תפקידים

מתוך Ashes of Creation Wiki
קפיצה לניווט קפיצה לחיפוש

באפר היצירה יש את שילוש התפקידים המסורתי של Tank, DPS, וSupport/healer. [1][2]

  • למרות שתפקידים מסורתיים אלו קיימים, שחקנים לא צריכים להרגיש מסווגים למקצוע הראשי בו בחרו.[1][2]
  • שחקנים יכולים גם לבחור פעמיים את התפקיד הראשי גם כמשני כדי לחזק אותו. [1][2]

יש לנו שמונה תפקידים בסיסיים; והשילוש מהווה השפעה די חזקה ביחס לשמונה המקצועות הבסיסיים. עם זאת, האזור בו ניתן לשחק בקו המפריד את השילוש הוא בבחירה של המקצוע המשני. זהו האזור בו אנחנו מערבבים בין התחומים השונים ומאפשרים לשחקנים קצת השפעה על תפקידם ועל האם או לא אפשר לסווג אותם לקטגוריה מסויימת מתוך שילוש התפקידים.[3]Steven Sharif

Balancing

There will be match ups in 1v1s where one class will be superior to another; and that application should be a rock-paper-scissors dynamic. We want there to be counter-play between the different classes... Instead it's going to be a group focused balance, where as long as you have the diversity of classes present, that's going to be an equal level playing field. It's going to be very dependent on skill and strategy.[6]Steven Sharif
Balance-wise, there's a number of different interactions mechanically that you have within an ability that you can adjust in order to balance its power. The most most common ones are: Cooldown, Mana consumption, Damage done, Effect status conferred, Promotion of that effect status, Range.[7]Steven Sharif
When we move into Alpha 2 and we have a lot of data that's supporting the use of these particular abilities in combat settings, how often they're used, how often they result in death, what the average damage done by this archetype is comparatively to other damage done by different archetypes: All of that data gets logged and all of that data gets queried in order for us to refine the abilities so that they live in the environment we want them to. Now, that's not to mean that we're going to have a perfect balance across the board between the archetypes. Again, we're taking a rock-paper-scissor approach to balance, which means that some archetypes will do better against other archetypes and vice versa; and we're also not creating an environment where we want to have 1v1 balance. We are focused around group balance. Group composition is important.[4]Steven Sharif
info-orange.pngחלק מהמידע הבא לא אושר לאחרונה על ידי המפתחים וייתכן שלא נמצא במפת הדרכים הנובחית של הפיתוח.
Even though augments do radically change the way your active skills provide you abilities, there's still a primary focus on the base archetype itself and not the 64 whole classes.[5]Steven Sharif
Certain archetypes are capable of moving the gap between their counterpart per-se. If I am a Tank archetype and a Mage is my counter, I can take a Mage secondary and bridge the divide slightly; and then move my identity that direction ever so slightly.[15]Steven Sharif

Class abilities

אלפא-1 preview primary skills.[16]

If from the eight archetypes whatever you choose as your secondary, you're going to receive a choice of augments that relate to some core ideal of that class. You know like a tank is about controlling the battlefield, is about surviving. The mage is about dealing damage and elements and ability in AoEs. The rogue is going to be about stealth and critical damage. So those augments are going to to play towards those identities.[17]Steven Sharif

The idea behind the system is that you're skirting the line through these augmentations of your role, right. We have the traditional holy trinity that's present in class designs for MMOs and it's often that those either are not deviated at all or completely deviated from entirely. The augment is to offer a balance between that where you still maintain the semblance of that trinity system while offering the opportunity to customize your play experience towards one of the other angles in the triangle.[18]Steven Sharif

Primary skills (class abilities) are based on a player's archetype.[19][20]

Best-in-slot items

What is considered best-in-slot is based on a character's role and the type of encounter they are facing.[26][27]

  • The goal is to not have overarching best-in-slot items that are meta for all situations.[26]

Ashes of Creation Apocalypse class kits

Six classes will be present in Ashes of Creation Apocalypse מצור על טירות and Ashes of Creation Apocalypse מוד תקיפה המונית.[31]

These classes relate to the trinity of classes: Tank, DPS and Support.[31][32]

