Chests
Chests are a type of furniture that provides localized storage within a specific house.[2][3][4]
- Players must obtain and place storage containers in their player-owned housing.[3]
- Different grades of storage containers have different inventory capacities.[3]
- There are restrictions on the grades of storage containers available in different types of houses.[3]
- Access permissions can be set to allow others to access a player's personal storage devices.[2][5][6][7]
- Personal storage chests may be set to permit access by family or guild members.[6][8]
- Transfer of resources and materials to alts will only be possible via player housing storage, as this is local to the specific house.[2]
- Players are prohibited from moving goods out of depositories within a node following a siege declaration against that node.[9]
- Gatherables and crafting materials that were stored in in-node housing and apartment storage chests become lootable upon a successful siege against the parent node. These do not become lootable if the node survives the siege- even if the housing buildings are destroyed or damaged during the siege.[10]
- Corrupt players are not able to utilize storage systems.[11][12][13]
- Personal caravans may be launched from any point of storage (including chests).[14]
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]
- Sheds are present on empty freehold plots to provide basic storage for materials needed to construct freehold buildings.[18]
Безопасность дома
Система допусков позволит владельцу предоставлять доступ к отдельным частям своего дома.[19][6][20]
- Возможность открыть дверь и войти в дом.[5][6][20]
- Доступ к посевам.[6]
- Возможность складировать и изымать предметы из хранилища.[2][5][6][7][8]
- Разрешение использовать мебель или мастерские.[5]
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]
- Quality furniture is able to be crafted in-game based on the skill of the craftsperson.[4]
- Grandmaster carpenters can craft a number of items, including furniture, weapons, siege equipment, and ship components.[28][29]
- Components of unique furniture recipes will be drops. The rarity of these items will scale based on the power it confers to the specific type of furniture it constructs.[30]
- Furnishing items with in-game functionality will be restricted entirely to those created by the carpentry profession.[26]
- Crafted furniture may contain bonuses based on the quality and grade of the furniture.[31]
- 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]
- Players may place furniture, artwork/paintings and other decor items in their player housing.[37][38][3][39][40]
- Items may only be placed in locations that are suitable for that item. For example: Statues, may only be placed in exterior locations (of Наделы and Static housing).[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]
- Building skins may change the shape of a homestead but the space available for furnishings should remain consistent.[41]
- 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
- Prized items such as achievements and trophies may be displayed.[45]
Player inventory
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]
- A player's inventory has sections for different types of items.[52] Quest items for example will not fill a player's regular inventory capacity.[53]
- Materials and resource bags have spatial ("Tetris" style) slots for items with different shapes and sizes.[54][47][55][56][57]
- The spatial inventory system is intended to mitigate the potential for players to diminish land management scores by stripping resources from particular zones as well as provide a challenging gameplay layer for players.[54][58]
- 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
- All those materials actually sorted nicely in the appropriate bags based on your stack sizes.[46] – Alex Khudoliy
- There will be a healthy number of slots for gear in a player's inventory.[59]
- Completed item inventory slots are not space constrained (by the tetris system).[55]
- Completed items, such as gear are also not subject to weight limits.[59]
- Gear loadouts can be swapped using a hotkey when out of combat.[59][60][61]
- Inventory capacity will be relatively limited for new characters.[53] Additional capacity may be increased by obtaining higher quality backpacks from crafters.[62][55][48]
- 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
- Players will have the ability to search for items they have stored in various locations (such as personal storage and node warehouses).[63]
- 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
- Вьючные животные can carry roughly 10 times more than backpacks. Caravans can carry roughly 10 times more than mules.[64]
- Inventory expansion and weight management training certificates are available in the Galleria at Город stage economic nodes.[53][65]
Backpacks
Рюкзак - это предмет изготовленный ремесленниками tкоторый обеспечивает личное пространство для инвентаря.[51]
- Чем выше уровень рюкзака, тем больше места в инвентаре.[51]
- Различные типы рюкзаков предназначены для разных видов деятельности.[51]
- Рюкзаки собирателя предназначены для переноски предметов собирательства.[51]
- Рюкзаки авантюристов предназначены для переноски расходных материалов и предметов.[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
2023-07-02 2023-07-01
Смотрите также
Ссылки
- ↑ 1.0 1.1 Прямая трансляция, 2021-06-25 (22:34).
- ↑ 2.0 2.1 2.2 2.3 Прямая трансляция, 2021-07-30 (1:14:33).
- ↑ 3.0 3.1 3.2 3.3 3.4 Видео, 2020-05-31 (47:32).
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 Прямая трансляция, 2018-08-17 (10:54).
- ↑ 5.0 5.1 5.2 5.3 Прямая трансляция, 2021-04-30 (1:12:33).
