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الفرق بين المراجعتين لصفحة «Resources»
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{{Artisan classes timeline}} | {{Artisan classes timeline}} | ||
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== See also == | == See also == |
مراجعة ٠٠:٠٣، ٣ أبريل ٢٠٢٣
Gatherable resources (also known as raw materials, gatherables, and harvestables) occur in locations where you would expect them to be organically.[3][4]
- 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.[3]
- 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.[3] – Kory Rice
- Certain resources will only be gatherable for a limited time during specific story arcs.[5]
- 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.[5] – Jeremy Gess
- Some resources are only gatherable at specific times of the day or night.[10]
- The location the resource was found can affect the benefits, bonuses, and other characteristics of that resource.[11]
- Players drop resources and other items upon death, based on their applicable death penalties.[14][15][16][17]
- Resources looted from caravan wreckages become stolen resources.[18][19]
- Resources do not expire or degrade over time.[20]
- 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.[20] – Steven Sharif
- Raw materials (gatherable resources) are not to be confused with crafting materials (processed goods).[21][22]
Surveying
Surveying plays a key role in helping gatherers track down and identify resources that spawn in particular locations through the use of surveying tools.[3][23][24]
- Surveying is something that we're trying to use for gatherers to really interact with the things that we want to do with our dynamic world... 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.[3] – Kory Rice
- Surveying can also identify the types of resources that spawn statically within an area and also provides information about the seasons and locations they spawn in.[23]
- Surveying is a way that players can check out an area for resources. Players can learn where resources are that are static and that grow back in the same location; but we'll also have resources and Ashes that can spawn anywhere, so surveying will help players locate those those resources. So if they're looking for something specific they can hunt them down. Surveying will also allow players to uncover hidden resources that players wouldn't be able to see with their with their naked eye. Another thing that a surveying would provide is some of the information that we're talking about before, like for instance if you survey- and inside of your survey area there's plants, you might learn what season that plant likes to grow in. You might learn whether it likes to be watered during the winter versus how it likes to be watered in the summer.[23] – Kory Rice
- Surveying can help uncover hidden resources that are not visible to the naked eye.[23]
- Artisan progression unlocks higher level surveying tools that enable better identification of gatherable resources within a location.[23]
- Unlocking surveying pylons allows the gatherer to adjust the shape and extend the area of their survey.[23]
- You'd work with a surveying tool; and you set the surveying tool down, and that tool would have a specific area in which it's able to uncover and extract information about the resources that are in the area. As a starting out gatherer you might end up with one of the tools, but as you as you progress and become more proficient with using the tool you might be able to set up additional pylons and extend the area of your survey. That allows you to start making shapes and having more strategic areas that you're surveying. If you could connect multiple pylons to create a shape, maybe you could follow the twisting caverns of the cave. Maybe if you're out in the open like we are here you could just try and make yourself a nice widened shape to scan as much of the area as possible. So it'll be up to the player to be tricky with their surveying tool to try and get the most efficiency out of their survey.[23] – Kory Rice
Resource locations
The location a resource is found can affect its benefits, bonuses, and other characteristics of that resource.[11]
- 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.[3][12][13]
- Some resources will exist as a cluster (also called vein gatherables). These will last until the full resource is depleted.[26][12][13][4][27]
- 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.[13] – 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.[13][4][28]
- There will be moving resources such as herds of animals that are constantly moving around the world.[26][28]
- 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.[26] – Steven Sharif
- Corrupted areas house corrupted resources that are necessary components for certain crafting recipes.[29][5]
- 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.[29] – Steven Sharif
