Обрабатывающие профессии

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Processing stations

Lumbersmiths processing station.[1]

Processing stations are of course a necessary component of taking gatherables into usable crafted goods essentially to fulfill what recipes require in order to make items.[2]Steven Sharif

Alpha-2 metalworking processing station in action.[3]

We're trying to marry the visuals with what's actually going on with the station. So, if you have a job queued and you're trying to do errands throughout the node, or in your freehold or whatever, [you] should be able to look at the station and know what's going on with it: So you know he's there working and once he's done he's going to stop and you can be like, okay there's stuff ready to pick up and have some visuals associated with that. So, as much as we can have stuff rooted in world instead of throwing a bunch of UI in the player's face, that's something that we're trying to do and is important to us.[4]Kory Rice

Processing stations are workstations that are used to process raw materials into processed goods (crafting materials) at nodes or on freeholds.[5][6][2][7][8]

Each processing profession will have four stations; and the stations will come online as you progress through the profession. Each one of those stations will make goods that are immediately useful to the economy, to crafters, to other processors; and each processing station will build on itself and into the other stations.[12]Kory Rice
  • Processing stations require fuel to process the required grade of materials.[14][1][13][15]
    • Players can mix and match different fuels to fulfill the fuel requirements of a recipe.[14][1]
Processing as it stands for Alpha-2's implementation is that there is a certain amount of prep work that's required first for the industry-specific component, which is the building. That prep work might be finding a certain amount of lumber to light the fire in kiln or whatever, to a certain temperature in order for you to process a certain grade of ore; and that grade of ore being malleable then into an ingot; and that produces that ingot so-to-speak. Now, in that process there's a gathering component, there's a preparatory phase, there is a time-related component.[15]Steven Sharif
  • Processing stations have queue slots that allow jobs to be queued at that station.[16] Processing jobs are processed sequentially for all players in freeholds. Processing jobs in nodes are processed sequentially per player, but concurrently with other player's jobs.[17]
    • Processing animations in freeholds are visible to all players (as there is a single shared processing queue). Processing station animations in nodes relate to the processing activity of each player individually, as each queue is personalized per player.[4]
Q: Can you provide more details in regards to the design philosophy behind why it's a queue system for freeholds but not for nodes?
A: On the freehold, processing can achieve the highest levels of processing. That's where the highest levels of processing occur. Nodes can only go up to a certain level of processing. Now we want to be able to throttle the amount of resources that can be processed at any given time in response to the fluctuation and flows of the economy. So, we want to make sure that the economy is a bigger ship when turning than being able to immediately start processing everything at once and get new resources out as the flow of supply and demand changes within the world. And because- again that's at the highest levels of processing; and you're sharing the available queues that exist at those stations. It's going to take time and it's going to take a long time for the higher level materials.[18]Steven Sharif
There's also possibilities that the machine you're using itself has some type of gameplay layer- should the kiln get overheated, and you have to throw some water on it or something. There are elements there in that process that we want to mimic this gameplay opportunity for players to interact; and not just be a time-sink. But time-sink is also a component of it as well, because that's the throttle for the introduction of processed materials from raw gatherables into the economy.[15]Steven Sharif
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.[8]Steven Sharif
  • The developers are considering a decay system for processing stations similar to item decay for gear.[20]
Q: Do processing stations wear out over time? Do they have to be repaired?
A: That's something that we're still discussing internally. It is coded in such a way where it's an easy variable for us to change that. There are material components that are necessary to feed the machines to keep them up and running, or it could be based on how you interact with the fuel components. If you overheat- overcharge with fuel, that can create like a system degrade similar to your armor decay, which then you have to feed materials in order to rebuild maintenance-wise. Right now it is not implemented. With that in mind, the only maintenance required is going to be through taxation. And depending on the number of permits that you have placed on the freehold will increase the amount of taxes that are necessary to be paid for the freehold.[20]Steven Sharif

List of processing stations

Artisan progression

Игроки должны выбрать путь в дереве навыков умельца для каждого персонажа.[21] В рамках каждого из трёх основных путей умельца (добыча ресурсов, обработка и ремесло) есть разные профессии. Персонаж может освоить только один из основных путей.[22][23][24][25]

  • Можно освоить несколько профессий (но не все) в рамках основных путей умельца, но это будет долго и трудоёмко, потребует много ресурсов.[22][25][26]
    • Игрок может освоить профессию только в том случае, если он достиг мастерства пути умельца.[27]
    • На основании тестирования может быть принято решение об ограничении количества сертификатов о владении профессией до определённого значения.[27][28]

Добыча ресурсов — это основной путь умельца, наряду с обработкой и ремеслом. Внутри каждого из трёх основных путей умельца лежат разные профессии. Вы можете освоить только один основной путь. Но вы можете потратить время на освоение каждой профессии в рамках основного пути умельца.[25]Steven Sharif

Чтобы стать мастером какого-либо класса умельцев, мастером-переработчиком или мастером-добытчиком, потребуется значительное время и ресурсы.[29]Steven Sharif

Прогресс класса умельца в дереве умельца происходит на основе опыта (повторения задач) в ветке, а также путём достижения определённых ориентиров в каждой ветке.[30]

