Débarras d'objets
It's important for a healthy economy to have item sinks, so that anything that can be crafted can also be destroyed:[1]
- Over-enchanting carries the risk of destroying that item[2], rendering it useless for use temporarily.[3]
- Players gain craftable items and recipes from deconstructing (salvaging) completed items.[2]
- A portion of resources and materials are lost when caravans or nodes are destroyed.[4]
- Corrupted players who die can lose gear.[5]
- Item durability (item decay) does not destroy items, but it acts as a materials sink.[5][6][7] Zero percent durability will unequip an item, increasing its repair costs.[8]
An important aspect of a healthy economy is having some item sinks available... There are three kinds of item sinks: You can gain craftable items from deconstructing completed items; You can have decay... and if you want to over-enchant that item there will be a potential to destroy it as well. It's important for an economy to experience those types of emphasis on what can be crafted as well as seeing those items that are crafted be destroyed as well..[7]
The concept there is this is part of the engine that is supply and demand. So the server is constantly generating these materials on tick as they propagate throughout the world and get repopulated, players are going out there and collecting these things. We want to make sure that there is a driving force and factor behind what crafters and gatherers are out there doing: There's constantly going to be a demand for them to supply these things. Whether that death is from PvP or from PvE these are going to be necessities for players to constantly provide.[6] – Steven Sharif
Excès de puissance
The developers intend to limit power creep via item sinks, the lack of gear binding, and the absence of pay-to-win or pay-to-convenience in Ashes of Creation.[9]
Item durability
There is item durability (item decay) in Ashes of Creation.[7]
- Item durability loss occurs on death.[6][10][11]
- Equipement stored in a player's inventory (that is not equipped) does not lose durability when that player dies.[12]
- Item decay does not destroy items, but it acts as an materials sink.[5][6][7]
- If you allow it to get to certain stages, or to get to a destructed stage then it requires a lot of material components in order to return back to its former glory.[13] – Steven Sharif
- Over enchanting an item comes with the risk of durability loss if a safety margin is exceeded.[10][16][17]
- There is durability in the game... It's not going to be a trivial durability. There is a potential to destroy gear (weapons and armor), but there is also an ability to reforge that destroyed gear using a portion of the materials necessary as well as finding an item creator who can reforge it.[7] – Steven Sharif
Item repair
Item repair will cost crafting materials.[6][15][7]
- 0% durability will unequip items, increasing its repair cost.[8]
- Damaged gear can be reforged at a player stall using a portion of the materials that were necessary to craft the item.[10][14][15]
- 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.[5]
- There is no limit to the number of times an item can be repaired.[19]
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.[20]
- 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.[20] – Steven Sharif
Item deconstruction
Players gain craftable items and recipes from deconstructing (salvaging, dismantling, disenchanting) completed items.[2]
- There's salvaging where you can deconstruct an item to get components only capable of retrieving from salvaging an item that can be used in crafting other types of items.[1] – Steven Sharif
- Specific and necessary crafting materials for higher tier items can only be obtained through the deconstruction of lower-tier items. This is designed to keep lower tier crafted gear relevant through progression and across expansions.[21][22][1]
- Specific crafting components yielded by gear deconstruction, and some of these components can be only be obtained from gear of certain enchantment levels and type of equipment. These components are needed for certain recipes for gear and other ancillary crafting professions. But the itemization team is still ironing out some of these flows.[21] – Steven Sharif
- Item deconstruction will not be a meaningful way of circumventing restrictions on transit of resources and materials.[23]
Enchanting
Il existe deux types d'enchantements pour les objets : Verticale et horizontal.[24]
- 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.[24]
- Il n'y a pas de RNG dans l'artisanat mais il peut y avoir une petite quantité de RNG dans l'enchantement.[25]
- 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.[16][17]
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.[16] – 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.[24]
