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Template:Land management
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↑ Vídeo, 2023-06-30 (21:05).
↑ 2.0 2.1 2.2 2.3 Transmisión en vivo, 2022-04-29 (25:16).
↑ 3.0 3.1 3.2 3.3 3.4 Vídeo, 2022-10-28 (14:33).
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↑ 5.0 5.1 Pódcast, 2023-07-15 (22:57).
Land management mechanics are present for gathering artisans.[3][2]
- The spawn rate of resources in a given area is influenced by how players are interacting with those resources.[3][2]
- Drawing excessive amounts of resources may have a deleterious effect on the land health value for that area.[3][2]
- Actions like ridding an area of invasive species or performing crop rotations on freehold farms may have a positive effect on that area's land health value.[3]
- Defeating certain world bosses or mobs can positively impact the respawn rates of resources and animals in their vicinity.[4]
- It could be could be positive or negative, or both simultaneously. So the land health value ties into the health of a specific ecosystem; and the ecosystem can scale with different segment sizes of the world, or the world itself: A biome, maybe a node, maybe the player's freehold. And the things that a player does in those areas will contribute to health in a positive or negative way. So doing something like rotating your crops might increase the health of the land because that's considered something good to do; and maybe apprehending or removing poachers that are over hunting a certain species could be helpful to the health of the land. Maybe the mayor puts out a request for players to try and get rid of invasive species that are plants- maybe they're overgrowing weed and it's stopping other valuable plants from growing.[3] – Kory Rice
- The spatial inventory system is intended to mitigate the potential for players to diminish land management scores by stripping resources from particular zones.[5]
- There's a particular reason for why that inventory system is intended to exist within Ashes; and part of that is from the aspect of everything in the world is gatherable and there is a land management system that exists behind those gatherable things. The land management system takes into account how players are interacting with the environment: how many of the resources they're withdrawing from the world; and that decreases the spawn rate within certain localities as those things go too high. So there can be a degree of economic warfare by sending players out into zones where you want to mitigate collection of resources. You send your players out there to take all those resources and then that diminishes the land management score of that particular zone.[5] – Steven Sharif