Bâtiments de propriété privée

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Différents bâtiments peuvent être placés sur une le terrain d'une propriété privée.[2][3]

Chaque bâtiment nécessitera des plans et différents matériaux.[4]

  • Les sous-sols dans les bâtiments en propriété privée sont encore à décider.[5]

La taille des bâtiments en propriété privée ne changera pas en matière de largeur, mais pourrais augmenter en terme de hauteur.[6]

  • Certains bâtiments auront plusieurs variantes, avec différentes tailles. (Par exemple : une maison de taille petite, moyenne, grande, jusqu'à un manoir.)[6]
    • Une maison de la taille d'un manoir pourrais occuper jusqu'à 50% du terrain d'une propriété privée.[6]

L'Architecture d'un bâtiment en propriété privée est basé sur le plan de construction du bâtiment.[7]

  • Les cosmétiques peuvent également être appliqués à un plan selon le type du bâtiment.[7]
  • La race choisie par le joueur n'influence pas les plans de construction qu'il peut obtenir. (chaque races peut obtenir tous les plans de construction sans restriction particulière) .[8]

Nous voyons les propriétés privées comme votre espace personnel, nous voulons donc que vous puissiez lui donner l'apparence que vous souhaitez.[7]Jeffrey Bard

Fermes

Alpha-2 Freehold homestead.[9]

Your Freehold isn’t your home without a house, and a house is the first building you will be prompted to build on your Freehold. To build a house, you’ll need a Freehold house blueprint, and the required materials for constructing your home. Building blueprints can be acquired in various ways, and each blueprint has unique benefits for the types of services provided through the building. A Freehold can only have one single house building, but house buildings can be small, medium, or large for Freeholds. Bigger houses have more floors, and more room for things like furniture. It is also important to note that the blueprints save the progress made on upgrading a building to higher tiers. If a Freehold ever falls due to the successful siege of the Node in which the Freehold resides, all blueprints for housing, artisan buildings, or businesses are returned to the player, and blueprints save their progression and upgrades.[10]

Fermes (homes) are a type of freehold building in Ashes of Creation.[10][11][12][2]

A small house, for example, might only be able to place 100 Furniture items, whereas a medium or large house would be able to place many more; and so that's a balancing factor for players in determining if they want to have a larger house, or have a smaller house and have more farmland, whereas they're sacrificing furniture then for that.[14]Kory Rice
info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.
  • Mansion sized homesteads may occupy up to 50% of a freehold plot.[6]

Homestead building skins

Cosmetic freehold building skins for homestead buildings.[10][15][11][16]

[ All homesteads ] [ Small homesteads ] [ Medium homesteads ] [ Large homesteads ]

Artisan buildings

Each crafting and processing profession has an associated artisan building that players must construct and upgrade to give them access to place that profession's workstations.[11]

If you want your Freehold to play a part in crafting and processing, artisan buildings will be something you’ll want to make room for on your Freehold. Since the highest levels of processing can only happen on Freeholds, having artisan buildings that benefit processing, and the stations associated with those artisan buildings, can make your Freehold an important component of the world’s economic chain. Constructing an artisan building will allow players to place the profession stations related to the profession of that building, and those stations can be placed anywhere on your Freehold where the surface allows. Profession stations do not need to be placed within the artisan building specifically. In addition, artisan buildings provide their bonuses to all stations on the Freehold.[10]

Artisan buildings are freehold or node buildings that give general benefits to the freehold or node and allow the placement of workstations for artisan professions.[17][18][19][11][9]

Processing workstations

Lumbersmiths processing station.[11]

Processing stations are of course a necessary component of taking gatherables into usable crafted goods essentially to fulfill what recipes require in order to make items.[12]Steven Sharif

Alpha-2 metalworking processing station in action.[28]

We're trying to marry the visuals with what's actually going on with the station. So, if you have a job queued and you're trying to do errands throughout the node, or in your freehold or whatever, [you] should be able to look at the station and know what's going on with it: So you know he's there working and once he's done he's going to stop and you can be like, okay there's stuff ready to pick up and have some visuals associated with that. So, as much as we can have stuff rooted in world instead of throwing a bunch of UI in the player's face, that's something that we're trying to do and is important to us.[29]Kory Rice

