Collecte

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Collecte en version de démonstration de l'Alpha-1.[2]

La collecte est l'une des classes artisanales dans Ashes of Creation.[3][4]

Certain low level gatherables will have a tiered progression into higher level crafting. So for example you know 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 kind of 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.[7]Steven Sharif

Gathering professions

Artisan mastery

Les joueurs doivent choisir un chemin dans l'arbre de compétences d'artisan pour chaque personnage.[8] Pour chaque chemin d'artisan (Collecte, Traitement et Artisanat) il y a plusieurs professions. Un personnage ne pourra suivre qu'un seul chemin entièrement.[9][10]

  • Les joueurs peuvent s'essayer à chaque profession en tant que "débutants" avant de décider quel chemin ils suivront.[11]
  • 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.[12]
  • Il est possible de maîtriser chaque profession du chemin d'artisan choisi, mais cela sera une épreuve longue et laborieuse, coûteuse en ressources.[13]
    • Les joueurs ne pourront maîtriser une profession que lorsqu'ils auront achevé la maîtrise de leur chemin d'artisan.[14]
    • Après des tests, il pourrait être décidé d'utiliser une valeur fixe pour certifier la maîtrise d'une profession.[14][15]
  • 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. [16]
  • Choisir une profession n'affecte pas les stats des joueurs.[17]
  • Les personnages d'un même compte (Alts) pourront avoir différentes professions.[9]

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.[11]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.[10]Steven Sharif

Ressources

Gatherable mushrooms found in an underground cave.[3]

We want our players to have a reason to explore the wilderness, to travel with purpose, and much of that will be driven by our resource system. Transporting these goods might just be more difficult than gathering them. Our regional market system allows players to participate in creating pocket economies that will reinforce the stability of goods in particular regions.[18]

Gatherable resources (also known as raw materials and harvestables) occur in locations where you would expect them to be organically.[19]

  • Some resources will be one-time gatherables, others will exist as clusters that will last until the vein is depleted.[20][21][19]
We really want resources to be persistent and non-renewable. If there’s a mithril vein, that mithril vein will be there until it runs out. The server will manage these amounts on its own, and will repopulate things where and when it desires. You might find another mithril vein in that location sometime later, or somewhere nearby, or maybe never again![22]

Resource locations

Alpha-1 mine shaft.[29]

Players will be able to move resources and set up shop in other areas to take advantage of the varied markets. With resources spawning dynamically, certain regions will naturally become important trading hubs for the transportation of goods throughout the world.[18]

Verra's map will not be procedurally generated, but starting resource points may be different on each server.[30][31]

  • Some resources will be one-time gatherables that will randomly respawn at a different location once collected.[20][21]
  • Other resources will exist as a cluster (also called vein gatherables). These will last until the full resource is depleted.[32][20][21][19]
    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.[21]Steven Sharif
    • There will be moving resources such as herds of animals that are constantly moving around the world.[32][33]
    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.[32]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.[21][19][33]
  • Resources respawn on a cooldown basis.[19]
  • Resources won't be locked to the node system.[19]
  • Some unique resources may be monsters in disguise or have monsters defending them.[34]

Surveying and land management

Additional gameplay layers such as surveying and land management are being considered for gathering in Alpha-2.[35]

Ideas like land management- and as you draw resources from your surrounding area- what type of effect does that have on the land; and then also how effectively can you draw those resources without having such a deleterious effect on the land, which might impact future resource gathering for some period of time: And it makes relevant the movement of these players who are collecting these goods from the environment, that they actually cannot always just do so in one particular area, as the land management begins to degrade. So it actually encourages movement across the world to discover new areas that might not be as perturbed as the ones you're coming from. It's a very interesting idea. It's something that we're going to be prototyping in Alpha 2 and getting feedback on and testing.[35]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.[5][6]

  • 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.[37]
  • Les outils auront une durabilité et une durée de vie.[20][38]
    • Le nombre d'utilisations d'un outil de collecte augmente tandis que le collecteur devient plus compétent dans l'arbre d'artisanat de collecte.[20]
    • Les outils peuvent devenir non-réparables, ce qui implique une nouvelle fabrication.[38]
  • Les artisans n'auront pas besoin de s'appuyer sur d'autres arbres afin de fabriquer leurs outils.[5]

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.[6]Steven Sharif

Le Traitement requiert des plans pour la construction des bâtiments qui sont nécessaire pour traiter les resources.[5]

List of tools

info-orange.pngCette section contient des informations sur les tests Alpha-1. Il sera mis à jour lorsque de nouvelles informations seront disponibles.

