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Wiki созданная сообществом Ashes of Creation
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Цель состоит в том, чтобы обеспечить разнообразие вариантов установки камеры в Ashes of Creation.[1]

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.[4]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.[5]Margaret Krohn
info-orange.pngНекоторая из приведенной ниже информации не была подтверждена разработчиками и может не входить в текущую дорожную карту разработки.

UI settings

Alpha-2 user interface settings work-in-progress UI.[8]

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.[9]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.[10][11][12][13]

Our mantra is really solid defaults, so most people won't need to touch anything, but then the customization for everybody who wants to.[10]Colby Marchi

Various display elements can be toggled on or off.[9]

Game settings allow players to fine tune performance to suit their preferences and hardware capabilities.[28][29][30]

  • Particle effects and rendering.[31]
  • Effects bloom and brightness.[28]
  • Effect elements and channels.[28]
  • Motion blur will be togglable on and off.[32]
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.[28]Steven Sharif

Gameplay actors, such as foliage density will not be able to be adjusted by players.[33]

  • Later stages of game polish will address quality-of-life issues, such as foliage blocking the player's camera.[34]
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.[33]Steven Sharif

Combat targeting

Ranger hybrid combat in Alpha-2.[35]

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.[36]Steven Sharif

Hard-locked friendly player target.[37]

Hybrid combat refers to the choice between tab and action combat in Ashes of Creation.[36][38][39][40][41][42] A toggle button (default Z, but can be re-bound to another key) allows the player to switch between action and tab combat modes.[36][43][44][45][46]

  • The action mode camera is tied to the to the player's reticle (crosshair).[47][36][48][49]
    • There will likely be a hotkey that when held down will allow free camera movement in action mode.[49]
    • In future the user will have the ability to choose from different reticle appearances.[47][19]
  • Targeted skills require either a soft or hard locked target.[36][48]
    • Soft locking is when the reticle moves over a valid target while in action mode.[47] 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.[48]
    • 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.[50][48]
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.[54]Steven Sharif

Templated and targeted versions of skills will have different characteristics.[55][43][56][57][58]

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.[57]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.[59]
info-orange.pngНекоторая из приведенной ниже информации не была подтверждена разработчиками и может не входить в текущую дорожную карту разработки.
  • 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.[57]
  • For the purposes of balance, certain skill types will be either tab or action oriented skills.[61]
    • Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[61][57]
    • Softer CC's would be housed in tab-targeted abilities.[61]
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.[58]Steven Sharif

Accessibility settings

Будут настройки, которые помогут игрокам с цветовой слепотой.[63][64]

Смотрите также

Ссылки

  1. Прямая трансляция, 2017-05-17 (35:41).
  2. Прямая трансляция, 2022-06-30 (52:08).
  3. 3.0 3.1 Видео, 2022-06-30 (24:18).
  4. 4.0 4.1 Интервью, 2018-08-17 (4:31).
  5. Reddit Q&A, 2019-01-8.
  6. Camera.jpg
  7. camera mechanics.png
  8. Прямая трансляция, 2023-02-24 (20:11).
  9. 9.0 9.1 9.2 9.3 9.4 Прямая трансляция, 2022-06-30 (48:03).
  10. 10.0 10.1 10.2 Прямая трансляция, 2023-02-24 (28:45).
  11. 11.0 11.1 11.2 Прямая трансляция, 2020-08-28 (1:27:01).
  12. 12.0 12.1 Прямая трансляция, 2017-05-26 (5:06).
  13. Прямая трансляция, 2017-05-05 (20:02).
  14. Прямая трансляция, 2023-02-24 (53:48).
  15. Прямая трансляция, 2020-08-28 (1:24:29).
  16. Прямая трансляция, 2020-03-28 (1:41:42).
  17. Видео, 2022-06-30 (16:39).
  18. Прямая трансляция, 2021-06-25 (29:09).
  19. 19.0 19.1 Прямая трансляция, 2021-06-25 (26:11).
  20. Прямая трансляция, 2021-06-25 (1:31:47).
  21. Прямая трансляция, 2023-05-31 (43:04).
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  23. Прямая трансляция, 2019-06-28 (1:22:48).
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  31. game system.jpg
  32. Прямая трансляция, 2018-05-04 (43:35).
  33. 33.0 33.1 Прямая трансляция, 2022-06-30 (1:10:19).
  34. Прямая трансляция, 2023-04-28 (53:09).
  35. Видео, 2022-09-30 (17:03).
  36. 36.0 36.1 36.2 36.3 36.4 36.5 Прямая трансляция, 2023-04-28 (53:58).
  37. Видео, 2023-05-31 (11:20).
  38. Прямая трансляция, 2023-04-07 (49:45).
  39. steven-hybrid.png
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  44. steven-combat-revamp-update-2.png
  45. Прямая трансляция, 2020-08-28 (1:15:39).
  46. Прямая трансляция, 2020-04-30 (1:09:51).
  47. 47.0 47.1 47.2 Прямая трансляция, 2023-12-19 (1:15:00).
  48. 48.0 48.1 48.2 48.3 48.4 Видео, 2022-09-30 (17:00).
  49. 49.0 49.1 Прямая трансляция, 2021-03-26 (59:21).
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