Camera
Цель состоит в том, чтобы обеспечить разнообразие вариантов установки камеры в Ashes of Creation.[1]
- Будет возможно «довольно значительное» масштабирование камеры.[2]
- Чтобы не вызывать чувство дискомфорта у некоторых игроков, в игре будет опция отключения дрожания экрана, а также другие настройки пользовательского интерфейса.[3]
- В игре можно будет достичь вида от первого лица, но в основе игры лежит вид от третьего лица.[4]
- 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
- Поле зрения камеры (FoV) можно настраивать.[6]
- Механика камеры похожа на механику в ArcheAge (удерживайте кнопки мыши для перемещения камеры).[7]
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.[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
- Selecting different UI flavors.[11]
- Resizing, moving, recoloring UI components.[9][11]
- There will be an option to include multiple action bars (hotbars) on a player's UI.[14][15][16]
- Text sizes, text boldness.[9]
- Combat text, such as damage, criticals and crowd-control.[17][18]
- Target reticles appearances may be offered.[19]
- Combat targeting templates and decals may be offered.[20]
- Adjusting screen shake.[21][3][22]
- User interface scale adjustments may be provided.[9][23]
- Nameplates can be hidden, resized, and customized.[24]
- Saving and loading UI profiles, such as switching to a custom UI profile for raids.[10]
- User interface settings are saved locally.[12]
- User interface layouts will likely not be able to be shared between players.[25]
Various display elements can be toggled on or off.[9]
- Character names.[26]
- Guild names.[26]
- Enemy names.[26]
- Party names.[26]
- Alliance members.[26]
- Helmet.[27]
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
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]
- 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]
- Templated skills allow "blind firing" without a target while in action mode. If an entity moves into the path of the attack they can be struck.[51][36][52][53][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]
- Different ranks of the same skill can change the skill from tab to action or vice-versa.[60]
- Variables will change based on which version of a skill is chosen.[58]
- 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]
- 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]
- Элементы пользовательского интерфейса будут использовать текстуры и значки, отличающие их, в дополнение к цвету.[63]
Смотрите также
Ссылки
- ↑ Прямая трансляция, 2017-05-17 (35:41).
- ↑ Прямая трансляция, 2022-06-30 (52:08).
- ↑ 3.0 3.1 Видео, 2022-06-30 (24:18).
- ↑ 4.0 4.1 Интервью, 2018-08-17 (4:31).
- ↑ Reddit Q&A, 2019-01-8.
- ↑
- ↑
- ↑ Прямая трансляция, 2023-02-24 (20:11).
- ↑ 9.0 9.1 9.2 9.3 9.4 Прямая трансляция, 2022-06-30 (48:03).
- ↑ 10.0 10.1 10.2 Прямая трансляция, 2023-02-24 (28:45).
- ↑ 11.0 11.1 11.2 Прямая трансляция, 2020-08-28 (1:27:01).
- ↑ 12.0 12.1 Прямая трансляция, 2017-05-26 (5:06).
- ↑ 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).
- ↑ Видео, 2022-06-30 (16:39).
- ↑ Прямая трансляция, 2021-06-25 (29:09).
- ↑ 19.0 19.1 Прямая трансляция, 2021-06-25 (26:11).
- ↑ Прямая трансляция, 2021-06-25 (1:31:47).
- ↑ Прямая трансляция, 2023-05-31 (43:04).
- ↑
- ↑ Прямая трансляция, 2019-06-28 (1:22:48).
- ↑ Прямая трансляция, 2022-12-02 (1:03:28).
- ↑ Прямая трансляция, 2023-02-24 (53:05).
- ↑ 26.0 26.1 26.2 26.3 26.4 Прямая трансляция, 2017-09-03 (58:29).
- ↑
- ↑ 28.0 28.1 28.2 28.3 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).
- ↑ 33.0 33.1 Прямая трансляция, 2022-06-30 (1:10:19).
- ↑ Прямая трансляция, 2023-04-28 (53:09).
- ↑ Видео, 2022-09-30 (17:03).
- ↑ 36.0 36.1 36.2 36.3 36.4 36.5 Прямая трансляция, 2023-04-28 (53:58).
- ↑ Видео, 2023-05-31 (11:20).
- ↑ Прямая трансляция, 2023-04-07 (49:45).
- ↑
- ↑ Прямая трансляция, 2021-08-27 (1:16:04).
- ↑ Прямая трансляция, 2021-06-25 (22:34).
- ↑ Прямая трансляция, 2017-11-16 (30:45).
- ↑ 43.0 43.1 Прямая трансляция, 2021-06-25 (27:43).
- ↑
- ↑ Прямая трансляция, 2020-08-28 (1:15:39).
- ↑ Прямая трансляция, 2020-04-30 (1:09:51).
- ↑ 47.0 47.1 47.2 Прямая трансляция, 2023-12-19 (1:15:00).
- ↑ 48.0 48.1 48.2 48.3 48.4 Видео, 2022-09-30 (17:00).
- ↑ 49.0 49.1 Прямая трансляция, 2021-03-26 (59:21).
- ↑ Прямая трансляция, 2022-09-30 (49:16).
- ↑ Прямая трансляция, 2023-12-19 (1:18:49).
- ↑ Прямая трансляция, 2022-09-30 (52:33).
- ↑ Прямая трансляция, 2022-09-30 (48:10).
- ↑ Прямая трансляция, 2023-08-31 (2:22:01).
- ↑ 55.0 55.1 55.2 55.3 Прямая трансляция, 2022-09-30 (41:06).
- ↑ 57.0 57.1 57.2 57.3 Прямая трансляция, 2018-04-8 (PM) (37:57).
- ↑ 58.0 58.1 58.2 58.3 58.4 58.5 Подкаст, 2018-08-04 (1:07:59).
- ↑ Прямая трансляция, 2023-01-27 (1:11:07).
- ↑ Прямая трансляция, 2020-08-28 (1:12:50).
- ↑ 61.0 61.1 61.2 61.3 61.4 61.5 Подкаст, 2018-08-04 (1:11:05).
- ↑
- ↑ 63.0 63.1 Прямая трансляция, 2020-10-30 (30:36).
- ↑ Прямая трансляция, 2017-07-18 (52:42).