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]
介面設定
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]
- 目標鎖定模式 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]
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
目標鎖定模式
混合戰鬥是指玩家在遊戲中可以選擇以 Tab 鍵鎖定或無鎖定模式進行戰鬥。[39][40]
- 無鎖定模式設有準星,與第三人稱動作遊戲相似。[39][38][43][44]
- 玩家無須處於準星模式來施放無鎖定技能。[45]
- 施放指向性無鎖定技能,玩家無須處於準星模式。技能會自動判定準星的位置施放。因此如果玩家使用 Tab鍵鏡頭模式憑感覺瞄準,也可以使用無鎖定技能。[45] – Steven Sharif
- The reticle will highlight/change color (to red) to indicate if the current target is able to be hit with the currently prepared skill.[39][38]
- Action combat abilities will not have a lock-on feature but pressing Q while in action mode will lock on to the current target to enable the use of tab-oriented skills in action mode.[41][39]
- Action combat abilities will not have a lock-on feature so to speak. Some of those are going to be skill shot only. However because you can have a mix and match of tab abilities that require a target, you will be able to target lock in action mode as well. Right now that's delegated to the Q key as default, but you can obviously set that up you could put it on your left mouse button, or you could put it wherever you want; and when your reticle hovers over a target, it rapidly swaps your target ability and when you press your target lock it will then lock that target; and if you have tab-oriented skills, you can use your tab oriented skills and they will be used against that target.[41] – Steven Sharif
- Holding Tab while in action mode will alternate between targets.[39]
- Pressing right-click while in action mode will switch to tab mode for the currently highlighted target.[38]
- The action camera is tied to the to player's reticle. There will likely be a hotkey that when held down will allow free camera movement.[8]
- In future the user will have the ability to choose from different reticle appearances.[9]
- The tab mode (MMO mode) facilitates tab targeted combat.[38][43] A tab-targeted ability requires a target in order to utilize that skill.[41][44]
- Pressing left-click in tab mode will attack the target (with the currently selected weapon).[38]
- There will be a "target of target" capability on the user interface.[46]
Hybrid combat is being tested in Alpha-1.[39][47]
- Targeting modes are able to be achieved through choice of skills/abilities.[41][47][48]
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.[48] – Steven Sharif
Action oriented and tab oriented versions of skills will have different characteristics. Variables will change based on which version is chosen.[50]
- Damage.[50]
- Charge up time.[50]
- CC effects.[50]
- Cooldown.[51]
- Energy consumption.[51]
- Cost to spec.[51]
- Attack range will likely remain the same; as it is driven by the weapon or skill itself.[52]
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. [50] – Steven Sharif
For the purposes of balance, certain skill types will be either tab or action oriented skills. For example:[51]
- Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[51][48]
- Softer CC's would be housed in tab-targeted abilities.[51]
無障礙設定
其他
引用
- ↑ 直播, 2017-05-17 (35:41).
- ↑ 2.0 2.1 Forums - Livestream Q&A 2022-08-26.
- ↑ 直播, 2022-06-30 (52:08).
- ↑ 4.0 4.1 影片, 2022-06-30 (24:18).
- ↑ 5.0 5.1 訪談, 2018-08-17 (4:31).
- ↑ Reddit Q&A, 2019-01-8.
- ↑ 影片, 2022-09-30 (17:00).
- ↑ 8.0 8.1 8.2 直播, 2021-03-26 (59:21).
- ↑ 9.0 9.1 9.2 直播, 2021-06-25 (26:11).
- ↑ 10.0 10.1 直播, 2023-04-28 (53:09).
- ↑
- ↑
- ↑ 直播, 2023-02-24 (20:11).
- ↑ 14.0 14.1 14.2 14.3 14.4 直播, 2022-06-30 (48:03).
- ↑ 15.0 15.1 15.2 直播, 2023-02-24 (28:45).
- ↑ 16.0 16.1 16.2 直播, 2020-08-28 (1:27:01).
- ↑ 17.0 17.1 直播, 2017-05-26 (5:06).
- ↑ 直播, 2017-05-05 (20:02).
- ↑ 直播, 2023-02-24 (53:48).
- ↑ 直播, 2020-08-28 (1:24:29).
- ↑ 直播, 2020-03-28 (1:41:42).
- ↑ 影片, 2022-06-30 (16:39).
- ↑ 直播, 2021-06-25 (29:09).
- ↑ 直播, 2021-06-25 (1:31:47).
- ↑ 直播, 2023-05-31 (43:04).
- ↑
- ↑ 直播, 2019-06-28 (1:22:48).
- ↑ 直播, 2022-12-02 (1:03:28).
- ↑ 直播, 2023-02-24 (53:05).
- ↑ 30.0 30.1 30.2 30.3 30.4 直播, 2017-09-03 (58:29).
- ↑
- ↑ 32.0 32.1 32.2 32.3 直播, 2023-04-28 (1:03:41).
- ↑ 直播, 2023-01-27 (1:07:12).
- ↑ 直播, 2018-08-17 (1:07:51).
- ↑
- ↑ 直播, 2018-05-04 (43:35).
- ↑ 37.0 37.1 直播, 2022-06-30 (1:10:19).
- ↑ 38.0 38.1 38.2 38.3 38.4 38.5 38.6 直播, 2020-08-28 (1:15:39).
- ↑ 39.0 39.1 39.2 39.3 39.4 39.5 39.6 直播, 2021-06-25 (22:34).
- ↑ 直播, 2017-11-16 (30:45).
- ↑ 41.0 41.1 41.2 41.3 41.4 直播, 2021-06-25 (27:43).
- ↑
- ↑ 43.0 43.1 43.2 直播, 2020-04-30 (1:09:51).
- ↑ 44.0 44.1 訪談, 2019-04-15 (38:03).
- ↑ 45.0 45.1 直播, 2021-06-25 (27:10).
- ↑ 直播, 2020-04-30 (40:19).
- ↑ 48.0 48.1 48.2 48.3 直播, 2018-04-8 (PM) (37:57).
- ↑ 直播, 2020-08-28 (1:12:50).
- ↑ 50.0 50.1 50.2 50.3 50.4 Podcast, 2018-08-04 (1:07:59).
- ↑ 51.0 51.1 51.2 51.3 51.4 51.5 Podcast, 2018-08-04 (1:11:05).
- ↑
- ↑ 53.0 53.1 直播, 2020-10-30 (30:36).
- ↑ 直播, 2017-07-18 (52:42).