遊戲介面

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Alpha-1 早期預覽技能介面[1]

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。[2]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。[2][4] 玩家將:

遊戲介面將可以因應不同遊玩風格進行修改。[8]Steven Sharif

Alpha-1介面都是暫時性的,正式版本於 Alpha-2 才會推出。[5][9]

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。[5]Steven Sharif

角色

Alpha-1 早期概念角色介面[10]

角色數值和屬性[11][12]

數值 基礎數值 等級 1 牧師 等級 1 法師 等級 1 坦克
生命力[13][14] 生命力 224
法力[13] 法力 293
力量[13][11][12] 力量 10
敏捷[13][11][12] 敏捷 10
體質[13][11][12] 體質 10
意志[13] 意志 12
智慧[13][11][12] 智慧 14
精神[13][11][12] 精神 13
追加物理傷害[13] 力量 13
物理失效修正[13] 力量 12
追加物理爆擊傷害[13] 力量 12
物理技能冷卻.[13] 敏捷 6
追加物理爆擊率.[13] 敏捷 6
追加物理閃避.[13] 敏捷 7
物理命中.[13] 敏捷 192
生命力恢復.[13] 體質 3
物理防禦.[13] 體質 7
物理失效防禦 體質 7
物理格擋率.[11][12][15] 體質 17
法術傷害.[11][12] 意志 24
法術爆擊傷害 意志 23
法術失效率 意志 13
法術施放速度 智慧 6
法術冷卻修正 智慧 7
法術爆擊率[15] 智慧 7
法術命中 智慧 8
法力恢復 精神 3
法術防禦 精神 8
法術失效防禦 精神 8
法術格檔率[11][12][15] 精神 18

特定數值的效益將受遞減影響,但不設有上限。[16]

Most stats are contested, which means you're testing your rating versus other people's ratings. So you figure out what the end result is... but we're not going to go for like hard caps for sure.[16]Jeffrey Bard

角色名條

角色名條 會顯示在角色頭上。[17]

  • 名條會顯示角色的名字,也可以選擇同時顯示姓氏。[17]
  • 公會名稱會顯示在角色名稱旁。[18]
  • 角色名條會逐漸消褪,顯示已受傷害量。[19][14][20]
  • 名條上會有標記,顯示角色職業[21]
  • 將鼠標懸停在名條上會顯示不同資訊,例如等級、職業名稱及原型組合。[21]
  • 名條上會有增益標記,顯示角色裝備品質和種類。[21][22][23]

召喚師的召喚獸種類會顯示在其名條上,而且不可以被玩家更改。[24]

角色頁面

網上角色頁面將於正式上市後緊接推出,展示:[25]

每個角色都將有一個獨自的主頁,玩家將可以隨心所慾設計展示不同資料。這將是遊戲外一個角色扮演的小要素,讓你可以建立角色背景、人格特質之類。[27]Steven Sharif

網上角色頁面將能透過遊戲內的瀏覽器介面查閱。[26]

我們對於角色頁面的願望之一是希望能透過遊戲內的瀏覽器打開頁面,讓玩家可以查閱其他角色的日誌,了解他們的背景歷史,而這些都是玩家自行決定與他人分享與否的。從角色扮演的角度來說,我們希望玩家投入沈浸於自己的角色。[26]Steven Sharif

玩家可以自行決定在頁面中展示的資料。[25]

介面設定

Alpha-2 user interface settings work-in-progress UI.[28]

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.[29]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.[30][2][31][4]

Our mantra is really solid defaults, so most people won't need to touch anything, but then the customization for everybody who wants to.[30]Colby Marchi

Various display elements can be toggled on or off.[29]

Game settings allow players to fine tune performance to suit their preferences and hardware capabilities.[44][45][46]

  • Particle effects and rendering.[47]
  • Effects bloom and brightness.[44]
  • Effect elements and channels.[44]
  • Motion blur will be togglable on and off.[48]
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.[44]Steven Sharif

