Enchanting: Unterschied zwischen den Versionen

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== Enchantment appearance ==
 
== Enchantment appearance ==
  
Enchantments will have visual effects associated with them.{{web|https://forums.ashesofcreation.com/discussion/comment/146148/#Comment_146148|Official Livestream - May 4th @ 3 PM PST - Q&A}}
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[[Enchanting|Enchantments]] have visual effects associated with them.{{web|https://forums.ashesofcreation.com/discussion/comment/146148/#Comment_146148|Official Livestream - May 4th @ 3 PM PST - Q&A}}
 
* Indicate threat to other players.
 
* Indicate threat to other players.
* Give recognition for difficult achievements.
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* Give recognition for difficult [[Achievements|achievements]].
  
 
== Player stalls ==
 
== Player stalls ==

Version vom 18. Mai 2018, 22:49 Uhr

Verzaubern ist kein eigenständiger Handwerksberuf. Schriftgelehrte erstellen Schriftrollen die von verschiedenen Berufen verwendet werden können, um Verzauberungen zu erschaffen , die sich auf diesen Beruf beziehen. [1][2]

Du forcierst nicht wirklich die Stufenanforderungen oder die Identität dieses Gegenstands. Du kannst es verbessern, du kannst es verzaubern, aber es ist immer noch der Gegenstand, der es ist.[4]Steven Sharif

Enchantment appearance

Enchantments have visual effects associated with them.[6]

  • Indicate threat to other players.
  • Give recognition for difficult achievements.

Spieler-Stände

Niküan player stall concept art.[7]

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.[7]

Spieler-Stände (also called Kiosks and rental stalls) are rentable locations near the unique building in an Economic node[9], in Marktplätze (the constructible building available for placement by mayors of any Stadt (Stufe 4) node or higher), or as business buildings on freehold plots.[10][11]

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.[11]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.[12]

  • Player stalls are rentable by node citizens.[13]
    • Player stalls may be utilized for a period of time based on the price paid to rent the stall.[12]
  • Player stalls are linked to a player's warehouse.[14]
  • Player stalls do not require the attendance of the character or for that character to be online.[13]
    • An attendant NPC is assigned to the stall.[14][12] This may be an "image" of the player.[15]
  • Players are able to input required items for repair and also purchase required materials for that repair.[16]
  • Player stalls may still operate during node siege declaration. This is subject to testing.[17]
info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.
  • Players are not able to be attacked or robbed while occupying their player stall inside the limits of a node.[18]
  • Anschlagbretter that list the items available in player stalls can be accessed from anywhere in the region.[15]
    • These give the location of the stall so players can travel there and purchase the items.[15]
  • Stall sales are also listed in auction houses.[19]
    • This may no longer be accurate.[20]

Zerstörung von Gegenständen

It's important for a healthy economy to have item sinks, so that anything that can be crafted can also be destroyed:[21]

  1. Over-enchanting carries the risk of destroying that item[22], rendering it useless for use temporarily.[23]
  2. Players gain craftable items and recipes from deconstructing (salvaging) completed items.[22]
  3. A portion of resources and materials are lost when caravans or nodes are destroyed.[24]
  4. Corrupted players who die can lose gear.[25]
  5. Haltbarkeit der Gegenstände (item decay) does not destroy items, but it acts as a materials sink.[25][26][27] Zero percent durability will unequip an item, increasing its repair costs.[28]

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..[27]

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.[26]Steven Sharif

Siehe auch

Einzelnachweise