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Alpha-1 early preview skills UI.[1]

The UI implementation will be highly customizable, whether it be from resizing, a movement, recoloring, different types of UI flavors that will be presented and offered to players as well. We want to have a very very robust UI system so we know that that's something that's more personally oriented in people's preferences rather than something that can be a one-size-fits-all.[2]Steven Sharif

The Ashes of Creation user interface (UI) is built with customization in mind, rather than being one-size-fits-all.[2][4]

The UI will be very adaptable for many play styles.[5]Steven Sharif
It's very important to note that in Alpha 1 you are not going to see a solid UI presentation and that's because our UI currently is still very placeholder very work-in-progress.[6]Steven Sharif

Personnage

info-orange.pngCette section contient des informations sur les tests Alpha-1. Il sera mis à jour lorsque de nouvelles informations seront disponibles.
Personnage stats and attributes.[8][9]
Stat Base stat Level 1 Cleric Level 1 Mage Level 1 Tank
Santé.[10][11] Santé 224
Mana.[10] Mana 293
Power.[10][8][9] Power 10
Dexterity.[10][8][9] Dexterity 10
Constitution.[10][8][9] Constitution 10
Will.[10] Will 12
Wisdom.[10][8][9] Wisdom 14
Mentality.[10][8][9] Mentality 13
Physical Damage Bonus.[10] Power 13
Physical Disable Modifier.[10] Power 12
Physical Critical Damage Bonus.[10] Power 12
Physical Skill Cooldown.[10] Dexterity 6
Physical Critical Rate Bonus.[10] Dexterity 6
Physical Evasion Bonus.[10] Dexterity 7
Physical Accuracy.[10] Dexterity 192
HP Regeneration.[10] Constitution 3
Physical Defense Mitigation.[10] Constitution 7
Physical Disable Defense Constitution 7
Physical Block Chance.[8][9][12] Constitution 17
Magical Attack Damage.[8][9] Will 24
Magical Critical Damage Will 23
Magical Disable Chance Will 13
Magical Casting Speed Wisdom 6
Magical Cooldown Modifier Wisdom 7
Magical Critical Rate.[12] Wisdom 7
Magical Accuracy Wisdom 8
Mana Regeneration Mentality 3
Magical Defense Mitigation Mentality 8
Magical Disable Defense Mentality 8
Magical Block Chance.[8][9][12] Mentality 18

There will be diminishing returns on certain stats, but there won't be hard caps.[13]

Most stats are contested, which means you're kind of testing your rating versus other people's ratings. So you kind of figure out what the end result is... but we're not going to go for like hard caps for sure.[13]Jeffrey Bard

Plaque nominative du personnage

A character's nameplate is displayed above their head.[14]

  • This can be the first, and optionally last name (surname).[14]
  • The name of the character's Guild is displayed next to their name.[15]
  • The character's nameplate will deteriorate to give an indication of how much damage they have taken.[16][11][17]
  • An icon will identify the character's class.[18]
  • Hovering over the user's nameplate will show information such as level, their class name and archetype combo.[18]
  • A buff icon indicates the character's gear and grade.[18][19][20]

Summoner summons' creature type appears in the nameplate above the summon. This cannot be changed by the player.[21]

Character page

La Page web du personnage (fiche du personnage) va être disponible près de la lancement tel que vu dans:[22]

  • L’apparence du personnage.[22]
  • Les succès et les server firsts.[22]
  • Les informations sur la classe du personnage.[22]
  • L’histoire du personnage dans une page de journal (publiquement partagé par le joueur.).[23][24]
  • Des traits qui décrivent l’histoire du personnage.[24]

Vous allez avoir une page d’accueil unique par personnage et cette page d’accueil sera personnalisable par l’utilisateur qui décide ce qu’il affiche. Il aura une petite partie jeu de rôle ou vous pourriez construire un arrière-plan, les traits et des trucs du genre.[24]Steven Sharif

La page du personnage sera accessible en ouvrant un navigateur depuis l’interface utilisateur.[23]

