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Lagerpunkte gibt es in Lagerhäusern innerhalb von Nodes und in Truhen die in Grundbesitz und statischen in-node Häusern plaziert werden können.[2][3]

Lagerhäuser

Lagerhäuser sind Lagerstellen innerhalb einer Node.[2][4][5][6]

Banks

Nodes entwickeln sich schnell auf die erste Stufe. Dies ermöglicht NPC-Dienstleistungen, wie den Verkauf von Waren oder die Lagerung von Gegenständen.[10]

Player housing storage

Chests are a type of furniture that provides localized storage within a specific house.[13][14][15]

info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.

Player inventory

Alpha-2 materials inventory user interface.[22]

Inventory for A2 will exist in two categories, spatial and non-spatial. The spatial inventory system will only exist for materials and gatherables. The non-spatial system will be the normal single slot inventory that is used for all completed items IE gear, consumables etc.. The spatial system is intended to provide limitation and progression when everything in the open world is gatherable, requiring players to strategize which things they choose to gather or not. These spatial inventories will be shaped in various ways that make the bag types more conducive for certain types of gatherables allowing players to specialize their capacity. Auto sort is a feature[23]Steven Sharif

Inventar capacity has quantity (stacking) limits based on the type of item.[24][25] Rucksäcke offer varying stack sizes and/or spatial inventory shapes that are optimized for carrying different items.[26][27]

Inventory is split into two separate management systems. The first is your non-material, non-gatherable slots. Those are your standard single slot, not-space-constrained system that's a standard inventory: you just have a single slot, and you can pull completed items and/or consumables and quest items or whatever into that slot. And then, when you're talking about materials, specifically processed goods and gatherables: those exist within the Tetris type uh inventory system.[31]Steven Sharif
All those materials actually sorted nicely in the appropriate bags based on your stack sizes.[22]Alex Khudoliy
We want to have very unique progression when it comes to the construction of resource bags; and those resource bags will have certain benefits, like increasing stack size count of particular types of resources; or of having a additional delay time necessary to interface with with your corpse, should a player try to take the resources you might have dropped in PvP; or having passive benefits and unique structures of spacing that makes it more a better bag for wood gathering because woods are three-by-one; or a better bag for mining because mining is always two-by-two. The idea is to make your intent as a gatherer when you go out into the wild specific right not just that you're going out into the wild and gathering everything you can because it's there; and that's what we don't have like a labor system that limits it. We have a space constraint system so when you leave your node and you go out into the wild you need to be conscientious of what you're choosing to interact with and take resources for, because you have a limited space constraint to that degree.[31]Steven Sharif
  • Inventory capacity is subject to quantity rather than weight limits.[24]
In my opinion, and this is of course subjective, but weight management is not a compelling mechanic for players to have to deal with in an MMO setting.[24]Steven Sharif
We want you to know where the things are; and then the meaningful aspect of that thing is traveling to those locations to access some of those things, particularly as it relates to materials and raw gatherables.[39]Steven Sharif
  • Inventories will be able to be sorted.[23]
Q: Why did you go for a spatial inventory system for resources?
A: There's a number of different methods that we can use in an effort to mitigate, or again throttle, the amount of success that players can have in any one trip out in the world. Now, we're using a combination of three things: We are using progression gating through your profession level; so you need to have a certain level to access certain resources. We are utilizing the spatial inventory space as a limitation on how much things you can gather before you need to go back to town. And then lastly we have a tool predicate where you need to have a tool that is relevant for the resource you're gathering; and those tools have a decay value after each use. Weight is obviously an approach that we could take if we wanted to limit. However, the spatial system works in concert with a number of other types of systems. For example, we want to have itemization drop on death specifically as it relates to material items; and we want there to be an additional layer above just weight that introduces complexity; and where there is complexity there is choice and there is strategy and there is planning required on behalf of the player in order to set themselves up for the best possible success in certain situations.[30]Steven Sharif
info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.
  • Maultiere can carry roughly 10 times more than backpacks. Caravans can carry roughly 10 times more than mules.[40]

Rucksäcke

Ein Rucksack ist ein von Handwerkern gefertigter Gegenstand, der Platz für persönliches Inventar bietet.[27]

