Fabricação

Fonte: Ashes of Creation Wiki
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Alpha-1 Forge concept art.[1]

Crafting and gathering is a very important component of the economy that players will have direct control over. Whether you wish to build a sprawling plantation around your house, or wish to travel the vast wilderness in search of treasure and resources. There are many tools available to the crafters of our world. Regardless of how you gather your resources, we believe that every item that exists in the world should in some way reflect its creator. As such, there will be extreme versatility in our crafting system – giving crafters the ability to create unique items that represent their strengths and weaknesses.[2]

Crafting is one of the artisan classes in Ashes of Creation. It is a driving force for the game economy.[3]

Anything that you want to bring into existence in the world is going to be built by players: Whether that is Navios, Siege engines, Armas, Armadura, etc.[8]Jeffrey Bard

There will not be a labor or energy system in Ashes of Creation.[9]

There is no labor or energy system in Ashes. However, that's not to say that crafting will not be difficult. Crafting is very difficult; but it is because it is difficult that it will be very rewarding as well.[9]Steven Sharif

Crafting professions

Artisan mastery

Players must choose a path in the artisan skill tree for each character.[11] Within each of the three parent artisan paths (Coleta, Processamento and Crafting) there are different professions. A character may only ever master one of these parent paths.[12][13][14][15]

Gathering is a parent artisan path, along with processing and crafting. Within each of the three parent paths lies different professions. You may only ever master one parent path. But you may spend time mastering each profession within the parent artisan path.[15]Steven Sharif

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.[16]Steven Sharif

  • Players can dabble in all professions at a "beginners" level before they decide to master a particular pathway.[17]
  • Choosing a specific path in the skill tree allows the player an opportunity to specialize in a certain area. This encourages player inter-dependency, enhancing the artisan experience.[18]
  • It is possible to master multiple professions (but not all) within a parent artisan path, but this will be a long and labor intensive feat, requiring many resources.[12][15][19]
    • A player may only master a profession if they have achieved the artisan path mastery.[20]
    • Based on testing, it may be decided to limit profession mastery certificates to a capped value.[20][21]
  • Masteries aren’t just about making an item. They grant many things, including titles, access to items, bargains, and quests. [22]

Players will have the opportunity to kind of dabble in all of the professions at a very beginners level and then you know that kind of gives them an understanding of what that profession feels like and then allows them to kind of pinpoint the direction that they want to go in to master particular professions.[17]Steven Sharif

When we reference not being masters of all that doesn't mean you're not a master within your own one of the three artisan types, which is you know crafter or gatherer, processor. You will be a master of one of those, you will not be master of the other two.[14]Steven Sharif

Recipes

Crafting in Ashes of Creation is recipe based, not RNG based.[23][24]

  • Within a crafting recipe, there are dials (based on artisan specialization) that are used customize crafted items, such as:[25]
    • Increasing one stat at the expense of another.[26]
    • Making an item more magical versus more physical.[26]

I think Star Wars Galaxies had a great crafting system... The resource gathering and the crafting system altogether as a whole really was I think way beyond its time. That's kind of the direction we want to go, where there's choices to be made in the crafting system and those choices change what you end up with... It's not just about doing X recipe to get Y item. You know, there's actually thought involved in it and there is you know a market to be captured based on those decisions.[27]Jeffrey Bard

Obtaining recipes

There are many different ways to achieve recipes. We want to take crafting and house the location of those recipes throughout different progression paths, so that not everything is pigeon-holed into one way forward.[28]Steven Sharif

Recipes are found in the world, for the most part.[29]

We talked about having this idea where if somebody discovers a recipe they get exclusive access to that recipe for a given amount of time similar to a patent; and then they can license that recipe out to other crafters so they can use the recipe and eventually that timer runs out and then everybody can use it, but we wanted to reward people for experimentation and going out in the world and finding something new.[29]Steven Sharif

Race or class locked crafting

Crafting will not be race or class locked.[30]

Crafting mechanics

Players are able to specialize in focused crafting branches.[18]

  • There are going to be different tiers of crafting stations that represent the quality of the items being crafted.[5]

Crafting stations can be located on freeholds or within nodes.[5][6]

