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 quality

Flanggler (Flower angler or Mimic flower).[29][30]

Ressources will have differing tiers of quality for the same resource type.[21] This is somewhat similar to Star Wars Galaxies.[31]

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.[33]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.[34]

  • Ils sont disponibles pour les citoyens d'un nœud qui possèdent une propriété privée proche d'un « centre de ressources ».[34]
  • Plusieurs personnes sont requises pour leur construction.[34]
  • Transférer les ressources d'un extracteur nécessitera probablement une caravane.[34]

List of resources

Resource locations

Alpha-1 mine shaft.[35]

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.[36][37]

  • 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.[38][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.[38][39]
    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.[38]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][39]
  • 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.[40]

Surveying

Surveying plays a key role in helping gatherers identify resources in particular locations through the use of surveying tools.[41][42]

Surveying is a way that players can check out an area for resources. Players can learn where resources are that are static and that grow back in the same location; but we'll also have resources and Ashes that can spawn anywhere, so surveying will help players locate those those resources. So if they're looking for something specific they can hunt them down. Surveying will also allow players to uncover hidden resources that players wouldn't be able to see with their with their naked eye. Another thing that a surveying would provide is some of the information that we're talking about before, like for instance if you survey- and inside of your survey area there's plants, you might learn what season that plant likes to grow in. You might learn whether it likes to be watered during the winter versus how it likes to be watered in the summer.[41]Kory Rice
  • Surveying can identify the types of resources that spawn statically within an area and also provides information about the seasons and locations they spawn in.[41]
  • Surveying can help uncover hidden resources that are not visible to the naked eye.[41]
  • Artisan progression unlocks higher level surveying tools that enable better identification of gatherable resources within a location.[41]
    • Unlocking surveying pylons allows the gatherer to adjust the shape and extend the area of their survey.[41]
You'd work with a surveying tool; and you set the surveying tool down, and that tool would have a specific area in which it's able to uncover and extract information about the resources that are in the area. As a starting out gatherer you might end up with one of the tools, but as you as you progress and become more proficient with using the tool you might be able to set up additional pylons and extend the the area of your survey. That allows you to start making shapes and having more strategic areas that you're surveying. If you could connect multiple pylons to create a shape, maybe you could follow the twisting caverns of the cave. Maybe if you're out in the open like we are here you could just try and make yourself a nice widened shape to scan as much of the area as possible. So it'll be up to the player to be tricky with their surveying tool to try and get the most efficiency out of their survey.[41]Kory Rice

Land management

Land management mechanics are present for gathering artisans.[43][42]

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.[42]Steven Sharif
  • The spawn rate of resources in a given area is influenced by how players are interacting with those resources.[43][42]
    • Drawing excessive amounts of resources may have a deleterious effect on the land health value for that area.[43][42]
    • Actions like ridding an area of invasive species or performing crop rotations on freehold farms may have a positive effect on that area's land health value.[43]
It could be could be positive or negative, or both simultaneously. So the land health value ties into the health of a specific ecosystem; and the ecosystem can kind of scale with different segment sizes of the world, or the world itself: A biome, maybe a node, maybe the player's freehold. And the things that a player does in those areas will contribute to health in a positive or negative way. So doing something like rotating your crops might increase the health of the land because that's considered something good to do; and maybe apprehending or removing poachers that are over hunting a certain species could be helpful to the health of the land. Maybe the mayor puts out a request for players to try and get rid of invasive species that are plants- maybe they're overgrowing weed and it's stopping other valuable plants from growing.[43]Kory Rice

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]

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.[32]
  • Les outils auront une durabilité et une durée de vie.[20][47]
    • 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.[47]
  • 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.

Timeline

Classes artisanales (Collecte, Traitement, Artisanat) will come online fully in Alpha-2 and the Betas.[48][49]

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.[49]Steven Sharif

Artwork

Guides de la communauté

Voir également

Les références

  1. steven-a1-fishing+raptors.png
  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
  5. 5.0 5.1 5.2 5.3 5.4 Entrevue, 2020-03-27 (9:00).
  6. 6.0 6.1 6.2 Entrevue, 2018-05-11 (38:25).
  7. 7.0 7.1 Podcast, 2018-05-11 (1:00:07).
  8. artisan skill tree.png
  9. 9.0 9.1 Direct, 2017-05-24 (32:07).
  10. 10.0 10.1 Direct, 2019-07-26 (1:09:46).
  11. 11.0 11.1 Entrevue, 2020-03-27 (5:25).
  12. Direct, 2017-05-10 (6:12).
  13. artisan mastery1.png
  14. 14.0 14.1 artisan mastery5.png
  15. artisan mastery3.png
  16. artisan mastery4.png
  17. Direct, 2017-07-18 (37:25).
  18. 18.0 18.1 About Ashes of Creation.
  19. 19.0 19.1 19.2 19.3 19.4 19.5 Direct, 2017-05-08 (54:26).
  20. 20.0 20.1 20.2 20.3 20.4 20.5 Direct, 2020-07-31 (1:05:58).
  21. 21.0 21.1 21.2 21.3 21.4 21.5 21.6 Direct, 2020-07-25 (1:04:50).
  22. Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
  23. Direct, 2021-03-26 (1:07:33).
  24. a419c5398b542a713545e4f393d67215.png
  25. Podcast, 2017-05-05 (43:05).
  26. Entrevue, 2020-07-18 (27:11).
  27. Direct, 2017-05-05 (34:15).
  28. Direct, 2017-05-10 (8:22).
  29. flanggler.png
  30. Direct, 2017-11-17 (53:28).
  31. resource quality.png
  32. 32.0 32.1 Direct, 2020-04-30 (53:11).
  33. 33.0 33.1 Entrevue, 2018-10-20 (2:13).
  34. 34.0 34.1 34.2 34.3 Direct, 2017-05-30 (10:24).
  35. mine-shaft-leak.png
  36. procedural generation.png
  37. Direct, 2017-05-19 (37:03).
  38. 38.0 38.1 38.2 Direct, 2022-05-27 (1:00:23).
  39. 39.0 39.1 Direct, 2019-12-17 (1:14:42).
  40. Gathering.png
  41. 41.0 41.1 41.2 41.3 41.4 41.5 41.6 Vidéo, 2022-10-28 (10:52).
  42. 42.0 42.1 42.2 42.3 42.4 Direct, 2022-04-29 (25:16).
  43. 43.0 43.1 43.2 43.3 43.4 Vidéo, 2022-10-28 (14:33).
  44. 44.0 44.1 44.2 44.3 Direct, 2022-06-30 (1:17:34).
  45. Direct, 2021-03-26 (1:06:50).
  46. Direct, 2020-04-30 (54:33).
  47. 47.0 47.1 crafting tools.jpg
  48. 48.0 48.1 Direct, 2021-03-26 (42:28).
  49. 49.0 49.1 49.2 Entrevue, 2021-02-07 (35:30).
  50. Direct, 2021-04-30 (41:18).