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You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Summoners summons and AI
Dremora
Member
I was wondering how advanced the summons AI will be. Could it be possible to set summons to do stuff so that summoner can just relax while minions do all the work?
And more important will i be able to interact with summons? Will i be able to befriend it or will they just be souless machines of destruction?
And more important will i be able to interact with summons? Will i be able to befriend it or will they just be souless machines of destruction?
1
Comments
Just Summon some minions, then Netflix and chill.
We do not know yet, but whenever Summoners become available, you can give Intrepid your feedback.
I also tend to compile things in case they are interested in using that, but I can't compile your wishes because being very precise is required and your post does not state your own desire, it only implies it.
Do you WANT to 'just relax while the minions do all the work'?
This is actually something we don't really know yet unfortunately. Any other answer is just speculation at this point. That being said I am confident enough from playing Alpha 1 and keeping track of their design philosophy to say a few things.
Speculation:
So far we know that you will be able to customize your summons quite a bit in appearance.
Given this quote and the fact that there are a LOT of summons for different classes of summoner that are also based on mobs(see the wiki page for more info) I have a feeling that most of the default summons will be MOB based. I therefore also think that the mob ai is going to heavily effect the outcome of how 'smart' summons are even if the Summons have additional systems to give you control over their actions. I would therefore encourage my fellow summoners to keep an eye out on their mob ai designs and their general decision making.
Because there will be some cross over from animal husbandry I think that the infrastructure for some animations where you interact with your summon are very possible but I would not count on it. Maybe you should ask about that for this month's Q&A https://forums.ashesofcreation.com/discussion/52653/next-livestream-q-a-submission-thursday-june-30-2022-at-11am-pacific
The final piece of evidence I'll give you for my speculative answers to your questions is this quote:
Now obviously we don't know if there is some preset directives you can set relative to ability use on your summons like you are asking about. But as you can see Steven has at least done a little thinking about the 'active' abilities a summon can have[3] and they are definitely abilities you need to activate as a summoner personally.
There were definitely enemies in Alpha 1 I could just hold Q and not worry that much about the combat relative to active abilities[4]. But I expect that the higher level the mobs the more complex the fights will be, both to prevent botting, and just the over all design direction Alpha 1 has shown us relative to their encounter design. I therefore speculate you will need to use your unique active skills to be used against a large amount of enemies and you cannot therefore 'sit back and relax' in most cases, even if there turns out to be some sort of ai presets we can give the summon that is revealed to us in the future.
Sources:
All of these quotes are sourced from the wiki page directly however below in spoiler tags I have linked each of the youtube clips directly. https://ashesofcreation.wiki/Summoner
[1]
I'm totally into it, it would be so funny
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About the AI / control of summons, I was wondering... when a mob/boss/player uses an ability that can be avoided by jumping at the correct time (such a thing has been casted in an old video if I'm correct), how would the summon(s) be able to react ?
- No reaction at all ?
- The player could actively order the summon(s) to jump ?
- The summon(s) would/could mimic the summoner when he's jumping ?
- The summon would automatically avoid some of these attacks ? (could be enhanced through the use of skills points ?)
That is an excellent question that I doubt we will have an answer to until Alpha2 even starts. They plan on delaying summoner's release and concept definitions until very late in the development process due to how many prerequisites in systems design the class has to create. Once combat and augments are more finalized and fleshed out in terms of 'how should these things work' maybe we will get further details then.
Unfortunately until they give us some idea of what the actual control scheme will be for pet's, it's impossible to know. There are just so MANY ways to build summoner, and most of them are quite frankly bad or unbalanced. I have my own preferences for how it should handle, but I doubt most summoners will agree on any given control scheme so I'll avoid saying my preference on this specific aspect until we have more information (or I'm asked directly by others, but again I prefer not stating my opinion on this topic since it can easily derail basically any conversation without more solid info on how combat will work in Ashes.)
According to the wiki:
Abilities from the summon appear on the summoner's hotbar.[1]
Summoner has control over their summon.[1]
Summons can be leveled through the application of skill points to their active skill
You gain your summons from your summoner class as an active skill and then skills can be further developed with points.[7]
Those principles perfectly encapsulate how summons worked in Lineage 2, the summoner had total control over the summon actions
The question becomes does the summons in Ashes do anything by themselves without the owners direct action?
Archeage only had a single summon(Fiend's Knell), that the witchcraft tree user had no control over and tha had a simplistic set of AI rules:
it would always attack the nearest enemy to its summon location (8m radius),
It would attack whatever enemy comes near it,
it would attack whatever attacks it or the owner ,
It would attack whatever the owener attacks
It would use its skills in a scripted way: always used its aoe snare if the enemi wasn't within basic attack range but withing 8m, it would jump on targets over 8m away, and would always aoe slam targets within basic attack range every 3 basic attacks.
Archeage had battle pets, alot of them, basically universal summons for whatever class (but could have only one summoned at a time)(could have it summoned alongside your mount and Fiend's Knell tho):
They basically worked the same as Lineage 2 summons but you could make they use their skills on cooldown and they had Toggleable Stance scripts:
Combat Stance
Attacks whatever enemy comes near it or whatever attacks you or you attack.
Defensive Stance
Attacks whatever attacks you or you attack.
Follow Stance
Literally just follows you.
Stand Stance
Simple stands still in the place where you clicked the stance..
If you would ask me what approach do i think Ashes will have with summons i would say probably something similar to Archeage Battle pats, basically Lineage 2 summon with Stance scripts but no "automatic usage of skills on cooldown" as a base and maybe build their own ideas over that.
Aren't we all sinners?