Resource quality

Flanggler (Flower angler or Mimic flower).[39][40]

Ressources will have differing tiers of quality for the same resource type.[21] This is somewhat similar to Star Wars Galaxies.[41]

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.[42]Steven Sharif

info-orange.pngCette section contient des informations sur les tests Alpha-1. Il sera mis à jour lorsque de nouvelles informations seront disponibles.

In Alpha-1 testing there are 4 tiers of gatherable resources across all gathering professions:

Resource extractors

Les extracteurs de ressources sont des constructions potentielles qui peuvent collecter des ressources dans la durée.[43]

  • Ils sont disponibles pour les citoyens d'un nœud qui possèdent une propriété privée proche d'un « centre de ressources ».[43]
  • Plusieurs personnes sont requises pour leur construction.[43]
  • Transférer les ressources d'un extracteur nécessitera probablement une caravane.[43]

List of resources

Artisan gear

Artisan gear will boost artisans in their gathering, processing, or crafting professions.[44][45]

  • Artisan gear may be able to be equipped in an "undergarment" slot that can be toggled between adventuring gear and artisan gear.[44]
  • The developers are planning to have artisan gear sets available for Alpha-2.[44]
Gear for artisans are going to live alongside your adventuring gear. So you will currently- the approaches, and we'll test this but currently- the approach is you'll have artisanship oriented gear. This might be beneficial for your gathering; it might be beneficial for your processing, or crafting, or whatever it is- your profession. Essentially you will craft that gear, you will equip that gear, it'll live almost as a undergarment slot so to speak; and then you can activate that and it will show the appearance if you wish during the activation when you gain the benefit from the from the gear itself; and then could disappear afterwards and go back to your adventuring gear. That's the current approach. We're going to play with that a little bit. There's some discussion and disagreement on the team about how we do that, but our hopes are for Alpha two, we will have I think a couple of sets at least. We're demonstrating all of the artisanship from gathering to processing to crafting in limited fashion in Alpha 2 want to have that gear present to kind of play with this approach.[44]

Loot tagging

Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[46][47]

  • The first party to obtain a tag (on a mob or boss) will gain an approximately 5-10% edge over competing parties in terms of the total damage done when determining looting rights.[46][47]
    • These numbers will be balanced based on testing.[46]
  • At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[46][47]
We have a blended approach of damage done and a tag benefit. So if you tag the boss first, or you tag the loot- whatever the loot target is first- you're gonna get a benefit in the damage overall determination. So if you need to have 51% of damage done in order to qualify your raid, or the plurality of damage done if there's even three or four raids, then tagging first might give you a five or ten percent edge. We'll play with that number- balance it based on testing, but generally that's our approach in competing loot rights[46]Steven Sharif
Q: If looting rights are based on a blended tag and damage done system, will there be any mechanics in place to ensure roles like tanks and healers have an equal shot even when they haven't dealt as much damage?
A: That's the reason for the blended approach. The reason that we're doing a hybrid system between tag and damage done is for the purposes of those classes who may not be as DPS oriented as other classes. The tag system- all classes are going to have a sprinkling of immediate effects- of instantaneous casts and they can use that to tag a target, and that'll give them a modifier on the looting rights: So plus 10 or plus 15 will balance that, but it'll give them plus 10 to 15 on overall damage done if they tag the target and then their damage will make up the remainder of that percentage completion. So if I do 50 damage to a target but someone else has the tag I'm not going to be able to claim that looting right. They'll have done the other 50 plus 10 or 15.[48]Steven Sharif

Master gatherers may have the ability to "spoil" a boss' loot.[49]

If you want to be able to get those mats from the boss, they're just not going to drop for anybody. They will only drop for a master gatherer who is capable of extracting those resources from the creature itself... The reason why we say there's a lot of interdependencies between the crafters of the world and the raiders of the world and our PvPers of the world is because we don't want to house the capability to attain these things all within the adventuring class. We want there to be an influence necessary from the craftsmen's guild to come in to either come and participate and spoil the boss and gather the goods or something along those lines.[49]Steven Sharif

