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遊戲介面
Ashes of Creation 玩家界面 (UI) 采取给予玩家客制化的设计,而不是追求适合所有人的单一设计。[2][4] 玩家将:
游戏界面将可以因应不同游玩风格进行修改。[8] – Steven Sharif
Alpha-1 的界面都是暂时性的,正式版本于 Alpha-2 才会推出。[5][9]
请谨记你不会于第一次 Alpha 测试看到完善的界面,这是因为界面仍然在开发中,目前的都是暂时性的。[5] – Steven Sharif
角色
数值 | 基础数值 | 等级 1 牧师 | 等级 1 法师 | 等级 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 | ||
体质[13][11][12] | 体质 | 10 | ||
意志[13] | 意志 | 12 | ||
智慧[13][11][12] | 智慧 | 14 | ||
精神[13][11][12] | 精神 | 13 | ||
追加物理伤害[13] | 力量 | 13 | ||
物理失效修正[13] | 力量 | 12 | ||
追加物理爆击伤害[13] | 力量 | 12 | ||
物理技能冷却.[13] | 敏捷 | 6 | ||
追加物理爆击率.[13] | 敏捷 | 6 | ||
追加物理闪避.[13] | 敏捷 | 7 | ||
物理命中.[13] | 敏捷 | 192 | ||
生命力恢复.[13] | 体质 | 3 | ||
物理防御.[13] | 体质 | 7 | ||
物理失效防御 | 体质 | 7 | ||
物理格挡率.[11][12][15] | 体质 | 17 | ||
法术伤害.[11][12] | 意志 | 24 | ||
法术爆击伤害 | 意志 | 23 | ||
法术失效率 | 意志 | 13 | ||
法术施放速度 | 智慧 | 6 | ||
法术冷却修正 | 智慧 | 7 | ||
法术爆击率[15] | 智慧 | 7 | ||
法术命中 | 智慧 | 8 | ||
法力恢复 | 精神 | 3 | ||
法术防御 | 精神 | 8 | ||
法术失效防御 | 精神 | 8 | ||
法术格档率[11][12][15] | 精神 | 18 |
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
角色名条
- 名条会显示角色的名字,也可以选择同时显示姓氏。[17]
- 公会名称会显示在角色名称旁。[18]
- 角色名条会逐渐消褪,显示已受伤害量。[19][14][20]
- 名条上会有标记,显示角色职业。[21]
- 将鼠标悬停在名条上会显示不同资讯,例如等级、职业名称及原型组合。[21]
- 名条上会有增益标记,显示角色装备品质和种类。[21][22][23]
召唤师的召唤兽种类会显示在其名条上,而且不可以被玩家更改。[24]
角色页面
每个角色都将有一个独自的主页,玩家将可以随心所欲设计展示不同资料。这将是游戏外一个角色扮演的小要素,让你可以建立角色背景、人格特质之类。[27] – Steven Sharif
我们对于角色页面的愿望之一是希望能透过游戏内的浏览器打开页面,让玩家可以查阅其他角色的日志,了解他们的背景历史,而这些都是玩家自行决定与他人分享与否的。从角色扮演的角度来说,我们希望玩家投入沈浸于自己的角色。[26] – Steven Sharif
玩家可以自行决定在页面中展示的资料。[25]
界面设定
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
- Selecting different UI flavors.[2]
- Resizing, moving, recoloring UI components.[29][2]
- There will be an option to include multiple action bars (hotbars) on a player's UI.[32][33][34]
- Text sizes, text boldness.[29]
- Combat text, such as damage, criticals and crowd-control.[35][5]
- Target reticles appearances may be offered.[6]
- 目标锁定模式 templates and decals may be offered.[7]
- Adjusting screen shake.[36][37][38]
- User interface scale adjustments may be provided.[29][39]
- Nameplates can be hidden, resized, and customized.[40]
- Saving and loading UI profiles, such as switching to a custom UI profile for raids.[30]
- User interface settings are saved locally.[31]
- User interface layouts will likely not be able to be shared between players.[41]
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
技能栏
- 可以放在技能栏中的技能数量有限 (少于30)。[53]
- 将有选项添加多个技能栏。[54][34]
- 例如一个斗士将会因为选择了不同主动技能,而与其他斗士不同。[53]
- 透过选择不同技能,玩家可以专注于Tab 键锁定技能、动作指向技能或两者混合,塑造自己的战斗体验。[55]
- 角色升级时不会习得新技能,玩家需要自行选择想要习得的技能。[56]
- 技能数量不会多得令人措手不及。[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
目标锁定模式
混合战斗是指玩家在游戏中可以选择以 Tab 键锁定或无锁定模式进行战斗。[59][55]
- 无锁定模式设有准星,与第三人称动作游戏相似。[59][58][62][63]
- 玩家无须处于准星模式来施放无锁定技能。[64]
- 施放指向性无锁定技能,玩家无须处于准星模式。技能会自动判定准星的位置施放。因此如果玩家使用 Tab键镜头模式凭感觉瞄准,也可以使用无锁定技能。[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]
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
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
控制设定
Players will be able to customize their keyboard control scheme in Ashes of Creation.[74]
- Keybinds were not yet adjustable (in Alpha-1).[75]
- Action targeting can be toggled via a key to enable mouse targeting via a reticle that feels similar to a third-person action game.[75]
- Players will be able to trigger skills with combinations of different keystrokes, and reuse the same keys as part of different combinations.[76]
- Ashes of Creation Apocalypse included hotkey customization.[77]
宏
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]
- Ashes of Creation Apocalypse may have controller support.[81]
Controller support will likely be something we work on closer to launch.[82] – Steven Sharif
镜头设定
The aim is to provide a variety of camera options in Ashes of Creation.[83]
- 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
- Adjustments will be provided for screen shake and other settings that may be nauseating to some users.[37]
- First-person point-of-view may be able to be achieved by zooming the camera, but the game is fundamentally third-person.[86]
- 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]
- Camera field-of-view (FoV) is customizable.[89]
- Camera mechanics are similar to ArcheAge (hold mouse buttons to move the camera).[90]
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
世界地图
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]
- Information about the world will be presented directly to players through the world map UI as it is gathered.[97][98]
- Node tax rates will be visible on the world map by hovering over a node location on the UI.[99]
