Resource quality

Fonte: Ashes of Creation Wiki
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Recursos will have differing tiers of quality for the same resource type.[2] This is somewhat similar to Star Wars Galaxies.[3]

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.[5]Steven Sharif

Item rarities in Ashes of Creation.

Recursos

Pre-alpha gatherable mushrooms found in an underground cave.[14]

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.[15]

Gatherable resources (also known as raw materials, gatherables, and harvestables) occur in locations where you would expect them to be organically.[16][17]

  • 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.[16]
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.[16]Kory Rice
  • Certain resources will only be gatherable for a limited time during specific story arcs.[18]
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.[18]Jeremy Gess
  • The location the resource was found can affect the benefits, bonuses, and other characteristics of that resource.[24]
    • Some resources will be one-time gatherables, others will exist as clusters that will last until the vein is depleted.[25][2][17]
  • Resources do not expire or degrade over time.[32]
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.[32]Steven Sharif

Resource locations

Alpha-1 mine shaft.[35]

Players will be able to move resources and set up shop in other areas to take advantage of the varied markets. With resources spawning dynamically, certain regions will naturally become important trading hubs for the transportation of goods throughout the world.[15]

The location a resource is found can affect its benefits, bonuses, and other characteristics of that resource.[24]

  • 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.[16][25][2]
  • Some resources will exist as a cluster (also called vein gatherables). These will last until the full resource is depleted.[36][25][2][17][37]
    Like a large mine that's present and has a vein of mithril ore in it, or a herd of some type of animal that you can collect fur or wool from.[2]Steven Sharif
    • Once a vein resource is depleted from one location it may respawn in the same location or somewhere else, depending on the type of resource.[2][17][38]
    • There will be moving resources such as herds of animals that are constantly moving around the world.[36][38]
    Herds are a source of certain types of wild gatherables but they're in animal form and they're animated; and they exist in a group of the golden fleece sheep that might only spawn very rarely in certain hillsides; and only during spring. And if you can find that vein so to speak of resource you can interact with the herd and you can gather from them.[36]Steven Sharif
Certain types of resources will have a corrupt state... We have a Spirit Bloom, which is a harvestable herbalism plant, but when a Zone becomes corrupt you can potentially yield Corrupted Spirit Blooms; and those are necessary components of certain crafting recipes.[39]Steven Sharif
  • Some unique resources may be monsters in disguise or have monsters defending them.[40]
info-orange.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.

Coleta

Coleta na pre-visualização do Alpha-1.[44]

Coleta é uma das classes artesãs no Ashes of Creation.[14][45]

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

Gathering tools

Classes artesãs de coleta requerem a criação e o uso de ferramentas de coleta que permitem a coleta de recursos.[46][47]

  • Progressão na classe artesã da coleta abre ferramentas de coleta de nível mais alto que permitem a coleta de recursos de nível mais alto.[4]
    • Um coletor com proficiência máxima abrirá Master toolsets, o que lhe concederá acesso aos coletáveis da mais alta qualidade.[25]
  • Ferramentas terão durabilidade e vida útil.[25][50]
    • A quantidade de usos de uma ferramenta de coleta aumenta conforme o coletor se torna mais proficiente na árvore de artesanato da coleta.[25]
    • Ferramentas podem se tornar inconsertáveis, necessitando que sejam re-fabricadas.[50]
  • Artesãos não precisarão depender de outras árvores para fazer suas ferramentas.[46]

As ferramentas avançam na árvore de artesanato, então a sua capacidade de coletar, processar ou fabricar vai precisar das ferramentas equivalentes necessárias naquele estágio de criação para realizar a sua tarefa. Então você não poderia minar cobre e mithril com a mesma ferramenta.[47]Steven Sharif

O processamento requere blueprints para a construção de edificações que são necessárias para processar recursos.[46]

Ver também

Referências

  1. Vídeo, 2023-11-30 (30:19).
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 Transmissão ao vivo, 2020-07-25 (1:04:50).
  3. resource quality.png
  4. 4.0 4.1 Transmissão ao vivo, 2020-04-30 (53:11).
  5. 5.0 5.1 Entrevista, 2018-10-20 (2:13).
  6. Alpha-1 screenshot.
  7. 7.0 7.1 7.2 7.3 7.4 7.5 7.6 Podcast, 2023-12-03 (11:28).
  8. Alpha-1 screenshot.
  9. Alpha-1 screenshot.
  10. Alpha-1 screenshot.
  11. Alpha-2 screenshot.
  12. Alpha-1 screenshot.
  13. Alpha-1 screenshot.
  14. 14.0 14.1 14.2 14.3 Transmissão ao vivo, 2017-09-03 (10:48).
  15. 15.0 15.1 About Ashes of Creation.
  16. 16.0 16.1 16.2 16.3 Vídeo, 2023-11-30 (28:22).
  17. 17.0 17.1 17.2 17.3 17.4 17.5 Transmissão ao vivo, 2017-05-08 (54:26).
  18. 18.0 18.1 18.2 Vídeo, 2023-03-31 (16:42).
  19. Transmissão ao vivo, 2022-05-27 (55:47).
  20. Vídeo, 2022-05-27 (15:50).
  21. Transmissão ao vivo, 2017-05-08 (20:27).
  22. Steven Crops.PNG
  23. Vídeo, 2023-11-30 (34:36).
  24. 24.0 24.1 Transmissão ao vivo, 2023-04-28 (1:24:36).
  25. 25.0 25.1 25.2 25.3 25.4 25.5 Transmissão ao vivo, 2020-07-31 (1:05:58).
  26. Transmissão ao vivo, 2021-03-26 (1:07:33).
  27. a419c5398b542a713545e4f393d67215.png
  28. Podcast, 2017-05-05 (43:05).
  29. Entrevista, 2020-07-18 (27:11).
  30. Transmissão ao vivo, 2023-10-31 (1:18:33).
  31. steven-stolen-glint.png
  32. 32.0 32.1 Transmissão ao vivo, 2023-03-31 (1:19:26).
  33. Transmissão ao vivo, 2017-05-05 (34:15).
  34. Transmissão ao vivo, 2017-05-10 (8:22).
  35. mine-shaft-leak.png
  36. 36.0 36.1 36.2 Transmissão ao vivo, 2022-05-27 (1:00:23).
  37. Unreal Engine Interview, 2017-05-23.
  38. 38.0 38.1 Transmissão ao vivo, 2019-12-17 (1:14:42).
  39. 39.0 39.1 Transmissão ao vivo, 2023-03-31 (59:10).
  40. Gathering.png
  41. procedural generation.png
  42. Transmissão ao vivo, 2017-05-19 (37:03).
  43. steven-a1-fishing+raptors.png
  44. Transmissão ao vivo, 2020-03-28 (48:31).
  45. artisan classes.png
  46. 46.0 46.1 46.2 46.3 46.4 Entrevista, 2020-03-27 (9:00).
  47. 47.0 47.1 47.2 Entrevista, 2018-05-11 (38:25).
  48. 48.0 48.1 Podcast, 2018-05-11 (1:00:07).
  49. Transmissão ao vivo, 2020-04-30 (54:33).
  50. 50.0 50.1 crafting tools.jpg