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Personal inventory space is tied a [[#Backpack|Backpack]]. [[Caravans]] and [[Mules]] are intended to be the primary mode of transportation of goods.<ref>[[File:carrying capacity.png|350px]]</ref>
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[[File:SS2023-11-30-Video-30:47.36.png|thumb||[[Alpha-2]] [[Inventory|materials inventory]] [[User interface|user interface]].{{video|2023-11-30|30m19|W6dhCycYAJQ}} <blockquote>''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''{{web|https://twitter.com/stevenjsharif/status/1679502600524414982|Twitter - Steven Sharif - Spatial inventory slots.}}{{ndash|[[Steven Sharif]]}}</blockquote>]]
  
== Backpacks ==
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[[Inventory]] capacity has quantity (stacking) limits based on the type of [[Items|item]].{{livestream|2023-02-24|54m55|3FxHjg0YgiM}}{{livestream|2020-05-29|1h27m18|ZKdaKuYLtiw}} [[Backpacks]] offer varying stack sizes and/or [[Spatial inventory|spatial inventory shapes]] that are optimized for carrying different items.{{video|2023-11-30|13m38|W6dhCycYAJQ}}{{quote|inventory backpack.png|link=https://discordapp.com/channels/256164085366915072/257283936756039680/271388802382036995}}
  
A backpack is an item crafted by [[Artisans]] that provides personal inventory space.<ref>[[File:inventory backpack.png|350px]]</ref>
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* A player's inventory has sections for different types of items.{{livestream|2023-02-24|22m57|3FxHjg0YgiM}} [[Quests|Quest]] items for example will not fill a player's regular inventory capacity.{{livestream|2020-07-25|1h14m13|KtVUiS7yAHE}}
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** [[Materials bags|Materials]] and [[Resource bags|resource bags]] have [[Spatial inventory|spatial]] ("Tetris" style) slots for [[Items|items]] with different shapes and sizes.{{livestream|2023-11-30|1h29m18|V9F_AJl9ozY}}{{web|https://twitter.com/stevenjsharif/status/1679502600524414982|Twitter - Steven Sharif - Spatial inventory slots.}}{{livestream|2023-06-30|1h24m42|K-OyTa9pgQk}}{{livestream|2023-06-30|46m17|K-OyTa9pgQk}}{{video|2023-06-30|8m54|ZHkMaNWiKg0}}
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** The spatial inventory system is intended to mitigate the potential for players to diminish [[Land management scores|land management scores]] by stripping [[Resources|resources]] from particular zones as well as provide a challenging gameplay layer for players.{{livestream|2023-11-30|1h29m18|V9F_AJl9ozY}}{{podcast|2023-07-15|22m57|GwpWmmIq2cg}}
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: ''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.''{{livestream|2023-06-30|1h24m42|K-OyTa9pgQk}}{{ndash|[[Steven Sharif]]}}
  
