Accessibility settings

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There will be settings to aid colorblind players.[1][2]

  • User interface elements will utilize textures and icons to distinguish them, in addition to color.[1]

User interface

Alpha-2 UI customization.[3]

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.[4]Steven Sharif

The Ashes of Creation user interface (UI) and HUD is built with customization in mind, rather than being one-size-fits-all.[6][4][7]

  • 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.[6]
Customization of UI elements, especially there on the HUD is a top desired aspect of our UI team.[6]Steven Sharif
  • Users will be able to save and load UI profiles, such as switching to a custom UI profile for raids.[8]
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.[8]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.[9]
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.[9]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.[10]Steven Sharif

UI settings

Alpha-2 user interface settings work-in-progress UI.[12]

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.[13]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.[8][4][14][7]

Our mantra is really solid defaults, so most people won't need to touch anything, but then the customization for everybody who wants to.[8]Colby Marchi

Various display elements can be toggled on or off.[13]

Game settings allow players to fine tune performance to suit their preferences and hardware capabilities.[29][30][31]

  • Particle effects and rendering.[32]
  • Effects bloom and brightness.[29]
  • Effect elements and channels.[29]
  • Motion blur will be togglable on and off.[33]
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.[29]Steven Sharif

Gameplay actors, such as foliage density will not be able to be adjusted by players.[34]

  • Later stages of game polish will address quality-of-life issues, such as foliage blocking the player's camera.[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 immersion that we want.[34]Steven Sharif

Control settings

Alpha-1 default keybindings.[36]

Players will be able to customize their keyboard control scheme in Ashes of Creation.[37]

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.[41]Steven Sharif

Controller support

The Ashes of Creation MMO is not designed around controller support.[43]

Controller support will likely be something we work on closer to launch.[45]Steven Sharif

Camera settings

The aim is to provide a variety of camera options in Ashes of Creation.[46]

  • A "pretty significant" zoom out distance for the camera will be possible.[47][48]
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.[47]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.[49]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.[50]Margaret Krohn

The action combat camera is tied to the to the player's targeting reticle.[51][52]

  • There will likely be a hotkey that when held down will allow free camera movement in action mode.[52]
  • In future the user will have the ability to choose from different reticle appearances.[19]

Later stages of game polish will address quality-of-life issues, such as foliage blocking the player's camera.[35]

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Addons/mods

Addons, DPS meters, and threat meters will not be supported.[55][56][57][58]

My decision is not to allow DPS meters nor add-ons. I feel we have adequate measures in place to prevent a majority of potential third party trackers. I know this subject has passionate voices on both sides and I respect the various opinions and positions many of you have expressed.[57]Steven Sharif
  • The developers do not want addons/mods to be necessary to experience the game.[59]
  • The developers believe that DPS meters (parsers) can cause toxicity and other negative behaviors.[56][60][58]
What role DPS meters provide in online communities that I've noticed in the past my experiences: they can be a bit toxic, they can be a bit exclusionary; and that's why we don't want the DPS meters.[56]Steven Sharif
  • Threat meters will also not be present in the game. There will instead be visual in-game cues to indicate threat.[56]
Meters in my opinion are a removal from the game immersion; and what I mean by that isn't necessarily even the fact that having the meter takes you out of the game per-se, but it is- there's a lot of diegetic approach that you can take that doesn't rely on UI elements like a meter to indicate how you should do a thing; and when you're not utilizing those types of meters you can do different types of strategies and encounter design. You can have things that can be more subtle and aren't going to be immediately given away by a meter indicating something; and that's the type of gameplay that we think that I believe we want to emphasize; and for that reason, we're not going to be including threat meters. What we will be including however are animation indicators. We're going to be including ability indicators to show the tank "hey I might be losing aggro here." I'm observing in the world these immersive elements that are not tied to any specific type of UI, but indicate to me that this monster might be moving off to attack somebody else in a very immediate future; and now I should be using the abilities that I'm saving to regain that aggro, or to lock them down with a taunt or something. That to me is a bit more representative of the type of gameplay we want to to bring in our encounter design.[56]Steven Sharif
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
  • There will be integrations available for streaming services such as Twitch and a few other services, but it's not something that will be exposed through an API just yet.[61]
  • The design of the game API is still under consideration.[62]

Voice communications

In-game voice communication channels.
Channel VOIP Proximity-based
Open-world.[63] - No.[63]
Party.[64][65] Yes.[66][65] No.[66]
Raid.[64][65] Yes.[66][65] No.[66]
Guild.[65] Yes.[65] No.[66]
Tavern voice chat.[67] Yes.[67] Maybe - based on testing.[66]
Marketplaces/Stall districts.[66] - Maybe - based on testing.[66]
Dungeons (limited rooms).[66] - Maybe - based on testing.[66]
Points of interest.[66] - Maybe - based on testing.[66]

Voice chat will have fully functional mute and chat preferences.[65]

Companion app

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

A companion app (mobile app/web interface) allows players who are not logged into the game to have authority over certain services and mechanics.[68][69] Some functionality may come post-launch.[70]

