Template:User interface settings
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User interface settings will have solid defaults along with detailed customization of Ashes of Creation for those who wish to customise their UI.[3][4][5][6]
- Our mantra is really solid defaults, so most people won't need to touch anything, but then the customization for everybody who wants to.[3] – Colby Marchi
- Selecting different UI flavors.[4]
- Resizing, moving, recoloring UI components.[2][4]
- There will be an option to include multiple action bars (hotbars) on a player's UI.[7][8][9]
- Text sizes, text boldness.[2]
- Combat text, such as damage, criticals and crowd-control.[10][11]
- Target reticles appearances may be offered.[12]
- Combat targeting templates and decals may be offered.[13]
- Adjusting screen shake.[14][15][16]
- User interface scale adjustments may be provided.[2][17]
- Nameplates can be hidden, resized, and customized.[18]
- Saving and loading UI profiles, such as switching to a custom UI profile for raids.[3]
- User interface settings are saved locally.[5]
- User interface layouts will likely not be able to be shared between players.[19]
Various display elements can be toggled on or off.[2]
- Character names.[20]
- Guild names.[20]
- Enemy names.[20]
- Party names.[20]
- Alliance members.[20]
- Helmet.[21]
Game settings allow players to fine tune performance to suit their preferences and hardware capabilities.[22][23][24]
- Particle effects and rendering.[25]
- Effects bloom and brightness.[22]
- Effect elements and channels.[22]
- Motion blur will be togglable on and off.[26]
- 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.[22] – Steven Sharif
Gameplay actors, such as foliage density will not be able to be adjusted by players.[27]
- Later stages of game polish will address quality-of-life issues, such as foliage blocking the player's camera.[28]
- 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.[27] – Steven Sharif