Hitboxes

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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

Caravan PvP in Alpha-2.[2]

Generally when it comes to finger in the wind we're around where we want to be for TTK and that's probably on the bit faster side of TTK for MMOs that we're accustomed to, but we're a PvX game.[3]Steven Sharif

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]

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

Weapon attack cone in Alpha-1.[14]

As I attack I am hitting multiple numbers of these opponents; and that's important because all weapons, regardless of whether you are in reticle mode or tab-targeting mode will be able to have a action-based type weapon attack. Not active skill, but weapon attack.[14]Steven Sharif

All weapons have a forward attack cone, regardless of being in tab or action mode.[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

Ranger hybrid combat in Alpha-2.[16]

Our desire has always and continues to be how we can create a mixture of tab target abilities and skill-shot oriented positional, directional-based ability usage and make something cohesive in that design. And I think that what we're achieving with that regard may not fully feel like an action-oriented game, but we've always intended to be more hybrid-oriented, leaning towards tab target. So you're going to see a mixture of abilities that require the targets and that don't; and then you're going to have an option as the player's perspective to utilize an action camera mode, which utilizes a soft target lock feature and our reticle.[17]Steven Sharif

Hard-locked friendly player target.[18]

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]

  • The action mode camera is tied to the to the player's reticle (crosshair).[27][17][28][29]
    • There will likely be a hotkey that when held down will allow free camera movement in action mode.[29]
    • In future the user will have the ability to choose from different reticle appearances.[27][30]
  • 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]
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]
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
  • 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]
    • Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[42][38]
    • Softer CC's would be housed in tab-targeted abilities.[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

Alpha-1 combat

Alpha-1 early hybrid combat demo.[14]

You'll notice as I go into action mode, I have my reticle and when my reticle hovers over an enemy target, it'll turn red, essentially showing like "hey we know you have a valid target hit" that you can see; and when you press Q you can lock on to that target. You can also hold Tab to alternate between targets. So like that's an important aspect of the combat that we're trying to incorporate, which is mixing and meshing between tab and action, so you still have that action component but also are available to use some of your tab targeted skills.[22]Steven Sharif

Hybrid combat was tested in Alpha-1.[22][37]

  • A toggle button (default Z, but can be re-bound to another key) allows the player to switch between action and tab targeted combat modes.[24][25][14][26]
  • The action mode utilizes a targeting reticle and is very close to a third-person action game.[22][14][26][44]
    • The player does not have to be in reticle mode to use an action combat ability.[45]
    If you use an action combat ability that's going to be directional focused, you do not have to be in reticle mode to use that. It will fire where that reticle would be. So if you play by feel and you're in tab target camera mode, you can still utilize your action-oriented skills and abilities.[45]Steven Sharif
    • The reticle will highlight/change color (to red) to indicate if the current target is able to be hit with the currently prepared skill.[22][14]
    • Action combat abilities will not have a lock-on feature but pressing Q while in action mode will lock on to the current target to enable the use of tab-oriented skills in action mode.[24][22]
    Action combat abilities will not have a lock-on feature so to speak. Some of those are going to be skill shot only. However because you can have a mix and match of tab abilities that require a target, you will be able to target lock in action mode as well. Right now that's delegated to the Q key as default, but you can obviously set that up you could put it on your left mouse button, or you could put it wherever you want; and when your reticle hovers over a target, it rapidly swaps your target ability and when you press your target lock it will then lock that target; and if you have tab-oriented skills, you can use your tab oriented skills and they will be used against that target.[24]Steven Sharif
    • Holding Tab while in action mode will alternate between targets.[22]
    • Pressing right-click while in action mode will switch to tab mode for the currently highlighted target.[14]
  • The tab mode (MMO mode) facilitates tab targeted combat.[14][26] A tab-targeted ability requires a target in order to utilize that skill.[24][44]
    • Pressing left-click in tab mode will attack the target (with the currently selected weapon).[14]
    • There will be a "target of target" capability on the user interface.[46]

Collision

There are player and spell/projectile collision mechanics in Ashes of Creation.[47][48][49]

  • 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.[50][49]
  • Specific ranged skills will have a pushback effect but this is not inherent to all ranged abilities.[52]
  • Player collision inherently limits the number of individuals that can be affected by AoE skills.[47]
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.[48]Steven Sharif

Dodging

Dodging in Alpha-1 early combat.[53]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[53]Steven Sharif

Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[54][55][56]

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.[55]Steven Sharif

Active blocking

Tank active blocking with a Shield in Alpha-2.[60]

The shield version would probably be better but you'd still be able to parry or whatnot with a two-handed weapon, or even maybe a dual wield.[61]Tradd Thompson

Active blocking is a universal skill that applies to all classes.[63][64][54][65][61][58]

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.[65]Steven Sharif
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.[68]Steven Sharif
  • Some abilities may be able to overcome, surpass, or cancel active blocking.[64]
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.[64]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.[69][70]

