Processamento
O processamento é uma das classes artesãs no Ashes of Creation.[1]
- O processamento envolve o refinamento de matérias-primas obtidas na coleta e pela desconstrução de itens.[1]
O processamento requere blueprints para a construção de edificações que são necessárias para processar recursos.[2]
- Edificações podem colocadas em um alódio para processar recursos.[1]
Índice
Processing professions
Artisan mastery
Within each of the three parent artisan paths (Coleta, Processamento and Fabricação) there are different professions. A character may only ever master one of these parent paths and up to two (2) professions within this mastered artisan class (subject to testing).[3][4][5][6]
- When it comes to complete mastery, we're really identifying around two or three right now, but that's something that gets play tested- something gets iterated upon.[4] – Steven Sharif
- A character will be able to achieve up to tier 3 or tier 4 proficiency in professions that are not mastered.[4][7]
- Players will have the opportunity to dabble in all of the professions at a very beginners level and then you know that gives them an understanding of what that profession feels like and then allows them to pinpoint the direction that they want to go in to master particular professions.[7] – Steven Sharif
- Based on testing, it may be decided to limit profession mastery certificates to a capped value.[8][9]
- 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.[10] – Steven Sharif
- Masteries aren’t just about making an item. They grant many things, including titles, access to items, bargains, and quests. [11]
- Previously it was stated that with considerable effort a player can master all professions within a mastered parent artisan class.[12][13] This was later changed to a player being able to master some but not all professions within a mastered parent artisan class.[14][15] This was changed to being able to master up to two or three professions within a mastered parent artisan class (subject to testing).[4] The current stance is being able to master up to two professions.[3]
Artisan progression within the artisan tree occurs based on experience (repetition of tasks) within a branch and also via achievement of certain benchmarks within each branch.[16]
- 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.[17]
- 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.[5] – Steven Sharif
Raw materials

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.[19]
Gatherable resources (also known as raw materials and harvestables) occur in locations where you would expect them to be organically.[20]
- Some resources will be one-time gatherables, others will exist as clusters that will last until the vein is depleted.[21][22][20]
- We really want resources to be persistent and non-renewable. If there’s a mithril vein, that mithril vein will be there until it runs out. The server will manage these amounts on its own, and will repopulate things where and when it desires. You might find another mithril vein in that location sometime later, or somewhere nearby, or maybe never again![23]
- Players drop resources and other items upon death, based on their applicable death penalties.[24][25][26][27]
- Raw materials (gatherable resources) are not to be confused with crafting materials (processed goods).[1][28]
Resource quality
Recursos will have differing tiers of quality for the same resource type.[22] This is somewhat similar to Star Wars Galaxies.[31]
- Gatherers who are more advanced in their artisan tree will unlock higher level harvesting tools that have a greater chance of collecting higher quality resources or proccing a greater quantity.[22][32][33]
You will have an opportunity to proc certain qualities based on your progression in the Artisan tree. So if you are a gatherer; and as you advance in your gathering, you'll have a higher opportunity to collect better resources.[33] – Steven Sharif
In Alpha-1 testing there are 4 tiers of gatherable resources across all gathering professions:
Processed materials
Materials (also known as processed goods and crafting materials) are obtained in the following ways:
The quality of crafting materials will influence the quality of the crafted item.[36]
Players drop materials and other items upon death, based on their applicable death penalties.[24][25][26][27]
List of processed goods (crafting materials)
High-level materials
Materials for crafting high-level items are obtained from world bosses and through the deconstruction of other high-level items.[34]
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.[34] – Steven Sharif
Artisan gear
Artisan gear will boost artisans in their gathering, processing, or crafting professions.[37][38]
- Artisan gear may be able to be equipped in an "undergarment" slot that can be toggled between adventuring gear and artisan gear.[37]
- The developers are planning to have artisan gear sets available for Alpha-2.[37]
