Please note that we will be mostly waiting for the full NDA drop before we post updated information on Alpha-1, but we will continue to post information that has specific citeable sources from Intrepid.

Crafting

Материал из Ashes of Creation Wiki
Перейти к навигации Перейти к поиску

Производство это один из ремесленных классов в Ashes of Creation. Оно является движущей силой в игровой экономике.[2]

Все, что вы захотите создать в игровом мире, будет создано игроками: неважно, корабли это, осадные машины, оружие, броня или что-то еще.[3] Джеффри Бард

Crafting professions

Artisan mastery

Ремесленные классы не позволят персонажу быть мастером во всём.[5] Игроки должны выбрать путь в дереве ремесленных умений для каждого персонажа.[6] Вложение очков в отдельные ветки позволяет игроку специализироваться в определённых областях. Это поддерживает взаимозависимость игроков и улучшает впечатление от занятия ремеслами.[7]

Recipes

Производство в Ashes of Creation основано на рецептах, а не на RNG.[9][10]

  • Полученные рецепты должны быть добавлены в книгу рецептов игрока, чтобы производство по этому рецепту стало доступно. Это "поглощает" рецепт.[11]
    • До добавления в книгу рецептов, их можно обменять или продать.[11]
  • В рецепте есть шкалы (на основе ремесленной специализации), которые используются для кастомизации создаваемого предмета, такие как:[12]
    • Увеличение одной характеристики за счёт другой.[13]
    • Придание предмету больше магических или, наоборот, физических свойств.[13]
  • Ремесло не требует смешивания и подбора (произвольных материалов), как в животноводстве.[14]

Мне кажется, в Star Wars Galaxies была отличная система крафта... Сбор ресурсов и система крафта в целом были, по-моему, опережающими своё время. Это направление, в котором мы хотим идти, когда есть выбор, который нужно сделать в процессе крафта, и этот выбор меняет конечный результат... Речь идет не только о том, чтобы изготовить предмет по рецепту X, чтобы получить элемент Y. Здесь нужно хорошенько подумать, чтобы занять определённую нишу на рынке на основе ваших решений.[15]Джеффри Бард

Obtaining recipes

Существует множество способов получения рецептов. Мы хотим разместить рецепты на разных путях развития, чтобы не все рецепты можно было получить двигаясь по одному пути.[16]Steven Sharif

Рецепты по большей части, могут быть найдены в мире.[17]

Мы говорили об этой идее, что если кто-то обнаруживает рецепт, он получает эксклюзивный доступ к этому рецепту в течение определенного количества времени, аналогичного патенту; и затем он может лицензировать этот рецепт другим ремесленникам, чтобы они могли использовать рецепт. Когда в конечном итоге таймер заканчивается, каждый может использовать его, но мы хотели вознаградить людей за экспериментирование и открытие чего-то нового.[17]Steven Sharif

Race or class locked crafting

Производство не будет привязано к расам или классам.[18]

Crafting mechanics

Игроки могут выбрать специализацию производства.[7]

Производственные станки могут быть расположены во владениях или на узлах.[19]

Механика производства основанная на умениях рассматривается и может быть частью финального дизайна.[20]

Мы обсуждали реализацию в которой умение крафтера давало бы больше вариантов крафтов. Таким образом, чем выше мастер-уровень, который у вас есть для создания определенного предмета, тем больше вы можете повлиять на качество предмета и то каким он может быть. Сомнения, очевидно, при разработке такого типа системы заключаются в том, что мы не хотим чтобы веселая - из-за отсутствия лучшего термина - мини-игра, которая будет повторяться, станет монотонной... Когда мы начнем воплощать систему крафта, мы рассмотрим это взаимодействие с ремеслом, реальные действия создания чего-то, в нашем расписании зарезервировано время для нескольких итераций этого конкретного действия; и может мы увидим что-то, что может быть ориентировано на умение, но все это требует много тестов и исследования разных подходов с точки зрения дизайна.[20]Steven Sharif

Crafting materials

Hunter's Dwelling.png

Материалы можно получить следующими путями:

Качество материалов для крафта будет влиять на качество создаваемого предмета.[24]

High-level materials

Материалы для производства высокоуровневых вещей можно получить с мировых боссов и с помощью разборки других высокоуровневых вещей.[23]

Многие высокоуровневые предметы с обработкой потребуют материалов с мировых боссов и т. д., мы хотим, чтобы эти системы переплетались. Однако, мы думаем о возможности деконструировать предметы высокого уровня и заменить этим получение материалов с боссов. Мы будем тестировать производство в альфа- и бета-версиях.[23]Steven Sharif

Crafted items

Создаваемые предметы будут наравне с лучшими в своем типе предметами.[25]

Мы считаем, что каждый предмет, который существует в мире, должен каким-то образом отражать его создателя. Таким образом, наша система производства будет очень многогранна - мы хотим дать ремесленникам возможность создавать уникальные предметы, которые представляют их сильные и слабые стороны.[29]

Skills and stats on gear

Crafters will be able to assign different skills/abilities and stats on gear.[30][31]

Crafters will be able to 'rejigger' stat blocks; and there will be a couple of other ways to move things around to create both the look and the stat block that you're looking for. It's not always going to be easy. There will be a lot of challenges involved with that. But the goal is to give you guys the option to customize your gear the way you want them to be.[30]Джеффри Бард

Not all armor sets will be the cookie cutter kind of set. They will have the influences from the crafter available in it, if it's a crafted set.[31]Steven Sharif

Gear is broken down into Core Stats and Additional Stats.[34]

Item creation suite

An "item creation suite" that allows crafters to create unique appearances for items has been discussed as a future possibility.[35]

Relics

A staff of the Ancients 3D render.[36]

This is not the Staff of the Ancients per-se, it's a staff... Here in the curvature and design of this staff you'll see that it has a very specific and unique looking type of mold so-to-speak. So there could be some relationship between these designs of the staves and/or weapons that you'll see, which are used to harness or focus the use of the Essence, or magic; and how perhaps those structures relate to the types of magic that those creatures are using.[36]Steven Sharif

Reliquary concept art.[37]

Each city has what's called a reliquary and the reliquary begins to spawn unique items for the citizens to take advantage of based on the performance, progression and achievements that those citizens have within the world. So if your citizens are part of downing a world boss or completing a dungeon in a record time or crafting a legendary item or whatever: all of these different types of progression paths for the cities could result in the production of a relic that exists within the reliquary.[38]Steven Sharif

Relics are achievements for a node that unlock over time. They allow node citizens to craft certain legendary items and progress in certain legendary quest lines.[39]

  • Relics include the four ancient artifacts of Верра that were originally discovered by Король Атракс in his pursuit of the power of The Essence.[40][41] These artifacts were in close alignment to The Essence on Verra due to their proximity to the ley lines of Essence spread across the world.[42] These artifacts were originally housed in the vault of Fallow's Hold, which is one of the great dungeons of Ashes of Creation, located near the capital city of the ancient Торенская империя, Torall.[42]
    • The Golden Chalice was believed to bring everlasting life but was actually allowing the corruption of manipulating The Essence to enter the soul through the physical representation of drinking something.[40]
    • The Crown represented a direct link Древние had into the thought process of King Atrax that the Ancients were able to manipulate.[40]
    • The Sword brought unusual power through manipulation of the evil side of the Essence, which is how Atrax maintained his dominance over his people: through physical might, essentially striking down any foe that opposed him among his administration.[40]
    • The Staff enabled Atrax to project his magic across great distances, which enabled him to extend his power and manipulation throughout the lands of Verra and allowed him to maintain vigilance over his realm.[40]
  • Relics are placed in a node's reliquary.[38]
  • Limited access to the relics stored in a node's reliquary are granted to registered attackers after successfully destroying that node in a node siege.[38]

Artisan supply chain

AshesOfCreation Screenshot 009.jpg

Ремесленники в Ashes of Creation должны выбрать путь развития в дереве ремесленных умений. Взаимная зависимость профессий устанавливает целую цепочку производства от сырья до готового продукта.[22] Каждая стадия производства может потребовать караван для транспортировки товаров от одного ремесленника к другому.[7]

  1. Получение сырья:[43]
  2. Очисткой сырья с помощью обрабатывающих профессий.[22]
  3. Крафтом готовых продуктов используя рецепты.

