- 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. – Cody Peterson
- Adjustments will be provided for screen shake and other settings that may be nauseating to some users.
- First-person point-of-view may be able to be achieved by zooming the camera, but the game is fundamentally third-person.
- 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. – 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. – Margaret Krohn
- There will likely be a hotkey that when held down will allow free camera movement in action mode.
- In future the user will have the ability to choose from different reticle appearances.
- Camera field-of-view (FoV) is customizable.
- Camera mechanics are similar to ArcheAge (hold mouse buttons to move the camera).
- 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. – Steven Sharif
- Selecting different UI flavors.
- Resizing, moving, recoloring UI components.
- Text sizes, text boldness.
- Combat text, such as damage, criticals and crowd-control.
- Target reticles appearances may be offered.
- Combat targeting templates and decals may be offered.
- Adjusting screen shake.
- User interface scale adjustments may be provided.
- Nameplates can be hidden, resized, and customized.
- User interface settings are saved locally.
Various display elements can be toggled on or off.
- Character names.
- Guild names.
- Enemy names.
- Party names.
- Alliance members.
- Highly scalable options to adjust rendering and particle effects will be offered.
- 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. – Steven Sharif
Hybrid combat refers to the choice between tab and action combat in Ashes of Creation. A toggle button (default Z, but can be re-bound to another key) allows the player to switch between action and tab combat modes.
- The action mode camera is tied to the to the player's reticle.
- Targeted skills require either a soft or hard locked target.
- Soft locking is when the reticle moves over a valid target while in action mode. The targeting plate will appear slightly grayed out to indicate that this is a soft-lock target. If the reticle moves away from the target or the target moves away from the reticle, the target is lost..
- Hard locking is when the player uses right-mouse on a soft-locked target in action mode, or when the player selects a valid target in tab mode. The targeting plate will not be grayed-out to indicate that a hard-lock target is selected. Unlike soft locking, if the target moves out of the reticle, the target is not lost. Tab will still cycle between hard-locked targets in action mode based on proximity priority.
- Templated skills allow "blind firing" without a target while in action mode. If a player moves into the path of the attack they can be struck.
Q: What the benefits are for tab versus action. I feel like a lot of people feel like tab is just easier so why would I use action?
A: If you're in a massive brawl, the ability to pick and choose targets that are far in the back line that might might be more advantageous towards tab target users because they're able to click, but the reaction time to acquire a target for a cursor versus acquiring a target for a reticle is much faster and less cumbersome because it doesn't require as many actions on behalf of the user. – Steven Sharif
- 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. – Steven Sharif
- Targeted skills will be greyed out if the target is not within a valid range but templated skills will generally require the player to assess the correct range for the skill.
- Different ranks of the same skill can change the skill from tab to action or vice-versa.
- Variables will change based on which version of a skill is chosen.
- 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.
- For the purposes of balance, certain skill types will be either tab or action oriented skills.
- 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. – Steven Sharif
- User interface elements will utilize textures and icons to distinguish them, in addition to color.
- Livestream, May 17, 2017 (35:41).
- Forums - Livestream Q&A 2022-08-26.
- Livestream, June 30, 2022 (52:08).
- Video, June 30, 2022 (24:18).
- Interview, August 17, 2018 (4:31).
- Reddit Q&A, 2019-01-8.
- Video, September 30, 2022 (17:00).
- Livestream, March 26, 2021 (59:21).
- Livestream, June 25, 2021 (26:11).
- Livestream, August 28, 2020 (1:27:01).
- Livestream, May 26, 2017 (5:06).
- Livestream, May 5, 2017 (20:02).
- Livestream, June 30, 2022 (48:03).
- Video, June 30, 2022 (16:39).
- Livestream, June 25, 2021 (29:09).
- Livestream, June 25, 2021 (1:31:47).
- Livestream, June 28, 2019 (1:22:48).
- Livestream, December 2, 2022 (1:03:28).
- Livestream, September 3, 2017 (58:29).
- Livestream, June 30, 2022 (1:10:19).
- Video, September 30, 2022 (17:03).
- Livestream, September 30, 2022 (41:06).
- Livestream, August 27, 2021 (1:16:04).
- Livestream, June 25, 2021 (22:34).
- Livestream, November 16, 2017 (30:45).
- Livestream, June 25, 2021 (27:43).
- Livestream, August 28, 2020 (1:15:39).
- Livestream, April 30, 2020 (1:09:51).
- Livestream, September 30, 2022 (49:16).
- Livestream, September 30, 2022 (52:33).
- Livestream, September 30, 2022 (48:10).
- Livestream, September 30, 2022 (54:35).
- Livestream, 2018-04-8 (PM) (37:57).
- Podcast, August 4, 2018 (1:07:59).
- Livestream, January 27, 2023 (1:11:07).
- Livestream, August 28, 2020 (1:12:50).
- Podcast, August 4, 2018 (1:11:05).
- Livestream, October 30, 2020 (30:36).
- Livestream, July 18, 2017 (52:42).