Camera

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The aim is to provide a variety of camera options in Ashes of Creation.[1]

  • A "pretty significant" zoom out distance for the camera will be possible.[2][3]
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.[2]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.[5]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.[6]Margaret Krohn

The action combat camera is tied to the to the player's targeting reticle.[7][8]

  • There will likely be a hotkey that when held down will allow free camera movement in action mode.[8]
  • In future the user will have the ability to choose from different reticle appearances.[9]
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

UI settings

User interface settings will allow detailed customization of Ashes of Creation.[12][13][14]

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.[15]Steven Sharif

Various display elements can be toggled on or off.[15]

Gameplay actors, such as foliage density will not be able to be adjusted by players.[24]

  • Highly scalable options to adjust rendering and particle effects will be offered.[25]
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.[24]Steven Sharif

Combat targeting

Ranger hybrid combat in Alpha-2.[26]

Part of what we're exploring with this approach of our hybrid combat is offering the player the functionality to utilize either tab targeting or a reticle-based action camera mode; and you know there are benefits to each; and both of them are providing the player what they feel most comfortable with playing. All of our attacks are going to be stat opposed unless they're a templated attack, in which case there will be certain bonuses and/or stronger applied chances for certain types of CC effects to be applied or potentially evasion and accuracy aspects of it. These are all things that we plan to to test throughout alpha two to see where the player base lives in those two options of the action or tab target based attack modes. The important part here is that this is still a work-in-progress. This is meant to give you a look at where our approach has now been living over the past several months when it comes to combat based off of what we learned in alpha one, what player feedback has been along the way and how we can create a compelling system of combat between these very different classes and weapon types.[27]Steven Sharif

Hybrid combat refers to the choice between tab and action combat in Ashes of Creation.[28][29][30][31] A toggle button (default Z, but can be re-bound to another key) allows the player to switch between action and tab combat modes.[32][33][34][35]

  • The action mode camera is tied to the to the player's reticle.[7][8]
    • There will likely be a hotkey that when held down will allow free camera movement in action mode.[8]
    • In future the user will have the ability to choose from different reticle appearances.[9]
  • Targeted skills require either a soft or hard locked target.[7]
    • 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.[7].
    • 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.[36][7]

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.[39]Steven Sharif

Templated and targeted versions of skills will have different characteristics.[27][32][40][41][42]

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.[41]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.[43]
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
  • 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.[41]
  • For the purposes of balance, certain skill types will be either tab or action oriented skills.[45]
    • Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[45][41]
    • Softer CC's would be housed in tab-targeted abilities.[45]
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.[42]Steven Sharif

Accessibility settings

There will be settings to aid colorblind players.[47][48]

  • User interface elements will utilize textures and icons to distinguish them, in addition to color.[47]

See also

References

  1. Livestream, May 17, 2017 (35:41).
  2. 2.0 2.1 Forums - Livestream Q&A 2022-08-26.
  3. Livestream, June 30, 2022 (52:08).
  4. 4.0 4.1 Video, June 30, 2022 (24:18).
  5. 5.0 5.1 Interview, August 17, 2018 (4:31).
  6. Reddit Q&A, 2019-01-8.
  7. 7.0 7.1 7.2 7.3 7.4 7.5 Video, September 30, 2022 (17:00).
  8. 8.0 8.1 8.2 8.3 Livestream, March 26, 2021 (59:21).
  9. 9.0 9.1 9.2 Livestream, June 25, 2021 (26:11).
  10. Camera.jpg
  11. camera mechanics.png
  12. 12.0 12.1 12.2 Livestream, August 28, 2020 (1:27:01).
  13. 13.0 13.1 Livestream, May 26, 2017 (5:06).
  14. Livestream, May 5, 2017 (20:02).
  15. 15.0 15.1 15.2 15.3 15.4 Livestream, June 30, 2022 (48:03).
  16. Video, June 30, 2022 (16:39).
  17. Livestream, June 25, 2021 (29:09).
  18. Livestream, June 25, 2021 (1:31:47).
  19. jqWtRci.png
  20. Livestream, June 28, 2019 (1:22:48).
  21. Livestream, December 2, 2022 (1:03:28).
  22. 22.0 22.1 22.2 22.3 22.4 Livestream, September 3, 2017 (58:29).
  23. helmet.jpg
  24. 24.0 24.1 Livestream, June 30, 2022 (1:10:19).
  25. game system.jpg
  26. Video, September 30, 2022 (17:03).
  27. 27.0 27.1 27.2 27.3 27.4 Livestream, September 30, 2022 (41:06).
  28. steven-hybrid.png
  29. Livestream, August 27, 2021 (1:16:04).
  30. Livestream, June 25, 2021 (22:34).
  31. Livestream, November 16, 2017 (30:45).
  32. 32.0 32.1 Livestream, June 25, 2021 (27:43).
  33. steven-combat-revamp-update-2.png
  34. Livestream, August 28, 2020 (1:15:39).
  35. Livestream, April 30, 2020 (1:09:51).
  36. Livestream, September 30, 2022 (49:16).
  37. Livestream, September 30, 2022 (52:33).
  38. Livestream, September 30, 2022 (48:10).
  39. Livestream, September 30, 2022 (54:35).
  40. Newsletter, 2018-08-7
  41. 41.0 41.1 41.2 41.3 Livestream, 2018-04-8 (PM) (37:57).
  42. 42.0 42.1 42.2 42.3 42.4 42.5 Podcast, August 4, 2018 (1:07:59).
  43. Livestream, January 27, 2023 (1:11:07).
  44. Livestream, August 28, 2020 (1:12:50).
  45. 45.0 45.1 45.2 45.3 45.4 45.5 Podcast, August 4, 2018 (1:11:05).
  46. steven-action-tab-attack-range.png
  47. 47.0 47.1 Livestream, October 30, 2020 (30:36).
  48. Livestream, July 18, 2017 (52:42).