* The higher level backpack, the greater the inventory space.
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* [[Items]] are placed into the most suitable inventory slots by default.{{video|2023-11-30|30m19|W6dhCycYAJQ}}
* Different backpacks types cater to different activities. For example:
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: ''All those materials actually sorted nicely in the appropriate bags based on your stack sizes.''{{video|2023-11-30|30m19|W6dhCycYAJQ}}{{ndash|[[Alex Khudoliy]]}}
** [[Gathering|Gatherers]] backpacks are intended to carry gatherables.
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** [[Adventuring|Adventurers]] backpacks are intended to carry consumables and items.
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* There will be a healthy number of slots for [[Gear|gear]] in a player's inventory.{{interview|2023-09-10|47m13|BKF8EJ1d8gE}}
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** [[Completed items|Completed item]] inventory slots are not space constrained (by the tetris system).{{livestream|2023-06-30|1h24m42|K-OyTa9pgQk}}
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** Completed items, such as [[Gear|gear]] are also not subject to weight limits.{{interview|2023-09-10|47m13|BKF8EJ1d8gE}}
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** [[Swapping gear|Gear loadouts can be swapped]] using a [[Hotkeys|hotkey]] when out of [[Combat|combat]].{{interview|2023-09-10|47m13|BKF8EJ1d8gE}}{{livestream|2023-02-24|46m15|3FxHjg0YgiM}}{{livestream|2021-11-19|40m53|-_2PpHVVFQg}}
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* Inventory capacity will be relatively limited for new [[Character|characters]].{{livestream|2020-07-25|1h14m13|KtVUiS7yAHE}} Additional capacity may be increased by obtaining higher quality [[Backpacks|backpacks]] from [[Crafters|crafters]].{{livestream|2023-11-30|1h34m08|V9F_AJl9ozY}}{{livestream|2023-06-30|1h24m42|K-OyTa9pgQk}}{{livestream|2023-02-24|54m55|3FxHjg0YgiM}}
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: ''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.''{{livestream|2023-06-30|1h24m42|K-OyTa9pgQk}}{{ndash|[[Steven Sharif]]}}
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* Inventory capacity is subject to quantity rather than weight limits.{{livestream|2023-02-24|54m55|3FxHjg0YgiM}}
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: ''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.''{{livestream|2023-02-24|54m55|3FxHjg0YgiM}}{{ndash|[[Steven Sharif]]}}
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* Players will have the ability to search for items they have [[Storage|stored]] in various locations (such as [[Personal storage|personal storage]] and [[Warehouses|node warehouses]]).{{livestream|2022-07-29|1h17m33|23GSdvV1dB0}}
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: ''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.''{{livestream|2022-07-29|1h17m33|23GSdvV1dB0}}{{ndash|[[Steven Sharif]]}}
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* Inventories will be able to be sorted.{{web|https://twitter.com/stevenjsharif/status/1679502600524414982|Twitter - Steven Sharif - Spatial inventory slots.}}
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: '''Q: Why did you go for a spatial inventory system for resources?'''
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: '''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.''{{livestream|2023-11-30|1h29m18|V9F_AJl9ozY}}{{ndash|[[Steven Sharif]]}}
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{{Update}}
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* [[Mules]] can carry roughly 10 times more than backpacks. Caravans can carry roughly 10 times more than mules.{{livestream|2017-07-18|44m57|G4-Sb3dN2hQ}}
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* [[Inventory]] expansion and weight management training certificates are available in the [[Galleria]] at [[City]] stage [[Economic node|economic nodes]].{{livestream|2020-07-25|1h14m13|KtVUiS7yAHE}}{{web|https://ashesofcreation.com/news/2019-05-32-know-your-nodes-economic-node-type|Know Your Nodes: Economic Node Type.}}

Edição atual desde as 12h56min de 18 de abril de 2024

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

Inventário 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
  • Itens 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.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.
  • Mulas can carry roughly 10 times more than backpacks. Caravans can carry roughly 10 times more than mules.[19]
  • 1.0 1.1 1.2 Vídeo, 2023-11-30 (30:19).
  • 2.0 2.1 2.2 Twitter - Steven Sharif - Spatial inventory slots.
  • 3.0 3.1 3.2 3.3 Transmissão ao vivo, 2023-02-24 (54:55).
  • Transmissão ao vivo, 2020-05-29 (1:27:18).
  • Vídeo, 2023-11-30 (13:38).
  • inventory backpack.png
  • Transmissão ao vivo, 2023-02-24 (22:57).
  • 8.0 8.1 8.2 Transmissão ao vivo, 2020-07-25 (1:14:13).
  • 9.0 9.1 9.2 Transmissão ao vivo, 2023-11-30 (1:29:18).
  • 10.0 10.1 10.2 10.3 10.4 Transmissão ao vivo, 2023-06-30 (1:24:42).
  • Transmissão ao vivo, 2023-06-30 (46:17).
  • Vídeo, 2023-06-30 (8:54).
  • Podcast, 2023-07-15 (22:57).
  • 14.0 14.1 14.2 Entrevista, 2023-09-10 (47:13).
  • Transmissão ao vivo, 2023-02-24 (46:15).
  • Transmissão ao vivo, 2021-11-19 (40:53).
  • Transmissão ao vivo, 2023-11-30 (1:34:08).
  • 18.0 18.1 Transmissão ao vivo, 2022-07-29 (1:17:33).
  • Transmissão ao vivo, 2017-07-18 (44:57).
  • Know Your Nodes: Economic Node Type.