Recursos

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Pre-alpha gatherable mushrooms found in an underground cave.[1]

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.[2]

Gatherable resources (also known as raw materials, gatherables, and harvestables) occur in locations where you would expect them to be organically.[3][4]

  • 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.[3]
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.[3]Kory Rice
  • Certain resources will only be gatherable for a limited time during specific story arcs.[5]
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.[5]Jeremy Gess
  • The location the resource was found can affect the benefits, bonuses, and other characteristics of that resource.[11]
    • Some resources will be one-time gatherables, others will exist as clusters that will last until the vein is depleted.[12][13][4]
  • Resources do not expire or degrade over time.[20]
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.[20]Steven Sharif

Resource types

Resource quality

Recursos will have differing tiers of quality for the same resource type.[13] This is somewhat similar to Star Wars Galaxies.[24]

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.[26]Steven Sharif

Herramientas artesanales

Elaboración (Crafting) an apprentice herbalism gathering tool in Alpha-2.[27]

Different professions will have a number of quests available to introduce players to their first toolsets; and then, their toolset sustainability will be incumbent on the player to continue to gather the resources necessary to repeatedly create these tools, because they have a durability that gets expended when interacting with the resources in the open-world.[28]Steven Sharif

Recolección Halcyonite using a mining pick gathering tool.[29]

Each gathering profession will have three tools. The tools come online as you progress through the profession; and the different resource types for each one of the professions may require different tools. So, you basically want to carry around the right tool for the job. And tools along with artisanship gear will have stats on it, so you can itemize towards how you want to gather, how fast you want to gather.[29]Kory Rice

Las herramientas de recolección (también conocidas como herramientas de cosecha, herramientas artesanales y conjuntos de herramientas) permiten recolectar recursos en Ashes of Creation.[29][30][31][32]

Tools do advance within the artisan tree, so your ability to either gather, process or craft will require the equivalent tools necessary at that stage of crafting in order to accomplish the task at hand. So, you could not mine copper and mithril with the same tool.[32]Steven Sharif
  • Las herramientas tendrán durabilidad y vida útil.[28][12][39]
    • La cantidad de usos de una herramienta de recolección aumenta a medida que el recolector se vuelve más competente en el árbol artesanal de recolección.[12]
    • Las herramientas pueden convertirse en no reparables, por lo que será necesario volver a fabricarlas.[28][39]
  • Los artesanos no tendrán que depender de otros árboles para fabricar sus herramientas.[31]
  • Los desarrolladores están considerando la introducción de herramientas de recolección que requieran de dos jugadores, como sierras para dos personas que puedan talar árboles más grandes.[38]
Your progression within the profession will take account what tools you can use. There might even be some opportunity to do some gathering with other players that . Typically in other games that I play you usually do the gathering alone. You're venturing around alone; and we wanted to take a look at maybe having a friend to help you with a two person saw on a larger tree. Maybe there's some panning that you could do as opposed to just hitting with the pickaxe. So, we'll have other tools that are part of that progression path and other activities that players can do if they would like to gather together.[32]Kory Rice

Resource extractors

Resource extractors are potential constructions that can collect resources over time.[40][41]

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.

Recurso estacionales

Pre-alpha winter wonderland environment.[42]

If a particular region moves into a season and that week you can't grow a particular type of good, but another region halfway across the world can grow that good; and you talk about moving those goods across regions so that they're relevant to either craft workbenches or you can sell them in the local economies: That is a major indicator of movement of goods and movement of goods carries risks; and risks can create political foes and friends... Something as simple as just a climate can have cascading consequences across the entirety of the game.[43]Steven Sharif

Las estaciones afectan a los cultivos y a otros recursos de herbología disponibles para recolectar o plantar, incluida la forma en que se gestiona la rotación de cultivos.[6][7][8][9]

One of the things that is huge about the season system and how it affects crops and the gatherables in the game is the impact it will have on the economy. When a particular area no longer is capable for a week's period of time, or even potentially longer, of producing a certain type of crop or harvestable; and that has to change across the world regionally, now the transit system of those materials of those gatherables they become more relevant, and they're subject to potential risk; and the prices might go up in certain areas. It is something that is actually very instrumental in the overall design of the economy in the game.[7]Steven Sharif
  • Es posible que las estaciones no afecten directamente a determinados recursos, como las vetas de mineral, pero el acceso a ellos puede quedar bloqueado durante determinadas condiciones meteorlógicas.[6][7]
It won't likely affect too much on certain resource spectrums like veins of ore. Those might not be affected by the seasons or weather systems, but there might be blockages to cave networks that house those types of ore veins. Alternatively it is going to be significant impact on any type of herbology or plant-based types of gatherables. It's going to have significant impacts on crops that players can plant themselves on their properties; and that they'll be able to harvest. They're going to need to time the crop placement and its maturity window so that it's harvestable and available to be harvest before the change of seasons that might adversely affect certain types of crops. And not every biome will experience the same type of effects caused by the seasonality of the world. The desert biome might instead of snow have significant more winds that pick up that could be damaging to more fragile types of crops if you have a freehold in that location.[6]Steven Sharif