Gameplay actors, such as foliage density will not be able to be adjusted by players.[49]

  • Later stages of game polish will address quality-of-life issues, such as foliage blocking the player's camera.[50]
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.[49]Steven Sharif

技能欄

玩家可以把想要的主動技能放在技能欄中。[52][34]

  • 可以放在技能欄中的技能數量有限 (少於30)。[53]
  • 將有選項添加多個技能欄[54][34]
  • 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。[53]
  • 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。[55]
  • 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。[56]
  • 技能數量不會多得令人措手不及。[57]

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.[54]Steven Sharif

目標鎖定模式

Alpha-1 early hybrid combat demo.[58]

You'll notice as I go into action mode, I have my reticle and when my reticle hovers over an enemy target, it'll turn red, essentially showing like "hey we know you have a valid target hit" that you can see; and when you press 'Q' you can lock on to that target. You can also hold tab to alternate between targets. So like that's an important aspect of the combat that we're trying to incorporate, which is mixing and meshing between tab and action, so you still have that action component but also are available to use some of your tab targeted skills.[59]Steven Sharif

混合戰鬥是指玩家在遊戲中可以選擇以 Tab 鍵鎖定無鎖定模式進行戰鬥[59][55]

  • 點擊 Z 鍵 (預設快捷鍵是 Z,玩家可以設置成其他快捷鍵) 讓玩家切換至無鎖定或 Tab 鍵鎖定戰鬥模式。[60][61][58][62]
  • 無鎖定模式設有準星,與第三人稱動作遊戲相似。[59][58][62][63]
    • 玩家無須處於準星模式來施放無鎖定技能。[64]
    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。[64]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.[59][58]
    • 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.[60][59]
    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.[60]Steven Sharif
    • Holding Tab while in action mode will alternate between targets.[59]
    • Pressing right-click while in action mode will switch to tab mode for the currently highlighted target.[58]
    • 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.[65]
    • In future the user will have the ability to choose from different reticle appearances.[6]
  • The tab mode (MMO mode) facilitates tab targeted combat.[58][62] A tab-targeted ability requires a target in order to utilize that skill.[60][63]
    • Pressing left-click in tab mode will attack the target (with the currently selected weapon).[58]
    • There will be a "target of target" capability on the user interface.[66]

Hybrid combat is being tested in Alpha-1.[59][67]

  • Targeting modes are able to be achieved through choice of skills/abilities.[60][67][68]
    • 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.[68]
    • Different ranks of the same skill can change the skill from tab to action targeted or vice-versa.[1]

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.[68]Steven Sharif

Action oriented and tab oriented versions of skills will have different characteristics. Variables will change based on which version is chosen.[69]

  • Damage.[69]
  • Charge up time.[69]
  • CC effects.[69]
  • Cooldown.[70]
  • Energy consumption.[70]
  • Cost to spec.[70]
  • Attack range will likely remain the same; as it is driven by the weapon or skill itself.[71]

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. [69]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。

For the purposes of balance, certain skill types will be either tab or action oriented skills. For example:[70]

  • Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[70][68]
  • Softer CC's would be housed in tab-targeted abilities.[70]

命中判定模型

The developers are testing different approaches to accommodate varying hitboxes between the races.[72]

  • There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[72]

More than likely we'll have some sort of unified or unified-ish hitbox. But again it's going to probably have a unified hitbox with some exceptions or some special sort of collision rules based on them as opposed to just making it smaller for one and not the other.[72]Jeffrey Bard

There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[72]

We don't have separate types of hitbox categories, for example. There's no head hit box in the MMORPG like there was in APOC. So from a critical standpoint you're not going to see a greater risk of critting for a larger hitbox.[72]Steven Sharif

控制設定

Alpha-1 default keybindings.[73]

Players will be able to customize their keyboard control scheme in Ashes of Creation.[74]

