製造

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Alpha-2 製造 professions user interface screenshot.[1]

Crafting and gathering is a very important component of the economy that players will have direct control over. Whether you wish to build a sprawling plantation around your house, or wish to travel the vast wilderness in search of treasure and resources. There are many tools available to the crafters of our world. Regardless of how you gather your resources, we believe that every item that exists in the world should in some way reflect its creator. As such, there will be extreme versatility in our crafting system – giving crafters the ability to create unique items that represent their strengths and weaknesses.[2]

製造 is one of the artisan classes in Ashes of Creation. It is a driving force for the game economy.[2][3]

  • Crafting times may vary between professions but the bulk of the time spent in the artisan system resides in the processing branch.[16]
  • The developers are seeking feedback on the addition of a gameplay layer to crafting that determines the outcome based on the player's performance.[18][19]
    • The developers are debating whether this occurs on a craft-by-craft basis or a one-off basis following after a new level of certification has been achieved.[18]
    • This will be revealed when it is ready to be showcased.[18]
There is no labor or energy system in Ashes. However, that's not to say that crafting will not be difficult. Crafting is very difficult; but it is because it is difficult that it will be very rewarding as well.[20]Steven Sharif

製造專業

Crafting stations

製造 a Nightblade weapon at a weaponsmithing station in the Winstead node in Alpha-2.[21]

There's going to be a number of different types of selectables that you can incorporate as part of the crafting process; each of them having unique results as part of the stat block for the weapon, but also increasing the quality, predicated on the quality of the selectable that you're contributing.[22]Steven Sharif

Crafting stations (also referred to as Crafting benches) are workstations located on freeholds or within nodes.[24][25][26][9][10]

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 5) nodes may have one Grandmaster crafting station.[29]

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 6) nodes may have two Grandmaster crafting stations.[29]

  • There is no limit to the number of players that can use a crafting station at the same time.[32]
Q: Can crafting stations be mobilized / moved and can they be placed anywhere in the world?
A: It depends on the crafting station. There are going to be different tiers of crafting stations that represent the quality of item you're looking to create within that specific profession. There's going to be crafting stations that can be utilized by players within their freeholds and then crafting stations that are resigned only to the development of particular nodes, within particular areas, or particular buildings... There's a wide variety of those things to make it a more dynamic experience and something that caveat how players decide to build the world and what the value of those things are.[9]Steven Sharif
info-orange.png以下某些信息最近尚未得到开发人员的确认,可能不在当前的开发路线图上。

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 6) Scientific nodes.[34]

Crafted items

製造 UI. Alpha-1 截屏. 圖片來源: Guild:Overlord

Crafted items (also referred to as Completed items, Finished goods, or Final products) are items produced by crafter artisans using crafting stations.[35][25][26][36][9][10]

Crafted gear in the game is the best gear... One thing that I'm not a fan of is that you develop a crafting system in a game and you've spent a lot of time making this from a material and resource perspective. All the tables that you can receive, all the connectivity in the economy and how crafting is associated with the game; and then you undermine the crafting entirely by presenting a separate route of gear acquisition that is on-par with the crafting efforts. So here you have these people who are acquiring all of the resources getting, all the recipes, leveling up their professions and then everything they make is less or equal to anything you could just have chosen the easier path of and gone down the questing and received the best gear. So what we do focus on is that crafters make the best shit. Excuse me, the best things.[36]Steven Sharif
That plays into our crafting system in and of itself. The idea is for those stats to be variables that can be dictated based on the mastery level of the particular crafter; and the higher they become a master of those professions, whether it be for armor or for weapons or for accessories, they're going to have some agency and put their mark on essentially what items they're introducing into the economy.[45]Steven Sharif
We believe that every item that exists in the world should in some way reflect its creator. As such, there will be extreme versatility in our crafting system – giving crafters the ability to create unique items that represent their strengths and weaknesses.[2]

