Ressources

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Pre-alpha gatherable mushrooms found in an underground cave.[1]

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.[2]

Gatherable resources (also known as raw materials, gatherables, and harvestables) occur in locations where you would expect them to be organically.[3][4]

  • 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.[3]
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.[3]Kory Rice
  • Certain resources will only be gatherable for a limited time during specific story arcs.[5]
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.[5]Jeremy Gess
  • The location the resource was found can affect the benefits, bonuses, and other characteristics of that resource.[11]
    • Some resources will be one-time gatherables, others will exist as clusters that will last until the vein is depleted.[12][13][4]
  • Resources do not expire or degrade over time.[20]
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.[20]Steven Sharif

Resource types

Resource quality

Flanggler (Flower angler or Mimic flower).[23][24]

Ressources will have differing tiers of quality for the same resource type.[13] This is somewhat similar to Star Wars Galaxies.[25]

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.[27]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.[29][30]

  • 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.[26]
  • Les outils auront une durabilité et une durée de vie.[12][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.[12]
    • 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.[29]

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.[30]Steven Sharif

Le Traitement requiert des plans pour la construction des bâtiments qui sont nécessaire pour traiter les resources.[29]

Resource extractors

Les extracteurs de ressources sont des constructions potentielles qui peuvent collecter des ressources dans la durée.[32]

  • Ils sont disponibles pour les citoyens d'un nœud qui possèdent une propriété privée proche d'un « centre de ressources ».[32]
  • Plusieurs personnes sont requises pour leur construction.[32]
  • Transférer les ressources d'un extracteur nécessitera probablement une caravane.[32]

Seasonal resources

Gloomy Pross is a seasonal resource that is only gatherable in the winter.[33]

If a particular region moves into a season and that week you can't grow a particular type of good, but another region halfway across the world can grow that good; and you talk about moving those goods across regions so that they're relevant to either craft workbenches or you can sell them in the local economies: That is a major indicator of movement of goods and movement of goods carries risks; and risks can create political foes and friends... Something as simple as just a climate can have cascading consequences across the entirety of the game.[34]Steven Sharif

Seasons affect crops and other herbology resources available for gathering or planting, including how crop rotation is managed.[6][7][8][9]

  • Seasonal variations in resource availability will impact the economy and necessitate the transit of goods between different regions.[7]
One of the things that is huge about the season system and how it affects crops and the gatherables in the game is the impact it will have on the economy. When a particular area no longer is capable for a week's period of time, or even potentially longer, of producing a certain type of crop or harvestable; and that has to change across the world regionally, now the transit system of those materials of those gatherables they become more relevant, and they're subject to potential risk; and the prices might go up in certain areas. It is something that is actually very instrumental in the overall design of the economy in the game.[7]Steven Sharif
  • Seasons may not directly affect certain gatherables, such as veins of ore, but access to those resources may be blocked during certain weather conditions.[6][7]
It won't likely affect too much on certain resource spectrums like veins of ore. Those might not be affected by the seasons or weather systems, but there might be blockages to cave networks that house those types of ore veins. Alternatively it is going to be significant impact on any type of herbology or plant-based types of gatherables. It's going to have significant impacts on crops that players can plant themselves on their properties; and that they'll be able to harvest. They're going to need to time the crop placement and its maturity window so that it's harvestable and available to be harvest before the change of seasons that might adversely affect certain types of crops. And not every biome will experience the same type of effects caused by the seasonality of the world. The desert biome might instead of snow have significant more winds that pick up that could be damaging to more fragile types of crops if you have a freehold in that location.[6]Steven Sharif

Underrealm resources

Ressources will be different in the Underrealm, including unique species of fish.[35][36][37]

Resource locations

Ashes of Creation will predominantly have curated content, but procedural mechanics will be leveraged in a places where they don't appear to be 'procedural'.[38]

Wherever we can leverage procedural mechanics in such a way that does not appear procedural we should. There's a healthy blend between the things that we do in having defined parameters for it and then incorporating a procedural component; and in that sense it will be perceived well, but where we the predominance of what we're implementing should be curated or by design.[38]Steven Sharif

Alpha-1 mine shaft.[46]

Players will be able to move resources and set up shop in other areas to take advantage of the varied markets. With resources spawning dynamically, certain regions will naturally become important trading hubs for the transportation of goods throughout the world.[2]

The location a resource is found can affect its benefits, bonuses, and other characteristics of that resource.[11]