  • Certain crafting stations relate to specific nodes, areas or buildings.[5]
Q: Can crafting stations be mobilized / moved and can they be placed anywhere in the world?
A: It depends on the crafting station. There are going to be different tiers of crafting stations that represent you know the quality of item you're looking to create within that specific profession. There's going to be crafting stations that can be utilized by players within their freeholds and then crafting stations that are resigned only to the development of particular nodes, within particular areas, or particular buildings... There's a wide variety of those things to kind of make it a more dynamic experience and and kind of something that caveat how players decide to build the world and what the value of those things are.[5]Steven Sharif

Skill-based crafting mechanics have been considered and may be a part of the final design.[31]

We did discuss that type of a feature where the skill of the crafter would grant a greater window of skill-based type crafting. So the higher master level you have of crafting a certain item, the greater your potential to impact the quality of that item might be... The concern obviously that we have when going into developing this type of system is that we don't want what is a fun - you know for lack of a better term - mini game to be something that becomes repetitive and kind of makes it monotonous... If when we start to flesh out the crafting system and we take a look at that interaction of melding crafting, the actual activity of making something, there is room in the design sheet for different iterations of that particular action; and we may see something come about that can be skill oriented, but that's something that's going to require a lot of testing and different iterations from a design standpoint.[31]Steven Sharif

Crafting materials

Hunter's Dwelling.png

Materials (processed goods) are obtained in the following ways:

The quality of crafting materials will influence the quality of the crafted item.[34]

High-level materials

Materials for crafting high-level items are obtained from world bosses and through the deconstruction of other high-level items.[33]

Many end level items with crafting will require mats from world bosses etc. we want those systems intertwined. However. There may be opportunities to deconstruct high level items and replace those needed materials as well. We will be testing the crafting trees in alpha and beta.[33]Steven Sharif

Itens criados

Itens fabricados estarão no mesmo patamar dos melhores items.[35]

Acreditamos que todo item que existe no mundo deveria, de alguma maneira, refletir seu fabricador. Assim, nosso sistema de fabricação será extremamente versátil - dando aos artesãos a habilidade de fabricar itens únicos que representem seus pontos fortes e fracos.[2]

A Fabricação e os Chefes Mundiais serão a principal maneira de adquirir equipamentos de alto nível. Haverão algumas exceções a isso na forma de itens Lendários (apenas um pode ser obtido ou descoberto) e outros equipamentos que podem ser conseguidos, mas queremos que Artesãos e raids do tier mais alto produzam a maior parte do equipamento de alto nível e alta efetividade.[40]Sarah Flanagan

Skills and stats on gear

Crafters will be able to assign different skills/abilities and stats on armor.[41]

Not all armor sets will be the cookie cutter kind of set. They will have the influences from the crafter available in it, if it's a crafted set.[41]Steven Sharif

Gear is broken down into Core Stats and Additional Stats.[43]

Item creation suite

An "item creation suite" that allows crafters to create unique appearances for items has been discussed as a future possibility.[44]

Relics

Arte conceito de um Relicário .[45]

Cada cidade possui o que é chamado de relicário, que começa a produzir itens únicos para serem usados pelos cidadãos, de acordo com a performance, progressão, e conquistas que aqueles cidadãos tem mundo afora. Atividades das quais os seus cidadãos participam, como derrotar de um chefe mundial, ou completar uma masmorra em tempo recorde, ou produzir um item lendário, etc., são avenidas de progressão para que uma relíquia passe a existir no relicário da cidade.[46]Steven Sharif

Relíquia de Base.[47] Essa é uma relíquia de proteção que está previnindo um ataque. Quando roubada, permite que se inicie um cerco contra a Metrópole.[48]

Relíquias são conquistas para uma base que liberam ao longo do tempo. Elas permitem que os cidadãos da base produzam certos itens lendários e progridam em certas missões lendárias.[49]

  • Relíquias são colocadas no relicário de uma base.[46]
  • Atacantes que tenham sucesso em destruir uma base através de um cerco de Base terão acesso limitado às relíquias guardadas no relicário daquela base.[46]

Artisan supply chain

AshesOfCreation Screenshot 009.jpg

Artisans within Ashes of Creation must choose a path in their artisan skill tree. This inter-dependency establishes a supply chain from raw materials to finished product.[50][26] Each stage of the chain may require caravans to transport goods from one artisan to another.[18]

  1. Obtaining raw materials:[51]
  2. Refining the raw materials with the Processamento profession.[26]
  3. Crafting the finished product using its crafting recipe.

