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Alpha-2 UI customization.[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) and HUD is built with customization in mind, rather than being one-size-fits-all.[4][2][5]

  • Users will be able to quickly customize UI elements on-the-fly to suit the PvX nature of the game and different styles of combat.[4]
Customization of UI elements, especially there on the HUD is a top desired aspect of our UI team.[4]Steven Sharif
  • Users will be able to save and load UI profiles, such as switching to a custom UI profile for raids.[6]
One of the first things we did when we were starting to block in the very base features of our HUD editor was talking about saving and loading profiles. We're going to have options for, when I'm in a raid automatically change my UI to this UI.[6]Colby Marchi
  • The user interface in Alpha-2 will have options to support hover-over casting and double-tap application of AoE effects on the cursor location.[7]
One of the big goals of our UI team and our design team is to accommodate a whole host of different types of user options that they're capable of setting, because we all have different play styles; and in that regard those include things like hover-over casting, double-tap application of AoE effects on cursor location- just a lot of different options, because people like to play different ways.[7]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.[8]Steven Sharif

Personaggio

Targhetta del personaggio

Una targetta del personaggio viene mostrata sopra la testa.[10]

  • Questa può contenere il nome, o facoltativamente anche il cognome.[10]
  • Il nome della Gilda del personaggio è posizionato affianco del nome.[11]
  • La targhetta del personaggio deteriorerà per dare un'idea di quanto danno ha ricevuto.[12][13][14]
  • Una icona indentificherà la classe del personaggio.[15]
  • Passando il mouse sulla targhetta mostrerà informazioni del personaggio come il livello, il nome della classe e la combinazione di archetipi.[15]
  • Un buff indicherà l'equipaggiamento e grado del personaggio.[15][16][17]
  • La visibilità della targhetta può essere oscurata da oggetti in gioco, come alberi; da abilità di utilità, come Camuffamento o Stealth; o attraverso l'uso di travestimenti.[18][19]
  • I tipi di creatura delle evocazioni dell'Evocatore appaiono nelle targhette sopra alle evocazioni. Questo non può essere cambiato dal giocatore.[20]

Character naming

Characters will have a first-name and an optional surname (last name).[21]

  • There is a minimum length of three for a character name.[23]
  • Special characters, including apostrophes and hyphens, are currently not allowed in character names.[24]
Currently we don't allow special characters in character names (including apostrophes and/or hyphens). It's possible this changes in the future.[24]Ry Schueller

Character names will appear on the character sheet and optionally on the character website page.[10]

  • In-game a character's name is displayed above their head. This can be the first or last name.[10]

Character page

There is no planned in-game functionality to leave personal notes regarding player characters.[25]

We don't plan to have in-game tools to provide that tracking. Instead you will be expected to track that yourselves.[25]Steven Sharif
info-orange.pngAlcune delle seguenti informazioni non sono state confermate di recente dagli sviluppatori e potrebbero non essere nell'attuale roadmap di sviluppo.

A character sheet will be available closer to live launch that shows the following:[26]

  • What a character looks like.[26]
  • Successi and server firsts.[26]
  • Info on a player's class.[26]
  • Character's back story via journal entries (that are shared publicly by the player).[27][28]
  • Traits can be applied that describe a character's history.[28]
You will have a unique homepage for each character and that homepage will be able to be customized by the user to display unique information. It will have a small out-of-game RPG component where you can construct background and traits and stuff like that.[28]Steven Sharif

The character page will be accessible in game by opening a browser through the UI.[27]

That's part of the character sheet desire for us which hopefully will be accessible in game as well by opening a browser through our UI where you can get back history of a character that that character has input themselves into journal entries that they may choose to share with others... For role play perspective we want people to be in depth with their characters.[27]Steven Sharif

The player can manage what info is shown on the character page.[26]

Friends list

A character may add another character to their friends list.[29]

  • 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.[29]

Floating combat text

Alpha-2 Floating combat text work-in-progress UI.[30]

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.[30]Steven Sharif

Floating combat text shows damage taken, damage dealt, cumulative damage, crits, heals, XP gained, and other important combat indicators.[30]

  • Damage taken appears in red and floats to the left.[30]
  • Damage dealt appears in yellow and floats to the right.[30]
  • Crits appear larger and are slightly above the other numbers.[30]
  • XP appears in white and is slightly lower on the UI.[30]

Floating combat text is able to be customized by the player.[30][8]

Providing maximum flexibility and player customization options for these floating texts I think is super important.[30]Steven Sharif

Action bar

Players can build their characters with the active skills they want on their action bar (hotbar).[32][33][34]

Some people like to have a very minimalistic number of hot bars. They don't need necessarily to have three, four, five hot bars that are available; but some people do like that: They want to have all their items listed on their hotbar as well as their abilities, as well as as their mounts, as well as anything that they can essentially interact with as an icon.[38]Steven Sharif
  • Players are not given skills as they level up, they must choose what skills they take.[39]
  • There is no spellbook requiring memorization.[40]

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.[32]Steven Sharif

UI settings

Alpha-2 user interface settings work-in-progress UI.[41]

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.[42]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.[6][2][43][5]

