Inventory

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Alpha-2 materials inventory user interface.[1]

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[2]Steven Sharif

Inventory capacity has quantity (stacking) limits based on the type of item.[3][4] Backpacks offer varying stack sizes and/or spatial inventory shapes that are optimized for carrying different items.[5][6]

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.[10]Steven Sharif
  • Items are placed into the most suitable inventory slots by default.[1]
All those materials actually sorted nicely in the appropriate bags based on your stack sizes.[1]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.[10]Steven Sharif
  • Inventory capacity is subject to quantity rather than weight limits.[3]
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.[3]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.[18]Steven Sharif
  • Inventories will be able to be sorted.[2]
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.[9]Steven Sharif
info-orange.pngНекоторая из приведенной ниже информации не была подтверждена разработчиками и может не входить в текущую дорожную карту разработки.

Рюкзак - это предмет изготовленный ремесленниками tкоторый обеспечивает личное пространство для инвентаря.[6]

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.[21]Steven Sharif

Storage

Storage points exist at warehouses within nodes and in chests (storage containers) that can be placed in freeholds and static in-node housing.[22][23][24]

Player housing storage

Chests are a type of furniture that provides localized storage within a specific house.[27][28][29]

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

Banking

Узлы быстро продвигаются к первой стадии. Это позволяет использовать услуги NPC такие как торговля или банковские товары.[40]

Account management

Предварительный просмотр дизайна веб-сайта Ashes of Creation (в разработке).[42]

Косметика может быть переназначена другим персонажам (альтернативный вариант) в пределах учетной записи, но может быть активен только на одном персонаже за раз.[43][44][45]

  • Скорее всего, будет перезарядка для перераспределения косметики между персонажами.[43]

Вьючные животные

Вьючные животныеездовые животные, помогающие в перевозке товаров, ресурсов и собранных материалов, повышающие переносимый объём игрока.[48] Вьючные животные перевозят значительно меньше товаров, чем караван.[49]

Караваны

3D-рендер каравана из Alpha-1. Модель за авторством Adam Will.[50]
Караваны предоставляют возможность перемещения товаров для игроков, желающих заработать.[51]

Система караванов — одна из систем PvP в открытом мире, тесно связанная с балансом между возможностями и риском. Караваны предоставляют возможность перемещения товаров для игроков, желающих заработать.[51]

  • Караваны предназначены для перевозки личных товаров, а также припасов для замков и узлов, могут использоваться для помощи в выполнении заданий.[53]
  • Караваны можно отправлять только из узлов, развившихся до этапов деревни или выше; аналогичное требование касается пункта назначения каравана — это должен быть узел этапа деревня или выше.[54]
  • Караваны могут нести товары больше, чем одного игрока.[55]

Personal caravan initiation

Deploying a personal caravan in Alpha-2.[58]

It's important for me to find a place that's relatively obscure so as not to attract any unwanted eyes.[58]Steven Sharif

Personal caravans prepared and launched at caravan master NPCs located at caravansary service buildings that are present at Деревня (стадия 3) or higher nodes.[59][57][60][56]

When you want to launch a caravan you have must first have a caravan that's constructed at the caravansary.[60]Steven Sharif
  • Once a caravan is constructed it will be hosted at that caravansary. Players will be able to select from a list of available caravans via a UI screen, which will show the available storage compartments for each caravan.[59][60]
  • All types of cargo can be shipped in caravans. The only constraint is available size (in the Tetris inventory system).[62]
  • Once a caravan is constructed and loaded with cargo, it is in a launch-ready state and can be launched in the caravan master UI whenever the caravan owner is ready. Launching the caravan will place a caravan item in the owner's inventory.[59]
You're going to have a little caravan item and when you right-click it you're going to be in deployable mode for you to be able to place that- it's a representation that you're summoning the caravan so that people around you know that you are launching a caravan.[59]Chris Justo
  • Once launched, caravan owners will see a visible radius around the node, beyond which the owner can begin deployment of their caravan.[59] Deployment takes approximately two minutes by default, but can hastened through upgrades to the caravansary building.[63]
    • Previously the concept for launching a caravan involved an overhead map UI of the node.[60] The developers moved away from this in favor of a more immersive in-world approach.[64]
  • Personal caravans can also be summoned in the open-world from caravansaries in nearby nodes. This will also begin a deployment process that will take an amount of time based on the distance from the caravansary, the caravan's components, and any benefits or buffs from upgrades, node policies, or relics.[65]
  • Previously it was stated that personal caravans can be launched from any point of storage.[39]

Mailing items

CDL-1920.png
From an item standpoint obviously we can't allow mailing to include any type of resource material or raw gatherable because those are central to the gameplay and transiting through the caravan system and economic regions. But it may be possible to send completed crafted items like gear, equipment, stuff like that. But it's something we're still discussing.[68]Steven Sharif

Смотрите также

Ссылки

  1. 1.0 1.1 1.2 Видео, 2023-11-30 (30:19).
  2. 2.0 2.1 2.2 Twitter - Steven Sharif - Spatial inventory slots.
  3. 3.0 3.1 3.2 3.3 Прямая трансляция, 2023-02-24 (54:55).
  4. Прямая трансляция, 2020-05-29 (1:27:18).
  5. Видео, 2023-11-30 (13:38).
  6. 6.0 6.1 6.2 6.3 6.4 6.5 inventory backpack.png
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  8. 8.0 8.1 8.2 Прямая трансляция, 2020-07-25 (1:14:13).
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  22. 22.0 22.1 Видео, 2023-06-30 (19:20).
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  39. 39.0 39.1 personal caravan launch points.png
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