -
Thundershock Lightning Bolt Icon.jpg Shoots forward a beam of lightning that damages enemies in a line in front of you.[116][108][117] Increased damage.[116][118] Now knocks down hit targets.[116][118]

Balancing

Die 64 Klassen sind in acht primäre Archetypen unterteilt. Das Balancing der aktiven Skills bezieht sich nur auf diese acht primären Archetypen.[243][244]

  • Jedem Archetypen sind vier Gruppen von Erweiterungen zugewiesen. Das Balancing der Erweiterungen bezieht sich auf die vier Erweiterungs-Gruppen von jedem der acht Archetypen.[244]

Even though augments do radically change the way your active skills provide you abilities, there's still a primary focus on the base archetype itself and not the 64 whole classes.[243]Steven Sharif

We're not really talking about 64 true classes, we're talking about eight classes with 64 variants... There isn't as much variance between the 64 classes as you might expect. It's not like there are 64 different versions of... radically different classes.[243]Jeffrey Bard

Balancing in Ashes of Creation wird auf Gruppen ausgerichtet sein und nicht auf 1v1 Kämpfe.[243][245]

There will be match ups in 1v1s where one class will be superior to another; and that application should be a rock-paper-scissors dynamic. We want there to be counter-play between the different classes... Instead it's going to be a group focused balance, where as long as you have the diversity of classes present, that's going to be an equal level playing field. It's going to be very dependent on skill and strategy.[245]Steven Sharif

Bestimmte sekundäre Archetypen können die Lücke zu ihrem Konter schließen.[246]

Certain archetypes are capable of moving the gap between their counterpart per-se. If I am a Tank archetype and a Mage is my counter, I can take a Mage secondary and bridge the divide slightly; and then move my identity that direction ever so slightly.[246]Steven Sharif

Der Alpha 1 Test ist primär auf die Kernfunktionalität fokussiert, anstatt auf das Balancing des Kampfsystems .[13]

Rollen

In Ashes of Creation wird es das traditionelle Trippel aus den Rollen Tank, DD und Support/Heiler geben.[247][248]

  • Obwohl traditionelle Rollen vorhanden sind, sollten sich die Spieler nicht durch ihren primären Archetypen geprägt fühlen.
  • Die im Klassensystem verfügbaren Fähigkeitserweiterungen ermöglichen es, Charaktere außerhalb ihrer Hauptrolle zu personalisieren.
  • Spieler können auch ihre Wahl des Archetyps verdeutlichen, um ihre Hauptrolle zu stärken.

Synergies

Synergies exist between class skills, weapon skills, passive skills, proc effects, and status conditions.[249][250][251][252][253][254][185][21][230][231][255][256][257] These synergies also apply to active skills from other characters.[249][229]

Q: How much do you intend for those sort of synergy things to be done within one class, one character's kit, versus how much do you intend for them to be working with the other characters, the other archetypes and specializations to promote their things, or to also make sure you don't step on their feet and accidentally promote something they're trying to maximize?
A: When we talk about status conditions or keyword conditions and the promotion of those effects, there is going to be the bread and butter that each class kid has access to; and when they're creating the type of rotation with their ability system, they're going to want to emphasize those interactions that amplify or promote a particular type of status condition. So they'll have within the kit to their own interactions that they'll be able to leverage. But then in addition to that, they're going to have keyword status effects that help to either promote other classes' keyword status effects, or are the executed promotions of other classes initial status conditions. And when you think about the intent of the design: the intent of the design is that players are servicing themselves from a solo perspective when they want to go out and solo grind and solo experience and fulfill the quests. But when they come together to form a party to encounter group content, or a raid to encounter raid content: that the interconnectivity between those classes synergizes with these keyword promotions and/or effects; and there's a way to execute on that, that is successful and is effective, or a way that's not. And that's the skill ceiling/skill cap that requires interaction and cooperation and synchronization between, because there are limited time windows in which those keywords can get emphasized or executed upon when utilizing the ability.[249]Steven Sharif
When you think about it, it's very much a musical endeavor. When you think about a symphony or a concert, those instruments working with eachother to formulate this highly effective and very visceral experience of this music chain. When you accomplish that in combat, it's going to be noticeable; and that's the desire, is let's reward- let's dopamine hit when players are effective in their skill when executing on these ideas.[258]Steven Sharif

Meta

Die Effektivität von Klassen, Fähigkeiten und Ausrüstung hängt vom Gegner oder den verschiedenen Arten von Begegnungen ab. Es wird optimale Ausrüstungssets für verschiedene Herausforderungen und Schwierigkeitsgrade geben. Dieses Design zielt darauf ab, offensichtliche Meta- oder Standard-Builds in Ashes of Creation zu vermeiden.​[259]

  • Erhöhte Schwierigkeitsgrade fördern einen eher traditionellen vertikalen Stärke-Fortschritt, wie er in den meisten anderen MMOs zu sehen ist.[259]

Oftentimes you just have a very vertical power scale and that determines chase, but when you have a variety of relevance across certain types of adversaries and that variety changes over time because of player activity- and then that affects the economy and the crafter system and who was producing what for what demand- and everything gets shaken up. That's a very fun environment to exist in. It presents a more dynamic situation rather than a quote-unquote cookie-cutter type selection.[259]Steven Sharif

Power creep

The developers intend to limit power creep via item sinks, the lack of gear binding, and the absence of pay-to-win or pay-to-convenience in Ashes of Creation.[260]

Waffen-Kombo-System

Anstelle einer herkömmlichen automatischen Angriffsfähigkeit wird in Ashes of Creation ein Waffeneinsatz-Kombinationssystem (auch als Combo-System '[255], und Waffeneinsatzfähigkeitbezeichnet) verwendet.[262]) is utilized instead of a traditional ability in.[253][255][263]

