Enchanting

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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.[1][2]

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.[5]Steven Sharif

Progresión de armas

In-game achievable sword and polearm 3D renders.[6]

Power creep is a balance issue... When it comes to gear progression specifically, the idea is to create an open market that is not heavily dependent on soulbound items; and having many item sinks and gold sinks within that economy that allows for the potential degradation and loss of assets within that closed economy; and not introduce items from the market that companies put in from a pay-to-win perspective or from a pay-to-convenience perspective that undermines the economy that players have built. That is a huge mistake that companies have made in the past and that lends to the imbalancing of what designers maybe have actually balanced well.[7]Steven Sharif

Las armas tienen su propio progreso.[8][9]

Q: Are weapons balanced towards a proficiency system (i.e. the longer I use a sword, the better my damage will be), or will it be a normal RPG stat system with no long-term scaling?
A: We will not be using a proficiency system as described, but players will have passives available in their skill tree that will increase effectiveness of certain weapons. Becoming a master of swords will be something that is possible, just not in that particular manner.[18]Sarah Flanagan

Ashes of Creation is all about providing many progression paths... The reason why we don't like the term endgame is because with the amount of progression that's available with the amount of diversity and player agency that impacts the world... We want the weapon system [to] add an element of that as well... You can determine special effects that proc from currently the combo system; you can determine ancillary effects that proc based on enchantment types; you can power stone weapons to add different either elemental types of damage and/or energy that play rock-paper-scissor with player defenses ... and then you can skill tree out how those effects that are granted ... you can make them better you can branch them off into a different direction.[19]Steven Sharif

Gear enhancement

Las mejoras de equipo (piedras o runas de poder) se pueden aplicar a armas para añadir elementos o tipos de daño.[19][21]

We are very likely going to have a rune system and then we'll have the ability to sort of enchant weapons outside of that too... That's not always going to be like a vertical progression... Some of it's going to be giving up something to get something else; so maybe I do less physical damage but more magical damage, that thing.[21]Jeffrey Bard

It's not as though you're going to necessarily acquire these once and then you're set for your PvP enchantments, but instead you'll have to continually perform month after month in order to keep having those slotted enchantments.[22]Steven Sharif

Enchantment appearance

Enchantments have visual effects associated with them, such as glows and colors on weapons.[24][25]

Puestos de jugador

Niküan player stall concept art.[26]

If there were ever a cornerstone serving as the bedrock of Niküan trade, then this modest stall would be it. Stacked from floor to thatched roof with all manner of catch, it is prepped for a full day of commerce and trade. Here, haggling is not merely a suggestion, but a requirement.[26]

Puestos de jugador (also called Kiosks and rental stalls) are rentable locations near the unique building in an Economic node[28], in Mercado (the constructible building available for placement by mayors of any Pueblo (fase 4) node or higher), or as business buildings on freehold plots.[29][30]

All nodes do have the ability to spawn player stalls. If you're not an economic node and you don't have a market- that's essentially your unique building- then you can construct essentially what is I guess would be called a... marketplace; and that marketplace will then come with certain services and it will come with a certain number of stalls. The economic node as I recall has the ability to construct an auction house and the auction house serves through the economic means the ability to list and sell items and that comes with additional stalls as well for the players.[30]Steven Sharif

Renting a player stall enables players to sell items as well as provide repair and enchanting services, even when they are not online.[31]

  • Player stalls are rentable by node citizens.[32]
    • Player stalls may be utilized for a period of time based on the price paid to rent the stall.[31]
  • Player stalls are linked to a player's warehouse.[33]
  • Player stalls do not require the attendance of the character or for that character to be online.[32]
    • An attendant NPC is assigned to the stall.[33][31] This may be an "image" of the player.[34]
  • Players are able to input required items for repair and also purchase required materials for that repair.[35]
  • Player stalls may still operate during node siege declaration. This is subject to testing.[36]
info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.
  • Players are not able to be attacked or robbed while occupying their player stall inside the limits of a node.[37]
  • Bulletin boards that list the items available in player stalls can be accessed from anywhere in the region.[34]
    • These give the location of the stall so players can travel there and purchase the items.[34]
  • Stall sales are also listed in auction houses.[38]
    • This may no longer be accurate.[39]

Item sinks

It's important for a healthy economy to have item sinks, so that anything that can be crafted can also be destroyed:[40]

