Elaboración (Crafting)
Elaboración (Crafting) es una de las clases de artesanía en Ashes of Creation. Es el motor de la economía del juego.[3]
- El crafteo requiere la adquisición de recetas para poder crear objetos.[4]
- Las estaciones de crafting se encuentran en las parcelas (freeholds) o en los nodos.[5][6]
- Las estaciones de crafteo de nivel superior se desbloquean con la progresión de los nodos.[7]
- El equipo de artesano permite fabricar objetos de mejor calidad.[8][9]
- El tiempo de crafteo puede variar entre profesiones, , pero la mayor parte del tiempo invertido en el sistema de artesanía recae en la rama de procesado.[10]
- Los desarrolladores buscarán feedback durante las fases de prueba para añadir una capa extra al crafting que determine el resultado en función del rendimiento del jugador.[11]
- Es poco probable que los materiales para fabricar todas las piezas de equipo puedan obtenerse únicamente farmeando mazmorras de mundo abierto .[12]
- 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.[12] – Cody Peterson
- Anything that you want to bring into existence in the world is going to be built by players: Whether that is Naves, Siege engines, Armas, Armadura, etc.[13] – Jeffrey Bard
En Ashes of Creation no habrá sistema laboral ni de energía.[14]
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.[14] – Steven Sharif
Profesiones de elaboración (crafting)
Crafting mechanics
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.[11]
- For example, if you're creating a sword, and you are crafting that sword, you will have an interface- a gameplay layer that you will see and you will begin to hammer actually that sword into an appropriate outline. And your performance there can help influence the outcome of that craft.[11] – Steven Sharif
- It is likely that Star Wars Galaxies inspired crafting mechanics will be present in Ashes of Creation.[16]
- Without getting into too much detail I will say that it's likely that you will see some inspiration surface itself in that regard.[16] – Steven Sharif
- Previously it was stated that repetitive skill-based crafting mechanics, such as mini-games, are not an intended part of the crafting experience.[16][17]
- We did discuss that type of a feature where the skill of the crafter would grant a greater window of skill-based type crafting. So the higher master level you have of crafting a certain item, the greater your potential to impact the quality of that item might be... The concern obviously that we have when going into developing this type of system is that we don't want what is a fun - for lack of a better term - mini-game to be something that becomes repetitive and makes it monotonous... If when we start to flesh out the crafting system and we take a look at that interaction of melding crafting, the actual activity of making something, there is room in the design sheet for different iterations of that particular action; and we may see something come about that can be skill oriented, but that's something that's going to require a lot of testing and different iterations from a design standpoint.[17] – Steven Sharif
Recetas
Elaboración (Crafting) in Ashes of Creation is recipe (blueprint, schematic) based, not RNG based.[21][20][4][22][23]
- 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][24]
- Artisans must have the required artisan certification to learn recipes at that level (or lower).[25]
- Recipes can be traded or sold prior to them being committed into a player's recipe book.[24]
- 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.[26]
- Recetas have slots for required and selectable crafting materials. Adding higher rarity selectable materials increases the rarity of the crafted item.[21][27][28][29][30] Choosing different selectable materials can also result in crafted items with different statblocks and unique properties.[31][32]
- 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.[29] – Mike Han
- Recipes may have an XP component, where crafting that recipe multiple times can level up the recipe and unlock better results.[27][34]
- 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.[34] – 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.[35][33][36]
- 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.[35] – Steven Sharif
Obtaining recipes
Crafting recipes in Ashes of Creation can be obtained in different ways.[20][33][37][38]
- From profession NPCs.[39]
- Purchasing from vendors.[40][39][20]
- Trading/buying from other players.[20][33]
- Drops from mobs and bosses.[40][39][20][33][37]
- Reputation rewards.[39]
- Deconstructing/disassembling rare item drops from bosses can yield recipes that can be used to replicate that item.[33][38]
- Through treasure hunting.[40][33]
- Through repetition of specific activities.[33]
- Progresión within a social organization, such as the Gremio de ladrones or Academia de eruditos.[40][37]
- Based on status within a religious organization/church.[40][37]
- Recipes have differing rarities and may be locationally dependent.[33]
- We're definitely going to have rare recipes. We're going to have a very active recipe market that how players find them and how they discover them is going to be very diverse. It's not just going to be drop oriented. It's going to be discovery, adventurism, treasures, repetition of a particular activity that might yield something, deconstruction that might learn how to create a recipe. There's a lot of different functionality that's present that's going to be utilized.[33] – Steven Sharif
- Completing questlines.[37]
- Becoming Mayor may unlock specific node-related recipes.[37]
- Gaining a title.[37]
- By constructing certain buildings on a freehold.[37]
- A royalty system where players can license recipes to other players for a certain amount of time and collect royalties was discussed as a possibility.[38]
Crafting materials
Crafting materials (also known as Processed goods) are obtained in the following ways:
The rarity of crafting materials influences the quality of the crafted items.[21][28][29][30]
- Q: Are crafting materials going cross tiers? For example, using higher level materials in lower level recipes, or low level materials in a higher level recipe? Is that allowed?
