Processing

Материал из Ashes of Creation Wiki
Перейти к навигации Перейти к поиску
Furnace that can be placed on a freehold.[1]

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

Processing requires blueprints for the construction of buildings that are needed to process resources.[2]

Processing professions

Artisan mastery

Ремесленные классы не позволят персонажу быть мастером во всём.[3] Игроки должны выбрать путь в дереве ремесленных умений для каждого персонажа.[4] Вложение очков в отдельные ветки позволяет игроку специализироваться в определённых областях. Это поддерживает взаимозависимость игроков и улучшает впечатление от занятия ремеслами.[5]

Raw materials

Gatherable mushrooms found in an underground cave.[7]

Gatherable resources (raw materials/harvestables) occur in locations where you would expect them to be organically.[8]

  • Some resources will be one-time gatherables that will randomly respawn at a different location once collected.[9][10]
  • Other resources will exist as a cluster (also called vein gatherables). These will last until the full resource is depleted.[9][10][8]
    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.[10]Steven Sharif
    • There will be moving resources such as herds of animals that are constantly moving around the world.[11]
    • Once a resource is depleted from one location it may respawn in the same location or somewhere else, depending on the type of resource.[10][8][11]
    • Resources respawn on a cooldown basis.[8]
  • Resources won't be locked to the node system.[8]
  • Some unique resources may be monsters in disguise or have monsters defending them.[12]

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.[13]

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![14]

Resource quality

Flanggler (Flower angler or Mimic flower).[15][16]

Resources will have differing levels of quality for the same resource type.[10] This is somewhat similar to Star Wars Galaxies.[17]

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.[19]Steven Sharif

Processed materials

Hunter's Dwelling.png

Материалы можно получить следующими путями:

Качество материалов для крафта будет влиять на качество создаваемого предмета.[23]

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.[22]

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.[22]Steven Sharif

Artisan tools

Gathering artisan classes require the creation and use of harvesting tools that enable the gathering of resources.[2][25]

  • Progression in the gathering artisan class unlocks higher level harvesting tools that enable gathering of higher level resources.[18]
  • Tools will have durability and tool lifespans.[9][26]
    • The amount of usages of a gathering tool increases as the gatherer becomes more proficient in the gathering artisan tree.[9]
    • Tools may become non-repairable, requiring re crafting.[26]
  • Artisans will not need to rely on other trees in order to make their tools.[2]

Tools do advance within the artisan tree, so your ability to either gather, process or craft will require the equivalent tools necessary at that stage of crafting in order to accomplish the task at hand. So, you could not mine copper and mithril with the same tool.[25]Steven Sharif

Processing requires blueprints for the construction of buildings that are needed to process resources.[2]

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.[21] Каждая стадия производства может потребовать караван для транспортировки товаров от одного ремесленника к другому.[5]

  1. Получение сырья:[27]
  2. Очисткой сырья с помощью обрабатывающих профессий.[21]
  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.[30]Steven Sharif

Gathering

Gathering in the Alpha-1 early preview.[32]

Gathering is one of the artisan classes in Ashes of Creation.[7][33]

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.[34]Steven Sharif

Crafting

Производство это один из ремесленных классов в Ashes of Creation. Оно является движущей силой в игровой экономике.[36]

Все, что вы захотите создать в игровом мире, будет создано игроками: неважно, корабли это, осадные машины, оружие, броня или что-то еще.[37] Джеффри Бард

Freehold buildings

Freehold buildings can be placed on a freehold plot.[39][40]

Buildings will require blueprints and materials.[41]

  • Basements in freehold buildings are to be decided.[42]

Freehold buildings will not change in terms of footprint (within a specific tier of that building) but may increase in height.[43]

  • Certain buildings will have multiple tiers, with different footprint sizes. For example: Small, medium, large, to mansion-sized homes.[43]
    • A mansion sized home may occupy up to 50% of a freehold plot.[43]

Freehold building architecture is based on the blueprint for the building.[44]

  • Cosmetics can also be applied to a blueprint based on the type of building.[44]
  • Players are not locked into any particular race for freehold blueprints.[45]

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.[44]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.[46][47]

  • Players will need to manage how these are arranged to maximize adjacency bonuses.[47]

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.[48]Джеффри Бард

Иллюстрации

Справочники сообщества

Смотрите также

Примечания

  1. 1.0 1.1 1.2 1.3 Стрим, 5 May 2017 (34:15).
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Интервью, 27 March 2020 (9:00).
  3. 3.0 3.1 Стрим, 24 Мая 2017 (32:07).
  4. artisan skill tree.png
  5. 5.0 5.1 Стрим, 5 Мая 2017 (6:12).
  6. Стрим, 18 Июля 2017 (37:25).
  7. 7.0 7.1 7.2 7.3 Стрим, 3 September 2017 (10:48).
  8. 8.0 8.1 8.2 8.3 8.4 Стрим, 8 May 2017 (54:26).
  9. 9.0 9.1 9.2 9.3 9.4 Стрим, 31 July 2020 (1:05:58).
  10. 10.0 10.1 10.2 10.3 10.4 10.5 Стрим, 25 July 2020 (1:04:50).
  11. 11.0 11.1 Стрим, 17 December 2019 (1:14:42).
  12. Gathering.png
  13. About Ashes of Creation.
  14. Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  15. flanggler.png
  16. Стрим, 17 November 2017 (53:28).
  17. resource quality.png
  18. 18.0 18.1 Стрим, 30 April 2020 (53:11).
  19. 19.0 19.1 Интервью, 20 October 2018 (2:13).
  20. Стрим, 5 Мая 2017 (34:15).
  21. 21.0 21.1 21.2 Стрим, 5 Мая 2017 (8:22).
  22. 22.0 22.1 22.2 22.3 end level mats.png
  23. Интервью, 20 Октября 2018 (17:31).
  24. Стрим, 30 April 2020 (54:33).
  25. 25.0 25.1 25.2 Интервью, 11 May 2018 (38:25).
  26. 26.0 26.1 crafting tools.jpg
  27. Стрим, 8 Мая 2017 (20:41).
  28. Стрим, 18 Июля 2017 (38:30).
  29. Стрим, 26 Мая 2017 (26:00).
  30. Интервью, 11 Мая 2018 (24:18).
  31. steven-a1-fishing+raptors.png
  32. Стрим, 28 March 2020 (48:31).
  33. artisan classes.png
  34. 34.0 34.1 Подкаст, 11 May 2018 (1:00:07).
  35. Стрим, 17 Августа 2018 (15:14).
  36. CraftingImportance.png
  37. Стрим, 24 Мая 2017 (17:08).
  38. Ashes of Creation Store: Velkor's Eye.
  39. Node series part II – the Metropolis.
  40. Стрим, 24 May 2017 (9:58).
  41. stevenclarification.png
  42. Стрим, 28 June 2019 (1:09:22).
  43. 43.0 43.1 43.2 Интервью, 8 July 2020 (45:23).
  44. 44.0 44.1 44.2 Стрим, 28 August 2020 (2:14:06).
  45. Стрим, 26 May 2017 (44:11).
  46. Стрим, 29 May 2020 (41:27).
  47. 47.0 47.1 Стрим, 16 October 2017 (56:42).
  48. Стрим, 6 December 2018 (44:14).