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5 Прямая трансляция, 2020-06-26 (51:58).
- ↑ 7.0 7.1 Прямая трансляция, 2019-06-28 (1:23:31).
- ↑ 8.0 8.1
- ↑ Прямая трансляция, 2020-04-30 (1:14:44).
- ↑ Интервью, 2020-07-08 (57:46).
- ↑ Прямая трансляция, 2023-02-24 (1:12:24).
- ↑ Прямая трансляция, 2022-10-28 (24:28).
- ↑ Прямая трансляция, 2021-04-30 (1:14:49).
- ↑
- ↑ 15.0 15.1 Видео, 2023-06-30 (19:20).
- ↑ Интервью, 2018-12-06 (20:30).
- ↑ Видео, 2020-05-31 (47:32).
- ↑ Прямая трансляция, 2023-06-30 (18:45).
- ↑ 19.0 19.1 19.2 Прямая трансляция, 2020-06-26 (58:32).
- ↑ 20.0 20.1 20.2 Прямая трансляция, 2017-05-19 (26:40).
- ↑ Прямая трансляция, 2021-01-29 (1:13:04).
- ↑ Прямая трансляция, 2018-02-09 (51:57).
- ↑ Прямая трансляция, 2020-06-26 (59:11).
- ↑ Прямая трансляция, 2021-12-23 (1:16:26).
- ↑ Прямая трансляция, 2022-10-14 (32:38).
- ↑ 26.0 26.1 26.2 26.3 26.4 26.5 26.6 Интервью, 2020-07-08 (40:20).
- ↑ Прямая трансляция, 2020-05-29 (40:52).
- ↑ Подкаст, 2023-12-03 (9:40).
- ↑ Подкаст, 2023-12-03 (8:47).
- ↑ Прямая трансляция, 2023-06-30 (1:23:49).
- ↑ 31.0 31.1 Интервью, 2020-07-08 (43:42).
- ↑ Прямая трансляция, 2020-07-25 (1:01:07).
- ↑ Прямая трансляция, 2020-05-29 (36:18).
- ↑ Видео, 2023-06-30 (10:24).
- ↑ Прямая трансляция, 2017-11-17 (26:22).
- ↑ Прямая трансляция, 2020-06-26 (53:20).
- ↑ 37.0 37.1 37.2 37.3 Прямая трансляция, 2023-01-27 (1:35:45).
- ↑ Прямая трансляция, 2020-06-26 (45:32).
- ↑ Прямая трансляция, 2017-05-24 (29:54).
- ↑ Прямая трансляция, 2020-05-29 (38:04).
- ↑ 41.0 41.1 41.2 Прямая трансляция, 2022-01-28 (1:13:55).
- ↑ Прямая трансляция, 2020-06-26 (47:32).
- ↑ Прямая трансляция, 2017-05-22 (56:31).
- ↑ Прямая трансляция, 2021-06-25 (1:31:04).
- ↑ Прямая трансляция, 2017-05-10 (30:53).
- ↑ 46.0 46.1 46.2 Видео, 2023-11-30 (30:19).
- ↑ 47.0 47.1 47.2 Twitter - Steven Sharif - Spatial inventory slots.
- ↑ 48.0 48.1 48.2 48.3 Прямая трансляция, 2023-02-24 (54:55).
- ↑ Прямая трансляция, 2020-05-29 (1:27:18).
- ↑ Видео, 2023-11-30 (13:38).
- ↑ 51.0 51.1 51.2 51.3 51.4 51.5
- ↑ Прямая трансляция, 2023-02-24 (22:57).
- ↑ 53.0 53.1 53.2 Прямая трансляция, 2020-07-25 (1:14:13).
- ↑ 54.0 54.1 54.2 Прямая трансляция, 2023-11-30 (1:29:18).
- ↑ 55.0 55.1 55.2 55.3 55.4 Прямая трансляция, 2023-06-30 (1:24:42).
- ↑ Прямая трансляция, 2023-06-30 (46:17).
- ↑ Видео, 2023-06-30 (8:54).
- ↑ Подкаст, 2023-07-15 (22:57).
- ↑ 59.0 59.1 59.2 Интервью, 2023-09-10 (47:13).
- ↑ Прямая трансляция, 2023-02-24 (46:15).
- ↑ Прямая трансляция, 2021-11-19 (40:53).
- ↑ Прямая трансляция, 2023-11-30 (1:34:08).
- ↑ 63.0 63.1 Прямая трансляция, 2022-07-29 (1:17:33).
- ↑ Прямая трансляция, 2017-07-18 (44:57).
- ↑ Know Your Nodes: Economic Node Type.
- ↑ 66.0 66.1 Прямая трансляция, 2019-05-30 (1:09:17).