User interface

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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

Character

info-orange.pngDit gedeelte bevat informatie over Alpha-1-tests. Het zal worden bijgewerkt wanneer nieuwe informatie beschikbaar is.
Character stats and attributes.[8][9]
Stat Base stat Level 1 Cleric Level 1 Mage Level 1 Tank
Health.[10][11] Health 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

Character nameplate

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

A character web page (character sheet) will be available closer to live launch that shows the following:[22]

  • What a character looks like.[22]
  • Achievements and server firsts.[22]
  • Info on a player's class.[22]
  • Character's back story via journal entries (that are shared publicly by the player).[23][24]
  • Traits can be applied that describe a character's history.[24]

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.[24]Steven Sharif

The character page will be accessible in game by opening a browser through the UI.[23]

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.[23]Steven Sharif

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

Players can build their characters with the active skills they want on their action bar (hotbar).[37][38][39]

  • The number of skills on the action bar will be contained (fewer than 30).[40]
  • There will be an option to include multiple hotbars.[37][39]
  • For example: One Fighter will be different from another based on what active skills they have chosen.[40]
  • Through skill choice, players can customize their combat experience to focus on tab targeted skills, action targeted skills, or a mix of both.[41]
  • Players are not given skills as they level up, they must choose what skills they take.[42]
  • There is no spellbook requiring memorization.[43]

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.[37]Steven Sharif

Combat targeting

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.[44]Steven Sharif

Hybrid combat refers to the choice between tab targeted and action targeted combat in the Ashes of Creation MMORPG.[45][46][47][41]

To clarify any questions, we are still approaching combat from a hybrid design perspective. In today's stream we focused on the "look and feel" of the basic melee attacks, because historically the feedback has been critical of the look and feel of combat. The systems and mechanics around targeting continue to live in both a tab target and action targeting approach. More on those mechanics will be showcased in the future.[45]Steven Sharif
  • Targeting modes are able to be achieved through choice of skills/abilities.[48][49][44]
    • 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.[44]
    • Different ranks of the same skill can change the skill from tab to action targeted or vice-versa.[1]
    • 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.[50]
    • In future the user will have the ability to choose from different reticle appearances.[28]
  • Action oriented and tab oriented versions of skills will have different characteristics. Variables will change based on which version is chosen.[51]
    • Damage.[51]
    • Charge up time.[51]
    • CC effects.[51]
    • Cooldown.[52]
    • Energy consumption.[52]
    • Cost to spec.[52]
    • Attack range will likely remain the same; as it is driven by the weapon or skill itself.[53]
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. [51]Steven Sharif
info-orange.pngSommige van de volgende informatie is niet recentelijk bevestigd door de ontwikkelaars en staat mogelijk niet op de huidige ontwikkelingsroutekaart.

For the purposes of balance, certain skill types will be either tab or action oriented skills. For example:[52]

  • Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[52][44]
  • Softer CC's would be housed in tab-targeted abilities.[52]

Hitboxes

The developers are testing different approaches to accommodate varying hitboxes between the races.[54]

  • There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[54]

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 kind of just making it smaller for one and not the other.[54]Jeffrey Bard

There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[54]

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.[54]Steven Sharif

Control settings

Alpha-1 default keybindings.[55]

Players will be able to customize their keyboard control scheme in Ashes of Creation.[56]

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.[60]Steven Sharif

Controller support

The Ashes of Creation MMO is not designed around controller support.[62]

Controller support will likely be something we work on closer to launch.[64]Steven Sharif

Camera settings

The aim is to provide a variety of camera options in Ashes of Creation.[65]

  • A "pretty significant" zoom out distance for the camera will be possible.[66]
  • Adjustments will be provided for screen shake and other settings that may be nauseating to some users.[30]
  • First-person point-of-view may be able to be achieved by zooming the camera, but the game is fundamentally third-person.[67]
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.[67]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.[68]Margaret Krohn
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World map

Ashes of Creation map.[71] The circles on the map are divine gateways that are located in the ruined cities of the four great races of Verra. The diamonds are the starting settlements for the returning races.[72]

The map has undergone significant changes during A2 development. A good portion of these changes were made to support larger naval influences and the land/sea trade route systems. We will elaborate further in future updates.[73]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.[74]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.[75] 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.[76]

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.[76]

When information is gathered, or the player has successfully explored an area, points of interest are marked on the map.[77]

  • These points of interest are determined by Node progression; and not every server will share the same map, as player decisions will vary server to server.[77]
  • The map UI will potentially incorporate player created location markers that are visible by other party members.[78]

In addition to node progression being a factor on map generation, zones in Ashes of Creation will cater to all levels.[79]

