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Différences entre les versions de « Gathering »
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Version du 28 mars 2021 à 23:38
La collecte est l'une des classes artisanales dans Ashes of Creation.[3][4]
- Les ressources récoltables sont découvertes par essais et erreurs et en apprenant leurs apparences.[3]
- La collecte nécessite la fabrication et l'utilisation d'outils.[5][6]
- Collecter dans la zone d'influence (ZOI) d'un nœud contribuera à son gain d'expérience.[3]
- Certain low level gatherables will have a tiered progression into higher level crafting.[7]
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.[7] – Steven Sharif
Gathering professions
Artisan mastery
Les joueurs doivent choisir un chemin dans l'arbre de compétences d'artisan pour chaque personnage.[8] Pour chaque chemin d'artisan (Collecte, Traitement et Artisanat) il y a plusieurs professions. Un personnage ne pourra suivre qu'un seul chemin entièrement.[9][10]
- Les joueurs peuvent s'essayer à chaque profession en tant que "débutants" avant de décider quel chemin ils suivront.[11]
- 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.[12]
- Il est possible de maîtriser chaque profession du chemin d'artisan choisi, mais cela sera une épreuve longue et laborieuse, coûteuse en ressources.[13]
- 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. [16]
- Choisir une profession n'affecte pas les stats des joueurs.[17]
- Les personnages d'un même compte (Alts) pourront avoir différentes professions.[9]
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.[11] – 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.[10] – Steven Sharif
Ressources
Gatherable resources (also known as raw materials, gatherables, and harvestables) occur in locations where you would expect them to be organically.[19][20]
- 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.[19]
- 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.[19] – Kory Rice
- Certain resources will only be gatherable for a limited time during specific story arcs.[21]
- 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.[21] – Jeremy Gess
- Some resources are only gatherable at specific times of the day or night.[26]
- The location the resource was found can affect the benefits, bonuses, and other characteristics of that resource.[27]
- Players drop resources and other items upon death, based on their applicable death penalties.[30][31][32][33]
- Resources looted from caravan wreckages become stolen resources.[34][35]
- Resources do not expire or degrade over time.[36]
- 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.[36] – Steven Sharif
- Raw materials (gatherable resources) are not to be confused with crafting materials (processed goods).[37][38]
outils d'artisan
La classe artisanale de Collecte nécessite la création et l'utilisation d'outils de récolte qui permettent la collecte des ressources.[5][6]
- 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.[40]
- Un collecteur de compétence maximale déverrouillera des outils de maître qui lui permettront d'accéder aux ressources de la plus haute qualité.[28]
- Les outils auront une durabilité et une durée de vie.[28][41]
- Les artisans n'auront pas besoin de s'appuyer sur d'autres arbres afin de fabriquer leurs outils.[5]
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.[6] – Steven Sharif
Le Traitement requiert des plans pour la construction des bâtiments qui sont nécessaire pour traiter les resources.[5]
List of tools
- Apprentice Herbalism Sickle
- Apprentice Lumberjacking Axe
- Axe
- Beginners Pole
- Copper Pickaxe
- Crude Herbalism Sickle
- Cultivator
- Diamond Tipped Pickaxe
- Fishing poles
- Grand Master Mining Pickaxe
- Intermediate Pole
- Iron Chopper
- Iron Pickaxe
- Journeyman Lumberjacking Axe
- Master Lumberjacking Axe
- Novice Herbalism Sickle
- Novice Lumberjacking Axe
- Novice Mining Axe
- Pickaxes
- Scythes
- Shears
- Soil Knife
- Steel Pickaxe
- Tiller
Resource quality
Ressources will have differing tiers of quality for the same resource type.[29] This is somewhat similar to Star Wars Galaxies.[43]
- 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.[29][40][44]
- 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.[44] – Steven Sharif
Resource extractors
Les extracteurs de ressources sont des constructions potentielles qui peuvent collecter des ressources dans la durée.[45]
- Ils sont disponibles pour les citoyens d'un nœud qui possèdent une propriété privée proche d'un « centre de ressources ».[45]
- Plusieurs personnes sont requises pour leur construction.[45]
- Transférer les ressources d'un extracteur nécessitera probablement une caravane.[45]
List of resources
- Aged Aelan Whiskey Barrel
- Ancient Aelan Wine Barrel
- Ancient Aelan Wine Flagons
- Animal byproducts
- Animals
- Apples
- Armament Cases
- Barrels of Fish
- Beef
- Bins of Stone
- Carton of Flasks
- Case of Dunir Tools
- Case of Everburn Scented Candles