- A: Yes.[21] – Steven Sharif
It's unlikely that crafting materials to craft all pieces of equipment will be able to be sourced solely by farming open-world dungeons.[12]
- 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.[12] – Cody Peterson
Players drop materials and other items upon death, based on their applicable death penalties.[45][46][47][48]
List of crafting materials (processed goods)
High-level materials
Materials for crafting high-level items are obtained from world bosses and through the deconstruction of other high-level items.[43]
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.[43] – Steven Sharif
Crafting stations
Crafting stations (also referred to as Crafting benches) are workstations located on freeholds or within nodes.[50][51][52][5][6]
- Recetas have slots for required and selectable crafting materials. Adding higher rarity selectable materials increases the rarity of the crafted item.[28][29][30] Choosing different selectable items can also result in crafted items with different statblocks and unique properties.[31]
- Different tiers of crafting stations represent the quality of the items that can be crafted.[5]
- Higher tier crafting stations are unlocked with node progression.[7]
- Ciudad (fase 5) nodes may have one Grandmaster crafting station.[53]
- Metropolis (fase 6) nodes may have two Grandmaster crafting stations.[53]
- Players can only craft up to journeyman level on freeholds.[54]
- Upper-tier crafting benches within a node are accessible by its citizens.[55]
- Top tier crafting stations are present at all node types, however Academic nodes offer additional bonuses to crafting performed there.[56]
- Higher tier crafting stations are unlocked with node progression.[7]
- Crafting stations can pull inventory from a player's personal storage and warehouse storage from the node that the crafting station is in.[57]
- There is no limit to the number of players that can use a crafting station at the same time.[58]
- Crafting stations are distinct from processing stations, which are used to process raw materials into processed goods (crafting materials) at nodes or on freeholds.[51][52][59][10]
- Q: Can crafting stations be mobilized / moved and can they be placed anywhere in the world?
- A: It depends on the crafting station. There are going to be different tiers of crafting stations that represent the quality of item you're looking to create within that specific profession. There's going to be crafting stations that can be utilized by players within their freeholds and then crafting stations that are resigned only to the development of particular nodes, within particular areas, or particular buildings... There's a wide variety of those things to make it a more dynamic experience and something that caveat how players decide to build the world and what the value of those things are.[5] – Steven Sharif
- Legendary crafting benches are present in the Academia unique building of Metropolis (fase 6) Academic nodes.[60]
List of crafting stations
- Armor smithing stations
- Hideworks
- Laboratories
- Ship workstations
- Smithies
- Stoneworks
- Textile mills
- Weapon smithing stations
- Woodshops
Crafted items
Crafted items (also referred to as Completed items, Finished goods, or Final products) are items produced by crafter artisans using crafting stations.[61][51][52][62][5][6]
- Completed items can be accessed by players in warehouses at any node regardless of citizenship or housing ownership.[63][61][64]
- Crafted gear is considered best-in-slot in Ashes of Creation.[62]
- Previously it was stated that crafted items will be on-par with boss dropped items.[65][66][67]
- Crafters will be able to assign different skills/abilities and stats on gear.[68][69]
- Master crafters will be able to influence several (but not all) stats on their crafted items.[68][70]
- Crafted gear in the game is the best gear... One thing that I'm not a fan of is that you develop a crafting system in a game and you've spent a lot of time making this from a material and resource perspective. All the tables that you can receive, all the connectivity in the economy and how crafting is associated with the game; and then you undermine the crafting entirely by presenting a separate route of gear acquisition that is on-par with the crafting efforts. So here you have these people who are acquiring all of the resources getting, all the recipes, leveling up their professions and then everything they make is less or equal to anything you could just have chosen the easier path of and gone down the questing and received the best gear. So what we do focus on is that crafters make the best shit. Excuse me, the best things.[62] – Steven Sharif
- The rarity of crafted items will be commensurate with the effort required to gather, process and craft the items.[67]
- Stats on crafted items will vary based on the item's rarity.[71]
- Apariencia del equipo is influenced by the rarity of the crafted item.[72]