- Resources respawn on a cooldown basis.[4]
- Resources won't be locked to the node system.[4]
- Starting resource points may be different on each server.[31][32]
Resource types
- Aged Aelan Whiskey Barrel
- Ancient Aelan Wine Barrel
- Ancient Aelan Wine Flagons
- Animal byproducts
- Animals
- Apples
- Armament Cases
- Barrels of Fish
- Beef
- Bins of Stone
- Carton of Flasks
- Case of Dunir Tools
- Case of Everburn Scented Candles
- Case of Kaelar Wooden Soldiers
- Casks of Wine
- Cloth Bolts
- Commodities
- Cords of Wood
- Corrupted resources
- Crates of Lumber
- Crop Bundles
- Crops
- Dyed Fabrics
- Eggs
- Fish
- Gems
- Hardy Rations Shipment
- Harvest Bundles
- Hauling Wagons
- Herb Bushels
- Herbs
- Lightly Seasoned Meat
- Livestock
- Lumber
- Meal Packs
- Meat Racks
- Milk
- Mushrooms
- Node commodities
- Ore
- Packs of Fresh Produce
- Palettes of Stonework
- Pig Hide
- Pig Meat
- Resource locations
- Resource types
- Rolls of Leather
- Salt Cured Meat
- Seeds
- Stacks of Ingots
- Stacks of Pelts
- Stolen resources
- Structural Materials
- Trained Draft Beasts
- Wool
Resource quality
Resources will have differing tiers of quality for the same resource type.[13] This is somewhat similar to Star Wars Galaxies.[34]
- Gatherers who are more advanced in their artisan tree will unlock higher level harvesting tools that have a greater chance of collecting higher quality resources or proccing a greater quantity.[13][35][36]
- 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.[36] – Steven Sharif
Land management
Land management mechanics are present for gathering artisans.[38][24]
- The spawn rate of resources in a given area is influenced by how players are interacting with those resources.[38][24]
- Drawing excessive amounts of resources may have a deleterious effect on the land health value for that area.[38][24]
- Actions like ridding an area of invasive species or performing crop rotations on freehold farms may have a positive effect on that area's land health value.[38]
- Defeating certain world bosses or mobs can positively impact the respawn rates of resources and animals in their vicinity.[39]
- It could be could be positive or negative, or both simultaneously. So the land health value ties into the health of a specific ecosystem; and the ecosystem can scale with different segment sizes of the world, or the world itself: A biome, maybe a node, maybe the player's freehold. And the things that a player does in those areas will contribute to health in a positive or negative way. So doing something like rotating your crops might increase the health of the land because that's considered something good to do; and maybe apprehending or removing poachers that are over hunting a certain species could be helpful to the health of the land. Maybe the mayor puts out a request for players to try and get rid of invasive species that are plants- maybe they're overgrowing weed and it's stopping other valuable plants from growing.[38] – Kory Rice
- The spatial inventory system is intended to mitigate the potential for players to diminish land management scores by stripping resources from particular zones.[40]
- There's a particular reason for why that inventory system is intended to exist within Ashes; and part of that is from the aspect of everything in the world is gatherable and there is a land management system that exists behind those gatherable things. The land management system takes into account how players are interacting with the environment: how many of the resources they're withdrawing from the world; and that decreases the spawn rate within certain localities as those things go too high. So there can be a degree of economic warfare by sending players out into zones where you want to mitigate collection of resources. You send your players out there to take all those resources and then that diminishes the land management score of that particular zone.[40] – Steven Sharif
Artisan tools
Gathering tools (also referred to as harvesting tools, artisan tools, and toolsets) enable the gathering of resources in Ashes of Creation.[43][44][45][46]
- Each gathering profession has three gathering tools. Each tool allows gathering of different resource types.[43]
- Gatherers must meet the required artisan certification to utilize tools of that level (or lower).[50]
- Gathering tools are equipped to a character's artisan tool slot.[51]
- Progression in the gathering artisan class unlocks higher level harvesting tools that enable gathering of higher level resources.[43][52][35]
- Artisan progression unlocks higher level surveying tools that enable better identification of gatherable resources within a location.[35]
- Higher level of progression can also speed up gathering times, resource yields, and may allow access to resources at earlier growth stages.[48][49]
- A gatherer at maximum proficiency will unlock master toolsets that will grant them access to the highest quality gatherables.[12]