- Case of Kaelar Wooden Soldiers
- Casks of Wine
- Cloth Bolts
- Commodities
- Cords of Wood
- Corrupted resources
- Crates of Lumber
- Crop Bundles
- Crops
- Dyed Fabrics
- Eggs
- Fish
- Gems
- Hardy Rations Shipment
- Harvest Bundles
- Hauling Wagons
- Herb Bushels
- Herbs
- Lightly Seasoned Meat
- Livestock
- Lumber
- Meal Packs
- Meat Racks
- Milk
- Mushrooms
- Node commodities
- Ore
- Packs of Fresh Produce
- Palettes of Stonework
- Pig Hide
- Pig Meat
- Resource locations
- Resource types
- Rolls of Leather
- Salt Cured Meat
- Seeds
- Stacks of Ingots
- Stacks of Pelts
- Stolen resources
- Structural Materials
- Trained Draft Beasts
- Wool
Gathering skills
- None -
Loot tagging
Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[46][47]
- The first party to obtain a tag (on a mob or boss) will gain an approximately 5-10% edge over competing parties in terms of the total damage done when determining looting rights.[46][47]
- These numbers will be balanced based on testing.[46]
- At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[46][47]
- We have a blended approach of damage done and a tag benefit. So if you tag the boss first, or you tag the loot- whatever the loot target is first- you're gonna get a benefit in the damage overall determination. So if you need to have 51% of damage done in order to qualify your raid, or the plurality of damage done if there's even three or four raids, then tagging first might give you a five or ten percent edge. We'll play with that number- balance it based on testing, but generally that's our approach in competing loot rights[46] – Steven Sharif
- Q: If looting rights are based on a blended tag and damage done system, will there be any mechanics in place to ensure roles like tanks and healers have an equal shot even when they haven't dealt as much damage?
- A: That's the reason for the blended approach. The reason that we're doing a hybrid system between tag and damage done is for the purposes of those classes who may not be as DPS oriented as other classes. The tag system- all classes are going to have a sprinkling of immediate effects- of instantaneous casts and they can use that to tag a target, and that'll give them a modifier on the looting rights: So plus 10 or plus 15 will balance that, but it'll give them plus 10 to 15 on overall damage done if they tag the target and then their damage will make up the remainder of that percentage completion. So if I do 50 damage to a target but someone else has the tag I'm not going to be able to claim that looting right. They'll have done the other 50 plus 10 or 15.[48] – Steven Sharif
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.[12]
- 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
Traitement
Traitement is one of the artisan classes in Ashes of Creation.[37]
- Processing involves the refining of raw materials obtained from gathering and item deconstruction.[37]
- Each processing profession has four processing stations that unlock as players progress.[54][55]
- 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 crafting materials.[56]
- Processing up to journeyman level can be carried out in nodes.[57][58][62][60][61]
- There will be public spaces in nodes where processing artisans can carry out lower-tier animal husbandry and farming activities.[63]
- The intent is that there are also public spaces where animal husbandry and farming can be utilized... Those systems provide opportunities for players who might be more solo-oriented, aren't a part of a family, don't think they'll be able to acquire a freehold, but still want to participate with those particular particular types of professions. But they may not do it at a mastery level as a result; but they'll still have access to lower-tier versions of that so that they can progress through that particular profession up to a degree.[63] – Steven Sharif
Artisanat
L'Artisanat est une des classes artisanales dans Ashes of Creation. C'est l'élément moteur de l'économie du jeu.[65]
- L'Artisanat nécessite l'acquisition de recettes pour fabriquer des objets.[5]
- Les postes de fabrication sont situés sur les propriétés privées ou au sein des nœuds.[66][67]
- Les postes de fabrication de niveau supérieur sont déverrouillés avec la progression du noeud.[68]
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.[69] – Jeffrey Bard
Il n'y aura pas de système de main d'oeuvre ou d'énergie dans Ashes of Creation.[70]
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.[70] – Steven Sharif
Timeline
Classes artisanales (Collecte, Traitement, Artisanat) is expected to come online fully in Alpha-2 and the Betas.[71][72]
- Approximately 10 percent of the artisan system was online in Alpha-1.[73][71][72]
- 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 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.[72] – Steven Sharif
Artwork
2023-12-03 2022-10-29 2022-10-29 2020-03-28
Guides de la communauté
Voir également
Les références
- ↑
- ↑ Direct, 2020-03-28 (48:31).