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.[78]Steven Sharif

控制器

The Ashes of Creation MMO is not designed around controller support.[80]

Controller support will likely be something we work on closer to launch.[82]Steven Sharif

鏡頭設定

The aim is to provide a variety of camera options in Ashes of Creation.[83]

  • A "pretty significant" zoom out distance for the camera will be possible.[84][85]
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.[84]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.[86]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.[87]Margaret Krohn

The action combat camera is tied to the to the player's targeting reticle.[88][65]

  • There will likely be a hotkey that when held down will allow free camera movement in action mode.[65]
  • In future the user will have the ability to choose from different reticle appearances.[6]

Later stages of game polish will address quality-of-life issues, such as foliage blocking the player's camera.[50]

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。

Ashes of Creation Apocalypse camera settings

The Ashes of Creation Apocalypse camera is a tied third-person view, over the shoulder, for the purposes of reticle specific zoom options and aim-down-sights. This is solely intended for the current action combat.[91]

The idea behind our hybrid system is going to obviously be customizable from a traditional higher up third-person view that is seen in MMORPGs; and then to have that customizable so that more action-oriented players might be able to come in closer to the character and have more feasibility there.[91]Steven Sharif

世界地圖

Updated Ashes of Creation map.[92][93]

The new world map in all its 1,200 square kilometer glory. So you're gonna see some names here- a little bit of a reveal of some of these locations in these areas- and you're also of course seeing similar biomes that are present as well. But more importantly what you are seeing is the orientation of these continents and these islands that are facilitating specific types of inter-continental trade gameplay; and they support the relevance of these caravans moving across the land mass to locations that will now incorporate these harbor areas, which aren't identified on the map here... But the important part was providing a lot of coastal naval gameplay between these zones and trade routes between land base.[93]Steven Sharif

Alpha-2 work-in-progress map UI.[94]

The world of Verra features an in-game viewable world map. This map is not randomly generated, and begins covered in a fog of war.[95] Players will not be able to see the world until they have explored it or gathered information about it. The world is also full of imperfect information, which will require the player to act on it for verification.[96]

For example, you may hear a rumor in a tavern that tells you the location of a cave full of weak Kobolds, but this was not accurate as the rumor was started by well-equipped bandits in order to waylay overconfident adventurers.[96]
  • Not every server will share the same map, as player decisions will vary between servers.[102][103][98]
Even though we're an open-world that doesn't mean that from a design perspective, especially with the way our economic systems work, that we will want to create Geographic choke points.[105]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。

小地圖

There is an in-game minimap and compass user interface in Ashes of Creation.[108][109][110]

  • The goal is to allow pings and other forms of communication tools via the mini-map.[111]

角色創建

Scars in the Alpha-2 character creator (first pass).[112]

The cool thing about this character creator is that it's not just intended for your character. It has application with NPCs that you might hire.[113]Steven Sharif

We're gonna use similar tech for implementing things like Animal husbandry.[114]Zachary Mallet

Kaelar Alpha-2 character creation (first pass).[115]

This tech is 100% created in-house at Intrepid and is not metahuman.[116]Steven Sharif

We'll be adding many, many more customization options to the character creator.[117]Cody Peterson

The character creator (or character customization system) allows players to define the look of their in-game characters, hired NPCs; and potentially creatures raised by the animal husbandry profession.[113][118]

The Ashes of Creation character creator is 100% developed in-house by Intrepid Studios and is not MetaHuman.[116]

Additional character creator features include.

