Crafting stations
Crafting stations (also referred to as Crafting benches) are workstations located on freeholds or within nodes.[4][5][6][7][8]
- Recipes have slots for required and selectable crafting materials. Adding higher rarity selectable materials increases the rarity of the crafted item.[9][1][10] Choosing different selectable items can also result in crafted items with different statblocks and unique properties.[2]
- Different tiers of crafting stations represent the quality of the items that can be crafted.[7]
- Higher tier crafting stations are unlocked with node progression.[11]
- Ville (organiser 5) nodes may have one Grandmaster crafting station.[12]
- Métropole (organiser 6) nodes may have two Grandmaster crafting stations.[12]
- Players can only craft up to journeyman level on freeholds.[13]
- Upper-tier crafting benches within a node are accessible by its citizens.[14]
- Top tier crafting stations are present at all node types, however Academic nodes offer additional bonuses to crafting performed there.[15]
- Higher tier crafting stations are unlocked with node progression.[11]
- Crafting stations can pull inventory from a player's personal storage and warehouse storage from the node that the crafting station is in.[16]
- There is no limit to the number of players that can use a crafting station at the same time.[17]
- Crafting stations are distinct from processing stations, which are used to process raw materials into processed goods (crafting materials) at nodes or on freeholds.[5][6][18][19]
- 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.[7] – Steven Sharif
- Légendaire crafting benches are present in the Académie unique building of Métropole (organiser 6) Academic nodes.[20]
List of crafting stations
- Armor smithing stations
- Hideworks
- Laboratories
- Ship workstations
- Smithies
- Stoneworks
- Textile mills
- Weapon smithing stations
- Woodshops
Crafting mechanics
The developers will be seeking testing feedback on the addition of a gameplay layer to crafting that determines the outcome based on the player's performance.[22]
- For example, if you're creating a sword, and you are crafting that sword, you will have an interface- a gameplay layer that you will see and you will begin to hammer actually that sword into an appropriate outline. And your performance there can help influence the outcome of that craft.[22] – Steven Sharif
- It is likely that Star Wars Galaxies inspired crafting mechanics will be present in Ashes of Creation.[23]
- Without getting into too much detail I will say that it's likely that you will see some inspiration surface itself in that regard.[23] – Steven Sharif
- Previously it was stated that repetitive skill-based crafting mechanics, such as mini-games, are not an intended part of the crafting experience.[23][24]
- We did discuss that type of a feature where the skill of the crafter would grant a greater window of skill-based type crafting. So the higher master level you have of crafting a certain item, the greater your potential to impact the quality of that item might be... The concern obviously that we have when going into developing this type of system is that we don't want what is a fun - for lack of a better term - mini-game to be something that becomes repetitive and makes it monotonous... If when we start to flesh out the crafting system and we take a look at that interaction of melding crafting, the actual activity of making something, there is room in the design sheet for different iterations of that particular action; and we may see something come about that can be skill oriented, but that's something that's going to require a lot of testing and different iterations from a design standpoint.[24] – Steven Sharif
Recipes
L'Artisanat dans Ashes of Creation repose sur des recettes, pas sur le hasard.[26][27]
- 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 :[28]
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.[30] – Jeffrey Bard
Molds
Molds are a type of crafting material in Ashes of Creation.[32]
Crafted items
Crafted items (also referred to as Completed items, Finished goods, or Final products) are items produced by crafter artisans using crafting stations.[33][5][6][34][7][8]
- Completed items can be accessed by players in warehouses at any node regardless of citizenship or housing ownership.[35][33][36]
- Crafted gear is considered best-in-slot in Ashes of Creation.[34]
- Previously it was stated that crafted items will be on-par with boss dropped items.[37][38][39]
