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{{Enchanting}}
 
{{Enchanting}}
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== Caravan destruction ==
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{{Caravan PvP}}
  
 
== See also ==
 
== See also ==

Revisión del 18:40 27 nov 2019

It's important for a healthy economy to have item sinks, so that anything that can be crafted can also be destroyed:[1]

  1. Over-enchanting carries the risk of destroying that item[2], rendering it useless for use temporarily.[3]
  2. Players gain craftable items and recipes from deconstructing (salvaging) completed items.[2]
  3. A portion of resources and materials are lost when caravans or nodes are destroyed.[4]
  4. Corrupted players who die can lose gear.[5]
  5. Item durability (item decay) does not destroy items, but it acts as a materials sink.[5][6][7] Zero percent durability will unequip an item, increasing its repair costs.[8]

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..[7]

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.[6]Steven Sharif

Escalada de poder

Los desarrolladores pretenden limitar el aumento de poder mediante la degradación de objetos, la falta de vinculación de equipo, y la ausencia de pay-to-win o pay-to-convenience.[9]

Item durability

The decay system is not going to be some worthless "Oh I'm just going to throw some gold into this and it's a simple gold sink". It's actually going to require some base materials in order to repair decayed items; and decay occurs from death and also the destruction and disable system. For the weapons over the over-enchanting will require those materials as well. So creating that dependency I think is healthy for the crafting economy.[10]Steven Sharif

There is item durability (item decay) in Ashes of Creation.[7]

If you allow it to get to certain stages, or to get to a destructed stage then it requires a lot of material components in order to return back to its former glory.[13]Steven Sharif
There is durability in the game... It's not going to be a trivial durability. There is a potential to destroy gear (weapons and armor), but there is also an ability to reforge that destroyed gear using a portion of the materials necessary as well as finding an item creator who can reforge it.[7]Steven Sharif

Item deconstruction

Players gain craftable items and recipes from deconstructing (salvaging, dismantling, disenchanting) completed items.[2]

There's salvaging where you can deconstruct an item to get components only capable of retrieving from salvaging an item that can be used in crafting other types of items.[1]Steven Sharif
Specific crafting components yielded by gear deconstruction, and some of these components can be only be obtained from gear of certain enchantment levels and type of equipment. These components are needed for certain recipes for gear and other ancillary crafting professions. But the itemization team is still ironing out some of these flows.[18]Steven Sharif
  • Item deconstruction will not be a meaningful way of circumventing restrictions on transit of resources and materials.[20]

Enchanting

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.[21][22]

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.[25]Steven Sharif

Destrucción de caravanas

PvP de caravanas en Alpha-1.[26]

You won't be able to see inside specifically but as part of the caravan structure itself there will be little hints as to what the cargo is. So for example if you've seen some of our recent footage with caravans you see sitting on top of the caravan there's some gold or some silver or some iron.[27]Steven Sharif

Las caravanas crean una zona abierta de PvP donde los jugadores están tageados para combatir (morado).[28]

  • Los jugadores no podrán ver el contenido exacto de un caravana antes de que decidan atacar o defender, sin embargo, habrá algunas pistas visuales, como oro, plata o hierro visibles en la parte superior de la caravana.[27]
  • Los jugadores podrán declarar sus intenciones de atacarla, defenderla o ignorarla a través de una ventana de interfaz de usuario.[29][30][31]
    • La proximidad a la que aparece la ventana de IU está determinada por la actuación del jugador en raids anteriores, ya sea como defensor o como atacante.[29]
  • Para que el ataque a la caravana sea exitoso se necesitará un grupo.[32][33]
  • La caravana se mantendrá en el mundo durante un periodo de 5 a 10 minutos desde el momento en que su propietario cierra sesión o se desconecta del servidor.[34]
  • Cada carava es como un evento propio personalizado. Los jugadores no pueden participar en más de un evento de caravana a la vez. Aunque enviar caravanas como señuelo es una táctica válida.[35]
It's still intended from a design standpoint to be a window that is presented to the player based on proximity; and that proximity it can be greater depending on your performance as either a defender or an attacker in previous raids.[29]Steven Sharif

Habrá incentivos y riesgos tanto para los atacantes de la caravana como para los defensores.[36][37] Estos serán puestos a prueba y refinados durante las fases de alpha y beta.[38]