List of crafted items

info-orange.png本节包含来自 Alpha-1 测试的信息。当有新信息可用时,它将被更新。
Item Icon Item type Rarity Level requirement Set
Apprentice Herbalism Sickle Novice Herbalism Sickel Icon.png Tool Common Apprentice
Apprentice Lumberjacking Axe Novice Lumberjacking Axe Icon.png Tool Common Apprentice
Arcane Tome SpellbookIcon.png Spellbook Rare 12
Bludgeonbane MaceIcon.png Mace Epic 15
Cloth Belt of Dark Fortunes EpicClothBeltIcon.png Belt Epic 15 Dark Fortunes
Cloth Boots of Dark Fortunes EpicClothBootsIcon.png Boots Epic 15 Dark Fortunes
Cloth Epaulettes of Dark Fortunes EpicClothShouldersIcon.png Shoulders Epic 15 Dark Fortunes
Cloth Gloves of Dark Fortunes EpicClothGlovesIcon.png Gloves Epic 15 Dark Fortunes
Cloth Hood of Dark Fortunes EpicClothHelmIcon.png Helmet Epic 15 Dark Fortunes
Cloth Leggings of Dark Fortunes EpicClothLegsIcon.png Pants Epic 15 Dark Fortunes
Cloth Robes of Dark Fortune EpicClothChestIcon.png Chest armor Epic 15 Dark Fortunes
Cloth Sleeves of Dark Fortune EpicClothBracersIcon.png Wrists Epic 15 Dark Fortunes
Crude Herbalism Sickle CrudeHerbalismSickleIcon.png Tool Common
Crystalized Blood Hammer Hammer Crystalized Blood
Crystalized Blood Sword CrystalizedBloodSwordIcon.png Sword Rare Crystalized Blood
Demonic Offering Aegis ShieldIcon.png Shield Epic 15
Eldritch Executioner GreatswordIcon.png Sword Epic 15 Eldritch
Eldritch Lightguard ShieldIcon.png Shield Rare Eldritch
Equilibrium GreatmaceIcon.png Mace Epic 15
Glacius OneHandedSwordIcon.png Sword Epic 15
Greatsword of Briarhome Greatsword Briarhome
Headlopper HalberdIcon.png Halberd Epic 15
Imposing Plate Belt PlateBeltIcon.png Belt Rare 9 Imposing
Iron Longsword GreatswordIcon.png Sword Common 1 Iron
Iron Wand 45180dea-dd3e-497e-94ae-93af57b2e6b7-0.png Wand Common 1 Iron
Journeyman Lumberjacking Axe Novice Lumberjacking Axe Icon.png Tool Common Journeyman
Lava Forged Defender LavaForgedDefenderIcon.png Shield Rare Lava Forged
Mace of Briarhome HeroicMaceIcon.png Mace Heroic Briarhome
Master Lumberjacking Axe Novice Lumberjacking Axe Icon.png Tool Common Master
Nightblade Heroic Nightblade Icon.png Sword Heroic
Novice Herbalism Sickle Novice Herbalism Sickel Icon.png Tool Common Novice
Novice Lumberjacking Axe Novice Lumberjacking Axe Icon.png Tool Common Novice
Novice Mining Axe Novice Mining Axe Icon.png Tool Common Novice
Plate Belt of Dragons Protection PlateBeltIcon.png Belt Legendary 15 Dragon's Protection
Plate Boots of Dragons Protection PlateBootsIcon.png Boots Legendary 15 Dragon's Protection
Plate Cussies of Dragons Protection PlatePantsIcon.png Pants Legendary 15 Dragon's Protection
Plate Gauntlets of Dragons Protection PlateGlovesIcon.png Gloves Legendary 15 Dragon's Protection
Quill Of The Tundra WandIcon.png Wand Epic 15
Ranseur Of Malice LongspearIcon.png Spear Epic 15
Replica Of Dignitas GreataxeIcon.png Axe Epic 15
Scepter of Briarhome Scepter Briarhome
Sharpened Greatsword SharpenedGreatswordIcon.png Sword Rare Sharpened
Shield of Briarhome Shield Briarhome
Spire Of Illusion StaffIcon.png Staff Epic 15
Stormcaller's Axe Stormcaller's Axe Icon.png Axe Rare
Transcendent Plate Helm PlateHelmIcon.png Helmet Legendary 15 Transcendent
Tundra's Torment HalberdIcon.png Halberd Epic 15

Skills and stats on gear

Crafters will be able to assign different skills/abilities and stats on gear.[42][43]

Crafters will be able to 'rejigger' stat blocks; and there will be a couple of other ways to move things around to create both the look and the stat block that you're looking for. It's not always going to be easy. There will be a lot of challenges involved with that. But the goal is to give you guys the option to customize your gear the way you want them to be.[42]Jeffrey Bard