- 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.[46] – Steven Sharif
- Tools will have durability and lifespans.[42][12][53]
- Artisans will not need to rely on other trees in order to make their tools.[45]
- The developers are considering the introduction of gathering tools that require two players, such as two-person saws that can fell larger trees.[52]
- Your progression within the profession will take account what tools you can use. There might even be some opportunity to do some gathering with other players that . Typically in other games that I play you usually do the gathering alone. You're venturing around alone; and we wanted to take a look at maybe having a friend to help you with a two person saw on a larger tree. Maybe there's some panning that you could do as opposed to just hitting with the pickaxe. So, we'll have other tools that are part of that progression path and other activities that players can do if they would like to gather together.[46] – Kory Rice
Seasonal resources
Seasons affect crops and other herbology resources available for gathering or planting, including how crop rotation is managed.[6][7][8][9]
- Seasonal variations in resource availability will impact the economy and necessitate the transit of goods between different regions.[7]
- One of the things that is huge about the season system and how it affects crops and the gatherables in the game is the impact it will have on the economy. When a particular area no longer is capable for a week's period of time, or even potentially longer, of producing a certain type of crop or harvestable; and that has to change across the world regionally, now the transit system of those materials of those gatherables they become more relevant, and they're subject to potential risk; and the prices might go up in certain areas. It is something that is actually very instrumental in the overall design of the economy in the game.[7] – Steven Sharif
- Seasons may not directly affect certain gatherables, such as veins of ore, but access to those resources may be blocked during certain weather conditions.[6][7]
- It won't likely affect too much on certain resource spectrums like veins of ore. Those might not be affected by the seasons or weather systems, but there might be blockages to cave networks that house those types of ore veins. Alternatively it is going to be significant impact on any type of herbology or plant-based types of gatherables. It's going to have significant impacts on crops that players can plant themselves on their properties; and that they'll be able to harvest. They're going to need to time the crop placement and its maturity window so that it's harvestable and available to be harvest before the change of seasons that might adversely affect certain types of crops. And not every biome will experience the same type of effects caused by the seasonality of the world. The desert biome might instead of snow have significant more winds that pick up that could be damaging to more fragile types of crops if you have a freehold in that location.[6] – Steven Sharif
Underrealm resources
Resources will be different in the يلفسلا ملاعلا, including unique species of fish.[56][57][58]
- This will affect professions such as fishing, farming, and animal husbandry.[56][58]
- Since players may only have one Freehold, they must choose their Artisan specializations accordingly if they wish to place it in the Underrealm.[58]
Loot tables
- Mobs drop glint, رصانعلا, and crafting materials in preference to gold.[17][60]
- Glint is not bound to a specific region and can be also dropped by players on death as stolen glint, based on applicable death penalties.[61][62][14][15][17][16]
- The rarity of glint increases with the mob's level.[63]
- Loot tables are disabled for player controlled monsters.[64]
- There is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[65]
- Experience debt decreases the drop rate percentages from monsters.[66]
- Loot (loot tables) from world bosses or dungeon bosses has a small RNG chance of dropping gear (completed items).[67][68]
- There is a much higher chance that materials and unique recipes are dropped that can be used to craft items of equitable value.[67][69][70]
- Legendary equipment is only dropped by Legendary world bosses.[71]
- Loot tables will likely not be affected by weather conditions.[73] This was previously listed as a possible effect.[74]
- There won't be specific loot drops for artisans.[75] Previously it was stated that master gatherers may have the ability to "spoil" a boss' loot.[76]
- Q: Can only one gathering artisan harvest resources from a single boss, or can multiple different artisans harvest different parts from a boss for different resources? For example, a lumberjack gets a special wood from Tumock's tree weapon, while a herbalist gathers the flowers from that same tree.