  • There will be unlockable features for character customization.[122]
You have that scar because you participated in this siege, or these many sieges; or you have this tattoo because of your of a cultural background, or because of a quest that was accomplished where you're able to get that.[122]Steven Sharif
  • The ability to save and potentially to share characters with other players.[112][123]
The beauty of it is that you can save your character- and we already have some of those features available- and load them; and in the future we want people to be able to share those characters amongst each other.[112]Margaret Krohn
  • The ability to undo changes (Ctrl + Z) will be supported, including undoing changes that were made several edits earlier.[124][125]
  • Choosing base idle animations of characters will be possible in future.[126]
    • Certain animations, such as blinking, will be present when they don't interfere with the customization process.[127]
  • Certain ability sound effects will adhere to character customization selections, such as race.[128]
  • Adjusting the background scene and lighting is a planned feature.[127]
There's going to be a lot of environmental controls that are offered to the character creator so that people can set it up their scene the way they want to grab screenshots or to grab recordings or whatever they want to do.[129]Steven Sharif
  • Asymmetry in terms of manipulating different components of the body or different body features such as hair, beard, and eyes.[130]
Asymmetry is going to be functionality that's possible in manipulating either different components of the body or different features like hair. The beard we saw a little bit of that blending with highlights that you can do. Margaret talked a little bit about the eye asymmetry that you can include. Obviously those are going to exist within certain parameters that we want to define on a per-race basis, but it is something that we think is cool.[130]Steven Sharif
  • Body adornments, such as piercings will be possible within cultural limits.[131]
  • The developers are considering whether to allow custom tattoos to be uploaded by users.[132]

The aim is for the character creator to be on par if not much better than that of BDO.[133][134]

角色外表

Facial adjustments in the Alpha-2 character creator (first pass).[135]

There is a great variation that's going to be available from a character standpoint when creating your character, especially around the face. Whether it be the shape of the jawline, the cheeks, the ears, the nose, the lips. You know we want to provide a lot of options and an agency to the player to customize their character appearance.[136]Steven Sharif

角色外表 can be customized in the character creator (CC)[138] and via in-game salons/barbershops.[122][139]

We want there to be a lot of room for people to manifest their own identity, to role play how they want to from an appearance standpoint. There's going to be parameters within which you will be able to customize a character. We want the culture and the identity of the races to exist in a range that makes them easily identifiable from other players and other cultures. So, because of that, we have to have a spectrum you can exist on. There will be a lot of hair variants you can do, body art tattoos that you can apply. You'll be able to play with the scales of the facial structure, the bones, the height, width, the body fat percentage. You'll be able to add body hair on different parts of the body. If you want to have hair on your feet, you can dial that up.[140]Steven Sharif
  • 角色 models are focused on realism.[141]
  • A player will see a generic character before customization.[142]
  • Character designs will have influences from a wide range of cultures, such as European, African and Asian.[143]
  • Lolis will not be in the game.[144][145]
  • Sliders and other controls, such as color palettes, will offer flexibility in customization but there will be limits based on race, gender, and the artistic style guidelines that the developers are adhering to.[146][147][144][148][149]
There's going to be constraints to the sliders, so that was one of those big questions as work began on the character creator: How much agency do you want to allow pulling like the lower lip all the way down in this weird deformed look, or having like [an] offset cheek that's just asymmetrical to the side of the face. There's not going to be the ability or agency to create those types of weird character things. However you will have the ability to move, slide, change, grow, decrease all those components, but they'll be kept in a more reasonable and presented way in the same sense you won't be able to change the appearance of the dwarven, nor the Dünir or the Niküan races to, in my opinion, create what would be traditionally considered a Loli character.[144]Steven Sharif

角色名字

Characters will have a first-name and an optional surname (last name).[150]

  • There is a minimum length of three for a character name.[152]
  • Special characters, including apostrophes and hyphens, are currently not allowed in character names.[153]
Currently we don't allow special characters in character names (including apostrophes and/or hyphens). It's possible this changes in the future.[153]Ry Schueller

Character names will appear on the character sheet and optionally on the character website page.[17]

  • In-game a character's name is displayed above their head. This can be the first or last name.[17]

好友名單

A character may add another character to their friends list.[154]

  • In the future there may be a web-based or launcher-based capability to add an account as a friend, but this is not definite.[154]