Cela fait partie du désir de la fiche de personnage, espérons-le, sera également accessible dans le jeu en ouvrant un navigateur dans l’Interface utilisateur ou vous pouvez voir l’historique du personnage et choisir les entrés que vous voulez partager avec s’autres. D’un point de vue jeu de rôle, on veut que les joueurs soient en profondeur avec leur personnage.[23]Steven Sharif

Le joueur peut décider quelles informations seront visibles sur la page de personnage.[22]

Floating combat text

Alpha-2 Floating combat text work-in-progress UI.[25]

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.[25]Steven Sharif

Floating combat text shows damage taken, damage dealt, cumulative damage, crits, heals, XP gained, and other important combat indicators.[25]

  • Damage taken appears in red and floats to the left.[25]
  • Damage dealt appears in yellow and floats to the right.[25]
  • Crits appear larger and are slightly above the other numbers.[25]
  • XP appears in white and is slightly lower on the UI.[25]

Floating combat text is able to be customized by the player.[25][6]

Providing maximum flexibility and player customization options for these floating texts I think is super important.[25]Steven Sharif

UI settings

User interface settings will allow detailed customization of Ashes of Creation.[2][26][4]

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.[27]Steven Sharif

Various display elements can be toggled on or off.[27]

Gameplay actors, such as foliage density will not be able to be adjusted by players.[35]

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 kind of immersion that we want.[35]Steven Sharif

Action bar

Les joueurs peuvent créer leurs personnages avec les compétences actives de leur choix sur leur barre d'action.[37][38]

Il y aura bien sûr plusieurs barres d'action disponibles, car vous aurez vos consommables, vos compétences actives, et autres. Mais la quantité de compétences actives ne va pas nécessairement surcharger le personnage et devenir inutile surtout à certains niveaux.[40]Steven Sharif

Ciblage lors du combat

Démo de combat hybride en Alpha-1.[44]

Vous remarquerez que lorsque j'entre en mode action, j'ai un réticule et lorsqu’il survole une cible ennemie, il deviendra rouge, disant en gros "Hey on sait que tu as une cible valide" que vous pouvez voir; et quand vous pressez 'Q' vous pouvez verrouiller cette cible. Vous pouvez aussi maintenir tab pour alterner entre les cibles. Ceci est un aspect important du combat que nous essayons d'incorporer, qui est une mélange de ciblage et d'action, pour que vous ayez toujours des éléments d'actions tout en vous permettant d'utiliser des compétences à ciblage.[45]Steven Sharif

Le combat hybride fait référence au choix entre le combat en ciblage tab et le ciblage action dans Ashes of Creation.[45][46]

  • Un boutton d'activation (Z par defaut mais peut être associé à une autre touche) permet au joueur de passer du mode tab au mode action.[47][48][44][49]
  • Le mode action utilise un réticule de visée et est très proche d'un jeu de tir à la troisième personne.[45][44][49][50]
    • Le joueur n'a pas besoin d’être en mode réticule pour utiliser des compétences de combat d'action.[51]
    Si vous utilisez une compétence de combat d'action qui cible une direction, vous n'avez pas besoin d’être en mode réticule pour l'utiliser. Ça tirera là ou le réticule devrait être. Donc si vous jouez au feeling et que vous êtes en mode ciblage tab, vous pouvez quand même utiliser vos compétences orientées action.[51]Steven Sharif
    • Le réticule va mettre en surbrillance/changer de couleur (en rouge) pour indiquer si la cible actuelle peut être attaquée par la compétence préparée.[45][44]
    • Les compétences d'action n'auront pas de fonctions de verrouillage mais appuyer sur Q en étant en mode action verrouillera sur la cible actuelle pour permettre d’utiliser des compétences orientées ciblage tab en mode action.[47][45]
    Les compétences de combat d'action n'auront pas de verrouillage à proprement parler. Certaines d'entre elles seront seulement des tirs. Cependant comme vous pouvez avoir un mélange de compétence tab qui ont besoins d'une cible, vous pourrez aussi verrouiller en mode action. Pour le moment c'est associé à la touche Q par défaut, mais vous pouvez bien sûr l'associer à la touche que vous voulez, même la souris; et quand votre réticule survole une cible et que vous la verrouillez, si vous avez des compétences orientées ciblage tab, elle seront utilisées contre cette cible.[47]Steven Sharif
    • Maintenir Tab en mode action alternera entre les cibles.[45]
    • Un clic droit en mode action passera en mode tab pour la cible en surbrillance.[44]
    • La camera d'action est liée au réticule du joueur. Il y aura surement une touche qui si maintenue permettra des mouvement de camera libre.[52]
    • A l’avenir l'utilisateur pourra choisir entre différentes apparences de réticules.[28]
  • Le mode tab (MMO mode) facilitera le combat en ciblage tab[44][49] A tab-targeted ability requires a target in order to utilize that skill.[47][50]
    • Un clic gauche en mode tab attaquera la cible (avec l'arme actuellement selectionnée).[44]
    • Il y aura une possibilités de fonction "cible de la cible" dans l'interface utilisateur.[53]