Nehmen wir zum Beispiel an, du verwendest einen zweihändigen Kriegshammer oder so etwas und hast hast eine Reihe von Waffenkombinationen, die einen Animationsstil abspielen, der darauf basiert, wie viele Kombinationen du mit diesem Kriegshammer in einen Angriff gehst. Der erste wird also wie ein Vorwärtsschwung sein. Der Zweite wird ein Rückschwung sein. Der dritte wird nach unten schwingen und der vierte wird eine Drehung sein, die du machst; und das nennen wir die Combo-Animationsmontage[185]Steven Sharif
Der Waffen-Fähigkeitsbaum funktioniert so, dass du in verschiedenen Phasen dieser Kampfmontage verfügbare Procs habst, die auftreten können. Der erste Schwung könnte ein kleines Wackeln sein, das die Genauigkeit deines Gegners um 15 verringert, das könnte ein Proc sein, den du in diese Abnahme der Genauigkeit spezifizieren könntest – könnte ein Statuszustand sein, der Stagger oder Verwirrt oder was auch immer genannt wird – und das könnte existieren für drei oder vier Sekunden. Deinezweite Option aus Sicht des Fähigkeitsbaums könnte der Rückschwung sein. Du habst eine Art sich verjüngenden langsamen Effekt, der länger als drei Sekunden dauert – eine Art sich verjüngende Snare; und dann könnte der dritte Schritt nach unten ein potenzieller Betäubungsstatus-Modifikator für eine Sekunde sein; und jedes davon könntest du in zusätzliche Punkten spezifizieren, um die Wahrscheinlichkeit zu erhöhen, dass diese procen.[185]Steven Sharif
Je nachdem, welche Klassenskills du gewählt hast, haben diese Synergieeffekte mit dem Waffenskillbaum. Meine Fähigkeit namens Spin-to-Win könnte also 30 zusätzlichen Schaden an einem gestaffelten Ziel anrichten. Ich sehe also, wann mein Proc mit dem Staffelungseffekt bei meinem ersten Schwung auftritt, als ob ich als Spieler nur daran interessiert wäre, diesen ersten Schwung zu landen, also werde ich hin und wieder einmal schwingen und dann werde ich es tun benutze eine Fertigkeit und dann komme ich zurück und schwinge wieder, weil das meine erste Swing-Montage spielen wird, weil sie unterbrochen wurde. Also werde ich nicht zum zweiten übergehen, weil ich wirklich nur diesen Staffelungseffekt erreichen möchte. So wird also meine Rotation ausgerichtet sein. Ich habe jedoch möglicherweise die Fähigkeit, dass es bei einem betäubten Ziel ein sofortiger Zauber ist und es ist wie eine Kraft, die du drückst, oder einen Krafttreffer und das tut es – es stößt ein betäubtes Ziel zurück. Wenn das Ziel also betäubt ist, wenn diese Fertigkeit gespielt wird, hat es einen zusätzlichen Effekt des Niederwerfens, und jetzt wird es für weitere zwei Sekunden niedergeschlagen. Jetzt könnte ich darauf eingehen und möchte daher zu Ende führen: schwingen, schwingen und dann niederschlagen. Also bekomme ich meine Chance, dieses Ziel mit dieser Waffenfertigkeit zu betäuben.[185]Steven Sharif
  • Waffenfortschritte wie Set Boni können sich ändern, auf welcher Stufe proc-Effekte auftreten und daher unterschiedliche Combo-Rotationen ermöglichen. [185]
Möglicherweise hast du Gegenstände oder Set-Boni, die ändern, auf welcher Ebene diese Procs auftreten. Ich habe also möglicherweise eine vollständige Kampfrüstung, die alle Combo-Procs für den dritten Treffer in Anforderungen für den zweiten Treffer umwandelt, und jetzt habe ich nicht nur die Chance, bei meinem zweiten Treffer diese langsame Verjüngung zu landen, sondern ich habe auch die Chance, meine Ein-Sekunden-Betäubung zu landen proc, weil ich das komplette Set habe, das meine Waffenentwicklung verändert. Auf diese Weise funktioniert die Itemisierung also mit Ihrem Waffen-Fähigkeitsbaum. Du kannst sie verbessern, wenn diese Waffen-Fertigkeitsbäume in deiner Kampfmontage verfügbar werden, und das kann ein relevanter Faktor dafür sein, wie deine Fähigkeitsrotationen zum Tragen kommen und mischt sich mit deinen Waffenangriffen.
  • Die Wahl der Waffenfähigkeiten und Rotationen hängt davon ab, ob sich der Spieler mehr auf PvP oder PvE konzentrieren.[185]
Im Moment mögen manche Leute einfach sagen: „Ich kümmere mich überhaupt nicht um meine Waffenangriffe. Ich werde nicht viele Punkte dafür investieren. Und wenn ich das tue, wird es sich hauptsächlich auf PvE konzentrieren, wo ich mich wohler fühle, wenn ich nur meine Waffe schwinge, und ich benutze sie vielleicht nicht so oft im PvP. Ich werde mich nur auf die Skill-Rotationen konzentrieren.“ Das ist in Ordnung, aber der Grund für diese Fertigkeitsmontagen – zurück zu deiner Frage – ist, dass sie aus Sicht des Waffenfertigkeitsbaums eine sehr relevante Rolle dabei spielen, wann bestimmte Procs online gehen.[185]Steven Sharif
  • Die Verwendung einer anderen Fertigkeit/Fähigkeit als eines Basisangriffs setzt die Combo im Allgemeinen zurück.[264]
    • Die Entwickler erwägen, dass bestimmte Fähigkeiten möglicherweise verwendet werden können, ohne das Combo-System zurückzusetzen.[264]

Es verhält sich ähnlich im Sinne der Kernschleife dessen, was sozusagen ein Auto-Angriff ist; Wo normalerweise deine anderen Fähigkeiten eine Abklingzeit haben, haben sie eine Rotation oder was auch immer: Unser Combo-System ist ein wiederholbarer Fähigkeitseffekt, mit dem ihr kontinuierlich angreifen könnt, aber es ist ein bisschen komplizierter als das, was ein herkömmlicher automatischer Angriff ist; und es hat Komponenten aus Sicht der Weiterentwicklung, wenn es um die Arten von Procs geht, die deine Waffe während dieses Combo-Systems haben kann ... Es wird nicht das Quick-Time-Event geben, das ihr schon früh in PAX gesehen und großartiges Feedback dazu gemacht habt, aber es wird sich weiterentwickeln in Bezug auf die Kraft der Waffe, die Art der Waffe, die ihr verwendet, die zusätzlichen Proc-Effekte, in die ihr euch einarbeiten könnt: Diese Art von Dingen wird es ein bisschen mehr Komplexer machen als in einer Systemerfassung[255]Steven Sharif

Classes of weapons

Waffen 3D renders. Diese sind im kosmetischen Kostüm Threads of Fate abgebildet, aber nicht Teil dieses Sets. Models by Eli Hurst.[266]

Waffenklassen (aus als Waffentypen und Waffengruppen bezeichnet ) in Ashes of Creation.[21]

  • Stumpfe Waffen
  • Hiebwaffen
  • Durchdringende Waffen

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.[268]Steven Sharif
  • Weapon swapping is possible while in combat but armor cannot be swapped while in combat.[271][272][37][186][187][273]
    • Previously it was stated that swapping weapons (from inventory) into a hand or range slot is not possible in combat.[272] 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.[274][275]
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.[271]Steven Sharif

Schlachtzug-Mechaniken

Boss fights will have fairly intricate mechanics.[277]

Combat itself will be pretty intricate mechanics-wise. We're going to have different phases of the bosses, there's going to be a lot of adds stuff, there's going to be random oriented skill usage. We're not going to have telegraphed templates on the ground, but we will have telegraphed animations, so it's going to be location, mobility, strategic. It will be something that can not be repeatable in the exact same way from raid to raid, but has a variance between the combat, so raiders are going to have to be fluid in thinking on their feet.[277]Steven Sharif
Anytime the boss is telegraphing an ability, that is an opportunity for you to direct the location of that effect; and so in that sense, yes you could use a boss's mechanics in an interesting way to affect an enemy raid.[279]Steven Sharif

Telegraphen

In specific circumstances there will be telegraphs (tells) to communicate something that's happening.[280]

  • Animation tells.
  • Templates.

