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The aim is to provide a variety of camera options in Ashes of Creation.[1]

  • A "pretty significant" zoom out distance for the camera will be possible.[2][3]
Things will render in the world out of your current vision. While the quality may change between high end and low end systems, and what settings players select, it's important to us to have the game render in an effective manner, that also adds to everyone's immersion while in the game.[2]Cody Peterson
We don't have the first-person zoom in because when you get into first-person there's a different animation set required for the holding of the weapon: The hands that you see in front of you; and we don't have those animations. So we're really focusing on third-person.[5]Steven Sharif
Q: What camera distance is Intrepid using for fights? (WoW vs FF14)
A: Closer to FF14. We want people to have a wide range of view, especially since our battles will be very large. We want people to be able to visually access their surroundings.[6]Margaret Krohn

The action combat camera is tied to the to the player's targeting reticle.[7][8]

  • There will likely be a hotkey that when held down will allow free camera movement in action mode.[8]
  • In future the user will have the ability to choose from different reticle appearances.[9]

Later stages of game polish will address quality-of-life issues, such as foliage blocking the player's camera.[10]

info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.

UI settings

Alpha-2 user interface settings work-in-progress UI.[13]

Player customization options are paramount when it comes to UI. That is a very subjective thing that we've all become- our own flavors we like out of certain components of the UI; and so instead of trying to force down the throat of our players a specific approach to UI, why do that when we can develop options and customization that the players can influence themselves: That includes color compositions, it includes text sizes, includes bolded, it includes options of which informations you're choosing to display, scaling.[14]Steven Sharif

User interface settings will have solid defaults along with detailed customization of Ashes of Creation for those who wish to customise their UI.[15][16][17][18]

Our mantra is really solid defaults, so most people won't need to touch anything, but then the customization for everybody who wants to.[15]Colby Marchi

Various display elements can be toggled on or off.[14]

Game settings allow players to fine tune performance to suit their preferences and hardware capabilities.[32][33][34]

  • Particle effects and rendering.[35]
  • Effects bloom and brightness.[32]
  • Effect elements and channels.[32]
  • Motion blur will be togglable on and off.[36]
We'll have certain features from a scalability setting standpoint that will allow players to even further tone down both the bloom and brightness of these types of effects has. Also in addition some of the elements and channels of those effects as well.[32]Steven Sharif

Gameplay actors, such as foliage density will not be able to be adjusted by players.[37]

  • Later stages of game polish will address quality-of-life issues, such as foliage blocking the player's camera.[10]
We will not allow players to to adjust the density of foliage actors in the world. That will be universal... There are going to be areas that are more dense than others. It's meant to be part of the a part of the world that players can utilize for certain purposes, like hiding in for PvP. However, there will be collision with those foliage actors and the player capsule. So as you might see that bush moving and think, "Huh that's odd. That doesn't look like wind. There must be something there." And that's the immersion that we want.[37]Steven Sharif

Apuntando en el combate

Ranger hybrid combat in Alpha-2.[38]

Part of what we're exploring with this approach of our hybrid combat is offering the player the functionality to utilize either tab targeting or a reticle-based action camera mode; and there are benefits to each; and both of them are providing the player what they feel most comfortable with playing. All of our attacks are going to be stat opposed unless they're a templated attack, in which case there will be certain bonuses and/or stronger applied chances for certain types of CC effects to be applied or potentially evasion and accuracy aspects of it. These are all things that we plan to to test throughout alpha two to see where the player base lives in those two options of the action or tab target based attack modes. The important part here is that this is still a work-in-progress. This is meant to give you a look at where our approach has now been living over the past several months when it comes to combat based off of what we learned in alpha one, what player feedback has been along the way and how we can create a compelling system of combat between these very different classes and weapon types.[39]Steven Sharif

El combate híbrido hace referencia a la elección entre el combate "tab target" y el "action combat" en Ashes of Creation.[40][41][42][43]Un botón de selección (por defecto Z, pero se puede vincular a otra tecla) permite al jugador alternar entre los modos de action combat y tab target.[44][45][46][47]

  • La cámara en el action combat está vinculada a la retícula del jugador.[7][8]
    • Es probable que haya una tecla de acceso rápido que, al mantenerla pulsada, permita mover libremente la cámara en el modo de acción.[8]
    • En el futuro, el usuario podrá elegir entre diferentes apariencias de retícula.[9]
  • Las habilidades tab target requieren un objetivo bien con fijado suave o duro.[7]
    • El fijado suave (soft locking) se produce cuando la retícula se desplaza sobre un objetivo en modo de acción. Su placa de objetivo aparecerá ligeramente en gris para indicar que se trata de un objetivo con fijación suave (soft-lock). Si la retícula se aleja del objetivo o el objetivo se aleja de la retícula, el objetivo se pierde.[7]
    • El fijado duro (hard locking) se produce cuando el jugador utiliza el botón derecho del ratón sobre un objetivo con fijado suave. La retícula ya no aparecerá en gris para indicar que el objetivo está bloqueado. A diferencia del bloqueo suave, si el objetivo se sale de la retícula no se pierde el objetivo. En el modo de acción, la tecla Tab seguirá pasando de un objetivo a otro en función de la prioridad de proximidad.[48][7]
  • Atacar sin un objetivo (disparar a ciegas) es posible en el modo acción para las habilidades con plantillas. Si un jugador se mueve en la trayectoria del proyectil puede ser golpeado.[49][50][7]

Q: What the benefits are for tab versus action. I feel like a lot of people feel like tab is just easier so why would I use action?

