Seeds

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Crops are grown from seeds that are obtained from vendors or in the open-world.[1][2]

  • Initially seeds will need to be planted individually, but the acquisition of farming tools or hired farmhands will enable more efficient methods.[3]
  • Plants can be uprooted, fruited (seeded), or harvested.[4]
  • There are diminishing returns from harvesting crops, where new seeds will eventually need to be reacquired from the world.[5]

Crops

Crops are harvestable resources in Ashes of Creation.[2][7][8][9][10]

There'll be different types of tools and/or machinery that can be used to plant multiple seed types within a particular infrastructure that gives you bundles and/or many different harvestings that's part of progression. So, as you get more adept at farming, you have the ability to mass produce; and the same is true when you talk about quantity, speed of processing across many of the different processing professions[12]Steven Sharif

List of crops

Item Icon Type Profession Rarity Level requirement
Barley Crop 農業
Corn Corn Icon (Large).png Crop 農業
Corrupted Barley Corrupted Barley Icon.png Corrupted resource 草藥學
Mushroom (gatherables) Gatherable 草藥學
Potatoes Crop 農業
Tomatoes Tomato Icon (Large).png Crop 農業
Wheat Wheat Icon (Large).png Crop 農業

Land management

Harvesting Oak Timber in Alpha-2.[18]

As you draw resources from your surrounding area- what type of effect does that have on the land; and then also how effectively can you draw those resources without having such a deleterious effect on the land, which might impact future resource gathering for some period of time: And it makes relevant the movement of these players who are collecting these goods from the environment, that they actually cannot always just do so in one particular area, as the land management begins to degrade. So it actually encourages movement across the world to discover new areas that might not be as perturbed as the ones you're coming from. It's a very interesting idea. It's something that we're going to be prototyping in Alpha 2 and getting feedback on and testing.[19]Steven Sharif

Land management mechanics are present for gathering artisans.[20][19]

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.[20]Kory Rice
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.[22]Steven Sharif

Seasonal resources

Gloomy Pross is a seasonal resource that is only gatherable in the winter.[23]

If a particular region moves into a season and that week you can't grow a particular type of good, but another region halfway across the world can grow that good; and you talk about moving those goods across regions so that they're relevant to either craft workbenches or you can sell them in the local economies: That is a major indicator of movement of goods and movement of goods carries risks; and risks can create political foes and friends... Something as simple as just a climate can have cascading consequences across the entirety of the game.[24]Steven Sharif

Seasons affect crops and other herbology resources available for gathering or planting, including how crop rotation is managed.[25][26][27][28]

  • Seasonal variations in resource availability will impact the economy and necessitate the transit of goods between different regions.[26]
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.[26]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.[25][26]
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.[25]Steven Sharif

Underrealm resources

資源 will be different in the Underrealm, including unique species of fish.[29][30][31]

農場工人及 NPC 助手

根據節點種類發展進度,玩家將可以聘請農場工人 NPC個人土地屋農場工作。玩家將可以在遊戲內,或透過手機程式或網頁命令工人。[32][33]

  • 輪作管理。
  • 種植或收割特定農作物。
  • 售賣食物或農作物。

视觉效果

其他

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