List of raid bosses

info-orange.pngDieser Abschnitt enthält Informationen aus Alpha-1-Tests. Sie wird aktualisiert, sobald neue Informationen verfügbar sind.

Player death

Player death in an open world dungeon in Alpha-1.[281]

We don't have deleveling, instead what we have is experience debt. Now the more experience debt you accrue, the greater the detriment to your character; not to the point where you can not get out of the debt. There will always be a way forward to remove your debt.[282]Steven Sharif

When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[283][284][285][286][287]

It might even be the case that their particular bag space doesn't have available location for a three-by-one log; and you're a lumberjack and they see you just chopping down these trees and you're like, there's no point in me engaging with this person, because I have nothing to gain due to my capacity.[291]Steven Sharif

Death by falling is possible.[296]

  • Fall damage that occurs while mounted will be first applied to the mount; and if the mount dies as a result, then the remaining damage may overflow onto the player, but this will be determined based on testing.[296]

Death by drowning is possible.[297][298]

  • Players that drown will respawn on shore.[297]

Bestrafungen für den Tod

Death penalties (mostly) do not apply to objective-based PvP (also called sanctioned events).[314][315][316][317]

There will not be death penalties applied to event-based deaths. The penalties are in the outcome of the event. So your number of deaths is likely going to impact your ability to win that particular event and that's going to be the penalty. This is it to encourage players to opt in to the events right because the more participation we have the more fun it can be; and we understand that the community at large- there's already a risk versus reward component to these events. We don't need to stack on additional risk versus reward to inhibit kind of- to increase the barrier to entry for players who may not be as interested.[317]Steven Sharif

Non-corrupt players suffer reduced death penalties in naval PvP (open seas) zones.[313]

  • These penalties will be less than those for a green player.[319]

Mounted combat

Bestimmte Reittiere haben Kampffähigkeiten.[320][321][322]

Reittiere werden eine Vielzahl von effektiven PvP-Fähigkeiten haben, von denen einige bei richtiger Organisation in größeren Begegnungen brauchbar sind.[323]Steven Sharif
  • Reittiere haben je nach Rasse und Seltenheit KampfKampffähigkeiten. Es wird auch RNG für die Reittier-Fertigkeiten geben. [324]
    • Angreifen durch Gegner (um sie niederzuschlagen).[324]
    • Die Fähigkeit, eine Lanze zu erschaffen, während sie montiert ist, wurde als mögliche Designidee diskutiert. [324]
    • Spezifische Waffensysteme können an verschiedenen Reitpunkten auf Gruppenreittieren existieren. .[325]

Einige Crowd-Control - Fähigkeiten können einen berittenen Spieler absteigen lassen. [326] In diesem Fall würde das Reittier mit seinem eigenen Leben und anderen Werten am Leben bleiben. [195]

Es besteht Gefahr beim Durchqueren von Gebieten mit Feinden in der Nähe und es gibt spezielle Fähigkeiten, die einen Reiter von seinem Reittier stoßen, wenn er sich zu nahe an Feinde heranwagen sollte.[326]Steven Sharif

Reittiere können von Spielern getötet werden, können aber nach einer bestimmten Abklingzeit wiederbelebt werden. [327][328][329]

  • Tränke aus dem Alchemieberuf können verwendet werden, um die Abklingzeit zu verringern. [327][330][328]
  • Reittiere, die innerhalb eines festgelegten Zeitraums eine bestimmte Anzahl von Malen sterben, können einen Debuff erhalten, der eine andere materielle Komponente erfordert, um ihre Wiederbelebung zu unterstützen. [330]
  • Fallschäden, die während des Reitens auftreten, werden zuerst auf das Reittier angewendet; und wenn das Reittier infolgedessen stirbt, kann der verbleibende Schaden auf den Spieler überfließen, aber dies wird anhand von Tests bestimmt. [296]

Reittiere können unabhängig vom Spieler anvisiert werden, während man auf dem Pferd reitet.[328]

  • Wenn ein Spieler stirbt , vergeht eine gewisse Zeit, bevor sein Maultier despawnt. Andere Spieler müssen das Maultier dieses Spielers töten, um es plündern zu können. [292]
  • Wenn das Maultier eines Spielers stirbt, enthält seine Leiche den gleichen Prozentsatz an plünderbaren Gegenständen wie der Spieler. [292][293]

Mount abilities and stats

Noble Warhorn Sprint mount ability.[331]

All mounts will have certain types of abilities: Whether those abilities are utility, or sprint, or some type of combat charge through that knocks down players or something. It just depends on the type of mount and the skills associated with that mount. That's also one component of the animal husbandry system is in creating these mounts you can have unique skill sets associated with them that obviously creates an economy for mount types and and puts some relevancy on the profession of animal husbandry to present unique mounts.[195]Steven Sharif

Reittiere have different core abilities, utility skills and stats that are based on the rarity of the mount and the mount's tier.[327][332][195][333]

  • Mount abilities may provide either horizontal or vertical power gains.[327]
Tier one mounts will have certain type types of abilities that are unique to the tier ones and the tier twos will have certain abilities that are unique to the tier twos. In some cases those will be horizontal; in other cases they'll be vertical power gain. So it just depends on the situation. It's a situational element.[327]Steven Sharif
  • Based on skill choice, mounts can be used as initiation vehicles, escape vehicles, utility vehicles, and traversal vehicles.[336][337]
    • Jump abilities.[336]
      • Double-jumping may be possible for certain mounts.[170]
    • Terrain-specific capabilities.[336]
    • Gliding abilities.[336]
Mounts have obviously many different applications and that's also going to speak to its identity when it has a skill selection choice too. Like do you- are you more aggressive in initiation with your mount? Okay well you probably want the ones that are going to be able to charge through and do some type of CC effect on players in front of you. Are you more about using them out to dodge and avoid different types of things? Well then you probably want some type of invulnerability skills or some type of protective skills that you can activate at certain times. Are you going to be more traversal and focus on speed you use your mount just go around the world and you don't really care about the combat aspect? Well then you probably want some skill sets on your mount that reflect that.[337]Steven Sharif
  • Mounts will have varied speeds.[338]
There's definitely a difficulty from a balance perspective obviously on the design side when you're having to incorporate speeds that are so radically different from the normal player movement speeds; and mounts do have a obviously a significantly faster component there. But that's why you build into the to the skill sets that players have obviously those types of cc's which can either, as we spoke about previously, knock the player off of their mount, kill them with some massive damage, or stun the player. Those are components that are taken into account when balancing out these skill selections.[337]Steven Sharif
  • A player can dismount and have their mount follow them.[195][328]

