Camera
The aim is to provide a variety of camera options in Ashes of Creation.[1]
- 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
- Adjustments will be provided for screen shake and other settings that may be nauseating to some users.[4]
- First-person point-of-view may be able to be achieved by zooming the camera, but the game is fundamentally third-person.[5]
- 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]
- Camera field-of-view (FoV) is customizable.[11]
- Camera mechanics are similar to ArcheAge (hold mouse buttons to move the camera).[12]
UI settings
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
- Selecting different UI flavors.[16]
- Resizing, moving, recoloring UI components.[14][16]
- There will be an option to include multiple action bars (hotbars) on a player's UI.[19][20][21]
- Text sizes, text boldness.[14]
- Combat text, such as damage, criticals and crowd-control.[22][23]
- Target reticles appearances may be offered.[9]
- Apuntando en el combate templates and decals may be offered.[24]
- Adjusting screen shake.[25][4][26]
- User interface scale adjustments may be provided.[14][27]
- Nameplates can be hidden, resized, and customized.[28]
- Saving and loading UI profiles, such as switching to a custom UI profile for raids.[15]
- User interface settings are saved locally.[17]
- User interface layouts will likely not be able to be shared between players.[29]
Various display elements can be toggled on or off.[14]
- Personaje names.[30]
- Guild names.[30]
- Enemy names.[30]
- Party names.[30]
- Alliance members.[30]
- Helmet.[31]
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
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]
- 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]
- Las variables cambiarán en función de la versión elegida de una habilidad.[54]
- 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]
- 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]
- Los elementos de la Interfaz de usuario emplearán texturas e iconos distintivos, además del color.[59]
Ver además
Referencias
- ↑ Transmisión en vivo, 2017-05-17 (35:41).
- ↑ 2.0 2.1 Forums - Livestream Q&A 2022-08-26.
- ↑ Transmisión en vivo, 2022-06-30 (52:08).
- ↑ 4.0 4.1 Vídeo, 2022-06-30 (24:18).
- ↑ 5.0 5.1 Entrevista, 2018-08-17 (4:31).
- ↑ Reddit Q&A, 2019-01-8.
- ↑ 7.0 7.1 7.2 7.3 7.4 7.5 Vídeo, 2022-09-30 (17:00).
- ↑ 8.0 8.1 8.2 8.3 Transmisión en vivo, 2021-03-26 (59:21).
- ↑ 9.0 9.1 9.2 Transmisión en vivo, 2021-06-25 (26:11).
- ↑ 10.0 10.1 Transmisión en vivo, 2023-04-28 (53:09).
- ↑
- ↑
- ↑ Transmisión en vivo, 2023-02-24 (20:11).
- ↑ 14.0 14.1 14.2 14.3 14.4 Transmisión en vivo, 2022-06-30 (48:03).
- ↑ 15.0 15.1 15.2 Transmisión en vivo, 2023-02-24 (28:45).
- ↑ 16.0 16.1 16.2 Transmisión en vivo, 2020-08-28 (1:27:01).
- ↑ 17.0 17.1 Transmisión en vivo, 2017-05-26 (5:06).
- ↑ Transmisión en vivo, 2017-05-05 (20:02).
- ↑ Transmisión en vivo, 2023-02-24 (53:48).
- ↑ Transmisión en vivo, 2020-08-28 (1:24:29).
- ↑ Transmisión en vivo, 2020-03-28 (1:41:42).
- ↑ Vídeo, 2022-06-30 (16:39).
- ↑ Transmisión en vivo, 2021-06-25 (29:09).
- ↑ Transmisión en vivo, 2021-06-25 (1:31:47).
- ↑ Transmisión en vivo, 2023-05-31 (43:04).
- ↑
- ↑ Transmisión en vivo, 2019-06-28 (1:22:48).
- ↑ Transmisión en vivo, 2022-12-02 (1:03:28).
- ↑ Transmisión en vivo, 2023-02-24 (53:05).
- ↑ 30.0 30.1 30.2 30.3 30.4 Transmisión en vivo, 2017-09-03 (58:29).
- ↑
- ↑ 32.0 32.1 32.2 32.3 Transmisión en vivo, 2023-04-28 (1:03:41).
- ↑ Transmisión en vivo, 2023-01-27 (1:07:12).
- ↑ Transmisión en vivo, 2018-08-17 (1:07:51).
- ↑
- ↑ Transmisión en vivo, 2018-05-04 (43:35).
- ↑ 37.0 37.1 Transmisión en vivo, 2022-06-30 (1:10:19).
- ↑ Vídeo, 2022-09-30 (17:03).
- ↑ 39.0 39.1 39.2 39.3 39.4 Transmisión en vivo, 2022-09-30 (41:06).
- ↑
- ↑ Transmisión en vivo, 2021-08-27 (1:16:04).
- ↑ Transmisión en vivo, 2021-06-25 (22:34).
- ↑ Transmisión en vivo, 2017-11-16 (30:45).
- ↑ 44.0 44.1 Transmisión en vivo, 2021-06-25 (27:43).
- ↑
- ↑ Transmisión en vivo, 2020-08-28 (1:15:39).
- ↑ Transmisión en vivo, 2020-04-30 (1:09:51).
- ↑ Transmisión en vivo, 2022-09-30 (49:16).
- ↑ Transmisión en vivo, 2022-09-30 (52:33).
- ↑ Transmisión en vivo, 2022-09-30 (48:10).
- ↑ Transmisión en vivo, 2022-09-30 (54:35).
- ↑ 53.0 53.1 53.2 53.3 Transmisión en vivo, 2018-04-8 (PM) (37:57).
- ↑ 54.0 54.1 54.2 54.3 54.4 54.5 Pódcast, 2018-08-04 (1:07:59).
- ↑ Transmisión en vivo, 2023-01-27 (1:11:07).
- ↑ Transmisión en vivo, 2020-08-28 (1:12:50).
- ↑ 57.0 57.1 57.2 57.3 57.4 57.5 Pódcast, 2018-08-04 (1:11:05).
- ↑
- ↑ 59.0 59.1 Transmisión en vivo, 2020-10-30 (30:36).
- ↑ Transmisión en vivo, 2017-07-18 (52:42).