User interface settings
User interface settings will have solid defaults along with detailed customization of Ashes of Creation for those who wish to customise their UI.[3][4][5][6]
- Our mantra is really solid defaults, so most people won't need to touch anything, but then the customization for everybody who wants to.[3] – Colby Marchi
- Selecting different UI flavors.[4]
- Resizing, moving, recoloring UI components.[2][4]
- There will be an option to include multiple action bars (hotbars) on a player's UI.[7][8][9]
- Text sizes, text boldness.[2]
- Combat text, such as damage, criticals and crowd-control.[10][11]
- Target reticles appearances may be offered.[12]
- Combat targeting templates and decals may be offered.[13]
- Adjusting screen shake.[14][15][16]
- User interface scale adjustments may be provided.[2][17]
- Nameplates can be hidden, resized, and customized.[18]
- Saving and loading UI profiles, such as switching to a custom UI profile for raids.[3]
- User interface settings are saved locally.[5]
- User interface layouts will likely not be able to be shared between players.[19]
Various display elements can be toggled on or off.[2]
- Character names.[20]
- Guild names.[20]
- Enemy names.[20]
- Party names.[20]
- Alliance members.[20]
- Helmet.[21]
Game settings allow players to fine tune performance to suit their preferences and hardware capabilities.[22][23][24]
- Particle effects and rendering.[25]
- Effects bloom and brightness.[22]
- Effect elements and channels.[22]
- Motion blur will be togglable on and off.[26]
- 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.[22] – Steven Sharif
Gameplay actors, such as foliage density will not be able to be adjusted by players.[27]
- Later stages of game polish will address quality-of-life issues, such as foliage blocking the player's camera.[28]
- 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.[27] – Steven Sharif
Camera settings
Цель состоит в том, чтобы обеспечить разнообразие вариантов установки камеры в Ashes of Creation.[29]
- Будет возможно «довольно значительное» масштабирование камеры.[30]
- Чтобы не вызывать чувство дискомфорта у некоторых игроков, в игре будет опция отключения дрожания экрана, а также другие настройки пользовательского интерфейса.[15]
- В игре можно будет достичь вида от первого лица, но в основе игры лежит вид от третьего лица.[31]
- У нас нет масштабирования для перехода к виду от первого лица, потому что, когда вы переходите в режим от первого лица, требуется другой набор анимации для оружия — руки, которые вы видите перед собой, а у нас нет такой анимации. Поэтому мы сосредоточились на третьем лице.[31] – Steven Sharif
- В: Какое расстояние камеры Intrepid использует для боёв? (в стиле WoW или FF14)
- О: Ближе к FF14. Мы хотим, чтобы у людей был широкий обзор, тем более что наши битвы будут очень масштабными. Мы хотим, чтобы люди могли визуально оценивать своё окружение.[32] – Margaret Krohn
- Поле зрения камеры (FoV) можно настраивать.[33]
- Механика камеры похожа на механику в ArcheAge (удерживайте кнопки мыши для перемещения камеры).[34]
Control settings
Players will be able to customize their keyboard control scheme in Ashes of Creation.[36]
- Keybinds were not yet adjustable (in Alpha-1).[37]
- Action targeting can be toggled via a key to enable mouse targeting via a reticle that feels similar to a third-person action game.[37]
- Players will be able to trigger skills with combinations of different keystrokes, and reuse the same keys as part of different combinations.[38]
- Ashes of Creation Apocalypse included hotkey customization.[39]
Controller support
The Ashes of Creation MMO is not designed around controller support.[41]
- Ashes of Creation Apocalypse may have controller support.[42]
Controller support will likely be something we work on closer to launch.[43] – Steven Sharif
User interface customization
The Ashes of Creation user interface (UI) and HUD is built with customization in mind, rather than being one-size-fits-all.[46][4][6]
- Users will be able to quickly customize UI elements on-the-fly to suit the PvX nature of the game and different styles of combat.[46]
- Customization of UI elements, especially there on the HUD is a top desired aspect of our UI team.[46] – Steven Sharif
- Users will be able to save and load UI profiles, such as switching to a custom UI profile for raids.[3]
- One of the first things we did when we were starting to block in the very base features of our HUD editor was talking about saving and loading profiles. We're going to have options for, when I'm in a raid automatically change my UI to this UI.[3] – Colby Marchi
- The user interface in Alpha-2 will have options to support hover-over casting and double-tap application of AoE effects on the cursor location.[47]
- One of the big goals of our UI team and our design team is to accommodate a whole host of different types of user options that they're capable of setting, because we all have different play styles; and in that regard those include things like hover-over casting, double-tap application of AoE effects on cursor location- just a lot of different options, because people like to play different ways.[47] – Steven Sharif
- It's very important to note that in Alpha 1 you are not going to see a solid UI presentation and that's because our UI currently is still very placeholder very work-in-progress.[11] – Steven Sharif
Floating combat text
Floating combat text shows damage taken, damage dealt, cumulative damage, crits, heals, XP gained, and other important combat indicators.[10]
- Damage taken appears in red and floats to the left.[10]
- Damage dealt appears in yellow and floats to the right.[10]
- Crits appear larger and are slightly above the other numbers.[10]
- XP appears in white and is slightly lower on the UI.[10]
Floating combat text is able to be customized by the player.[10][11]
- Color composition.[10][11]
- Text size and boldness.[10]
- Damage icons to indicate the ability used.[10]
- Providing maximum flexibility and player customization options for these floating texts I think is super important.[10] – Steven Sharif
Accessibility settings
Будут настройки, которые помогут игрокам с цветовой слепотой.[49][50]
- Элементы пользовательского интерфейса будут использовать текстуры и значки, отличающие их, в дополнение к цвету.[49]
Voice controls
Raid and party leaders are able to control Voice chat.[51][52]
- Toggle (global) mute on the entire raid.[52]
- Define who has global speech capacity across the entire raid.[53]
- Granting administrative functions to raid and party members.[51]
If you are joined in raid where you have multiple squads that have connected into a raid for the castle sieges, the leaders of those squads will be able to communicate across all members of squad. So let's say you have five teams of four, for a total of twenty people within a particular raid... there are five that have global speech capacity; and then in those individual parties they'll also have their own inter-voice communication. So party leader will be able to hear their party members and the party members will hear each other, but they'll also be able to hear other party leaders speak as well.[53] – Steven Sharif
Смотрите также
Ссылки
- ↑ Прямая трансляция, 2023-02-24 (20:11).
