Player movement

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  • Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[2]
    • A sprinting/dash skill with a cooldown was confirmed to be part of a class kit.[3]
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.[2]Steven Sharif
  • There is a toggleable walk/run (autorun) capability.[4]
  • There is not going to be any "go to waypoint" (auto-pathing) mechanics.[5]

Utility skills

Pre-alpha rogue climbing a Metropolis wall.[9]

We have what are called utility skills and a lot of MMORPGS really only focus on active combat skills, but some of the favorite things that I've had as a gamer is tabletop RPGs like Pathfinder or Dungeons and Dragons, and there are skills in those games that are relevant to either your environment or the quest line; and they're a little bit you know sometimes "story mode".[10]Steven Sharif

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

A utility skill is a non-combat skill that interacts with the environment.[11] Utility skills lend themselves toward how classes navigate and deal with hazards in the world.[12]

  • Different classes excel at different skills.[12]
  • All classes will have maneuverability/traversal utility abilities.[13]
    • There will be a grappling hook utility skill or item.[14]
  • Classes will have utility abilities, such as detecting traps and other hazards. For example: The Mage's detection spell casts light and reveals magical explosive hazards.[15]
  • Certain classes are able to climb/parkour in certain areas.[16][17]
    • Climbing/parkour ability is not free-form and will likely be restricted to certain quests, locations or objects.[18][19]
  • Certain classes (such as Rogues) will have stealth abilities.[20]
    • Rogues may also have a spyglass utility skill.[12]
  • Certain objects exist in the world (such as ladders and slides) that aid player mobility.[21]

We don't just have the approach of your class being reflected in your combat abilities but also there are utility abilities that certain classes have that other classes don't have.[22]Steven Sharif

Skill Icon Rank 1 Rank 2 Rank 3
Camouflage Grants stealth at a distance. At mid and short range the Ranger is revealed.[23] - -
Family summon Long duration cast (30 seconds to a minute) with an approximate 30 minute cooldown that slowly summons each of your family members to your location (up to eight members).[24][25] Players cannot be summoned in the following cases:
This will be tested in Alpha-2.[28]
- -
Pathfinding Reveals corrupted player locations on the bounty hunter's map.[29][30] Activating this ability will flag the bounty hunter for combat only to corrupted players for a period of one hour from the time of activation.[29] The pathfinding ability can be toggled on or off.[29][31] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[32] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[32]
Stealth This does not render a player completely invisible.[33] Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[34] - -

Collision

There are player and spell collision mechanics in Ashes of Creation.[35]

  • 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.[36][35]

Mobility

Revamped Alpha-1 Mage Fireball ability.[37][38]

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.[37]Tradd Thompson

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.[48]Steven Sharif
Q: If a ranger is super mobile, what are the melee's options in order to catch them?
A: Different class kits will provide different gap closers. They'll provide different mobility skills. They'll have lockdowns. They'll have chains to pull back. They'll have a lot of different things in the rotation. That's part of what an MMORPG experience is. You're not just restricted to three or six skills, you have a rotational suite; and depending on the type of challenges you face is going to help determine which of those rotations you spec into from your skill tree.[49]Steven Sharif
info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Blink Blink Icon.jpg Blinks forward in the direction you are traveling.[50][51][52][53] Now deals damage to enemies surrounding your departure location.[54][53] Reduced cooldown.[50][54][53]
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[55] - -

Dodging

Dodging in Alpha-1 early combat.[56]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[56]Steven Sharif

Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[57][58]

So you see an animation windup that's a telegraph on what's coming; and then you have response actions that you can take as a result of that in order to dodge, weave, move, do whatever. It is both a combination of what your rotation is but also how you have reaction abilities ready to go that you save for certain circumstances that are important.[57]Steven Sharif
Q: Will there be evade frames/ I-frames on dodge?
A: I would say it's a safe bet with regards to how we're approaching the hybrid combat that not only are gonna have true evasion skills that apply to more action-oriented skills that are coming your way, but you'll also have you know I-frame type skills that would apply perhaps to a tab targetable skills coming your way. So I think you're gonna have a healthy balance of both with it when it comes to skills that you can spec into.[58]Steven Sharif

