Hitboxes
The developers are testing different approaches to accommodate varying hitboxes between the races.[1]
- There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[1]
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.[1] – Jeffrey Bard
There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[1]
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.[1] – Steven Sharif
Time to kill
Time to kill (TTK) in Ashes of Creation will be a little bit faster than most MMOs.[3]
- Previously it was stated that the TTK was expected to be around 30 seconds to a minute.[4]
- The developers do not want one-shots in the final MMORPG.[5]
- Average non-elite mob time-to-kill for a solo player is intended to be around 6 seconds.[6]
- In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[5] – Steven Sharif
Headshot mechanics
Headshot mechanics (where there is a specific hitbox for a player's head) are not planned for the Ashes of Creation MMORPG.[1][7][8]
- Headshots were a part of Ashes of Creation Apocalypse battle royale.[8]
- Previously it was stated that headshot mechanics may be implemented in the MMORPG along the lines of a higher critical chance[9][10] and that they would not be one hit kills.[9]
- Headshots in action combat are equivalent to a critical hit in tab targeted combat.[11]
- Players relying on tab skills will have a fixed critical hit chance every time they use an ability or weapon.[11]
- Players using action-based skills are going to rely on getting a head shot or hitting a critical spot on the opponent.[11]
- A Ranger skill called Headshot was introduced leading up to Alpha-2 testing.[12]
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.[13]
Weapon attack cone
All weapons have a forward attack cone, regardless of being in tab or action mode.[14]
- The cone's arc and distance will vary based on weapon type.[14]
Polearms for example will have a much wider arc and much further out. Daggers will have a more fine-tuned arc, so you have to be more precise in that regard.[14] – Steven Sharif
This is described as a weapon attack not an active skill.[14]
Combat targeting
Hybrid combat refers to the choice between tab and action combat in Ashes of Creation.[17][19][20][21][22][23] A toggle button (default Z, but can be re-bound to another key) allows the player to switch between action and tab combat modes.[17][24][25][14][26]
- Targeted skills require either a soft or hard locked target.[17][28]
- Soft locking is when the reticle moves over a valid target while in action mode.[27] 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.[28]
- 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.[31][28]
- Templated skills allow "blind firing" without a target while in action mode. If an entity moves into the path of the attack they can be struck.[32][17][33][34][28]
- Q: Is the development team moving away from action combat, or is action combat more prevalent with the melee classes, and the healing/range classes are more tab-target other than AoE spells?
- A: We have not moved away from our hybrid approach to the development of Ashes of Creation's combat; and specifically to reiterate: that approach is incorporating elements of skill shots, fast and reactive gameplay that is situationally relevant, and incorporates the camera mode of both tab-targeting as well as action combat reticle. That's something that is still in progress. We haven't moved away from that however. To note, our approach of that hybridization is going to incorporate things like templated skill-shots, directionally relevant activated abilities, along with the ability to dodge to roll projectiles that can impact collision. Those are elements of action combat that are present.[35] – Steven Sharif
Templated and targeted versions of skills will have different characteristics.[36][24][37][38][39]
- Skill progressions, skill point allocation is determined by the player. The player will be able to choose either more tab-target oriented skills or more action-based skills and customize their playable experience to what accommodates their preference. From a balancing standpoint for us developers, we need to make sure that certain abilities house certain functions so that there's a balance between skill shots and tab-target abilities.[38] – Steven Sharif
- Targeted skills will be greyed out if the target is not within a valid range but templated skills will generally require the player to assess the correct range for the skill.[40]
- Different ranks of the same skill can change the skill from tab to action or vice-versa.[41]
- Variables will change based on which version of a skill is chosen.[39]
- It may not be possible to be able to fully spec into just action or tab targeted skills. There might be a 75% cap on choosing skills from any one type.[38]
- For the purposes of balance, certain skill types will be either tab or action oriented skills.[42]
- As an example: Let's say you're playing a ranged class. You could have an action-oriented power shot in your skill tree or you could have a single target power shot that ramps up and does more damage.[39] – Steven Sharif
Collision
There are player and spell/projectile collision mechanics in Ashes of Creation.[44][45][46]
- 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.[47][46]
- Mounts and players cannot stop caravans and other vehicles from moving. Nothing can move or block ships.[48]
- Specific ranged skills will have a pushback effect but this is not inherent to all ranged abilities.[49]
- Player collision inherently limits the number of individuals that can be affected by AoE skills.[44]
- Not all projectiles can be body-blocked.[45]
- 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.[45] – Steven Sharif
Active blocking
Active blocking is a universal skill that applies to all classes.[53][54][55][56][51][57]
- Active blocking is present in Alpha-2.[56][50][52] At present the developers are using a universal stamina-based energy system, but they will be testing the use of separate energy mechanics for universal skills in Alpha-2.[54][56][58][59][52]
- Active blocking might be an ability that- it's universal, of course it's universal- but it might be consuming mana; and you'll be able to adjust that mana consumption based off of your passive spec into your skill trees. In addition, it might also consume stamina, where that's something we're going to be testing as part of Alpha-2.[56] – Steven Sharif
- Different types of equipment are catered toward blocking different damage types.[53]
- Shields are better for active blocking physical damage, but any melee weapon can also be used to parry with a lesser amount of mitigation.[55][51]
- Sigils are better at actively blocking magical damage.[53]
- Q: How are you designing encounters around active blocking? Will it be situational use, or would I expect to be laying on my block keybind for most of the fight to prevent getting deleted by bosses?
