Recursos

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Gatherable mushrooms found in an underground cave.[1]

Gatherable resources (also known as raw materials and harvestables) occur in locations where you would expect them to be organically.[2]

  • Some resources will be one-time gatherables that will randomly respawn at a different location once collected.[3][4]
  • Other resources will exist as a cluster (also called vein gatherables). These will last until the full resource is depleted.[3][4][2]
    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.[4]Steven Sharif
    • There will be moving resources such as herds of animals that are constantly moving around the world.[5]
    • Once a resource is depleted from one location it may respawn in the same location or somewhere else, depending on the type of resource.[4][2][5]
    • Resources respawn on a cooldown basis.[2]
  • Resources won't be locked to the node system.[2]
  • Some unique resources may be monsters in disguise or have monsters defending them.[6]

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.[7]

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![8]

Players drop resources and other items upon death, based on their applicable death penalties.[9][10][11][12]

Raw materials (gatherable resources) are not to be confused with crafting materials (processed goods).[13][14]

Resource types

Resource quality

Flanggler (Flower angler or Mimic flower).[15][16]

Resources will have differing tiers of quality for the same resource type.[4] This is somewhat similar to Star Wars Galaxies.[17]

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.[19]Steven Sharif

In Alpha-1 testing there are 4 tiers of gatherable resources across all gathering professions:[ citation needed ]

Ferramentas artesanais

Classes artesãs de coleta requerem a criação e o uso de ferramentas de coleta que permitem a coleta de recursos.[21][22]

  • Progressão na classe artesã da coleta abre ferramentas de coleta de nível mais alto que permitem a coleta de recursos de nível mais alto.[18]
    • Um coletor com proficiência máxima abrirá Master toolsets, o que lhe concederá acesso aos coletáveis da mais alta qualidade.[3]
  • Ferramentas terão durabilidade e vida útil.[3][23]
    • A quantidade de usos de uma ferramenta de coleta aumenta conforme o coletor se torna mais proficiente na árvore de artesanato da coleta.[3]
    • Ferramentas podem se tornar inconsertáveis, necessitando que sejam re-fabricadas.[23]
  • Artesãos não precisarão depender de outras árvores para fazer suas ferramentas.[21]

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.[22]Steven Sharif

O processamento requere blueprints para a construção de edificações que são necessárias para processar recursos.[21]

Resource extractors

Resource extractors are potential constructions that can collect resources over time.[24]

Seasonal resources

Seasons affect the crops (resources) available for planting as well as how crop rotation is managed.[25][26]

Underrealm resources

Resources will be different in the Underrealm.[27]

  • This will affect Farming and Animal husbandry professions.
  • Since players may only have one Freehold, they must choose their Artisan specializations accordingly if they wish to place it in the Underrealm.

Resource locations

Verra will not be randomly generated, but the starting resource points may be different on each server.[28]

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.[7]

Loot tables

Monsters drop hunting certificates, Itens and crafting materials rather than gold.[12][31]

A wolf is not going to be carrying a sack of gold. It may instead drop "pelts" that can be traded for gold.[31]
  • Hunting certificates will also drop on a character's death.[12]
  • Hunting certificates can be traded with hunter NPCs within nodes.[12]
    • The level of the node and the distance of the node from the drop will determine the value of the certificate. Certificates redeemed from distant economic regions via the caravan system will provide higher returns (4 to 5 times greater in some cases) than certificates collected from the same region.[32][12]
    • The value of the certificates are also calculated (by the world manager algorithm) based on the volume of certificates being redeemed in each region.[32]
  • Hunting certificates can also be stored within node warehouses.[12]

Loot tables of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items).[33][34]

Loot tables are disabled for player controlled monsters.[40]

Experience debt decreases the drop rate percentages from monsters.[41]

Players drop hunting certificates and other items upon death, based on their applicable death penalties.[9][10][11][12]

