Traitement
Traitement is one of the artisan classes in Ashes of Creation.[1]
- Processing involves the refining of raw materials obtained from gathering and item deconstruction.[1]
- The bulk of the time spent in the artisan system resides in the processing branch. The processing time varies based on the quality of the processed goods.[2]
- Some processing can be carried out in nodes, but the best processing can only be carried out on freeholds at processing stations.[3][4]
Processing professions
Artisan progression
Les joueurs doivent choisir un chemin dans l'arbre de compétences d'artisan pour chaque personnage.[5] Pour chaque chemin d'artisan (Collecte, Traitement et Artisanat) il y a plusieurs professions. Un personnage ne pourra suivre qu'un seul chemin entièrement.[6][7]
- Les joueurs peuvent s'essayer à chaque profession en tant que "débutants" avant de décider quel chemin ils suivront.[8]
- 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.[9]
- Il est possible de maîtriser chaque profession du chemin d'artisan choisi, mais cela sera une épreuve longue et laborieuse, coûteuse en ressources.[10]
- 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. [13]
- Choisir une profession n'affecte pas les stats des joueurs.[14]
- Les personnages d'un même compte (Alts) pourront avoir différentes professions.[6]
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.[8] – 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.[7] – Steven Sharif
Artisan mastery
A character may only ever master one of the three parent artisan paths (Collecte, Traitement or Artisanat).[15][16][7][6]
- That character may then master up to two professions within this mastered path (subject to testing).[15][16][7][6]
- A character will be able to achieve up to tier 3 or tier 4 proficiency in professions that are not mastered.[16][8]
- Players will have the opportunity to dabble in all of the professions at a very beginners level and then you know that gives them an understanding of what that profession feels like and then allows them to pinpoint the direction that they want to go in to master particular professions.[8] – Steven Sharif
- Based on testing, it may be decided to limit profession mastery certificates to a capped value.[11][12]
- Becoming a master Crafter or a master Processor or a master Gatherer should be a significant time investment and resource investment; and because of that it should also be something that when you achieve that status it's like people on the server know who you are.[17] – Steven Sharif
- Masteries aren’t just about making an item. They grant many things, including titles, access to items, bargains, and quests. [13]
- Previously it was stated that with considerable effort a player can master all professions within a mastered parent artisan class.[10][18] This was later changed to a player being able to master some but not all professions within a mastered parent artisan class.[19][5] This was changed to being able to master up to two or three professions within a mastered parent artisan class (subject to testing).[16] The current stance is being able to master up to two professions.[15]
Processing stations

Processing stations are of course a necessary component of taking gatherables into usable crafted goods essentially to fulfill what recipes require in order to make items.[3] – Steven Sharif
Processing stations are workstations that are used to process raw materials into processed goods (crafting materials) at nodes or on freeholds.[20][3][4][2]
- Processing stations are distinct from workstations, which are used to craft finished goods.[20]
- Blueprints are required for the construction of these freehold buildings.[21][22][2][23][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
- There will be a preparatory phase to provide the building with needed fuel or other materials to process the required grade of materials.[22]
- 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.[22] – 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.[22]
- 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.[22] – Steven Sharif
List of processing stations
Raw materials

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.[25]
Gatherable resources (also known as raw materials and harvestables) occur in locations where you would expect them to be organically.[26]
- Certain resources will only be gatherable for a limited time during specific story arcs.[27]
- You want to take advantage of the limited time you have during the story arcs to get some of these rare resources for crafting things.[27] – Jeremy Gess
- The location the resource was found can affect the benefits, bonuses, and other characteristics of that resource.[28]
- Corrupted areas may house special types of resources.[29][27]
- Certain types of resources will have a corrupt state... We have a Spirit Bloom, which is a harvestable herbalism plant, but when a Zone becomes corrupt you can potentially yield Corrupted Spirit Blooms; and those are necessary components of certain crafting recipes.[29] – Steven Sharif
- Some resources will be one-time gatherables, others will exist as clusters that will last until the vein is depleted.[30][31][26]
- 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![32]
- Players drop resources and other items upon death, based on their applicable death penalties.[33][34][35][36]
- Resources will not expire or degrade over time.[37]
- We don't want to create an environment I feel where you're having to micromanage each of the resources that are very vast in our game. We have 100 plus material system where you're having to play whack-a-mole with managing those things... I don't see the value in it.[37] – Steven Sharif
- Raw materials (gatherable resources) are not to be confused with crafting materials (processed goods).[1][38]
Resource quality
Ressources will have differing tiers of quality for the same resource type.[31] This is somewhat similar to Star Wars Galaxies.[41]
- Gatherers who are more advanced in their artisan tree will unlock higher level harvesting tools that have a greater chance of collecting higher quality resources or proccing a greater quantity.[31][42][43]
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.[43] – Steven Sharif
In Alpha-1 testing there are 4 tiers of gatherable resources across all gathering professions:
Processed materials
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.[46]
Players drop materials and other items upon death, based on their applicable death penalties.[33][34][35][36]
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.[44]
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.[44] – Steven Sharif
Artisan gear
Artisan gear will boost artisans in their gathering, processing, or crafting professions.[47][48]
- Artisan gear may be able to be equipped in an undergarment slot that can be toggled between adventuring gear and artisan gear.[47]
- The developers are planning to have artisan gear sets available for Alpha-2.[47]
- 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.[47]
Artisan supply chain
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.[49][38] Chaque étape de la chaîne peut nécessiter des caravanes pour transporter les marchandises d'un artisan à l'autre.[9]
- Obtenir les matières premières :[50]
- En utilisant le métier de Collecte.
- En tuant des monstres et des boss.[51]
- Par la déconstruction d'armes ou d'armures.
- En les achetant à d'autres joueurs.
- Raffiner les matières premières grâce au métier de Traitement.[38]
- 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.[53] – Steven Sharif
Collecte
La collecte est l'une des classes artisanales dans Ashes of Creation.[24][56]
- Les ressources récoltables sont découvertes par essais et erreurs et en apprenant leurs apparences.[24]
- La collecte nécessite la fabrication et l'utilisation d'outils.[23][57]
- Collecter dans la zone d'influence (ZOI) d'un nœud contribuera à son gain d'expérience.[24]
- Certain low level gatherables will have a tiered progression into higher level crafting.[58]
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.[58] – Steven Sharif
Artisanat

