User interface settings

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Alpha-2 user interface settings work-in-progress UI.[1]

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.[2]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.[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

Various display elements can be toggled on or off.[2]

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

鏡頭設定

The aim is to provide a variety of camera options in Ashes of Creation.[29]

  • A "pretty significant" zoom out distance for the camera will be possible.[30][31]
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.[30]Cody Peterson
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.[32]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.[33]Margaret Krohn

The action combat camera is tied to the to the player's targeting reticle.[34][35]

  • There will likely be a hotkey that when held down will allow free camera movement in action mode.[35]
  • In future the user will have the ability to choose from different reticle appearances.[12]

Later stages of game polish will address quality-of-life issues, such as foliage blocking the player's camera.[28]

info-orange.png以下某些信息最近尚未得到开发人员的确认,可能不在当前的开发路线图上。

控制設定

Alpha-1 default keybindings.[38]

Players will be able to customize their keyboard control scheme in Ashes of Creation.[39]

控制器

The Ashes of Creation MMO is not designed around controller support.[44]

Controller support will likely be something we work on closer to launch.[46]Steven Sharif

User interface customization

Alpha-1 早期預覽技能介面[47]

遊戲介面將是高度客制化的,無論是大小、位置還是顏色,玩家將可以把介面調較成不同風格。我們希望有一個非常紮實的介面系統,設計成讓玩家可以根據喜好更改,而不是為求以單一設計來嘗試滿足所有人。[4]Steven Sharif

Ashes of Creation 玩家介面 (UI) 採取給予玩家客制化的設計,而不是追求適合所有人的單一設計。[4][6] 玩家將:

遊戲介面將可以因應不同遊玩風格進行修改。[49]Steven Sharif

Alpha-1介面都是暫時性的,正式版本於 Alpha-2 才會推出。[11][50]

請謹記你不會於第一次 Alpha 測試看到完善的介面,這是因為介面仍然在開發中,目前的都是暫時性的。[11]Steven Sharif

Floating combat text

Alpha-2 Floating combat text work-in-progress UI.[10]

Damage you take, which is indicated in this red number, floats towards your left-hand side; and when you do damage to a target they float to your right-hand side. Now one of the very important aspects of these floating texts is providing the player with customization options that they can adjust the size of the floating text. They can adjust the color composition on how these texts are represented. They can also include damage icons to indicate the ability that's used for those floating texts; and importantly we also call out the crits that you do in a separate way: how they pop in they're slightly above the other number; and then more so, we also have additional functionality for cumulative damage.[10]Steven Sharif

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]

Providing maximum flexibility and player customization options for these floating texts I think is super important.[10]Steven Sharif

無障礙設定

将有一些设置来帮助色盲玩家。[51][52]

  • 用户界面除了颜色之外,内容/要素 将利用纹理和图标来区分它们.[51]

語音控制

Raid and party leaders are able to control Voice chat.[53][54]

  • Toggle (global) mute on the entire raid.[54]
  • Define who has global speech capacity across the entire raid.[55]
  • Granting administrative functions to raid and party members.[53]

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.[55]Steven Sharif

其他

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