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Freehold farms
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Freehold farms are workstation plots available for farming crops and livestock on freeholds.[3][3][4][5][6][7][8]
- Coleta and processing professions such as hunting, taming, and animal husbandry can benefit from having room for animals on a freehold.[9]
- Freehold permissions can be granted to allow other players to harvest resources on a freehold farm.[9]
- If farming and raising animals is important to you, then know that having room for this on your Freehold is a balancing act. Since Freeholds have space constraints, players will need to make choices about how much room they want to set aside for buildings, and where they want to do things like crop placement and rotation, and where to put livestock animals.[9]
- Artisan freehold features are also affected by adjacent terrain features. For example: building next to a river provides a nearby source of clean freshwater, and will have a positive effect on crops.[11]
Farming
Farming is a processing artisan profession.[3][12][4][7]
- Crops and livestock are farmable resources in Ashes of Creation.[9][3][4][5][8][7]
- Propriedades allow placement of farm workstations for farming crops and livestock.[3][3][4][5][6][7][8]
- Residência fixa allows placement of small garden sections for farming special types of crops.[4][5][13]
- Apartamentos allow placement of pots to grow seeds.[14][5]
- Public spaces in nodes allow lower-tier animal husbandry and farming activities.[15]
- The method for placing livestock and plants on a farm will vary based on available farming tools, furniture, and hired farmhands.[16]
- At first you will likely be individually placing livestock and plants and these will be based on your own efficiency in placing those footprints for those items. But, as you gain progression within either farming tools, or specific types of furniture placements, and even hired NPCs, you can move away from the low tier progression engagement with the player, which is individual placements and start doing wide swaths of placement and painting those different types of resources on the freehold.[16] – Steven Sharif
- Farmed materials can be processed into craftable materials or be converted directly into consumable items through professions such as cooking and alchemy.[4]
Crops
Crops are harvestable resources in Ashes of Creation.[3][4][5][8][7]
- Propriedades allow placement of farm workstations for farming crops and livestock.[3][3][4][5][6][7][8]
- The level and types of processing stations on a freehold will affect the speed and quality of crop rotations.[18][3]
- Residência fixa allows placement of small garden sections for farming special types of crops.[4][5][13]
- Apartamentos allow placement of pots to grow seeds.[14][5]
- Public spaces in nodes allow lower-tier animal husbandry and farming activities.[15]
- There'll be different types of tools and/or machinery that can be used to plant multiple seed types within a particular infrastructure that gives you bundles and/or many different harvestings that's part of progression. So, as you get more adept at farming, you have the ability to mass produce; and the same is true when you talk about quantity, speed of processing across many of the different processing professions[18] – Steven Sharif
- Crops are grown from seeds that are obtained from vendors or in the open-world.[19][3]
- Initially seeds will need to be planted individually, but the acquisition of farming tools or hired farmhands will enable more efficient methods.[16]
- Crops must be watered and fertilized until they are mature.[20][19]
- Plants can be uprooted, fruited (seeded), or harvested.[20]
- There are diminishing returns from harvesting crops, where new seeds will eventually need to be reacquired from the world.[21]
- There won't be a breeding mechanic associated with crops.[22]
- Farmable crops have applications beyond basic food items.[23]
- Farmed materials can be processed into craftable materials or be converted directly into consumable items through professions such as cooking and alchemy.[4]
Seasonal resources
Seasons affect crops and other herbology resources available for gathering or planting, including how crop rotation is managed.[26][27][28][29]
- Seasonal variations in resource availability will impact the economy and necessitate the transit of goods between different regions.[27]
- One of the things that is huge about the season system and how it affects crops and the gatherables in the game is the impact it will have on the economy. When a particular area no longer is capable for a week's period of time, or even potentially longer, of producing a certain type of crop or harvestable; and that has to change across the world regionally, now the transit system of those materials of those gatherables they become more relevant, and they're subject to potential risk; and the prices might go up in certain areas. It is something that is actually very instrumental in the overall design of the economy in the game.[27] – Steven Sharif
- Seasons may not directly affect certain gatherables, such as veins of ore, but access to those resources may be blocked during certain weather conditions.[26][27]
- It won't likely affect too much on certain resource spectrums like veins of ore. Those might not be affected by the seasons or weather systems, but there might be blockages to cave networks that house those types of ore veins. Alternatively it is going to be significant impact on any type of herbology or plant-based types of gatherables. It's going to have significant impacts on crops that players can plant themselves on their properties; and that they'll be able to harvest. They're going to need to time the crop placement and its maturity window so that it's harvestable and available to be harvest before the change of seasons that might adversely affect certain types of crops. And not every biome will experience the same type of effects caused by the seasonality of the world. The desert biome might instead of snow have significant more winds that pick up that could be damaging to more fragile types of crops if you have a freehold in that location.[26] – Steven Sharif
Underrealm freeholds
Recursos serão diferentes no subterrâneo.[30]
- Isso afetará as profissões de Plantação e Criação de animais.
- Já que os jogadores só poderão ter uma propriedade, eles devem escolher sua especialização de classe artesã de acordo com se querem possuir terras no subterrâneo ou na superfície.
Ver também
Referências
- ↑ Transmissão ao vivo, 2020-05-29 (35:36).
- ↑ Transmissão ao vivo, 2020-05-29 (39:47).
- ↑ 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 3.12 Vídeo, 2023-06-30 (6:39).
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 4.9 Entrevista, 2021-02-07 (42:41).
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 5.8 Transmissão ao vivo, 2020-10-30 (44:22).
- ↑ 6.0 6.1 6.2 Transmissão ao vivo, 2017-10-16 (56:42).
- ↑ 7.0 7.1 7.2 7.3 7.4 7.5 Transmissão ao vivo, 2017-05-30 (20:01).
- ↑ 8.0 8.1 8.2 8.3 8.4 Transmissão ao vivo, 2017-05-05 (32:11).
- ↑ 9.0 9.1 9.2 9.3 Blog: Exploring the Boundless Opportunities of Freeholds.
- ↑
- ↑ Transmissão ao vivo, 2017-05-05 (15:47).
- ↑ Transmissão ao vivo, 2022-10-14 (32:38).
- ↑ 13.0 13.1 Transmissão ao vivo, 2020-06-26 (45:32).
- ↑ 14.0 14.1 Entrevista, 2023-07-09 (41:22).
- ↑ 15.0 15.1 Entrevista, 2023-07-09 (51:26).
- ↑ 16.0 16.1 16.2 Entrevista, 2023-09-10 (29:31).
- ↑ X.com - Verran screenshots.
- ↑ 18.0 18.1 Transmissão ao vivo, 2023-06-30 (1:47:33).
- ↑ 19.0 19.1 Vídeo, 2023-06-30 (11:53).
- ↑ 20.0 20.1 Transmissão ao vivo, 2023-06-30 (1:46:24).
- ↑ Entrevista, 2023-07-09 (55:54).
- ↑ Entrevista, 2021-02-07 (44:17).
- ↑
- ↑ Vídeo, 2022-10-28 (19:10).
- ↑ Transmissão ao vivo, 2022-04-29 (56:24).
- ↑ 26.0 26.1 26.2 Transmissão ao vivo, 2022-05-27 (55:47).
- ↑ 27.0 27.1 27.2 27.3 Vídeo, 2022-05-27 (15:50).
- ↑ Transmissão ao vivo, 2017-05-08 (20:27).
- ↑
- ↑ Transmissão ao vivo, 2017-06-01 (24:30).