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Différences entre les versions de « Freehold buildings »
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{{Freehold buildings}} | {{Freehold buildings}} | ||
− | == | + | == Homesteads == |
− | {{ | + | {{Homesteads}} |
− | == | + | === Homestead building skins === |
− | {{#dpl:category = | + | {{Homestead building skins}} |
− | |mode | + | |
− | | | + | == Artisan buildings == |
− | |format=«gallery»,%PAGE% | + | |
− | | | + | {{Artisan buildings}} |
− | | | + | |
− | | | + | === Processing workstations === |
+ | |||
+ | {{Processing stations}} | ||
+ | |||
+ | === Crafting workstations === | ||
+ | |||
+ | {{Crafting stations}} | ||
+ | |||
+ | === Artisan building skins === | ||
+ | |||
+ | {{Artisan building skins}} | ||
+ | |||
+ | == Business buildings == | ||
+ | |||
+ | {{Business buildings}} | ||
+ | |||
+ | === List of business buildings === | ||
+ | |||
+ | {{List of business buildings}} | ||
+ | |||
+ | === Business building skins === | ||
+ | |||
+ | {{Business building skins}} | ||
+ | |||
+ | == Freehold building placement == | ||
+ | |||
+ | {{Freehold building placement}} | ||
+ | |||
+ | === Freehold building permits === | ||
+ | |||
+ | {{Freehold building permits}} | ||
+ | |||
+ | == Freehold progression == | ||
+ | |||
+ | {{Freehold progression}} | ||
+ | |||
+ | === Freehold building tech trees === | ||
+ | |||
+ | {{Freehold building tech trees}} | ||
+ | |||
+ | == Naming buildings == | ||
+ | |||
+ | {{Naming buildings}} | ||
+ | |||
+ | == Visuals == | ||
+ | |||
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* [[Architecture]] | * [[Architecture]] | ||
− | + | == References == | |
[[Category:Buildings]] | [[Category:Buildings]] |
Version actuelle datée du 8 avril 2024 à 01:57
Différents bâtiments peuvent être placés sur une le terrain d'une propriété privée.[2][3]
- Artisan buildings
- Business buildings
- Fishery
- Freehold building blueprints
- Freehold building permits
- Freehold building tech trees
- Freehold farms
- Guild hall skins
- Salles de guilde
- Fermes
- Auberges
- Large homesteads
- Cour à bois
- Medium homesteads
- Metalworking stations
- Mills
- Patron guild halls
- Sheds
- Shrines
- Small homesteads
- Smithies
- Stables
- Tavernes
Chaque bâtiment nécessitera des plans et différents matériaux.[4]
- Les sous-sols dans les bâtiments en propriété privée sont encore à décider.[5]
La taille des bâtiments en propriété privée ne changera pas en matière de largeur, mais pourrais augmenter en terme de hauteur.[6]
- Certains bâtiments auront plusieurs variantes, avec différentes tailles. (Par exemple : une maison de taille petite, moyenne, grande, jusqu'à un manoir.)[6]
- Une maison de la taille d'un manoir pourrais occuper jusqu'à 50% du terrain d'une propriété privée.[6]
L'Architecture d'un bâtiment en propriété privée est basé sur le plan de construction du bâtiment.[7]
- Les cosmétiques peuvent également être appliqués à un plan selon le type du bâtiment.[7]
- La race choisie par le joueur n'influence pas les plans de construction qu'il peut obtenir. (chaque races peut obtenir tous les plans de construction sans restriction particulière) .[8]
Nous voyons les propriétés privées comme votre espace personnel, nous voulons donc que vous puissiez lui donner l'apparence que vous souhaitez.[7] – Jeffrey Bard
Fermes
Fermes (homes) are a type of freehold building in Ashes of Creation.[10][11][12][2]
- The homestead is the first building that must be constructed on a freehold.[10][11][12]
- The homestead provides the ability to place furniture, including storage.[12]
- The amount of furniture that can be placed is dictated by the size of the homestead.[10][11][6]
- A small house, for example, might only be able to place 100 Furniture items, whereas a medium or large house would be able to place many more; and so that's a balancing factor for players in determining if they want to have a larger house, or have a smaller house and have more farmland, whereas they're sacrificing furniture then for that.[14] – Kory Rice
- A freehold may only have one homestead.[10]
- The vast majority of cosmetic freehold skins are used for the home.[12]
