Chests

Wiki созданная сообществом Ashes of Creation
(перенаправлено с «Personal storage»)
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Chests are a type of furniture that provides localized storage within a specific house.[2][3][4]

info-orange.pngНекоторая из приведенной ниже информации не была подтверждена разработчиками и может не входить в текущую дорожную карту разработки.

Warehouses

Storage points exist at warehouses within nodes and in chests (storage containers) that can be placed in freeholds and static in-node housing.[15][16][17]

Безопасность дома

Система допусков позволит владельцу предоставлять доступ к отдельным частям своего дома.[19][6][20]

У имущества может быть только один владелец.[19]

  • Брак увеличивает размер семьи на единицу, позволяя поделиться доступом к дому.[21]
  • Для имитации совладения можно использовать списки доступа.[20]
  • Налоги можно платить по «джентльменскому соглашению».[22]
  • Мэры могут использовать казённые средства для найма НИПов-наёмников для защиты узлов во время осад.[23]

Система будет основываться на том, что у такого имущества… вообще у любого имущества — один владелец, но, само собой, это не помешает игрокам взаимодействовать и объединять свои ресурсы для получения определённых игровых достижений.[19]Steven Sharif

Carpentry

Carpentry (furniture making) is a Ремесло profession in Ashes of Creation.[25][26][27][4]

Your ability to craft more luxurious furniture comes with how much of a master craftsman you become in the Furnishing profession.[4]Steven Sharif

Housing decorations

Players may decorate their player housing and other types of buildings.[35]

  • Houses will be empty when purchased.[36]
    • Players may be able to upgrade to pre-furnished sets when they purchase their home.[26]
    • Pre-furnished sets will be almost entirely visual and aesthetic. Only items crafted by the Carpentry profession will have in-game functionality.[26]
  • Each size, grade, and type of player-owned housing determines the number and type of items that can be placed in it.[37][41][42] For example: You can place only the best furniture in mansion grade in-node housing.[37]
    When it comes to if you put a cosmetic house on top of your normal house, those cosmetics should be similar in size. The shape will change, so maybe the room layout will be different, but it'll still be like a one-story building.[41]Margaret Krohn
  • Characters will be able to interact with furniture items such as sit in chairs and lay in beds.[43]
  • Players will not be able to alter structural aspects such as windows and walls.[26]
  • There may be decor items that are representative of unique weapons that are available in the game.[44]

Quality furniture can be crafted in-game based on the skill of the craftsperson and availability of recipes, components and workbenches suitable to craft them.[37][4]

  • Furnishing items with in-game functionality will be restricted entirely to those created by the Carpentry profession.[26]
Your ability to craft more luxurious furniture comes with how much of a master craftsman you've become in the furnishing profession... This isn't like , I want my house to look good, I got to fork over 50 bucks in cosmetics... Players can craft in-game based on their dedication and focus in that aspect the artisan tree.[4]Steven Sharif
info-orange.pngНекоторая из приведенной ниже информации не была подтверждена разработчиками и может не входить в текущую дорожную карту разработки.

Player inventory

Alpha-2 materials inventory user interface.[46]

Inventory for A2 will exist in two categories, spatial and non-spatial. The spatial inventory system will only exist for materials and gatherables. The non-spatial system will be the normal single slot inventory that is used for all completed items IE gear, consumables etc.. The spatial system is intended to provide limitation and progression when everything in the open world is gatherable, requiring players to strategize which things they choose to gather or not. These spatial inventories will be shaped in various ways that make the bag types more conducive for certain types of gatherables allowing players to specialize their capacity. Auto sort is a feature[47]Steven Sharif

Inventory capacity has quantity (stacking) limits based on the type of item.[48][49] Backpacks offer varying stack sizes and/or spatial inventory shapes that are optimized for carrying different items.[50][51]