- A: It depends really on the type of adversary you're facing. Some of them are going to have indicators or tells that a big attack is coming. It's an animation wind up where you'll have an opportunity to use active block in very unique situations that are based on timing and additional mitigation for those incoming one-off attacks. In other occasions you'll be able to use it off of rotational cooldowns, or if you're waiting for a particular ability or you're during the use of your Aegis. There's different situations for when active block is a relevant use-case.[60] – Steven Sharif
- Some abilities may be able to overcome, surpass, or cancel active blocking.[54]
- If a player is in a state, such as an active block, or an active tumble state, there will likely be some types of abilities that interact with reacting to those types of states and will either overcome surpass or cancel out those states, particularly as it relates to not just active blocking, but also potentially passive blocking as well; and that would be something probably related to physical penetration values as a stat, or even CC breaks that could be relevant as well for those types of things. I think that's on the radar for the combat team.[54] – Steven Sharif
- Previously the developers had not finalized designs for active blocking and were leaning toward using more traditional buff-oriented universal damage mitigation for the MMO, and were also considering interaction between action-based blocking and a passive block stat.[61][62]
- The Paladin's Might shield in Ashes of Creation Apocalypse had its own hit box and hit points (HP); that could actively block projectiles.[63]
See also
References
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Livestream, October 30, 2020 (1:15:59).
- ↑ Video, January 31, 2024 (5:22).
- ↑ 3.0 3.1 Livestream, January 31, 2024 (59:45).
- ↑ Interview, October 20, 2018 (3:25:46).
- ↑ 5.0 5.1 Interview, October 20, 2018 (9:10).
- ↑
- ↑
- ↑ 8.0 8.1
- ↑ 9.0 9.1 Interview, October 21, 2018 (9:10).
- ↑ Interview, October 20, 2018 (3:25:31).
- ↑ 11.0 11.1 11.2 Livestream, September 27, 2018 (34:49).
- ↑
- ↑ 13.0 13.1 Livestream, March 26, 2021 (1:11:25).
- ↑ 14.0 14.1 14.2 14.3 14.4 14.5 14.6 Livestream, August 28, 2020 (1:15:39).
- ↑
- ↑ Video, September 30, 2022 (17:03).
- ↑ 17.0 17.1 17.2 17.3 17.4 17.5 Livestream, April 28, 2023 (53:58).
- ↑ Video, May 31, 2023 (11:20).
- ↑ Livestream, April 7, 2023 (49:45).
- ↑
- ↑ Livestream, August 27, 2021 (1:16:04).
- ↑ Livestream, June 25, 2021 (22:34).
- ↑ Livestream, November 16, 2017 (30:45).
- ↑ 24.0 24.1 Livestream, June 25, 2021 (27:43).
- ↑
- ↑ Livestream, April 30, 2020 (1:09:51).
- ↑ 27.0 27.1 27.2 Livestream, December 19, 2023 (1:15:00).
- ↑ 28.0 28.1 28.2 28.3 28.4 Video, September 30, 2022 (17:00).
- ↑ 29.0 29.1 Livestream, March 26, 2021 (59:21).
- ↑ Livestream, June 25, 2021 (26:11).
- ↑ Livestream, September 30, 2022 (49:16).
- ↑ Livestream, December 19, 2023 (1:18:49).
- ↑ Livestream, September 30, 2022 (52:33).
- ↑ Livestream, September 30, 2022 (48:10).
- ↑ Livestream, August 31, 2023 (2:22:01).
- ↑ 36.0 36.1 36.2 36.3 Livestream, September 30, 2022 (41:06).
- ↑ 38.0 38.1 38.2 38.3 Livestream, 2018-04-8 (PM) (37:57).
- ↑ 39.0 39.1 39.2 39.3 39.4 39.5 Podcast, August 4, 2018 (1:07:59).
- ↑ Livestream, January 27, 2023 (1:11:07).
- ↑ Livestream, August 28, 2020 (1:12:50).
- ↑ 42.0 42.1 42.2 42.3 42.4 42.5 Podcast, August 4, 2018 (1:11:05).
- ↑
- ↑ 44.0 44.1 Livestream, December 19, 2023 (1:52:02).
- ↑ 45.0 45.1 45.2 Livestream, December 19, 2023 (1:20:09).
- ↑ 46.0 46.1
- ↑ Interview, March 27, 2020 (15:20).
- ↑ Livestream, October 31, 2023 (1:30:52).
- ↑ Livestream, December 19, 2023 (1:17:45).
- ↑ 50.0 50.1 Video, January 27, 2023 (35:51).
- ↑ 51.0 51.1 51.2 Video, December 2, 2022 (34:41).
- ↑ 52.0 52.1 52.2 Video, December 2, 2022 (16:55).
- ↑ 53.0 53.1 53.2 Livestream, March 29, 2024 (2:38:15).
- ↑ 54.0 54.1 54.2 54.3 Livestream, September 29, 2023 (1:12:16).
- ↑ 55.0 55.1 Livestream, January 27, 2023 (1:06:02).
- ↑ 56.0 56.1 56.2 56.3 Video, January 27, 2023 (40:24).
- ↑ Livestream, November 19, 2021 (50:38).
- ↑ Livestream, January 27, 2023 (15:22).
- ↑ Livestream, December 2, 2022 (1:05:08).
- ↑ Livestream, January 27, 2023 (1:13:29).
- ↑ Livestream, September 24, 2021 (1:22:46).
- ↑ Livestream, June 26, 2020 (1:19:50).
- ↑