- Mansion sized homesteads may occupy up to 50% of a freehold plot.[6]
Homestead building skins
Cosmetic freehold building skins for homestead buildings.[10][15][11][16]
[ All homesteads ] [ Small homesteads ] [ Medium homesteads ] [ Large homesteads ]
Artisan buildings
Artisan buildings are freehold or node buildings that give general benefits to the freehold or node and allow the placement of workstations for artisan professions.[17][18][19][11][9]
- Processing stations.[19][12][20]
- Freeholds are the only place that master and grandmaster processing is available.[19][11]
- Crafting stations.[19][12]
- Players can craft up to journeyman level on freeholds.[19][11]
- Freehold building blueprints are required for the construction of artisan buildings on freeholds.[11][9][21][22][23][24][25]
- Currently freeholds have a combined maximum total of six artisan and business buildings that can be placed in addition to a homestead.[26]
- A minimum of two artisan buildings will be required to max out a particular profession.[26]
- Maxing the freehold building tech trees for that profession will grant access to all four of its workstations.[26][27][19][11]
- Artisan and business buildings require permits and may incur upkeep costs.[10]
Processing workstations
Processing stations are workstations that are used to process raw materials into processed goods (crafting materials) at nodes or on freeholds.[10][30][12][20][23]
- Artisan buildings are required to be placed on freehold (and node) plots to unlock placement of processing stations.[10][11][9]
- Each processing profession has four processing stations that unlock as players progress through their artisan building tech trees.[26][19][11]
- Each processing profession will have four stations; and the stations will come online as you progress through the profession. Each one of those stations will make goods that are immediately useful to the economy, to crafters, to other processors; and each processing station will build on itself and into the other stations.[31] – Kory Rice
- Master and grandmaster processing can only take place on freeholds.[11][32]
- 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
- Processing stations have queue slots that allow jobs to be queued at that station.[34] Processing jobs are processed sequentially for all players in freeholds. Processing jobs in nodes are processed sequentially per player, but concurrently with other player's jobs.[35]
- Q: Can you provide more details in regards to the design philosophy behind why it's a queue system for freeholds but not for nodes?
- A: On the freehold, processing can achieve the highest levels of processing. That's where the highest levels of processing occur. Nodes can only go up to a certain level of processing. Now we want to be able to throttle the amount of resources that can be processed at any given time in response to the fluctuation and flows of the economy. So, we want to make sure that the economy is a bigger ship when turning than being able to immediately start processing everything at once and get new resources out as the flow of supply and demand changes within the world. And because- again that's at the highest levels of processing; and you're sharing the available queues that exist at those stations. It's going to take time and it's going to take a long time for the higher level materials.[36] – Steven Sharif
- There will also be time-related and gameplay elements that require the player to interact with processing stations.[34] These elements act to throttle 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
- Processing times, yields, queue times, and job sizes can increase based on node progression, service building upgrades, node policies, and relics.[37][34][23]
- 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.[23] – Steven Sharif
- Processing stations are distinct from crafting workstations that are used to craft finished goods.[32][30]
- The developers are considering a decay system for processing stations similar to item decay for gear.[38]
- Q: Do processing stations wear out over time? Do they have to be repaired?
