Processing

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Furnace that can be placed on a freehold.[1]

Processing is one of the artisan classes in Ashes of Creation.[1]

  • Blueprints are required for the construction of the feehold buildings that are used to process resources.[2][3][1]
    • The amount of goods that can be processed while unattended by the player is based on the rating of that particular processing station.[2]
    • The time spent processing can be reduced by upgrading the capabilities and quality of the processing station via a progression tier system.[2]

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.[2]Steven Sharif

Processing professions

Artisan mastery

Ремесленные классы не позволят персонажу быть мастером во всём.[4] Игроки должны выбрать путь в дереве ремесленных умений для каждого персонажа.[5] Вложение очков в отдельные ветки позволяет игроку специализироваться в определённых областях. Это поддерживает взаимозависимость игроков и улучшает впечатление от занятия ремеслами.[6]

Raw materials

Gatherable mushrooms found in an underground cave.[8]

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

  • Some resources will be one-time gatherables that will randomly respawn at a different location once collected.[10][11]
  • Other resources will exist as a cluster (also called vein gatherables). These will last until the full resource is depleted.[10][11][9]
    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.[11]Steven Sharif
    • There will be moving resources such as herds of animals that are constantly moving around the world.[12]
    • Once a resource is depleted from one location it may respawn in the same location or somewhere else, depending on the type of resource.[11][9][12]
    • Resources respawn on a cooldown basis.[9]
  • Resources won't be locked to the node system.[9]
  • Some unique resources may be monsters in disguise or have monsters defending them.[13]

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.[14]

We really want resources to be persistent and non-renewable. If there’s a mithril vein, that mithril vein will be there until it runs out. The server will manage these amounts on its own, and will repopulate things where and when it desires. You might find another mithril vein in that location sometime later, or somewhere nearby, or maybe never again![15]

Players drop resources and other items upon death, based on their applicable death penalties.[16][17][18][19]

Raw materials (gatherable resources) are not to be confused with crafting materials (processed goods).[1][20]

Resource quality

Flanggler (Flower angler or Mimic flower).[21][22]

Resources will have differing tiers of quality for the same resource type.[11] This is somewhat similar to Star Wars Galaxies.[23]

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.[25]Steven Sharif

In Alpha-1 testing there are 4 tiers of gatherable resources across all gathering professions:[ citation needed ]

Processed materials

Hunter's Dwelling.png

Материалы можно получить следующими путями:

Качество материалов для крафта будет влиять на качество создаваемого предмета.[29]

List of processed goods (crafting materials)

High-level materials

Материалы для производства высокоуровневых вещей можно получить с мировых боссов и с помощью разборки других высокоуровневых вещей.[28]

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.[28]Steven Sharif

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.[27] Каждая стадия производства может потребовать караван для транспортировки товаров от одного ремесленника к другому.[6]

  1. Получение сырья:[30]
  2. Очисткой сырья с помощью обрабатывающих профессий.[27]
  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.[33]Steven Sharif

Gathering

Alpha-1 gathering.[34]

The whole gathering component of Alpha one is not the intended gathering for the actual game. You will not be seeing sparklies on resources out in the world.[35]Steven Sharif

Gathering in the Alpha-1 early preview.[36]

Gathering is one of the artisan classes in Ashes of Creation.[8][37]

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.[39]Steven Sharif

Crafting

Производство это один из ремесленных классов в Ashes of Creation. Оно является движущей силой в игровой экономике.[41]

Все, что вы захотите создать в игровом мире, будет создано игроками: неважно, корабли это, осадные машины, оружие, броня или что-то еще.[42] Джеффри Бард

Freehold buildings

Freehold buildings can be placed on a freehold plot.[44][45]

Buildings will require blueprints and materials.[46]

  • Basements in freehold buildings are to be decided.[47]

Freehold buildings will not change in terms of footprint (within a specific tier of that building) but may increase in height.[48]

  • Certain buildings will have multiple tiers, with different footprint sizes. For example: Small, medium, large, to mansion-sized homes.[48]
    • A mansion sized home may occupy up to 50% of a freehold plot.[48]

Freehold building architecture is based on the blueprint for the building.[49]

  • Cosmetics can also be applied to a blueprint based on the type of building.[49]
  • Players are not locked into any particular race for freehold blueprints.[50]

The way we look at it is the freehold is your space so we want you to be able to make it look the way you want it to.[49]Джеффри Бард

Freehold building placement

There may be a grid-based system that freehold owners can use to place items/props and buildings on their freehold plot.[51][52]