Processing stations are workstations that are used to process raw materials into processed goods (crafting materials) at nodes or on freeholds.[10][30][12][20][23]

Each processing profession will have four stations; and the stations will come online as you progress through the profession. Each one of those stations will make goods that are immediately useful to the economy, to crafters, to other processors; and each processing station will build on itself and into the other stations.[31]Kory Rice
  • Processing stations require fuel to process the required grade of materials.[33][11][32][22]
    • Players can mix and match different fuels to fulfill the fuel requirements of a recipe.[33][11]
Processing as it stands for Alpha-2's implementation is that there is a certain amount of prep work that's required first for the industry-specific component, which is the building. That prep work might be finding a certain amount of lumber to light the fire in kiln or whatever, to a certain temperature in order for you to process a certain grade of ore; and that grade of ore being malleable then into an ingot; and that produces that ingot so-to-speak. Now, in that process there's a gathering component, there's a preparatory phase, there is a time-related component.[22]Steven Sharif
  • Processing stations have queue slots that allow jobs to be queued at that station.[34] Processing jobs are processed sequentially for all players in freeholds. Processing jobs in nodes are processed sequentially per player, but concurrently with other player's jobs.[35]
    • Processing animations in freeholds are visible to all players (as there is a single shared processing queue). Processing station animations in nodes relate to the processing activity of each player individually, as each queue is personalized per player.[29]
Q: Can you provide more details in regards to the design philosophy behind why it's a queue system for freeholds but not for nodes?
A: On the freehold, processing can achieve the highest levels of processing. That's where the highest levels of processing occur. Nodes can only go up to a certain level of processing. Now we want to be able to throttle the amount of resources that can be processed at any given time in response to the fluctuation and flows of the economy. So, we want to make sure that the economy is a bigger ship when turning than being able to immediately start processing everything at once and get new resources out as the flow of supply and demand changes within the world. And because- again that's at the highest levels of processing; and you're sharing the available queues that exist at those stations. It's going to take time and it's going to take a long time for the higher level materials.[36]Steven Sharif
There's also possibilities that the machine you're using itself has some type of gameplay layer- should the kiln get overheated, and you have to throw some water on it or something. There are elements there in that process that we want to mimic this gameplay opportunity for players to interact; and not just be a time-sink. But time-sink is also a component of it as well, because that's the throttle for the introduction of processed materials from raw gatherables into the economy.[22]Steven Sharif
That's going to be very important as you get to very late game processed materials that are required. Because some of these things might have days to process within a station, but if you have spent the time and done the work to advance that processing station you could cut that down considerably, perhaps even greater than 50 percent; and that's going to have a significant impact on your ability to either control markets or to create goods.[23]Steven Sharif
  • The developers are considering a decay system for processing stations similar to item decay for gear.[38]
Q: Do processing stations wear out over time? Do they have to be repaired?
A: That's something that we're still discussing internally. It is coded in such a way where it's an easy variable for us to change that. There are material components that are necessary to feed the machines to keep them up and running, or it could be based on how you interact with the fuel components. If you overheat- overcharge with fuel, that can create like a system degrade similar to your armor decay, which then you have to feed materials in order to rebuild maintenance-wise. Right now it is not implemented. With that in mind, the only maintenance required is going to be through taxation. And depending on the number of permits that you have placed on the freehold will increase the amount of taxes that are necessary to be paid for the freehold.[38]Steven Sharif

Crafting workstations

Artisanat a Nightblade weapon at a weaponsmithing station in the Winstead node in Alpha-2.[39]

There's going to be a number of different types of selectables that you can incorporate as part of the crafting process; each of them having unique results as part of the stat block for the weapon, but also increasing the quality, predicated on the quality of the selectable that you're contributing.[40]Steven Sharif

Crafting stations (also referred to as Crafting benches) are workstations located on freeholds or within nodes.[10][30][12][42][43]

  • There is no limit to the number of players that can use a crafting station at the same time.[34]
Q: Can crafting stations be mobilized / moved and can they be placed anywhere in the world?
A: It depends on the crafting station. There are going to be different tiers of crafting stations that represent the quality of item you're looking to create within that specific profession. There's going to be crafting stations that can be utilized by players within their freeholds and then crafting stations that are resigned only to the development of particular nodes, within particular areas, or particular buildings... There's a wide variety of those things to make it a more dynamic experience and something that caveat how players decide to build the world and what the value of those things are.[42]Steven Sharif
info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.