Armor characteristics

Kaelar armor.[61]

You're not going to get one set of armor that's going to be situationally relevant for every encounter you might face- that's crazy- and as a result of that you're going to have to succeed in acquiring sets that are situationally relevant for the types of encounters you are intending to face.[62]Steven Sharif

Armor characteristics are in general determined by the "type" of armor (Light, Medium, Heavy).[63]

  • The stat values on armor can include both damage dealing and damage mitigation stats.[62]
Certain armor types are going to have certain type of predominant stat values. So there's going to be certain waterfall stats and/or certain primary attributes that are available on certain armor types; and then if you want to have the one that's not more prominently available- those will be rare to get- you'll have to elicit the services of a crafter who's very capable within that particular type of armor in order to get the non-traditional stats and/or waterfalls available. So there's still the ability to get whatever on these but they're going to be more predetermined for certain types of stats and waterfalls.[63]Steven Sharif
There'll be certain types of set bonuses granted across specific full sets or partial sets of armor types. There will be a similar function in how damage is mitigated based on the type of armor you're wearing and how that relates to physical or magical incoming damage. So that's something to keep in mind. It's going to be situational what type of adversarial foe am I facing and what armor is the best against that to mitigate damage.[63]Steven Sharif
You're going to have certain strengths and weaknesses of armor sets and those can be specced into by your opponents. For example, I might place some type of elemental enhancements on my weapon that horizontally changes my outgoing damage and that's going to reflect based on the opponent on my target opponent and what type of armor they have available to them to counter that.[63]Steven Sharif
We're playing a little bit with the idea of these universal skill sets, such as dodge, parry, block, active blocking, stuff like that; and progression within those areas. There is something to be said I think for incorporating itemization choice as part of that system as well; and how it might affect that system. That's something that I think is going to be coming up in the pitch phase here shortly from design as we implement those universal skills. So you can look out in the future for more information on that.[63]Steven Sharif

Inventory (weight)

Personal inventory limits[67][68] are tied to a backpack.[69] Material and gatherable items are subject to quantity rather than weight limits. Caravans and Mules are intended to be the primary mode of transportation of goods beyond these limits.[70][71]

  • Mules can carry roughly 10 times more than backpacks. Caravans can carry roughly 10 times more than mules.[72]
  • Caravans will have carrying capacity limits and customizable stats, such as defensive points, speed and number of hired NPC guards.[73]
    • In addition to expanded inventory capacity, caravans also provide ancillary benefits relating to successfully completing trade routes and other quests.[74]
    • Items transported by caravan must be stored in crates.[75]

Inventory capacity will be relatively limited for new characters.[74]

  • Inventory expansion and weight management training certificates are available in the Galleria at City stage economic nodes.[74][76]
  • A player's inventory has sections for different types of items. Quest items for example will not fill a player's regular inventory capacity.[74]
  • Item stacks will in general have quantity limits based on the type of item.[70]
    • The stacking limit of potions might be one hundred. The stacking limit of food items might be 999 or 1000.[70]

Players will have the ability to locate items that they have stored in various locations (such as personal storage and node warehouses).[77]

We want you to know where the things are; and then the meaningful aspect of that thing is traveling to those locations to access some of those things, particularly as it relates to materials and raw gatherables.[77]Steven Sharif

Jumping

Jumping puzzles will occasionally feature in the world.[79]

Swimming

Underwater content will be accessible, not cumbersome.[83]

Treasures may be obtained through fishing and by exploring naval content.[86][87]

Public transportation

There are multiple types of public transportation services where players can go AFK and be driven somewhere.[88][89]