- ↑ 2.0 2.1 2.2 2.3 2.4 Прямая трансляция, 2022-06-30 (48:03).
- ↑ 3.0 3.1 3.2 3.3 3.4 Прямая трансляция, 2023-02-24 (28:45).
- ↑ 4.0 4.1 4.2 4.3 4.4 Прямая трансляция, 2020-08-28 (1:27:01).
- ↑ 5.0 5.1 Прямая трансляция, 2017-05-26 (5:06).
- ↑ 6.0 6.1 Прямая трансляция, 2017-05-05 (20:02).
- ↑ Прямая трансляция, 2023-02-24 (53:48).
- ↑ Прямая трансляция, 2020-08-28 (1:24:29).
- ↑ Прямая трансляция, 2020-03-28 (1:41:42).
- ↑ 10.00 10.01 10.02 10.03 10.04 10.05 10.06 10.07 10.08 10.09 10.10 10.11 10.12 Видео, 2022-06-30 (16:39).
- ↑ 11.0 11.1 11.2 11.3 11.4 Прямая трансляция, 2021-06-25 (29:09).
- ↑ Прямая трансляция, 2021-06-25 (26:11).
- ↑ Прямая трансляция, 2021-06-25 (1:31:47).
- ↑ Прямая трансляция, 2023-05-31 (43:04).
- ↑ 15.0 15.1 Видео, 2022-06-30 (24:18).
- ↑
- ↑ Прямая трансляция, 2019-06-28 (1:22:48).
- ↑ Прямая трансляция, 2022-12-02 (1:03:28).
- ↑ Прямая трансляция, 2023-02-24 (53:05).
- ↑ 20.0 20.1 20.2 20.3 20.4 Прямая трансляция, 2017-09-03 (58:29).
- ↑
- ↑ 22.0 22.1 22.2 22.3 Прямая трансляция, 2023-04-28 (1:03:41).
- ↑ Прямая трансляция, 2023-01-27 (1:07:12).
- ↑ Прямая трансляция, 2018-08-17 (1:07:51).
- ↑
- ↑ Прямая трансляция, 2018-05-04 (43:35).
- ↑ 27.0 27.1 Прямая трансляция, 2022-06-30 (1:10:19).
- ↑ Прямая трансляция, 2023-04-28 (53:09).
- ↑ Прямая трансляция, 2017-05-17 (35:41).
- ↑ Прямая трансляция, 2022-06-30 (52:08).
- ↑ 31.0 31.1 Интервью, 2018-08-17 (4:31).
- ↑ Reddit Q&A, 2019-01-8.
- ↑
- ↑
- ↑
- ↑ Прямая трансляция, 2017-05-26 (38:30).
- ↑ 37.0 37.1
- ↑ Прямая трансляция, 2021-07-30 (1:10:22).
- ↑ Интервью, 2018-08-08 (27:38).
- ↑ Intrepid Studios Snapchat, 2018-11-30.
- ↑ Прямая трансляция, 2017-11-17 (21:24).
- ↑
- ↑ Прямая трансляция, 2018-04-8 (AM) (18:04).
- ↑ Видео, 2023-07-28 (37:19).
- ↑ Видео, 2023-05-31 (0:37).
- ↑ 46.0 46.1 46.2 Прямая трансляция, 2022-10-28 (3:34).
- ↑ 47.0 47.1 Прямая трансляция, 2022-12-02 (1:00:30).
- ↑ Blog: Creative Director's Letter, October 16 2020
- ↑ 49.0 49.1 Прямая трансляция, 2020-10-30 (30:36).
- ↑ Прямая трансляция, 2017-07-18 (52:42).
- ↑ 51.0 51.1 Прямая трансляция, 2022-05-27 (2:33).
- ↑ 52.0 52.1 Прямая трансляция, 2017-05-17 (57:27).
- ↑ 53.0 53.1 Интервью, 2018-12-06 (2:57).