Stealth

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Schurke skill:

Base skill
This does not render a player completely invisible.[1] Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[2]

Stealth does not render a player completely invisible.[1]

Stealth is 100% an option in the game. It's not going to render yourself or the individual who uses the stealth completely obscured. You're still going to be able to identify- there's going to be utility skills that can reveal stealth from a PvP perspective. There's going to be perceptions that certain NPCs have that can see through stealth, like Tremor Sense or Life Sense. There are elements of mechanics that relate to stealth and how it is balanced in the game. It's not going to be similar to stealth that's been found in other games where the target is rendered completely invisible- they can make it past every enemy NPC or monster: they can use stealth at all times. These are elements that is a tit for tat. These are components of class-kits that are going to have corresponding counters as it relates to other classes as well.[4]Steven Sharif

NPC perception

NPC perception is intended to have different sensory types, ranges, and angles.[8][9][10]

  • NPCs will have varying fields of view. Some will have the ability to perceive sounds.[8][9][10]
We are talking about things like unique abilities played by characters that extend the perception radius, or sounds and different types of walking that are angular from the mob's perception perspective to be unique, different types of creatures that might be of three-dimensional in space, whether it is in water or birds in the sky that have a downward cone angle type perception as well. Those are things we want to do, but we haven't yet spent the time on the AI behaviors there.[9]Steven Sharif
Q: How far away from hostile targets will be before they act aggressively towards us? More specifically, will creatures watch us murder their friends in the open world with no reaction, will they try to kill us in retaliation, or will they run away in sheer terror?
A: Obviously as MMO Gamers we're accustomed to the concept of social aggro. When I hit a target out in the field, they're going to aggro other creatures nearby. We have similar functionality. Obviously however we also have this concept of a more puzzle-oriented level design, where you have different patrollers that might be moving around the world. So that dynamic is always changing the creatures that are near each other might be something that you need to be cognizant of as you begin to navigate those areas. And there might even be certain faction types, where you may have dedicated aggro social tags between certain creature types; and that might be like goblins with their goblin dogs. They could be far away but they send off an alert to those nearby enemies when you aggro another target. And then you also have these perception radiuses; and there's a number of different perception radius types that we incorporate as part of our AI. Those things might be a forward-looking perception cone that represents sight-based perception; and then you might also have a rear perception radius that might represent kind of sound; and those perception types might even interact with unique stats. So, as a Rogue you might have a stealth ability, or as a Ranger you might have camouflage ability: Those are going to dampen those stats which are checked by those perception radiuses; and then you might even have different creature types that fly above the battlefield, or beneath the battlefield, and they may have downward cone type angles. The whole idea is that that navigating the world should be like a puzzle as you move throughout.[8]Steven Sharif
  • NPCs in certain encounters may be aware of their local environment and can seek cover behind obstacles, for example; but this will not be prevalent in general AI designs.[11]

Utility skills

Alpha-2 Waldläufer Camouflage skill.[12]

We have what are called utility skills and a lot of MMORPGS really only focus on active combat skills, but some of the favorite things that I've had as a gamer is tabletop RPGs like Pathfinder or Dungeons and Dragons, and there are skills in those games that are relevant to either your environment or the quest line; and they're a little bit sometimes "story mode".[13]Steven Sharif

A utility skill is a typically non-combat skill that interacts with the environment and offers counters and horizontal progression against other archetype abilities.[14][15][16][17] Utility skills lend themselves toward how classes navigate and deal with hazards in the world.[18]

When we think about utilities, some of the examples of those utilities might be a Rogue has invisibility. How do you address invisibility? Well, a Ranger might have a utility ability that spawns a Hound that trails invisible targets within an AoE radius of the Ranger and you get that location. Whereas, a Mage might have an Arcane Eye that actually reveals them to the party of the raid. Those are the types of utility skills that we want to create. They offer counters and horizontal progression against the other archetype abilities.[14]Steven Sharif
  • Klassen will have different utility abilities, such as detecting traps and other hazards.[15][16][18] For example: The Mage's detection spell casts light and reveals magical explosive hazards.[19]
    • Certain classes are able to climb/parkour in certain areas.[20][21] This is not a free-form ability. It will likely be restricted to certain quests, locations or objects.[22][23]
    • Certain classes (such as Rogues) will have stealth abilities.[24]
Q: What kind and how many special or unique activities can we expect classes to perform outside of combat, such as rogue's opening locks, tracking enemies as a ranger, or removing corruption from the ground as a cleric?
A: Just thirty minutes ago I was talking about those utility abilities like finding tracks, or cleansing poisons, arcane eye to reveal secret passages. The idea is how do we blend the traditional tabletop RPG role of utility and/or skill checks into the setting of a graphical MMORPG; and I think that it's both a complement of the skill kit that's available and how it interacts with the world for those curated or special designs within these locations. So to answer that question: that is intended- we've shown a little bit of that in the past and it is something that we want to make feel compelling and rewarding and viable as a use-case scenario in many different settings that you might find yourself in within the world.[15]Steven Sharif
  • All classes will have maneuverability/traversal utility abilities.[25]
  • Utility skills exist that can help players discover hidden paths and entrances and may lead to discovering hidden quests while exploring.[16]
  • Certain objects exist in the world (such as ladders and slides) that aid player mobility.[26]
We don't just have the approach of your class being reflected in your combat abilities but also there are utility abilities that certain classes have that other classes don't have.[27]Steven Sharif
info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.
  • There will be a grappling hook utility skill or item.[28]
  • Rogues may also have a spyglass utility skill.[18]

Siehe auch

Einzelnachweise