Le combat hybride est en cours de test dans l'Alpha-1.[45][54]

  • Les modes de ciblage peuvent être atteints par le choix des compétences/capacités.[47][54][55]
    • Il ne sera peut-être pas possible de se spécialiser entièrement dans les compétences ciblées ou d'action. Il peut y avoir un plafond de 75 % sur le choix des compétences de n'importe quel type.[55]
    • Différents rangs de la même capacité peuvent changer le mode de visée de tab à action ou vice-versa.[1]

La progressions des compétences, l'attribution des points de compétence est déterminée par le joueur. Le joueur pourra choisir soit des compétences plus axées sur le ciblage, soit des compétences plus basées sur l'action et personnaliser son expérience de jeu en fonction de ses préférences. D'un point de vue d'équilibrage pour nous, les développeurs, nous devons nous assurer que certaines capacités hébergent certaines fonctions afin qu'il y ait un équilibre entre les tirs de compétences et les capacités de ciblage tab.[55]Steven Sharif

Les versions de capacités orientées action et tab auront des caractéristiques différentes. Les variables changeront en fonction de la version choisie.[56]

  • Dégâts.[56]
  • Temps de charge.[56]
  • Effets de CC (contrôles de foules).[56]
  • Temps de recharge.[57]
  • Consommation d’énergie.[57]
  • Coût d'utilisation.[57]
  • La portée d'attaque restera probablement la même; car elle dépend de la capacité ou de l'arme elle-même.[58]

Par exemple : disons que vous jouez une classe à distance. Vous pourriez avoir un tir puissant axé sur l'action dans votre arbre de compétences ou vous pourriez avoir un tir puissant à cible unique qui augmente et fait plus de dégâts.[56]Steven Sharif

info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.

À des fins d'équilibrage, certains types de compétences seront des compétences orientées tab ou action. Par exemple :[57]

  • Les hard CC peuvent être logés dans des compétences orientées vers l'action, car ce sont des coups plus difficiles à placer.[57][55]
  • Des CC plus doux seraient logés dans des capacités ciblées par tab.[57]

Hitboxes

Les développeurs essayent différentes approches pour gérer les variations de masque de collision entre les races[59]

  • Il peut y avoir un masque de collision unique avec quelques exceptions ou certaines règles de collision spéciales à la place d'avoir différentes tailles de masques de collision.[59]

C'est plus que probable que nous ayons une sorte de masque de collision unique. Mais de nouveau, il y aura probablement un masque de collision unique avec quelques exceptions ou une sorte de règles spéciales pour les collisions, par opposition à en rendre certaines plus petites qu'une autre.[59]Jeffrey Bard

Il n'y a pas différentes catégories de masque de collision dans le MMORPG Ashes of Creation comme il pouvait avoir dans Ashes of Creation Apocalypse[59]

