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Version du 22 octobre 2018 à 09:37
Gatherable resources (also known as raw materials, gatherables, and harvestables) occur in locations where you would expect them to be organically.[3][4]
- Lower level resources will be abundant. Higher level resources that are gatherable by Apprentice level or higher artisans will spawn randomly but in places that make sense for that type of resource. Surveying is a mechanic that solo or group players can utilize to track these resources down.[3]
- We want to be able to spawn stuff randomly and we want to put it in places in the world that will make people travel and bolster up our local player-to-player economies: have people actually be out in the world looking for stuff and not standing in the same place waiting for a tree or a flower to respawn over and over again. So, we're having the best of the both Worlds where we have our lower tier stuff that will fill out the base look of our world, so that it's always looking good; and then the higher tier stuff, from apprentice onward, will always spawn randomly in places that we've deemed look good and make sense for what that thing is. So, surveying is a way that you can track that stuff down. It will help you find places, will help you find particular resources, will help you find resources at a certain rarity; and so it should be something you could do as a gatherer on your own, or group up with other people to bolster up the power of your survey, or the range or reach of it.[3] – Kory Rice
- Certain resources will only be gatherable for a limited time during specific story arcs.[5]
- You want to take advantage of the limited time you have during the story arcs to get some of these rare resources for crafting things.[5] – Jeremy Gess
- Some resources are only gatherable at specific times of the day or night.[10]
- The location the resource was found can affect the benefits, bonuses, and other characteristics of that resource.[11]
- Players drop resources and other items upon death, based on their applicable death penalties.[14][15][16][17]
- Resources looted from caravan wreckages become stolen resources.[18][19]
- Resources do not expire or degrade over time.[20]
- We don't want to create an environment I feel where you're having to micromanage each of the resources that are very vast in our game. We have 100 plus material system where you're having to play whack-a-mole with managing those things... I don't see the value in it.[20] – Steven Sharif
- Raw materials (gatherable resources) are not to be confused with crafting materials (processed goods).[21][22]
Resource quality
Ressources will have differing tiers of quality for the same resource type.[13] This is somewhat similar to Star Wars Galaxies.[24]
- Gatherers who are more advanced in their artisan tree will unlock higher level harvesting tools that have a greater chance of collecting higher quality resources or proccing a greater quantity.[13][25][26]
- You will have an opportunity to proc certain qualities based on your progression in the Artisan tree. So if you are a gatherer; and as you advance in your gathering, you'll have a higher opportunity to collect better resources.[26] – Steven Sharif
Resource extractors
Les extracteurs de ressources sont des constructions potentielles qui peuvent collecter des ressources dans la durée.[27]
- Ils sont disponibles pour les citoyens d'un nœud qui possèdent une propriété privée proche d'un « centre de ressources ».[27]
- Plusieurs personnes sont requises pour leur construction.[27]
- Transférer les ressources d'un extracteur nécessitera probablement une caravane.[27]
List of resources
- Aged Aelan Whiskey Barrel
- Ancient Aelan Wine Barrel
- Ancient Aelan Wine Flagons
- Animal byproducts
- Animals
- Apples
- Armament Cases
- Barrels of Fish
- Beef
- Bins of Stone
- Carton of Flasks
- Case of Dunir Tools
- Case of Everburn Scented Candles
- Case of Kaelar Wooden Soldiers
- Casks of Wine
- Cloth Bolts
- Commodities
- Cords of Wood
- Corrupted resources
- Crates of Lumber
- Crop Bundles
- Crops
- Dyed Fabrics
- Eggs
- Fish
- Gems
- Hardy Rations Shipment
- Harvest Bundles
- Hauling Wagons
- Herb Bushels
- Herbs
- Lightly Seasoned Meat
- Livestock
- Lumber
- Meal Packs
- Meat Racks
- Milk
- Mushrooms
- Node commodities
- Ore
- Packs of Fresh Produce
- Palettes of Stonework
- Pig Hide
- Pig Meat
- Resource locations
- Resource types
- Rolls of Leather
- Salt Cured Meat
- Seeds
- Stacks of Ingots
- Stacks of Pelts
- Stolen resources
- Structural Materials
- Trained Draft Beasts
- Wool
Collecte
La collecte est l'une des classes artisanales dans Ashes of Creation.[1][30]
- Les ressources récoltables sont découvertes par essais et erreurs et en apprenant leurs apparences.[1]
- La collecte nécessite la fabrication et l'utilisation d'outils.[31][32]
