Différences entre les versions de « Resources »
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− | == | + | == Resource quality == |
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+ | {{Resource quality}} | ||
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+ | == Artisan tools == | ||
− | {{ | + | {{Artisan tools}} |
− | == | + | == Resource extractors == |
− | {{ | + | {{Resource extractors}} |
== Seasonal resources == | == Seasonal resources == | ||
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{{Procedural generation}} | {{Procedural generation}} | ||
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+ | {{Resource locations}} | ||
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+ | == Loot tables == | ||
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+ | {{Loot tables}} | ||
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+ | === World manager === | ||
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+ | {{World manager}} | ||
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+ | == Timeline == | ||
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+ | {{Artisan classes timeline}} | ||
== See also == | == See also == | ||
* [[Gathering]] | * [[Gathering]] | ||
− | * [[ | + | * [[Processing]] |
− | * [[ | + | * [[Materials]] |
− | * [[ | + | * [[Artisan classes]] |
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+ | == References == | ||
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[[Category:Artisan]][[Category:Gathering]] | [[Category:Artisan]][[Category:Gathering]] |
Version du 2 août 2021 à 23:54
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 types
- 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
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
outils d'artisan
La classe artisanale de Collecte nécessite la création et l'utilisation d'outils de récolte qui permettent la collecte des ressources.[28][29]
- La progression dans la classe artisanale de collecte déverrouille des outils de récolte de meilleur niveau, qui permettent de collecter des ressources de plus haut niveau.[25]
- Un collecteur de compétence maximale déverrouillera des outils de maître qui lui permettront d'accéder aux ressources de la plus haute qualité.[12]
- Les outils auront une durabilité et une durée de vie.[12][30]
- Les artisans n'auront pas besoin de s'appuyer sur d'autres arbres afin de fabriquer leurs outils.[28]
Les outils progressent au sein de l'arbre d'artisanat, donc votre aptitude à collecter, traiter ou fabriquer va nécessiter les outils correspondants à cette étape de fabrication afin d'accomplir la tâche en question. Ainsi, vous ne pourrez pas extraire du cuivre et du mithril avec le même outil.[29] – Steven Sharif
Le Traitement requiert des plans pour la construction des bâtiments qui sont nécessaire pour traiter les resources.[28]
Resource extractors
Les extracteurs de ressources sont des constructions potentielles qui peuvent collecter des ressources dans la durée.[31]
- Ils sont disponibles pour les citoyens d'un nœud qui possèdent une propriété privée proche d'un « centre de ressources ».[31]
- Plusieurs personnes sont requises pour leur construction.[31]
- Transférer les ressources d'un extracteur nécessitera probablement une caravane.[31]
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.[34][35][36]
- This will affect professions such as fishing, farming, and animal husbandry.[34][36]
- Since players may only have one Freehold, they must choose their Artisan specializations accordingly if they wish to place it in the Underrealm.[36]
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'.[37]
- Verra's map will not be procedurally generated, but starting resource points may be different on each server.[38][39]
- 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.[40][39][41]
- Agencement et style des nœuds is determined by several factors, such as Environment (biome) and location, Node type, and Race.[42][43]
- Roads are both pre-generated and player influenced.[37][44]
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.[37] – 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.[46][12][13][4][47]
- 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][48]
- There will be moving resources such as herds of animals that are constantly moving around the world.[46][48]
- 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.[46] – Steven Sharif
- Corrupted areas house corrupted resources that are necessary components for certain crafting recipes.[49][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.[49] – 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.[38][39]
Tables de Butin
- Monstres drop glint, Articles, and crafting materials in preference to gold.[17][52]
- Glint is not bound to a specific region and can be also dropped by players on death as stolen glint, based on applicable death penalties.[53][54][14][15][17][16]
- The rarity of glint increases with the mob's level.[55]
- Loot tables are disabled for player controlled monsters.[56]
- There is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[57]
- Experience debt decreases the drop rate percentages from monsters.[58]
- Loot (loot tables) from world bosses or dungeon bosses has a small RNG chance of dropping gear (completed items).[59][60]
- There is a much higher chance that materials and unique recipes are dropped that can be used to craft items of equitable value.[59][61][62]
- Legendary equipment is only dropped by Legendary world bosses.[63]
- Statistiques on dropped items will vary based on the rarity of the item.[64]
- Loot tables will likely not be affected by weather conditions.[65] This was previously listed as a possible effect.[66]
- There won't be specific loot drops for artisans.[67] Previously it was stated that master gatherers may have the ability to "spoil" a boss' loot.[68]
- Q: Can only one gathering artisan harvest resources from a single boss, or can multiple different artisans harvest different parts from a boss for different resources? For example, a lumberjack gets a special wood from Tumock's tree weapon, while a herbalist gathers the flowers from that same tree.