無障礙設定

将有一些设置来帮助色盲玩家。[155][156]

  • 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.[155]

娛樂軟件分級

Dead bodies in a Pre-alpha raid encounter.[157]

The aim is for Ashes of Creation to have a T for Teen rating, but it may end up having a M for Mature rating.[158]

  • There may be an option to turn off blood and gore in the game.[159]
  • There probably won't be swearing in quests.[160]

The antagonists in this game are definitely dark... We're not going grimdark at all, but there are parts of it that get that way.[160]Jeffrey Bard

插件/模組

Addons, DPS meters, and threat meters will not be supported.[161][162][163][164]

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.[163]Steven Sharif
  • The developers do not want addons/mods to be necessary to experience the game.[165]
  • The developers believe that DPS meters (parsers) can cause toxicity and other negative behaviors.[162][166][164]
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.[162]Steven Sharif
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.[162]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.[167]
  • The design of the game API is still under consideration.[168]

戰鬥記錄

There are combat logs in Ashes of Creation.[169]

We will be providing combat data for individual players in their chat window, that players can filter and analyze for themselves. The goal is to mitigate and make the practice less prevalent through the ease that DPS meters provide. Also to place actionable enforcement for players who attempt to circumvent the decision by use of 3rd party programs, for which we will be monitoring.[170]Steven Sharif

遊戲聊天頻道

Alpha-1 work-in-progress chat interface.[171]

We are working on a new chat log! The new log includes tabs for general, party, siege, guild, and more![171]

In-game text chat channels.
Channel Command
Local chat.[172][173] /say.[174]
Shout.[172][173] /yell.[174]
Party.[172][173] /party.[174]
Raid.[172][173]
Guild.[172][173]
Private message (PM).[172][173][175] /tell (playername).[174]
Tavern.[96]
Node citizen chat.[176][177][172][173][178]
Global (Enabled for Alpha-1 testing).[174] /global.[174]
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。

聊天氣泡

聊天氣泡 will be able to be toggled on or off by players. There will be options to manage the bubbles to reduce visual clutter.[179][180]

We do want to include chat bubbles. We do want to include a host of options that will allow you to manage those bubbles so you can turn them on, you don't see just a field of bubbles.[180]Jeffrey Bard

語音控制

Raid and party leaders are able to control Voice chat.[100][181]

  • Toggle (global) mute on the entire raid.[181]
  • Define who has global speech capacity across the entire raid.[182]
  • Granting administrative functions to raid and party members.[100]

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.[182]Steven Sharif

酒館聊天

酒館 offer private chat and voice communications for all patrons within the building.[96]

  • Tavern proximity voice chat may be available based on testing.[183]

在地化

Ashes of Creation 起初將支持英文、法文、德文和俄文。[184][185]

  • 意大利文、波蘭文和西班牙文將於稍後時間追加。[185]
    • 西班牙文將於近期追加。[186]
  • 官方正考慮追加其他語言。[184]

選擇伺服器將不受語言限制。[187]

There's localization that will be present in the German and French Russian languages to start; and then we intend to also localize in Italian, Polish and Spanish. So servers will be allocated within the region as being one of those language type servers. So it's not going to be per country per se as it might be per language.[185]Steven Sharif

官方將致力翻譯 Ashes of Creation 成多種語言[187][188]

紋章、標誌、符號設計器

官方正考慮加入玩家自製圖像的匯入功能。[191] 此前未曾有這樣的考慮。[192]

I know previously we had spoken about not allowing custom user images in the game, however I think we're leaning more now in the direction of allowing for custom user images. Absolutely well what it will be is the fact that we're a subscription game and if you want to jeopardize your account by doing the wrong thing with regards to custom users [images] then by all means you may do so and we'll have stringent practices in place to prevent that from actually being an issue.[191]Steven Sharif