- Crafters will be able to assign different skills/abilities and stats on gear.[40][41]
- Master crafters will be able to influence several (but not all) stats on their crafted items.[40][42]
- 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.[34] – Steven Sharif
- The rarity of crafted items will be commensurate with the effort required to gather, process and craft the items.[39]
- Statistiques on crafted items will vary based on the item's rarity.[43]
- Apparences d'équipements is influenced by the rarity of the crafted item.[44]
- 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.[43] – Steven Sharif
- Crafters are able to influence what their crafted items will look like.[40][45]
- At the moment, harnessing corruption to warp items into demonic or decayed things is not on the cards.[46]
- A crafter's name is embedded in the items they craft.[47]
- 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.[48]
Upgrading items
Il existe deux types d'enchantements pour les objets : Verticale et horizontal.[49]
- 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.[49]
- Il n'y a pas de RNG dans l'artisanat mais il peut y avoir une petite quantité de RNG dans l'enchantement.[27]
- Sur-enchanter des objets comporte un risque potentiel que l'objet soit usé ou même détruit si la marge de sécurité est dépassée. Ce système est soumis à des tests.[50][26]
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.[50] – 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.[49]
Les services d'enchantements sont vendus dans les étals de joueurs.[51]
L'enchantement n'augmente pas le niveau requis des objets.[52]
- 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.[52] – Steven Sharif
Repairing items
Item repair will cost crafting materials.[55][54][56]
- 0% durability will unequip items, increasing its repair cost.[57]
- Damaged gear can be reforged at a player stall using a portion of the materials that were necessary to craft the item.[58][59][54]
- There may be additional constraints for repairing "very unique items", such as having a crafter and recipe to effectuate repairs. This is subject to testing.[60]
- There is no limit to the number of times an item can be repaired.[61]
There will be ways to repair destructible structures (such as walls and gates) and also repair (or re-craft) siege weapons that were damaged during sieges.[62]
- There's a lot of ancillary activities that can be had during sieges... It's obviously strategy and tactics and raid-versus-raid components, but also you want to have individual contributions where players can do things during the siege to aid in the greater effort so to speak; and it doesn't require you having 50 people by your side to effectuate that influence over something. So repairs are great ways to do that. Repairs for walls, repairs for gates, being able to spawn and essentially craft the designs for specific types of siege weapons to provide those to the team.[62] – Steven Sharif
Crafting professions
- Arcane Engineering
- Armor smithing
- Menuiserie
- Jewel cutting
- Leatherworking
- Scribing
- Tailoring
- Weapon smithing
Artisan progression
Les joueurs doivent choisir un chemin dans l'arbre de compétences d'artisan pour chaque personnage.[63] Pour chaque chemin d'artisan (Collecte, Traitement et Artisanat) il y a plusieurs professions. Un personnage ne pourra suivre qu'un seul chemin entièrement.[64][65]
- Les joueurs peuvent s'essayer à chaque profession en tant que "débutants" avant de décider quel chemin ils suivront.[66]
- Choisir un chemin particulier dans l'arbre de compétences donne l'opportunité aux joueurs de se spécialiser dans un certain domaine. Cela crée de l'inter-dépendance entre les joueurs, améliorant l'expérience en tant qu'artisan.[25]
- Il est possible de maîtriser chaque profession du chemin d'artisan choisi, mais cela sera une épreuve longue et laborieuse, coûteuse en ressources.[67]
- 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. [70]
- Choisir une profession n'affecte pas les stats des joueurs.[71]
- Les personnages d'un même compte (Alts) pourront avoir différentes professions.[64]
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 ils préfèrent s'orienter et quelle profession ils veulent maîtriser.[66] – 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.[65] – Steven Sharif
Visuels
2023-12-04 2023-09-05
Voir également
Les références
- ↑ 1.0 1.1 Vidéo, 2023-11-30 (59:21).
- ↑ 2.0 2.1 Vidéo, 2023-11-30 (1:01:04).
- ↑ Vidéo, 2023-08-31 (45:06).
- ↑ Blog: Exploring the Boundless Opportunities of Freeholds.
