Enchanting

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There are two types of enchantments for items: Vertical and horizontal.[1]

When it comes to over-enchanting things, what we're going to do likely is have a safety- and this is something obviously it needs to be tested- but we're going to have a safety period of enchantment you know like in Lineage 2 I think you could enchant plus four or something. And so we're gonna have a similar system where you can enchant safely and then when you start to take risks, that percentage of potentially damaging your item either through the decay system or completely disabling it through the destruction system will be a risk that's present.[3]Steven Sharif

  • Horizontal enchantments are more situational. For example: I'd like my sword to do force damage instead of holy damage because the monsters I tend to fight are incorporeal.[1]
    • This doesn't make the item more powerful, but instead more applicable to different situations, and less so to others.[1]
    • This type of enchanting assumes no risk, just time and effort.[1]

Enchanting services are sold at player stalls.[5]

Waffenfortschritt

Weapons will have their own progression paths and their own applicable types of skills.[7][8]

Q: Are weapons balanced towards a proficiency system (i.e. the longer I use a sword, the better my damage will be), or will it be a normal RPG stat system with no long-term scaling?
A: We will not be using a proficiency system as described, but players will have passives available in their skill tree that will increase effectiveness of certain weapons. Becoming a master of swords will be something that is possible, just not in that particular manner.[10]Sarah Flanagan

Ashes of Creation is all about providing many progression paths... The reason why we don't like the term endgame is because with the amount of progression that's available with the amount of diversity and player agency that that impacts the world... We kind of want the the weapon system and add an element of that as well... You can determine special effects that proc from currently the combo system right; you can determine ancillary effects that proc based on enchantment types; you can power stone weapons to add different either elemental types of damage and/or energy that kind of play rock paper scissor with player defenses ... and then you can skill tree out how those effects that are granted ... you can make them better you can branch them off into a different direction.[9]Steven Sharif

Gear enhancement

Ausrüstungsverbesserungen (Kraftsteine/Runen) können an Waffen angebracht werden, um der Waffe Elementar- oder Energieschaden zu verleihen.[9][11]

We are very likely going to have a rune system and then we'll have the ability to sort of enchant weapons outside of that too... That's not always going to be like a vertical progression... Some of it's going to be giving up something to get something else; so maybe I do less physical damage but more magical damage, that kind of thing.[11]Jeffrey Bard

It's not as though you're going to necessarily acquire these once and then you're set for your PvP enchantments, but instead you'll have to continually perform month after month in order to keep having those slotted enchantments.[12]Steven Sharif

Enchantment appearance

Enchantments have visual effects associated with them.[14]

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

Spieler-Stände

Niküan player stall concept art.[15]

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.[15]

Spieler-Stände (also called Kiosks and rental stalls) are rentable locations near the unique building in an Economic node[17] or in Marktplätze (the "constructible" building available for placement by mayors of any Stadt (stage 4) node or higher).[18]

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.[18]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.[19]

  • Player stalls are rentable by node citizens.[20]
    • Player stalls may be utilized for a period of time based on the price paid to rent the stall.[19]
  • Players are not able to be attacked or robbed while occupying their player stall inside the limits of a node.[21]
  • Player stalls do not require the attendance of the character or for that character to be online.[20]
    • An attendant NPC is assigned to the stall.[19] This may be an "image" of the player.[22]
  • Bulletin boards that list the items available in player stalls can be accessed from anywhere in the region.[22]
    • These give the location of the stall so players can travel there and purchase the items.
  • Stall sales are also listed in auction houses.[23]
    • This may no longer be accurate.[24]
  • Players are able to input required items for repair and also purchase required materials for that repair.[25]

Player stalls are different from personal shops and auction houses.[23]

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. There are four kinds of item sinks in Ashes of Creation:[26]

  1. Haltbarkeit der Gegenstände (item decay).[27] Zero percent durability will unequip an item, increasing its repair costs.[28]
  2. Over-enchanting carries the risk of destroying that item.[29]
  3. Players gain craftable items and recipes from deconstructing (salvaging) completed items.[29]
  4. A portion of resources and materials are lost when caravans or nodes are destroyed.[30]

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]

Siehe auch

Einzelnachweise