  1. Over-enchanting carries the risk of destroying that item[41], rendering it useless for use temporarily.[42]
  2. Players gain craftable items and recipes from deconstructing (salvaging) completed items.[41]
  3. A portion of resources and materials are lost when caravans or nodes are destroyed.[43]
  4. Corrupted players who die can lose gear.[44]
  5. Item durability (item decay) does not destroy items, but it acts as a materials sink.[44][45][46] Zero percent durability will unequip an item, increasing its repair costs.[47]

An important aspect of a healthy economy is having some item sinks available... There are three kinds of item sinks: You can gain craftable items from deconstructing completed items; You can have decay... and if you want to over-enchant that item there will be a potential to destroy it as well. It's important for an economy to experience those types of emphasis on what can be crafted as well as seeing those items that are crafted be destroyed as well..[46]

The concept there is this is part of the engine that is supply and demand. So the server is constantly generating these materials on tick as they propagate throughout the world and get repopulated, players are going out there and collecting these things. We want to make sure that there is a driving force and factor behind what crafters and gatherers are out there doing: There's constantly going to be a demand for them to supply these things. Whether that death is from PvP or from PvE these are going to be necessities for players to constantly provide.[45]Steven Sharif

Ver además

Referencias

  1. 1.0 1.1 Transmisión en vivo, 2022-05-27 (1:20:00).
  2. Transmisión en vivo, 2017-05-26 (51:37).
  3. Transmisión en vivo, 2023-11-30 (1:38:47).
  4. Transmisión en vivo, 2017-05-17 (58:55).
  5. 5.0 5.1 5.2 Transmisión en vivo, 2021-03-26 (1:15:57).
  6. Transmisión en vivo, 2021-04-30 (53:08).
  7. Entrevista, 2018-10-20 (2:53:52).
  8. 8.0 8.1 8.2 Transmisión en vivo, 2020-01-30 (1:28:40).
  9. Transmisión en vivo, 2018-05-04 (45:37).
  10. Transmisión en vivo, 2022-06-30 (1:12:38).
  11. Transmisión en vivo, 2022-09-30 (53:15).
  12. Transmisión en vivo, 2022-09-30 (43:45).
  13. Vídeo, 2022-09-30 (24:49).
  14. Pódcast, 2021-09-29 (47:57).
  15. Entrevista, 2021-02-07 (49:18).
  16. Entrevista, 2020-07-19 (53:59).
  17. Entrevista, 2020-07-18 (1:07:51).
  18. 18.0 18.1 18.2 February 8, 2019 - Questions and Answers.
  19. 19.0 19.1 19.2 19.3 19.4 19.5 Transmisión en vivo, 2018-06-04 (1:11:19).
  20. Transmisión en vivo, 2021-06-25 (1:29:39).
  21. 21.0 21.1 Transmisión en vivo, 2018-06-04 (21:37).
  22. 22.0 22.1 22.2 22.3 22.4 Entrevista, 2020-07-18 (14:22).
  23. Entrevista, 2020-07-18 (16:34).
  24. Transmisión en vivo, 2022-01-28 (56:12).
  25. 25.0 25.1 25.2 Official Livestream - May 4th @ 3 PM PST - Q&A
  26. 26.0 26.1 Ashes of Creation Instagram, 2020-08-19.
  27. Transmisión en vivo, 2020-05-29 (1:00:57).
  28. Transmisión en vivo, 2019-05-30 (1:26:16).
  29. Transmisión en vivo, 2023-06-30 (25:05).
  30. 30.0 30.1 Entrevista, 2020-07-08 (55:05).
  31. 31.0 31.1 31.2 Transmisión en vivo, 2017-05-10 (16:36).
  32. 32.0 32.1 steven-player-stalls-shops-online.png
  33. 33.0 33.1 Transmisión en vivo, 2020-10-30 (1:04:59).
  34. 34.0 34.1 34.2 Transmisión en vivo, 2017-05-10 (35:16).
  35. player stall repair.png
  36. Transmisión en vivo, 2020-10-30 (1:06:09).
  37. Transmisión en vivo, 2017-10-16 (59:39).
  38. steven-player-stalls-shops.png
  39. Transmisión en vivo, 2020-07-31 (1:34:06).
  40. Transmisión en vivo, 2017-05-10 (10:47).
  41. 41.0 41.1 Transmisión en vivo, 2017-05-08 (20:41).
  42. Entrevista, 2020-07-30 (16:17).
  43. Entrevista, 2020-07-18 (55:01).
  44. 44.0 44.1 Transmisión en vivo, 2021-05-28 (1:53:04).
  45. 45.0 45.1 Entrevista, 2021-02-07 (13:14).
  46. 46.0 46.1 Podcast, 2017-05-13 (25:55).
  47. Durability.jpg