Gerenciador mundial

O Gerenciador Mundial é um algorítmo em Ashes of Creation responsável por controlar elementos dinâmicos do mundo. Ele age como um sistema tanto limitador como incentivador para diversas atividades, com o objetivo de garantir que certos parâmetros estejam dentro de limites aceitáveis.[42]

Por exemplo, se você sabe que o ferro está sendo usado como um recurso primário na fabricação de certos itens, isso pode aumentar o preço da prata ou do mithril; isso pode incentivar o mercado a se corrigir um pouco. A ideia é oferecer pequenos incentivos para ajudar a aliviar a demanda e também aumentar a oferta que pode não estar presente nos sistemas econômicos.[32]Steven Sharif

Timeline

Classes Artesãs estão programadas para lançar no Alpha-1.[43]

Ver também

Referências

  1. Transmissão ao vivo, 2017-09-03 (10:48).
  2. 2.0 2.1 2.2 2.3 2.4 Transmissão ao vivo, 2017-05-08 (54:26).
  3. 3.0 3.1 3.2 3.3 3.4 Transmissão ao vivo, 2020-07-31 (1:05:58).
  4. 4.0 4.1 4.2 4.3 4.4 4.5 Transmissão ao vivo, 2020-07-25 (1:04:50).
  5. 5.0 5.1 Transmissão ao vivo, 2019-12-17 (1:14:42).
  6. Gathering.png
  7. 7.0 7.1 About Ashes of Creation.
  8. Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  9. 9.0 9.1 Transmissão ao vivo, 2021-03-26 (1:07:33).
  10. 10.0 10.1 a419c5398b542a713545e4f393d67215.png
  11. 11.0 11.1 Podcast, 2017-05-05 (43:05).
  12. 12.0 12.1 12.2 12.3 12.4 12.5 12.6 Entrevista, 2020-07-18 (27:11).
  13. Transmissão ao vivo, 2017-05-05 (34:15).
  14. Transmissão ao vivo, 2017-05-05 (8:22).
  15. flanggler.png
  16. Transmissão ao vivo, 2017-11-17 (53:28).
  17. resource quality.png
  18. 18.0 18.1 Transmissão ao vivo, 2020-04-30 (53:11).
  19. 19.0 19.1 Entrevista, 2018-10-20 (2:13).
  20. Transmissão ao vivo, 2020-04-30 (54:33).
  21. 21.0 21.1 21.2 21.3 Entrevista, 2020-03-27 (9:00).
  22. 22.0 22.1 Entrevista, 2018-05-11 (38:25).
  23. 23.0 23.1 crafting tools.jpg
  24. 24.0 24.1 24.2 24.3 Transmissão ao vivo, 2017-05-30 (10:24).
  25. Transmissão ao vivo, 2017-05-08 (20:27).
  26. Steven Crops.PNG
  27. Transmissão ao vivo, 2017-06-01 (24:30).
  28. procedural generation.png
  29. mine-shaft-leak.png
  30. dungeons-leak.png
  31. 31.0 31.1 Transmissão ao vivo, 2017-05-24 (44:14).
  32. 32.0 32.1 32.2 32.3 32.4 32.5 32.6 Entrevista, 2020-07-19 (1:08:22).
  33. 33.0 33.1 Entrevista, 2020-07-19 (8:43).
  34. February 8, 2019 - Questions and Answers.
  35. Entrevista, 2020-07-20 (21:57).
  36. Transmissão ao vivo, 8 April 2018 (PM) (55:49).
  37. Entrevista, 2020-07-18 (1:00:15).
  38. Transmissão ao vivo, 2020-07-25 (46:08).
  39. Transmissão ao vivo, 2020-12-22 (1:15:01).
  40. Transmissão ao vivo, 2017-05-03 (35:25).
  41. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  42. Entrevista, 2020-07-19 (1:10:55).
  43. Podcast, 2018-05-11 (59:25).