Collecte

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Collecte en version de démonstration de l'Alpha-1.[2]

La collecte est l'une des classes artisanales dans Ashes of Creation.[3][4]

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

Ressources

Pre-alpha gatherable mushrooms found in an underground cave.[3]

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.[8]

Gatherable resources (also known as raw materials, gatherables, and harvestables) occur in locations where you would expect them to be organically.[9][10]

  • 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.[9]
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.[9]Kory Rice
  • Certain resources will only be gatherable for a limited time during specific story arcs.[11]
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.[11]Jeremy Gess
  • The location the resource was found can affect the benefits, bonuses, and other characteristics of that resource.[17]
    • Some resources will be one-time gatherables, others will exist as clusters that will last until the vein is depleted.[18][19][10]
  • Resources do not expire or degrade over time.[26]
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.[26]Steven Sharif

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.[30]
  • Les outils auront une durabilité et une durée de vie.[18][31]
    • Le nombre d'utilisations d'un outil de collecte augmente tandis que le collecteur devient plus compétent dans l'arbre d'artisanat de collecte.[18]
    • Les outils peuvent devenir non-réparables, ce qui implique une nouvelle fabrication.[31]
  • 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

Resource quality

Ressources will have differing tiers of quality for the same resource type.[19] This is somewhat similar to Star Wars Galaxies.[33]

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.[34]Steven Sharif

Resource extractors

Les extracteurs de ressources sont des constructions potentielles qui peuvent collecter des ressources dans la durée.[35]

  • Ils sont disponibles pour les citoyens d'un nœud qui possèdent une propriété privée proche d'un « centre de ressources ».[35]
  • Plusieurs personnes sont requises pour leur construction.[35]
  • Transférer les ressources d'un extracteur nécessitera probablement une caravane.[35]

List of resources

Gathering skills

- None -

Loot tagging

Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[36][37]

  • 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.[36][37]
    • These numbers will be balanced based on testing.[36]
  • At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[36][37]
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[36]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.[38]Steven Sharif

Artisan supply chain

AshesOfCreation Screenshot 009.jpg

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.[39][28] Chaque étape de la chaîne peut nécessiter des caravanes pour transporter les marchandises d'un artisan à l'autre.[40]

  1. Obtenir les matières premières :[41]
  2. Raffiner les matières premières grâce au métier de Traitement.[28]
  3. 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.[44]Steven Sharif

Traitement

Traitement is one of the artisan classes in Ashes of Creation.[27]

  • 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.[47]
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.[54]Steven Sharif

Artisanat

Concept art de Forge en Alpha-1.[55]

L'Artisanat et la collecte sont des éléments importants de l'économie sur lesquels les joueurs auront un contrôle direct. Que vous souhaitiez bâtir une plantation tentaculaire autour de votre maison ou voyager dans les contrées sauvages à la recherche de trésors ou de ressources. Il y a de nombreux outils disponibles pour les artisans de notre monde. Peu importe comment vous collectez vos ressources, nous croyons que chaque objet qui existe dans le monde doit, d'une certaine manière, refléter son créateur. Ainsi, il y aura une versatilité extrême dans le système d'artisanat - donnant aux artisans la possibilité de créer des objets uniques qui représentent leurs forces et leurs faiblesses.[8]

L'Artisanat est une des classes artisanales dans Ashes of Creation. C'est l'élément moteur de l'économie du jeu.[56]

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.[60]Jeffrey Bard

Il n'y aura pas de système de main d'oeuvre ou d'énergie dans Ashes of Creation.[61]

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.[61]Steven Sharif

Artwork

Guides de la communauté

Voir également

Les références

  1. steven-a1-fishing+raptors.png
  2. Direct, 2020-03-28 (48:31).
  3. 3.0 3.1 3.2 3.3 Direct, 2017-09-03 (10:48).
  4. artisan classes.png
  5. 5.0 5.1 5.2 5.3 5.4 5.5 Entrevue, 2020-03-27 (9:00).
  6. 6.0 6.1 6.2 Entrevue, 2018-05-11 (38:25).
  7. 7.0 7.1 Podcast, 2018-05-11 (1:00:07).
  8. 8.0 8.1 About Ashes of Creation.
  9. 9.0 9.1 9.2 Vidéo, 2023-11-30 (28:22).
  10. 10.0 10.1 Direct, 2017-05-08 (54:26).
  11. 11.0 11.1 Vidéo, 2023-03-31 (16:42).
  12. Direct, 2022-05-27 (55:47).
  13. Vidéo, 2022-05-27 (15:50).
  14. Direct, 2017-05-08 (20:27).
  15. Steven Crops.PNG
  16. Vidéo, 2023-11-30 (34:36).
  17. Direct, 2023-04-28 (1:24:36).
  18. 18.0 18.1 18.2 18.3 Direct, 2020-07-31 (1:05:58).
  19. 19.0 19.1 19.2 Direct, 2020-07-25 (1:04:50).
  20. Direct, 2021-03-26 (1:07:33).
  21. a419c5398b542a713545e4f393d67215.png
  22. Podcast, 2017-05-05 (43:05).
  23. Entrevue, 2020-07-18 (27:11).
  24. Direct, 2023-10-31 (1:18:33).
  25. steven-stolen-glint.png
  26. 26.0 26.1 Direct, 2023-03-31 (1:19:26).
  27. 27.0 27.1 27.2 Direct, 2017-05-05 (34:15).
  28. 28.0 28.1 28.2 Direct, 2017-05-10 (8:22).
  29. Direct, 2020-04-30 (54:33).
  30. 30.0 30.1 Direct, 2020-04-30 (53:11).
  31. 31.0 31.1 crafting tools.jpg
  32. Vidéo, 2023-11-30 (30:19).
  33. resource quality.png
  34. 34.0 34.1 Entrevue, 2018-10-20 (2:13).
  35. 35.0 35.1 35.2 35.3 Direct, 2017-05-30 (10:24).
  36. 36.0 36.1 36.2 36.3 36.4 Direct, 2022-03-31 (1:23:06).
  37. 37.0 37.1 37.2 Direct, 2020-07-25 (1:24:56).
  38. Direct, 2022-06-30 (1:16:22).
  39. Entrevue, 2020-07-20 (20:17).
  40. Direct, 2017-05-10 (6:12).
  41. Direct, 2017-05-08 (20:41).
  42. Direct, 2017-07-18 (38:30).
  43. Direct, 2017-05-26 (26:00).
  44. Entrevue, 2018-05-11 (24:18).
  45. Direct, 2023-06-30 (33:26).
  46. 46.0 46.1 Development Update with Freehold Preview.
  47. Podcast, 2021-04-11 (40:20).
  48. 48.0 48.1 Vidéo, 2023-11-30 (49:24).
  49. 49.0 49.1 Vidéo, 2023-11-30 (44:18).
  50. Vidéo, 2023-06-30 (16:02).
  51. 51.0 51.1 Direct, 2023-04-07 (31:49).
  52. 52.0 52.1 Direct, 2022-06-30 (1:08:02).
  53. steven-processing.png
  54. 54.0 54.1 Entrevue, 2023-07-09 (51:26).
  55. Direct, 2018-08-17 (15:14).
  56. CraftingImportance.png
  57. Direct, 2020-01-30 (1:38:26).
  58. Direct, 2017-05-12 (1:00:18).
  59. Entrevue, 2020-07-19 (6:38).
  60. Direct, 2017-05-24 (17:08).
  61. 61.0 61.1 Entrevue, 2018-10-20 (2:31:39).