Our mantra is really solid defaults, so most people won't need to touch anything, but then the customization for everybody who wants to.[6]Colby Marchi

Various display elements can be toggled on or off.[42]

Game settings allow players to fine tune performance to suit their preferences and hardware capabilities.[54][55][56]

  • Particle effects and rendering.[57]
  • Effects bloom and brightness.[54]
  • Effect elements and channels.[54]
  • Motion blur will be togglable on and off.[58]
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.[54]Steven Sharif

Gameplay actors, such as foliage density will not be able to be adjusted by players.[59]

  • Later stages of game polish will address quality-of-life issues, such as foliage blocking the player's camera.[60]
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.[59]Steven Sharif

Accessibility settings

Saranno presenti impostazioni per assistere i giocatori affetti da daltonismo.[61][62]

Camera settings

The aim is to provide a variety of camera options in Ashes of Creation.[63]

  • A "pretty significant" zoom out distance for the camera will be possible.[64][65]
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.[64]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.[66]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.[67]Margaret Krohn

The action combat camera is tied to the to the player's targeting reticle.[68][69]

  • There will likely be a hotkey that when held down will allow free camera movement in action mode.[69]
  • In future the user will have the ability to choose from different reticle appearances.[44]

Later stages of game polish will address quality-of-life issues, such as foliage blocking the player's camera.[60]

info-orange.pngAlcune delle seguenti informazioni non sono state confermate di recente dagli sviluppatori e potrebbero non essere nell'attuale roadmap di sviluppo.

Control settings

Alpha-1 default keybindings.[72]

Players will be able to customize their keyboard control scheme in Ashes of Creation.[73]

Controller support

The Ashes of Creation MMO is not designed around controller support.[78]

Controller support will likely be something we work on closer to launch.[80]Steven Sharif

Localization

Ashes of Creation is aiming to be available in the following languages: English, French, German, Russian, Italian, Polish, Spanish, and Portuguese.[81][82][83][84]

  • Previously it was stated that English, French, German, and Russian will be supported then Italian, Polish and Spanish be added later.[82][85]
  • Other languages are being considered based on interest.[81][83][84]
  • Interfaccia utente localization tools are available in the chat window.[86]

The current plan is for Ashes of Creation to be available in the following languages: English, French, German, Russian, Italian, Polish, Spanish, and Portuguese. Although this may not be the final list of languages we support, we are still looking at which other languages into which the game may be translated.[81]

info-orange.pngAlcune delle seguenti informazioni non sono state confermate di recente dagli sviluppatori e potrebbero non essere nell'attuale roadmap di sviluppo.

Servers won't be language locked.[83]

  • There may be separate servers in the EU region based on language type.[82]

Mappa del mondo

Updated Ashes of Creation map.[87][88]

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.[88]Steven Sharif

Alpha-2 work-in-progress map UI.[89]

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.[90] 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.[91]

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.[91]
  • Not every server will share the same map, as player decisions will vary between servers.[97][98][93]
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.[100]Steven Sharif
info-orange.pngAlcune delle seguenti informazioni non sono state confermate di recente dagli sviluppatori e potrebbero non essere nell'attuale roadmap di sviluppo.

Mini map

There is an in-game minimap and compass user interface in Ashes of Creation.[103][104][105]

  • The goal is to allow pings and other forms of communication tools via the mini-map.[106]

In-game chat

Text chat channels

Alpha-1 work-in-progress chat interface.[107]

We are working on a new chat log! The new log includes tabs for general, party, siege, guild, and more![107]

In-game text chat channels.
Channel Command
Local chat.[108][109] /say.[110]
Shout.[108][109] /yell.[110]
Party.[108][109] /party.[110]
Raid.[108][109]
Guild.[108][109]
Private message (PM).[108][109][111] /tell (playername).[110]
Tavern.[91]
Node citizen chat.[112][113][108][109][114]
Global (Enabled for Alpha-1 testing).[110] /global.[110]
info-orange.pngAlcune delle seguenti informazioni non sono state confermate di recente dagli sviluppatori e potrebbero non essere nell'attuale roadmap di sviluppo.

Voice communications

In-game voice communication channels.
Channel VOIP Proximity-based
Open-world.[115] - No.[115]
Party.[116][117] Yes.[118][117] No.[118]
Raid.[116][117] Yes.[118][117] No.[118]
Guild.[117] Yes.[117] No.[118]
Tavern voice chat.[91] Yes.[91] Maybe - based on testing.[118]
Mercati/Stall districts.[118] - Maybe - based on testing.[118]
Dungeon (limited rooms).[118] - Maybe - based on testing.[118]
Punti di interesse.[118] - Maybe - based on testing.[118]

Voice chat will have fully functional mute and chat preferences.[117]

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.[119][120]

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.[120]Jeffrey Bard

Voice controls

Raid and party leaders are able to control Voice chat.[95][121]

  • Toggle (global) mute on the entire raid.[121]
  • Define who has global speech capacity across the entire raid.[122]
  • Granting administrative functions to raid and party members.[95]

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.[122]Steven Sharif

Tavern communications

Taverns offer private chat and voice communications for all patrons within the building.[91]