  • Игроки могут попробовать себя во всех профессиях на «начальном» уровне, прежде чем они решат освоить определенный путь.[31]
  • Выбор определённого пути в дереве навыков даёт игроку возможность специализироваться в определённой области. Это поощряет взаимозависимость, игроков, улучшая игровой опыт умельца.[32]

У игроков будет возможность попробовать себя во всех профессиях на самом начальном уровне, чтобы получить представление о том, что это за профессия и понять направление, в котором они хотят развиваться и перейти к овладению отдельными профессиями.[31]Steven Sharif

Когда мы говорим, что невозможно стать мастером всех профессий, это означает, что нельзя освоить все три типа классов умельца (добыча ресурсов, переработка, ремесло). Вы сможете быть мастером только одного из них.[24]Steven Sharif

Овладение мастерством

A character may only ever be a Master in up to 3 professions and Grandmaster in up to 2 professions across all artisan branches.[34][35]

  • Artisan mastery is no longer restricted to a single branch.[35]
  • Characters may change which professions they master.[36]
Becoming a master Crafter or a master Processor or a master Gatherer should be a significant time investment and resource investment; and because of that it should also be something that when you achieve that status it's like people on the server know who you are.[29]Steven Sharif
  • Masteries aren’t just about making an item. They grant many things, including titles, access to items, bargains, and quests. [33]
  • Previously it was stated that with considerable effort a player can master all professions within a mastered parent artisan class.[25][26] This was later changed to a player being able to master some but not all professions within a mastered parent artisan class.[22][21] This was changed to being able to master up to two or three professions within a mastered parent artisan class (subject to testing).[37] This was changed to being able to master up to two professions.[38] The current stance is only being able to become a Master of 3 professions and Grandmaster of 2 professions across all branches.[34][35]
Q: What would be the daily activities for someone at level 50 with a maxed out artisan tree?
A: The daily activity might be something along the lines of, depending on what type of profession or processor you are, of interacting with fellow artisanship individuals to wheel and deal on supply and demand chains; orchestrating and participating and caravan roads that move materials across the world so that you can satisfy buy orders and/or commission requests. Participating in unique trades and/or dungeon experiences that have the opportunity to acquire unique crafting materials so that you can create the dragon's legendary sword and sell that potentially. Finding unique harvestable materials in remote parts of the world or engaging in treasure map finding for again unique materials and/or processing things. There's a whole host of different intents that are loops for the players to participate in that again are situationally relevant based on the world state.[39]Steven Sharif

Визуальные эффекты

- None -

Смотрите также

Ссылки

  1. 1.0 1.1 1.2 1.3 1.4 1.5 Development Update with Freehold Preview.
  2. 2.0 2.1 Прямая трансляция, 2023-04-07 (31:49).
  3. Видео, 2023-11-30 (46:59).
  4. 4.0 4.1 Видео, 2023-11-30 (48:22).
  5. 5.0 5.1 Blog: Exploring the Boundless Opportunities of Freeholds.
  6. 6.0 6.1 steven-workstations.png
  7. Прямая трансляция, 2022-06-30 (1:08:02).
  8. 8.0 8.1 8.2 Подкаст, 2021-04-11 (40:20).
  9. Видео, 2023-06-30 (15:34).
  10. Интервью, 2023-07-09 (33:55).
  11. Прямая трансляция, 2023-06-30 (33:26).
  12. Прямая трансляция, 2023-06-30 (37:30).
  13. 13.0 13.1 13.2 Видео, 2023-06-30 (16:02).
  14. 14.0 14.1 Прямая трансляция, 2023-06-30 (38:18).
  15. 15.0 15.1 15.2 15.3 Прямая трансляция, 2022-02-25 (1:12:27).
  16. 16.0 16.1 16.2 Прямая трансляция, 2023-11-30 (1:26:16).
  17. Видео, 2023-11-30 (39:15).
  18. Прямая трансляция, 2023-11-30 (1:28:10).
  19. Видео, 2023-11-30 (43:43).
  20. 20.0 20.1 Интервью, 2023-07-09 (54:46).
  21. 21.0 21.1 artisan skill tree.png
  22. 22.0 22.1 22.2 steven-profession-mastery.png
  23. Прямая трансляция, 2017-05-24 (32:07).
  24. 24.0 24.1 Прямая трансляция, 2019-07-26 (1:09:46).
  25. 25.0 25.1 25.2 25.3 artisan mastery1.png
  26. 26.0 26.1 steven-profession-mastery-all.png
  27. 27.0 27.1 artisan mastery5.png
  28. artisan mastery3.png
  29. 29.0 29.1 Интервью, 2020-07-20 (18:47).
  30. Интервью, 2021-02-07 (36:38).
  31. 31.0 31.1 Интервью, 2020-03-27 (5:25).
  32. Прямая трансляция, 2017-05-10 (6:12).
  33. 33.0 33.1 artisan mastery4.png
  34. 34.0 34.1 roshen-mastery.png
  35. 35.0 35.1 35.2 steven-mastery-2-branches.png
  36. steven-change-mastery.png
  37. Прямая трансляция, 2022-04-29 (1:13:00).
  38. steven-mastery-cap.png
  39. Интервью, 2023-07-09 (42:51).