Artisan building skins

Cosmetic freehold building skins for artisan buildings.[10][15][11][16]

  • These skins can be placed on any artisan building, regardless of type.[52][53]
  • Artisan cosmetic skins go on artisan buildings and not the individual profession stations themselves.[10]

Business buildings

Business buildings.[11]

If you want to offer sales and services to players visiting your Freehold, consider making room for business buildings. Setting up a potion vendor near a popular hunting area of the game may make your Freehold a destination for adventuring players. There are numerous services your Freehold can offer to other players, such as item shops, consumables within taverns, and resting inns. These services can work without the owner being present.[10]

Business buildings are freehold or node buildings that provide items and services to players.[17][18][54][11][55]

Maintaining businesses requires licensing and payments to the node your Freehold is associated with. This permitting system allows for a certain number of buildings to be constructed on a Freehold. Permits can be obtained from the same node the Freehold was certified from, and buildings that require permits will have an additional upkeep cost.[10]

List of business buildings

Business building skins

Cosmetic freehold building skins for business buildings.[10][15][11][16]

  • These skins can be placed on any business building, regardless of type.[53]

Placement d'un bâtiment sur une propriété privée

Les joueurs auront accès à un système basé sur une grille qu'ils pourront utiliser dans leur propriété privée pour placer des objets/accessoires et des bâtiments sur leur terrain.[56][57]

  • Les joueurs devront gérer la façon dont les bâtiments sont organisés pour maximiser les primes de proximité.[57]

Selon l'endroit où est placé votre propriété privée, vous aurez différentes grilles environnementales à votre disposition et celles-ci activeront ou amélioreront en quelque sorte les structures existantes que vous placez dans votre propriété privée... Je ne sais pas si nous mettrons "la pisciculture" seulement pour une propriété privée qui est placée sur une rivière. Ce que nous ferions probablement par exemple, c'est de vous donner un bonus à la pêche dans cette zone. Ou un truc du genre. Il y aura donc plus de bonus pour les grilles environnementales plutôt que pour les bâtiments spéciaux présents dans cette zone. Mais encore une fois, nous ne sommes pas encore complètement intégrés à ce système, mais il est possible que nous finissions par aller dans cette direction.[58]Jeffrey Bard

Freehold building permits

Freehold building permits allow placement of a specific number of different types of buildings on a freehold plot.[10][59][60]

All Freehold buildings, except for housing, require a permit from a node of a certain level, and that may add an additional upkeep cost to keep the building running.[10]
  • These permits must be acquired from the node where the freehold deed was obtained.[59][60]
    • Certain building permits can only be obtained from nodes at a certain stage.[10]
    • Maires cannot control the allocation of freehold building permits.[61]
  • The number and type of buildings that can be placed on the freehold and the way these buildings get placed are subject to change based on testing and iteration during Alpha-2.[26][12]
  • Freehold taxes are calculated based on the number of permits issued for buildings on a freehold.[10][38][62][63]
    • Mayors can adjust tax rates on freehold building permits on a per-type basis.[61]

Freehold progression

Freehold progression unlocks new bonuses, abilities and capabilities for freeholds.[64]

We want there to be progression in many systems and part of the freehold progression is that when you establish these base buildings the longer and more productive you are and exist with that freehold, the more opportunity those buildings will have to both level up: offering new bonuses, new abilities, new capabilities; and just surviving in this world is a feat in and of itself, so it's rewarded by allowing progression with those things.[64]Steven Sharif

Freehold building tech trees

Freehold building tech trees allow freehold owners to specialize their freehold buildings.[65][66]

In order to fully spec out a particular tree of one profession, you will need in most cases, at a minimum, two of the buildings for that particular profession. And that also grants you access to have all four of the workstations that that profession's building provides; and then you can spec into those territories. So you're occupying additional levels of permits in order to achieve that broad spectrum mastery over that particular profession, as opposed to specializing within the mastery of that profession.[26]Steven Sharif

Naming buildings

info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.