Not all armor sets will be the cookie cutter set. They will have the influences from the crafter available in it, if it's a crafted set.[43]Steven Sharif

Gear is broken down into Core Stats and Additional Stats.[50]

Item creation suite

An "item creation suite" that allows crafters to create unique appearances for items has been discussed as a future possibility.[51]

聖物

聖物之泉 concept art.[52]

Each city has what's called a reliquary and the reliquary begins to spawn unique items for the citizens to take advantage of based on the performance, progression and achievements that those citizens have within the world. So if your citizens are part of downing a world boss or completing a dungeon in a record time or crafting a legendary item or whatever: all of these different types of progression paths for the cities could result in the production of a relic that exists within the reliquary.[53]Steven Sharif

聖物 are achievements for a node that unlock over time. They allow node citizens to craft certain legendary items and progress in certain legendary quest lines.[54][55]

Relics are embodiments of certain types of achievements. You may have the scale of a dragon that's been defeated- the all-scale aspect of it- and from that every week a citizen might be able to derive one scale material component that can be used across a plethora of high-end types of crafting.[54]Steven Sharif
  • Relics automatically manifest in the node's reliquary when specific conditions are met by that node. For example, it may require a certain number of citizens to accomplish a particular achievement a number of times before the relic is granted to the node.[54][53]
Let's say for example there is a dragon nearby and this dragon is a large raid boss; and the number of citizens that the node has that participates in that raid the first time- if you have 30 citizens present you may not achieve the relic. And it's not a matter of capturing it at that location taking back to the city. It'll automatically manifest within the reliquary if a number of citizens accomplish a particular achievement a number of times necessary to create the relic. So if you only have 30 citizens present at that raid boss you may need to do that raid boss four or five six times in order to unlock the achievement which grants the relic in the reliquary. So it's essentially incentivizing the citizens to participate in the world events around the node.[54]Steven Sharif
The other component of relics that's important to note is that it's not just adventuring relics, these are accomplishments that span a lot of the different progression paths. So you could have accomplishments get unlocked by how many number of citizens achieve the creation of a particular type of item. You may have now an alchemical genius that is a citizen of your node and as a result there is an alchemical relic that's been granted to your reliquary in a similar fashion to the dragon.[54]Steven Sharif

配方

Alpha-2 Nightblade recipe.[71]

When players are looking to create different items in the game they're going to need to go out and either purchase, or get drops of recipes, or trade with other players; and when they acquire that recipe, like I have here: it says Nightblade. I can use the recipe and I will learn a Weaponsmithing recipe for the Nightblade. So, I have a recipe book that I get to keep. Essentially I learn these recipes once.[5]Steven Sharif

製造 in Ashes of Creation is recipe (blueprint, schematic) based, not 隨機性 based.[4][5][6][7][8]

  • Recipes that are obtained must be committed to a player's recipe book (by right-clicking on the recipe item). This "consumes" the recipe item and unlocks the ability to craft the item in question.[5][72]
    • Artisans must have the required artisan certification to learn recipes at that level (or lower).[73]
    • Recipes can be traded or sold prior to them being committed into a player's recipe book.[72]
    • In most cases learned recipes are permanently added to a character's recipe book, but in certain unique cases there will be a "charge count" where learned recipes will disappear from the recipe book after a number of uses.[5]
    • Once a recipe is learned, it cannot be shared with other characters, including alts.[74]
These are the things we want to explore on [the] crafting side, where we introduce maybe new stat lines, or a different proportion or ratios of stats at certain tiers; and when you craft these items using better materials, the rarity of the item increases. For demonstration purposes we're using legendary, but basically when you use a higher tier than the recipe is intended for- so we could technically build this item with common copper and zinc fragments, then that would produce an uncommon item. But, since we're showcasing this at legendary tier, you can move up the tiers and have the stats increase.[21]Mike Han
  • Recipes have differing rarities and may be locationally dependent.[77]
  • Recipes may have an XP component, where crafting that recipe multiple times can level up the recipe and unlock better results.[75][78]
Something unique in our crafting system [is] where we want to have recipe XP of some sort; and then those sub-recipes could [be] earned by leveling up your recipe, which means that you have to craft the Nightblade multiple times to level it up to have a better result. The sub-recipe could be from a vendor recipe or world drops like we said earlier, but the idea is one type of item can have potential to be multiple different outcomes.[78]Mike Han
  • While selectable materials offer a wide degree of customization, crafting results must lie broadly within the realms of the recipe's definition; and so cannot be arbitrarily customized.[79][77][80]
Q: Will players have the ability to innovate within the crafting system creating unique items or designs? If so, how much customization can players expect when it comes to crafting their own gear or items?
A: There are statically defined an array of results that can come out of a particular recipe; and your ability to unlock those results is predicated on what composition of resources you contribute to crafting that particular weapon type; and so in that sense, yes crafters will have the ability to uniquely create certain types of the recipes results, based on how they're contributing resources to it. The result has to have a corresponding recipe definition; and so in that sense it isn't completely customizable to the point where the player gets to uniquely create these particular items, but rather they are discovering what creations are possible with each recipe type.[79]Steven Sharif