Nous n'avons pas de différentes catégories de masque de collision. Par exemple, il n'y a pas de tir à la tête dans le MMORPG comme il pouvait y avoir dans APOC. Par conséquence, d'un point de vue critique, vous n'aurez pas plus de risque de subir un coup critique à cause d'un masque de collision plus large.[59]Steven Sharif

Control settings

Alpha-1 default keybindings.[60]

Players will be able to customize their keyboard control scheme in Ashes of Creation.[61]

Macros

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.[65]Steven Sharif

Controller support

The Ashes of Creation MMO is not designed around controller support.[67]

Controller support will likely be something we work on closer to launch.[69]Steven Sharif

Camera settings

The aim is to provide a variety of camera options in Ashes of Creation.[70]

  • A "pretty significant" zoom out distance for the camera will be possible.[71][72]
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.[71]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.[73]Steven Sharif
Q: What kind of 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.[74]Margaret Krohn
info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.

Carte du monde

Updated Ashes of Creation map.[77][78]

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.[78]Steven Sharif

The original Ashes map from my pathfinder world of Ashes made 10 years ago. Obviously some adjustments had to be made for the mmorpg. But the main two continents and their points of interest have a lot of the same.[79]Steven Sharif

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.[80] 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.[81]

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.[81]

When information is gathered, or the player has successfully explored an area, points of interest are marked on the map.[82]

  • These points of interest are determined by Progression de Nœud; and not every server will share the same map, as player decisions will vary server to server.[82]
  • The map UI will potentially incorporate player created location markers that are visible by other party members.[83]

In addition to node progression being a factor on map generation, zones in Ashes of Creation will cater to all levels.[84]

The map will have geographical choke points caused by non-traversable obstacles (such as Mountains).[85][86][87]

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.[86]Steven Sharif

Mini map

There is an in-game mini map and compass user interface in Alpha-1.[88][89]

  • The goal is to allow pings and other forms of communication tools via the mini-map.[90]

Créateur de personnages

Scars in the Alpha-2 character creator (first pass).[91]

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.[92]Steven Sharif

We're gonna use similar tech for implementing things like Animal husbandry.[93]Zachary Mallet

Kaelar Alpha-2 character creation (first pass).[94]

This tech is 100% created in-house at Intrepid and is not metahuman.[95]Steven Sharif

We'll be adding many, many more customization options to the character creator.[96]Cody Peterson

The character creator (or character customization system) allows players to define the look of their in-game characters, hired PNJs; and potentially creatures raised by the animal husbandry profession.[92][97]

The Ashes of Creation character creator is 100% developed in-house by Intrepid Studios and is not MetaHuman.[95]

Additional character creator features include.

  • There will be unlockable features for character customization.[101]
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.[101]Steven Sharif
  • The ability to save and potentially to share characters with other players.[91][102]
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.[91]Margaret Krohn
  • The ability to undo changes (Ctrl + Z) will be supported, including undoing changes that were made several edits earlier.[103][104]
  • Choosing base idle animations of characters will be possible in future.[105]
    • Certain animations, such as blinking, will be present when they don't interfere with the customization process.[106]
  • Adjusting the background scene and lighting is a planned feature.[106]
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.[107]Steven Sharif
  • Asymmetry in terms of manipulating different components of the body or different body features such as hair, beard, and eyes.[108]
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.[108]Steven Sharif
  • Body adornments, such as piercings will be possible within cultural limits.[109]
  • The developers are considering whether to allow custom tattoos to be uploaded by users.[110]

The aim is for the character creator to be on par if not much better than that of BDO.[111][112]

Nom de personnage

Les personnages auront un prénom ainsi qu'un patronyme (nom de famille) facultatif.[113]

  • La longueur minimale pour le nom d'un personnage sera de trois caractères.[114]

Les noms du personnage apparaîtront sur la feuille de personnage et en option sur la page web de personnage.[14]

  • Dans le jeu, le nom du personnage est affiché au-dessus de sa tête. Cela peut être le prénom ou bien le patronyme.[14]

Friends list

A character may add another character to their friends list.[115]

  • 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.[115]

Accessibility settings

Des options seront disponibles pour les personnes souffrant de daltonisme.[116][117]

  • Les éléments de l'interface utilisateur utiliseront des textures, des icônes ainsi que des couleurs facilement distinguables.