- ↑ 3.0 3.1 3.2 3.3 Direct, 2017-09-03 (10:48).
- ↑
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 Entrevue, 2020-03-27 (9:00).
- ↑ 6.0 6.1 6.2 Entrevue, 2018-05-11 (38:25).
- ↑ 7.0 7.1 Podcast, 2018-05-11 (1:00:07).
- ↑
- ↑ 9.0 9.1 Direct, 2017-05-24 (32:07).
- ↑ 10.0 10.1 Direct, 2019-07-26 (1:09:46).
- ↑ 11.0 11.1 Entrevue, 2020-03-27 (5:25).
- ↑ 12.0 12.1 Direct, 2017-05-10 (6:12).
- ↑
- ↑ 14.0 14.1
- ↑
- ↑
- ↑ Direct, 2017-07-18 (37:25).
- ↑ 18.0 18.1 About Ashes of Creation.
- ↑ 19.0 19.1 19.2 Vidéo, 2023-11-30 (28:22).
- ↑ 20.0 20.1 Direct, 2017-05-08 (54:26).
- ↑ 21.0 21.1 Vidéo, 2023-03-31 (16:42).
- ↑ Direct, 2022-05-27 (55:47).
- ↑ Vidéo, 2022-05-27 (15:50).
- ↑ Direct, 2017-05-08 (20:27).
- ↑
- ↑ Vidéo, 2023-11-30 (34:36).
- ↑ Direct, 2023-04-28 (1:24:36).
- ↑ 28.0 28.1 28.2 28.3 Direct, 2020-07-31 (1:05:58).
- ↑ 29.0 29.1 29.2 Direct, 2020-07-25 (1:04:50).
- ↑ Direct, 2021-03-26 (1:07:33).
- ↑
- ↑ Podcast, 2017-05-05 (43:05).
- ↑ Entrevue, 2020-07-18 (27:11).
- ↑ Direct, 2023-10-31 (1:18:33).
- ↑
- ↑ 36.0 36.1 Direct, 2023-03-31 (1:19:26).
- ↑ 37.0 37.1 37.2 Direct, 2017-05-05 (34:15).
- ↑ 38.0 38.1 38.2 Direct, 2017-05-10 (8:22).
- ↑ Direct, 2020-04-30 (54:33).
- ↑ 40.0 40.1 Direct, 2020-04-30 (53:11).
- ↑ 41.0 41.1
- ↑ Vidéo, 2023-11-30 (30:19).
- ↑
- ↑ 44.0 44.1 Entrevue, 2018-10-20 (2:13).
- ↑ 45.0 45.1 45.2 45.3 Direct, 2017-05-30 (10:24).
- ↑ 46.0 46.1 46.2 46.3 46.4 Direct, 2022-03-31 (1:23:06).
- ↑ 47.0 47.1 47.2 Direct, 2020-07-25 (1:24:56).
- ↑ Direct, 2022-06-30 (1:16:22).
- ↑ 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, 2023-06-30 (33:26).
- ↑ 55.0 55.1 Development Update with Freehold Preview.
- ↑ Podcast, 2021-04-11 (40:20).
- ↑ 57.0 57.1 Vidéo, 2023-11-30 (49:24).
- ↑ 58.0 58.1 Vidéo, 2023-11-30 (44:18).
- ↑ Vidéo, 2023-06-30 (16:02).
- ↑ 60.0 60.1 Direct, 2023-04-07 (31:49).
- ↑ 61.0 61.1 Direct, 2022-06-30 (1:08:02).
- ↑
- ↑ 63.0 63.1 Entrevue, 2023-07-09 (51:26).
- ↑ 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).
- ↑ 70.0 70.1 Entrevue, 2018-10-20 (2:31:39).
- ↑ 71.0 71.1 Direct, 2021-03-26 (42:28).
- ↑ 72.0 72.1 72.2 Entrevue, 2021-02-07 (35:30).
- ↑ Direct, 2021-04-30 (41:18).