Différences entre les versions de « Enchanting »

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{{Player stalls}}
 
{{Player stalls}}
  
== Item sinks ==
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== Item deconstruction ==
  
{{Item sinks}}
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{{Item deconstruction}}
  
 
== See also ==
 
== See also ==

Version du 21 mai 2022 à 17:27

Il existe deux types d'enchantements pour les objets : Verticale et horizontal.[1]

  • Les enchantements verticaux sont une progression de puissance pour un objet fabriqué. Plus de dégâts ou d'atténuations, d'effets ou de bonus supplémentaires. Les enchantements verticaux comportent des risques.[1]

En ce qui concerne les choses sur-enchantées, ce que nous allons faire est probablement d'avoir une sécurité - et c'est évidemment quelque chose qu'il faut tester - mais nous allons avoir une période d'enchantement de sécurité vous savez, comme dans Lineage 2, je pense que vous pourriez enchanter à plus quatre ou quelque chose comme ça. Et donc nous allons avoir un système similaire où vous pouvez enchanter en toute sécurité, puis lorsque vous commencez à prendre des risques, ce pourcentage d'endommager potentiellement votre objet soit via le système d'usure, soit en le désactivant complètement via le système de destruction sera un risque présent.[3]Steven Sharif

  • Les enchantements horizontaux sont plus situationnels. Par exemple : J'aimerais que mon épée fasse des dégâts de force au lieu de dégâts sacrés car les monstres que j'ai tendance à combattre sont incorporels.[1]
    • Cela ne rend pas l'objet plus puissant, mais plutôt plus applicable à différentes situations, et moins à d'autres.[1]
    • Ce type d'enchantement ne prend aucun risque, juste du temps et des efforts.[1]

Les services d'enchantements sont vendus dans les étals de joueurs.[5]

L'enchantement n'augmente pas le niveau requis des objets.[6]

Vous ne poussez pas vraiment l'exigence de niveau d'un élément particulier ou l'identité de cet élément. Vous pouvez l'améliorer, vous pouvez y ajouter des enchantements, mais c'est toujours l'objet qu'il est.[6]Steven Sharif

Weapon progression

In-game achievable sword and polearm rendus 3D.[7]

Power creep is a balance issue... When it comes to gear progression specifically, the idea is to create an open market that is not heavily dependent on soulbound items; and having many item sinks and gold sinks within that economy that allows for the potential degradation and loss of assets within that closed economy; and not introduce items from the market that companies put in from a pay-to-win perspective or from a pay-to-convenience perspective that undermines the economy that players have built. That is a huge mistake that companies have made in the past and that lends to the imbalancing of what designers maybe have actually balanced well.[8]Steven Sharif

Armes have their own progression paths.[9][10]

Ashes of Creation is all about providing many progression paths... The reason why we don't like the term endgame is because with the amount of progression that's available with the amount of diversity and player agency that impacts the world... We want the weapon system [to] add an element of that as well... You can determine special effects that proc from currently the combo system; you can determine ancillary effects that proc based on enchantment types; you can power stone weapons to add different either elemental types of damage and/or energy that play rock-paper-scissor with player defenses ... and then you can skill tree out how those effects that are granted ... you can make them better you can branch them off into a different direction.[20]Steven Sharif

Gear enhancement

Des améliorations d'équipement (pierres de puissance / runes) peuvent être appliquées aux armes pour ajouter des types de dégâts élémentaires ou énergétiques.[20][22]

Nous allons très probablement avoir un système de runes et ensuite nous aurons la possibilité d'enchanter des armes en dehors de cela aussi... Ce ne sera pas toujours comme une progression verticale... Une partie demandera d’abandonner quelque chose pour obtenir autre chose ; alors peut-être que je fais moins de dégâts physiques mais plus de dégâts magiques, ce genre de chose.[22]Jeffrey Bard

Ce n'est pas comme si vous alliez nécessairement les acquérir une fois et ensuite vous êtes prêt pour vos enchantements PvP, mais au lieu de cela, vous devrez continuellement performer mois après mois afin de continuer à avoir ces enchantements.[23]

Enchantment appearance

Enchantments have visual effects associated with them, such as glows and colors on weapons.[25][26]

Étals de joueur

Niküan player stall concept art.[27]

If there were ever a cornerstone serving as the bedrock of Niküan trade, then this modest stall would be it. Stacked from floor to thatched roof with all manner of catch, it is prepped for a full day of commerce and trade. Here, haggling is not merely a suggestion, but a requirement.[27]

Étals de joueur (also called Kiosks and rental stalls) are rentable locations near the unique building in an Economic node[29], in Marchés (the constructible building available for placement by mayors of any Town (organiser 4) node or higher), or as business buildings on freehold plots.[30][31]