Obtaining recipes

Crafting recipes in Ashes of Creation can be obtained in different ways.[5][77][81][82]

We're definitely going to have rare recipes. We're going to have a very active recipe market that how players find them and how they discover them is going to be very diverse. It's not just going to be drop oriented. It's going to be discovery, adventurism, treasures, repetition of a particular activity that might yield something, deconstruction that might learn how to create a recipe. There's a lot of different functionality that's present that's going to be utilized.[77]Steven Sharif
info-orange.png以下某些信息最近尚未得到开发人员的确认,可能不在当前的开发路线图上。
  • Completing questlines.[81]
  • Becoming Mayor may unlock specific node-related recipes.[81]
  • Gaining a title.[81]
  • By constructing certain buildings on a freehold.[81]
  • A royalty system where players can license recipes to other players for a certain amount of time and collect royalties was discussed as a possibility.[82]

匠人精通

匠人成長.[85][86][12]
Artisan level Artisan certification Profession limit per character
1-10.[87][88] Novice.[85][1] 22.[85][86]
10-20.[89][88] Apprentice.[85] 5.[85][86]
20-30.[89] Journeyman.[85][12] 4.[85][86]
30-40.[89] Master.[85][12] 3.[85][86]
40-50.[89][90] Grandmaster.[85][12] 2.[85][91][86]

匠人成長 occurs based on experience (repetition of tasks) as well as achievements of certain benchmarks within each artisan branch (採集, 加工 and 製造).[93] Progression in each artisan profession is per-character.[94][95][96][97]

All 22 professions, the players get to be novice of; and then it starts narrowing from there. So, after that you'll only be able to be apprentice of five things. You can be a journeyman in four things. You can be a master in three things; and you can be a grandmaster in two things. So you'll need to narrow, but you can also diversify to support the professions that you want to first push further in.[86]Kory Rice
If you are grand master in that profession you can max out the entire tree. But you can only grand master 2 things.[104]Kory Rice
  • Choosing a specific path in the skill tree allows the player an opportunity to specialize in a certain area. This encourages player inter-dependency, enhancing the artisan experience.[106]
Q: In regards to character level and artisan level. We know that currently there are two separate things. That being said, what prevents a player from staying level one and partying up with a level 50 player to then gather level 50 resources in the high zones? That way, anyone who wants to take those resources will have to kill the gatherer who is level one and get a large amount of corruption for killing a level one as a level 50.
A: Gathering higher level resources requires significant advancement within a particular profession for that gatherable resource. So, if I'm a Miner and I want to access the highest possible mineral, I need to be a master miner; and in order to achieve the master minor status I am going to be gaining adventuring level experience through that process, because many of those quest lines, many of those achievements are facilitated through quest lines. Some of those quest lines interface with adventuring difficulties that are out in the wild at certain levels. So that's going to predicate me- that's going to be a predicate for me to achieve a certain level in order to complete some of these quest lines and achieve that master status. So you will you will likely not see the ability of a level one alt character having the access to high level mineral mining, or any other type of gatherable out there.[107]Steven Sharif

Race or class locked crafting

製造 will not be race or class locked.[111]

Crafting mechanics

First look at the work-in-progress Alpha-2 crafting UI by Colby Marchi.[112]

This one is showing the base needs that we were establishing to get this system in-game and usable as soon as possible. So right now, our crafting does work in game and it's all functional and we're building out the functionality as we go to expand; and based on what we test.[112]Colby Marchi

The developers will be seeking testing feedback on the addition of a gameplay layer to crafting that determines the outcome based on the player's performance.[19]

