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Difference between revisions of "Collision"

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{{Collision}}
 
{{Collision}}
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== Player movement ==
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{{Player movement}}
  
 
== See also ==
 
== See also ==
  
 
* [[Combat]]
 
* [[Combat]]
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* [[Player movement]]
  
 
{{Notes}}
 
{{Notes}}
  
 
[[Category:Player interaction]]
 
[[Category:Player interaction]]

Revision as of 21:44, 7 January 2018

There are player and spell/projectile collision mechanics in Ashes of Creation.[1][2][3]

  • 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.[4][3]
  • Specific ranged skills will have a pushback effect but this is not inherent to all ranged abilities.[6]
  • Player collision inherently limits the number of individuals that can be affected by AoE skills.[1]
Not all projectiles can be body-blocked. Some potentially can, but there will be certain abilities and effects, like a shield wall, that can that can be brought up and that will obscure line-of-sight to the target as well; and it will restrict some of those attacks from occurring.[2]Steven Sharif

Player movement

  • Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[8]
    • A sprinting/dash skill with a cooldown was confirmed to be part of a class kit.[9]
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.[8]Steven Sharif
  • There is a toggleable walk/run (autorun) capability.[10]
  • There is not going to be any "go to waypoint" (auto-pathing) mechanics.[11]

See also

References