- Collecter dans la zone d'influence (ZOI) d'un nœud contribuera à son gain d'expérience.[1]
- Certain low level gatherables will have a tiered progression into higher level crafting.[33]
Certain low level gatherables will have a tiered progression into higher level crafting. So for example if I'm gathering... leaves of the blue petal flower to craft a pigment that's going to be used in the development of a tunic that I can wear at level one, then I may need to collect those in order to craft the pigments to craft a greater pigment that might be present in the in the crafting of a higher level item. So it's going to be a tiered progression so that materials have relevancy throughout the different levels of of crafting; and that's important from an economic stability standpoint. You need to have layered demand from a supply standpoint so that players who are interested in collecting and gathering those materials still are relevant when the later level items are crafted.[33] – Steven Sharif
Gathering professions
Seasonal resources
Seasons affect crops and other herbology resources available for gathering or planting, including how crop rotation is managed.[6][7][8][9]
- Seasonal variations in resource availability will impact the economy and necessitate the transit of goods between different regions.[7]
- One of the things that is huge about the season system and how it affects crops and the gatherables in the game is the impact it will have on the economy. When a particular area no longer is capable for a week's period of time, or even potentially longer, of producing a certain type of crop or harvestable; and that has to change across the world regionally, now the transit system of those materials of those gatherables they become more relevant, and they're subject to potential risk; and the prices might go up in certain areas. It is something that is actually very instrumental in the overall design of the economy in the game.[7] – Steven Sharif
- Seasons may not directly affect certain gatherables, such as veins of ore, but access to those resources may be blocked during certain weather conditions.[6][7]
- It won't likely affect too much on certain resource spectrums like veins of ore. Those might not be affected by the seasons or weather systems, but there might be blockages to cave networks that house those types of ore veins. Alternatively it is going to be significant impact on any type of herbology or plant-based types of gatherables. It's going to have significant impacts on crops that players can plant themselves on their properties; and that they'll be able to harvest. They're going to need to time the crop placement and its maturity window so that it's harvestable and available to be harvest before the change of seasons that might adversely affect certain types of crops. And not every biome will experience the same type of effects caused by the seasonality of the world. The desert biome might instead of snow have significant more winds that pick up that could be damaging to more fragile types of crops if you have a freehold in that location.[6] – Steven Sharif
Underrealm resources
Ressources will be different in the Underrealm, including unique species of fish.[36][37][38]
- This will affect professions such as fishing, farming, and animal husbandry.[36][38]
- Since players may only have one Freehold, they must choose their Artisan specializations accordingly if they wish to place it in the Underrealm.[38]
Resource locations
Ashes of Creation will predominantly have curated content, but procedural mechanics will be leveraged in a places where they don't appear to be 'procedural'.[39]
- Verra's map will not be procedurally generated, but starting resource points may be different on each server.[40][41]
- Node locations and types are predefined and are the same on each server but they will develop differently on each and drive different narratives and storylines.[42][41][43]
- Agencement et style des nœuds is determined by several factors, such as Environment (biome) and location, Node type, and Race.[44][45]
- Roads are both pre-generated and player influenced.[39][46]
Wherever we can leverage procedural mechanics in such a way that does not appear procedural we should. There's a healthy blend between the things that we do in having defined parameters for it and then incorporating a procedural component; and in that sense it will be perceived well, but where we the predominance of what we're implementing should be curated or by design.[39] – Steven Sharif
The location a resource is found can affect its benefits, bonuses, and other characteristics of that resource.[11]
- Lower level resources will be abundant. Higher level resources that are gatherable by Apprentice level or higher artisans will spawn randomly but in places that make sense for that type of resource. Surveying is a mechanic that solo or group players can utilize to track these resources down.[3][12][13]