The map will have geographical choke points caused by non-traversable obstacles (such as Mountains).[80][81]

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.[80]Steven Sharif

Mini map

There is an in-game mini map and compass user interface in Alpha-1.[82][83]

  • The goal is to allow pings and other forms of communication tools via the mini-map.[84]

Character creator

Scars in the Alpha-2 character creator (first pass).[85]

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.[86]Steven Sharif

We're gonna use similar tech for implementing things like Animal husbandry.[87]Zachary Mallet

Kaelar Alpha-2 character creation (first pass).[88]

This tech is 100% created in-house at Intrepid and is not metahuman.[89]Steven Sharif

We'll be adding many, many more customization options to the character creator.[90]Cody Peterson

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.[86][91]

The Ashes of Creation character creator is 100% developed in-house by Intrepid Studios and is not MetaHuman.[89]

Additional character creator features include.

  • There will be unlockable features for character customization.[95]
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.[95]Steven Sharif
  • The ability to save and potentially to share characters with other players.[85][96]
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.[85]Margaret Krohn
  • The ability to undo changes (Ctrl + Z) will be supported, including undoing changes that were made several edits earlier.[97][98]
  • Choosing base idle animations of characters will be possible in future.[99]
    • Certain animations, such as blinking, will be present when they don't interfere with the customization process.[100]
  • Adjusting the background scene and lighting is a planned feature.[100]
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.[101]Steven Sharif
  • Asymmetry in terms of manipulating different components of the body or different body features such as hair, beard, and eyes.[102]
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.[102]Steven Sharif
  • Body adornments, such as piercings will be possible within cultural limits.[103]
  • The developers are considering whether to allow custom tattoos to be uploaded by users.[104]

The aim is for the character creator to be on par if not much better than that of BDO.[105][106]

Character naming

Characters will have a first-name and an optional surname (last name).[107]

  • There is a minimum length of three for a character name.[108]
  • Special characters, including apostrophes and hyphens, are currently not allowed in character names.[109]
Currently we don't allow special characters in character names (including apostrophes and/or hyphens). It's possible this changes in the future.[109]Ry Schueller

Character names will appear on the character sheet and optionally on the character website page.[14]

  • In-game a character's name is displayed above their head. This can be the first or last name.[14]

Friends list

A character may add another character to their friends list.[110]

  • 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.[110]

Accessibility settings

There will be settings to aid colorblind players.[111][112]

  • User interface elements will utilize textures and icons to distinguish them, in addition to color.[111]

ESRB rating

Dead bodies in a Pre-alpha raid encounter.[113]

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.[114]

  • There may be an option to turn off blood and gore in the game.[115]
  • There probably won't be swearing in quests.[116]

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.[116]Jeffrey Bard

Addons/mods

Addons zullen doorgaans niet worden toegelaten.[117]

  • De ontwikkelaars willen niet dat addons/mods vereist zijn om het spel optimaal te ervaren.[118]
  • De ontwikkelaars geloven dat DPS meters een negatief effect kunnen hebben.[119][117]
    • Er zullen leaderboards zijn. [118]
  • De design van de API van het spel is nog in overweging.[120]
    • Er zullen integraties beschikbaar zijn voor services als Twitch en soortgelijken. Deze worden echter nog niet geïntroduceerd via een API.[121]

We zullen veel aanpassingsopties hebben, kijkende beide naar de UI's en de verschillende datapunten die natuurlijk in het spel zullen zijn. We willen echten het spel nog niet beschikbaar stellen voor modding. Dat zou een beslissing kunnen zijn die we in de toekomst veranderen, maar zeker niet op release.[121]Steven Sharif

Het idee is om een 'one-stop-shop' van het bedrijf te maken wanneer we praten over de in-game systemen... Naar mijn mening willen we eigenlijk geen addons in het spel hebben.[122]Steven Sharif

Combat logs

There are combat logs in Ashes of Creation.[123]

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.[124]Steven Sharif

In-game chat

Text chat channels

Alpha-1 work-in-progress chat interface.[125]

We are working on a new chat log! The new log includes tabs for general, party, siege, guild, and more![125]

In-game text chat channels.
Channel Command
Local chat.[126][127] /say.[128]
Shout.[126][127] /yell.[128]
Party.[126][127][126][127] /party.[128]
Raid.[126][127]
Guild.[126][127]
Private message (PM).[126][127][129] /tell (playername).[128]
Tavern.[76]
Global (Enabled for Alpha-1 testing).[128] /global.[128]
info-orange.pngSommige van de volgende informatie is niet recentelijk bevestigd door de ontwikkelaars en staat mogelijk niet op de huidige ontwikkelingsroutekaart.