  • Players will need to manage how these are arranged to maximize adjacency bonuses.[52]

Depending on where your place you're freehold, you're gonna have different environmental tiles available to you and those will kind of enable or buff existing structures that you place in your Freehold... I don't know that we would put like fish farming just for a freehold that's on a river. What we would probably do is give you a buff to fishing in that area. That kind of a thing. So there'll be more buffs for existing things rather than necessarily a special buildings just for that area. But again we're not fully baked in on that system yet, so it's very possible though we end up going down that direction.[53]Джеффри Бард

Timeline

Ремесленные классы (Gathering, Processing, Crafting) will come online fully in Alpha-2 and the Betas.[54][55]

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.[54]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.[55]Steven Sharif

Иллюстрации

Справочники сообщества

Смотрите также

Примечания

  1. 1.0 1.1 1.2 1.3 1.4 Стрим, 5 May 2017 (34:15).
  2. 2.0 2.1 2.2 2.3 2.4 Подкаст, 11 April 2021 (40:20).
  3. 3.0 3.1 Интервью, 27 March 2020 (9:00).
  4. 4.0 4.1 Стрим, 24 Мая 2017 (32:07).
  5. artisan skill tree.png
  6. 6.0 6.1 Стрим, 5 Мая 2017 (6:12).
  7. Стрим, 18 Июля 2017 (37:25).
  8. 8.0 8.1 8.2 8.3 Стрим, 3 September 2017 (10:48).
  9. 9.0 9.1 9.2 9.3 9.4 Стрим, 8 May 2017 (54:26).
  10. 10.0 10.1 Стрим, 31 July 2020 (1:05:58).
  11. 11.0 11.1 11.2 11.3 11.4 11.5 Стрим, 25 July 2020 (1:04:50).
  12. 12.0 12.1 Стрим, 17 December 2019 (1:14:42).
  13. Gathering.png
  14. About Ashes of Creation.
  15. Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  16. Стрим, 26 March 2021 (1:07:33).
  17. a419c5398b542a713545e4f393d67215.png
  18. Подкаст, 5 May 2017 (43:05).
  19. Интервью, 18 July 2020 (27:11).
  20. Стрим, 5 May 2017 (8:22).
  21. flanggler.png
  22. Стрим, 17 November 2017 (53:28).
  23. resource quality.png
  24. Стрим, 30 April 2020 (53:11).
  25. 25.0 25.1 Интервью, 20 October 2018 (2:13).
  26. Стрим, 5 Мая 2017 (34:15).
  27. 27.0 27.1 27.2 Стрим, 5 Мая 2017 (8:22).
  28. 28.0 28.1 28.2 28.3 end level mats.png
  29. Интервью, 20 Октября 2018 (17:31).
  30. Стрим, 8 Мая 2017 (20:41).
  31. Стрим, 18 Июля 2017 (38:30).
  32. Стрим, 26 Мая 2017 (26:00).
  33. Интервью, 11 Мая 2018 (24:18).
  34. steven-a1-fishing+raptors.png
  35. 35.0 35.1 Стрим, 30 July 2021 (1:11:58).
  36. Стрим, 28 March 2020 (48:31).
  37. artisan classes.png
  38. Интервью, 11 May 2018 (38:25).
  39. 39.0 39.1 Подкаст, 11 May 2018 (1:00:07).
  40. Стрим, 17 Августа 2018 (15:14).
  41. CraftingImportance.png
  42. Стрим, 24 Мая 2017 (17:08).
  43. Ashes of Creation Store: Velkor's Eye.
  44. Node series part II – the Metropolis.
  45. Стрим, 24 May 2017 (9:58).
  46. stevenclarification.png
  47. Стрим, 28 June 2019 (1:09:22).
  48. 48.0 48.1 48.2 Интервью, 8 July 2020 (45:23).
  49. 49.0 49.1 49.2 Стрим, 28 August 2020 (2:14:06).
  50. Стрим, 26 May 2017 (44:11).
  51. Стрим, 29 May 2020 (41:27).
  52. 52.0 52.1 Стрим, 16 October 2017 (56:42).
  53. Стрим, 6 December 2018 (44:14).
  54. 54.0 54.1 54.2 54.3 54.4 54.5 54.6 Стрим, 26 March 2021 (42:28).
  55. 55.0 55.1 55.2 Интервью, 7 February 2021 (35:30).
  56. Стрим, 30 April 2021 (41:18).