In order to roleplay you need to be able to represent what your character is doing in that world and part of what animation is doing is creating these sockets on the let's say the belt or the backpack that can plug in certain types of props or items that are created by the character team.[43]Steven Sharif

Maultiere

Maultiere sind Reittiere die beim Transport von Gütern, Ressourcen, und Sammelgegenständen um das Tragfähigkeit eines Spielers zu erhöhen.[45] Maultiere transportieren Waren in einem viel kleineren Maßstab als das Karawanen - System.[46]

Karawanen

Karawanen facilitate the transfer of goods for players wishing to turn a profit.[48]

Das Karawanen-System ist ein PvP-System in der offenen Welt, das sich um Chancen und Risiken dreht. Karawanen erleichtern den Warentransfer für Spieler, die mit Gütern Gewinn erzielen möchten.[48]

  • Karawanen können nur von Knotenpunkten mit (mindestens) Dorf-Stufe versandt, und in Empfang genommen werden.[51]
  • Karawanen können Güter von mehreren Spielern transportieren.[52]

Kisten

Commodities crates found in caravan wreckages are marked with a green symbol.[54]
Materials crates found in caravan wreckages are marked with a black symbol.[54]
  • There are small, medium, and large crates.[56] The higher quality the crate, the greater its capacity.[55]
Commodities can go into Crates to move them. If someone loses a Caravan, in the wreckage there are Crates. If you get a Crate to a Caravansary you can unpack it.[62]Ry Schueller
  • Glint must be transported via crate when in large quantities.[67][55]
  • Crates will undergo testing and iteration during Alpha-2.[55]

Unsealing crates

Unsealing crates (by breaking open sealed crates) yields less value than transporting the sealed crates for unloading.[61] This is in addition to the value already lost when the caravan (or merchant ship) was destroyed.[62][63][66][58]

Cracking/breaking Crates always give less value than doing the work to get a Crate back to a place where you can unpack it. Commodities like "A Case of Kaelar Wooden Soldiers" don’t go into a player’s inventory. The only way someone gets Commodities like "A Case of Kaelar Wooden Soldiers" from place to place is in Crates.[61]Ry Schueller

Handel zwischen Spielern

Es wird Handel zwischen Spielern in Ashes of Creation geben.[69][70]

Q: Wird es in Ashes of Creation einen Spieler-zu-Spieler-Handel geben? Wird mich irgendetwas davon abhalten, einem Freund, der neu im Spiel ist, einen Haufen Spielgeld zu schenken, damit er schnell auf die Beine kommt?
A: Nichts wird euch daran hindern.[69]Steven Sharif

Versenden von Gegenständen

CDL-1920.png
From an item standpoint obviously we can't allow mailing to include any type of resource material or raw gatherable because those are central to the gameplay and transiting through the caravan system and economic regions. But it may be possible to send completed crafted items like gear, equipment, stuff like that. But it's something we're still discussing.[71]Steven Sharif

