Resource quality

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Ressources will have differing tiers of quality for the same resource type.[2] This is somewhat similar to Star Wars Galaxies.[3]

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.[5]Steven Sharif

Item rarities in Ashes of Creation.

Ressources

Pre-alpha gatherable mushrooms found in an underground cave.[14]

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.[15]

Gatherable resources (also known as raw materials, gatherables, and harvestables) occur in locations where you would expect them to be organically.[16][17]

  • Lower level resources will be abundant. Higher level resources that are gatherable by Apprentice level or higher artisans will spawn randomly but in places that make sense for that type of resource. Surveying is a mechanic that solo or group players can utilize to track these resources down.[16]
We want to be able to spawn stuff randomly and we want to put it in places in the world that will make people travel and bolster up our local player-to-player economies: have people actually be out in the world looking for stuff and not standing in the same place waiting for a tree or a flower to respawn over and over again. So, we're having the best of the both Worlds where we have our lower tier stuff that will fill out the base look of our world, so that it's always looking good; and then the higher tier stuff, from apprentice onward, will always spawn randomly in places that we've deemed look good and make sense for what that thing is. So, surveying is a way that you can track that stuff down. It will help you find places, will help you find particular resources, will help you find resources at a certain rarity; and so it should be something you could do as a gatherer on your own, or group up with other people to bolster up the power of your survey, or the range or reach of it.[16]Kory Rice
  • Certain resources will only be gatherable for a limited time during specific story arcs.[18]
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.[18]Jeremy Gess
  • The location the resource was found can affect the benefits, bonuses, and other characteristics of that resource.[24]
    • Some resources will be one-time gatherables, others will exist as clusters that will last until the vein is depleted.[25][2][17]
  • Resources do not expire or degrade over time.[32]
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.[32]Steven Sharif

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.[15]

The location a resource is found can affect its benefits, bonuses, and other characteristics of that resource.[24]

  • Lower level resources will be abundant. Higher level resources that are gatherable by Apprentice level or higher artisans will spawn randomly but in places that make sense for that type of resource. Surveying is a mechanic that solo or group players can utilize to track these resources down.[16][25][2]
  • Some resources will exist as a cluster (also called vein gatherables). These will last until the full resource is depleted.[36][25][2][17][37]
    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.[2]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.[2][17][38]
    • There will be moving resources such as herds of animals that are constantly moving around the world.[36][38]
    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.[36]Steven Sharif
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.[39]Steven Sharif
  • Some unique resources may be monsters in disguise or have monsters defending them.[40]
info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.

Collecte

Collecte en version de démonstration de l'Alpha-1.[44]

La collecte est l'une des classes artisanales dans Ashes of Creation.[14][45]

Certain low level gatherables will have a tiered progression into higher level crafting. So for example 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 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.[48]Steven Sharif

Gathering tools

La classe artisanale de Collecte nécessite la création et l'utilisation d'outils de récolte qui permettent la collecte des ressources.[46][47]

  • 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.[4]
  • Les outils auront une durabilité et une durée de vie.[25][50]
    • Le nombre d'utilisations d'un outil de collecte augmente tandis que le collecteur devient plus compétent dans l'arbre d'artisanat de collecte.[25]
    • Les outils peuvent devenir non-réparables, ce qui implique une nouvelle fabrication.[50]
  • Les artisans n'auront pas besoin de s'appuyer sur d'autres arbres afin de fabriquer leurs outils.[46]

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.[47]Steven Sharif

Le Traitement requiert des plans pour la construction des bâtiments qui sont nécessaire pour traiter les resources.[46]

Voir également

Les références

  1. Vidéo, 2023-11-30 (30:19).
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 Direct, 2020-07-25 (1:04:50).
  3. resource quality.png
  4. 4.0 4.1 Direct, 2020-04-30 (53:11).
  5. 5.0 5.1 Entrevue, 2018-10-20 (2:13).
  6. Alpha-1 screenshot.
  7. 7.0 7.1 7.2 7.3 7.4 7.5 7.6 Podcast, 2023-12-03 (11:28).
  8. Alpha-1 screenshot.
  9. Alpha-1 screenshot.
  10. Alpha-1 screenshot.
  11. Alpha-2 screenshot.
  12. Alpha-1 screenshot.
  13. Alpha-1 screenshot.
  14. 14.0 14.1 14.2 14.3 Direct, 2017-09-03 (10:48).
  15. 15.0 15.1 About Ashes of Creation.
  16. 16.0 16.1 16.2 16.3 Vidéo, 2023-11-30 (28:22).
  17. 17.0 17.1 17.2 17.3 17.4 17.5 Direct, 2017-05-08 (54:26).
  18. 18.0 18.1 18.2 Vidéo, 2023-03-31 (16:42).
  19. Direct, 2022-05-27 (55:47).
  20. Vidéo, 2022-05-27 (15:50).
  21. Direct, 2017-05-08 (20:27).
  22. Steven Crops.PNG
  23. Vidéo, 2023-11-30 (34:36).
  24. 24.0 24.1 Direct, 2023-04-28 (1:24:36).
  25. 25.0 25.1 25.2 25.3 25.4 25.5 Direct, 2020-07-31 (1:05:58).
  26. Direct, 2021-03-26 (1:07:33).
  27. a419c5398b542a713545e4f393d67215.png
  28. Podcast, 2017-05-05 (43:05).
  29. Entrevue, 2020-07-18 (27:11).
  30. Direct, 2023-10-31 (1:18:33).
  31. steven-stolen-glint.png
  32. 32.0 32.1 Direct, 2023-03-31 (1:19:26).
  33. Direct, 2017-05-05 (34:15).
  34. Direct, 2017-05-10 (8:22).
  35. mine-shaft-leak.png
  36. 36.0 36.1 36.2 Direct, 2022-05-27 (1:00:23).
  37. Unreal Engine Interview, 2017-05-23.
  38. 38.0 38.1 Direct, 2019-12-17 (1:14:42).
  39. 39.0 39.1 Direct, 2023-03-31 (59:10).
  40. Gathering.png
  41. procedural generation.png
  42. Direct, 2017-05-19 (37:03).
  43. steven-a1-fishing+raptors.png
  44. Direct, 2020-03-28 (48:31).
  45. artisan classes.png
  46. 46.0 46.1 46.2 46.3 46.4 Entrevue, 2020-03-27 (9:00).
  47. 47.0 47.1 47.2 Entrevue, 2018-05-11 (38:25).
  48. 48.0 48.1 Podcast, 2018-05-11 (1:00:07).
  49. Direct, 2020-04-30 (54:33).
  50. 50.0 50.1 crafting tools.jpg