Resource quality

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Ressourcen will have differing tiers of quality for the same resource type.[2] This is somewhat similar to Star Wars Galaxies.[3]

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.[5]Steven Sharif

Item-Raritäten in Ashes of Creation.


Pre-alpha gatherable mushrooms found in an underground cave.[12]

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.[13]

Gatherable resources (also known as raw materials, gatherables, and harvestables) occur in locations where you would expect them to be organically.[14][15]

  • 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.[14]
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.[14]Kory Rice
  • Certain resources will only be gatherable for a limited time during specific story arcs.[16]
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.[16]Jeremy Gess
  • The location the resource was found can affect the benefits, bonuses, and other characteristics of that resource.[22]
    • Some resources will be one-time gatherables, others will exist as clusters that will last until the vein is depleted.[23][2][15]
  • Resources do not expire or degrade over time.[30]
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.[30]Steven Sharif

Positionen von Ressourcen

Alpha-1 mine shaft.[33]

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.[13]

The location a resource is found can affect its benefits, bonuses, and other characteristics of that resource.[22]

  • 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.[14][23][2]
  • Some resources will exist as a cluster (also called vein gatherables). These will last until the full resource is depleted.[34][23][2][15][35]
    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.[2]Steven Sharif
    • Once a vein resource is depleted from one location it may respawn in the same location or somewhere else, depending on the type of resource.[2][15][36]
    • There will be moving resources such as herds of animals that are constantly moving around the world.[34][36]
    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.[34]Steven Sharif
Certain types of resources will have a corrupt state... We have a Spirit Bloom, which is a harvestable herbalism plant, but when a Zone becomes corrupt you can potentially yield Corrupted Spirit Blooms; and those are necessary components of certain crafting recipes.[37]Steven Sharif
  • Some unique resources may be monsters in disguise or have monsters defending them.[38]
info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.


Sammeln lumber in Alpha-2.[41]

The first major reveal is that in Ashes of Creation we have now expanded the resource gathering system to include a great many of what the world is showing you of these resources. So when you see a tree, you can chop a tree. If you see a rock, you can mine a rock.[41]Steven Sharif

Sammeln ore in Alpha-2.[42]

Looking at this this rock here, I don't know what that rock is before I actually complete the Harvest. But after I complete the Harvest I see that I collected basalt in the bottom right hand corner.[43]Steven Sharif

Sammeln is one of the artisan classes in Ashes of Creation.[12][44]

  • Many of the visible resources (such as Trees and Ore) in the open world are gatherable.[41]
    • This is a change from Alpha-1 where a limited number of resource locations were highlighted with "sparkles" to indicate they were gatherable.[41][45][12]
  • The exact type of resource present within a resource node is not known until the node is harvested.[43]
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.[43]Kory Rice
  • Gathering is intended to be accessible to both solo and group-based gatherers.[46]
  • Gathering requires the creation and use of tools.[47][48]
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.[54]Steven Sharif

Gathering tools

Sammler, einer der Handwerksklassen, benötigen bestimmte Werkzeuge um Ressourcen sammeln zu können.[47][48]

  • Fortschritt in der Sammler Handwerksklasse schaltet die Benutzung von höher leveligen Werkzeugen frei, was dem Sammler erlaubt Ressourcen von einem höheren Level zu sammeln.[4]
  • Werkzeuge haben eine Haltbarkeit und eine Lebensdauer.[23][56]
    • Die Anzahl der Benutzungen eines Werkzeuges erhöht sich je nachdem wie hoch das Fertigkeitslevel des Sammlers ist.[23]
    • Werkzeuge können in einen Zustand geraten, der nicht mehr reparierbar ist, was eine Neuanfertigung erfordert.[56]
  • Handwerker müssen sich nicht auf andere verlassen um ihre eigenen Werkzeuge zu craften.[47]

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.[48]Steven Sharif

Das Verarbeiten benötigt Blaupausen für Gebäude, welche benötigt werden, um Ressourcen zu verarbeiten.[47]

Siehe auch


  1. Video, 2023-11-30 (30:19).
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 Liveübertragung, 2020-07-25 (1:04:50).
  3. resource quality.png
  4. 4.0 4.1 Liveübertragung, 2020-04-30 (53:11).
  5. 5.0 5.1 Interview, 2018-10-20 (2:13).
  6. Alpha-1 screenshot.
  7. Alpha-1 screenshot.
  8. Alpha-1 screenshot.
  9. Alpha-1 screenshot.
  10. Alpha-1 screenshot.
  11. Alpha-1 screenshot.
  12. 12.0 12.1 12.2 12.3 Liveübertragung, 2017-09-03 (10:48).
  13. 13.0 13.1 About Ashes of Creation.
  14. 14.0 14.1 14.2 14.3 Video, 2023-11-30 (28:22).
  15. 15.0 15.1 15.2 15.3 15.4 15.5 Liveübertragung, 2017-05-08 (54:26).
  16. 16.0 16.1 16.2 Video, 2023-03-31 (16:42).
  17. Liveübertragung, 2022-05-27 (55:47).
  18. Video, 2022-05-27 (15:50).
  19. Liveübertragung, 2017-05-08 (20:27).
  20. Steven Crops.PNG
  21. Video, 2023-11-30 (34:36).
  22. 22.0 22.1 Liveübertragung, 2023-04-28 (1:24:36).
  23. 23.0 23.1 23.2 23.3 23.4 23.5 Liveübertragung, 2020-07-31 (1:05:58).
  24. Liveübertragung, 2021-03-26 (1:07:33).
  25. a419c5398b542a713545e4f393d67215.png
  26. Podcast, 2017-05-05 (43:05).
  27. Interview, 2020-07-18 (27:11).
  28. Liveübertragung, 2023-10-31 (1:18:33).
  29. steven-stolen-glint.png
  30. 30.0 30.1 Liveübertragung, 2023-03-31 (1:19:26).
  31. Liveübertragung, 2017-05-05 (34:15).
  32. Liveübertragung, 2017-05-10 (8:22).
  33. mine-shaft-leak.png
  34. 34.0 34.1 34.2 Liveübertragung, 2022-05-27 (1:00:23).
  35. Unreal Engine Interview, 2017-05-23.
  36. 36.0 36.1 Liveübertragung, 2019-12-17 (1:14:42).
  37. 37.0 37.1 Liveübertragung, 2023-03-31 (59:10).
  38. Gathering.png
  39. procedural generation.png
  40. Liveübertragung, 2017-05-19 (37:03).
  41. 41.0 41.1 41.2 41.3 Video, 2022-10-28 (0:47).
  42. Video, 2022-10-28 (12:31).
  43. 43.0 43.1 43.2 Video, 2022-10-28 (9:19).
  44. artisan classes.png
  45. Liveübertragung, 2021-07-30 (1:11:58).
  46. Liveübertragung, 2023-11-30 (1:58:35).
  47. 47.0 47.1 47.2 47.3 47.4 Interview, 2020-03-27 (9:00).
  48. 48.0 48.1 48.2 Interview, 2018-05-11 (38:25).
  49. 49.0 49.1 49.2 Liveübertragung, 2023-12-19 (1:53:02).
  50. 50.0 50.1 Video, 2022-10-28 (26:14).
  51. Video, 2023-06-30 (3:14).
  52. Video, 2022-10-28 (10:52).
  53. Liveübertragung, 2022-04-29 (25:16).
  54. 54.0 54.1 Podcast, 2018-05-11 (1:00:07).
  55. Liveübertragung, 2020-04-30 (54:33).
  56. 56.0 56.1 crafting tools.jpg