For example, if you're creating a sword, and you are crafting that sword, you will have an interface- a gameplay layer that you will see and you will begin to hammer actually that sword into an appropriate outline. And your performance there can help influence the outcome of that craft.[19]Steven Sharif
Without getting into too much detail I will say that it's likely that you will see some inspiration surface itself in that regard.[113]Steven Sharif
  • Previously it was stated that repetitive skill-based crafting mechanics, such as mini-games, are not an intended part of the crafting experience.[113][114]
We did discuss that type of a feature where the skill of the crafter would grant a greater window of skill-based type crafting. So the higher master level you have of crafting a certain item, the greater your potential to impact the quality of that item might be... The concern obviously that we have when going into developing this type of system is that we don't want what is a fun - for lack of a better term - mini-game to be something that becomes repetitive and makes it monotonous... If when we start to flesh out the crafting system and we take a look at that interaction of melding crafting, the actual activity of making something, there is room in the design sheet for different iterations of that particular action; and we may see something come about that can be skill oriented, but that's something that's going to require a lot of testing and different iterations from a design standpoint.[114]Steven Sharif
  • Players are able to specialize in focused crafting branches.[106]

Crafting materials

Iron Weapon Mold Slot.png

Crafting materials (also known as Processed goods) are obtained in the following ways:

The rarity of crafting materials influences the quality of the crafted items.[4][27][21][28]

Q: Are crafting materials going cross tiers? For example, using higher level materials in lower level recipes, or low level materials in a higher level recipe? Is that allowed?
A: Yes.[4]Steven Sharif

It's unlikely that crafting materials to craft all pieces of equipment will be able to be sourced solely by farming open-world dungeons.[119]

It's unlikely that organized parties will be able to get all of the materials they need to craft every piece of equipment from farming open world dungeons alone.[119]Cody Peterson

Players drop materials and other items upon death, based on their applicable death penalties.[120][121][122][123]

High-level materials

Materials for crafting high-level items are obtained from world bosses and through the deconstruction of other high-level items.[117]

Many end level items with crafting will require mats from world bosses etc. we want those systems intertwined. However. There may be opportunities to deconstruct high level items and replace those needed materials as well. We will be testing the crafting trees in alpha and beta.[117]Steven Sharif

匠人供應鏈

AshesOfCreation Screenshot 009.jpg

Artisans within Ashes of Creation must choose a path in their artisan skill tree. This inter-dependency establishes a supply chain from raw materials to finished product.[124][116] Each stage of the chain may require caravans to transport goods from one artisan to another.[106]

  1. Obtaining raw materials:[125]
  2. Refining the raw materials with the 加工 profession.[116]
  3. 製造 the finished product using its crafting recipe.[116]

As a crafter you're going to want to know where certain recipes can be fulfilled; which nodes have the capability of creating what you've processed material that you've gathered for; and then you're going to want to plan out your route to either transit the goods there or make sure that you're situated in the area so that you can go out collect and build in that area as well. So there's a lot of planning that's going to be necessary.[127]Steven Sharif

採集

Alpha-1 採集展示影片。[128]

The whole gathering component of Alpha one is not the intended gathering for the actual game. You will not be seeing sparklies on resources out in the world.[129]Steven Sharif

Alpha-1 早期預覽 — 採集[130]

採集Ashes of Creation匠人職業之一。[131][132]

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.[134]Steven Sharif

加工

加工 is one of the artisan classes in Ashes of Creation.[115]

  • The bulk of the time spent in the artisan system resides in the processing branch. The processing time varies based on the quality of the crafting materials.[16]
The intent is that there are also public spaces where animal husbandry and farming can be utilized... Those systems provide opportunities for players who might be more solo-oriented, aren't a part of a family, don't think they'll be able to acquire a freehold, but still want to participate with those particular particular types of professions. But they may not do it at a mastery level as a result; but they'll still have access to lower-tier versions of that so that they can progress through that particular profession up to a degree.[140]Steven Sharif

Upgrading items

Enchanting is not an artisan profession in its own right. Scribes create scrolls that can be utilized by different professions to create enchantments relating to that profession.[141][142]

You don't really push a particular item's level requirement or the identity of that item. You can enhance it, you can add enchantments to it, but it's still the item it is.[144]Steven Sharif

Repairing items

Blacksmithing concept art.[145]