- A: That's something that we're still discussing internally. It is coded in such a way where it's an easy variable for us to change that. There are material components that are necessary to feed the machines to keep them up and running, or it could be based on how you interact with the fuel components. If you overheat- overcharge with fuel, that can create like a system degrade similar to your armor decay, which then you have to feed materials in order to rebuild maintenance-wise. Right now it is not implemented. With that in mind, the only maintenance required is going to be through taxation. And depending on the number of permits that you have placed on the freehold will increase the amount of taxes that are necessary to be paid for the freehold.[38] – Steven Sharif
Crafting workstations
Crafting stations (also referred to as Crafting benches) are workstations located on freeholds or within nodes.[10][30][12][42][43]
- Recipes have slots for required and selectable crafting materials. Adding higher rarity selectable materials increases the rarity of the crafted item.[44][39][45] Choosing different selectable items can also result in crafted items with different statblocks and unique properties.[40]
- Different tiers of crafting stations represent the quality of the items that can be crafted.[42]
- Higher tier crafting stations are unlocked with node progression.[46]
- Ville (organiser 5) nodes may have one Grandmaster crafting station.[47]
- Métropole (organiser 6) nodes may have two Grandmaster crafting stations.[47]
- Players can only craft up to journeyman level on freeholds.[11]
- Upper-tier crafting benches within a node are accessible by its citizens.[48]
- Top tier crafting stations are present at all node types, however Academic nodes offer additional bonuses to crafting performed there.[49]
- Higher tier crafting stations are unlocked with node progression.[46]
- Crafting stations can pull inventory from a player's personal storage and warehouse storage from the node that the crafting station is in.[50]
- There is no limit to the number of players that can use a crafting station at the same time.[34]
- Crafting stations are distinct from processing stations, which are used to process raw materials into processed goods (crafting materials) at nodes or on freeholds.[30][12][20][23]
- Q: Can crafting stations be mobilized / moved and can they be placed anywhere in the world?
- A: It depends on the crafting station. There are going to be different tiers of crafting stations that represent the quality of item you're looking to create within that specific profession. There's going to be crafting stations that can be utilized by players within their freeholds and then crafting stations that are resigned only to the development of particular nodes, within particular areas, or particular buildings... There's a wide variety of those things to make it a more dynamic experience and something that caveat how players decide to build the world and what the value of those things are.[42] – Steven Sharif
- Légendaire crafting benches are present in the Académie unique building of Métropole (organiser 6) Academic nodes.[51]
Artisan building skins
Cosmetic freehold building skins for artisan buildings.[10][15][11][16]
- These skins can be placed on any artisan building, regardless of type.[52][53]
- Artisan cosmetic skins go on artisan buildings and not the individual profession stations themselves.[10]
Business buildings
Business buildings are freehold or node buildings that provide items and services to players.[17][18][54][11][55]
- Business buildings can provide services without the owner being present.[10]
- Freehold owners are able to set permissions that grant access to the business buildings' services.[11]
- Currently freeholds have a combined maximum total of six artisan and business buildings that can be placed in addition to a homestead.[26]
- Artisan and business buildings require permits and may incur upkeep costs.[10]
- Maintaining businesses requires licensing and payments to the node your Freehold is associated with. This permitting system allows for a certain number of buildings to be constructed on a Freehold. Permits can be obtained from the same node the Freehold was certified from, and buildings that require permits will have an additional upkeep cost.[10]
List of business buildings
- Confectioner’s Delight
- Food halls
- Forge of Remembrance
- Giantslayer Lodge
- Greyshore Waystation
- Auberges
- Leyline Orrery
- Odeon of Sorcerous Awe
- Étals de joueur
- Quittin' Time Meadhall
- Shadeless Tree Tavern
- Shoreside Shack
- Sovereign's Respite
- Tavernes
- The Golden Arbor
Business building skins