- Gear for artisans are going to live alongside your adventuring gear. So you will currently- the approaches, and we'll test this but currently- the approach is you'll have artisanship oriented gear. This might be beneficial for your gathering; it might be beneficial for your processing, or crafting, or whatever it is- your profession. Essentially you will craft that gear, you will equip that gear, it'll live almost as a undergarment slot so to speak; and then you can activate that and it will show the appearance if you wish during the activation when you gain the benefit from the from the gear itself; and then could disappear afterwards and go back to your adventuring gear. That's the current approach. We're going to play with that a little bit. There's some discussion and disagreement on the team about how we do that, but our hopes are for Alpha two, we will have I think a couple of sets at least. We're demonstrating all of the artisanship from gathering to processing to crafting in limited fashion in Alpha 2 want to have that gear present to kind of play with this approach.[37]
Artisan supply chain
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.[39][28] Each stage of the chain may require caravans to transport goods from one artisan to another.[17]
- Obtaining raw materials:[40]
- Refining the raw materials with the Processamento profession.[28]
- Fabricação the finished product using its crafting recipe.[28]
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.[43] – Steven Sharif
Coleta
Coleta é uma das classes artesãs no Ashes of Creation.[18][46]
- Recursos coletáveis são descobertos por tentativa e erro, e aprendendo seus visuais.[18]
- A coleta requer a criação e o uso de ferramentas.[2][47]
- Coletar recursos dentro da Zona de influência (ZI) de uma base contribuirá ao crescimento da experiência desta base.[18]
- Certos coletáveis de nível baixo terão uma progressão nivelada à fabricação de nível mais alto.[48]
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.[48] – Steven Sharif
Fabricação

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.[19]
Fabricação is one of the artisan classes in Ashes of Creation. It is a driving force for the game economy.[50]
- Crafting requires the acquisition of recipes in order to craft items.[2]
- Crafting stations are located on freeholds or within nodes.[51][52]
- Higher tier crafting stations are unlocked with node progression.[53]
- Artisan gear will enable crafting of stronger items.[37][38]
- Crafting times may vary between professions but the bulk of the time spent in the artisan system resides in the processing branch.[54]
- The developers will be seeking testing feedback on the addition of a gameplay layer to crafting that determines the outcome based on the player's performance.[55]
- It's unlikely that crafting materials to craft all pieces of equipment will be able to be sourced solely by farming open-world dungeons.[56]
- It's unlikely that organized parties will be able to get all of the materials they need to craft every piece of equipment from farming open world dungeons alone.[56] – Cody Peterson
- 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.[57] – Jeffrey Bard
There will not be a labor or energy system in Ashes of Creation.[58]
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.[58] – Steven Sharif
Freehold buildings
Freehold buildings can be placed on a freehold plot.[60][61]
- Blacksmiths
- Fishery
- Forges
- Freehold farms
- Salões da guilda
- Homesteads
- Inns
- Lumber yards
- Mills
- Shrines
- Smelters
- Estábulo
- Tavernas
Edificações will require blueprints and materials.[62]
- Basements in freehold buildings are to be decided.[63]
Freehold buildings will not change in terms of footprint (within a specific tier of that building) but may increase in height.[64]
- Certain buildings will have multiple tiers, with different footprint sizes. For example: Small, medium, large, to mansion-sized homes.[64]
- A mansion sized home may occupy up to 50% of a freehold plot.[64]
Freehold building architecture is based on the blueprint for the building.[65]
- Cosmetics can also be applied to a blueprint based on the type of building.[65]
- Players are not locked into any particular race for freehold blueprints.[66]
The way we look at it is the freehold is your space so we want you to be able to make it look the way you want it to.[65] – Jeffrey Bard
Freehold building placement
There may be a grid-based system that freehold owners can use to place items/props and buildings on their freehold plot.[67][68]
- Players will need to manage how these are arranged to maximize adjacency bonuses.[68]
Depending on where your place you're freehold, you're gonna have different environmental tiles available to you and those will kind of enable or buff existing structures that you place in your Freehold... I don't know that we would put like fish farming just for a freehold that's on a river. What we would probably do is give you a buff to fishing in that area. That kind of a thing. So there'll be more buffs for existing things rather than necessarily a special buildings just for that area. But again we're not fully baked in on that system yet, so it's very possible though we end up going down that direction.[69] – Jeffrey Bard
Timeline
Classes Artesãs estão programadas para lançar no Alpha-1.[70]
Visuals
Community guides
Ver também
Referências
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Transmissão ao vivo, 2017-05-05 (34:15).
- ↑ 2.0 2.1 2.2 Entrevista, 2020-03-27 (9:00).
- ↑ 3.0 3.1
- ↑ 4.0 4.1 4.2 4.3 Transmissão ao vivo, 2022-04-29 (1:13:00).
