Classes artisanales

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Artisan classes allow a player to specialize in one or more of the following skill trees.[1]

Crafting and gathering is a very important component of the economy that players will have direct control over. Whether you wish to build a sprawling plantation around your house, or wish to travel the vast wilderness in search of treasure and resources.[2]

Artisan mastery

Les joueurs doivent choisir un chemin dans l'arbre de compétences d'artisan pour chaque personnage.[3] Pour chaque chemin d'artisan (Collecte, Traitement et Artisanat) il y a plusieurs professions. Un personnage ne pourra suivre qu'un seul chemin entièrement.[4][5]

  • Les joueurs peuvent s'essayer à chaque profession en tant que "débutants" avant de décider quel chemin ils suivront.[6]
  • Choisir un chemin particulier dans l'arbre de compétences donne l'opportunité aux joueurs de se spécialiser dans un certain domaine. Cela crée inter-dépendance entre les joueurs, améliorant l'expérience en tant qu'artisan.[7]
  • Il est possible de maîtriser chaque profession du chemin d'artisan choisi, mais cela sera une épreuve longue et laborieuse, coûteuse en ressources.[8]
    • Les joueurs ne pourront maîtriser une profession que lorsqu'ils auront achevé la maîtrise de leur chemin d'artisan.[9]
    • Après des tests, il pourrait être décidé d'utiliser une valeur fixe pour certifier la maîtrise d'une profession.[9][10]
  • La maîtrise n'est pas qu'une question de création d'item. Elle donne accès à beaucoup de choses, même des titres, accès à des items, des négociations, et des quêtes. [11]
  • Choisir une profession n'affecte pas les stats des joueurs.[12]
  • Les personnages d'un même compte (Alts) pourront avoir différentes professions.[4]

Les joueurs auront l'opportunité de tâter chaque profession à un niveau très bas celà leur donne un avant-goût de chaque profession et leur permet de savoir vers laquelle il préfère s'orienter et quelle profession ils veulent maîtriser.[6]Steven Sharif

Quand on dit que vous ne pourrez pas tout maîtriser nous ne disons pas que vous ne serez pas maître au sein de votre propre arbre d'artisan, qui sont l'artisanat, la collecte et le traitement. Vous serez un maître d'un des trois, mais vous ne serez pas un maître des deux autres.[5]Steven Sharif

Gathering professions

Processing professions

Crafting professions

Artisan tools

Collecte artisan classes require the creation and use of harvesting tools that enable the gathering of resources.[15][16]

Tools do advance within the artisan tree, so your ability to either gather, process or craft will require the equivalent tools necessary at that stage of crafting in order to accomplish the task at hand. So, you could not mine copper and mithril with the same tool.[16]Steven Sharif

Traitement requires blueprints for the construction of buildings that are needed to process resources.[15]

Artisan supply chain

AshesOfCreation Screenshot 009.jpg

Artisans within Ashes of Creation must choose a path in their artisan skill tree. This inter-dependency establishes a supply chain from raw materials to finished product.[19] Each stage of the chain may require caravans to transport goods from one artisan to another.[7]

  1. Obtaining raw materials:[20]
  2. Refining the raw materials with the Traitement profession.[19]
  3. Artisanat the finished product using its crafting recipe.

As a crafter you're going to want to know where certain recipes can be fulfilled; which nodes have the capability of creating what you've processed material that you've gathered for; and then you're going to want to plan out your route to either transit the goods there or make sure that you're situated in the area so that you can go out collect and build in that area as well. So there's a lot of planning that's going to be necessary.[23]Steven Sharif

Recipes

Artisanat in Ashes of Creation is recipe based, not RNG based.[24][25]

  • Within a crafting recipe, there are dials (based on artisan specialization) that are used customize crafted items, such as:[26]
    • Increasing one stat at the expense of another.[19]
    • Making an item more magical versus more physical.[19]

I think Star Wars Galaxies had a great crafting system... The resource gathering and the crafting system altogether as a whole really was I think way beyond its time. That's kind of the direction we want to go, where there's choices to be made in the crafting system and those choices change what you end up with... It's not just about doing X recipe to get Y item. You know, there's actually thought involved in it and there is you know a market to be captured based on those decisions.[27]Jeffrey Bard

Freehold professions

Freehold progression

Freehold buildings are able to be levelled up based on the length of time and productivity of the freehold.[31]

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.[31]Steven Sharif

Business chains

There's no reason why you couldn't license your name to somebody else who also has a freehold and who also has an Inn and work together.[32]Jeffrey Bard

Taverns

Taverns provide tiered services.[30]

  • Quêtes that might only be gathered from the player-owned taverns.
  • Meals that grant buffs for a period of time after a player leaves.
  • Recipes that could potentially be sold to cooking professions, that may only be obtained from a player-owned business in a certain area.

The longer the tavern is in business and the more patrons served, the faster the tavern will level up.[30]

Timeline

Artisan classes are scheduled for release in Alpha-1.[33]

See also

Community guides

Les références