Cosmetic freehold building skins for business buildings.[10][15][11][16]
- These skins can be placed on any business building, regardless of type.[53]
Placement d'un bâtiment sur une propriété privée
Les joueurs auront accès à un système basé sur une grille qu'ils pourront utiliser dans leur propriété privée pour placer des objets/accessoires et des bâtiments sur leur terrain.[56][57]
- Les joueurs devront gérer la façon dont les bâtiments sont organisés pour maximiser les primes de proximité.[57]
Selon l'endroit où est placé votre propriété privée, vous aurez différentes grilles environnementales à votre disposition et celles-ci activeront ou amélioreront en quelque sorte les structures existantes que vous placez dans votre propriété privée... Je ne sais pas si nous mettrons "la pisciculture" seulement pour une propriété privée qui est placée sur une rivière. Ce que nous ferions probablement par exemple, c'est de vous donner un bonus à la pêche dans cette zone. Ou un truc du genre. Il y aura donc plus de bonus pour les grilles environnementales plutôt que pour les bâtiments spéciaux présents dans cette zone. Mais encore une fois, nous ne sommes pas encore complètement intégrés à ce système, mais il est possible que nous finissions par aller dans cette direction.[58] – Jeffrey Bard
Freehold building permits
Freehold building permits allow placement of a specific number of different types of buildings on a freehold plot.[10][59][60]
- All Freehold buildings, except for housing, require a permit from a node of a certain level, and that may add an additional upkeep cost to keep the building running.[10]
- These permits must be acquired from the node where the freehold deed was obtained.[59][60]
- Artisan and business buildings require permits and may incur upkeep costs.[10]
- Homestead buildings do not require permits.[10]
- The number and type of buildings that can be placed on the freehold and the way these buildings get placed are subject to change based on testing and iteration during Alpha-2.[26][12]
- Freehold taxes are calculated based on the number of permits issued for buildings on a freehold.[10][38][62][63]
- Mayors can adjust tax rates on freehold building permits on a per-type basis.[61]
Freehold progression
Freehold progression unlocks new bonuses, abilities and capabilities for freeholds.[64]
- Bâtiments de propriété privée are able to be levelled up based on the length of time and productivity of the freehold.[64]
- We want there to be progression in many systems and part of the freehold progression is that when you establish these base buildings the longer and more productive you are and exist with that freehold, the more opportunity those buildings will have to both level up: offering new bonuses, new abilities, new capabilities; and just surviving in this world is a feat in and of itself, so it's rewarded by allowing progression with those things.[64] – Steven Sharif
Freehold building tech trees
Freehold building tech trees allow freehold owners to specialize their freehold buildings.[65][66]
- Freehold building tech trees are building-specific.[67]
- Freehold building tech trees can be reset/respecced for a cost.[67][68]
- Maxing the tech trees for a particular profession will grant access to all four of its workstations.[26][27][19][11]
- In order to fully spec out a particular tree of one profession, you will need in most cases, at a minimum, two of the buildings for that particular profession. And that also grants you access to have all four of the workstations that that profession's building provides; and then you can spec into those territories. So you're occupying additional levels of permits in order to achieve that broad spectrum mastery over that particular profession, as opposed to specializing within the mastery of that profession.[26] – Steven Sharif
Naming buildings
Bâtiments will be able to be named. The custom name will appear as floating text when it is targeted.[69]
Visuels
2023-07-01
Voir également
Les références
- ↑ Ashes of Creation Store: Velkor's Eye.
- ↑ 2.0 2.1 Node series part II – the Metropolis.
- ↑ Direct, 2017-05-24 (9:58).
- ↑
- ↑ Direct, 2019-06-28 (1:09:22).
- ↑ 6.0 6.1 6.2 6.3 6.4 Entrevue, 2020-07-08 (45:23).
- ↑ 7.0 7.1 7.2 Direct, 2020-08-28 (2:14:06).
- ↑ Direct, 2017-05-26 (44:11).
- ↑ 9.0 9.1 9.2 9.3 Vidéo, 2023-06-30 (15:34).
- ↑ 10.00 10.01 10.02 10.03 10.04 10.05 10.06 10.07 10.08 10.09 10.10 10.11 10.12 10.13 10.14 10.15 10.16 10.17 10.18 10.19 10.20 10.21 10.22 10.23 10.24 Blog: Exploring the Boundless Opportunities of Freeholds.
- ↑ 11.00 11.01 11.02 11.03 11.04 11.05 11.06 11.07 11.08 11.09 11.10 11.11 11.12 11.13 11.14 11.15 11.16 11.17 11.18 11.19 11.20 11.21 11.22 Development Update with Freehold Preview.
