Difference between revisions of "Template:Combat"

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[[File:Ashes_of_Creation_-_Alpha_One_Early_Preview.mkv|thumb|450px|start=41|[[Alpha-1]] [[PvE]] [[Combat|combat]] early preview.{{video|23 March 2020|0m41|N4wHDcME2KM}}]]
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[[File:vlcsnap-2021-05-30-07h09m58s027.png|thumb||[[PvP]] [[Combat|combat]] [[Gameplay|gameplay]] in [[Alpha-1 castle sieges]].{{video|2021-05-28|25m44|gI5yPLhDQYc}} <blockquote>''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.''{{livestream|2020-08-28|1h19m24|cqDjAzZ2gAQ}}{{ndash|[[Steven Sharif]]}}</blockquote>]]
[[File:Timeless_protector_boss_in_Dunhiem.png|thumb|450px|[[Alpha-0]] Timeless protector [[Bosses|boss]] in the [[Dünheim]] [[Dungeons|dungeon]].{{livestream|9 February 2018|20m40|w8eehrdIIXI}}]]
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[[File:CLIPVideo-2022-09-31-23:13.mp4|thumb||start=0|end=27|[[Alpha-2]] [[Solo|solo]] [[PvE]] [[Ranger|ranger]] [[Combat|combat]].{{video|2022-09-30|23m13|0257a-goFwE}}]]
  
[[Combat]] in [[Ashes of Creation]] is focused on strategy and tactics.{{livestream|3 May 2017|17m59|tqsybteR44Q}}
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[[Combat]] in [[Ashes of Creation]] is focused on strategy and tactics.{{livestream|2017-05-3|17m59|tqsybteR44Q}}
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* 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.{{livestream|2020-08-28|1h19m24|cqDjAzZ2gAQ}}
  
<blockquote>''We want combat to be engaging, fun... Right now we've begun the sprint toward Alpha-1 first phase deployment, so we're really looking into the action side of combat right now; and we're building systems for that. And the reason why we are doing that is because tab-targeting has been a staple of MMORPGs for a very long time, even though there's a large interest now in action for MMORPGs and there has been some successful titles with action-oriented, like TERA and BDO. We want to be able to really delve into that development so that we can better understand how to merge tab and action together in the same game, because they are vastly different play-styles.''{{livestream|8 April 2018 (PM)|41m44|JH-sX1aFljM}}{{ndash|[[Steven Sharif]]}}</blockquote>
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: ''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.''{{livestream|2023-04-07|49m45|faeK_vQnnm0}}{{ndash|[[Steven Sharif]]}}
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* [[Combat]] is [[Animations|animation]]-driven to ensure it is impactful and responsive.{{video|2022-06-30|21m19|t3LydR8VssY}}
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** VFX and [[Sound effects|sound effects]] are an important part of selling the weight and immersion of combat.{{livestream|2022-12-02|1h06m54|I_LhGxdKBNQ}}{{video|2022-06-30|23m00|t3LydR8VssY}}
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** [[Camera]] effects such as [[Screen shake|screen shake]] and radial blur are used to "sell a lot of the weight without being too over the top".{{video|2022-06-30|24m18|t3LydR8VssY}}
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: ''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.''{{video|2023-04-28|7m15|OP-YMN2VXlw}}{{ndash|[[John Kent]]}}
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: ''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.''{{video|2022-06-30|23m00|t3LydR8VssY}}{{ndash|[[Keenan Reimer]]}}
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A [[Combat revamp|revamped combat]] system will be rolled out during and post [[Alpha-1 testing]].{{quote|steven-combat-revamp-update.png|link=https://www.reddit.com/r/AshesofCreation/comments/n2sip3/march_combat_revamp/gwmd5xp/}}{{video|2021-02-26|6m17|uFA4gN-GD2E}}
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* [[Alpha-1]] combat was focused on core functionality rather than [[Combat|combat]] [[Game balance|balance]].{{livestream|2021-05-28|1h13m05|8HeiXYLpP3I}}
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* [[Alpha-2]] combat will include  [[Archetypes|archetypes]], significant [[Skills|ability]] support, [[Augments|augments]], [[Split body|split-body combat]], [[Weapon attacks|weapon attacks]], and many additional [[Items|items]], among other things.{{livestream|2022-05-27|1h11m41|GnybRgoPac8}}
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* The developers will be testing whether or not to use [[Global cooldowns|global cooldowns]] [[GCDs]] on different types of abilities during [[Alpha-2]].{{livestream|2022-07-29|1h05m20|23GSdvV1dB0}}
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* The game isn't focused around cover-based combat mechanics.{{livestream|2023-03-31|1h33m05|nOd9PV6jcqU}}
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: ''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.''{{livestream|2023-03-31|1h33m05|nOd9PV6jcqU}}{{ndash|[[Steven Sharif]]}}

Latest revision as of 20:52, 22 September 2023

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

Combat 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
  • Combat 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
  1. Video, May 28, 2021 (25:44).
  2. 2.0 2.1 Livestream, August 28, 2020 (1:19:24).
  3. Video, September 30, 2022 (23:13).
  4. Livestream, May 3, 2017 (17:59).
  5. Livestream, April 7, 2023 (49:45).
  6. Video, June 30, 2022 (21:19).
  7. Livestream, December 2, 2022 (1:06:54).
  8. 8.0 8.1 Video, June 30, 2022 (23:00).
  9. Video, June 30, 2022 (24:18).
  10. Video, April 28, 2023 (7:15).
  11. steven-combat-revamp-update.png
  12. Video, February 26, 2021 (6:17).
  13. Livestream, May 28, 2021 (1:13:05).
  14. Livestream, May 27, 2022 (1:11:41).
  15. Livestream, July 29, 2022 (1:05:20).
  16. 16.0 16.1 Livestream, March 31, 2023 (1:33:05).