- That plays into our crafting system in and of itself. The idea is for those stats to be variables that can be dictated based on the mastery level of the particular crafter; and the higher they become a master of those professions, whether it be for armor or for weapons or for accessories, they're going to have some agency and put their mark on essentially what items they're introducing into the economy.[71] – Steven Sharif
- Crafters are able to influence what their crafted items will look like.[68][73]
- At the moment, harnessing corruption to warp items into demonic or decayed things is not on the cards.[74]
- A crafter's name is embedded in the items they craft.[75]
- 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]
Habilidades y estadísticas en el equipo
Los artesanos (crafters) podrán asignar distintas habilidades y estadísticas el equipo.[68][69]
- Los maestros artesanos podrán modificar varias (pero no todas) estadísticas de sus objetos fabricados.[68][70]
- Las estadísticas de los objetos crafteados variarán en función de su rareza.[71]
- También habrá formas de mover los bloques de estadísticas, pero no será una tarea fácil.[76][68]
- A todo el equipo se le podrá asignar cualquier estadística.[68]
Crafters will be able to 'rejigger' stat blocks; and there will be a couple of other ways to move things around to create both the look and the stat block that you're looking for. It's not always going to be easy. There will be a lot of challenges involved with that. But the goal is to give you guys the option to customize your gear the way you want them to be.[68] – Jeffrey Bard
Not all armor sets will be the cookie cutter set. They will have the influences from the crafter available in it, if it's a crafted set.[69] – Steven Sharif
El equipo se divide en estadísticas básicas y estadísticas adicionales..[77]
Apariencia del equipo
Se pretende que el equipo tenga una apariencia realista.[79][80]
- Mo habrá armas sobredimensionadas.[81]
- Las armaduras no tendrán un aspecto excesivamente sexual.[80]
- I'm more of the mind that it wouldn't really serve a purpose to have bikini plate armor, just in like reality, if you're going to have armor, it should be protective. I think from a fashion statement is enjoyable for some people, but it's a an immersive issue.[79] – Steven Sharif
- There might be sliders, but there are not gonna be naked sliders.[82] – Steven Sharif
Las armaduras adoptarán unaapariencia racial.[83] Las armas escalarán su tamaño en función de la raza.[84]
Each race is getting its custom geo pieces, which then will share thematic components such as color palette, attachments, design filigree. Those types of things will get shared across the geo but generally you're going to see unique races with unique geo.[85] – Steven Sharif
- Los cosméticos pueden ser usados por todas las razas, pero puede que haya ligeros cambios para que se vean bien con las diferentes complexiones corporales de cada raza.[86]
Los jugadores pueden cambiar el color del equipo usando tintes.[87][88]
Se puede configurar que se vea el casco o no.[89]
Los "efectos de partículas" se usan para denotar la importancia y la rareza de algunas armas.[91]
Los artesanos pueden influir en el aspecto de los objetos que crean.[68][73]
Las armas se pueden enfundar.[92]
Progresión de las profesiones
Dentro de cada una de las tres vías de artesanía (Recolección, procesado y Elaboración) hay diferentes profesiones. Un personaje sólo puede dominar una de estas dos vías principales y hasta dos (2) profesiones dentro de esta clase de artesanía (sujeto a pruebas).[93][94][95][96]
- 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.[94] – Steven Sharif
- Un personaje podrá alcanzar una competencia de nivel 3 o 4 en las profesiones que no domine.[94][97] – Steven Sharif
- Players will have the opportunity to dabble in all of the professions at a very beginners level and then 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.[97] – Steven Sharif
- En función de las pruebas, se puede decidir limitar los certificados de dominio de una profesión a un valor máximo.[98][99]
- 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.[100] – Steven Sharif
- El dominio de estas profesiones no se limita a fabricar un objeto. Conceden muchas cosas como titulos, acceso a objetos, rebajas y misiones. [101]
- Previamente se decía que, con un esfuerzo considerable, un jugador podía dominar todas las profesiones dentro de una clase de artesanía. [102][103] Esto se cambió más tarde para que un jugador pudiera dominar algunas, pero no todas las profesiones dentro de esta clase de artesanía.[104][105] Esto se cambió para poder dominar hasta dos o tres profesiones dentro de una clase de artesanía que se domine (sujeto a pruebas).[94] La postura actual es poder dominar hasta dos profesiones.[93]