- ↑ 12.00 12.01 12.02 12.03 12.04 12.05 12.06 12.07 12.08 12.09 12.10 Direct, 2023-04-07 (31:49).
- ↑ 13.0 13.1 Direct, 2023-06-30 (18:26).
- ↑ Direct, 2023-06-30 (19:41).
- ↑ 15.0 15.1 15.2 Direct, 2023-06-30 (23:40).
- ↑ 16.0 16.1 16.2 Direct, 2023-06-30 (22:05).
- ↑ 17.0 17.1 Blog: Development Update with Village Node.
- ↑ 18.0 18.1 Direct, 2023-08-31 (50:25).
- ↑ 19.0 19.1 19.2 19.3 19.4 19.5 19.6 19.7 Direct, 2023-06-30 (33:26).
- ↑ 20.0 20.1 20.2 Direct, 2022-06-30 (1:08:02).
- ↑ 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 23.3 23.4 Podcast, 2021-04-11 (40:20).
- ↑ Entrevue, 2020-03-27 (9:00).
- ↑ Direct, 2017-05-05 (34:15).
- ↑ 26.0 26.1 26.2 26.3 26.4 26.5 26.6 26.7 26.8 Entrevue, 2023-07-09 (33:55).
- ↑ 27.0 27.1 Direct, 2023-06-30 (41:41).
- ↑ Vidéo, 2023-11-30 (46:59).
- ↑ 29.0 29.1 Vidéo, 2023-11-30 (48:22).
- ↑ 30.0 30.1 30.2 30.3
- ↑ Direct, 2023-06-30 (37:30).
- ↑ 32.0 32.1 32.2 Vidéo, 2023-06-30 (16:02).
- ↑ 33.0 33.1 Direct, 2023-06-30 (38:18).
- ↑ 34.0 34.1 34.2 34.3 Direct, 2023-11-30 (1:26:16).
- ↑ Vidéo, 2023-11-30 (39:15).
- ↑ Direct, 2023-11-30 (1:28:10).
- ↑ Vidéo, 2023-11-30 (43:43).
- ↑ 38.0 38.1 38.2 Entrevue, 2023-07-09 (54:46).
- ↑ 39.0 39.1 Vidéo, 2023-11-30 (59:21).
- ↑ 40.0 40.1 Vidéo, 2023-11-30 (1:01:04).
- ↑ Vidéo, 2023-08-31 (45:06).
- ↑ 42.0 42.1 42.2 Direct, 2020-01-30 (1:38:26).
- ↑ Direct, 2017-05-12 (1:00:18).
- ↑ Direct, 2023-11-30 (1:38:47).
- ↑ Entrevue, 2018-10-20 (17:31).
- ↑ Entrevue, 2020-07-19 (6:38).
- ↑ 47.0 47.1 Direct, 2023-12-19 (1:49:28).
- ↑ Podcast, 2021-09-29 (4:43).
- ↑ Direct, 2023-12-19 (1:50:51).
- ↑ Direct, 2022-07-29 (1:17:33).
- ↑ Blog: Know Your Nodes - Scientific Node Type
- ↑
- ↑ 53.0 53.1
- ↑
- ↑
- ↑ Direct, 2020-05-29 (41:27).
- ↑ 57.0 57.1 Direct, 2017-10-16 (56:42).
- ↑ Direct, 2018-12-06 (44:14).
- ↑ 59.0 59.1
- ↑ 60.0 60.1 Direct, 2023-06-30 (1:21:48).
- ↑ 61.0 61.1
- ↑ Direct, 2023-06-30 (1:45:22).
- ↑
- ↑ 64.0 64.1 64.2 Podcast, 2018-05-11 (48:29).
- ↑ Direct, 2023-06-30 (42:37).
- ↑ Direct, 2023-06-30 (27:52).
- ↑ 67.0 67.1 Direct, 2023-06-30 (1:23:24).
- ↑ Direct, 2023-06-30 (31:43).
- ↑ Direct, 2018-10-31 (46:18).