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Bâtiments de propriété privée

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Révision datée du 14 avril 2023 à 20:32 par Lex (discussion | contributions) (Reorder sections)

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Différents bâtiments peuvent être placés sur une le terrain d'une propriété privée.[2][3]

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

List of freehold buildings

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.[9][10]

  • Les joueurs devront gérer la façon dont les bâtiments sont organisés pour maximiser les primes de proximité.[10]

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.[11]Jeffrey Bard

Freehold professions

Freehold progression

Freehold progression unlocks new bonuses, abilities and capabilities for freeholds.[15]

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.[15]Steven Sharif

Processing stations

Lumbersmiths processing station.[14]

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.[12]Steven Sharif

Alpha-2 metalworking processing station in action.[16]

We're trying to marry the visuals with what's actually going on with the station. So, if you have a job queued and you're trying to do errands throughout the node, or in your freehold or whatever, [you] should be able to look at the station and know what's going on with it: So you know he's there working and once he's done he's going to stop and you can be like, okay there's stuff ready to pick up and have some visuals associated with that. So, as much as we can have stuff rooted in world instead of throwing a bunch of UI in the player's face, that's something that we're trying to do and is important to us.[17]Kory Rice

Processing stations are workstations that are used to process raw materials into processed goods (crafting materials) at nodes or on freeholds.[18][19][12][13][20]

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.[24]Kory Rice
  • Processing stations require fuel to process the required grade of materials.[26][14][25][27]
    • Players can mix and match different fuels to fulfill the fuel requirements of a recipe.[26][14]
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.[27]Steven Sharif
  • Processing stations have queue slots that allow jobs to be queued at that station.[28] 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.[29]
    • Processing animations in freeholds are visible to all players (as there is a single shared processing queue). Processing station animations in nodes relate to the processing activity of each player individually, as each queue is personalized per player.[17]
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.[30]Steven Sharif
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.[27]Steven Sharif
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.[20]Steven Sharif
  • The developers are considering a decay system for processing stations similar to item decay for gear.[32]
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.[32]Steven Sharif

List of processing stations

Crafting stations

Artisanat a Nightblade weapon at a weaponsmithing station in the Winstead node in Alpha-2.[33]

There's going to be a number of different types of selectables that you can incorporate as part of the crafting process; each of them having unique results as part of the stat block for the weapon, but also increasing the quality, predicated on the quality of the selectable that you're contributing.[34]Steven Sharif

Crafting stations (also referred to as Crafting benches) are workstations located on freeholds or within nodes.[18][19][12][36][37]

  • There is no limit to the number of players that can use a crafting station at the same time.[28]
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.[36]Steven Sharif
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.

List of crafting stations

Player owned businesses

Shop sign concept art.[46]

Our business owner system... grants players a meaningful existence in the world and rewards them for their persistence, dedication and survivability.[47]Steven Sharif

Tavernes

The longer a tavern is in business and the more patrons served, the faster the tavern will level up.[48][47]

Q: What benefits do players receive for taking on the role of a tavern owner?
A: You will get noticeability with regards to your creations because that will be displayed to the characters that consume those things; but, in addition, you can get certain types of itemization rewards depending on the number of patrons that you serve. You can also reap economic rewards, such as gold from the inn that you are selling your goods at. And then you can unlock access to certain types of recipes and or vendors based on the level of reputation you build up in that particular node.[48]Steven Sharif
  • Taverns have tech trees that allow the tavern owner to specialize and upgrade specific bonuses and services provided by the business.[49][47]
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.
  • There may be quests that can only be gathered from player-owned taverns.[47]

Naming buildings

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.

Bâtiments will be able to be named. The custom name will appear as floating text when it is targeted.[50]

Freehold building skins

Sunbeam's Remembrance medium homestead cosmetic freehold building skin.[51]

After you build your house, you can build other buildings on your Freehold. Each building needs the blueprint to start the process. If you have a cosmetic skin you want to use on a building, this is used after placing the blueprint. Once this has been placed, the building will be shown in a non-functional, construction state. Players will need to provide the required materials needed to complete the building construction, for each building on their Freehold.[18]

Freehold building skins were offered as Kickstarter and Summer crowdfunding rewards and were available in pre-order packs.[52][53][54][55][56]

  • Freehold building skins can also be achieved in-game.[57]
  • Freehold building cosmetics cannot be sold or traded with other players.[58][52]
Cosmetics that we have sold as part of different packs throughout the past- our pre-order system: Those cosmetics are split into three primary categories: housing, artisanship, and business; and we will have a breakdown that we're going to be releasing of the cosmetics that have come previously and which categories they exist in, but players will have the option to override the appearance of a blueprint that exists within one of those categories with an associated cosmetic skin; and that is obviously not just something that can be purchased through the pre-order system, but also can be achieved in-game as well- our cosmetics that can be applied to specific building types. And we don't get as granular where, let's say, you might have a shrine cosmetic, and you have, let's say, a blacksmith building that you wouldn't be able to apply the shrine to the blacksmith building. If the shrine exists in the artisanship lane you can apply it to any artisanship type building, but not to a house or business. so giving a little bit of additional context there.[57]Steven Sharif
  • A planned feature may allow multiple buildings to be replaced by a single large cosmetic skin.[63]
Cosmetics that are are very large in size- we will have a system that's not been developed yet, but we've been planning for this: we'll have a system where multiple buildings can be occupied space-wise by the larger cosmetic. So, a cosmetic might replace the visual appearance of one particular building, but then you'll be able to have that footprint occupy multiple buildings to replace the visual appearance. So that way you're still utilizing the similar amount of space.[57]Steven Sharif

