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Resources
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]
List of resources
- 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
عمج
عمج is one of the artisan classes in Ashes of Creation.[1][26]
- Many of the visible resources (such as Trees and Ore) in the open world are gatherable.[23]
- The exact type of resource present within a resource node is not known until the node is harvested.[25]
- There's a bunch of different things in Ashes that will be gatherable. We have plants and trees and rocks and fish and animals and creatures that can be tamed; and we're thinking to reach the visual fidelity bar and to have things a little bit more rooted in what we know is that it wouldn't really make sense for you to just see gold all over the world in the same way that you would plants and trees; so we wanted to get feedback on what players think about some of the different gatherable types having different things that you would have to know and expect from them. So rocks are a good example of this, where you can see a rock but until you crack that thing open you don't know if it's full of stone, crystals, rubies, gold. So we wanted to try that out with some of our gatherables to have players have to open this thing up- and that's not to say that we players won't stumble on a nice load, or vein, or geode of gold, but most of the stuff that they would they would find to the world, unless they they look hard enough, would require them to crack that stone open.[25] – Kory Rice
- Gathering is intended to be accessible to both solo and group-based gatherers.[28]
- Gathering requires the creation and use of tools.[29][30]
- Gatherers who complete the gathering interaction first will gain the resources. Gathering speed can be improved as follows:[31]
- Higher levels of artisan progression.[31][32]
- Better quality artisan gear and gathering tools.[31][33][32]
- Surveying plays a key role in helping gatherers identify resources in particular locations.[34][35]
- Gathering within a node's ذوفنلا هقطنم (ZOI) will contribute to its experience growth.[1]
- Certain low level gatherables will have a tiered progression into higher level crafting.[36]
- Certain low level gatherables will have a tiered progression into higher level crafting. So for example if I'm gathering... leaves of the blue petal flower to craft a pigment that's going to be used in the development of a tunic that I can wear at level one, then I may need to collect those in order to craft the pigments to craft a greater pigment that might be present in the in the crafting of a higher level item. So it's going to be a tiered progression so that materials have relevancy throughout the different levels of of crafting; and that's important from an economic stability standpoint. You need to have layered demand from a supply standpoint so that players who are interested in collecting and gathering those materials still are relevant when the later level items are crafted.[36] – Steven Sharif
Gathering professions
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.[39][40][41]
- This will affect professions such as fishing, farming, and animal husbandry.[39][41]
- Since players may only have one Freehold, they must choose their Artisan specializations accordingly if they wish to place it in the Underrealm.[41]
Resource locations
Ashes of Creation will predominantly have curated content, but procedural mechanics will be leveraged in a places where they don't appear to be 'procedural'.[42]
- Verra's map will not be procedurally generated, but starting resource points may be different on each server.[43][44]
- Node locations and types are predefined and are the same on each server but they will develop differently on each and drive different narratives and storylines.[45][44][46]
- Node layout and style is determined by several factors, such as Environment (biome) and location, Node type, and Race.[47][48]
- Roads are both pre-generated and player influenced.[42][49]
Wherever we can leverage procedural mechanics in such a way that does not appear procedural we should. There's a healthy blend between the things that we do in having defined parameters for it and then incorporating a procedural component; and in that sense it will be perceived well, but where we the predominance of what we're implementing should be curated or by design.[42] – Steven Sharif
See also
عجارملا
- ↑ 1.0 1.1 1.2 1.3 البث المباشر, 2017-09-03 (10:48).
- ↑ About Ashes of Creation.
- ↑ 3.0 3.1 3.2 فيديو, 2023-11-30 (28:22).
- ↑ 4.0 4.1 البث المباشر, 2017-05-08 (54:26).
- ↑ 5.0 5.1 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).
- ↑ البث المباشر, 2023-04-28 (1:24:36).
- ↑ البث المباشر, 2020-07-31 (1:05:58).
- ↑ البث المباشر, 2020-07-25 (1:04:50).
- ↑ البث المباشر, 2021-03-26 (1:07:33).
- ↑
- ↑ ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2017-05-05 (43:05).
- ↑ 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 فيديو, 2022-10-28 (0:47).
- ↑ فيديو, 2022-10-28 (12:31).
- ↑ 25.0 25.1 25.2 فيديو, 2022-10-28 (9:19).
- ↑
- ↑ البث المباشر, 2021-07-30 (1:11:58).
- ↑ البث المباشر, 2023-11-30 (1:58:35).
- ↑ مقابلة, 2020-03-27 (9:00).
- ↑ مقابلة, 2018-05-11 (38:25).
- ↑ 31.0 31.1 31.2 البث المباشر, 2023-12-19 (1:53:02).
- ↑ 32.0 32.1 فيديو, 2022-10-28 (26:14).
- ↑ فيديو, 2023-06-30 (3:14).
- ↑ فيديو, 2022-10-28 (10:52).
- ↑ البث المباشر, 2022-04-29 (25:16).
- ↑ 36.0 36.1 ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2018-05-11 (1:00:07).
- ↑ فيديو, 2022-10-28 (19:10).
- ↑ البث المباشر, 2022-04-29 (56:24).
- ↑ 39.0 39.1 البث المباشر, 2023-04-07 (27:30).
- ↑ ﺺﻧ, 2022-11-05 (10:46:47).
- ↑ 41.0 41.1 41.2 البث المباشر, 2017-06-01 (24:30).
- ↑ 42.0 42.1 42.2 البث المباشر, 2022-02-25 (1:07:36).
- ↑
- ↑ 44.0 44.1 البث المباشر, 2017-05-19 (37:03).
- ↑ Blog - Know Your Nodes - The Basics.
- ↑ A reactive world - Nodes.
- ↑ البث المباشر, 2020-10-30 (39:17).
- ↑ البث المباشر, 2018-09-27 (53:06).
- ↑ البث المباشر, 2021-01-29 (1:13:04).