La progresión de artesanías dentro del árbol de habilidades, se basa en la experiencia (repetición de tareas) dentro de una rama, así como de la realización de ciertos hitos dentro de cada rama.[106]
- Elegir una de estas vías específicas dentro del árbol de habilidades, da al jugador la oportunidad de especializarse en un área determinada. Esto fomenta la inter-dependencia del jugador, mejorando la experencia en la artesanía.[18]
- 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 crafter or gatherer, processor. You will be a master of one of those, you will not be master of the other two.[95] – Steven Sharif
Artisan mastery
A character may only ever be a Master in up to 3 professions and Grandmaster in up to 2 professions across all artisan branches.[107][108]
- Artisan mastery is no longer restricted to a single branch.[108]
- Characters may change which professions they master.[109]
- 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.[100] – Steven Sharif
- Masteries aren’t just about making an item. They grant many things, including titles, access to items, bargains, and quests. [101]
- Previously it was stated that with considerable effort a player can master all professions within a mastered parent artisan class.[102][103] This was later changed to a player being able to master some but not all professions within a mastered parent artisan class.[104][105] This was changed to being able to master up to two or three professions within a mastered parent artisan class (subject to testing).[94] This was changed to being able to master up to two professions.[93] The current stance is only being able to become a Master of 3 professions and Grandmaster of 2 professions across all branches.[107][108]
- Q: What would be the daily activities for someone at level 50 with a maxed out artisan tree?
- A: The daily activity might be something along the lines of, depending on what type of profession or processor you are, of interacting with fellow artisanship individuals to wheel and deal on supply and demand chains; orchestrating and participating and caravan roads that move materials across the world so that you can satisfy buy orders and/or commission requests. Participating in unique trades and/or dungeon experiences that have the opportunity to acquire unique crafting materials so that you can create the dragon's legendary sword and sell that potentially. Finding unique harvestable materials in remote parts of the world or engaging in treasure map finding for again unique materials and/or processing things. There's a whole host of different intents that are loops for the players to participate in that again are situationally relevant based on the world state.[110] – Steven Sharif
Race or class locked crafting
Elaboración (Crafting) will not be race or class locked.[111]
Artisan gear
Artisan gear boosts artisans in their gathering, processing, or crafting professions.[113][8][9]
- Profession NPCs sell lower level artisan gear.[114] Higher level gear is crafted by players.[8]
- There are three artisan gear slots on a character's paper doll UI.[112] Previously these was referred to as undergarment slots.[8]
- Artisan gear and adventuring gear do not need to be swapped for either to be effective when they are equipped on a character, but players will be able to toggle gear visibility between their adventuring and artisan gear.[115][112][8]
- If you want to be seen as wearing the herbalists outfit, you're still going to have your adventuring gear present and on the character, and benefiting from the stats that are conferred by them; and vice-versa.[115] – Steven Sharif
- Gathering tools and artisan gear have stats that affect gathering rates and yields.[116][117]
- 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 play with this approach.[8] – Steven Sharif
Cadena de suministros artesanales
Los artesanos dentro Ashes of Creation deben elegir una rama en su arbol de habilidades artesanalas. Esta dependencia entre ramas establece una cadena de suministros desde las materias primas hasta el producto finalizado.[118][42] Cada etapa de la cadena puede requerir el uso de caravanas para transportar mercancias de un artesano a otro.[18]
- Obtención de las materias primas:[119]
- Usando la profesión de recolección.[119]
- Matando mobs y jefes.[120][119]
- Desmontando armas o armaduras.[119]
- Comprandolos a otros jugadores.[119]
- Refinando las materias primas con la profesión de procesamiento.[42]
- La profesión de elaboración termina el producto usando las recetas de elaboración.[42]
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.[121] – Steven Sharif
Recolección
Recolección es una de las clases artesanales en Ashes of Creation.[125][126]
- Muchos de los recursos visibles (como árboles o minerales) en el mundo abierto son recolectables.[122]
- El tipo exacto de recurso presente en un determinado nodo no se conoce hasta que el recurso es recolectado.[124]