Как крафтер, вы захотите узнать, где можно создать предметы по определенным рецептам; какие узлы имеют возможность обрабатывать материалы, которые вы произвели или собрали; и тогда вы захотите спланировать свой маршрут, чтобы либо перевезти туда товар, либо убедиться, что вы находитесь в подходящем для сбора и постройки районе. Поэтому необходимо тщательное планирование.[45]Steven Sharif

Gathering

Gathering in the Alpha-1 early preview.[47]

Gathering is one of the artisan classes in Ashes of Creation.[48][49]

Certain low level gatherables will have a tiered progression into higher level crafting. So for example you know 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 kind of 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.[52]Steven Sharif

Processing

Furnace that can be placed on a freehold.[53]

Processing is one of the artisan classes in Ashes of Creation.[53]

  • Blueprints are required for the construction of the feehold buildings that are used to process resources.[54][50][53]
    • The amount of goods that can be processed while unattended by the player is based on the rating of that particular processing station.[54]
    • The time spent processing can be reduced by upgrading the capabilities and quality of the processing station via a progression tier system.[54]

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.[54]Steven Sharif

Upgrading items

There are two types of enchantments for items: Vertical and horizontal.[55]

When it comes to over-enchanting things, what we're going to do likely is have a safety- and this is something obviously it needs to be tested- but we're going to have a safety period of enchantment you know like in Lineage 2 I think you could enchant plus four or something. And so we're gonna have a similar system where you can enchant safely and then when you start to take risks, that percentage of potentially damaging your item either through the decay system or completely disabling it through the destruction system will be a risk that's present.[56]Steven Sharif

  • Horizontal enchantments are more situational. For example: I'd like my sword to do force damage instead of holy damage because the monsters I tend to fight are incorporeal.[55]
    • This doesn't make the item more powerful, but instead more applicable to different situations, and less so to others.[55]
    • This type of enchanting assumes no risk, just time and effort.[55]

Enchanting services are sold at player stalls.[58]

Enchanting does not increase an item's level requirement.[59]

You don't really push a particular item's level requirement or the identity of that item. You can enhance it, you can add enchantments to it, but it's still the item it is.[59]Steven Sharif

Repairing items

Item repair will cost crafting materials.[60][61][62]

For example: if you have an iron sword and then the sword gets damaged from use, you have to use more iron to repair it; and what that does is... make sure that there's significant sinks in the game for base materials so that you are creating a scarcity and demand that's present on the creation of higher goods as well as supplying the necessary decay components for the world.[61]Steven Sharif

There will be ways to repair destructible structures (such as walls and gates) and also repair (or re-craft) siege weapons that were damaged during sieges.[68]

  • This is a long term design goal that will not be present during Alpha-1.[68]

There's a lot of ancillary activities that can be had during sieges... It's obviously strategy and tactics and you know raid-versus-raid components, but also you want to have individual contributions where players can do things during the siege to aid in the greater effort so to speak; and it doesn't require you having 50 people by your side to effectuate that influence over something. So repairs are great ways to do that. Repairs for walls, repairs for gates, being able to spawn and essentially craft the designs for specific types of siege weapons to provide those to the team.[68]Steven Sharif

Система депонирования

An escrow system is planned to prevent griefing in the crafting system.[69]

We're going to have a UI... you're gonna put the resources in or they're gonna put the resources in. It'll be like an escrow system and then once [the job] is complete you'll get the item they'll get the money.[69]

Caravan components

Certificates to create a caravan are issued by certain Неигровые персонажи within nodes or at certain points of interest in the world. These certificates are comprised of multiple components:[70]

Caravan components obtained from crafters will have stats according to the skill of each artisan.[70]