- A: We don't have the concept of harvesting from bosses. NPCs follow a reward table format, where those reward tables are global. They're not unique to particular players. So, once the NPC is vanquished, you have access to the loot container that is its corpse; and it has a static value of either materials or items that get dropped; and whatever the party loot settings are that you might be a part of, or if you're a solo player you will be able to recover those things.[75]
World manager
The World manager is an algorithm in Ashes of Creation that controls dynamic world elements. It acts as both a throttle and an incentive system for various activities to ensure certain parameters are within acceptable thresholds.[77]
- A world manager is a technical term to define a server process that lives alongside the game server; and when the game server needs to do things- communicating with other game servers within that grid- it tells that manager and that manager sends it down to the appropriate server.[78] – Steven Sharif
- Prices of glint.[79]
- A heatmap of experience being gained to apply to node advancement.[79]
- The territory expansion algorithm takes into account the nearest coast, neighboring nodes, and the heatmap of players in surrounding areas over the last weeks or month.[80]
- Due to the way the progression algorithm calculates territorial (ZOI) expansion during node advancement, there is a small possibility that two nodes of the same stage end up being close to each other.[81]
- Transit of resources and goods between regions to drive quest rewards for nodes.[79]
- For example if you know iron is being used as a raw resource for a specific crafting path that might drive up the price of mithril or silver; and that will incentivize the market to course correct a little bit. The idea is to provide soft incentives that help to alleviate the demand and also to prop up the supply that might not be present from the economic systems.[79] – Steven Sharif
Resource extractors
Resource extractors are potential constructions that can collect resources over time.[82][83]
- Available to node citizens who own a freehold near a "resource center".[83]
- Requires several people to construct.[83]
- Moving resources from the extractor will likely require a caravan.[83]
Timeline
نييفرحلا فانصأ (عمج, هجلاعم, هغايص) is expected to come online fully in Alpha-2 and the Betas.[84][85]
- Approximately 10 percent of the artisan system was online in Alpha-1.[86][84][85]
- Crafting honestly will not come online in any sense of its true form until Alpha-2. Alpha-1 has essentially what are intended to be the core gameplay loop of crafting, meaning the collection of materials, the translation of those materials into processed goods, and the use of those processed goods into item acquisition. That's the core gameplay loop that is currently present in Alpha-1. But those are mostly facilitated piggy backing the merchant systems right now and not actually using the real crafting system; and that's because crafting hasn't been completed in a form that can be implemented in Alpha-1, but will be for Alpha-2. What's present in Alpha-1 doesn't even really scratch the surface for crafting.[85] – Steven Sharif
ﺕﺎﻴﺋﺮﻤﻟﺍ
2023-07-01
See also
عجارملا
- ↑ البث المباشر, 2017-09-03 (10:48).
- ↑ 2.0 2.1 About Ashes of Creation.
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 فيديو, 2023-11-30 (28:22).
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 البث المباشر, 2017-05-08 (54:26).
- ↑ 5.0 5.1 5.2 فيديو, 2023-03-31 (16:42).
- ↑ 6.0 6.1 6.2 6.3 البث المباشر, 2022-05-27 (55:47).
- ↑ 7.0 7.1 7.2 7.3 7.4 فيديو, 2022-05-27 (15:50).
- ↑ 8.0 8.1 البث المباشر, 2017-05-08 (20:27).
- ↑ 9.0 9.1
- ↑ فيديو, 2023-11-30 (34:36).
- ↑ 11.0 11.1 البث المباشر, 2023-04-28 (1:24:36).
- ↑ 12.0 12.1 12.2 12.3 12.4 12.5 البث المباشر, 2020-07-31 (1:05:58).
- ↑ 13.0 13.1 13.2 13.3 13.4 13.5 13.6 البث المباشر, 2020-07-25 (1:04:50).
- ↑ 14.0 14.1 البث المباشر, 2021-03-26 (1:07:33).
- ↑ 15.0 15.1
- ↑ 16.0 16.1 ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2017-05-05 (43:05).
- ↑ 17.0 17.1 17.2 مقابلة, 2020-07-18 (27:11).
- ↑ البث المباشر, 2023-10-31 (1:18:33).
- ↑
- ↑ 20.0 20.1 البث المباشر, 2023-03-31 (1:19:26).
- ↑ البث المباشر, 2017-05-05 (34:15).
- ↑ البث المباشر, 2017-05-10 (8:22).
- ↑ 23.0 23.1 23.2 23.3 23.4 23.5 23.6 فيديو, 2022-10-28 (10:52).
- ↑ 24.0 24.1 24.2 24.3 24.4 البث المباشر, 2022-04-29 (25:16).
- ↑
- ↑ 26.0 26.1 26.2 البث المباشر, 2022-05-27 (1:00:23).