- A: We don't have the concept of harvesting from bosses. NPCs follow a reward table format, where those reward tables are global. They're not unique to particular players. So, once the NPC is vanquished, you have access to the loot container that is its corpse; and it has a static value of either materials or items that get dropped; and whatever the party loot settings are that you might be a part of, or if you're a solo player you will be able to recover those things.[67]
World manager
Le World manager est un algorithme dans Ashes of Creation qui contrôle les éléments dynamiques du monde. Il agit à la fois en tant que régulateur et en tant que système de récompense / motivation pour des activités variées en s'assurant que certains paramètres atteignent des paliers acceptables.[69]
- Le Prix des certificats de chasse.[70]
- Une carte de chaleur d'expérience gagnée à appliquer à l'avancement de Nœud.[70]
- Le Transit de ressources et de produits entre les régions pour diriger les récompenses de Quêtes des Nœuds.[70]
Par exemple si vous êtes au courant que le fer est utilisé en tant que matériau brut pour une construction spécifique qui pourra augmenter le prix du mithril ou de l'argent ; cela influencera le marché à corriger sa direction légèrement. L'idée générale est de fournir des motivations légères qui aideront à réduire la demande et également à fournir une ressource qui ne serait plus présente dans le système économique.[70] – Steven Sharif
Timeline
Classes artisanales (Collecte, Traitement, Artisanat) is expected to come online fully in Alpha-2 and the Betas.[71][72]
- Approximately 10 percent of the artisan system was online in Alpha-1.[73][71][72]
- Crafting honestly will not come online in any sense of its true form until Alpha-2. Alpha-1 has essentially what are intended to be the core gameplay loop of crafting, meaning the collection of materials, the translation of those materials into processed goods, and the use of those processed goods into item acquisition. That's the core gameplay loop that is currently present in Alpha-1. But those are mostly facilitated piggy backing the merchant systems right now and not actually using the real crafting system; and that's because crafting hasn't been completed in a form that can be implemented in Alpha-1, but will be for Alpha-2. What's present in Alpha-1 doesn't even really scratch the surface for crafting.[72] – Steven Sharif
Voir également
Les références
- ↑ Direct, 2017-09-03 (10:48).
- ↑ 2.0 2.1 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 12.3 12.4 12.5 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 17.2 Entrevue, 2020-07-18 (27:11).
- ↑ Direct, 2023-10-31 (1:18:33).
- ↑
- ↑ 20.0 20.1 Direct, 2023-03-31 (1:19:26).
- ↑ Direct, 2017-05-05 (34:15).
- ↑ Direct, 2017-05-10 (8:22).
- ↑ Vidéo, 2023-11-30 (30:19).
- ↑
- ↑ 25.0 25.1 Direct, 2020-04-30 (53:11).
- ↑ 26.0 26.1 Entrevue, 2018-10-20 (2:13).
- ↑ Direct, 2020-04-30 (54:33).
- ↑ 28.0 28.1 28.2 28.3 Entrevue, 2020-03-27 (9:00).
- ↑ 29.0 29.1 Entrevue, 2018-05-11 (38:25).
- ↑ 30.0 30.1
- ↑ 31.0 31.1 31.2 31.3 Direct, 2017-05-30 (10:24).
- ↑ Vidéo, 2022-10-28 (19:10).
- ↑ Direct, 2022-04-29 (56:24).
- ↑ 34.0 34.1 Direct, 2023-04-07 (27:30).
- ↑ Transcription, 2022-11-05 (10:46:47).
- ↑ 36.0 36.1 36.2 Direct, 2017-06-01 (24:30).
- ↑ 37.0 37.1 37.2 Direct, 2022-02-25 (1:07:36).
- ↑ 38.0 38.1
- ↑ 39.0 39.1 39.2 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).
- ↑
- ↑ 46.0 46.1 46.2 Direct, 2022-05-27 (1:00:23).
- ↑ Unreal Engine Interview, 2017-05-23.
- ↑ 48.0 48.1 Direct, 2019-12-17 (1:14:42).
- ↑ 49.0 49.1 Direct, 2023-03-31 (59:10).
- ↑
- ↑ Vidéo, 2023-01-27 (16:44).
- ↑ Direct, 2017-05-24 (44:14).
- ↑
- ↑ Entrevue, 2023-09-10 (53:47).
- ↑
- ↑ Direct, 2017-05-03 (35:25).
- ↑ Entrevue, 2020-07-18 (1:00:15).
- ↑ Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- ↑ 59.0 59.1 Entrevue, 2020-07-19 (8:43).
- ↑ February 8, 2019 - Questions and Answers.
- ↑ Entrevue, 2020-07-20 (21:57).
- ↑ Direct, 2018-04-8 (PM) (55:49).
- ↑ Direct, 2020-07-25 (46:08).
- ↑ Direct, 2020-12-22 (1:15:01).
- ↑ Direct, 2022-05-27 (1:14:46).
- ↑ Vidéo, 2022-05-27 (2:21).
- ↑ 67.0 67.1 Direct, 2024-02-29 (1:22:09).
- ↑ Podcast, 2018-08-04 (1:44:54).
- ↑ Entrevue, 2020-07-19 (1:10:55).
- ↑ 70.0 70.1 70.2 70.3 Entrevue, 2020-07-19 (1:08:22).
- ↑ 71.0 71.1 Direct, 2021-03-26 (42:28).
- ↑ 72.0 72.1 72.2 Entrevue, 2021-02-07 (35:30).
- ↑ Direct, 2021-04-30 (41:18).