Ship building

Ship building is a crafting profession that is able to construct ship components based on blueprints that unlock capabilities that scale with their progression within the ship building profession.[75][76][77]

You can have the base value of a hull. That hull might have certain placements that are available when it comes to utility slots and/or weapon slots for the ship. Essentially you are going to have that hull itself be augmented by constructibles via the ship building profession.[78]Steven Sharif

A player does not need to be a ship builder to construct ships. Players utilize the ship components that are crafted by ship builders to upgrade their ships.[75][79]

  • Anyone with the right schematics, materials and an advanced enough node may construct a ship.[80]

You will not need to be a ship builder profession to construct ships. The shipbuilder profession particularly they have the ability to craft components of the ships which increases the ship's capabilities, defenses, speeds, turn rate, offense and defense, you know all those types of things and then they can sell those to other players.[75]Steven Sharif

Players can choose which "joints" get populated with either utility or weaponry spots on a ship.[82]

Backpacks

A backpack is an item crafted by artisans that provides personal inventory space.[84]

In order to roleplay you need to be able to represent kind of what your character is doing in that world and you know part of what animation is doing is creating these sockets on the let's say the belt or the backpack that you know can plug in certain types of props or items that are created by the character team.[83]Steven Sharif

Timeline

Ремесленные классы (Gathering, Processing, Crafting) will come online fully in Alpha-2 and the Betas.[85][86]

In Alpha One the core basics of what crafting represents as a gameplay loop that is represented. So that means that there are gatherables out there. You will have to have tools in order to service those gatherables. There will be processing that's necessary; and then there's crafting stations that are available and can be constructed by the players. This is in Alpha One. You have to collect the recipes, you have to collect the materials, and you have to refine the materials; and then you have to create the reagents and then use those to kind of create the final crafting component of that you're trying to create. So that in and of itself is present, but it is a very very small piece of really what will be the larger crafting puzzle for Alpha 2 and betas.[85]Steven Sharif

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 kind of 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.[86]Steven Sharif