Voir également

Les références

  1. Ashes of Creation Store: Velkor's Eye.
  2. Node series part II – the Metropolis.
  3. Direct, 2017-05-24 (9:58).
  4. stevenclarification.png
  5. Direct, 2019-06-28 (1:09:22).
  6. 6.0 6.1 6.2 Entrevue, 2020-07-08 (45:23).
  7. 7.0 7.1 7.2 7.3 7.4 Direct, 2020-08-28 (2:14:06).
  8. Direct, 2017-05-26 (44:11).
  9. Direct, 2020-05-29 (41:27).
  10. 10.0 10.1 Direct, 2017-10-16 (56:42).
  11. Direct, 2018-12-06 (44:14).
  12. 12.0 12.1 12.2 12.3 12.4 12.5 Direct, 2023-04-07 (31:49).
  13. 13.0 13.1 13.2 Direct, 2022-06-30 (1:08:02).
  14. 14.0 14.1 14.2 14.3 14.4 14.5 14.6 14.7 14.8 Development Update with Freehold Preview.
  15. 15.0 15.1 15.2 Podcast, 2018-05-11 (48:29).
  16. Vidéo, 2023-11-30 (46:59).
  17. 17.0 17.1 Vidéo, 2023-11-30 (48:22).
  18. 18.0 18.1 18.2 18.3 18.4 18.5 Blog: Exploring the Boundless Opportunities of Freeholds.
  19. 19.0 19.1 19.2 19.3 steven-workstations.png
  20. 20.0 20.1 20.2 20.3 Podcast, 2021-04-11 (40:20).
  21. Vidéo, 2023-06-30 (15:34).
  22. Entrevue, 2023-07-09 (33:55).
  23. Direct, 2023-06-30 (33:26).
  24. Direct, 2023-06-30 (37:30).
  25. 25.0 25.1 25.2 Vidéo, 2023-06-30 (16:02).
  26. 26.0 26.1 Direct, 2023-06-30 (38:18).
  27. 27.0 27.1 27.2 27.3 Direct, 2022-02-25 (1:12:27).
  28. 28.0 28.1 28.2 28.3 Direct, 2023-11-30 (1:26:16).
  29. Vidéo, 2023-11-30 (39:15).
  30. Direct, 2023-11-30 (1:28:10).
  31. Vidéo, 2023-11-30 (43:43).
  32. 32.0 32.1 Entrevue, 2023-07-09 (54:46).
  33. 33.0 33.1 Vidéo, 2023-11-30 (59:21).
  34. 34.0 34.1 Vidéo, 2023-11-30 (1:01:04).
  35. Vidéo, 2023-08-31 (45:06).
  36. 36.0 36.1 36.2 Direct, 2020-01-30 (1:38:26).
  37. Direct, 2017-05-12 (1:00:18).
  38. Direct, 2023-11-30 (1:38:47).
  39. Entrevue, 2018-10-20 (17:31).
  40. Entrevue, 2020-07-19 (6:38).
  41. 41.0 41.1 Direct, 2023-12-19 (1:49:28).
  42. Podcast, 2021-09-29 (4:43).
  43. Direct, 2023-12-19 (1:50:51).
  44. Direct, 2022-07-29 (1:17:33).
  45. Blog: Know Your Nodes - Scientific Node Type
  46. Direct, 2019-06-28 (51:37).
  47. 47.0 47.1 47.2 47.3 Podcast, 2018-04-23 (29:56).
  48. 48.0 48.1 Direct, 2022-12-02 (1:22:30).
  49. Direct, 2023-06-30 (27:52).
  50. Direct, 2018-10-31 (46:18).
  51. Ashes of Creation Store: Sunbeam's Remembrance.
  52. 52.0 52.1 52.2 Direct, 2023-06-30 (22:05).
  53. pre-order-tiers.png
  54. What is included with my Pre-Order package?
  55. Warrior of Old.png
  56. Summer Warrior of Old.png
  57. 57.0 57.1 57.2 57.3 Direct, 2023-06-30 (23:40).
  58. steven-selling-blueprints.png
  59. 59.0 59.1 Direct, 2020-11-30 (57:50).
  60. 60.0 60.1 cosmetic-levels.png
  61. 61.0 61.1 Direct, 2023-06-30 (1:15:34).
  62. steven-freehold-skin-types.png
  63. Direct, 2023-06-30 (1:21:07).
  64. Entrevue, 2023-07-09 (31:18).