Recursos en el Reino Subterráneo

Los recursos serán diferentes en el Reino subterráneo (Underrealm).[44]

Ubicación de los recursos

Ashes of Creation tendrá principalmente contenido hecho a mano, pero las mecánicas procedimentales se aprovecharán en lugares en los que no parecerán 'procedimentales'.[45]

Wherever we can leverage procedural mechanics in such a way that does not appear procedural we should. There's a healthy blend between the things that we do in having defined parameters for it and then incorporating a procedural component; and in that sense it will be perceived well, but where we the predominance of what we're implementing should be curated or by design.[45]Steven Sharif

Alpha-1 mine shaft.[53]

Players will be able to move resources and set up shop in other areas to take advantage of the varied markets. With resources spawning dynamically, certain regions will naturally become important trading hubs for the transportation of goods throughout the world.[2]

El mapa de Verra no se generará de forma procedimental, pero los puntos de inicio de los recursos pueden ser diferentes en cada servidor.[46][47]

  • Algunos recursos serán recolectables una sola vez y volverán a aparecer de forma aleatoria en una localización diferente una vez recogidos.[12][13]
  • Otros recursos existirán en forma de grupos (también llamados vetas de recolección). Durarán hasta que se agote todo el recurso.[54][12][13][4]
    Like a large mine that's present and has a vein of mithril ore in it, or a herd of some type of animal that you can collect fur or wool from.[13]Steven Sharif
    • There will be moving resources such as herds of animals that are constantly moving around the world.[54][55]
    Herds are a source of certain types of wild gatherables but they're in animal form and they're animated; and they exist in a group of the golden fleece sheep that might only spawn very rarely in certain hillsides; and only during spring. And if you can find that vein so to speak of resource you can interact with the herd and you can gather from them.[54]Steven Sharif
    • Una vez que una de estas vetas de recolección se agota en un lugar, puede reaparecer en el mismo lugar o en otro, dependiendo del tipo de recurso.[13][4][55]
  • Los recursos reaparecen en función del tiempo de enfriamiento.[4]
  • Los recursos no estarán ligados al sistema de nodos.[4]
  • Algunos recursos únicos pueden ser monstruos enmascarados o tener monstruos que los defienden.[56]

Loot tables

Q: Can only one gathering artisan harvest resources from a single boss, or can multiple different artisans harvest different parts from a boss for different resources? For example, a lumberjack gets a special wood from Tumock's tree weapon, while a herbalist gathers the flowers from that same tree.
A: We don't have the concept of harvesting from bosses. NPCs follow a reward table format, where those reward tables are global. They're not unique to particular players. So, once the NPC is vanquished, you have access to the loot container that is its corpse; and it has a static value of either materials or items that get dropped; and whatever the party loot settings are that you might be a part of, or if you're a solo player you will be able to recover those things.[73]

El gestor del mundo

El gestor del mundo es un algoritmo en Ashes of Creation que controla la dinámica de los elementos del mundo. Actúa como potenciador y sistema de incentivos de varias actividades, para asegurar que ciertos parámetros se mantienen dentro de sus umbrales aceptables.[75]

A world manager is a technical term to define a server process that lives alongside the game server; and when the game server needs to do things- communicating with other game servers within that grid- it tells that manager and that manager sends it down to the appropriate server.[76]Steven Sharif
  • Los precios de los certificados de caza.[77]
  • Un mapa de calor de la experiencia que se gana y se aplica al avance del nodo.[77]
    • El algoritmo de expansión de territorio tiene en cuenta las costas cercanas, los nodos vecinos, así como el mapa de calor de los jugadores en las áreas circundantes durante las últimas semanas o meses.[78]
    • Debido la forma en la que el algoritmo calcula la expansión del territorio (ZOI) durante el avance del nodo, hay una pequeña posibilidad de que nodos nodos en la misma fase terminen estando el uno cerca del otro..[79]
  • El movimiento de recursos y bienes entre regiones para ofrecer misiones de recompensa para los nodos.[77]
For example if you know iron is being used as a raw resource for a specific crafting path that might drive up the price of mithril or silver; and that will incentivize the market to course correct a little bit. The idea is to provide soft incentives that help to alleviate the demand and also to prop up the supply that might not be present from the economic systems.[77]Steven Sharif

Timeline

Las clases de artesanía (Recolección, Procesado, Elaboración (Crafting)) estarán disponible en su totalidad durante el Alpha-2 y las Betas.[80][81]

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[81]Steven Sharif

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Referencias

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