Zerstörung von Gegenständen

Aus Ashes of Creation Wiki
Version vom 23. Oktober 2018, 03:33 Uhr von Lex (Diskussion | Beiträge) (Power creep)

(Unterschied) ← Nächstältere Version | Bestätigte Version (Unterschied) | Aktuelle Version (Unterschied) | Nächstjüngere Version → (Unterschied)
Wechseln zu: Navigation, Suche

It's important for a healthy economy to have item sinks, so that anything that can be crafted can also be destroyed. There are three kinds of item sinks in Ashes of Creation:[1]

  1. Haltbarkeit der Gegenstände (item decay).[2] Zero percent durability will unequip an item, increasing its repair costs.[3]
  2. Over-enchanting carries the risk of destroying that item.[4]
  3. Players gain craftable items and recipes from deconstructing (salvaging) completed items.[4]

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..[2]

Power creep

Power creep is a balance issue... When it comes to gear progression specifically, the idea is to create an open market that is not heavily dependent on soulbound items; and having many item sinks and gold sinks within that economy that allows for the potential degradation and loss of assets within that closed economy; and not introduce items from the marketplace that companies put in from a pay-to-win perspective or from a pay-to-convenience perspective that undermines the economy that players have built. That is a huge mistake that companies have made in the past and that lends to the imbalancing of what designers maybe have actually balanced well.[5]Steven Sharif

Haltbarkeit der Gegenstände

There is item durability (item decay) in Ashes of Creation.[2] Zero percent durability will unequip an item, increasing its repair costs.[3]

There is durability in the game... It's not going to be a trivial durability. There is a potential to destroy gear (weapons and armor), but there is also an ability to reforge that destroyed gear using a portion of the materials necessary as well as finding an item creator who can reforge it.[2]

Dekonstruktion von Gegenständen

Players gain craftable items and recipes from deconstructing (salvaging, dismantling, disenchanting) completed items.[4]

Enchanting

Enchanting services are sold at player stalls.[6]

There are two types of enchantments for items: Vertical and horizontal.[9]

  • Vertical enchantments are a power progression for a crafted item. More damage or mitigations, added effects or bonuses.[9]
    • Vertical enchantments include risks.
  • 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.[9]
    • This doesn't make the item more powerful, but instead more applicable to different situations, and less so to others.
    • This type of enchanting assumes no risk, just time and effort.

Siehe auch

Einzelnachweise