Иллюстрации

Справочники сообщества

Смотрите также

Примечания

  1. Стрим, 17 Августа 2018 (15:14).
  2. CraftingImportance.png
  3. Стрим, 24 Мая 2017 (17:08).
  4. Видео, 30 April 2017 (10:07).
  5. 5.0 5.1 Стрим, 24 Мая 2017 (32:07).
  6. artisan skill tree.png
  7. 7.0 7.1 7.2 Стрим, 5 Мая 2017 (6:12).
  8. Стрим, 18 Июля 2017 (37:25).
  9. Стрим, 5 мая 2017 (20:41).
  10. 10.0 10.1 Rng crafting.jpg
  11. 11.0 11.1 Интервью, 7 февраля 2021 (37:26).
  12. Стрим, 26 мая 2017 (5:25).
  13. 13.0 13.1 Стрим, 5 мая 2017 (8:22).
  14. Интервью, 7 февраля 2021 (38:15).
  15. Стрим, 4 июня 2018 (35:11).
  16. 16.0 16.1 16.2 16.3 16.4 16.5 16.6 16.7 16.8 Стрим, 8 Апреля 2018 (PM) (28:38).
  17. 17.0 17.1 17.2 17.3 17.4 Стрим, 26 Мая 2017 (26:00).
  18. Стрим, 28 Июль 2017 (22:36).
  19. Стрим, 12 Мая 2017 (1:00:18).
  20. 20.0 20.1 Подкаст, 11 Мая 2018 (27:20).
  21. Стрим, 5 Мая 2017 (34:15).
  22. 22.0 22.1 22.2 Стрим, 5 Мая 2017 (8:22).
  23. 23.0 23.1 23.2 23.3 end level mats.png
  24. Интервью, 20 Октября 2018 (17:31).
  25. Стрим, 5 Мая 2017 (14:45).
  26. craftedbossloot.png
  27. Стрим, 24 Мая 2017 (24:19).
  28. craftersname.png
  29. About Ashes of Creation.
  30. 30.0 30.1 30.2 30.3 30.4 Стрим, 30 November 2020 (1:05:22).
  31. 31.0 31.1 Подкаст, 4 August 2018 (59:58).
  32. steven-crafting-stats.png
  33. Стрим, 22 December 2020 (1:15:01).
  34. Стрим, 28 August 2020 (1:14:54).
  35. Стрим, 24 May 2017 (24:20).
  36. 36.0 36.1 Стрим, 30 November 2020 (52:56).
  37. reliquary-concept.png
  38. 38.0 38.1 38.2 Интервью, 18 July 2020 (56:11).
  39. Стрим, 9 February 2018 (29:26).
  40. 40.0 40.1 40.2 40.3 40.4 Стрим, 8 November 2020 (15:-1).
  41. Стрим, 8 November 2020 (00:49).
  42. 42.0 42.1 Стрим, 8 November 2020 (07:58).
  43. Стрим, 8 Мая 2017 (20:41).
  44. Стрим, 18 Июля 2017 (38:30).
  45. Интервью, 11 Мая 2018 (24:18).
  46. steven-a1-fishing+raptors.png
  47. Стрим, 28 March 2020 (48:31).
  48. 48.0 48.1 48.2 Стрим, 3 September 2017 (10:48).
  49. artisan classes.png
  50. 50.0 50.1 Интервью, 27 March 2020 (9:00).
  51. Интервью, 11 May 2018 (38:25).
  52. 52.0 52.1 Подкаст, 11 May 2018 (1:00:07).
  53. 53.0 53.1 53.2 53.3 Стрим, 5 May 2017 (34:15).
  54. 54.0 54.1 54.2 54.3 54.4 Подкаст, 11 April 2021 (40:20).
  55. 55.0 55.1 55.2 55.3 55.4 enchanting.png
  56. 56.0 56.1 Интервью, 29 July 2020 (15:04).
  57. Стрим, 5 May 2017 (20:41).
  58. Стрим, 17 May 2017 (58:55).
  59. 59.0 59.1 Стрим, 26 March 2021 (1:15:57).
  60. Интервью, 7 February 2021 (13:14).
  61. 61.0 61.1 61.2 Интервью, 19 July 2020 (51:11).
  62. Podcast, 13 May 2017 (25:55).
  63. Durability.jpg
  64. Интервью, 29 July 2020 (16:46).
  65. player stall repair.png
  66. Стрим, 28 May 2021 (1:53:04).
  67. Стрим, 30 September 2020 (1:01:45).
  68. 68.0 68.1 68.2 Стрим, 28 May 2021 (1:04:29).
  69. 69.0 69.1 Стрим, 5 May 2017 (32:22).
  70. 70.0 70.1 70.2 70.3 70.4 70.5 70.6 Стрим, 28 July 2017 (20:56).
  71. 71.0 71.1 71.2 71.3 71.4 71.5 Стрим, 29 May 2020 (46:36).
  72. 72.0 72.1 72.2 Стрим, 22 May 2017 (40:41).
  73. Стрим, 29 May 2020 (43:19).
  74. steven-twitter-background.png
  75. 75.0 75.1 75.2 75.3 75.4 75.5 75.6 Стрим, 25 July 2020 (1:59:09).
  76. 76.0 76.1 Интервью, 19 July 2020 (48:05).
  77. 77.0 77.1 77.2 Стрим, 19 May 2017 (50:45).
  78. 78.0 78.1 78.2 Подкаст, 15 November 2020 (23:30).
  79. 79.0 79.1 79.2 Стрим, 9 July 2018 (30:35).
  80. steven-ships-1.png
  81. steven-ships-2.png
  82. Интервью, 17 August 2018 (36:29).
  83. 83.0 83.1 Стрим, 30 May 2019 (1:09:17).
  84. 84.0 84.1 84.2 84.3 84.4 inventory backpack.png
  85. 85.0 85.1 85.2 85.3 85.4 85.5 85.6 Стрим, 26 March 2021 (42:28).
  86. 86.0 86.1 86.2 Интервью, 7 February 2021 (35:30).
  87. Стрим, 30 April 2021 (41:18).