All nodes do have the ability to spawn player stalls. If you're not an economic node and you don't have a market- that's essentially your unique building- then you can construct essentially what is I guess would be called a... marketplace; and that marketplace will then come with certain services and it will come with a certain number of stalls. The economic node as I recall has the ability to construct an auction house and the auction house serves through the economic means the ability to list and sell items and that comes with additional stalls as well for the players.[31]Steven Sharif

Renting a player stall enables players to sell items as well as provide repair and enchanting services, even when they are not online.[32]

  • Player stalls are rentable by node citizens.[33]
    • Player stalls may be utilized for a period of time based on the price paid to rent the stall.[32]
  • Player stalls are linked to a player's warehouse.[34]
  • Player stalls do not require the attendance of the character or for that character to be online.[33]
    • An attendant NPC is assigned to the stall.[34][32] This may be an "image" of the player.[35]
  • Players are able to input required items for repair and also purchase required materials for that repair.[36]
  • Player stalls may still operate during node siege declaration. This is subject to testing.[37]
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.
  • Players are not able to be attacked or robbed while occupying their player stall inside the limits of a node.[38]
  • Bulletin boards that list the items available in player stalls can be accessed from anywhere in the region.[35]
    • These give the location of the stall so players can travel there and purchase the items.[35]
  • Stall sales are also listed in auction houses.[39]
    • This may no longer be accurate.[40]

Item deconstruction

Players gain craftable items and recipes from deconstructing (salvaging, dismantling, disenchanting) completed items.[41]

There's salvaging where you can deconstruct an item to get components only capable of retrieving from salvaging an item that can be used in crafting other types of items.[42]Steven Sharif
Specific crafting components yielded by gear deconstruction, and some of these components can be only be obtained from gear of certain enchantment levels and type of equipment. These components are needed for certain recipes for gear and other ancillary crafting professions. But the itemization team is still ironing out some of these flows.[43]Steven Sharif
  • Item deconstruction will not be a meaningful way of circumventing restrictions on transit of resources and materials.[45]

Voir également

Les références

  1. 1.0 1.1 1.2 1.3 1.4 enchanting.png
  2. Rng crafting.jpg
  3. 3.0 3.1 Entrevue, 2020-07-29 (15:04).
  4. Direct, 2017-05-05 (20:41).
  5. Direct, 2017-05-17 (58:55).
  6. 6.0 6.1 6.2 Direct, 2021-03-26 (1:15:57).
  7. Direct, 2021-04-30 (53:08).
  8. Entrevue, 2018-10-20 (2:53:52).
  9. 9.0 9.1 9.2 Direct, 2020-01-30 (1:28:40).
  10. Direct, 2018-05-04 (45:37).
  11. Direct, 2022-06-30 (1:12:38).
  12. Direct, 2022-09-30 (53:15).
  13. Direct, 2022-09-30 (43:45).
  14. Vidéo, 2022-09-30 (24:49).
  15. Podcast, 2021-09-29 (47:57).
  16. Entrevue, 2021-02-07 (49:18).
  17. Entrevue, 2020-07-19 (53:59).
  18. Entrevue, 2020-07-18 (1:07:51).
  19. 19.0 19.1 February 8, 2019 - Questions and Answers.
  20. 20.0 20.1 20.2 20.3 20.4 20.5 Direct, 2018-06-04 (1:11:19).
  21. Direct, 2021-06-25 (1:29:39).
  22. 22.0 22.1 Direct, 2018-06-04 (21:37).
  23. 23.0 23.1 23.2 23.3 23.4 Entrevue, 2020-07-18 (16:34).
  24. Entrevue, 2020-07-18 (14:22).
  25. Direct, 2022-01-28 (56:12).
  26. 26.0 26.1 26.2 Official Livestream - May 4th @ 3 PM PST - Q&A
  27. 27.0 27.1 Ashes of Creation Instagram, 2020-08-19.
  28. Direct, 2020-05-29 (1:00:57).
  29. Direct, 2019-05-30 (1:26:16).
  30. Direct, 2023-06-30 (25:05).
  31. 31.0 31.1 Entrevue, 2020-07-08 (55:05).
  32. 32.0 32.1 32.2 Direct, 2017-05-10 (16:36).
  33. 33.0 33.1 steven-player-stalls-shops-online.png
  34. 34.0 34.1 Direct, 2020-10-30 (1:04:59).
  35. 35.0 35.1 35.2 Direct, 2017-05-10 (35:16).
  36. player stall repair.png
  37. Direct, 2020-10-30 (1:06:09).
  38. Direct, 2017-10-16 (59:39).
  39. steven-player-stalls-shops.png
  40. Direct, 2020-07-31 (1:34:06).
  41. Direct, 2017-05-08 (20:41).
  42. 42.0 42.1 Direct, 2017-05-10 (10:47).
  43. 43.0 43.1 steven-enchanting1.png
  44. Direct, 2021-07-30 (1:16:05).
  45. steven-deconstruction-transit.png