Dragon abilities

Drachen sind epische fliegende Reittiere mit starken Kampffähigkeiten wie AoE-Atemangriffen, vorbeifliegenden Sturzflugangriffen und anderen Attacken.[339][340]

Der Drache wird im PvP eine Menge Fähigkeiten haben. Dies ist in erster Linie sein Zweck, denn er bezieht sich auf Castle und Node Belagerungen, in denen sich die Spieler befinden. Wir möchten, dass Drachen weitreichende Auswirkungen auf Spielerraids haben.[340]Steven Sharif

Kampfbegleiter

Kampf - Haustiere (auch als „Item Pets“ oder „Universal Combat Pets“ bezeichnet) können von jedem Archetype erworben werden.[341]

  • Kampfbegleiter haben einen horizontalen Fortschritt, keinen vertikalen. Im Gegensatz zu Beschörer beschwörungen, erhöhen Kampfhaustiere nicht die Macht eines Spielers, sondern erfordern stattdessen ein Opfer vom Spieler.[341][342][343]
  • Kampfhaustiere von bestimmten Kreaturen der Welt können gezähmt werden.[344]
  • Kampfhaustiere werden nach Klasse kategorisiert und folgen einer einfachen trinity Struktur (Tank/DPS/Support).[342]
  • Kampfhaustiere werden auch in verschiedene Raritäten kategorisiert..[342]
  • Kampfhaustiere können möglicherweise nicht in bestimmten Dungeon, Instanzen oder anderen Räumen beschworen werden.[337]

Es wird am Kampf teilnehmen. Es wird dir manchmal verschiedene Optionen erlauben, aber es wird nicht unbedingt deine Macht erhöhen und … du wirst etwas dafür opfern.[343]Jeffrey Bard

Seekampf

Tea transport PAX East 2018 exclusive cosmetic ship skin.[345]

Sailing will be pretty in-depth and it's going to be based on the size of the ship that you're using. So there will be components for seamanship that other players you will need to have on board if you want to operate a vessel to the best of it's abilities: Let's say in combat or traversing just the world.[346]Steven Sharif

Schiffe are owned by the player who has the ship item in their inventory. Only that player can summon the ship.[347]

  • Ship creation is generally delegated to players. There won't be many non-player-owned ships.[348]
    • Quest lines may have NPC driven ships.[348]
    • NPC ships will be present on the ocean that are adversaries or monsters that will be targets for players to try to raid or hunt for treasure.[348]
For the most part all ship creation will be delegated to the player. You have to build up a ship or find somebody who has one if you want to get across the seas.[348]Steven Sharif
  • There won't be mechanics for players to hire NPCs to carry out tasks on ships.[349]
  • Permissions will be present to allow other players to access ship functions who are in the same party or raid, such as weapons, anchors, utility items, and the ship's helm to navigate the ship.[347]
  • Players will have quests that navigate them toward creating a personal vessel at around level 10-15.[350]
Alpha-2 Negalith naval raid boss.[352]

This is one of the Alpha-2 raid bosses that are going to be in the ocean. That'll be interesting when you come across that, what might happen. Good luck. We should have added a scale there because yeah, it's a big boy. The number of ships needed for that one's going to be a lot.[352]Steven Sharif

Seekampf involves different types of Schiffe with varying capabilities, armaments and roles to play out on the high seas. There will be a balance and counterbalance between ships from PvP and PvE perspectives.[352][353]

Battles at sea will be epic. They will have some supreme rewards and/or losses if the battle succeeds or fails.[359]Steven Sharif
Q: Will there be a way to produce enough experience for a node for those who want to spend the majority of their time on the open seas?
A: The open seas have have a good amount of content; and that content when completed will give its contribution to a nearby node; and that is something that people who live on the sea, or desire to live on the sea, will be able to um contribute in a way.[361]Steven Sharif

Addons/ DPS meters

Addons sind im Allgemeinen nicht erlaubt.[362]

  • Die Entwickler wollen nicht, dass Addons/Mods notwendig sind, um das Spiel zu erleben.[363]
  • Die Entwickler glauben, dass Parser (DPS-Meter) negative Auswirkungen haben können.[362]
  • Das Design der Spiel-API wird derzeit noch geprüft.[365]
    • Es wird Integrationen für Streaming-Dienste wie Twitch und einige andere Dienste geben, aber es ist noch nichts, was über eine API veröffentlicht wird.[366]

Wir werden eine Menge Anpassungen sowohl aus der Sicht der Benutzeroberfläche als auch verschiedene Datenpunkte haben, die natürlich im Spiel vorhanden sein werden, aber wir wollen das Mod-Spiel noch nicht öffnen. Das könnte eine Entscheidung sein, die wir in Zukunft ändern, aber sie ist nicht für das Release geplant.[366]Steven Sharif

Die Idee ist, aus einer Hand zu liefern, wenn es um In-Game-Systeme geht... Wir wollen meiner Meinung nach keine Addons haben.[363]Steven Sharif

Combat logs

There are combat logs in Ashes of Creation.[367]

We will be providing combat data for individual players in their chat window, that players can filter and analyze for themselves. The goal is to mitigate and make the practice less prevalent through the ease that DPS meters provide. Also to place actionable enforcement for players who attempt to circumvent the decision by use of 3rd party programs, for which we will be monitoring.[368]Steven Sharif

Floating combat text

Alpha-2 Floating combat text work-in-progress UI.[369]

Damage you take, which is indicated in this red number, floats towards your left-hand side; and when you do damage to a target they float to your right-hand side. Now one of the very important aspects of these floating texts is providing the player with customization options that they can adjust the size of the floating text. They can adjust the color composition on how these texts are represented. They can also include damage icons to indicate the ability that's used for those floating texts; and importantly we also call out the crits that you do in a separate way: how they pop in they're slightly above the other number; and then more so, we also have additional functionality for cumulative damage.[369]Steven Sharif

Floating combat text shows damage taken, damage dealt, cumulative damage, crits, heals, XP gained, and other important combat indicators.[369]

  • Damage taken appears in red and floats to the left.[369]
  • Damage dealt appears in yellow and floats to the right.[369]
  • Crits appear larger and are slightly above the other numbers.[369]
  • XP appears in white and is slightly lower on the UI.[369]

Floating combat text is able to be customized by the player.[369][370]

Providing maximum flexibility and player customization options for these floating texts I think is super important.[369]Steven Sharif

Fraktionen

Es gibt keine vordefinierten Fraktionen in Ashes of Creation].[371]