Siehe auch

Einzelnachweise

  1. Liveübertragung, 2020-05-29 (41:45).
  2. 2.0 2.1 Interview, 2018-12-06 (20:30).
  3. Video, 2020-05-31 (47:32).
  4. 4.0 4.1 4.2 Liveübertragung, 2018-04-8 (AM) (23:18).
  5. 5.0 5.1 5.2 Interview, 2020-07-08 (57:46).
  6. 6.0 6.1 6.2 6.3 Liveübertragung, 2020-04-30 (1:14:44).
  7. 7.0 7.1 Liveübertragung, 2020-10-30 (1:04:59).
  8. siege spoils.png
  9. 9.0 9.1 personal caravan launch points.png
  10. Npc vending.jpg
  11. 11.0 11.1 Liveübertragung, 2019-06-28 (1:23:31).
  12. 12.0 12.1 Liveübertragung, 2021-06-25 (22:34).
  13. 13.0 13.1 13.2 Liveübertragung, 2021-07-30 (1:14:33).
  14. 14.0 14.1 14.2 14.3 Video, 2020-05-31 (47:32).
  15. Liveübertragung, 2018-08-17 (10:54).
  16. Liveübertragung, 2021-04-30 (1:12:33).
  17. 17.0 17.1 Liveübertragung, 2020-06-26 (51:58).
  18. steven-personal-storage-access.png
  19. Liveübertragung, 2023-02-24 (1:12:24).
  20. Liveübertragung, 2022-10-28 (24:28).
  21. 21.0 21.1 Liveübertragung, 2021-04-30 (1:14:49).
  22. 22.0 22.1 22.2 Video, 2023-11-30 (30:19).
  23. 23.0 23.1 23.2 Twitter - Steven Sharif - Spatial inventory slots.
  24. 24.0 24.1 24.2 24.3 Liveübertragung, 2023-02-24 (54:55).
  25. Liveübertragung, 2020-05-29 (1:27:18).
  26. Video, 2023-11-30 (13:38).
  27. 27.0 27.1 27.2 27.3 27.4 27.5 inventory backpack.png
  28. Liveübertragung, 2023-02-24 (22:57).
  29. 29.0 29.1 29.2 Liveübertragung, 2020-07-25 (1:14:13).
  30. 30.0 30.1 30.2 Liveübertragung, 2023-11-30 (1:29:18).
  31. 31.0 31.1 31.2 31.3 31.4 Liveübertragung, 2023-06-30 (1:24:42).
  32. Liveübertragung, 2023-06-30 (46:17).
  33. Video, 2023-06-30 (8:54).
  34. Podcast, 2023-07-15 (22:57).
  35. 35.0 35.1 35.2 Interview, 2023-09-10 (47:13).
  36. Liveübertragung, 2023-02-24 (46:15).
  37. Liveübertragung, 2021-11-19 (40:53).
  38. Liveübertragung, 2023-11-30 (1:34:08).
  39. 39.0 39.1 Liveübertragung, 2022-07-29 (1:17:33).
  40. Liveübertragung, 2017-07-18 (44:57).
  41. Liveübertragung, 2017-05-22 (40:41).
  42. Know Your Nodes: Economic Node Type.
  43. 43.0 43.1 Liveübertragung, 2019-05-30 (1:09:17).
  44. Blog: The Hungry Quadruped.
  45. mule.png
  46. Ashes of Creation Kickstarter - Mounts, Tigers and Bears!
  47. Liveübertragung, 2020-05-29 (1:03:35).
  48. 48.0 48.1 About Ashes of Creation.
  49. Video, 2019-07-16 (0:00).
  50. Liveübertragung, 2017-05-15 (45:20).
  51. Interview, 2017-01-20 (4:19).
  52. Interview, 2018-05-11 (28:21).
  53. flagging.jpg
  54. 54.0 54.1 54.2 54.3 Video, 2024-01-31 (6:47).
  55. 55.0 55.1 55.2 55.3 55.4 Liveübertragung, 2022-02-25 (1:10:00).
  56. Liveübertragung, 2022-10-28 (1:36:10).
  57. 57.0 57.1 Video, 2023-10-31 (3:34).
  58. 58.0 58.1 58.2 58.3 58.4 58.5 Interview, 2023-09-10 (53:47).
  59. roshen-crates2.png
  60. Video, 2023-08-31 (33:07).
  61. 61.0 61.1 61.2 61.3 61.4 roshen-crates.png
  62. 62.0 62.1 62.2 62.3 62.4 62.5 62.6 roshen-stolen-resources.png
  63. 63.0 63.1 63.2 63.3 63.4 63.5 63.6 Liveübertragung, 2023-10-31 (1:18:33).
  64. 64.0 64.1 Video, 2024-01-31 (12:49).
  65. 65.0 65.1 65.2 65.3 Video, 2024-01-31 (12:21).
  66. 66.0 66.1 66.2 66.3 66.4 66.5 steven-stolen-glint.png
  67. steven-glint.png
  68. Ashes of Creation - The visuals.
  69. 69.0 69.1 Liveübertragung, 2017-05-15 (10:32).
  70. Liveübertragung, 2018-01-18 (46:56).
  71. 71.0 71.1 71.2 71.3 Liveübertragung, 2021-01-29 (1:14:53).
  72. Video, 2018-09-06 (3:53).
  73. Liveübertragung, 2018-07-09 (50:16).
  74. steven-ah-purchases.png