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.[25]
L'Artisanat est une des classes artisanales dans Ashes of Creation. C'est l'élément moteur de l'économie du jeu.[60]
- L'Artisanat nécessite l'acquisition de recettes pour fabriquer des objets.[23]
- Les postes de fabrication sont situés sur les propriétés privées ou au sein des nœuds.[61][62]
- Les postes de fabrication de niveau supérieur sont déverrouillés avec la progression du noeud.[63]
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) is expected to come online fully in Alpha-2 and the Betas.[66][67]
- Approximately 10 percent of the artisan system was online in Alpha-1.[68][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
Visuels
Guides de la communauté
Voir également
Les références
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Direct, 2017-05-05 (34:15).
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 Podcast, 2021-04-11 (40:20).
- ↑ 3.0 3.1 3.2 Direct, 2023-04-07 (31:49).
- ↑ 4.0 4.1 Direct, 2022-06-30 (1:08:02).
- ↑ 5.0 5.1
- ↑ 6.0 6.1 6.2 6.3 Direct, 2017-05-24 (32:07).
- ↑ 7.0 7.1 7.2 7.3 Direct, 2019-07-26 (1:09:46).
- ↑ 8.0 8.1 8.2 8.3 Entrevue, 2020-03-27 (5:25).
- ↑ 9.0 9.1 Direct, 2017-05-10 (6:12).
- ↑ 10.0 10.1
- ↑ 11.0 11.1 11.2
- ↑ 12.0 12.1
- ↑ 13.0 13.1
- ↑ Direct, 2017-07-18 (37:25).
- ↑ 15.0 15.1 15.2
- ↑ 16.0 16.1 16.2 16.3 Direct, 2022-04-29 (1:13:00).
- ↑ Entrevue, 2020-07-20 (18:47).
- ↑
- ↑
- ↑ 20.0 20.1
- ↑ Direct, 2022-06-30 (1:09:29).
- ↑ 22.0 22.1 22.2 22.3 22.4 Direct, 2022-02-25 (1:12:27).
- ↑ 23.0 23.1 23.2 Entrevue, 2020-03-27 (9:00).
- ↑ 24.0 24.1 24.2 24.3 Direct, 2017-09-03 (10:48).
- ↑ 25.0 25.1 About Ashes of Creation.
- ↑ 26.0 26.1 Direct, 2017-05-08 (54:26).
- ↑ 27.0 27.1 27.2 Vidéo, 2023-03-31 (16:42).
- ↑ Direct, 2023-04-28 (1:24:36).
- ↑ 29.0 29.1 Direct, 2023-03-31 (59:10).
- ↑ Direct, 2020-07-31 (1:05:58).
- ↑ 31.0 31.1 31.2 Direct, 2020-07-25 (1:04:50).
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- ↑ 33.0 33.1 Direct, 2021-03-26 (1:07:33).
- ↑ 34.0 34.1
- ↑ 35.0 35.1 Podcast, 2017-05-05 (43:05).
- ↑ 36.0 36.1 Entrevue, 2020-07-18 (27:11).
- ↑ 37.0 37.1 Direct, 2023-03-31 (1:19:26).
- ↑ 38.0 38.1 38.2 38.3 Direct, 2017-05-10 (8:22).
- ↑
- ↑ Direct, 2017-11-17 (53:28).
- ↑
- ↑ Direct, 2020-04-30 (53:11).
- ↑ 43.0 43.1 Entrevue, 2018-10-20 (2:13).
- ↑ 44.0 44.1 44.2 44.3
- ↑ Direct, 2021-07-30 (1:16:05).
- ↑ Entrevue, 2018-10-20 (17:31).
- ↑ 47.0 47.1 47.2 47.3 Direct, 2022-06-30 (1:17:34).
- ↑ Direct, 2021-03-26 (1:06:50).
- ↑ Entrevue, 2020-07-20 (20:17).
- ↑ Direct, 2017-05-08 (20:41).
- ↑ Direct, 2017-07-18 (38:30).
- ↑ Direct, 2017-05-26 (26:00).
- ↑ Entrevue, 2018-05-11 (24:18).
- ↑
- ↑ Direct, 2020-03-28 (48:31).
- ↑
- ↑ Entrevue, 2018-05-11 (38:25).
- ↑ 58.0 58.1 Podcast, 2018-05-11 (1:00:07).
- ↑ Direct, 2018-08-17 (15:14).
- ↑
- ↑ Direct, 2020-01-30 (1:38:26).
- ↑ Direct, 2017-05-12 (1:00:18).
- ↑ Entrevue, 2020-07-19 (6:38).
- ↑ Direct, 2017-05-24 (17:08).
- ↑ 65.0 65.1 Entrevue, 2018-10-20 (2:31:39).
- ↑ 66.0 66.1 Direct, 2021-03-26 (42:28).
- ↑ 67.0 67.1 67.2 Entrevue, 2021-02-07 (35:30).
- ↑ Direct, 2021-04-30 (41:18).