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.[74]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.[70]Jeffrey Bard

See also

References

  1. 1.0 1.1 Livestream, October 30, 2020 (30:36).
  2. Livestream, July 18, 2017 (52:42).
  3. Video, July 28, 2023 (37:19).
  4. 4.0 4.1 4.2 4.3 4.4 Livestream, August 28, 2020 (1:27:01).
  5. Video, May 31, 2023 (0:37).
  6. 6.0 6.1 6.2 Livestream, October 28, 2022 (3:34).
  7. 7.0 7.1 Livestream, May 5, 2017 (20:02).
  8. 8.0 8.1 8.2 8.3 8.4 Livestream, February 24, 2023 (28:45).
  9. 9.0 9.1 Livestream, December 2, 2022 (1:00:30).
  10. 10.0 10.1 10.2 Livestream, June 25, 2021 (29:09).
  11. Blog: Creative Director's Letter, October 16 2020
  12. Livestream, February 24, 2023 (20:11).
  13. 13.0 13.1 13.2 13.3 13.4 Livestream, June 30, 2022 (48:03).
  14. 14.0 14.1 Livestream, May 26, 2017 (5:06).
  15. Livestream, February 24, 2023 (53:48).
  16. Livestream, August 28, 2020 (1:24:29).
  17. Livestream, March 28, 2020 (1:41:42).
  18. Video, June 30, 2022 (16:39).
  19. 19.0 19.1 Livestream, June 25, 2021 (26:11).
  20. Livestream, June 25, 2021 (1:31:47).
  21. Livestream, May 31, 2023 (43:04).
  22. 22.0 22.1 Video, June 30, 2022 (24:18).
  23. jqWtRci.png
  24. Livestream, June 28, 2019 (1:22:48).
  25. Livestream, December 2, 2022 (1:03:28).
  26. Livestream, February 24, 2023 (53:05).
  27. 27.0 27.1 27.2 27.3 27.4 Livestream, September 3, 2017 (58:29).
  28. helmet.jpg
  29. 29.0 29.1 29.2 29.3 Livestream, April 28, 2023 (1:03:41).
  30. Livestream, January 27, 2023 (1:07:12).
  31. Livestream, August 17, 2018 (1:07:51).
  32. game system.jpg
  33. Livestream, May 4, 2018 (43:35).
  34. 34.0 34.1 Livestream, June 30, 2022 (1:10:19).
  35. 35.0 35.1 Livestream, April 28, 2023 (53:09).
  36. toast-keybinds-skills.png
  37. Livestream, May 26, 2017 (38:30).
  38. 38.0 38.1 keybinds-quote.png
  39. Livestream, July 30, 2021 (1:10:22).
  40. Interview, August 8, 2018 (27:38).
  41. Interview, August 8, 2018 (27:53).
  42. Intrepid Studios Snapchat, 2018-11-30.
  43. Livestream, November 17, 2017 (21:24).
  44. controller.png
  45. Livestream, 2018-04-8 (AM) (18:04).
  46. Livestream, May 17, 2017 (35:41).
  47. 47.0 47.1 Forums - Livestream Q&A 2022-08-26.
  48. Livestream, June 30, 2022 (52:08).
  49. 49.0 49.1 Interview, August 17, 2018 (4:31).
  50. Reddit Q&A, 2019-01-8.
  51. Video, September 30, 2022 (17:00).
  52. 52.0 52.1 Livestream, March 26, 2021 (59:21).
  53. Camera.jpg
  54. camera mechanics.png
  55. Interview, September 10, 2023 (34:51).
  56. 56.0 56.1 56.2 56.3 56.4 Livestream, February 24, 2023 (1:19:29).
  57. 57.0 57.1 Ashes of Creation Forums - No Damage Meter?
  58. 58.0 58.1 Livestream, May 10, 2017 (20:02).
  59. Interview, October 20, 2018 (6:29).
  60. Livestream, April 30, 2020 (1:28:19).
  61. Interview, May 11, 2018 (49:03).
  62. Livestream, May 10, 2017 (21:41).
  63. 63.0 63.1 steven-proximity-voice.png
  64. 64.0 64.1 Interview, July 18, 2020 (1:10:24).
  65. 65.0 65.1 65.2 65.3 65.4 65.5 65.6 voice chat.png
  66. 66.00 66.01 66.02 66.03 66.04 66.05 66.06 66.07 66.08 66.09 66.10 66.11 steven-proximity-voice-2.png
  67. 67.0 67.1 The mighty beard!
  68. Livestream, January 18, 2018 (30:18).
  69. 69.0 69.1 Livestream, November 17, 2017 (11:00).
  70. 70.00 70.01 70.02 70.03 70.04 70.05 70.06 70.07 70.08 70.09 70.10 Livestream, May 4, 2018 (54:09).
  71. Livestream, May 9, 2017 (28:57).
  72. Livestream, November 17, 2017 (9:49).
  73. Livestream, November 17, 2017 (11:53).
  74. 74.0 74.1 Podcast, November 15, 2020 (52:50).