  • 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.[3][12][13]
  • Some resources will exist as a cluster (also called vein gatherables). These will last until the full resource is depleted.[47][12][13][4][48]
    Like a large mine that's present and has a vein of mithril ore in it, or a herd of some type of animal that you can collect fur or wool from.[13]Steven Sharif
    • Once a vein resource is depleted from one location it may respawn in the same location or somewhere else, depending on the type of resource.[13][4][49]
    • There will be moving resources such as herds of animals that are constantly moving around the world.[47][49]
    Herds are a source of certain types of wild gatherables but they're in animal form and they're animated; and they exist in a group of the golden fleece sheep that might only spawn very rarely in certain hillsides; and only during spring. And if you can find that vein so to speak of resource you can interact with the herd and you can gather from them.[47]Steven Sharif
Certain types of resources will have a corrupt state... We have a Spirit Bloom, which is a harvestable herbalism plant, but when a Zone becomes corrupt you can potentially yield Corrupted Spirit Blooms; and those are necessary components of certain crafting recipes.[50]Steven Sharif
  • Some unique resources may be monsters in disguise or have monsters defending them.[51]
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.

Tables de Butin

Tables de Butin (drop tables) of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items).[53][54]

Q: Can only one gathering artisan harvest resources from a single boss, or can multiple different artisans harvest different parts from a boss for different resources? For example, a lumberjack gets a special wood from Tumock's tree weapon, while a herbalist gathers the flowers from that same tree.
A: We don't have the concept of harvesting from bosses. NPCs follow a reward table format, where those reward tables are global. They're not unique to particular players. So, once the NPC is vanquished, you have access to the loot container that is its corpse; and it has a static value of either materials or items that get dropped; and whatever the party loot settings are that you might be a part of, or if you're a solo player you will be able to recover those things.[69]

World manager

Le World manager est un algorithme dans Ashes of Creation qui contrôle les éléments dynamiques du monde. Il agit à la fois en tant que régulateur et en tant que système de récompense / motivation pour des activités variées en s'assurant que certains paramètres atteignent des paliers acceptables.[71]

Par exemple si vous êtes au courant que le fer est utilisé en tant que matériau brut pour une construction spécifique qui pourra augmenter le prix du mithril ou de l'argent ; cela influencera le marché à corriger sa direction légèrement. L'idée générale est de fournir des motivations légères qui aideront à réduire la demande et également à fournir une ressource qui ne serait plus présente dans le système économique.[72]Steven Sharif

Timeline

Classes artisanales (Collecte, Traitement, Artisanat) is expected to come online fully in Alpha-2 and the Betas.[73][74]

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.[74]Steven Sharif

Voir également

Les références

  1. Direct, 2017-09-03 (10:48).
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  5. 5.0 5.1 5.2 Vidéo, 2023-03-31 (16:42).
  6. 6.0 6.1 6.2 6.3 Direct, 2022-05-27 (55:47).
  7. 7.0 7.1 7.2 7.3 7.4 Vidéo, 2022-05-27 (15:50).
  8. 8.0 8.1 Direct, 2017-05-08 (20:27).
  9. 9.0 9.1 Steven Crops.PNG
  10. Vidéo, 2023-11-30 (34:36).
  11. 11.0 11.1 Direct, 2023-04-28 (1:24:36).
  12. 12.0 12.1 12.2 12.3 12.4 12.5 Direct, 2020-07-31 (1:05:58).
  13. 13.0 13.1 13.2 13.3 13.4 13.5 13.6 Direct, 2020-07-25 (1:04:50).
  14. 14.0 14.1 Direct, 2021-03-26 (1:07:33).
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  16. 16.0 16.1 Podcast, 2017-05-05 (43:05).
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  20. 20.0 20.1 Direct, 2023-03-31 (1:19:26).
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  22. Direct, 2017-05-10 (8:22).
  23. flanggler.png
  24. Direct, 2017-11-17 (53:28).
  25. resource quality.png
  26. 26.0 26.1 Direct, 2020-04-30 (53:11).
  27. 27.0 27.1 Entrevue, 2018-10-20 (2:13).
  28. Direct, 2020-04-30 (54:33).
  29. 29.0 29.1 29.2 29.3 Entrevue, 2020-03-27 (9:00).
  30. 30.0 30.1 Entrevue, 2018-05-11 (38:25).
  31. 31.0 31.1 crafting tools.jpg
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  39. 39.0 39.1 procedural generation.png
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  51. Gathering.png
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