Artisan supply chain

AshesOfCreation Screenshot 009.jpg

Les artisans dans Ashes of Creation doivent choisir une voie dans leur arbre de compétences d'artisanat. Cette interdépendance crée une chaîne d'approvisionnement allant des matières premières jusqu'au produit fini.[50][28] Chaque étape de la chaîne peut nécessiter des caravanes pour transporter les marchandises d'un artisan à l'autre.[12]

  1. Obtenir les matières premières :[51]
  2. Raffiner les matières premières grâce au métier de Traitement.[28]
  3. Fabriquer le produit fini en utilisant sa recette de fabrication.

En tant qu'artisan, vous allez vouloir savoir où certaines recettes peuvent être complétées ; quels nœuds ont la capacité de créer ce pour quoi vous avez transformé les ressources que vous avez récoltées ; et ensuite, vous allez vouloir planifier votre itinéraire afin d'y acheminer les marchandises ou faire en sorte de vous trouver dans une zone où vous pouvez à la fois collecter et fabriquer. Donc il y aura beaucoup de planification qui sera nécessaire.[54]Steven Sharif

Traitement

Furnace that can be placed on a freehold.[27]

Traitement is one of the artisan classes in Ashes of Creation.[27]

That's going to be very important as you get to very late game processed materials that are required. Because some of these things might have days to process within a station, but if you have spent the time and done the work to advance that processing station you could cut that down considerably, perhaps even greater than 50 percent; and that's going to have a significant impact on your ability to either control markets or to create goods.[55]Steven Sharif
  • There will be a preparatory phase to provide the building with needed fuel or other materials to process the required grade of materials.[58]
Processing as it stands for Alpha-2's implementation is that there is a certain amount of prep work that's required first for the industry-specific component, which is the building. That prep work might be finding a certain amount of lumber to light the fire in kiln or whatever, to a certain temperature in order for you to process a certain grade of ore; and that grade of ore being malleable then into an ingot; and that produces that ingot so-to-speak. Now, in that process there's a gathering component, there's a preparatory phase, there is a time-related component.[58]Steven Sharif
  • There will also be time-related and gameplay elements that require the player to interact with the processing building. These elements act to throttle for the introduction of processed materials from raw gatherables into the economy.[58]
There's also possibilities that the machine you're using itself has some type of gameplay layer- should the kiln get overheated, and you have to throw some water on it or something. There are elements there in that process that we want to mimic this gameplay opportunity for players to interact; and not just be a time-sink. But time-sink is also a component of it as well, because that's the throttle for the introduction of processed materials from raw gatherables into the economy.[58]Steven Sharif

Artisanat

Concept art de Forge en Alpha-1.[59]

L'Artisanat et la collecte sont des éléments importants de l'économie sur lesquels les joueurs auront un contrôle direct. Que vous souhaitiez bâtir une plantation tentaculaire autour de votre maison ou voyager dans les contrées sauvages à la recherche de trésors ou de ressources. Il y a de nombreux outils disponibles pour les artisans de notre monde. Peu importe comment vous collectez vos ressources, nous croyons que chaque objet qui existe dans le monde doit, d'une certaine manière, refléter son créateur. Ainsi, il y aura une versatilité extrême dans le système d'artisanat - donnant aux artisans la possibilité de créer des objets uniques qui représentent leurs forces et leurs faiblesses.[18]

L'Artisanat est une des classes artisanales dans Ashes of Creation. C'est l'élément moteur de l'économie du jeu.[60]

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.[64]Jeffrey Bard

Il n'y aura pas de système de main d'oeuvre ou d'énergie dans Ashes of Creation.[65]

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.[65]Steven Sharif

Timeline

Classes artisanales (Collecte, Traitement, Artisanat) will come online fully in Alpha-2 and the Betas.[66][67]

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 kind of 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.[67]Steven Sharif

Artwork

Guides de la communauté

Voir également

Les références

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  2. Direct, 2020-03-28 (48:31).
  3. 3.0 3.1 3.2 3.3 Direct, 2017-09-03 (10:48).
  4. artisan classes.png
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  14. 14.0 14.1 artisan mastery5.png
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  30. procedural generation.png
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  41. resource quality.png
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