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Furnace that can be placed on a freehold.[1]

Processing is one of the artisan classes in Ashes of Creation.[1]

  • Blueprints are required for the construction of the feehold buildings that are used to process resources.[2][3][1]
    • The amount of goods that can be processed while unattended by the player is based on the rating of that particular processing station.[2]
    • The time spent processing can be reduced by upgrading the capabilities and quality of the processing station via a progression tier system.[2]

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.[2]Steven Sharif

Processing professions

Artisan mastery

Les joueurs doivent choisir un chemin dans l'arbre de compétences d'artisan pour chaque personnage.[4] Pour chaque chemin d'artisan (Collecte, Traitement et Artisanat) il y a plusieurs professions. Un personnage ne pourra suivre qu'un seul chemin entièrement.[5][6]

  • Les joueurs peuvent s'essayer à chaque profession en tant que "débutants" avant de décider quel chemin ils suivront.[7]
  • 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.[8]
  • Il est possible de maîtriser chaque profession du chemin d'artisan choisi, mais cela sera une épreuve longue et laborieuse, coûteuse en ressources.[9]
    • Les joueurs ne pourront maîtriser une profession que lorsqu'ils auront achevé la maîtrise de leur chemin d'artisan.[10]
    • Après des tests, il pourrait être décidé d'utiliser une valeur fixe pour certifier la maîtrise d'une profession.[10][11]
  • 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. [12]
  • Choisir une profession n'affecte pas les stats des joueurs.[13]
  • Les personnages d'un même compte (Alts) pourront avoir différentes professions.[5]

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.[7]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.[6]Steven Sharif

Raw materials

Gatherable mushrooms found in an underground cave.[14]

Gatherable resources (also known as raw materials and harvestables) occur in locations where you would expect them to be organically.[15]

  • Some resources will be one-time gatherables that will randomly respawn at a different location once collected.[16][17]
  • Other resources will exist as a cluster (also called vein gatherables). These will last until the full resource is depleted.[16][17][15]
    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.[17]Steven Sharif
    • There will be moving resources such as herds of animals that are constantly moving around the world.[18]
    • Once a resource is depleted from one location it may respawn in the same location or somewhere else, depending on the type of resource.[17][15][18]
    • Resources respawn on a cooldown basis.[15]
  • Resources won't be locked to the node system.[15]
  • Some unique resources may be monsters in disguise or have monsters defending them.[19]

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.[20]

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![21]

Players drop resources and other items upon death, based on their applicable death penalties.[22][23][24][25]

Raw materials (gatherable resources) are not to be confused with crafting materials (processed goods).[1][26]

Resource quality

Flanggler (Flower angler or Mimic flower).[27][28]

Ressources will have differing tiers of quality for the same resource type.[17] This is somewhat similar to Star Wars Galaxies.[29]

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.[31]Steven Sharif

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

Processed materials

Hunter's Dwelling.png

Matériaux (also known as processed goods and crafting materials) are obtained in the following ways:

The quality of crafting materials will influence the quality of the crafted item.[34]

Players drop materials and other items upon death, based on their applicable death penalties.[22][23][24][25]

List of processed goods (crafting materials)

High-level materials

Matériaux for crafting high-level items are obtained from world bosses and through the deconstruction of other high-level items.[32]

Many end level items with crafting will require mats from world bosses etc. we want those systems intertwined. However. There may be opportunities to deconstruct high level items and replace those needed materials as well. We will be testing the crafting trees in alpha and beta.[32]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.[35][26] Chaque étape de la chaîne peut nécessiter des caravanes pour transporter les marchandises d'un artisan à l'autre.[8]

  1. Obtenir les matières premières :[36]
  2. Raffiner les matières premières grâce au métier de Processing.[26]
  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.[39]Steven Sharif

Collecte

Collecte en version de démonstration de l'Alpha-1.[41]

La collecte est l'une des classes artisanales dans Ashes of Creation.[14][42]

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.[44]Steven Sharif

Artisanat

Concept art de Forge en Alpha-1.[45]

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.[20]

L'Artisanat est une des classes artisanales dans Ashes of Creation. C'est l'élément moteur de l'économie du jeu.[46]

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.[50]Jeffrey Bard

Il n'y aura pas de système de main d'oeuvre ou d'énergie dans Ashes of Creation.[51]

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.[51]Steven Sharif

Freehold buildings

Freehold buildings can be placed on a freehold plot.[53][54]

Bâtiments will require blueprints and materials.[55]

  • Basements in freehold buildings are to be decided.[56]

Freehold buildings will not change in terms of footprint (within a specific tier of that building) but may increase in height.[57]

  • Certain buildings will have multiple tiers, with different footprint sizes. For example: Small, medium, large, to mansion-sized homes.[57]
    • A mansion sized home may occupy up to 50% of a freehold plot.[57]

Freehold building architecture is based on the blueprint for the building.[58]

  • Cosmetics can also be applied to a blueprint based on the type of building.[58]
  • Players are not locked into any particular race for freehold blueprints.[59]

The way we look at it is the freehold is your space so we want you to be able to make it look the way you want it to.[58]Jeffrey Bard

Freehold building placement

There may be a grid-based system that freehold owners can use to place items/props and buildings on their freehold plot.[60][61]

  • Players will need to manage how these are arranged to maximize adjacency bonuses.[61]

