Coleta

Fonte: Ashes of Creation Wiki
Revisão em 17h10min de 11 de agosto de 2020 por Lex (discussão | contribs)

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Coleta na pre-visualização do Alpha-1.[2]

Coleta é uma das classes artesãs no Ashes of Creation.[3][4]

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.[7]Steven Sharif

Profissões de coleta

Recursos

Pre-alpha gatherable mushrooms found in an underground cave.[3]

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.[8]

Gatherable resources (also known as raw materials, gatherables, and harvestables) occur in locations where you would expect them to be organically.[9][10]

  • 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.[9]
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.[9]Kory Rice
  • Certain resources will only be gatherable for a limited time during specific story arcs.[11]
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.[11]Jeremy Gess
  • The location the resource was found can affect the benefits, bonuses, and other characteristics of that resource.[17]
    • Some resources will be one-time gatherables, others will exist as clusters that will last until the vein is depleted.[18][19][10]
  • Resources do not expire or degrade over time.[26]
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.[26]Steven Sharif

Ferramentas artesanais

Classes artesãs de coleta requerem a criação e o uso de ferramentas de coleta que permitem a coleta de recursos.[5][6]

  • Progressão na classe artesã da coleta abre ferramentas de coleta de nível mais alto que permitem a coleta de recursos de nível mais alto.[30]
    • Um coletor com proficiência máxima abrirá Master toolsets, o que lhe concederá acesso aos coletáveis da mais alta qualidade.[18]
  • Ferramentas terão durabilidade e vida útil.[18][31]
    • A quantidade de usos de uma ferramenta de coleta aumenta conforme o coletor se torna mais proficiente na árvore de artesanato da coleta.[18]
    • Ferramentas podem se tornar inconsertáveis, necessitando que sejam re-fabricadas.[31]
  • Artesãos não precisarão depender de outras árvores para fazer suas ferramentas.[5]

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.[6]Steven Sharif

O processamento requere blueprints para a construção de edificações que são necessárias para processar recursos.[5]

List of tools

Resource quality

Flanggler (Flower angler or Mimic flower).[32][33]

Recursos will have differing tiers of quality for the same resource type.[19] This is somewhat similar to Star Wars Galaxies.[34]

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.[35]Steven Sharif

Resource extractors

Resource extractors are potential constructions that can collect resources over time.[36][37]

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

List of resources

Gathering skills

- None -

Loot tagging

Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[38][39]

  • The first party to obtain a tag (on a mob or boss) will gain an approximately 5-10% edge over competing parties in terms of the total damage done when determining looting rights.[38][39]
    • These numbers will be balanced based on testing.[38]
  • At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[38][39]
We have a blended approach of damage done and a tag benefit. So if you tag the boss first, or you tag the loot- whatever the loot target is first- you're gonna get a benefit in the damage overall determination. So if you need to have 51% of damage done in order to qualify your raid, or the plurality of damage done if there's even three or four raids, then tagging first might give you a five or ten percent edge. We'll play with that number- balance it based on testing, but generally that's our approach in competing loot rights[38]Steven Sharif
Q: If looting rights are based on a blended tag and damage done system, will there be any mechanics in place to ensure roles like tanks and healers have an equal shot even when they haven't dealt as much damage?
A: That's the reason for the blended approach. The reason that we're doing a hybrid system between tag and damage done is for the purposes of those classes who may not be as DPS oriented as other classes. The tag system- all classes are going to have a sprinkling of immediate effects- of instantaneous casts and they can use that to tag a target, and that'll give them a modifier on the looting rights: So plus 10 or plus 15 will balance that, but it'll give them plus 10 to 15 on overall damage done if they tag the target and then their damage will make up the remainder of that percentage completion. So if I do 50 damage to a target but someone else has the tag I'm not going to be able to claim that looting right. They'll have done the other 50 plus 10 or 15.[40]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.[41][28] Each stage of the chain may require caravans to transport goods from one artisan to another.[42]

  1. Obtaining raw materials:[43]
  2. Refining the raw materials with the Processamento profession.[28]
  3. 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.[46]Steven Sharif

Processamento

Fornalha que pode ser colocada em um alódio.[27]

O processamento é uma das classes artesãs no Ashes of Creation.[27]

O processamento requere blueprints para a construção de edificações que são necessárias para processar recursos.[5]

Fabricação

Alpha-2 Fabricação professions user interface screenshot.[47]

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.[8]

Fabricação is one of the artisan classes in Ashes of Creation. It is a driving force for the game economy.[8][48]

  • Crafting times may vary between professions but the bulk of the time spent in the artisan system resides in the processing branch.[60]
  • The developers are seeking feedback on the addition of a gameplay layer to crafting that determines the outcome based on the player's performance.[62][63]
    • 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.[62]
    • This will be revealed when it is ready to be showcased.[62]
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.[64]Steven Sharif

Arte

Community guides

Ver também

Referências

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  2. Transmissão ao vivo, 2020-03-28 (48:31).
  3. 3.0 3.1 3.2 3.3 Transmissão ao vivo, 2017-09-03 (10:48).
  4. artisan classes.png
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  31. 31.0 31.1 crafting tools.jpg
  32. flanggler.png
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  34. resource quality.png
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  48. CraftingImportance.png
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