  • Tavern proximity voice chat may be available based on testing.[118]

User interface commands

info-orange.pngQuesta sezione contiene informazioni dai test Alpha-1. Verrà aggiornato quando saranno rese disponibili nuove informazioni.
Command Function
/say Chat command.[110]
/party Chat command.[110]
/yell Chat command.[110]
/global Chat command.[110]
/tell (playername) Chat command.[110]
/roll Simulates a dice roll.[123]
/e, /emote, /me[124] Textual emote.[125] Example: /me chuckles
Invite a character to join your guild.[126]
Add a character to your friends list.[126]

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.[127]Steven Sharif

Creatore del personaggio

Il character creator (o schermata di modifica del personaggio) permette ai giocatori di definire l'aspetto del loro character in Ashes of Creation.[129]

Avremo una vasta gamma di modifiche già dall'uscita.[130]

Se dovessi fare un'analogia, userei BDO come esempio di quello che cercherà di fare la nostra Creazione Personaggio.[131]

Sarà possibile selezionare la voce del personaggio da opzioni predefinite.[132]

Addons/mods

Ho deciso di non permettere i calcoli del DPS o add-on. Sento che abbiamo adottato misure adeguate per prevenire la maggior parte di potenziali tracciatori di terze parti. So che questo argomento ha voci appassionate da entrambe le parti e rispetto le opinioni e posizioni che molti di voi hanno espresso.[133]Steven Sharif

Gli Addons e misuratori del DPS non saranno permessi.[133][134]

  • Gli sviluppatori non vogliono che addons/mods siano necessari per godersi il gioco.[135]
  • Il design dell'API del gioco è ancora in fase di considerazione.[136]
  • Ci saranno integrazoni disponibili per servizi di streaming come Twitch ed altri, ma non è un qualcosa che verrà già mostrato tramite un'API.[137]
  • Gli sviluppatori credono che i "parsers" (misuratori del DPS) possano avere effetti negativi.[138][134]

L'idea è quella di fare un collegamento diretto dalla compagnia per quanto riguarda i sistemi all'interno del gioco... Non vogliamo avere addons secondo me.[135]Steven Sharif

Ci saranno leader boards.[139]

Combat logs

There are combat logs in Ashes of Creation.[140]

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.[141]Steven Sharif

Emblem, logo and symbol editor

The user interface will allow emblems, logos and symbols to be designed in-game.[143][144][145]

Q: Do nodes provide their citizens some kind of clothes or ornaments, capes, tabards, or something that they can basically represent their node?
A: I mean technically the node does have a sigil or insignia and there will be certain armors that you can customize insignia and/or symbols on, so yes you could probably achieve that.[146]Steven Sharif

Mobile/web application

info-orange.pngAlcune delle seguenti informazioni non sono state confermate di recente dagli sviluppatori e potrebbero non essere nell'attuale roadmap di sviluppo.

A companion app (mobile app/web interface) allows players who are not logged into the game to have authority over certain services and mechanics.[150][151] Some functionality may come post-launch.[152]

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.[156]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.[152]Jeffrey Bard

Logging out

There will be a logout delay to prevent players from immediately logging out of combat.[157]

Screenshot

See also

Riferimenti

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  96. Blog: Know Your Nodes - Scientific Node Type
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  99. Trasmissione in diretta, 2022-08-26 (53:26).
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  102. Trasmissione in diretta, 2017-05-15 (30:53).
  103. 103.0 103.1 Video, 2023-11-30 (16:58).
  104. steven-a1-leak-2.png
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  106. Trasmissione in diretta, 2021-01-29 (1:23:23).
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  114. Trasmissione in diretta, 2020-10-30 (1:01:00).
  115. 115.0 115.1 steven-proximity-voice.png
  116. 116.0 116.1 Colloquio, 2020-07-18 (1:10:24).
  117. 117.0 117.1 117.2 117.3 117.4 117.5 117.6 voice chat.png
  118. 118.00 118.01 118.02 118.03 118.04 118.05 118.06 118.07 118.08 118.09 118.10 118.11 118.12 steven-proximity-voice-2.png
  119. Colloquio, 2021-02-07 (55:22).
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  122. 122.0 122.1 Colloquio, 2018-12-06 (2:57).
  123. Trasmissione in diretta, 2017-05-24 (39:48).
  124. The specific implementation of the / command is TBD.
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  127. Colloquio, 2018-08-08 (27:53).
  128. Trasmissione in diretta, 2017-06-30 (9:28).
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  131. character creator BDO.png
  132. Trasmissione in diretta, 2017-05-26 (53:40).
  133. 133.0 133.1 Ashes of Creation Forums - No Damage Meter?
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  135. 135.0 135.1 Colloquio, 2018-10-20 (6:29).
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  137. Colloquio, 2018-05-11 (49:03).
  138. Trasmissione in diretta, 2020-04-30 (1:28:19).
  139. Trasmissione in diretta, 2017-05-10 (43:27).
  140. Ashes of Creation Forums - No Damage Meter?
  141. Ashes of Creation Forums - No participation trophy.
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