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Sammeln
Sammeln is one of the artisan classes in Ashes of Creation.[4][5]
- Many of the visible resources (such as Trees and Ore) in the open world are gatherable.[1]
- The exact type of resource present within a resource node is not known until the node is harvested.[3]
- 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.[3] – Kory Rice
- Gathering is intended to be accessible to both solo and group-based gatherers.[7]
- Gathering requires the creation and use of tools.[8][9]
- Gatherers who complete the gathering interaction first will gain the resources. Gathering speed can be improved as follows:[10]
- Higher levels of artisan progression.[10][11]
- Better quality artisan gear and gathering tools.[10][12][11]
- Surveying plays a key role in helping gatherers identify resources in particular locations.[13][14]
- Gathering within a node's Einflussbereich (ZOI) will contribute to its experience growth.[4]
- Certain low level gatherables will have a tiered progression into higher level crafting.[15]
- 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.[15] – Steven Sharif
Berufe des Sammelns
Ressourcen
Gatherable resources (also known as raw materials, gatherables, and harvestables) occur in locations where you would expect them to be organically.[17][18]
- 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.[17]
- 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.[17] – Kory Rice
- Certain resources will only be gatherable for a limited time during specific story arcs.[19]
- 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.[19] – Jeremy Gess
- Some resources are only gatherable at specific times of the day or night.[24]
- The location the resource was found can affect the benefits, bonuses, and other characteristics of that resource.[25]
- Players drop resources and other items upon death, based on their applicable death penalties.[28][29][30][31]
- Resources looted from caravan wreckages become stolen resources.[32][33]
- Resources do not expire or degrade over time.[34]
- 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.[34] – Steven Sharif
- Rohmaterialien (gatherable resources) are not to be confused with crafting materials (processed goods).[35][36]
Werkzeuge
- Apprentice Herbalism Sickle
- Apprentice Lumberjacking Axe
- Axe
- Beginners Pole
- Copper Pickaxe
- Crude Herbalism Sickle
- Cultivator
- Diamond Tipped Pickaxe
- Fishing poles
- Grand Master Mining Pickaxe
- Intermediate Pole
- Iron Chopper
- Iron Pickaxe
- Journeyman Lumberjacking Axe
- Master Lumberjacking Axe
- Novice Herbalism Sickle
- Novice Lumberjacking Axe
- Novice Mining Axe
- Pickaxes
- Scythes
- Shears
- Soil Knife
- Steel Pickaxe
- Tiller
Ressourcen-Extraktoren
Resource extractors are potential constructions that can collect resources over time.[37][38]
- Available to node citizens who own a freehold near a "resource center".[38]
- Requires several people to construct.[38]
- Moving resources from the extractor will likely require a caravan.[38]
Liste von Ressourcen
- Aged Aelan Whiskey Barrel
- Ancient Aelan Wine Barrel
- Ancient Aelan Wine Flagons
- Animal byproducts
- Animals
- Apples
- Armament Cases
- Barrels of Fish
- Beef
- Bins of Stone
- Carton of Flasks
- Case of Dunir Tools
- Case of Everburn Scented Candles
- Case of Kaelar Wooden Soldiers
- Casks of Wine
- Cloth Bolts
- Commodities
- Cords of Wood
- Corrupted resources
- Crates of Lumber
- Crop Bundles
- Crops
- Dyed Fabrics
- Eggs
- Fish
- Gems
- Hardy Rations Shipment
- Harvest Bundles
- Hauling Wagons
- Herb Bushels
- Herbs
- Lightly Seasoned Meat
- Livestock
- Lumber
- Meal Packs
- Meat Racks
- Milk
- Mushrooms
- Node commodities
- Ore
- Packs of Fresh Produce
- Palettes of Stonework
- Pig Hide
- Pig Meat
- Positionen von Ressourcen
- Resource types
- Rolls of Leather
- Salt Cured Meat
- Seeds
- Stacks of Ingots
- Stacks of Pelts
- Stolen resources
- Structural Materials
- Trained Draft Beasts
- Wool
Sammel-Fertigkeit
Beutemarkierung
Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[39][40]
- The first party to obtain a tag (on a mob or boss) will gain an approximately 5-10% edge over competing parties in terms of the total damage done when determining looting rights.[39][40]
- These numbers will be balanced based on testing.[39]
- At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[39][40]
- We have a blended approach of damage done and a tag benefit. So if you tag the boss first, or you tag the loot- whatever the loot target is first- you're gonna get a benefit in the damage overall determination. So if you need to have 51% of damage done in order to qualify your raid, or the plurality of damage done if there's even three or four raids, then tagging first might give you a five or ten percent edge. We'll play with that number- balance it based on testing, but generally that's our approach in competing loot rights[39] – Steven Sharif
- Q: If looting rights are based on a blended tag and damage done system, will there be any mechanics in place to ensure roles like tanks and healers have an equal shot even when they haven't dealt as much damage?
