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[[File:newfireball.mp4|thumb|450px|[[Combat revamp|Revamped]] [[Alpha-1]] [[Mage]] [[Fireball]] [[Abilities|ability]].{{livestream|26 February 2021|27m41|YGQWEQK2iWI}}{{video|26 February 2021|6m17|uFA4gN-GD2E}} <blockquote>''The general approach that we're kind of 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 kind of the general design philosophy we're using to approach the overhaul.''{{livestream|26 February 2021|27m41|YGQWEQK2iWI}}{{ndash|[[Tradd Thompson]]}}</blockquote>]]
 
[[File:newfireball.mp4|thumb|450px|[[Combat revamp|Revamped]] [[Alpha-1]] [[Mage]] [[Fireball]] [[Abilities|ability]].{{livestream|26 February 2021|27m41|YGQWEQK2iWI}}{{video|26 February 2021|6m17|uFA4gN-GD2E}} <blockquote>''The general approach that we're kind of 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 kind of the general design philosophy we're using to approach the overhaul.''{{livestream|26 February 2021|27m41|YGQWEQK2iWI}}{{ndash|[[Tradd Thompson]]}}</blockquote>]]
  
[[Skills]] with the greatest power may require the caster to remain stationary while channeling them. This is a [[Risk vs reward|risk vs. reward]] mechanic.{{livestream|30 April 2020|1h17m13|UPqLl_e3nxw}}{{livestream|8 May 2017|43m30|3UIqmWTGZ2k}}  
+
* [[Skills]] with the greatest power may require the caster to remain stationary while channeling them. This is a [[Risk vs reward|risk vs. reward]] mechanic.{{livestream|30 April 2020|1h17m13|UPqLl_e3nxw}}{{livestream|8 May 2017|43m30|3UIqmWTGZ2k}}  
 
 
 
* [[Unreal Engine 5]] has enabled improved forms of locomotion, such as crouching, tilting and mantling.{{livestream|23 December 2021|55m32|HB7gWTpeB08}}{{video|23 December 2021|23m53|mAFW6Pkx-N4}}
 
* [[Unreal Engine 5]] has enabled improved forms of locomotion, such as crouching, tilting and mantling.{{livestream|23 December 2021|55m32|HB7gWTpeB08}}{{video|23 December 2021|23m53|mAFW6Pkx-N4}}
 
** Previously it was said that crouching may not be in the game.{{quote|stevenclarification.png|link=https://discordapp.com/channels/256164085366915072/257283936756039680/453584153456279554}}
 
** Previously it was said that crouching may not be in the game.{{quote|stevenclarification.png|link=https://discordapp.com/channels/256164085366915072/257283936756039680/453584153456279554}}
 
* Prone will likely not be in the game.{{quote|stevenclarification.png|link=https://discordapp.com/channels/256164085366915072/257283936756039680/453584153456279554}}
 
* Prone will likely not be in the game.{{quote|stevenclarification.png|link=https://discordapp.com/channels/256164085366915072/257283936756039680/453584153456279554}}
 
* Moving backward will likely not affect [[Block|block]] and [[Parry|parry]].{{livestream|26 June 2020|1h30m40|KesMtSOZl8k}}
 
* Moving backward will likely not affect [[Block|block]] and [[Parry|parry]].{{livestream|26 June 2020|1h30m40|KesMtSOZl8k}}
 
+
* Player movement speed during [[Combat|combat]] is balanced for both [[PvE]] and [[PvP]].{{livestream|30 June 2022|49m42|4sUTuUAgavE}}
<blockquote>''I think that that generally we want to tend to be more mobile in our classes. I think that it's a fundamentally old-school philosophy to have a lot of stuck in place type skills. That isn't to say we won't have skills that have mobility restriction on them- that require you to channel or require a casting time where you can't move; but I think it's a blend between the two. It's neither extreme.''{{livestream|30 April 2020|1h17m13|UPqLl_e3nxw}}{{ndash|[[Steven Sharif]]}}</blockquote>
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: ''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.''{{livestream|30 June 2022|49m42|4sUTuUAgavE}}{{ndash|[[Steven Sharif]]}}
 
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* The [[Combat revamp|revamped combat]] system will feature [[Split-body|split-body animations]], where the [[Character|character's]] upper body can be locked by [[Weapon attacks|weapon attack]] [[Animations|animations]] while the lower body is free to continue moving.{{livestream|30 July 2021|31m22|U3WrvtnSMiM}}{{interview|13 June 2021|4m12|J8HWa8KFcYU}}{{livestream|28 May 2021|1h13m05|8HeiXYLpP3I}}
<blockquote>''It'll be something that you can spec around to. Again it's gonna be a risk/reward thing. We put a lot of thought into what skills are overpowered or have kind of this overpowering nature to them and those are the kinds of skills that will generally find that will be like in-place type of skills; where you are now at risk if you are going to cast this spell, but there's a big reward if you do manage to get it off.''{{livestream|30 April 2020|1h17m13|UPqLl_e3nxw}}{{ndash|[[Jeffrey Bard]]}}</blockquote>
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** The amount of mobility is determined by the [[Weapon weight|weight]] of the [[Weapons|weapon]] being used.{{livestream|30 June 2022|46m30|4sUTuUAgavE}}
 
 
The [[Combat revamp|revamped combat]] system will feature [[Split-body|split-body animations]], where the [[Character|character's]] upper body can be locked by [[Weapon attacks|weapon attack]] animations while the lower body is free to continue moving.{{livestream|30 July 2021|31m22|U3WrvtnSMiM}}{{interview|13 June 2021|4m12|J8HWa8KFcYU}}{{livestream|28 May 2021|1h13m05|8HeiXYLpP3I}}
 
  
 
{{Update|testing}}
 
{{Update|testing}}

Version vom 2. Juli 2022, 02:44 Uhr

Revamped Alpha-1 Magier Fireball ability.[1][2]

The general approach that we're kind of 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 kind of the general design philosophy we're using to approach the overhaul.[1]Tradd Thompson

  • Fähigkeiten with the greatest power may require the caster to remain stationary while channeling them. This is a risk vs. reward mechanic.[3][4]
  • Unreal Engine 5 has enabled improved forms of locomotion, such as crouching, tilting and mantling.[5][6]
    • Previously it was said that crouching may not be in the game.[7]
  • Prone will likely not be in the game.[7]
  • Moving backward will likely not affect block and parry.[8]
  • Player movement speed during combat is balanced for both PvE and PvP.[9]
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.[9]Steven Sharif
info-orange.pngDieser Abschnitt enthält Informationen aus frühen Testphasen. Er wird aktualisiert, sobald neue Informationen verfügbar sind.

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