- There's a bunch of different things in Ashes that will be gatherable. We have plants and trees and rocks and fish and animals and creatures that can be tamed; and we're thinking to reach the visual fidelity bar and to have things a little bit more rooted in what we know is that it wouldn't really make sense for you to just see gold all over the world in the same way that you would plants and trees; so we wanted to get feedback on what players think about some of the different gatherable types having different things that you would have to know and expect from them. So rocks are a good example of this, where you can see a rock but until you crack that thing open you don't know if it's full of stone, crystals, rubies, gold. So we wanted to try that out with some of our gatherables to have players have to open this thing up- and that's not to say that we players won't stumble on a nice load, or vein, or geode of gold, but most of the stuff that they would they would find to the world, unless they they look hard enough, would require them to crack that stone open.[124] – Kory Rice
- La recolección requiere la creación y el uso de herramientas.[4][128]
- La investigación desempeña un papel clave a la hora de ayudar a los recolectores a identificar recursos en lugares concretos.[129][130]
- Recolectar dentro de la zona de influencia (ZOI) de un nodo contribuirá al incremento de la experiencia.[125]
- Ciertos materiales recolectables de bajo nivel tendrán una progresión gradual hacia la artesanía (crafting) de nivel superior.[131]
- Certain low level gatherables will have a tiered progression into higher level crafting. So for example if I'm gathering... leaves of the blue petal flower to craft a pigment that's going to be used in the development of a tunic that I can wear at level one, then I may need to collect those in order to craft the pigments to craft a greater pigment that might be present in the in the crafting of a higher level item. So it's going to be a tiered progression so that materials have relevancy throughout the different levels of of crafting; and that's important from an economic stability standpoint. You need to have layered demand from a supply standpoint so that players who are interested in collecting and gathering those materials still are relevant when the later level items are crafted.[131] – Steven Sharif
Procesado
La elaboración es una de las clases de artesano en Ashes of Creation.[41]
- Procesar o elaborar implica refinar las materias primas obtenidas de la recolección y la destrucción de objetos.[41]
- La mayor parte del tiempo empleado en el sistema de artesanía reside en la rama de procesado. El tiempo de elaboración varía en función de la calidad de los bienes procesados.[10]
- Parte del trabajo se puede llevar a cabo en los nodos, pero las mejores elaboraciones sólo se pueden realizar en las parcelas (freeholds).[59]
- Se necesitan planos para la construcción de los edificiones del freehold que se emplean para procesar los recursos en bienes procesados.[132][133][10][4][41]
- La cantidad de bienes que se pueden procesar mientras el jugador está ausente se basa en la categoría de la estación de procesado en cuestión.[10]
- El tiempo de procesado puede reducirse mejorando las capacidades y la calidad de la estación de procesado mediante un sistema de niveles de progresión.[10]
- That's going to be very important as you get to very late game processed materials that are required. Because some of these things might have days to process within a station, but if you have spent the time and done the work to advance that processing station you could cut that down considerably, perhaps even greater than 50 percent; and that's going to have a significant impact on your ability to either control markets or to create goods.[10] – Steven Sharif
- Habrá una fase de preparación para proporcionar al edificio el combustible u otros materiales necesarios para procesar el grado de materiales requerido.[133]
- Processing as it stands for Alpha-2's implementation is that there is a certain amount of prep work that's required first for the industry-specific component, which is the building. That prep work might be finding a certain amount of lumber to light the fire in kiln or whatever, to a certain temperature in order for you to process a certain grade of ore; and that grade of ore being malleable then into an ingot; and that produces that ingot so-to-speak. Now, in that process there's a gathering component, there's a preparatory phase, there is a time-related component.[133] – Steven Sharif
- También habrá elementos relacionados con el tiempo y la jugabilidad que requerirán que el jugador interactúe con el edificio de procesado. Estos elementos servirán para impulsar la entrada de materiales procesados a partir de materias primas recolectadas en la economía.[133]