- Some resources will exist as a cluster (also called vein gatherables). These will last until the full resource is depleted.[48][12][13][4][49]
- Like a large mine that's present and has a vein of mithril ore in it, or a herd of some type of animal that you can collect fur or wool from.[13] – Steven Sharif
- Once a vein resource is depleted from one location it may respawn in the same location or somewhere else, depending on the type of resource.[13][4][50]
- There will be moving resources such as herds of animals that are constantly moving around the world.[48][50]
- Herds are a source of certain types of wild gatherables but they're in animal form and they're animated; and they exist in a group of the golden fleece sheep that might only spawn very rarely in certain hillsides; and only during spring. And if you can find that vein so to speak of resource you can interact with the herd and you can gather from them.[48] – Steven Sharif
- Corrupted areas house corrupted resources that are necessary components for certain crafting recipes.[51][5]
- Certain types of resources will have a corrupt state... We have a Spirit Bloom, which is a harvestable herbalism plant, but when a Zone becomes corrupt you can potentially yield Corrupted Spirit Blooms; and those are necessary components of certain crafting recipes.[51] – Steven Sharif
- Resources respawn on a cooldown basis.[4]
- Resources won't be locked to the node system.[4]
- Starting resource points may be different on each server.[40][41]
Traitement
Traitement is one of the artisan classes in Ashes of Creation.[21]
- Processing involves the refining of raw materials obtained from gathering and item deconstruction.[21]
- Each processing profession has four processing stations that unlock as players progress.[53][54]
- The bulk of the time spent in the artisan system resides in the processing branch. The processing time varies based on the quality of the crafting materials.[55]
- Processing up to journeyman level can be carried out in nodes.[56][57][61][59][60]
- There will be public spaces in nodes where processing artisans can carry out lower-tier animal husbandry and farming activities.[62]
- The intent is that there are also public spaces where animal husbandry and farming can be utilized... Those systems provide opportunities for players who might be more solo-oriented, aren't a part of a family, don't think they'll be able to acquire a freehold, but still want to participate with those particular particular types of professions. But they may not do it at a mastery level as a result; but they'll still have access to lower-tier versions of that so that they can progress through that particular profession up to a degree.[62] – Steven Sharif
Matériaux
Crafting materials (also known as Processed goods) are obtained in the following ways:
The rarity of crafting materials influences the quality of the crafted items.[65][66][67][68]
- Q: Are crafting materials going cross tiers? For example, using higher level materials in lower level recipes, or low level materials in a higher level recipe? Is that allowed?
- A: Yes.[65] – Steven Sharif
It's unlikely that crafting materials to craft all pieces of equipment will be able to be sourced solely by farming open-world dungeons.[69]
- It's unlikely that organized parties will be able to get all of the materials they need to craft every piece of equipment from farming open world dungeons alone.[69] – Cody Peterson
Players drop materials and other items upon death, based on their applicable death penalties.[14][15][16][17]
High-level materials
Matériaux for crafting high-level items are obtained from world bosses and through the deconstruction of other high-level items.[63]
Many end level items with crafting will require mats from world bosses etc. we want those systems intertwined. However. There may be opportunities to deconstruct high level items and replace those needed materials as well. We will be testing the crafting trees in alpha and beta.[63] – Steven Sharif
Artisanat
L'Artisanat est une des classes artisanales dans Ashes of Creation. C'est l'élément moteur de l'économie du jeu.[71]
- L'Artisanat nécessite l'acquisition de recettes pour fabriquer des objets.[31]
- Les postes de fabrication sont situés sur les propriétés privées ou au sein des nœuds.[72][73]
- Les postes de fabrication de niveau supérieur sont déverrouillés avec la progression du noeud.[74]
Tout ce que vous souhaitez créer dans le monde sera construit par les joueurs : que ce soit les navires, engins de siège, armes, armures, etc.[75] – Jeffrey Bard
Il n'y aura pas de système de main d'oeuvre ou d'énergie dans Ashes of Creation.[76]