ESRB rating

Dead bodies in a Pre-alpha raid encounter.[118]

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.[119]

  • There may be an option to turn off blood and gore in the game.[120]
  • There probably won't be swearing in quests.[121]

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.[121]Jeffrey Bard

Addons/mods

En général, les addons ne seront pas autorisés.[122]

  • Les développeurs ne veulent pas que les addons/mods soient nécessaire pour vivre une bonne expérience de jeu.[123]
  • Les développeurs pensent que les DPS Meters peuvent avoir des effets négatifs.[122]
  • Le design de l'API du jeu est toujours en développement.[125]
    • Il y aura des outils disponible pour le streaming notamment pour Twitch et quelques autres services, mais ces outils ne seront pas accessibles depuis un API.[126]

nous voulons rendre l'UI et la représentation des données customisables, mais nous ne voulons pas rendre le jeu moddable pour l'instant. Nous changerons peut-être d'avis, mais ce n'est pas prévu à la sortie.[126]Steven Sharif

Nous voulons que le studio puisse offrir le plus possible par lui-même... Nous ne voulons pas d'addons.[123]Steven Sharif

Journal de combat

There are combat logs in Ashes of Creation.[127]

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.[128]Steven Sharif

In-game chat

Text chat channels

Alpha-1 work-in-progress chat interface.[129]

We are working on a new chat log! The new log includes tabs for general, party, siege, guild, and more![129]

In-game text chat channels.
Channel Command
Local chat.[130][131] /say.[132]
Shout.[130][131] /yell.[132]
Party.[130][131][130][131] /party.[132]
Raid.[130][131]
Guild.[130][131]
Private message (PM).[130][131][133] /tell (playername).[132]
Tavern.[81]
Global (Enabled for Alpha-1 testing).[132] /global.[132]
info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.

Voice communications

In-game voice communication channels.
Channel VOIP Proximity-based
Open-world.[136] - No.[136]
Party.[137][138] Yes.[139][138] No.[139]
Raid.[137][138] Yes.[139][138] No.[139]
Guild.[138] Yes.[138] No.[139]
Tavern voice chat.[81] Yes.[138] Maybe - based on testing.[139]
Marchés/Stall districts.[139] - Maybe - based on testing.[139]
Donjons (limited rooms).[139] - Maybe - based on testing.[139]
Points d'intérêt.[139] - Maybe - based on testing.[139]

Voice chat will have fully functional mute and chat preferences.[138]

Chat bubbles

Chat bubbles will be able to be toggled on or off by players. There will be options to manage the bubbles to reduce visual clutter.[140][141]

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.[141]Jeffrey Bard

Voice controls

Raid and party leaders are able to control Voice chat.[83][142]

  • Toggle (global) mute on the entire raid.[142]
  • Define who has global speech capacity across the entire raid.[143]
  • Granting administrative functions to raid and party members.[83]

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.[143]Steven Sharif

Tavern communications

Tavernes offer private chat and voice communications for all patrons within the building.[81]

  • Tavern proximity voice chat may be available based on testing.[139]

Localization

Ashes of Creation is aiming to be available in the following languages: English, French, German, Russian, Italian, Polish, and Spanish.[144][145][146][147]

Ashes of Creation is aiming to be available in the following languages: English, French, German, Russian, Italian, Polish, and Spanish. Although this may not be the final list of languages we support, as we are still looking into which other languages the game may be translated into.[144]

info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.