Inventory is split into two separate management systems. The first is your non-material, non-gatherable slots. Those are your standard single slot, not-space-constrained system that's a standard inventory: you just have a single slot, and you can pull completed items and/or consumables and quest items or whatever into that slot. And then, when you're talking about materials, specifically processed goods and gatherables: those exist within the Tetris type uh inventory system.[55]Steven Sharif
  • Items are placed into the most suitable inventory slots by default.[46]
All those materials actually sorted nicely in the appropriate bags based on your stack sizes.[46]Alex Khudoliy
We want to have very unique progression when it comes to the construction of resource bags; and those resource bags will have certain benefits, like increasing stack size count of particular types of resources; or of having a additional delay time necessary to interface with with your corpse, should a player try to take the resources you might have dropped in PvP; or having passive benefits and unique structures of spacing that makes it more a better bag for wood gathering because woods are three-by-one; or a better bag for mining because mining is always two-by-two. The idea is to make your intent as a gatherer when you go out into the wild specific right not just that you're going out into the wild and gathering everything you can because it's there; and that's what we don't have like a labor system that limits it. We have a space constraint system so when you leave your node and you go out into the wild you need to be conscientious of what you're choosing to interact with and take resources for, because you have a limited space constraint to that degree.[55]Steven Sharif
  • Inventory capacity is subject to quantity rather than weight limits.[48]
In my opinion, and this is of course subjective, but weight management is not a compelling mechanic for players to have to deal with in an MMO setting.[48]Steven Sharif
We want you to know where the things are; and then the meaningful aspect of that thing is traveling to those locations to access some of those things, particularly as it relates to materials and raw gatherables.[63]Steven Sharif
  • Inventories will be able to be sorted.[47]
Q: Why did you go for a spatial inventory system for resources?
A: There's a number of different methods that we can use in an effort to mitigate, or again throttle, the amount of success that players can have in any one trip out in the world. Now, we're using a combination of three things: We are using progression gating through your profession level; so you need to have a certain level to access certain resources. We are utilizing the spatial inventory space as a limitation on how much things you can gather before you need to go back to town. And then lastly we have a tool predicate where you need to have a tool that is relevant for the resource you're gathering; and those tools have a decay value after each use. Weight is obviously an approach that we could take if we wanted to limit. However, the spatial system works in concert with a number of other types of systems. For example, we want to have itemization drop on death specifically as it relates to material items; and we want there to be an additional layer above just weight that introduces complexity; and where there is complexity there is choice and there is strategy and there is planning required on behalf of the player in order to set themselves up for the best possible success in certain situations.[54]Steven Sharif
info-orange.pngНекоторая из приведенной ниже информации не была подтверждена разработчиками и может не входить в текущую дорожную карту разработки.

Backpacks

Рюкзак - это предмет изготовленный ремесленниками tкоторый обеспечивает личное пространство для инвентаря.[51]

Для ролевой игры вам нужно иметь возможность представлять, что ваш персонаж делает в этом мире, и вы знаете, что часть того, что делает анимация, заключается в создании этих разъемов, скажем, на поясе или рюкзаке, в которые можно вставить определенные типы реквизита или предметов, созданных командой персонажа.[66]Steven Sharif

Визуальные эффекты

Смотрите также

Ссылки

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  2. 2.0 2.1 2.2 2.3 Прямая трансляция, 2021-07-30 (1:14:33).
  3. 3.0 3.1 3.2 3.3 3.4 Видео, 2020-05-31 (47:32).
  4. 4.0 4.1 4.2 4.3 4.4 4.5 Прямая трансляция, 2018-08-17 (10:54).
  5. 5.0 5.1 5.2 5.3 Прямая трансляция, 2021-04-30 (1:12:33).
  6. 6.0 6.1 6.2 6.3 6.4 6.5 Прямая трансляция, 2020-06-26 (51:58).
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  8. 8.0 8.1 steven-personal-storage-access.png
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  10. Интервью, 2020-07-08 (57:46).
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  14. personal caravan launch points.png
  15. 15.0 15.1 Видео, 2023-06-30 (19:20).
  16. Интервью, 2018-12-06 (20:30).
  17. Видео, 2020-05-31 (47:32).
  18. Прямая трансляция, 2023-06-30 (18:45).
  19. 19.0 19.1 19.2 Прямая трансляция, 2020-06-26 (58:32).
  20. 20.0 20.1 20.2 Прямая трансляция, 2017-05-19 (26:40).
  21. Прямая трансляция, 2021-01-29 (1:13:04).
  22. Прямая трансляция, 2018-02-09 (51:57).
  23. Прямая трансляция, 2020-06-26 (59:11).
  24. Прямая трансляция, 2021-12-23 (1:16:26).
  25. Прямая трансляция, 2022-10-14 (32:38).
  26. 26.0 26.1 26.2 26.3 26.4 26.5 26.6 Интервью, 2020-07-08 (40:20).
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  28. Подкаст, 2023-12-03 (9:40).
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  34. Видео, 2023-06-30 (10:24).
  35. Прямая трансляция, 2017-11-17 (26:22).
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  51. 51.0 51.1 51.2 51.3 51.4 51.5 inventory backpack.png
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  65. Know Your Nodes: Economic Node Type.
  66. 66.0 66.1 Прямая трансляция, 2019-05-30 (1:09:17).