- A: That's the reason for the blended approach. The reason that we're doing a hybrid system between tag and damage done is for the purposes of those classes who may not be as DPS oriented as other classes. The tag system- all classes are going to have a sprinkling of immediate effects- of instantaneous casts and they can use that to tag a target, and that'll give them a modifier on the looting rights: So plus 10 or plus 15 will balance that, but it'll give them plus 10 to 15 on overall damage done if they tag the target and then their damage will make up the remainder of that percentage completion. So if I do 50 damage to a target but someone else has the tag I'm not going to be able to claim that looting right. They'll have done the other 50 plus 10 or 15.[41] – Steven Sharif
Handwerkliche Lieferkette
Artisans within Ashes of Creation must choose a path in their artisan skill tree. This inter-dependency establishes a supply chain from raw materials to finished product.[42][36] Each stage of the chain may require caravans to transport goods from one artisan to another.[43]
- Obtaining raw materials:[44]
- Refining the raw materials with the Verarbeitung profession.[36]
- Handwerkskunst the finished product using its crafting recipe.[36]
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.[47] – Steven Sharif
Verarbeitung
Verarbeitung is one of the artisan classes in Ashes of Creation.[35]
- Processing involves the refining of raw materials obtained from gathering and item deconstruction.[35]
- Each processing profession has four processing stations that unlock as players progress.[48][49]
- The bulk of the time spent in the artisan system resides in the processing branch. The processing time varies based on the quality of the crafting materials.[50]
- Processing up to journeyman level can be carried out in nodes.[51][52][56][54][55]
- There will be public spaces in nodes where processing artisans can carry out lower-tier animal husbandry and farming activities.[57]
- The intent is that there are also public spaces where animal husbandry and farming can be utilized... Those systems provide opportunities for players who might be more solo-oriented, aren't a part of a family, don't think they'll be able to acquire a freehold, but still want to participate with those particular particular types of professions. But they may not do it at a mastery level as a result; but they'll still have access to lower-tier versions of that so that they can progress through that particular profession up to a degree.[57] – Steven Sharif
Handwerkskunst
Handwerkskunst is one of the artisan classes in Ashes of Creation. It is a driving force for the game economy.[16][59]
- Crafting in Ashes of Creation is recipe-based not RNG based.[60][61][8][62][63]
- Crafting stations are located on freeholds or within nodes.[64][65]
- Higher tier crafting stations are unlocked with node progression.[66]
- Players can only craft up to journeyman level on freeholds.[49]
- Top tier crafting stations are present at all node types, however Academic nodes offer additional bonuses to crafting performed there.[67]
- Artisan gear will enable crafting of stronger items.[68][69]
- Crafting times may vary between professions but the bulk of the time spent in the artisan system resides in the processing branch.[50]
- Not every crafting profession is able to craft consumables.[70]
- The developers are seeking feedback on the addition of a gameplay layer to crafting that determines the outcome based on the player's performance.[71][72]
- The developers are debating whether this occurs on a craft-by-craft basis or a one-off basis following after a new level of certification has been achieved.[71]
- This will be revealed when it is ready to be showcased.[71]
- There will not be a labor or energy system in Ashes of Creation.[73]
- 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.[73] – Steven Sharif
Kunstwerke
Siehe auch
- ↑ 1.0 1.1 1.2 1.3 Video, 2022-10-28 (0:47).
- ↑ Video, 2022-10-28 (12:31).
- ↑ 3.0 3.1 3.2 Video, 2022-10-28 (9:19).
- ↑ 4.0 4.1 4.2 4.3 Liveübertragung, 2017-09-03 (10:48).
- ↑
- ↑ Liveübertragung, 2021-07-30 (1:11:58).
- ↑ Liveübertragung, 2023-11-30 (1:58:35).
- ↑ 8.0 8.1 Interview, 2020-03-27 (9:00).
- ↑ Interview, 2018-05-11 (38:25).
- ↑ 10.0 10.1 10.2 Liveübertragung, 2023-12-19 (1:53:02).