- There's also possibilities that the machine you're using itself has some type of gameplay layer- should the kiln get overheated, and you have to throw some water on it or something. There are elements there in that process that we want to mimic this gameplay opportunity for players to interact; and not just be a time-sink. But time-sink is also a component of it as well, because that's the throttle for the introduction of processed materials from raw gatherables into the economy.[133] – Steven Sharif
Upgrading items
Enchanting is not an artisan profession in its own right. Escribas create scrolls that can be utilized by different professions to create enchantments relating to that profession.[134][135]
- Enchantment scrolls can be sold on the open market.[28][134][136]
- Enchanting does not increase an item's level requirement.[137]
- You don't really push a particular item's level requirement or the identity of that item. You can enhance it, you can add enchantments to it, but it's still the item it is.[137] – Steven Sharif
Repairing items
Item repair will cost crafting materials.[140][139][141]
- 0% durability will unequip items, increasing its repair cost.[142]
- Damaged gear can be reforged at a player stall using a portion of the materials that were necessary to craft the item.[143][144][139]
- There may be additional constraints for repairing "very unique items", such as having a crafter and recipe to effectuate repairs. This is subject to testing.[145]
- There is no limit to the number of times an item can be repaired.[146]
There will be ways to repair destructible structures (such as walls and gates) and also repair (or re-craft) siege weapons that were damaged during sieges.[147]
- There's a lot of ancillary activities that can be had during sieges... It's obviously strategy and tactics and raid-versus-raid components, but also you want to have individual contributions where players can do things during the siege to aid in the greater effort so to speak; and it doesn't require you having 50 people by your side to effectuate that influence over something. So repairs are great ways to do that. Repairs for walls, repairs for gates, being able to spawn and essentially craft the designs for specific types of siege weapons to provide those to the team.[147] – Steven Sharif
Escrow system
- An escrow system is planned to prevent griefing in the crafting system.[148]
- We're going to have a UI... you're gonna put the resources in or they're gonna put the resources in. It'll be like an escrow system and then once [the job] is complete you'll get the item they'll get the money.[148]
Timeline
Las clases de artesanía (Recolección, Procesado, Elaboración (Crafting)) estarán disponible en su totalidad durante el Alpha-2 y las Betas.[149][150]
- Durante la Alpha-1 estaba disponible aproximadamente un diez porciento del sistema de artesanía.[151][149][150]
- Crafting honestly will not come online in any sense of its true form until Alpha-2. Alpha-1 has essentially what are intended to be the core gameplay loop of crafting, meaning the collection of materials, the translation of those materials into processed goods, and the use of those processed goods into item acquisition. That's the core gameplay loop that is currently present in Alpha-1. But those are mostly facilitated piggy backing the merchant systems right now and not actually using the real crafting system; and that's because crafting hasn't been completed in a form that can be implemented in Alpha-1, but will be for Alpha-2. What's present in Alpha-1 doesn't even really scratch the surface for crafting[150] – Steven Sharif
Visuales
2023-12-04 2023-09-05
Guías de la comunidad
Ver además
Referencias
- ↑ Transmisión en vivo, 2018-08-17 (15:14).
- ↑ 2.0 2.1 About Ashes of Creation.
- ↑
- ↑ 4.0 4.1 4.2 4.3 Entrevista, 2020-03-27 (9:00).
- ↑ 5.0 5.1 5.2 5.3 5.4 Transmisión en vivo, 2020-01-30 (1:38:26).
- ↑ 6.0 6.1 6.2 Transmisión en vivo, 2017-05-12 (1:00:18).
- ↑ 7.0 7.1 Entrevista, 2020-07-19 (6:38).
- ↑ 8.0 8.1 8.2 8.3 8.4 8.5 8.6 Transmisión en vivo, 2022-06-30 (1:17:34).
- ↑ 9.0 9.1 Transmisión en vivo, 2021-03-26 (1:06:50).
- ↑ 10.0 10.1 10.2 10.3 10.4 10.5 10.6 Pódcast, 2021-04-11 (40:20).
- ↑ 11.0 11.1 11.2 Transmisión en vivo, 2022-10-14 (35:22).
- ↑ 12.0 12.1 12.2 12.3 Forums - Livestream Q&A 2022-08-26.
- ↑ Transmisión en vivo, 2017-05-24 (17:08).
- ↑ 14.0 14.1 Entrevista, 2018-10-20 (2:31:39).
- ↑ 15.0 15.1 Transmisión en vivo, 2023-02-24 (39:43).
- ↑ 16.0 16.1 16.2 Entrevista, 2021-02-07 (45:41).
- ↑ 17.0 17.1 Pódcast, 2018-05-11 (27:20).
- ↑ 18.0 18.1 18.2 Transmisión en vivo, 2017-05-10 (6:12).
- ↑ Vídeo, 2023-11-30 (3:15).
- ↑ 20.0 20.1 20.2 20.3 20.4 20.5 20.6 20.7 Vídeo, 2023-11-30 (3:49).
- ↑ 21.0 21.1 21.2 21.3 Transmisión en vivo, 2023-11-30 (1:58:55).
- ↑ Transmisión en vivo, 2017-05-05 (20:41).
- ↑
- ↑ 24.0 24.1 Entrevista, 2021-02-07 (37:26).
- ↑ Pódcast, 2023-12-03 (17:10).
- ↑ Transmisión en vivo, 2023-11-30 (1:57:38).
- ↑ 27.0 27.1 Transmisión en vivo, 2023-11-30 (1:54:37).
- ↑ 28.0 28.1 28.2 28.3 Transmisión en vivo, 2023-11-30 (1:38:47).