As a crafter you're going to want to know where certain recipes can be fulfilled; which nodes have the capability of creating what you've processed material that you've gathered for; and then you're going to want to plan out your route to either transit the goods there or make sure that you're situated in the area so that you can go out collect and build in that area as well. So there's a lot of planning that's going to be necessary.[53]Steven Sharif

Coleta

Coleta na pre-visualização do Alpha-1.[55]

Coleta é uma das classes artesãs no Ashes of Creation.[56][57]

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.[59]Steven Sharif

Processamento

Fornalha que pode ser colocada em um alódio.[32]

O processamento é uma das classes artesãs no Ashes of Creation.[32]

O processamento requere blueprints para a construção de edificações que são necessárias para processar recursos.[4]

Upgrading items

There are two types of enchantments for items: Vertical and horizontal.[60]

When it comes to over-enchanting things, what we're going to do likely is have a safety- and this is something obviously it needs to be tested- but we're going to have a safety period of enchantment you know like in Lineage 2 I think you could enchant plus four or something. And so we're gonna have a similar system where you can enchant safely and then when you start to take risks, that percentage of potentially damaging your item either through the decay system or completely disabling it through the destruction system will be a risk that's present.[61]Steven Sharif

  • Horizontal enchantments are more situational. For example: I'd like my sword to do force damage instead of holy damage because the monsters I tend to fight are incorporeal.[60]
    • This doesn't make the item more powerful, but instead more applicable to different situations, and less so to others.[60]
    • This type of enchanting assumes no risk, just time and effort.[60]

Enchanting services are sold at player stalls.[62]

Repairing items

Item repair will cost crafting materials.[63][64]

For example: if you have an iron sword and then the sword gets damaged from use, you have to use more iron to repair it; and what that does is... make sure that there's significant sinks in the game for base materials so that you are creating a scarcity and demand that's present on the creation of higher goods as well as supplying the necessary decay components for the world.[63]Steven Sharif

Sistema de garantia

Um sistem de garantia está sendo planejado para impedir abusos no sistema de Crafting.[68]

Teremos uma interface...você coloca os recursos, ou eles colocam. Vai ser como um sistema de garantia e quando (o trabalho) estiver pronto você recebe o item e eles recebem o dinheiro.[68]

Caravan components

Certificates to create a caravan are issued by certain NPCs within nodes or at certain points of interest in the world. These certificates are comprised of multiple components:[69]

Caravan components obtained from crafters will have stats according to the skill of each artisan.[69]

Ship building

Ship building is a crafting profession that is able to construct ship components based on blueprints that unlock capabilities that scale with their progression within the ship building profession.[73][74][75]

  • Movement, Durability, Speed, Turn rate, Hit points, Defensive and Damage abilities.[73][74][75]
  • Aesthetic customization.[75]
  • Ship components can be sold to other players.[73]

A player does not need to be a ship builder to construct ships. Players utilize the ship components that are crafted by ship builders to upgrade their ships.[73][76]

  • Anyone with the right schematics, materials and an advanced enough node may construct a ship.[77]

You will not need to be a ship builder profession to construct ships. The shipbuilder profession particularly they have the ability to craft components of the ships which increases the ship's capabilities, defenses, speeds, turn rate, offense and defense, you know all those types of things and then they can sell those to other players.[73]Steven Sharif

Players can choose which "joints" get populated with either utility or weaponry spots on a ship.[79]

Backpacks

A backpack is an item crafted by artisans that provides personal inventory space.[81]

In order to roleplay you need to be able to represent kind of what your character is doing in that world and you know part of what animation is doing is creating these sockets on the let's say the belt or the backpack that you know can plug in certain types of props or items that are created by the character team.[80]Steven Sharif

Arte

Community guides

Ver também

Referências

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