- ↑ Unreal Engine Interview, 2017-05-23.
- ↑ 28.0 28.1 البث المباشر, 2019-12-17 (1:14:42).
- ↑ 29.0 29.1 البث المباشر, 2023-03-31 (59:10).
- ↑
- ↑
- ↑ البث المباشر, 2017-05-19 (37:03).
- ↑ فيديو, 2023-11-30 (30:19).
- ↑
- ↑ 35.0 35.1 35.2 البث المباشر, 2020-04-30 (53:11).
- ↑ 36.0 36.1 مقابلة, 2018-10-20 (2:13).
- ↑ فيديو, 2023-06-30 (21:05).
- ↑ 38.0 38.1 38.2 38.3 38.4 فيديو, 2022-10-28 (14:33).
- ↑ البث المباشر, 2023-05-31 (42:06).
- ↑ 40.0 40.1 ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2023-07-15 (22:57).
- ↑ فيديو, 2023-11-30 (7:56).
- ↑ 42.0 42.1 42.2 42.3 فيديو, 2023-11-30 (5:58).
- ↑ 43.0 43.1 43.2 43.3 43.4 43.5 فيديو, 2023-06-30 (3:14).
- ↑ البث المباشر, 2022-10-14 (32:38).
- ↑ 45.0 45.1 مقابلة, 2020-03-27 (9:00).
- ↑ 46.0 46.1 46.2 مقابلة, 2018-05-11 (38:25).
- ↑ فيديو, 2023-11-30 (16:40).
- ↑ 48.0 48.1 البث المباشر, 2023-12-19 (1:53:02).
- ↑ 49.0 49.1 فيديو, 2022-10-28 (26:14).
- ↑ ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2023-12-03 (12:27).
- ↑ فيديو, 2023-11-30 (9:36).
- ↑ 52.0 52.1 فيديو, 2022-10-28 (25:11).
- ↑ 53.0 53.1
- ↑ فيديو, 2022-10-28 (19:10).
- ↑ البث المباشر, 2022-04-29 (56:24).
- ↑ 56.0 56.1 البث المباشر, 2023-04-07 (27:30).
- ↑ ﺺﻧ, 2022-11-05 (10:46:47).
- ↑ 58.0 58.1 58.2 البث المباشر, 2017-06-01 (24:30).
- ↑ فيديو, 2023-01-27 (16:44).
- ↑ البث المباشر, 2017-05-24 (44:14).
- ↑
- ↑ مقابلة, 2023-09-10 (53:47).
- ↑
- ↑ البث المباشر, 2017-05-03 (35:25).
- ↑ مقابلة, 2020-07-18 (1:00:15).
- ↑ Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- ↑ 67.0 67.1 مقابلة, 2020-07-19 (8:43).
- ↑ February 8, 2019 - Questions and Answers.
- ↑ مقابلة, 2020-07-20 (21:57).
- ↑ البث المباشر, 2018-04-8 (PM) (55:49).
- ↑ البث المباشر, 2020-07-25 (46:08).
- ↑ البث المباشر, 2020-12-22 (1:15:01).
- ↑ البث المباشر, 2022-05-27 (1:14:46).
- ↑ فيديو, 2022-05-27 (2:21).
- ↑ 75.0 75.1 البث المباشر, 2024-02-29 (1:22:09).
- ↑ ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2018-08-04 (1:44:54).
- ↑ مقابلة, 2020-07-19 (1:10:55).
- ↑ البث المباشر, 2022-10-14 (57:22).
- ↑ 79.0 79.1 79.2 79.3 مقابلة, 2020-07-19 (1:08:22).
- ↑ مقابلة, 2020-07-18 (10:04).
- ↑ مقابلة, 2020-07-08 (1:00:15).
- ↑
- ↑ 83.0 83.1 83.2 83.3 البث المباشر, 2017-05-30 (10:24).
- ↑ 84.0 84.1 البث المباشر, 2021-03-26 (42:28).
- ↑ 85.0 85.1 85.2 مقابلة, 2021-02-07 (35:30).
- ↑ البث المباشر, 2021-04-30 (41:18).