Les services d'enchantements sont vendus dans les étals de joueurs.[26]
L'enchantement n'augmente pas le niveau requis des objets.[27]
- 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.[27] – Steven Sharif
Enchantments
There are two types of enchantments for items: Vertical and horizontal.[24]
- Vertical enchantments are a power progression for a crafted item. More damage or mitigations, added effects or bonuses.[30] Vertical enchantments include risks.[24]
- There isn't RNG in crafting but there may be a small amount of RNG in enchanting.[25]
- Over-enchanting items comes with a potential risk that the item decays or is destroyed if a safety margin is exceeded. This system is subject to testing.[31][16][17]
- It's a progressive tier of risk. At lower levels you have opportunities to potentially lose out on the pluses instead of breaking the equipment. But when you reach a certain threshold, there is an opportunity to essentially destroy the equipment, where you get resources back. But that's a risk that the player takes.[31] – Steven Sharif
- Lower levels of over-enchanting carries the risk of losing bonuses on the item. Over-enchanting beyond a certain threshold carries the risk of destroying the item and gaining resources back.[31][16][17]
- There may be mechanisms for achieving safer over-enchantments, such as difficult to obtain enchantment scrolls, or very rare material acquisitions.[21][29][16]
- Personally, I am fine with RNG in enchantment, so long as there are special ways to mitigate the RNG with investment, to a degree. For example, difficult to obtain enchantment scrolls that insure enchantment efforts, and including a buffer of safe enchantment in earlier pluses.[21] – Steven Sharif
- Horizontal enchantments are more situational. For example: I'd like my sword to do force damage instead of holy damage because the monsters I tend to fight are incorporeal.[24]
Destruction de caravane
Si une caravane est détruite (devient une épave) elle fera tomber une partie des Produits qu'elle transportait.[32][33][34]
- Des composants de caravane peuvent également être ramassés lorsqu'une caravane est détruite. Ces composants peuvent être récupérés par le propriétaire de la caravane ou pas les autres joueurs, dans le cas où il s'agirait de composants de haute qualité.[35]
- Les caravanes font tomber des certificats pour des articles lourds qui peuvent être échangés au Nœud d'origine contre une partie des articles.[36][34]
Une caravane devient une épave lorsqu'elle est détruite et cette épave devient un objet utilisable et les joueurs peuvent y récupérer des certificats à échanger contre une portion des articles à l'intérieur de la caravane. L'idée, ensuite, avec ces certificats est qu'ils doivent être ramenés au point d'origine, ou au moins une région à l'intérieur de ce point d'origine. Nous verrons à propos de cette dernière partie, car il existe quelques choses que j'aimerais tester dans l'Alpha d'un point de vue jouabilité. La raison étant que, ce qui pourrait se passer, si vous avez une sorte de collaboration à l'intérieur d'une guilde pour abuser du système. Hé ! Je vais suivre cette caravane jusqu'à la frontière de la zone et ensuite on la détruit tous, on ramasse tout et ont l'amène dans les entrepôts de cette région ; en évitant de parcourir tout le reste du chemin en l'escortant. Donc elle devra atteindre sa destination avec succès avant que les produits ne soient comptabilisés pour cette région.[34] – Steven Sharif
Voir également
Les références
- ↑ 1.0 1.1 1.2 Direct, 2017-05-10 (10:47).
- ↑ 2.0 2.1 2.2 Direct, 2017-05-08 (20:41).
- ↑ Entrevue, 2020-07-30 (16:17).
- ↑ Entrevue, 2020-07-18 (55:01).
- ↑ 5.0 5.1 5.2 5.3 Direct, 2021-05-28 (1:53:04).
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5 Entrevue, 2021-02-07 (13:14).
- ↑ 7.0 7.1 7.2 7.3 7.4 7.5 Podcast, 2017-05-13 (25:55).
- ↑ 8.0 8.1 8.2
- ↑ Entrevue, 2018-10-20 (2:53:52).
- ↑ 10.0 10.1 10.2 10.3 10.4 Entrevue, 2020-07-29 (16:46).
- ↑ Podcast, 2017-05-05 (43:05).
- ↑ Direct, 2020-08-28 (2:05:07).
- ↑ 13.0 13.1 Podcast, 2021-09-29 (32:35).
- ↑ 14.0 14.1
- ↑ 15.0 15.1 15.2 15.3 Entrevue, 2020-07-19 (51:11).
- ↑ 16.0 16.1 16.2 16.3 16.4 16.5 Entrevue, 2020-07-29 (15:04).
- ↑ 17.0 17.1 17.2 17.3 Direct, 2017-05-05 (20:41).
- ↑
- ↑ Direct, 2020-09-30 (1:01:45).
- ↑ 20.0 20.1 20.2 Direct, 2021-05-28 (1:04:29).
- ↑ 21.0 21.1 21.2 21.3
- ↑ Direct, 2021-07-30 (1:16:05).
- ↑
- ↑ 24.0 24.1 24.2 24.3 24.4 24.5 24.6 24.7 24.8 24.9
- ↑ 25.0 25.1
- ↑ Direct, 2017-05-17 (58:55).
- ↑ 27.0 27.1 Direct, 2021-03-26 (1:15:57).
- ↑ Direct, 2022-05-27 (1:20:00).
- ↑ 29.0 29.1
- ↑ Direct, 2023-11-30 (1:38:47).
- ↑ 31.0 31.1 31.2 Entrevue, 2023-07-09 (1:50:10).
- ↑ Direct, 2017-05-15 (45:20).
- ↑ Direct, 2017-12-15 (1:04:25).
- ↑ 34.0 34.1 34.2 Entrevue, 2019-04-15 (26:59).
- ↑ Entrevue, 2019-04-15 (28:28).
- ↑