With regards to this UCC question, I think when you have an active an active GM team that you are you have directed to care take the product you're going to mitigate a lot of that functionality you don't want to see out of this custom image system. People who look to let's say meme the system are going to be met with the type of enforcement that they don't want to have on their account; and being a subscription-based product and being a risk versus reward and maybe a more old-school approach to character development and progression I think they're gonna take a significant risk in doing things that we don't want them to do, which will result in the jeopardy of their account. So I think that is not going to deter a hundred percent of things- I don't think you ever can deter a hundred percent of things unless we go away from custom images- but I think that we can achieve some parity of essentially enforcement versus infraction ratio that's going to be liveable for everybody.[193]Steven Sharif

玩家將可以透過遊戲內的介面設計紋章、標誌、以及符號。[192][194][195]

紋章設計功能暫時計劃於第二次 Alpha 測試中推出。[195]

登出

玩家將需要經過一定時間後才可以登出,防止玩家戰鬥時可以立即登出。[197]

多開

The current policy on multi-boxing (multi client) is that players are allowed to own multiple accounts, but may not launch multiple game clients from the same computer. Players may not use any software to automate character actions or mimic keystrokes.[198][199]

  • This was previously stated to be: If a user has a legitimate account and is not botting or using complex scripting then multi-boxing will be permitted.[200][201][202][203]

Multiple accounts and multi-boxing, that's a little bit difficult for me because it could be conceived as pay-to-win, because you can progress on a second character and you can then gift that progression to your primary character. In that scenario yes I can see the argument. However if the character progresses with the same amount of effort and time needed by the person who's playing and they maintain that progression on that character, then I don't consider it pay-to-win. I consider it a second account. So initially what I'm going to say is having multi-boxing capability will be allowed within Ashes of Creation. There are a few safety nets that I put in place that restrict the ability for abuses that we've seen in other games.[202]Steven Sharif

手機/網頁程式

Template:Mobile/web interface

#REDIRECT MediaWiki:Farmhands/zh

根據節點種類發展進度,玩家將可以聘請農場工人 NPC個人土地屋農場工作。玩家將可以在遊戲內,或透過手機程式或網頁命令工人。[204][205]

  • 輪作管理。
  • 種植或收割特定農作物。
  • 售賣食物或農作物。

市政廳

市政廳節點內的政府建築[207]

我們希望市政廳是玩家為節點做重大決定的地方,是「統治階級」聚首一堂做決定的地方 (這些決定同時可以迅速讓他們成為「前統治階級」)。

市長節點政府可以透過市政廳構想和控制節點內的活動。這些功能同時可以在手機或網頁上使用。[208]

玩家可以透過節點告示板查閱市民列表。[178]

角色頁面

網上角色頁面將於正式上市後緊接推出,展示:[25]

每個角色都將有一個獨自的主頁,玩家將可以隨心所慾設計展示不同資料。這將是遊戲外一個角色扮演的小要素,讓你可以建立角色背景、人格特質之類。[27]Steven Sharif

網上角色頁面將能透過遊戲內的瀏覽器介面查閱。[26]

我們對於角色頁面的願望之一是希望能透過遊戲內的瀏覽器打開頁面,讓玩家可以查閱其他角色的日誌,了解他們的背景歷史,而這些都是玩家自行決定與他人分享與否的。從角色扮演的角度來說,我們希望玩家投入沈浸於自己的角色。[26]Steven Sharif

玩家可以自行決定在頁面中展示的資料。[25]

告示板

節點[210]和玩家酒館內設有告示板[96]

物品銷毀

從玩家物品欄拖出的物品將被銷毀。[216]

介面指令

Command Function
/say 聊天指令[174]
/party 聊天指令[174]
/yell 聊天指令[174]
/global 聊天指令[174]
/tell (playername) 聊天指令[174]
/roll 模擬擲骰子[218]
邀請角色加入你的公會[219]
加入角色到你的好友列表[219]

截圖

其他

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