Da wir nicht-fraktionsbasiert sind, möchten wir dem Spieler die Möglichkeit geben, entweder Dinge zu tun die "böse" oder "gut" sind, so dass es auf der bösen Seite eine Fülle von Möglichkeiten geben muss, an denen er teilnehmen kann.[372]Steven Sharif

Videos

Community guides

Siehe auch

Einzelnachweise

  1. Video, 2021-05-28 (25:44).
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Liveübertragung, 2020-08-28 (1:19:24).
  3. Video, 2022-09-30 (23:13).
  4. Liveübertragung, 2017-05-03 (17:59).
  5. Liveübertragung, 2023-04-07 (49:45).
  6. Video, 2022-06-30 (21:19).
  7. Liveübertragung, 2022-12-02 (1:06:54).
  8. 8.0 8.1 Video, 2022-06-30 (23:00).
  9. Video, 2022-06-30 (24:18).
  10. 10.0 10.1 10.2 Video, 2023-04-28 (7:15).
  11. 11.0 11.1 steven-combat-revamp-update.png
  12. 12.0 12.1 12.2 Video, 2021-02-26 (6:17).
  13. 13.0 13.1 13.2 13.3 13.4 Liveübertragung, 2021-05-28 (1:13:05).
  14. 14.0 14.1 Liveübertragung, 2022-05-27 (1:11:41).
  15. 15.0 15.1 Liveübertragung, 2022-07-29 (1:05:20).
  16. 16.0 16.1 Liveübertragung, 2023-03-31 (1:33:05).
  17. 17.0 17.1 17.2 17.3 17.4 Liveübertragung, 2021-07-30 (31:22).
  18. Liveübertragung, 2021-05-28 (1:14:50).
  19. 19.0 19.1 19.2 steven-combat-revamp-update-2.png
  20. 20.0 20.1 20.2 20.3 Liveübertragung, 2021-02-26 (27:41).
  21. 21.0 21.1 21.2 Interview, 2021-02-07 (49:18).
  22. 22.0 22.1 Video, 2023-07-28 (10:18).
  23. 23.0 23.1 Interview, 2021-06-13 (4:12).
  24. Liveübertragung, 2022-05-27 (1:16:17).
  25. Video, 2022-09-30 (17:03).
  26. 26.0 26.1 26.2 26.3 26.4 Liveübertragung, 2022-09-30 (41:06).
  27. steven-hybrid.png
  28. Liveübertragung, 2021-08-27 (1:16:04).
  29. Liveübertragung, 2021-06-25 (22:34).
  30. Liveübertragung, 2017-11-16 (30:45).
  31. 31.0 31.1 Liveübertragung, 2021-06-25 (27:43).
  32. 32.0 32.1 32.2 32.3 32.4 32.5 32.6 Liveübertragung, 2020-08-28 (1:15:39).
  33. Liveübertragung, 2020-04-30 (1:09:51).
  34. 34.0 34.1 34.2 34.3 34.4 34.5 34.6 34.7 34.8 Video, 2022-09-30 (17:00).
  35. 35.0 35.1 Liveübertragung, 2021-03-26 (59:21).
  36. Liveübertragung, 2021-06-25 (26:11).
  37. 37.0 37.1 37.2 37.3 Liveübertragung, 2022-09-30 (49:16).
  38. 38.0 38.1 Liveübertragung, 2022-09-30 (52:33).
  39. 39.0 39.1 39.2 Liveübertragung, 2022-09-30 (48:10).
  40. Liveübertragung, 2022-09-30 (54:35).
  41. Newsletter, 2018-08-7
  42. 42.0 42.1 42.2 42.3 42.4 42.5 Liveübertragung, 2018-04-8 (PM) (37:57).
  43. 43.0 43.1 43.2 43.3 43.4 43.5 Podcast, 2018-08-04 (1:07:59).
  44. 44.0 44.1 44.2 44.3 44.4 Liveübertragung, 2023-01-27 (1:11:07).
  45. 45.0 45.1 Liveübertragung, 2020-08-28 (1:12:50).
  46. 46.0 46.1 46.2 46.3 46.4 46.5 46.6 Podcast, 2018-08-04 (1:11:05).
  47. steven-action-tab-attack-range.png
  48. Liveübertragung, 2023-07-28 (59:56TpBSGYWxd38).
  49. Video, 2023-04-28 (22:13).
  50. Arcane Volley Description.png
  51. Video, 2023-07-28 (19:50).
  52. Barrier Info Panel.png
  53. Video, 2023-07-28 (14:03).
  54. Bless Weapon Info Panel.png
  55. 55.0 55.1 55.2 55.3 Video, 2023-05-31 (12:12).
  56. 56.0 56.1 56.2 56.3 Video, 2023-04-28 (17:50).
  57. 57.0 57.1 57.2 57.3 Chain Lightning Description.png
  58. 58.0 58.1 58.2 Video, 2023-07-28 (29:23).
  59. 59.0 59.1 Condemn Info Panel.png
  60. Video, 2023-07-28 (22:12).
  61. Defiant Light Info Panel.png
  62. Video, 2023-07-28 (7:34).
  63. Deliverance Info Panel.png
  64. 64.0 64.1 Fireball Description.png
  65. 65.0 65.1 Video, 2023-04-28 (15:35).
  66. 66.0 66.1 FrostBolt Description.png
  67. Video, 2023-07-28 (23:28).
  68. Healing Touch Info Panel.png
  69. Video, 2023-07-28 (15:15).
  70. Judgment Info Panel.png
  71. 71.0 71.1 Video, 2023-04-28 (13:40).
  72. 72.0 72.1 Lightning Strike Description.png
  73. 73.0 73.1 Liveübertragung, 2022-09-30 (26:42).
  74. 74.0 74.1 74.2 74.3 74.4 Video, 2022-09-30 (19:32).
  75. 75.0 75.1 75.2 75.3 75.4 Video, 2022-09-30 (10:44).
  76. Video, 2023-07-28 (5:16).
  77. Mend Info Panel.png
  78. Video, 2022-09-30 (16:19).
  79. Video, 2023-07-28 (12:04).
  80. Resplendent Beam Info Panel.png
  81. 81.0 81.1 81.2 Video, 2023-04-28 (17:22).
  82. 82.0 82.1 82.2 Slumber Description.png
  83. Smite Info Panel.png
  84. 84.0 84.1 Video, 2022-09-30 (14:27).
  85. Video, 2023-07-28 (9:22).
  86. Soothing Glow Info Panel.png
  87. 87.0 87.1 Video, 2023-07-28 (24:03).
  88. 88.0 88.1 Wings of Salvation Info Panel.png
  89. 89.0 89.1 Video, 2023-07-28 (24:16).
  90. Liveübertragung, 2023-04-28 (55:55).
  91. 91.0 91.1 91.2 Video, 2022-09-30 (15:28).
  92. 92.0 92.1 Ball Lightning Description.png
  93. 93.0 93.1 93.2 Video, 2023-04-28 (9:22).
  94. 94.0 94.1 94.2 Blizzard Description.png