- ↑ 29.0 29.1 29.2 29.3 29.4 Vídeo, 2023-11-30 (59:21).
- ↑ 30.0 30.1 30.2 Entrevista, 2018-10-20 (17:31).
- ↑ 31.0 31.1 31.2 Vídeo, 2023-11-30 (1:01:04).
- ↑ Transmisión en vivo, 2017-05-26 (5:25).
- ↑ 33.0 33.1 33.2 33.3 33.4 33.5 33.6 33.7 33.8 33.9 Transmisión en vivo, 2022-01-28 (1:19:48).
- ↑ 34.0 34.1 Vídeo, 2023-11-30 (1:02:15).
- ↑ 35.0 35.1 Transmisión en vivo, 2023-11-30 (1:56:01).
- ↑ Entrevista, 2021-02-07 (38:15).
- ↑ 37.0 37.1 37.2 37.3 37.4 37.5 37.6 37.7 Transmisión en vivo, 2018-04-8 (PM) (28:38).
- ↑ 38.0 38.1 38.2 38.3 Transmisión en vivo, 2017-05-26 (26:00).
- ↑ 39.0 39.1 39.2 39.3 Pódcast, 2023-12-03 (4:44).
- ↑ 40.0 40.1 40.2 40.3 40.4 Transmisión en vivo, 2023-12-19 (1:48:18).
- ↑ 41.0 41.1 41.2 41.3 41.4 Transmisión en vivo, 2017-05-05 (34:15).
- ↑ 42.0 42.1 42.2 42.3 42.4 Transmisión en vivo, 2017-05-10 (8:22).
- ↑ 43.0 43.1 43.2 43.3
- ↑ Transmisión en vivo, 2021-07-30 (1:16:05).
- ↑ Transmisión en vivo, 2021-03-26 (1:07:33).
- ↑
- ↑ Pódcast, 2017-05-05 (43:05).
- ↑ Entrevista, 2020-07-18 (27:11).
- ↑ Vídeo, 2023-08-31 (45:06).
- ↑ Blog: Exploring the Boundless Opportunities of Freeholds.
- ↑ 51.0 51.1 51.2
- ↑ 52.0 52.1 52.2 Transmisión en vivo, 2023-04-07 (31:49).
- ↑ 53.0 53.1 Transmisión en vivo, 2023-12-19 (1:49:28).
- ↑ Development Update with Freehold Preview.
- ↑ Pódcast, 2021-09-29 (4:43).
- ↑ Transmisión en vivo, 2023-12-19 (1:50:51).
- ↑ Transmisión en vivo, 2022-07-29 (1:17:33).
- ↑ Transmisión en vivo, 2023-11-30 (1:26:16).
- ↑ 59.0 59.1 Transmisión en vivo, 2022-06-30 (1:08:02).
- ↑ Blog: Know Your Nodes - Scientific Node Type
- ↑ 61.0 61.1
- ↑ 62.0 62.1 62.2 Transmisión en vivo, 2022-06-30 (1:18:55).
- ↑
- ↑ Entrevista, 2023-09-10 (47:13).
- ↑ February 8, 2019 - Questions and Answers.
- ↑
- ↑ 67.0 67.1 Transmisión en vivo, 2017-05-10 (14:45).
- ↑ 68.0 68.1 68.2 68.3 68.4 68.5 68.6 68.7 68.8 Transmisión en vivo, 2020-11-30 (1:05:22).
- ↑ 69.0 69.1 69.2 Pódcast, 2018-08-04 (59:58).
- ↑ 70.0 70.1
- ↑ 71.0 71.1 71.2 Transmisión en vivo, 2020-12-22 (1:15:01).
- ↑ Transmisión en vivo, 2023-11-30 (1:40:11).
- ↑ 73.0 73.1 Transmisión en vivo, 2017-05-24 (24:19).
- ↑
- ↑
- ↑ Pódcast, 2021-09-29 (52:58).
- ↑ Transmisión en vivo, 2020-08-28 (1:14:54).
- ↑ 78.0 78.1 Transmisión en vivo, 2020-05-29 (50:20).
- ↑ 79.0 79.1 Transmisión en vivo, 2017-05-26 (19:51).
- ↑ 80.0 80.1 Reddit Q&A, 2019-01-8.
- ↑
- ↑ 82.0 82.1 Transmisión en vivo, 2021-12-23 (1:34:07).
- ↑ Pódcast, 2018-08-04 (53:43).