Il n'y a pas de système de main d'oeuvre ou d'énergie dans Ashes. Cependant, ça ne veut pas dire que l'artisanat ne sera pas difficile. L'artisanat est très difficile ; mais c'est parce que c'est difficile que ça sera également très gratifiant.[76] – Steven Sharif
Recipes
L'Artisanat dans Ashes of Creation repose sur des recettes, pas sur le hasard.[77][78]
- Dans une recette d'artisanat, il y a des cadrans (basés sur les spécialisations d'artisanat) qui sont utilisés pour personnaliser les objets fabriqués, par exemple :[79]
Je pense que Star Wars Galaxies avait un excellent système d'artisanat... La collecte des ressources et le système d'artisanat étaient, je crois, dans leur ensemble, très en avance sur leur temps. C'est dans ce type de direction que nous voulons aller, où il y a des choix à faire dans le système d'artisanat et ces choix changent le résultat que vous obtenez... Ce n'est pas simplement réaliser la recette X pour obtenir l'objet Y. Vous voyez, il y a vraiment de la réflexion présente et il y a un marché à capter sur la base de ces décisions.[80] – Jeffrey Bard
Crafted items
Crafted items (also referred to as Completed items, Finished goods, or Final products) are items produced by crafter artisans using crafting stations.[81][82][59][83][72][73]
- Completed items can be accessed by players in warehouses at any node regardless of citizenship or housing ownership.[84][81][85]
- Crafted gear is considered best-in-slot in Ashes of Creation.[83]
- Previously it was stated that crafted items will be on-par with boss dropped items.[86][87][88]
- Crafters will be able to assign different skills/abilities and stats on gear.[89][90]
- Master crafters will be able to influence several (but not all) stats on their crafted items.[89][91]
- Crafted gear in the game is the best gear... One thing that I'm not a fan of is that you develop a crafting system in a game and you've spent a lot of time making this from a material and resource perspective. All the tables that you can receive, all the connectivity in the economy and how crafting is associated with the game; and then you undermine the crafting entirely by presenting a separate route of gear acquisition that is on-par with the crafting efforts. So here you have these people who are acquiring all of the resources getting, all the recipes, leveling up their professions and then everything they make is less or equal to anything you could just have chosen the easier path of and gone down the questing and received the best gear. So what we do focus on is that crafters make the best shit. Excuse me, the best things.[83] – Steven Sharif
- The rarity of crafted items will be commensurate with the effort required to gather, process and craft the items.[88]
- Statistiques on crafted items will vary based on the item's rarity.[92]
- Apparences d'équipements is influenced by the rarity of the crafted item.[93]
- That plays into our crafting system in and of itself. The idea is for those stats to be variables that can be dictated based on the mastery level of the particular crafter; and the higher they become a master of those professions, whether it be for armor or for weapons or for accessories, they're going to have some agency and put their mark on essentially what items they're introducing into the economy.[92] – Steven Sharif
- Crafters are able to influence what their crafted items will look like.[89][94]
- At the moment, harnessing corruption to warp items into demonic or decayed things is not on the cards.[95]
- A crafter's name is embedded in the items they craft.[96]
- We believe that every item that exists in the world should in some way reflect its creator. As such, there will be extreme versatility in our crafting system – giving crafters the ability to create unique items that represent their strengths and weaknesses.[2]
Voir également
Les références
- ↑ 1.0 1.1 1.2 1.3 Direct, 2017-09-03 (10:48).
- ↑ 2.0 2.1 2.2 2.3 About Ashes of Creation.
- ↑ 3.0 3.1 3.2 3.3 Vidéo, 2023-11-30 (28:22).
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 Direct, 2017-05-08 (54:26).
- ↑ 5.0 5.1 5.2 Vidéo, 2023-03-31 (16:42).
- ↑ 6.0 6.1 6.2 6.3 Direct, 2022-05-27 (55:47).
- ↑ 7.0 7.1 7.2 7.3 7.4 Vidéo, 2022-05-27 (15:50).
- ↑ 8.0 8.1 Direct, 2017-05-08 (20:27).
- ↑ 9.0 9.1
- ↑ Vidéo, 2023-11-30 (34:36).
- ↑ 11.0 11.1 Direct, 2023-04-28 (1:24:36).
- ↑ 12.0 12.1 12.2 Direct, 2020-07-31 (1:05:58).
- ↑ 13.0 13.1 13.2 13.3 13.4 13.5 13.6 Direct, 2020-07-25 (1:04:50).
- ↑ 14.0 14.1 Direct, 2021-03-26 (1:07:33).
- ↑ 15.0 15.1
- ↑ 16.0 16.1 Podcast, 2017-05-05 (43:05).
- ↑ 17.0 17.1 Entrevue, 2020-07-18 (27:11).
- ↑ Direct, 2023-10-31 (1:18:33).
- ↑
- ↑ 20.0 20.1 Direct, 2023-03-31 (1:19:26).
- ↑ 21.0 21.1 21.2 21.3 Direct, 2017-05-05 (34:15).
- ↑ 22.0 22.1 22.2 22.3 Direct, 2017-05-10 (8:22).
- ↑ Vidéo, 2023-11-30 (30:19).