  95. 95.0 95.1 95.2 Video, 2023-04-28 (11:22).
  96. 96.0 96.1 96.2 Cone of Cold Description.png
  97. 97.0 97.1 Video, 2023-07-28 (17:32).
  98. 98.0 98.1 Consecrating Wave Info Panel.png
  99. 99.0 99.1 Video, 2023-07-28 (18:26).
  100. 100.0 100.1 Divine Flare Info Panel.png
  101. 101.0 101.1 101.2 101.3 Fissure Description.png
  102. 102.0 102.1 102.2 Video, 2023-03-31 (9:55).
  103. 103.0 103.1 103.2 Video, 2023-01-27 (10:27).
  104. 104.0 104.1 104.2 Video, 2023-01-27 (6:41).
  105. 105.0 105.1 105.2 Magma Field Description.png
  106. 106.0 106.1 106.2 Meteor Description.png
  107. 107.0 107.1 107.2 107.3 107.4 107.5 Alpha-1 screenshot.
  108. 108.00 108.01 108.02 108.03 108.04 108.05 108.06 108.07 108.08 108.09 108.10 toast-keybinds-skills.png
  109. 109.0 109.1 Video, 2020-12-23 (1:46).
  110. 110.0 110.1 110.2 110.3 110.4 110.5 110.6 110.7 Blog: Blazing the way - Mage Alpha One Preview.
  111. 111.0 111.1 111.2 111.3 111.4 111.5 Alpha-1 screenshot.
  112. 112.0 112.1 Video, 2020-12-23 (1:53).
  113. 113.0 113.1 113.2 113.3 Liveübertragung, 2017-10-16 (42:42).
  114. 114.0 114.1 Liveübertragung, 2020-07-31 (1:02:59).
  115. 115.0 115.1 Video, 2023-01-27 (5:07).
  116. 116.0 116.1 116.2 116.3 116.4 116.5 116.6 116.7 116.8 Alpha-1 screenshot.
  117. 117.0 117.1 117.2 Video, 2020-12-23 (0:40).
  118. 118.0 118.1 118.2 118.3 118.4 118.5 Liveübertragung, 2017-10-16 (39:15).
  119. 119.0 119.1 Video, 2023-01-27 (7:28).
  120. 120.0 120.1 120.2 120.3 120.4 120.5 Liveübertragung, 2020-10-30 (1:15:59).
  121. 121.0 121.1 Liveübertragung, 2021-03-26 (1:11:25).
  122. class cleaving.png
  123. 123.0 123.1 Video, 2023-04-28 (20:57).
  124. 124.0 124.1 Liveübertragung, 2023-04-28 (59:52).
  125. 125.0 125.1 125.2 steven-indirect-fire.png
  126. 126.0 126.1 Interview, 2018-10-20 (3:25:46).
  127. 127.0 127.1 Interview, 2018-10-20 (9:10).
  128. steven-headshots-1.png
  129. 129.0 129.1 steven-headshots-2.png
  130. 130.0 130.1 Interview, 2018-10-21 (9:10).
  131. Interview, 2018-10-20 (3:25:31).
  132. 132.0 132.1 132.2 Liveübertragung, 2018-09-27 (34:49).
  133. Twitter - Better luck next time.
  134. 134.0 134.1 134.2 134.3 134.4 Liveübertragung, 2020-08-28 (2:07:26).
  135. 135.0 135.1 135.2 135.3 135.4 Liveübertragung, 2020-07-25 (53:08).
  136. 136.0 136.1 136.2 Liveübertragung, 2020-06-26 (1:28:10).
  137. 137.0 137.1 Podcast, 2021-09-29 (52:58).
  138. 138.0 138.1 Liveübertragung, 2017-07-28 (1:34:55).
  139. Official Livestream - May 4th @ 3 PM PST - Q&A
  140. Liveübertragung, 2017-07-28 (23:20).
  141. 141.0 141.1 Interview, 2018-05-11 (2:45).
  142. Liveübertragung, 2017-05-22 (51:00).
  143. Liveübertragung, 2020-07-25 (1:33:37).
  144. Liveübertragung, 2020-01-30 (1:40:48).
  145. steven-health-nameplate.png
  146. Liveübertragung, 2021-01-29 (1:21:01).
  147. 147.0 147.1 147.2 147.3 147.4 Liveübertragung, 2023-07-28 (1:02:23).
  148. 148.0 148.1 148.2 Liveübertragung, 2022-06-30 (46:30).
  149. 149.0 149.1 149.2 Liveübertragung, 2022-12-02 (59:47).
  150. Liveübertragung, 2020-04-30 (1:17:13).
  151. 151.0 151.1 Liveübertragung, 2017-05-08 (43:30).
  152. 152.0 152.1 Liveübertragung, 2021-12-23 (55:32).
  153. Video, 2021-12-23 (23:53).
  154. 154.0 154.1 Liveübertragung, 2022-10-14 (48:45).
  155. 155.0 155.1 stevenclarification.png
  156. Liveübertragung, 2020-06-26 (1:30:40).
  157. 157.0 157.1 Liveübertragung, 2022-06-30 (49:42).
  158. Liveübertragung, 2022-09-30 (51:28).
  159. Video, 2023-04-28 (4:40).
  160. 161.0 161.1 161.2 161.3 progression.png
  161. Liveübertragung, 2022-10-28 (1:29:48).
  162. 163.0 163.1 163.2 163.3 Liveübertragung, 2022-06-30 (42:29).
  163. Video, 2017-05-25 (0:02).
  164. 165.0 165.1 Liveübertragung, 2021-07-30 (1:11:29).
  165. Reddit - Developer response to unique ability visuals.
  166. autorun.jpg
  167. Liveübertragung, 2018-05-04 (51:57).
  168. Liveübertragung, 2017-12-15 (1:35:38).
  169. 170.0 170.1 Liveübertragung, 2023-05-31 (1:10:08).
  170. Video, 2021-12-23 (7:05).
  171. 172.0 172.1 collision.jpg
  172. Interview, 2020-03-27 (15:20).
  173. 174.0 174.1 Liveübertragung, 2023-01-27 (1:06:02).
  174. 175.0 175.1 Liveübertragung, 2022-06-30 (51:17).
  175. 176.0 176.1 Liveübertragung, 2020-01-30 (1:34:12).
  176. 177.0 177.1 Liveübertragung, 2021-11-19 (50:38).
  177. Liveübertragung, 2020-06-26 (1:24:06).
  178. Liveübertragung, 2022-12-02 (1:05:08).
  179. shieldactiveblockA1.png
  180. 181.0 181.1 181.2 Liveübertragung, 2020-06-26 (1:19:50).
  181. 182.0 182.1 Liveübertragung, 2020-12-22 (1:12:56).
  182. 183.0 183.1 183.2 183.3 183.4 Liveübertragung, 2017-05-24 (45:12).
  183. 184.0 184.1 Liveübertragung, 2020-06-26 (1:50:01).