- ↑ 5.0 5.1 Transmissão ao vivo, 2019-07-26 (1:09:46).
- ↑ Transmissão ao vivo, 2017-05-24 (32:07).
- ↑ 7.0 7.1 Entrevista, 2020-03-27 (5:25).
- ↑
- ↑
- ↑ Entrevista, 2020-07-20 (18:47).
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ Entrevista, 2021-02-07 (36:38).
- ↑ 17.0 17.1 Transmissão ao vivo, 2017-05-10 (6:12).
- ↑ 18.0 18.1 18.2 18.3 Transmissão ao vivo, 2017-09-03 (10:48).
- ↑ 19.0 19.1 About Ashes of Creation.
- ↑ 20.0 20.1 Transmissão ao vivo, 2017-05-08 (54:26).
- ↑ Transmissão ao vivo, 2020-07-31 (1:05:58).
- ↑ 22.0 22.1 22.2 Transmissão ao vivo, 2020-07-25 (1:04:50).
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- ↑ 24.0 24.1 Transmissão ao vivo, 2021-03-26 (1:07:33).
- ↑ 25.0 25.1
- ↑ 26.0 26.1 Podcast, 2017-05-05 (43:05).
- ↑ 27.0 27.1 Entrevista, 2020-07-18 (27:11).
- ↑ 28.0 28.1 28.2 28.3 28.4 28.5 Transmissão ao vivo, 2017-05-10 (8:22).
- ↑
- ↑ Transmissão ao vivo, 2017-11-17 (53:28).
- ↑
- ↑ Transmissão ao vivo, 2020-04-30 (53:11).
- ↑ 33.0 33.1 Entrevista, 2018-10-20 (2:13).
- ↑ 34.0 34.1 34.2 34.3
- ↑ Transmissão ao vivo, 2021-07-30 (1:16:05).
- ↑ Entrevista, 2018-10-20 (17:31).
- ↑ 37.0 37.1 37.2 37.3 37.4 Transmissão ao vivo, 2022-06-30 (1:17:34).
- ↑ 38.0 38.1 Transmissão ao vivo, 2021-03-26 (1:06:50).
- ↑ Entrevista, 2020-07-20 (20:17).
- ↑ 40.0 40.1 40.2 40.3 40.4 Transmissão ao vivo, 2017-05-08 (20:41).
- ↑ Transmissão ao vivo, 2017-07-18 (38:30).
- ↑ Transmissão ao vivo, 2017-05-26 (26:00).
- ↑ Entrevista, 2018-05-11 (24:18).
- ↑
- ↑ Transmissão ao vivo, 2020-03-28 (48:31).
- ↑
- ↑ Entrevista, 2018-05-11 (38:25).
- ↑ 48.0 48.1 Podcast, 2018-05-11 (1:00:07).
- ↑ Transmissão ao vivo, 2018-08-17 (15:14).
- ↑
- ↑ Transmissão ao vivo, 2020-01-30 (1:38:26).
- ↑ Transmissão ao vivo, 2017-05-12 (1:00:18).
- ↑ Entrevista, 2020-07-19 (6:38).
- ↑ Podcast, 2021-04-11 (40:20).
- ↑ Transmissão ao vivo, 2022-10-14 (35:22).
- ↑ 56.0 56.1 Forums - Livestream Q&A 2022-08-26.
- ↑ Transmissão ao vivo, 2017-05-24 (17:08).
- ↑ 58.0 58.1 Entrevista, 2018-10-20 (2:31:39).
- ↑ Ashes of Creation Store: Velkor's Eye.
- ↑ Node series part II – the Metropolis.
- ↑ Transmissão ao vivo, 2017-05-24 (9:58).
- ↑
- ↑ Transmissão ao vivo, 2019-06-28 (1:09:22).
- ↑ 64.0 64.1 64.2 Entrevista, 2020-07-08 (45:23).
- ↑ 65.0 65.1 65.2 Transmissão ao vivo, 2020-08-28 (2:14:06).
- ↑ Transmissão ao vivo, 2017-05-26 (44:11).
- ↑ Transmissão ao vivo, 2020-05-29 (41:27).
- ↑ 68.0 68.1 Transmissão ao vivo, 2017-10-16 (56:42).
- ↑ Transmissão ao vivo, 2018-12-06 (44:14).
- ↑ Podcast, 2018-05-11 (59:25).