Enchanting
Il existe deux types d'enchantements pour les objets : Verticale et horizontal.[1]
- 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.[1]
- Il n'y a pas de RNG dans l'artisanat mais il peut y avoir une petite quantité de RNG dans l'enchantement.[2]
- 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.[3][4]
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.[3] – 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.[1]
Les services d'enchantements sont vendus dans les étals de joueurs.[5]
L'enchantement n'augmente pas le niveau requis des objets.[6]
- 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.[6] – Steven Sharif
Weapon progression
Armes have their own progression paths.[9][10]
- Each type of weapon has its own skill tree that grants passive skills and proc effects and other status conditions.[11][12][13][14][15][16][17][18][9][19][20]
- The weapon combo system determines special effects that proc based on weapon progression.[9][20]
- Ancillary effects proc based on enchantment types.[20]
- Augmentations d'équipement (power stones) can be applied to add elemental or energy types of damage.[20]
- Dual wielded weapons will have its own progression based on weapon type.[21]
- Weapon proficiency (based on length of use of a weapon) is not a planned feature.[19]
- Ashes of Creation is all about providing many progression paths... The reason why we don't like the term endgame is because with the amount of progression that's available with the amount of diversity and player agency that impacts the world... We want the weapon system [to] add an element of that as well... You can determine special effects that proc from currently the combo system; you can determine ancillary effects that proc based on enchantment types; you can power stone weapons to add different either elemental types of damage and/or energy that play rock-paper-scissor with player defenses ... and then you can skill tree out how those effects that are granted ... you can make them better you can branch them off into a different direction.[20] – Steven Sharif
Gear enhancement
Des améliorations d'équipement (pierres de puissance / runes) peuvent être appliquées aux armes pour ajouter des types de dégâts élémentaires ou énergétiques.[20][22]
- Les améliorations d'équipement n'augmentent pas le niveau requis d'un objet.[6]
Nous allons très probablement avoir un système de runes et ensuite nous aurons la possibilité d'enchanter des armes en dehors de cela aussi... Ce ne sera pas toujours comme une progression verticale... Une partie demandera d’abandonner quelque chose pour obtenir autre chose ; alors peut-être que je fais moins de dégâts physiques mais plus de dégâts magiques, ce genre de chose.[22] – Jeffrey Bard
- La Progression dans divers systèmes JcJ débloquera des pierres d'enchantement qui accordent des avantages temporaires axés sur le PvP à l'équipement (via un système de sertissage).[23] Les performances sont mesurées sur des saisons PvP de six mois.[24] – Steven Sharif
Ce n'est pas comme si vous alliez nécessairement les acquérir une fois et ensuite vous êtes prêt pour vos enchantements PvP, mais au lieu de cela, vous devrez continuellement performer mois après mois afin de continuer à avoir ces enchantements.[23]
Enchantment appearance
Enchantments have visual effects associated with them, such as glows and colors on weapons.[25][26]
- Indicates threat to other players.[26]
- Gives recognition for difficult achievements.[26]
Étals de joueur
Étals de joueur (also called Kiosks and rental stalls) are rentable locations near the unique building in an Economic node[29], in Marchés (the constructible building available for placement by mayors of any Town (organiser 4) node or higher), or as business buildings on freehold plots.[30][31]
- All nodes do have the ability to spawn player stalls. If you're not an economic node and you don't have a market- that's essentially your unique building- then you can construct essentially what is I guess would be called a... marketplace; and that marketplace will then come with certain services and it will come with a certain number of stalls. The economic node as I recall has the ability to construct an auction house and the auction house serves through the economic means the ability to list and sell items and that comes with additional stalls as well for the players.[31] – Steven Sharif
Renting a player stall enables players to sell items as well as provide repair and enchanting services, even when they are not online.[32]
- Player stalls are rentable by node citizens.[33]
- Player stalls may be utilized for a period of time based on the price paid to rent the stall.[32]
- Player stalls are linked to a player's warehouse.[34]
- Player stalls do not require the attendance of the character or for that character to be online.[33]
- Players are able to input required items for repair and also purchase required materials for that repair.[36]
- Player stalls may still operate during node siege declaration. This is subject to testing.[37]
- Players are not able to be attacked or robbed while occupying their player stall inside the limits of a node.[38]
- Bulletin boards that list the items available in player stalls can be accessed from anywhere in the region.[35]
- These give the location of the stall so players can travel there and purchase the items.[35]
- Stall sales are also listed in auction houses.[39]
- This may no longer be accurate.[40]
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:[41]
- Over-enchanting carries the risk of destroying that item[42], rendering it useless for use temporarily.[43]
- Players gain craftable items and recipes from deconstructing (salvaging) completed items.[42]
- A portion of resources and materials are lost when caravans or nodes are destroyed.[44]
- Corrupted players who die can lose gear.[45]
- Item durability (item decay) does not destroy items, but it acts as a materials sink.[45][46][47] Zero percent durability will unequip an item, increasing its repair costs.[48]
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..[47]
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.[46] – Steven Sharif
Voir également
Les références
- ↑ 1.0 1.1 1.2 1.3 1.4
- ↑
- ↑ 3.0 3.1 Entrevue, 2020-07-29 (15:04).