A: If you're in a massive brawl, the ability to pick and choose targets that are far in the back line that might might be more advantageous towards tab target users because they're able to click, but the reaction time to acquire a target for a cursor versus acquiring a target for a reticle is much faster and less cumbersome because it doesn't require as many actions on behalf of the user.[51]Steven Sharif

Las versiones de las habilidades orientadas al action combat y al tab target tendrán características diferentes.[39][44][52][53][54]

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.[53]Steven Sharif
  • Las habilidades de tab target aparecerán sombreadas si el objetivo no está dentro de un rango válido, pero las habilidades de plantilla generalmente requerirán que el jugador evalúe el rango correcto para la misma..[55]
  • Diferentes rangos de la misma habilidad pueden cambiar la habilidad de tab target a action combat o viceversa.[56]
info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.
  • Puede que no sea posible especificar una configuración sólo con habilidades orientadas a la acción o al tab target. Podría haber un límite del 75% en la elección de habilidades del mismo tipo.[53]
  • En pos del equilibrio, ciertos tipos de habilidades estarán orientadas al tab target o al action combat.[57]
    • Los CCs duros pueden ser configurados dentro de las habilidades orientadas al action combat ya que son ataques más complicados de acertar.[57][53]
    • Los CCs suaves se configurarán dentro del sistema de tab target.[57]
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.[54]Steven Sharif

Accessibility settings

Habrá configuraciones para ayudar a los jugadores daltónicos. [59][60]

Ver además

Referencias

  1. Transmisión en vivo, 2017-05-17 (35:41).
  2. 2.0 2.1 Forums - Livestream Q&A 2022-08-26.
  3. Transmisión en vivo, 2022-06-30 (52:08).
  4. 4.0 4.1 Vídeo, 2022-06-30 (24:18).
  5. 5.0 5.1 Entrevista, 2018-08-17 (4:31).
  6. Reddit Q&A, 2019-01-8.
  7. 7.0 7.1 7.2 7.3 7.4 7.5 Vídeo, 2022-09-30 (17:00).
  8. 8.0 8.1 8.2 8.3 Transmisión en vivo, 2021-03-26 (59:21).
  9. 9.0 9.1 9.2 Transmisión en vivo, 2021-06-25 (26:11).
  10. 10.0 10.1 Transmisión en vivo, 2023-04-28 (53:09).
  11. Camera.jpg
  12. camera mechanics.png
  13. Transmisión en vivo, 2023-02-24 (20:11).
  14. 14.0 14.1 14.2 14.3 14.4 Transmisión en vivo, 2022-06-30 (48:03).
  15. 15.0 15.1 15.2 Transmisión en vivo, 2023-02-24 (28:45).
  16. 16.0 16.1 16.2 Transmisión en vivo, 2020-08-28 (1:27:01).
  17. 17.0 17.1 Transmisión en vivo, 2017-05-26 (5:06).
  18. Transmisión en vivo, 2017-05-05 (20:02).
  19. Transmisión en vivo, 2023-02-24 (53:48).
  20. Transmisión en vivo, 2020-08-28 (1:24:29).
  21. Transmisión en vivo, 2020-03-28 (1:41:42).
  22. Vídeo, 2022-06-30 (16:39).
  23. Transmisión en vivo, 2021-06-25 (29:09).
  24. Transmisión en vivo, 2021-06-25 (1:31:47).
  25. Transmisión en vivo, 2023-05-31 (43:04).
  26. jqWtRci.png
  27. Transmisión en vivo, 2019-06-28 (1:22:48).
  28. Transmisión en vivo, 2022-12-02 (1:03:28).
  29. Transmisión en vivo, 2023-02-24 (53:05).
  30. 30.0 30.1 30.2 30.3 30.4 Transmisión en vivo, 2017-09-03 (58:29).
  31. helmet.jpg
  32. 32.0 32.1 32.2 32.3 Transmisión en vivo, 2023-04-28 (1:03:41).
  33. Transmisión en vivo, 2023-01-27 (1:07:12).
  34. Transmisión en vivo, 2018-08-17 (1:07:51).
  35. game system.jpg
  36. Transmisión en vivo, 2018-05-04 (43:35).
  37. 37.0 37.1 Transmisión en vivo, 2022-06-30 (1:10:19).
  38. Vídeo, 2022-09-30 (17:03).
  39. 39.0 39.1 39.2 39.3 39.4 Transmisión en vivo, 2022-09-30 (41:06).
  40. steven-hybrid.png
  41. Transmisión en vivo, 2021-08-27 (1:16:04).
  42. Transmisión en vivo, 2021-06-25 (22:34).
  43. Transmisión en vivo, 2017-11-16 (30:45).
  44. 44.0 44.1 Transmisión en vivo, 2021-06-25 (27:43).
  45. steven-combat-revamp-update-2.png
  46. Transmisión en vivo, 2020-08-28 (1:15:39).
  47. Transmisión en vivo, 2020-04-30 (1:09:51).
  48. Transmisión en vivo, 2022-09-30 (49:16).
  49. Transmisión en vivo, 2022-09-30 (52:33).
  50. Transmisión en vivo, 2022-09-30 (48:10).
  51. Transmisión en vivo, 2022-09-30 (54:35).
  52. Newsletter, 2018-08-7
  53. 53.0 53.1 53.2 53.3 Transmisión en vivo, 2018-04-8 (PM) (37:57).
  54. 54.0 54.1 54.2 54.3 54.4 54.5 Pódcast, 2018-08-04 (1:07:59).
  55. Transmisión en vivo, 2023-01-27 (1:11:07).
  56. Transmisión en vivo, 2020-08-28 (1:12:50).
  57. 57.0 57.1 57.2 57.3 57.4 57.5 Pódcast, 2018-08-04 (1:11:05).
  58. steven-action-tab-attack-range.png
  59. 59.0 59.1 Transmisión en vivo, 2020-10-30 (30:36).
  60. Transmisión en vivo, 2017-07-18 (52:42).