- The map UI will potentially incorporate player created location markers that are visible by other party members.[100]
- Previously, detailed information about the world was only available through the Library unique node building.[101]
- Not every server will share the same map, as player decisions will vary between servers.[102][103][98]
- The map will have geographical choke points caused by non-traversable obstacles (such as Mountains).[104][105][106]
- 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
- Zones in Ashes of Creation will cater to all levels.[107]
小地图
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]
角色创建
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]
- 角色外表 can be adjusted through a wide range of presets and sliders.[113][118][119]
- Character blending provides easy to use customization by morphing together two or more character presets.[120]
- Character sculpting allows detailed customization of every aspect of the body.[121]
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 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
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]
- Character names are unique per server.[151]
- Character name changes will be possible during server merges.[151]
- 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]
好友名单
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]
无障碍设定
娱乐软件分级
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/模组
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
- Threat meters will also not be present in the game. There will instead be visual in-game cues to indicate threat.[162]
- 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
- 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]
战斗记录
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
游戏聊天频道
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 messages (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]
|
- Trade chat.[172][173]
- Alliance chat.[172][173]
- Social organization chat.[177][172][173]
- Religion chat.[177]
- Chat initiated with people on a player's friend list.[175]
- User created chat channels.[175]
聊天气泡
聊天气泡 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
语音控制
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
酒馆聊天
酒馆 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 起初将支持英文、法文、德文和俄文。[184][185]
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
官方将致力翻译 Ashes of Creation 成多种语言。[187][188]
纹章、标志、符号设计器
官方正考虑加入玩家自制图像的汇入功能。[191] 此前未曾有这样的考虑。[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
玩家将可以透过游戏内的界面设计纹章、标志、以及符号。[192][194][195]
纹章设计功能暂时计划于第二次 Alpha 测试中推出。[195]
登出
玩家将需要经过一定时间后才可以登出,防止玩家战斗时可以立即登出。[197]
多开
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
手机/网页程式
#REDIRECT MediaWiki:Farmhands/zh
根据节点种类和发展进度,玩家将可以聘请农场工人 NPC 在个人土地屋的农场工作。玩家将可以在游戏内,或透过手机程式或网页命令工人。[204][205]
市政厅
我们希望市政厅是玩家为节点做重大决定的地方,是“统治阶级”聚首一堂做决定的地方 (这些决定同时可以迅速让他们成为“前统治阶级”)。
市长和节点政府可以透过市政厅构想和控制节点内的活动。这些功能同时可以在手机或网页上使用。[208]
角色页面
每个角色都将有一个独自的主页,玩家将可以随心所欲设计展示不同资料。这将是游戏外一个角色扮演的小要素,让你可以建立角色背景、人格特质之类。[27] – Steven Sharif
我们对于角色页面的愿望之一是希望能透过游戏内的浏览器打开页面,让玩家可以查阅其他角色的日志,了解他们的背景历史,而这些都是玩家自行决定与他人分享与否的。从角色扮演的角度来说,我们希望玩家投入沈浸于自己的角色。[26] – Steven Sharif
玩家可以自行决定在页面中展示的资料。[25]
告示板
物品销毁
界面指令
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
|
模拟掷骰子[218] |
邀请角色加入你的公会[219] | |
加入角色到你的好友列表[219] |
截图
2024-03-01 2024-03-01 2023-12-04 2023-11-08 2023-09-19 2023-09-05 2023-07-30
其他
引用
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- ↑ 91.0 91.1 直播, 2018-09-27 (31:59).
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- ↑ 127.0 127.1 直播, 2022-03-31 (56:40).
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- ↑ 直播, 2020-04-30 (1:28:19).
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- ↑ 直播, 2017-05-10 (21:41).
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- ↑ 171.0 171.1
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- ↑
- ↑ 187.0 187.1 187.2 直播, 2017-05-17 (1:09:22).
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- ↑ 直播, 2017-05-10 (42:09).
- ↑ Ashes of Creation Forums - Poll + Bonus Dev Discussion - Multiboxing.
- ↑
- ↑
- ↑
- ↑ 202.0 202.1 直播, 2020-07-25 (48:28).
- ↑ 直播, 2017-05-10 (22:39).
- ↑ 直播, 2017-05-09 (28:57).
- ↑ 直播, 2017-11-17 (11:00).
- ↑ Blog: Creative Director's Letter
- ↑ City hall.
- ↑ 直播, 2017-11-17 (9:49).
- ↑ 直播, 2017-05-19 (33:57).
- ↑ 210.0 210.1 直播, 2017-10-31 (28:58).
- ↑ 直播, 2017-05-12 (53:08).
- ↑ 直播, 2017-05-10 (35:16).
- ↑ 直播, 2020-07-31 (1:34:06).
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- ↑ 直播, 2017-05-24 (13:19).
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- ↑ 219.0 219.1 直播, 2020-12-22 (1:09:38).