Recursos

Fonte: Ashes of Creation Wiki
Revisão em 01h11min de 4 de dezembro de 2017 por Lex (discussão | contribs) (→‎See also)

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Pre-alpha gatherable mushrooms found in an underground cave.[1]

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.[2]

Gatherable resources (also known as raw materials, gatherables, and harvestables) occur in locations where you would expect them to be organically.[3][4]

  • Lower level resources will be abundant. Higher level resources that are gatherable by Apprentice level or higher artisans will spawn randomly but in places that make sense for that type of resource. Surveying is a mechanic that solo or group players can utilize to track these resources down.[3]
We want to be able to spawn stuff randomly and we want to put it in places in the world that will make people travel and bolster up our local player-to-player economies: have people actually be out in the world looking for stuff and not standing in the same place waiting for a tree or a flower to respawn over and over again. So, we're having the best of the both Worlds where we have our lower tier stuff that will fill out the base look of our world, so that it's always looking good; and then the higher tier stuff, from apprentice onward, will always spawn randomly in places that we've deemed look good and make sense for what that thing is. So, surveying is a way that you can track that stuff down. It will help you find places, will help you find particular resources, will help you find resources at a certain rarity; and so it should be something you could do as a gatherer on your own, or group up with other people to bolster up the power of your survey, or the range or reach of it.[3]Kory Rice
  • Certain resources will only be gatherable for a limited time during specific story arcs.[5]
You want to take advantage of the limited time you have during the story arcs to get some of these rare resources for crafting things.[5]Jeremy Gess
  • The location the resource was found can affect the benefits, bonuses, and other characteristics of that resource.[11]
    • Some resources will be one-time gatherables, others will exist as clusters that will last until the vein is depleted.[12][13][4]
  • Resources do not expire or degrade over time.[20]
We don't want to create an environment I feel where you're having to micromanage each of the resources that are very vast in our game. We have 100 plus material system where you're having to play whack-a-mole with managing those things... I don't see the value in it.[20]Steven Sharif

Coleta

Coleta na pre-visualização do Alpha-1.[24]

Coleta é uma das classes artesãs no Ashes of Creation.[1][25]

Certos coletáveis de nível baixo vão ter uma progressão nivelada até a fabricação de nível mais alto. Então por exemplo, se eu estiver coletando... folhas da flor da pétala azul para fabricar um pigmento que vai ser usado no desenvolvimento de uma túnica que eu posso vestir no nível um, aí talvez eu precise coletar elas para poder fabricar os pigmentos para fabricar um pigmento maior que pode estar presente na fabricação de um item de nível mais alto. Então vai ser tipo uma progressão nivelada para que os materiais tenham relevância ao longo dos níveis diferentes de fabricação; e isso é importante de um ponto de vista de estabilidade econômica. Você precisa ter uma procura em camadas de um ponto de vista de oferta para que jogadores que tenham interesse em colecionar e coletar esses materiais sejam relevantes quando os itens de níveis mais altos são fabricados.[28]Steven Sharif

Seasonal resources

Gloomy Pross is a seasonal resource that is only gatherable in the winter.[29]

If a particular region moves into a season and that week you can't grow a particular type of good, but another region halfway across the world can grow that good; and you talk about moving those goods across regions so that they're relevant to either craft workbenches or you can sell them in the local economies: That is a major indicator of movement of goods and movement of goods carries risks; and risks can create political foes and friends... Something as simple as just a climate can have cascading consequences across the entirety of the game.[30]Steven Sharif

Seasons affect crops and other herbology resources available for gathering or planting, including how crop rotation is managed.[6][7][8][9]

  • Seasonal variations in resource availability will impact the economy and necessitate the transit of goods between different regions.[7]
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.[7]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.[6][7]
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.[6]Steven Sharif

Recursos subterrâneos

Recursos serão diferentes no subterrâneo.[31]

Ver também

Referências