  • Skills/abilities are not tied specifically to weapons in castle siege mode.[33]
    • It was previously stated that weapon skills are applied to augment a class' base skills.[34]
  • Base class skills may be able to be selected from a host of available skills for that class based on a player's progression within that season.[34][35]

We had a little bit of an idea that we're going to explore with regards to each of the classes having a range of skills and abilities that players can customize that skill kit based on their progression within a season, let's say; and that progression can be gained from any of the modes and it would grant you the ability to customize that skill kit for the before the siege mode or the horde mode. But that's something that might come at a later date.[35]Steven Sharif

Ashes of Creation Apocalypse classes only apply to Ashes of Creation Apocalypse מצור על טירות and Ashes of Creation Apocalypse מוד תקיפה המונית.[36]

Ashes of Creation Apocalypse healing

Healing in Ashes of Creation Apocalypse will be reticle based (action targeted).[37]

We have a few design theories on action combat and healing to began with phase one. Part of that will be the implementation of a class system into the castle siege and horde mode of phase one. Those will be kits that play out as skills available from an action perspective. You'll be able to target in proximity, basically so positioning is going to matter. Importantly, for healers being close to the individual party members you wish to heal. Additionally, you'll have reticle based healing methods. This would be a template that could be launched in that direction as a pulse of heels or augments. So there's a lot of different systems are playing with that you'll see more of when we get to those when we get to the castle siege system and the Ashes of Creation Apocalypse horde mode.[37]Steven Sharif

See also

הפניות

  1. 1.0 1.1 1.2 1.3 Group dynamics blog.
  2. 2.0 2.1 2.2 2.3 שידור חי, 2017-05-22 (46:04).
  3. 3.0 3.1 רֵאָיוֹן, 2018-10-20 (2:40:16).
  4. 4.0 4.1 4.2 4.3 שידור חי, 2023-12-19 (1:25:16).
  5. 5.0 5.1 5.2 שידור חי, 2020-10-30 (33:26).
  6. 6.0 6.1 6.2 פודקאסט, 2018-04-23 (59:28).
  7. 7.0 7.1 שידור חי, 2023-12-19 (1:23:00).
  8. שידור חי, 2021-05-28 (1:13:05).
  9. שידור חי, 2022-12-02 (1:05:51).
  10. 10.0 10.1 רֵאָיוֹן, 2018-10-20 (2:40:17).
  11. פודקאסט, 2021-09-29 (30:04).
  12. שידור חי, 2021-06-25 (1:05:01).
  13. 13.0 13.1 13.2 רֵאָיוֹן, 2020-07-18 (1:05:04).
  14. שידור חי, 2018-02-09 (41:56).
  15. 15.0 15.1 פודקאסט, 2018-04-23 (1:01:01).
  16. toast-keybinds-skills.png
  17. שידור חי, 2017-10-16 (1:00:44).
  18. רֵאָיוֹן, 2018-08-08 (22:27).
  19. 19.0 19.1 שידור חי, 2023-12-19 (1:20:41).
  20. 20.0 20.1 progression.png
  21. 21.0 21.1 שידור חי, 2023-07-28 (1:04:27).
  22. class secondary.png
  23. שידור חי, 2021-11-19 (50:38).
  24. וִידֵאוֹ, 2022-09-30 (17:00).
  25. שידור חי, 2021-09-24 (1:18:06).
  26. 26.0 26.1 רֵאָיוֹן, 2023-07-09 (1:43:38).
  27. שידור חי, 2020-05-29 (1:33:11).
  28. שידור חי, 2022-06-30 (1:18:55).
  29. שידור חי, 2017-05-10 (14:45).
  30. שידור חי, 2022-03-31 (1:19:41).
  31. 31.0 31.1 31.2 שידור חי, 2019-01-11 (41:20).
  32. רֵאָיוֹן, 2018-10-20 (11:38).
  33. שידור חי, 2019-11-22 (59:37).
  34. 34.0 34.1 34.2 רֵאָיוֹן, 2018-08-17 (8:16).
  35. 35.0 35.1 שידור חי, 2019-01-11 (58:40).
  36. Reddit Q&A, 2019-01-8.
  37. 37.0 37.1 רֵאָיוֹן, 2018-08-08 (19:40).
  38. 38.0 38.1 רֵאָיוֹן, 2018-08-17 (12:05).
  39. 39.0 39.1 רֵאָיוֹן, 2018-12-06 (2:04).