Classes Artesãs

Fonte: Ashes of Creation Wiki
Revisão em 19h43min de 23 de julho de 2020 por Lex (discussão | contribs) (Reorder sections)

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Classes Artesãs permitem que um jogador se especialize em uma ou mais das seguintes árvores de habilidades.[1]

A fabricação e a coleta são componentes muito importantes da economia, sobre os quais os jogadores terão controle direto - tanto se você deseja construir uma extensa plantação ao redor de sua casa, ou deseja viajar pela vastidão em busca de tesouro e recursos.[2]

Coleta

Coleta na pre-visualização do Alpha-1.[4]

Coleta é uma das classes artesãs no Ashes of Creation.[5][1]

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.[8]Steven Sharif

Profissões de coleta

Ferramentas artesanais

Classes artesãs de coleta requerem a criação e o uso de ferramentas de coleta que permitem a coleta de recursos.[6][7]

  • Progressão na classe artesã da coleta abre ferramentas de coleta de nível mais alto que permitem a coleta de recursos de nível mais alto.[10]
    • Um coletor com proficiência máxima abrirá Master toolsets, o que lhe concederá acesso aos coletáveis da mais alta qualidade.[11]
  • Ferramentas terão durabilidade e vida útil.[11][12]
    • A quantidade de usos de uma ferramenta de coleta aumenta conforme o coletor se torna mais proficiente na árvore de artesanato da coleta.[11]
    • Ferramentas podem se tornar inconsertáveis, necessitando que sejam re-fabricadas.[12]
  • Artesãos não precisarão depender de outras árvores para fazer suas ferramentas.[6]

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.[7]Steven Sharif

O processamento requere blueprints para a construção de edificações que são necessárias para processar recursos.[6]

Processamento

Fornalha que pode ser colocada em um alódio.[13]

O processamento é uma das classes artesãs no Ashes of Creation.[13]

O processamento requere blueprints para a construção de edificações que são necessárias para processar recursos.[6]

Processing professions

Freehold professions

Fabricação

Alpha-2 Fabricação professions user interface screenshot.[17]

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]

Fabricação is one of the artisan classes in Ashes of Creation. It is a driving force for the game economy.[2][18]

  • Crafting times may vary between professions but the bulk of the time spent in the artisan system resides in the processing branch.[29]
  • The developers are seeking feedback on the addition of a gameplay layer to crafting that determines the outcome based on the player's performance.[31][32]
    • The developers are debating whether this occurs on a craft-by-craft basis or a one-off basis following after a new level of certification has been achieved.[31]
    • This will be revealed when it is ready to be showcased.[31]
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.[33]Steven Sharif

Crafting professions

Recipes

Alpha-2 Nightblade recipe.[34]

When players are looking to create different items in the game they're going to need to go out and either purchase, or get drops of recipes, or trade with other players; and when they acquire that recipe, like I have here: it says Nightblade. I can use the recipe and I will learn a Weaponsmithing recipe for the Nightblade. So, I have a recipe book that I get to keep. Essentially I learn these recipes once.[20]Steven Sharif

Fabricação in Ashes of Creation is recipe (blueprint, schematic) based, not RNG based.[19][20][6][21][22]

  • Recipes that are obtained must be committed to a player's recipe book (by right-clicking on the recipe item). This "consumes" the recipe item and unlocks the ability to craft the item in question.[20][35]
    • Artisans must have the required artisan certification to learn recipes at that level (or lower).[36]
    • Recipes can be traded or sold prior to them being committed into a player's recipe book.[35]
    • In most cases learned recipes are permanently added to a character's recipe book, but in certain unique cases there will be a "charge count" where learned recipes will disappear from the recipe book after a number of uses.[20]
    • Once a recipe is learned, it cannot be shared with other characters, including alts.[37]
These are the things we want to explore on [the] crafting side, where we introduce maybe new stat lines, or a different proportion or ratios of stats at certain tiers; and when you craft these items using better materials, the rarity of the item increases. For demonstration purposes we're using legendary, but basically when you use a higher tier than the recipe is intended for- so we could technically build this item with common copper and zinc fragments, then that would produce an uncommon item. But, since we're showcasing this at legendary tier, you can move up the tiers and have the stats increase.[40]Mike Han
  • Recipes have differing rarities and may be locationally dependent.[44]
  • Recipes may have an XP component, where crafting that recipe multiple times can level up the recipe and unlock better results.[38][45]
Something unique in our crafting system [is] where we want to have recipe XP of some sort; and then those sub-recipes could [be] earned by leveling up your recipe, which means that you have to craft the Nightblade multiple times to level it up to have a better result. The sub-recipe could be from a vendor recipe or world drops like we said earlier, but the idea is one type of item can have potential to be multiple different outcomes.[45]Mike Han
  • While selectable materials offer a wide degree of customization, crafting results must lie broadly within the realms of the recipe's definition; and so cannot be arbitrarily customized.[46][44][47]
Q: Will players have the ability to innovate within the crafting system creating unique items or designs? If so, how much customization can players expect when it comes to crafting their own gear or items?
A: There are statically defined an array of results that can come out of a particular recipe; and your ability to unlock those results is predicated on what composition of resources you contribute to crafting that particular weapon type; and so in that sense, yes crafters will have the ability to uniquely create certain types of the recipes results, based on how they're contributing resources to it. The result has to have a corresponding recipe definition; and so in that sense it isn't completely customizable to the point where the player gets to uniquely create these particular items, but rather they are discovering what creations are possible with each recipe type.[46]Steven Sharif