  184. 185.00 185.01 185.02 185.03 185.04 185.05 185.06 185.07 185.08 185.09 185.10 Podcast, 2021-09-29 (47:57).
  185. 186.0 186.1 Podcast, 2021-09-29 (40:50).
  186. 187.0 187.1 Interview, 2018-05-11 (16:32).
  187. Liveübertragung, 2022-09-30 (46:17).
  188. Liveübertragung, 2017-10-16 (25:56).
  189. Liveübertragung, 2018-02-09 (28:17).
  190. Liveübertragung, 2019-11-22 (1:06:25).
  191. steven-hard-ccs.png
  192. Podcast, 2018-08-04 (1:11:52).
  193. CC effects do notapply to non-combatants.png
  194. 195.0 195.1 195.2 195.3 195.4 195.5 195.6 Liveübertragung, 2021-04-30 (1:08:10).
  195. summons-ccs.png
  196. Video, 2023-07-28 (20:50).
  197. Chains of Restraint Info Panel.png
  198. 199.0 199.1 199.2 Alpha-1 screenshot.
  199. Video, 2021-02-09 (0:37).
  200. 201.0 201.1 201.2 Liveübertragung, 2020-07-31 (1:14:26).
  201. 202.0 202.1 steven-aggro.png
  202. 203.0 203.1 203.2 Liveübertragung, 2017-10-16 (21:48).
  203. 204.0 204.1 Liveübertragung, 2019-11-22 (1:09:37).
  204. Liveübertragung, 2017-05-17 (1:05:11).
  205. Liveübertragung, 2019-06-28 (1:19:00).
  206. Liveübertragung, 2017-05-30 (16:25).
  207. 208.0 208.1 208.2 Liveübertragung, 2018-12-06 (48:52).
  208. 209.0 209.1 Liveübertragung, 2023-05-31 (1:11:41).
  209. Video, 2023-01-27 (9:54).
  210. 211.0 211.1 211.2 Alpha-1 screenshot.
  211. Video, 2020-12-23 (0:51).
  212. 213.0 213.1 Liveübertragung, 2017-10-16 (42:20).
  213. 214.0 214.1 Video, 2023-07-28 (16:02).
  214. Communal Restoration Info Panel.png
  215. 216.0 216.1 216.2 216.3 216.4 216.5 Video, 2020-12-22 (7:36).
  216. 217.0 217.1 Video, 2020-12-23 (1:29).
  217. Video, 2022-12-02 (22:44).
  218. Video, 7. Februar 2017 (0:02).
  219. class secondary.png
  220. class same.png
  221. Liveübertragung, 9. Februar 2018 (41:56).
  222. 223.0 223.1 Liveübertragung, 2017-11-16 (30:02).
  223. Liveübertragung, 8. April 2018 (PM) (20:45).
  224. 225.0 225.1 Interview, 11. Mai 2018 (53:15).
  225. Liveübertragung, 16. Oktober 2017 (1:00:44).
  226. Interview, 2018-08-08 (22:27).
  227. Liveübertragung, 2021-06-25 (23:08).
  228. 229.0 229.1 Interview, 2020-07-29 (55:44).
  229. 230.0 230.1 Interview, 2020-07-19 (53:59).
  230. 231.0 231.1 Interview, 2020-07-18 (1:07:51).
  231. 232.0 232.1 Liveübertragung, 2017-07-28 (19:05).
  232. Liveübertragung, 2017-11-16 (30:02).
  233. Interview, 2020-07-29 (54:44).
  234. Liveübertragung, 3. Mai 2017 (15:15).
  235. 236.0 236.1 Liveübertragung, 3. Mai 2017 (17:59).
  236. Liveübertragung, 2017-11-16 (30:45).
  237. Liveübertragung, 19. Mai 2017 (43:09).
  238. Liveübertragung, 2017-06-30 (29:13).
  239. Liveübertragung, 2018-04-8 (PM) (26:19).
  240. Video, 2023-04-28 (14:55).
  241. Elemental Empowerment Description.png
  242. 243.0 243.1 243.2 243.3 Liveübertragung, 2020-10-30 (33:26).
  243. 244.0 244.1 Interview, 2018-10-20 (2:40:17).
  244. 245.0 245.1 245.2 Podcast, 2018-04-23 (59:28).
  245. 246.0 246.1 Podcast, 2018-04-23 (1:01:01).
  246. Blog: Gruppen Dynamik
  247. Liveübertragung, 22. Mai 2017 (46:04).
  248. 249.0 249.1 249.2 Interview, 2023-07-09 (1:14:09).
  249. Liveübertragung, 2022-12-02 (56:09).
  250. Liveübertragung, 2022-06-30 (1:12:38).
  251. Liveübertragung, 2022-09-30 (53:15).
  252. 253.0 253.1 Liveübertragung, 2022-09-30 (43:45).
  253. Video, 2022-09-30 (24:49).
  254. 255.0 255.1 255.2 255.3 Liveübertragung, 2020-01-30 (1:28:40).
  255. February 8, 2019 - Questions and Answers.
  256. Liveübertragung, 2018-06-04 (1:11:19).
  257. Interview, 2023-07-09 (1:16:45).
  258. 259.0 259.1 259.2 259.3 Podcast, 2021-04-11 (54:35).
  259. Interview, 2018-10-20 (2:53:52).
  260. Twitter - Take a look at our new basic weapon attack combos!
  261. Liveübertragung, 2018-01-18 (22:46).
  262. steven-auto-attack-definition.png
  263. 264.0 264.1 264.2 Liveübertragung, 2020-02-28 (1:10:21).
  264. Liveübertragung, 2021-09-24 (1:19:17).
  265. Liveübertragung, 2021-08-27 (1:04:30).
  266. Liveübertragung, 2023-04-28 (39:06).
  267. 268.0 268.1 Interview, 2023-09-10 (47:13).
  268. Liveübertragung, 2023-02-24 (46:15).
  269. Liveübertragung, 2021-11-19 (40:53).
  270. 271.0 271.1 Liveübertragung, 2023-04-28 (51:16).
  271. 272.0 272.1 Liveübertragung, 2022-09-30 (51:09).
  272. Liveübertragung, 2017-07-28 (34:32).
  273. Interview, 2020-07-18 (1:03:45).
  274. Liveübertragung, 2019-05-30 (1:15:58).
  275. Forums - Dev Discussion #52 - Boss Mechanics
  276. 277.0 277.1 277.2 277.3 277.4 277.5 277.6 Liveübertragung, 2018-04-8 (PM) (1:14:01).
  277. Liveübertragung, 2022-05-27 (1:14:46).
  278. 279.0 279.1 279.2 Interview, 2023-09-10 (32:16).
