Hotkeys

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Alpha-1 default keybindings.[1]

Players will be able to customize their keyboard control scheme in Ashes of Creation.[2]

技能欄

玩家可以把想要的主動技能放在技能欄中。[7][8]

  • 可以放在技能欄中的技能數量有限 (少於30)。[9]
  • 將有選項添加多個技能欄[10][8]
  • 例如一個鬥士將會因為選擇了不同主動技能,而與其他鬥士不同。[9]
  • 透過選擇不同技能,玩家可以專注於Tab 鍵鎖定技能、動作指向技能或兩者混合,塑造自己的戰鬥體驗。[11]
  • 角色升級時不會習得新技能,玩家需要自行選擇想要習得的技能。[12]
  • 技能數量不會多得令人措手不及。[13]

There will be multiple hot-bars that you obviously have available, because you're going to have consumables, you're going to have active skills and whatnot. But the number of active skills are not going to overwhelm necessarily the character and be irrelevant especially at certain stages.[10]Steven Sharif

控制器

The Ashes of Creation MMO is not designed around controller support.[15]

Controller support will likely be something we work on closer to launch.[17]Steven Sharif

無障礙設定

将有一些设置来帮助色盲玩家。[18][19]

  • 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.[18]

巨集

The issue with macros is that from an anti cheat metric perspective it's difficult to define what a macro is against a script. And in order to catch all scripts sometimes you have to prevent the macro usage. So really that's a that's a data issue. If we allow for macros then we lose our ability to precisely ban script users, botters.[20]Steven Sharif

插件/模組

Addons, DPS meters, and threat meters will not be supported.[21][22][23][24]

My decision is not to allow DPS meters nor add-ons. I feel we have adequate measures in place to prevent a majority of potential third party trackers. I know this subject has passionate voices on both sides and I respect the various opinions and positions many of you have expressed.[23]Steven Sharif
  • The developers do not want addons/mods to be necessary to experience the game.[25]
  • The developers believe that DPS meters (parsers) can cause toxicity and other negative behaviors.[22][26][24]
What role DPS meters provide in online communities that I've noticed in the past my experiences: they can be a bit toxic, they can be a bit exclusionary; and that's why we don't want the DPS meters.[22]Steven Sharif
  • Threat meters will also not be present in the game. There will instead be visual in-game cues to indicate threat.[22]
Meters in my opinion are a removal from the game immersion; and what I mean by that isn't necessarily even the fact that having the meter takes you out of the game per-se, but it is- there's a lot of diegetic approach that you can take that doesn't rely on UI elements like a meter to indicate how you should do a thing; and when you're not utilizing those types of meters you can do different types of strategies and encounter design. You can have things that can be more subtle and aren't going to be immediately given away by a meter indicating something; and that's the type of gameplay that we think that I believe we want to emphasize; and for that reason, we're not going to be including threat meters. What we will be including however are animation indicators. We're going to be including ability indicators to show the tank "hey I might be losing aggro here." I'm observing in the world these immersive elements that are not tied to any specific type of UI, but indicate to me that this monster might be moving off to attack somebody else in a very immediate future; and now I should be using the abilities that I'm saving to regain that aggro, or to lock them down with a taunt or something. That to me is a bit more representative of the type of gameplay we want to to bring in our encounter design.[22]Steven Sharif
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。
  • There will be integrations available for streaming services such as Twitch and a few other services, but it's not something that will be exposed through an API just yet.[27]
  • The design of the game API is still under consideration.[28]

其他

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