Item durability

Fonte: Ashes of Creation Wiki
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The decay system is not going to be some worthless "Oh I'm just going to throw some gold into this and it's a simple gold sink". It's actually going to require some base materials in order to repair decayed items; and decay occurs from death and also the destruction and disable system. For the weapons over the over-enchanting will require those materials as well. So creating that dependency I think is healthy for the crafting economy.[1]Steven Sharif

There is item durability (item decay) in Ashes of Creation.[2]

If you allow it to get to certain stages, or to get to a destructed stage then it requires a lot of material components in order to return back to its former glory.[6]Steven Sharif
There is durability in the game... It's not going to be a trivial durability. There is a potential to destroy gear (weapons and armor), but there is also an ability to reforge that destroyed gear using a portion of the materials necessary as well as finding an item creator who can reforge it.[2]Steven Sharif

Gastos de itens

Gastos de itens são importantes para uma economia saudável, por isso tudo que pode ser [[Crafting|fabricado] também pode ser destruído. Haverão três tipos de gastos de itens em Ashes of Creation:[13]

  1. Durabilidade de itens (desgaste de item).[2] Um item com zero durabilidade será desequipado, aumentando o seu custo de reparo.[10]
  2. Super-encantar tem o risco inerente de destruir aquele item.[14]
  3. Os jogadores recebem items de fabricação e fórmulas ao desconstruir um item completo.[14]
  4. Uma porção dos rescursos e materiais são perdidos quando caravanas ou bases são destruídas.[15]

Um aspecto importante de uma economia saudável é ter alguns gastos de itens disponíveis... Existem três tipos de gastos: Você pode ganhar itens de fabricação ao desconstruir itens completos, há o desgaste de itens...e se você quiser super-encantar um item, existe o risco de que ele seja destruído. É imporante para uma economia que passe por esses tipos de ênfase no que pode ser fabricado mas também destruído..[2]

Item repair

Blacksmithing concept art.[16]

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.[8]Steven Sharif

Item repair will cost crafting materials.[3][8][2]

There will be ways to repair destructible structures (such as walls and gates) and also repair (or re-craft) siege weapons that were damaged during sieges.[18]

  • This is a long term design goal that was not present during Alpha-1.[18]
There's a lot of ancillary activities that can be had during sieges... It's obviously strategy and tactics and raid-versus-raid components, but also you want to have individual contributions where players can do things during the siege to aid in the greater effort so to speak; and it doesn't require you having 50 people by your side to effectuate that influence over something. So repairs are great ways to do that. Repairs for walls, repairs for gates, being able to spawn and essentially craft the designs for specific types of siege weapons to provide those to the team.[18]Steven Sharif

Item deconstruction

Players gain craftable items and recipes from deconstructing (salvaging, dismantling, disenchanting) completed items.[14]

There's salvaging where you can deconstruct an item to get components only capable of retrieving from salvaging an item that can be used in crafting other types of items.[13]Steven Sharif
Specific crafting components yielded by gear deconstruction, and some of these components can be only be obtained from gear of certain enchantment levels and type of equipment. These components are needed for certain recipes for gear and other ancillary crafting professions. But the itemization team is still ironing out some of these flows.[19]Steven Sharif
  • Item deconstruction will not be a meaningful way of circumventing restrictions on transit of resources and materials.[21]

Ver também

Referências