  279. Liveübertragung, 2017-05-22 (49:38).
  280. Liveübertragung, 2020-03-28 (1:58:24).
  281. Podcast, 2018-04-23 (49:21).
  282. Liveübertragung, 2021-09-24 (51:20).
  283. 284.0 284.1 284.2 Liveübertragung, 2021-03-26 (1:07:33).
  284. 285.0 285.1 285.2 a419c5398b542a713545e4f393d67215.png
  285. 286.0 286.1 286.2 286.3 286.4 286.5 286.6 286.7 286.8 286.9 Podcast, 2017-05-05 (43:05).
  286. 287.0 287.1 287.2 Interview, 2020-07-18 (27:11).
  287. Podcast, 2021-04-11 (34:41).
  288. Podcast, 2023-07-15 (26:31).
  289. Liveübertragung, 2023-04-28 (1:18:48).
  290. Podcast, 2023-07-15 (28:28).
  291. 292.0 292.1 292.2 292.3 Liveübertragung, 2021-01-29 (1:24:27).
  292. 293.0 293.1 Liveübertragung, 2018-09-27 (47:46).
  293. vaknar-gold.png
  294. Interview, 2023-09-10 (53:47).
  295. 296.0 296.1 296.2 Liveübertragung, 2022-02-25 (1:06:45).
  296. 297.0 297.1 Liveübertragung, 2022-04-29 (1:08:27).
  297. Liveübertragung, 2017-07-28 (50:22).
  298. Liveübertragung, 2017-05-19 (13:37).
  299. Liveübertragung, 2021-05-28 (1:50:50).
  300. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  301. 302.0 302.1 Interview, 2021-02-07 (13:14).
  302. Interview, 2020-07-29 (16:46).
  303. 304.0 304.1 Liveübertragung, 2022-12-02 (1:26:02).
  304. 305.0 305.1 Liveübertragung, 2022-10-28 (24:28).
  305. 306.0 306.1 306.2 Interview, 2020-07-18 (41:54).
  306. Liveübertragung, 2017-11-17 (35:20).
  307. Interview, 2018-05-11 (15:41).
  308. steven-corruption-gear-drop.png
  309. Interview, 2017-04-27 (9:28).
  310. Liveübertragung, 2021-06-25 (1:15:37).
  311. corruption.jpg
  312. 313.0 313.1 Interview, 2023-07-09 (36:56).
  313. Liveübertragung, 2023-02-24 (1:29:45).
  314. 315.0 315.1 Liveübertragung, 2022-06-30 (1:14:52).
  315. 316.0 316.1 Liveübertragung, 2021-08-27 (1:22:56).
  316. 317.0 317.1 Liveübertragung, 2020-12-22 (1:13:51).
  317. Liveübertragung, 2017-05-15 (36:23).
  318. Interview, 2023-07-09 (38:03).
  319. Liveübertragung, 2022-01-28 (1:16:02).
  320. 321.0 321.1 Liveübertragung, 2017-05-05 (22:44).
  321. Liveübertragung, 2018-04-8 (AM) (12:34).
  322. steven-mount-pvp.png
  323. 324.0 324.1 324.2 Liveübertragung, 2022-01-28 (1:15:30).
  324. Liveübertragung, 2022-01-28 (1:11:40).
  325. 326.0 326.1 Liveübertragung, 2022-07-29 (1:01:02).
  326. 327.0 327.1 327.2 327.3 327.4 Liveübertragung, 2022-04-29 (1:11:24).
  327. 328.0 328.1 328.2 328.3 Interview, 2020-07-19 (1:05:41).
  328. Liveübertragung, 2017-05-10 (38:27).
  329. 330.0 330.1 Podcast, 2021-09-29 (32:35).
  330. Video, 2021-02-26 (20:25).
  331. Liveübertragung, 2021-10-29 (51:48:).
  332. mount stats.png
  333. 334.0 334.1 Liveübertragung, 2023-04-28 (1:25:36).
  334. 335.0 335.1 mount abilities.png
  335. 336.0 336.1 336.2 336.3 Liveübertragung, 2022-02-25 (1:14:21).
  336. 337.0 337.1 337.2 337.3 337.4 Liveübertragung, 2021-04-30 (1:10:04).
  337. mount speeds.png
  338. dragon abilities.png
  339. 340.0 340.1 340.2 Liveübertragung, 2018-04-8 (PM) (51:49).
  340. 341.0 341.1 Interview, 2022-01-14 (42:18).
  341. 342.0 342.1 342.2 Liveübertragung, 2020-10-30 (1:21:14).
  342. 343.0 343.1 Liveübertragung, 2019-06-28 (1:24:27).
  343. Liveübertragung, 2018-01-18 (33:09).
  344. Ashes of Creation Store: Tea transport.
  345. Liveübertragung, 2018-10-31 (54:21).
  346. 347.0 347.1 Liveübertragung, 2021-05-28 (1:52:15).
  347. 348.0 348.1 348.2 348.3 Liveübertragung, 2021-09-24 (1:26:46).
  348. Liveübertragung, 2023-01-27 (1:32:00).
  349. Liveübertragung, 2021-07-30 (1:14:04).
  350. steven-shops-on-ships.png
  351. 352.0 352.1 352.2 352.3 Liveübertragung, 2022-03-31 (1:10:43).
  352. 353.0 353.1 353.2 Liveübertragung, 2017-07-28 (47:53).
  353. Liveübertragung, 2022-04-29 (1:03:25).
  354. steven-ship-weapons.png
  355. 356.0 356.1 Liveübertragung, 2023-02-24 (1:23:34).
  356. 357.0 357.1 Liveübertragung, 2022-10-14 (58:46).
  357. steven-island-castle.png
  358. Liveübertragung, 2019-06-28 (1:12:08).
  359. Liveübertragung, 2022-05-27 (1:12:33).
  360. Liveübertragung, 2022-12-02 (1:21:51).
  361. 362.0 362.1 Liveübertragung, 05. Mai 2017 (20:02).
  362. 363.0 363.1 Interview, 20. Oktober 2018 (6:29).
  363. Liveübertragung, 05. Mai 2017 (43:27).
  364. Liveübertragung, 05. Mai 2017 (21:41).
  365. 366.0 366.1 Interview, 11. Mai 2018 (49:03).
  366. Ashes of Creation Forums - No Damage Meter?
  367. Ashes of Creation Forums - No participation trophy.
  368. 369.00 369.01 369.02 369.03 369.04 369.05 369.06 369.07 369.08 369.09 369.10 369.11 Video, 2022-06-30 (16:39).
  369. 370.0 370.1 Liveübertragung, 2021-06-25 (29:09).
  370. Liveübertragung, 2017-05-26 (39:36).
  371. Liveübertragung, 2018-04-8 (PM) (11:27).