- ↑
- ↑ Direct, 2020-04-30 (53:11).
- ↑ 26.0 26.1 Entrevue, 2018-10-20 (2:13).
- ↑ 27.0 27.1 27.2 27.3 Direct, 2017-05-30 (10:24).
- ↑
- ↑ Direct, 2020-03-28 (48:31).
- ↑
- ↑ 31.0 31.1 Entrevue, 2020-03-27 (9:00).
- ↑ Entrevue, 2018-05-11 (38:25).
- ↑ 33.0 33.1 Podcast, 2018-05-11 (1:00:07).
- ↑ Vidéo, 2022-10-28 (19:10).
- ↑ Direct, 2022-04-29 (56:24).
- ↑ 36.0 36.1 Direct, 2023-04-07 (27:30).
- ↑ Transcription, 2022-11-05 (10:46:47).
- ↑ 38.0 38.1 38.2 Direct, 2017-06-01 (24:30).
- ↑ 39.0 39.1 39.2 Direct, 2022-02-25 (1:07:36).
- ↑ 40.0 40.1
- ↑ 41.0 41.1 41.2 Direct, 2017-05-19 (37:03).
- ↑ Blog - Know Your Nodes - The Basics.
- ↑ A reactive world - Nodes.
- ↑ Direct, 2020-10-30 (39:17).
- ↑ Direct, 2018-09-27 (53:06).
- ↑ Direct, 2021-01-29 (1:13:04).
- ↑
- ↑ 48.0 48.1 48.2 Direct, 2022-05-27 (1:00:23).
- ↑ Unreal Engine Interview, 2017-05-23.
- ↑ 50.0 50.1 Direct, 2019-12-17 (1:14:42).
- ↑ 51.0 51.1 Direct, 2023-03-31 (59:10).
- ↑
- ↑ Direct, 2023-06-30 (33:26).
- ↑ 54.0 54.1 Development Update with Freehold Preview.
- ↑ Podcast, 2021-04-11 (40:20).
- ↑ 56.0 56.1 Vidéo, 2023-11-30 (49:24).
- ↑ 57.0 57.1 Vidéo, 2023-11-30 (44:18).
- ↑ Vidéo, 2023-06-30 (16:02).
- ↑ 59.0 59.1 59.2 Direct, 2023-04-07 (31:49).
- ↑ 60.0 60.1 Direct, 2022-06-30 (1:08:02).
- ↑
- ↑ 62.0 62.1 Entrevue, 2023-07-09 (51:26).
- ↑ 63.0 63.1 63.2 63.3
- ↑ Direct, 2021-07-30 (1:16:05).
- ↑ 65.0 65.1 Direct, 2023-11-30 (1:58:55).
- ↑ Direct, 2023-11-30 (1:38:47).
- ↑ Vidéo, 2023-11-30 (59:21).
- ↑ Entrevue, 2018-10-20 (17:31).
- ↑ 69.0 69.1 Forums - Livestream Q&A 2022-08-26.
- ↑ Direct, 2018-08-17 (15:14).
- ↑
- ↑ 72.0 72.1 Direct, 2020-01-30 (1:38:26).
- ↑ 73.0 73.1 Direct, 2017-05-12 (1:00:18).
- ↑ Entrevue, 2020-07-19 (6:38).
- ↑ Direct, 2017-05-24 (17:08).
- ↑ 76.0 76.1 Entrevue, 2018-10-20 (2:31:39).
- ↑ Direct, 2017-05-05 (20:41).
- ↑
- ↑ Direct, 2017-05-26 (5:25).
- ↑ Direct, 2018-06-04 (35:11).
- ↑ 81.0 81.1
- ↑
- ↑ 83.0 83.1 83.2 Direct, 2022-06-30 (1:18:55).
- ↑
- ↑ Entrevue, 2023-09-10 (47:13).
- ↑ February 8, 2019 - Questions and Answers.
- ↑
- ↑ 88.0 88.1 Direct, 2017-05-10 (14:45).
- ↑ 89.0 89.1 89.2 Direct, 2020-11-30 (1:05:22).
- ↑ Podcast, 2018-08-04 (59:58).
- ↑
- ↑ 92.0 92.1 Direct, 2020-12-22 (1:15:01).
- ↑ Direct, 2023-11-30 (1:40:11).
- ↑ Direct, 2017-05-24 (24:19).
- ↑
- ↑