Voice communications

In-game voice communication channels.
Channel VOIP Proximity-based
Open-world.[132] - No.[132]
Party.[133][134] Yes.[135][134] No.[135]
Raid.[133][134] Yes.[135][134] No.[135]
Guild.[134] Yes.[134] No.[135]
Tavern voice chat.[76] Yes.[134] Maybe - based on testing.[135]
Marktplaatsen/Stall districts.[135] - Maybe - based on testing.[135]
Dungeons (limited rooms).[135] - Maybe - based on testing.[135]
Points of interest.[135] - Maybe - based on testing.[135]

Voice chat will have fully functional mute and chat preferences.[134]

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.[136][137]

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.[137]Jeffrey Bard

Voice controls

Raid and party leaders are able to control Voice chat.[78][138]

  • Toggle (global) mute on the entire raid.[138]
  • Define who has global speech capacity across the entire raid.[139]
  • Granting administrative functions to raid and party members.[78]

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.[139]Steven Sharif

Tavern communications

Taverns offer private chat and voice communications for all patrons within the building.[76]

  • Tavern proximity voice chat may be available based on testing.[135]

Localization

Ashes of Creation is aiming to be available in the following languages: English, French, German, Russian, Italian, Polish, and Spanish.[140][141][142][143]

  • Previously it was stated that English, French, German, and Russian will be supported then Italian, Polish and Spanish be added later.[141][144]
  • Other languages are being considered based on interest.[140][142][143]
  • User interface localization tools are available in the chat window.[145]

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.[140]

info-orange.pngSommige van de volgende informatie is niet recentelijk bevestigd door de ontwikkelaars en staat mogelijk niet op de huidige ontwikkelingsroutekaart.

Servers won't be language locked.[142]

  • There may be separate servers in the EU region based on language type.[141]

Emblem, logo and symbol editor

The user interface will allow emblems, logos and symbols to be designed in-game.[147][148][149]

Emblem editor functionality is tentatively planned for Alpha-2.[149]

Import of user-created image content (UCC) is being considered.[153] This was previously not under consideration.[147]

  • An active GM staff will be monitoring user-created content. Users who upload inappropriate content will place their accounts in jeopardy.[154]
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.[153]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.[154]Steven Sharif

Logging out

There will be a logout delay to prevent players from immediately logging out of combat.[155]

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.[156][157]

  • 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.[158][159][160][161]

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.[160]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.[162][163] Some functionality may come post-launch.[164]

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.[168]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.[164]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.[165][163]

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

Gemeentehuis

Een gemeentehuis is een regeringsgebouw binnen een node.[169]

We willen dat het gemeentehuis een plaats wordt waar belangrijke besluiten worden gemaakt voor elke node. Het moet de plaats worden waar de "heersende klasse" bij elkaar komt en besluit wat er gedaan moet worden (deze besluiten kunnen er tot leiden dat ze de "oude heersende klasse" worden).

Burgemeesters en noderegeringen gebruiken het gemeentehuis om de node te vizualiseren en om activiteiten daarin te controleren. Deze features zullen ook beschikbaar zijn via een app of browserportaal.[170]

Spelers kunnen communiceren met het nodebord om zodoende een lijst te krijgen van de node's burgers.[171]

Character page

A character web page (character sheet) will be available closer to live launch that shows the following:[22]

  • What a character looks like.[22]
  • Achievements and server firsts.[22]
  • Info on a player's class.[22]
  • Character's back story via journal entries (that are shared publicly by the player).[23][24]
  • Traits can be applied that describe a character's history.[24]

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.[24]Steven Sharif

The character page will be accessible in game by opening a browser through the UI.[23]

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.[23]Steven Sharif

The player can manage what info is shown on the character page.[22]

Bulletin boards

Bulletin boards are available within nodes[173] and player taverns.[76]

Item rendering

Items that are dragged out of a player's inventory are destroyed.[179]

  • Allowing player-dropped items (such as Gear and Currency) to exist in the world is likely not going to be allowed.[179][180]

User interface commands

info-orange.pngDit gedeelte bevat informatie over Alpha-1-tests. Het zal worden bijgewerkt wanneer nieuwe informatie beschikbaar is.
Command Function
/say Chat command.[128]
/party Chat command.[128]
/yell Chat command.[128]
/global Chat command.[128]
/tell (playername) Chat command.[128]
/roll Simulates a dice roll.[181]
/e, /emote, /me[182] Textual emote.[183] Example: /me chuckles
Invite a character to join your guild.[184]
Add a character to your friends list.[184]

Screenshots

Zie ook

Referenties

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