- ↑ 5.0 5.1 5.2
- ↑ 6.0 6.1 6.2 Direct, 2023-04-07 (31:49).
- ↑ 7.0 7.1 7.2 7.3 Direct, 2020-01-30 (1:38:26).
- ↑ 8.0 8.1 Direct, 2017-05-12 (1:00:18).
- ↑ Direct, 2023-11-30 (1:38:47).
- ↑ Entrevue, 2018-10-20 (17:31).
- ↑ Entrevue, 2020-07-19 (6:38).
- ↑ 12.0 12.1 Direct, 2023-12-19 (1:49:28).
- ↑ Development Update with Freehold Preview.
- ↑ Podcast, 2021-09-29 (4:43).
- ↑ Direct, 2023-12-19 (1:50:51).
- ↑ Direct, 2022-07-29 (1:17:33).
- ↑ Direct, 2023-11-30 (1:26:16).
- ↑ Direct, 2022-06-30 (1:08:02).
- ↑ Podcast, 2021-04-11 (40:20).
- ↑ Blog: Know Your Nodes - Scientific Node Type
- ↑ 21.0 21.1 Direct, 2023-02-24 (39:43).
- ↑ 22.0 22.1 Direct, 2022-10-14 (35:22).
- ↑ 23.0 23.1 23.2 Entrevue, 2021-02-07 (45:41).
- ↑ 24.0 24.1 Podcast, 2018-05-11 (27:20).
- ↑ 25.0 25.1 Direct, 2017-05-10 (6:12).
- ↑ 26.0 26.1 Direct, 2017-05-05 (20:41).
- ↑ 27.0 27.1
- ↑ Direct, 2017-05-26 (5:25).
- ↑ 29.0 29.1 Direct, 2017-05-10 (8:22).
- ↑ Direct, 2018-06-04 (35:11).
- ↑ Vidéo, 2023-08-31 (46:26).
- ↑ Vidéo, 2023-08-31 (45:50).
- ↑ 33.0 33.1
- ↑ 34.0 34.1 34.2 Direct, 2022-06-30 (1:18:55).
- ↑
- ↑ Entrevue, 2023-09-10 (47:13).
- ↑ February 8, 2019 - Questions and Answers.
- ↑
- ↑ 39.0 39.1 Direct, 2017-05-10 (14:45).
- ↑ 40.0 40.1 40.2 Direct, 2020-11-30 (1:05:22).
- ↑ Podcast, 2018-08-04 (59:58).
- ↑
- ↑ 43.0 43.1 Direct, 2020-12-22 (1:15:01).
- ↑ Direct, 2023-11-30 (1:40:11).
- ↑ Direct, 2017-05-24 (24:19).
- ↑
- ↑
- ↑ About Ashes of Creation.
- ↑ 49.0 49.1 49.2 49.3 49.4
- ↑ 50.0 50.1 Entrevue, 2020-07-29 (15:04).
- ↑ Direct, 2017-05-17 (58:55).
- ↑ 52.0 52.1 Direct, 2021-03-26 (1:15:57).
- ↑
- ↑ 54.0 54.1 54.2 Entrevue, 2020-07-19 (51:11).
- ↑ Entrevue, 2021-02-07 (13:14).
- ↑ Podcast, 2017-05-13 (25:55).
- ↑
- ↑ Entrevue, 2020-07-29 (16:46).
- ↑
- ↑ Direct, 2021-05-28 (1:53:04).
- ↑ Direct, 2020-09-30 (1:01:45).
- ↑ 62.0 62.1 62.2 Direct, 2021-05-28 (1:04:29).
- ↑
- ↑ 64.0 64.1 Direct, 2017-05-24 (32:07).
- ↑ 65.0 65.1 Direct, 2019-07-26 (1:09:46).
- ↑ 66.0 66.1 Entrevue, 2020-03-27 (5:25).
- ↑
- ↑ 68.0 68.1
- ↑
- ↑
- ↑ Direct, 2017-07-18 (37:25).