See also

References

  1. 1.0 1.1 1.2 1.3 1.4 1.5 Livestream, October 30, 2020 (1:15:59).
  2. Video, January 31, 2024 (5:22).
  3. 3.0 3.1 Livestream, January 31, 2024 (59:45).
  4. Interview, October 20, 2018 (3:25:46).
  5. 5.0 5.1 Interview, October 20, 2018 (9:10).
  6. steven-mob-ttk.png
  7. steven-headshots-1.png
  8. 8.0 8.1 steven-headshots-2.png
  9. 9.0 9.1 Interview, October 21, 2018 (9:10).
  10. Interview, October 20, 2018 (3:25:31).
  11. 11.0 11.1 11.2 Livestream, September 27, 2018 (34:49).
  12. Headshot Description Ranger2.png
  13. 13.0 13.1 Livestream, March 26, 2021 (1:11:25).
  14. 14.00 14.01 14.02 14.03 14.04 14.05 14.06 14.07 14.08 14.09 14.10 14.11 14.12 14.13 Livestream, August 28, 2020 (1:15:39).
  15. class cleaving.png
  16. Video, September 30, 2022 (17:03).
  17. 17.0 17.1 17.2 17.3 17.4 17.5 Livestream, April 28, 2023 (53:58).
  18. Video, May 31, 2023 (11:20).
  19. Livestream, April 7, 2023 (49:45).
  20. steven-hybrid.png
  21. Livestream, August 27, 2021 (1:16:04).
  22. 22.0 22.1 22.2 22.3 22.4 22.5 22.6 Livestream, June 25, 2021 (22:34).
  23. Livestream, November 16, 2017 (30:45).
  24. 24.0 24.1 24.2 24.3 24.4 24.5 Livestream, June 25, 2021 (27:43).
  25. 25.0 25.1 steven-combat-revamp-update-2.png
  26. 26.0 26.1 26.2 26.3 Livestream, April 30, 2020 (1:09:51).
  27. 27.0 27.1 27.2 Livestream, December 19, 2023 (1:15:00).
  28. 28.0 28.1 28.2 28.3 28.4 Video, September 30, 2022 (17:00).
  29. 29.0 29.1 Livestream, March 26, 2021 (59:21).
  30. Livestream, June 25, 2021 (26:11).
  31. Livestream, September 30, 2022 (49:16).
  32. Livestream, December 19, 2023 (1:18:49).
  33. Livestream, September 30, 2022 (52:33).
  34. Livestream, September 30, 2022 (48:10).
  35. Livestream, August 31, 2023 (2:22:01).
  36. 36.0 36.1 36.2 36.3 Livestream, September 30, 2022 (41:06).
  37. 37.0 37.1 Newsletter, 2018-08-7
  38. 38.0 38.1 38.2 38.3 Livestream, 2018-04-8 (PM) (37:57).
  39. 39.0 39.1 39.2 39.3 39.4 39.5 Podcast, August 4, 2018 (1:07:59).
  40. Livestream, January 27, 2023 (1:11:07).
  41. Livestream, August 28, 2020 (1:12:50).
  42. 42.0 42.1 42.2 42.3 42.4 42.5 Podcast, August 4, 2018 (1:11:05).
  43. steven-action-tab-attack-range.png
  44. 44.0 44.1 Interview, April 15, 2019 (38:03).
  45. 45.0 45.1 Livestream, June 25, 2021 (27:10).
  46. Livestream, April 30, 2020 (40:19).
  47. 47.0 47.1 Livestream, December 19, 2023 (1:52:02).
  48. 48.0 48.1 48.2 Livestream, December 19, 2023 (1:20:09).
  49. 49.0 49.1 collision.jpg
  50. Interview, March 27, 2020 (15:20).
  51. Livestream, October 31, 2023 (1:30:52).
  52. Livestream, December 19, 2023 (1:17:45).
  53. 53.0 53.1 53.2 Livestream, August 28, 2020 (1:19:24).
  54. 54.0 54.1 54.2 54.3 Livestream, January 27, 2023 (1:06:02).
  55. 55.0 55.1 Livestream, June 30, 2022 (51:17).
  56. 56.0 56.1 Livestream, January 30, 2020 (1:34:12).
  57. Livestream, December 19, 2023 (1:49:56).
  58. 58.0 58.1 Livestream, November 19, 2021 (50:38).
  59. Livestream, June 26, 2020 (1:24:06).
  60. 60.0 60.1 Video, January 27, 2023 (35:51).
  61. 61.0 61.1 61.2 Video, December 2, 2022 (34:41).
  62. 62.0 62.1 62.2 Video, December 2, 2022 (16:55).
  63. 63.0 63.1 63.2 Livestream, March 29, 2024 (2:38:15).
  64. 64.0 64.1 64.2 64.3 Livestream, September 29, 2023 (1:12:16).
  65. 65.0 65.1 65.2 65.3 Video, January 27, 2023 (40:24).
  66. Livestream, January 27, 2023 (15:22).
  67. Livestream, December 2, 2022 (1:05:08).
  68. Livestream, January 27, 2023 (1:13:29).
  69. Livestream, September 24, 2021 (1:22:46).
  70. Livestream, June 26, 2020 (1:19:50).
  71. shieldactiveblockA1.png