Depending on where your place you're freehold, you're gonna have different environmental tiles available to you and those will kind of enable or buff existing structures that you place in your Freehold... I don't know that we would put like fish farming just for a freehold that's on a river. What we would probably do is give you a buff to fishing in that area. That kind of a thing. So there'll be more buffs for existing things rather than necessarily a special buildings just for that area. But again we're not fully baked in on that system yet, so it's very possible though we end up going down that direction.[62]Jeffrey Bard

Timeline

Classes artisanales (Collecte, Processing, Artisanat) will come online fully in Alpha-2 and the Betas.[63][64]

In Alpha One the core basics of what crafting represents as a gameplay loop that is represented. So that means that there are gatherables out there. You will have to have tools in order to service those gatherables. There will be processing that's necessary; and then there's crafting stations that are available and can be constructed by the players. This is in Alpha One. You have to collect the recipes, you have to collect the materials, and you have to refine the materials; and then you have to create the reagents and then use those to kind of create the final crafting component of that you're trying to create. So that in and of itself is present, but it is a very very small piece of really what will be the larger crafting puzzle for Alpha 2 and betas.[63]Steven Sharif

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.[64]Steven Sharif

Artwork

Community guides

Voir également

Les références

  1. 1.0 1.1 1.2 1.3 1.4 1.5 Direct, 2017-05-05 (34:15).
  2. 2.0 2.1 2.2 2.3 2.4 Podcast, 2021-04-11 (40:20).
  3. 3.0 3.1 3.2 Entrevue, 2020-03-27 (9:00).
  4. artisan skill tree.png
  5. 5.0 5.1 Direct, 2017-05-24 (32:07).
  6. 6.0 6.1 Direct, 2019-07-26 (1:09:46).
  7. 7.0 7.1 Entrevue, 2020-03-27 (5:25).
  8. 8.0 8.1 Direct, 2017-05-05 (6:12).
  9. artisan mastery1.png
  10. 10.0 10.1 artisan mastery5.png
  11. artisan mastery3.png
  12. artisan mastery4.png
  13. Direct, 2017-07-18 (37:25).
  14. 14.0 14.1 14.2 14.3 Direct, 2017-09-03 (10:48).
  15. 15.0 15.1 15.2 15.3 15.4 Direct, 2017-05-08 (54:26).
  16. 16.0 16.1 Direct, 2020-07-31 (1:05:58).
  17. 17.0 17.1 17.2 17.3 17.4 17.5 Direct, 2020-07-25 (1:04:50).
  18. 18.0 18.1 Direct, 2019-12-17 (1:14:42).
  19. Gathering.png
  20. 20.0 20.1 About Ashes of Creation.
  21. Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  22. 22.0 22.1 Direct, 2021-03-26 (1:07:33).
  23. 23.0 23.1 a419c5398b542a713545e4f393d67215.png
  24. 24.0 24.1 Podcast, 2017-05-05 (43:05).
  25. 25.0 25.1 Entrevue, 2020-07-18 (27:11).
  26. 26.0 26.1 26.2 26.3 Direct, 2017-05-05 (8:22).
  27. flanggler.png
  28. Direct, 2017-11-17 (53:28).
  29. resource quality.png
  30. Direct, 2020-04-30 (53:11).
  31. 31.0 31.1 Entrevue, 2018-10-20 (2:13).
  32. 32.0 32.1 32.2 32.3 end level mats.png
  33. Direct, 2021-07-30 (1:16:05).
  34. Entrevue, 2018-10-20 (17:31).
  35. Entrevue, 2020-07-20 (20:17).
  36. Direct, 2017-05-08 (20:41).
  37. Direct, 2017-07-18 (38:30).
  38. Direct, 2017-05-26 (26:00).
  39. Entrevue, 2018-05-11 (24:18).
  40. steven-a1-fishing+raptors.png
  41. Direct, 2020-03-28 (48:31).
  42. artisan classes.png
  43. Entrevue, 2018-05-11 (38:25).
  44. 44.0 44.1 Podcast, 2018-05-11 (1:00:07).
  45. Direct, 2018-08-17 (15:14).
  46. CraftingImportance.png
  47. Direct, 2020-01-30 (1:38:26).
  48. Direct, 2017-05-12 (1:00:18).
  49. Entrevue, 2020-07-19 (6:38).
  50. Direct, 2017-05-24 (17:08).
  51. 51.0 51.1 Entrevue, 2018-10-20 (2:31:39).
  52. Ashes of Creation Store: Velkor's Eye.
  53. Node series part II – the Metropolis.
  54. Direct, 2017-05-24 (9:58).
  55. stevenclarification.png
  56. Direct, 2019-06-28 (1:09:22).
  57. 57.0 57.1 57.2 Entrevue, 2020-07-08 (45:23).
  58. 58.0 58.1 58.2 Direct, 2020-08-28 (2:14:06).
  59. Direct, 2017-05-26 (44:11).
  60. Direct, 2020-05-29 (41:27).
  61. 61.0 61.1 Direct, 2017-10-16 (56:42).
  62. Direct, 2018-12-06 (44:14).
  63. 63.0 63.1 63.2 63.3 63.4 63.5 63.6 Direct, 2021-03-26 (42:28).
  64. 64.0 64.1 64.2 Entrevue, 2021-02-07 (35:30).
  65. Direct, 2021-04-30 (41:18).