Serveurs won't be language locked.[146]

  • There may be separate servers in the EU region based on language type.[145]

Emblem, logo and symbol editor

The user interface will allow emblems, logos and symbols to be designed in-game.[151][152][153]

Emblem editor functionality is tentatively planned for Alpha-2.[153]

Import of user-created image content (UCC) is being considered.[157] This was previously not under consideration.[151]

  • An active GM staff will be monitoring user-created content. Users who upload inappropriate content will place their accounts in jeopardy.[158]
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.[157]Steven Sharif
With regards to this UCC question, I think when you have an active an active GM team that you know 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.[158]Steven Sharif

Logging out

There will be a logout delay to prevent players from immediately logging out of combat.[159]

Multi-boxing

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.[160][161]

  • 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.[162][163][164][165]

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 kind of restrict the ability for abuses that we've seen in other games.[164]Steven Sharif

Mobile/web application

A companion app (mobile app/web interface) allows players who are not logged into the game to have authority over certain services and mechanics.[166][167] Some functionality may come post-launch.[168]

Specific dates that you can have running as reminders in your guild UI, this will also be something that I would like to be available on the mobile companion app as well. So essentially you can receive notifications via a calendar update on guild events that the leaders or the officers have the ability to pin within the game will also give you notifications on the mobile app as well. That's my intention at least.[172]Steven Sharif
Some of it may come post-launch... but we do want people to interact with the game on their phones when they're away from the computer; and we're going to do as much as we can to make that cool.[168]Jeffrey Bard

Farmhands and NPC assistance

Based on node type and progression, players will be able to hire NPCs to work as farmhands on their freehold farms. Players will be able to command these farmhands online in-game as well as offline via an application (mobile app) or web interface.[169][167]

  • Crop rotation management.
  • Plant or harvest specific crops.
  • Sell food or crops.

Mairie

Mairie is a government building within a node.[174]

We want the City Hall to be the place where big decisions are made for each Node. It should be where the “ruling class” comes together and decides what to do (these decisions can quickly make them the “old ruling class” too).

Maires and node governments use Mairie to visualize and control activities within their node. These capabilities will also be available via mobile/web inteface.[170]

Players can interact with the node board to get a list of its citizens.[135]

Character page

La Page web du personnage (fiche du personnage) va être disponible près de la lancement tel que vu dans:[22]

  • L’apparence du personnage.[22]
  • Les succès et les server firsts.[22]
  • Les informations sur la classe du personnage.[22]
  • L’histoire du personnage dans une page de journal (publiquement partagé par le joueur.).[23][24]
  • Des traits qui décrivent l’histoire du personnage.[24]

Vous allez avoir une page d’accueil unique par personnage et cette page d’accueil sera personnalisable par l’utilisateur qui décide ce qu’il affiche. Il aura une petite partie jeu de rôle ou vous pourriez construire un arrière-plan, les traits et des trucs du genre.[24]Steven Sharif

La page du personnage sera accessible en ouvrant un navigateur depuis l’interface utilisateur.[23]

Cela fait partie du désir de la fiche de personnage, espérons-le, sera également accessible dans le jeu en ouvrant un navigateur dans l’Interface utilisateur ou vous pouvez voir l’historique du personnage et choisir les entrés que vous voulez partager avec s’autres. D’un point de vue jeu de rôle, on veut que les joueurs soient en profondeur avec leur personnage.[23]Steven Sharif

Le joueur peut décider quelles informations seront visibles sur la page de personnage.[22]

Bulletin boards

Bulletin boards are available within nodes[176] and player taverns.[81]

Item rendering

Items that are dragged out of a player's inventory are destroyed.[182]

User interface commands

info-orange.pngCette section contient des informations sur les tests Alpha-1. Il sera mis à jour lorsque de nouvelles informations seront disponibles.
Command Function
/say Chat command.[132]
/party Chat command.[132]
/yell Chat command.[132]
/global Chat command.[132]
/tell (playername) Chat command.[132]
/roll Simulates a dice roll.[184]
/e, /emote, /me[185] Textual emote.[186] Example: /me chuckles
Invite a character to join your guild.[187]
Add a character to your friends list.[187]

Screenshots

Voir également

Les références

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