One of the nodes has the idea of an airship that can go from node to node and I'm certain that we will have harbors that do similar things with other node types... It might be something that could be player-driven... We're sure to have a taxi system you know where you load up a couple people and you drive them somewhere while you AFK.[88]Jeffrey Bard

Summoning mounts

Summoning a mount in Alpha-1.[95]

We want to make sure that it's not cumbersome to quickly mount a steed and start moving... Steeds play a very important role in mobility.[95]Steven Sharif

Mounts are items that players carry then activate to summon the mount nearby.[96]

  • Mounts are generally able to be summoned during combat in the open-world.[97]
    • There may be exceptions to this in certain dungeons, instances or other spaces where summoning mounts may not be permitted.[97]

A mount can be an initiation vehicle; it can be an escape vehicle; it can be utility vehicle; it can be traversal.[97]Steven Sharif

Mounts are going to be items that you will be able to carry on your character and activate to summon the mount in front of you or near you; where you can then ride the mount.[96]Steven Sharif

  • A player can dismount and have their mount follow them.[99][100]
    • In current Alpha-1 testing mounts are not separate from the player, but in future mounts will be.[99]

Right now we don't have it where the mount is separate from the player per-se. You automatically mount the mount when you summon it in the in the alpha. But in the future you'll be able to summon it and you won't have to automatically mount it. It'll just be standing next to you. It'll follow you around and then you'll be able to mount it.[99]Steven Sharif

  • De-summoning the mount returns the item back to the player's inventory.[98]

Fast travel

Fast travel is limited in Ashes of Creation. None of these fast travel methods allow transportation of gatherables or materials.[91][101]

There is very little teleportation in the world. Some of that does get unlocked through metropolises of a certain type. Additionally there are mounts that are faster travel and there are services that are fast travel between nodes.[5]Steven Sharif

Faster travel in Ashes of Creation refers to the use of player ridden mounts and flying automated creatures that connect certain nodes.[93]

Faster travel

Faster travel in Ashes of Creation refers to the use of player ridden mounts and automated creatures that connect certain nodes.[90][104][92][93]

There will be connection points between certain nodes via the use of like flying automated creatures that you can use.[93]Steven Sharif

Estimated travel times

So why is travel important? We've talked about this in the past, the reasons why. We've all existed in games where teleportation is very easy to use and sometimes that can be a detriment because you may have activities like a caravan run that's happening and one person sees you from a certain guild and they do the raid callout to their guild "everyone open your portals and come here within a split second and we're going to just mob this group". No, well instead that opportunity doesn't exist. If you want to provoke or to gank an operation of another guild, you need to have foreknowledge. You need to prepare. You need to place your forces around that area; and that is an important aspect. In addition, it makes that travel meaningful. If you are having to spend time to move to a location, you're going to think about what can I do along the way? Why am I moving to that location? How is it more beneficial for me to be in that location versus where I am now? This is also in association with the fact that you are a citizen of a particular node and that node needs your assistance within its vicinity; and if you want to move outside of that vicinity there should be a really good reason for that and there's lots of great reasons for it.[105]Steven Sharif

Travel objective Running.[106] Mounted.[106]
From one end of a Metropolis (stage 6) node to the other 2.83 minutes 1.67 minutes
From the center of a node to the center of its direct neighbor 5 minutes 3.5 minutes
From the northernmost to southernmost points of a continent 75 minutes 50 minutes