- ↑ 11.0 11.1 Video, 2022-10-28 (26:14).
- ↑ Video, 2023-06-30 (3:14).
- ↑ Video, 2022-10-28 (10:52).
- ↑ Liveübertragung, 2022-04-29 (25:16).
- ↑ 15.0 15.1 Podcast, 2018-05-11 (1:00:07).
- ↑ 16.0 16.1 16.2 About Ashes of Creation.
- ↑ 17.0 17.1 17.2 Video, 2023-11-30 (28:22).
- ↑ 18.0 18.1 Liveübertragung, 2017-05-08 (54:26).
- ↑ 19.0 19.1 Video, 2023-03-31 (16:42).
- ↑ Liveübertragung, 2022-05-27 (55:47).
- ↑ Video, 2022-05-27 (15:50).
- ↑ Liveübertragung, 2017-05-08 (20:27).
- ↑
- ↑ Video, 2023-11-30 (34:36).
- ↑ Liveübertragung, 2023-04-28 (1:24:36).
- ↑ Liveübertragung, 2020-07-31 (1:05:58).
- ↑ Liveübertragung, 2020-07-25 (1:04:50).
- ↑ Liveübertragung, 2021-03-26 (1:07:33).
- ↑
- ↑ Podcast, 2017-05-05 (43:05).
- ↑ Interview, 2020-07-18 (27:11).
- ↑ Liveübertragung, 2023-10-31 (1:18:33).
- ↑
- ↑ 34.0 34.1 Liveübertragung, 2023-03-31 (1:19:26).
- ↑ 35.0 35.1 35.2 Liveübertragung, 2017-05-05 (34:15).
- ↑ 36.0 36.1 36.2 36.3 36.4 Liveübertragung, 2017-05-10 (8:22).
- ↑
- ↑ 38.0 38.1 38.2 38.3 Liveübertragung, 2017-05-30 (10:24).
- ↑ 39.0 39.1 39.2 39.3 39.4 Liveübertragung, 2022-03-31 (1:23:06).
- ↑ 40.0 40.1 40.2 Liveübertragung, 2020-07-25 (1:24:56).
- ↑ Liveübertragung, 2022-06-30 (1:16:22).
- ↑ Interview, 2020-07-20 (20:17).
- ↑ Liveübertragung, 2017-05-10 (6:12).
- ↑ 44.0 44.1 44.2 44.3 44.4 Liveübertragung, 2017-05-08 (20:41).
- ↑ Liveübertragung, 2017-07-18 (38:30).
- ↑ Liveübertragung, 2017-05-26 (26:00).
- ↑ Interview, 2018-05-11 (24:18).
- ↑ Liveübertragung, 2023-06-30 (33:26).
- ↑ 49.0 49.1 49.2 Development Update with Freehold Preview.
- ↑ 50.0 50.1 Podcast, 2021-04-11 (40:20).
- ↑ 51.0 51.1 Video, 2023-11-30 (49:24).
- ↑ 52.0 52.1 Video, 2023-11-30 (44:18).
- ↑ Video, 2023-06-30 (16:02).
- ↑ 54.0 54.1 Liveübertragung, 2023-04-07 (31:49).
- ↑ 55.0 55.1 Liveübertragung, 2022-06-30 (1:08:02).
- ↑
- ↑ 57.0 57.1 Interview, 2023-07-09 (51:26).
- ↑ Liveübertragung, 2023-06-30 (50:07).
- ↑
- ↑ Liveübertragung, 2023-11-30 (1:58:55).
- ↑ Video, 2023-11-30 (3:49).
- ↑ Liveübertragung, 2017-05-05 (20:41).
- ↑
- ↑ Liveübertragung, 2020-01-30 (1:38:26).
- ↑ Liveübertragung, 2017-05-12 (1:00:18).
- ↑ Interview, 2020-07-19 (6:38).
- ↑ Liveübertragung, 2023-12-19 (1:50:51).
- ↑ Liveübertragung, 2022-06-30 (1:17:34).
- ↑ Liveübertragung, 2021-03-26 (1:06:50).
- ↑ Liveübertragung, 2023-11-30 (2:00:22).
- ↑ 71.0 71.1 71.2 Liveübertragung, 2023-11-30 (1:40:11).
- ↑ Liveübertragung, 2022-10-14 (35:22).
- ↑ 73.0 73.1 Interview, 2018-10-20 (2:31:39).