Bâtiments will be able to be named. The custom name will appear as floating text when it is targeted.[69]

Visuels

Voir également

Les références

  1. Ashes of Creation Store: Velkor's Eye.
  2. 2.0 2.1 Node series part II – the Metropolis.
  3. Direct, 2017-05-24 (9:58).
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  5. Direct, 2019-06-28 (1:09:22).
  6. 6.0 6.1 6.2 6.3 6.4 Entrevue, 2020-07-08 (45:23).
  7. 7.0 7.1 7.2 Direct, 2020-08-28 (2:14:06).
  8. Direct, 2017-05-26 (44:11).
  9. 9.0 9.1 9.2 9.3 Vidéo, 2023-06-30 (15:34).
  10. 10.00 10.01 10.02 10.03 10.04 10.05 10.06 10.07 10.08 10.09 10.10 10.11 10.12 10.13 10.14 10.15 10.16 10.17 10.18 10.19 10.20 10.21 10.22 10.23 10.24 Blog: Exploring the Boundless Opportunities of Freeholds.
  11. 11.00 11.01 11.02 11.03 11.04 11.05 11.06 11.07 11.08 11.09 11.10 11.11 11.12 11.13 11.14 11.15 11.16 11.17 11.18 11.19 11.20 11.21 11.22 Development Update with Freehold Preview.
  12. 12.00 12.01 12.02 12.03 12.04 12.05 12.06 12.07 12.08 12.09 12.10 Direct, 2023-04-07 (31:49).
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  14. Direct, 2023-06-30 (19:41).
  15. 15.0 15.1 15.2 Direct, 2023-06-30 (23:40).
  16. 16.0 16.1 16.2 Direct, 2023-06-30 (22:05).
  17. 17.0 17.1 Blog: Development Update with Village Node.
  18. 18.0 18.1 Direct, 2023-08-31 (50:25).
  19. 19.0 19.1 19.2 19.3 19.4 19.5 19.6 19.7 Direct, 2023-06-30 (33:26).
  20. 20.0 20.1 20.2 Direct, 2022-06-30 (1:08:02).
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  22. 22.0 22.1 22.2 22.3 22.4 Direct, 2022-02-25 (1:12:27).
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  24. Entrevue, 2020-03-27 (9:00).
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  28. Vidéo, 2023-11-30 (46:59).
  29. 29.0 29.1 Vidéo, 2023-11-30 (48:22).
  30. 30.0 30.1 30.2 30.3 steven-workstations.png
  31. Direct, 2023-06-30 (37:30).
  32. 32.0 32.1 32.2 Vidéo, 2023-06-30 (16:02).
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  35. Vidéo, 2023-11-30 (39:15).
  36. Direct, 2023-11-30 (1:28:10).
  37. Vidéo, 2023-11-30 (43:43).
  38. 38.0 38.1 38.2 Entrevue, 2023-07-09 (54:46).
  39. 39.0 39.1 Vidéo, 2023-11-30 (59:21).
  40. 40.0 40.1 Vidéo, 2023-11-30 (1:01:04).
  41. Vidéo, 2023-08-31 (45:06).
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  43. Direct, 2017-05-12 (1:00:18).
  44. Direct, 2023-11-30 (1:38:47).
  45. Entrevue, 2018-10-20 (17:31).
  46. Entrevue, 2020-07-19 (6:38).
  47. 47.0 47.1 Direct, 2023-12-19 (1:49:28).
  48. Podcast, 2021-09-29 (4:43).
  49. Direct, 2023-12-19 (1:50:51).
  50. Direct, 2022-07-29 (1:17:33).
  51. Blog: Know Your Nodes - Scientific Node Type
  52. steven-freehold-artisan-cosmetics.png
  53. 53.0 53.1 steven-business-building-cosmetics.png
  54. steven-freehold-businesses.png
  55. Freehold buildings.png
  56. Direct, 2020-05-29 (41:27).
  57. 57.0 57.1 Direct, 2017-10-16 (56:42).
  58. Direct, 2018-12-06 (44:14).
  59. 59.0 59.1 steven-freehold-building-permits.png
  60. 60.0 60.1 Direct, 2023-06-30 (1:21:48).
  61. 61.0 61.1 steven-mayors-permits.png
  62. Direct, 2023-06-30 (1:45:22).
  63. Tax spending.png
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  69. Direct, 2018-10-31 (46:18).