- ↑ Transmisión en vivo, 2022-10-28 (1:41:06).
- ↑ Transmisión en vivo, 2021-09-24 (1:25:27).
- ↑
- ↑ Transmisión en vivo, 2017-07-18 (54:56).
- ↑ Transmisión en vivo, 2017-07-28 (9:47).
- ↑
- ↑ Transmisión en vivo, 2020-10-30 (1:13:22).
- ↑
- ↑ Transmisión en vivo, 2017-09-03 (48:56).
- ↑ 93.0 93.1 93.2
- ↑ 94.0 94.1 94.2 94.3 94.4 Transmisión en vivo, 2022-04-29 (1:13:00).
- ↑ 95.0 95.1 Transmisión en vivo, 2019-07-26 (1:09:46).
- ↑ Transmisión en vivo, 2017-05-24 (32:07).
- ↑ 97.0 97.1 Entrevista, 2020-03-27 (5:25).
- ↑
- ↑
- ↑ 100.0 100.1 Entrevista, 2020-07-20 (18:47).
- ↑ 101.0 101.1
- ↑ 102.0 102.1
- ↑ 103.0 103.1
- ↑ 104.0 104.1
- ↑ 105.0 105.1
- ↑ Entrevista, 2021-02-07 (36:38).
- ↑ 107.0 107.1
- ↑ 108.0 108.1 108.2
- ↑
- ↑ Entrevista, 2023-07-09 (42:51).
- ↑ Transmisión en vivo, 2017-07-28 (22:36).
- ↑ 112.0 112.1 112.2 Vídeo, 2023-11-30 (19:06).
- ↑ 113.0 113.1 Vídeo, 2023-11-30 (5:47).
- ↑ Vídeo, 2023-11-30 (12:05).
- ↑ 115.0 115.1 Transmisión en vivo, 2023-11-30 (1:37:49).
- ↑ Vídeo, 2023-06-30 (3:14).
- ↑ Vídeo, 2022-10-28 (26:14).
- ↑ Entrevista, 2020-07-20 (20:17).
- ↑ 119.0 119.1 119.2 119.3 119.4 Transmisión en vivo, 2017-05-08 (20:41).
- ↑ Transmisión en vivo, 2017-07-18 (38:30).
- ↑ Entrevista, 2018-05-11 (24:18).
- ↑ 122.0 122.1 122.2 122.3 Vídeo, 2022-10-28 (0:47).
- ↑ Vídeo, 2022-10-28 (12:31).
- ↑ 124.0 124.1 124.2 Vídeo, 2022-10-28 (9:19).
- ↑ 125.0 125.1 125.2 Transmisión en vivo, 2017-09-03 (10:48).
- ↑
- ↑ Transmisión en vivo, 2021-07-30 (1:11:58).
- ↑ Entrevista, 2018-05-11 (38:25).
- ↑ Vídeo, 2022-10-28 (10:52).
- ↑ Transmisión en vivo, 2022-04-29 (25:16).
- ↑ 131.0 131.1 Pódcast, 2018-05-11 (1:00:07).
- ↑ Transmisión en vivo, 2022-06-30 (1:09:29).
- ↑ 133.0 133.1 133.2 133.3 133.4 Transmisión en vivo, 2022-02-25 (1:12:27).
- ↑ 134.0 134.1 Transmisión en vivo, 2022-05-27 (1:20:00).
- ↑ Transmisión en vivo, 2017-05-26 (51:37).
- ↑ Transmisión en vivo, 2017-05-17 (58:55).
- ↑ 137.0 137.1 Transmisión en vivo, 2021-03-26 (1:15:57).
- ↑
- ↑ 139.0 139.1 139.2 Entrevista, 2020-07-19 (51:11).
- ↑ Entrevista, 2021-02-07 (13:14).
- ↑ Podcast, 2017-05-13 (25:55).
- ↑
- ↑ Entrevista, 2020-07-29 (16:46).
- ↑
- ↑ Transmisión en vivo, 2021-05-28 (1:53:04).
- ↑ Transmisión en vivo, 2020-09-30 (1:01:45).
- ↑ 147.0 147.1 147.2 Transmisión en vivo, 2021-05-28 (1:04:29).
- ↑ 148.0 148.1 Transmisión en vivo, 2017-05-10 (32:22).
- ↑ 149.0 149.1 Transmisión en vivo, 2021-03-26 (42:28).
- ↑ 150.0 150.1 150.2 Entrevista, 2021-02-07 (35:30).
- ↑ Transmisión en vivo, 2021-04-30 (41:18).