Artisan mastery

Artisan progression.[48][49][16]
Artisan level Artisan certification Profession limit per character
1-10.[50][51] Novice.[48][17] 22.[48][49]
10-20.[52][51] Apprentice.[48] 5.[48][49]
20-30.[52] Journeyman.[48][16] 4.[48][49]
30-40.[52] Master.[48][16] 3.[48][49]
40-50.[52][53] Grandmaster.[48][16] 2.[48][54][49]

Artisan progression occurs based on experience (repetition of tasks) as well as achievements of certain benchmarks within each artisan branch (Coleta, Processamento and Fabricação).[56] Progression in each artisan profession is per-character.[57][58][59][60]

All 22 professions, the players get to be novice of; and then it starts narrowing from there. So, after that you'll only be able to be apprentice of five things. You can be a journeyman in four things. You can be a master in three things; and you can be a grandmaster in two things. So you'll need to narrow, but you can also diversify to support the professions that you want to first push further in.[49]Kory Rice
If you are grand master in that profession you can max out the entire tree. But you can only grand master 2 things.[67]Kory Rice
  • 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.[69]
Q: In regards to character level and artisan level. We know that currently there are two separate things. That being said, what prevents a player from staying level one and partying up with a level 50 player to then gather level 50 resources in the high zones? That way, anyone who wants to take those resources will have to kill the gatherer who is level one and get a large amount of corruption for killing a level one as a level 50.
A: Gathering higher level resources requires significant advancement within a particular profession for that gatherable resource. So, if I'm a Miner and I want to access the highest possible mineral, I need to be a master miner; and in order to achieve the master minor status I am going to be gaining adventuring level experience through that process, because many of those quest lines, many of those achievements are facilitated through quest lines. Some of those quest lines interface with adventuring difficulties that are out in the wild at certain levels. So that's going to predicate me- that's going to be a predicate for me to achieve a certain level in order to complete some of these quest lines and achieve that master status. So you will you will likely not see the ability of a level one alt character having the access to high level mineral mining, or any other type of gatherable out there.[70]Steven Sharif

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.[74][75] Each stage of the chain may require caravans to transport goods from one artisan to another.[69]

  1. Obtaining raw materials:[76]
  2. Refining the raw materials with the Processamento profession.[75]
  3. Fabricação the finished product using its crafting recipe.[75]

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.[79]Steven Sharif

Legendary items

There is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[80]

At each stage from Gatherer to Processor to Crafter you are required to have certain prerequisites before those elite types of materials can be essentially gathered, processed, or crafted.[82]Steven Sharif

The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focussed.[83]Steven Sharif

Certain legendary items may be limited to one per server at any given time.[86][87]

  • If the player character leaves the server then the item will become available for acquisition through whatever means it was acquired previously.[86]

There are absolutely legendary items and they're not items that are attained easily nor are they granted out in a volume. There might even be items that are single items that will exist on the server at any given time.[87]

A legendary weapon is easily distinguished by its visual appearance.[83]

It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon.[83]Steven Sharif

Legendary items are not intended to be temporary.[88]

The fact there is only one of them... or very very few of them depending on what it is. I think that in and of itself is a balance component right and you need to make sure that the players who are striving for those legendary things and who are devoting the time energy, resources in order to achieve them are accurately rewarded... We do not intend on having legendary items that are temporary.[88]Steven Sharif

info-orange.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.

Discovery of legendary items will unlock further chapters of the Lore.[90]

Timeline

Classes Artesãs estão programadas para lançar no Alpha-1.[91]

Ver também

Community guides

Referências

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