There is a level of risk that comes with the attacker. We have progression paths that exist for bandits and that exists for defenders; and if you choose to opt into a caravan attack- you sign up for that attack and you fail that attack- it is detrimental to your path of progression down the bandit area. That's one thing: Two is of course you have gear decay. You have degradation that can be suffered if you die. That is a cost. And then you also have a reputation; and if your reputation precedes you when you want to transit goods across the world; and you see somebody who's doing it and you want to participate as a defender or a participant, they might say hey screw you, you were just murdering my people last week and I saw that you're like on the top of the bandit list for killing caravans. So it has repercussions in the sense that it locks you out of certain player groups. It provides decay to your armor. It has deleterious effects on your progression, and the attacking- and the bandit progression of caravan attacks or defense.[36]Steven Sharif
  • Un sistema de misiones tomará nota de las defensas y ataques exitosos o fallidos del jugador. Esto dará al jugador recompensas que aumentarán según su historial.[36][37][38]
  • Otros incentivos y riesgos son sociales y se crean (informalmente) entre los jugadores.[36][38]
The caravan defender role is going to have its own progression questing and rewards associated with it that are going to attract a certain subset of players and then vice-versa wise we're going to have incentives that appeal to the more highway brigand type players; and you might not always be on one side or the other: that might change depending on what your interests are in the at the time. But obviously those types of systems need to have robust consequential type rewards and benefits associated with them in order to compel the player; and that's something obviously we're going to test in alphas and betas and see how performant it is in actually attracting players to participate and make sure it's not just one-sided so-to-speak.[38]Steven Sharif

Ver además

Referencias

  1. 1.0 1.1 1.2 Transmisión en vivo, 2017-05-10 (10:47).
  2. 2.0 2.1 2.2 Transmisión en vivo, 2017-05-08 (20:41).
  3. Entrevista, 2020-07-30 (16:17).
  4. Entrevista, 2020-07-18 (55:01).
  5. 5.0 5.1 5.2 Transmisión en vivo, 2021-05-28 (1:53:04).
  6. 6.0 6.1 6.2 6.3 6.4 Entrevista, 2021-02-07 (13:14).
  7. 7.0 7.1 7.2 7.3 7.4 Podcast, 2017-05-13 (25:55).
  8. 8.0 8.1 Durability.jpg
  9. Entrevista, 2018-10-20 (2:53:52).
  10. 10.0 10.1 10.2 10.3 Entrevista, 2020-07-29 (16:46).
  11. Pódcast, 2017-05-05 (43:05).
  12. Transmisión en vivo, 2020-08-28 (2:05:07).
  13. 13.0 13.1 Pódcast, 2021-09-29 (32:35).
  14. player stall repair.png
  15. Entrevista, 2020-07-19 (51:11).
  16. Entrevista, 2020-07-29 (15:04).
  17. Transmisión en vivo, 2017-05-05 (20:41).
  18. 18.0 18.1 steven-enchanting1.png
  19. Transmisión en vivo, 2021-07-30 (1:16:05).
  20. steven-deconstruction-transit.png
  21. 21.0 21.1 Transmisión en vivo, 2022-05-27 (1:20:00).
  22. Transmisión en vivo, 2017-05-26 (51:37).
  23. Transmisión en vivo, 2023-11-30 (1:38:47).
  24. Transmisión en vivo, 2017-05-17 (58:55).
  25. 25.0 25.1 Transmisión en vivo, 2021-03-26 (1:15:57).
  26. Transmisión en vivo, 2020-03-28 (1:27:28).
  27. 27.0 27.1 27.2 Transmisión en vivo, 2021-01-29 (1:25:14).
  28. caravan zone.png
  29. 29.0 29.1 29.2 Entrevista, 2020-03-27 (16:19).
  30. caravan UI.png
  31. Transmisión en vivo, 2017-05-22 (40:40).
  32. Transmisión en vivo, 2017-05-15 (45:20).
  33. Transmisión en vivo, 2017-05-22 (40:41).
  34. Transmisión en vivo, 2020-07-25 (55:32).
  35. Transmisión en vivo, 2022-10-28 (1:36:10).
  36. 36.0 36.1 36.2 36.3 36.4 36.5 Transmisión en vivo, 2022-06-30 (1:14:52).
  37. 37.0 37.1 37.2 37.3 Transmisión en vivo, 2021-08-27 (1:22:56).
  38. 38.0 38.1 38.2 38.3 Transmisión en vivo, 2021-02-26 (1:16:21).
  39. Transmisión en vivo, 2020-12-22 (1:13:51).
  40. flagging.jpg