See also

References

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  3. Reddit - Developer response to unique ability visuals.
  4. autorun.jpg
  5. 5.0 5.1 5.2 5.3 Livestream, May 4, 2018 (51:57).
  6. Livestream, December 15, 2017 (1:35:38).
  7. 7.0 7.1 Livestream, December 23, 2021 (55:32).
  8. 8.0 8.1 Video, December 23, 2021 (23:53).
  9. Video, May 9, 2017 (0:57).
  10. Livestream, July 25, 2020 (42:49).
  11. Livestream, June 30, 2017 (30:34).
  12. 12.0 12.1 12.2 Livestream, May 12, 2017 (33:10).
  13. class mobility.png
  14. Livestream, May 12, 2017 (18:00).
  15. class utilities.png
  16. Livestream, May 15, 2017 (15:10).
  17. utility skills.jpg
  18. Livestream, January 18, 2018 (34:56).
  19. Livestream, June 28, 2019 (1:21:46).
  20. class stealth.png
  21. Livestream, October 29, 2021 (1:07:11).
  22. Livestream, May 24, 2017 (57:41).
  23. steven-rogue-augments.png
  24. Interview, July 19, 2020 (1:20:58).
  25. Podcast, July 26, 2020 (1:34:47).
  26. Podcast, July 26, 2020 (1:32:15).
  27. steven-family-summon.png
  28. steven-family-summon-2.png
  29. 29.0 29.1 29.2 steven-bounty-hunters-2.png
  30. Interview, April 27, 2017 (9:28).
  31. corruption toggle.png
  32. 32.0 32.1 Livestream, May 24, 2017 (48:00).
  33. Livestream, January 28, 2022 (1:12:27).
  34. Livestream, May 3, 2017 (49:39).
  35. 35.0 35.1 collision.jpg
  36. Interview, March 27, 2020 (15:20).
  37. 37.0 37.1 Livestream, February 26, 2021 (27:41).
  38. Video, February 26, 2021 (6:17).
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  40. Livestream, July 30, 2021 (31:22).
  41. Interview, June 13, 2021 (4:12).
  42. Livestream, May 28, 2021 (1:13:05).
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  46. 46.0 46.1 stevenclarification.png
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  50. toast-keybinds-skills.png
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  54. progression.png
  55. 56.0 56.1 56.2 Livestream, August 28, 2020 (1:19:24).
  56. 57.0 57.1 Livestream, June 30, 2022 (51:17).
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  58. Livestream, November 19, 2021 (50:38).
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  60. steven-character-armor.png
  61. 62.0 62.1 Livestream, March 31, 2022 (1:17:32).
  62. 63.00 63.01 63.02 63.03 63.04 63.05 63.06 63.07 63.08 63.09 63.10 63.11 63.12 Podcast, September 29, 2021 (52:58).
  63. Interview, July 18, 2020 (1:02:08).
  64. Livestream, July 25, 2020 (53:08).
  65. Livestream, July 31, 2020 (1:17:45).
  66. Livestream, May 15, 2017 (45:19).
  67. Livestream, April 27, 2017 (6:11).
  68. inventory backpack.png
  69. 70.0 70.1 70.2 Livestream, May 29, 2020 (1:27:18).
  70. carrying capacity.png
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  75. Know Your Nodes: Economic Node Type.
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  83. Livestream, September 30, 2020 (55:39).
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  86. fishing.jpg
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  89. 90.0 90.1 90.2 90.3 Livestream, October 14, 2022 (45:31).
  90. 91.0 91.1 91.2 91.3 91.4 91.5 91.6 steven-stream-clarifications-august-2022.png
  91. 92.0 92.1 92.2 92.3 92.4 92.5 Livestream, August 28, 2020 (2:06:42).
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  93. 94.0 94.1 Blog: Know Your Nodes - Scientific Node Type
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  95. 96.0 96.1 Livestream, 2018-04-8 (AM) (12:34).
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  98. 99.0 99.1 99.2 Livestream, April 30, 2021 (1:08:10).
  99. Interview, July 19, 2020 (1:05:50).
  100. caravan zerg.png
  101. Node series part II – the Metropolis.
  102. Interview, July 19, 2020 (1:20:58).
  103. Livestream, February 25, 2022 (1:14:21).
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  105. 106.0 106.1 Livestream, August 26, 2022 (53:26).