- ↑ Direct, 2017-05-05 (20:41).
- ↑ Direct, 2017-05-17 (58:55).
- ↑ 6.0 6.1 6.2 Direct, 2021-03-26 (1:15:57).
- ↑ Direct, 2021-04-30 (53:08).
- ↑ Entrevue, 2018-10-20 (2:53:52).
- ↑ 9.0 9.1 9.2 Direct, 2020-01-30 (1:28:40).
- ↑ Direct, 2018-05-04 (45:37).
- ↑ Direct, 2022-06-30 (1:12:38).
- ↑ Direct, 2022-09-30 (53:15).
- ↑ Direct, 2022-09-30 (43:45).
- ↑ Vidéo, 2022-09-30 (24:49).
- ↑ Podcast, 2021-09-29 (47:57).
- ↑ Entrevue, 2021-02-07 (49:18).
- ↑ Entrevue, 2020-07-19 (53:59).
- ↑ Entrevue, 2020-07-18 (1:07:51).
- ↑ 19.0 19.1 February 8, 2019 - Questions and Answers.
- ↑ 20.0 20.1 20.2 20.3 20.4 20.5 Direct, 2018-06-04 (1:11:19).
- ↑ Direct, 2021-06-25 (1:29:39).
- ↑ 22.0 22.1 Direct, 2018-06-04 (21:37).
- ↑ 23.0 23.1 23.2 23.3 23.4 Entrevue, 2020-07-18 (16:34).
- ↑ Entrevue, 2020-07-18 (14:22).
- ↑ Direct, 2022-01-28 (56:12).
- ↑ 26.0 26.1 26.2 Official Livestream - May 4th @ 3 PM PST - Q&A
- ↑ 27.0 27.1 Ashes of Creation Instagram, 2020-08-19.
- ↑ Direct, 2020-05-29 (1:00:57).
- ↑ Direct, 2019-05-30 (1:26:16).
- ↑ Direct, 2023-06-30 (25:05).
- ↑ 31.0 31.1 Entrevue, 2020-07-08 (55:05).
- ↑ 32.0 32.1 32.2 Direct, 2017-05-10 (16:36).
- ↑ 33.0 33.1
- ↑ 34.0 34.1 Direct, 2020-10-30 (1:04:59).
- ↑ 35.0 35.1 35.2 Direct, 2017-05-10 (35:16).
- ↑
- ↑ Direct, 2020-10-30 (1:06:09).
- ↑ Direct, 2017-10-16 (59:39).
- ↑
- ↑ Direct, 2020-07-31 (1:34:06).
- ↑ Direct, 2017-05-10 (10:47).
- ↑ 42.0 42.1 Direct, 2017-05-08 (20:41).
- ↑ Entrevue, 2020-07-30 (16:17).
- ↑ Entrevue, 2020-07-18 (55:01).
- ↑ 45.0 45.1 Direct, 2021-05-28 (1:53:04).
- ↑ 46.0 46.1 Entrevue, 2021-02-07 (13:14).
- ↑ 47.0 47.1 Podcast, 2017-05-13 (25:55).
- ↑