For example: if you have an iron sword and then the sword gets damaged from use, you have to use more iron to repair it; and what that does is... make sure that there's significant sinks in the game for base materials so that you are creating a scarcity and demand that's present on the creation of higher goods as well as supplying the necessary decay components for the world.[146]Steven Sharif

Item repair will cost crafting materials.[147][146][148]

There will be ways to repair destructible structures (such as walls and gates) and also repair (or re-craft) siege weapons that were damaged during sieges.[154]

  • This is a long term design goal that was not present during Alpha-1.[154]
There's a lot of ancillary activities that can be had during sieges... It's obviously strategy and tactics and raid-versus-raid components, but also you want to have individual contributions where players can do things during the siege to aid in the greater effort so to speak; and it doesn't require you having 50 people by your side to effectuate that influence over something. So repairs are great ways to do that. Repairs for walls, repairs for gates, being able to spawn and essentially craft the designs for specific types of siege weapons to provide those to the team.[154]Steven Sharif

Escrow system

info-orange.png以下某些信息最近尚未得到开发人员的确认,可能不在当前的开发路线图上。
We're going to have a UI... you're gonna put the resources in or they're gonna put the resources in. It'll be like an escrow system and then once [the job] is complete you'll get the item they'll get the money.[155]

Caravan components

Caravan components and caravan stats UI in the Alpha-2 caravan master UI.[156]

Caravans have these items within them called components; and those act like the gear on the caravan. So they can modify their stats, grant them passive and even active abilities. So you can- if you upgrade your components, you can get powerful caravans.[156]John Collins

Caravan components and caravan skins both affect a caravan's appearance.[156]

Caravans will take on different appearances based on upgrades and any skins applied to them![157]

商隊 are constructed from components at caravan master NPCs in caravansary service buildings within

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) nodes or higher.[156][158][159][160]

  • Caravan components modify caravan stats and grant passive and active abilities to the caravan. Higher tier components will increase a caravan's power and capabilities.[156]
    • There is a tradeoff between certain caravan stats and benefits provided by caravan components.[161][162]
If you're a solo player and you don't intend on transiting a lot of materials at once, you may not need the large cargo capacity, but instead you want the faster speed because you intend to outrun any potential adversaries that you might face on the roads. That is a viable strategic option for you when constructing your caravan. In addition, you saw that there are a number of different abilities that caravans can be equipped with based on the loadout of the components that you have for your caravan that is also going to influence how you interact with PvP and potential adversaries.[161]Steven Sharif
  • If components are missing, default versions with lowest stat values will be applied to the caravan.[158][159][160]
In order to construct caravan at the caravansary, you go to caravansary and you say hey I've got all these components and I want to construct a caravan; and the caravansary will accept the components that you have: It will use those components. If you don't have components for certain parts of the caravan it will give you default versions, which will be lowest stat value that that caravan can then have.[158]Steven Sharif
  • Caravan components can be individually destroyed by directional attacks against the caravan. All components are destroyed if the caravan is destroyed.[164]
  • Caravan components can affect the proximity radius for the notification of nearby players of caravan PvP events.[161]

造船

海军 concept art.[165]

Ships are going to also have classes. Those classes are going to dictate the type of of attachments that can be applied and in what quantity. A military vessel type may have more capacity for weapon based attachments. A transport ship might have more capacity for defensive based attachments. And then you'll have more versatile ships that can share across those types. So in that sense you are constructing a componentized ship for the types of activities you intend to do: Are you a raider? Are you a mover of goods? Are you an adventurer? These types of things are going to inform your decision of what the attachments you're going to have in those three categories.[166]Steven Sharif

造船 can be carried out by any player in possession of the right components, recipes, and an advanced enough node with a harbor.[167][168][169]

  • Ships will likely not have closed spaces or internal compartments such as Captain's quarters.[179]
We are trying to stay away from internal compartments within the ships because that presents a whole different type of user interface and flow that can be a bit cumbersome and problematic, especially in combat and in closed spaces. So we're trying to stay away from that under deck aspect and keep things all on deck for better readability on the player side.[180]Steven Sharif

實裝日期

匠人職業 (採集加工製造) 將於 Alpha-2 及其後 Betas 測試全面實裝。[181][182]

In Alpha One the core basics of what crafting represents as a gameplay loop that is represented. So that means that there are gatherables out there. You will have to have tools in order to service those gatherables. There will be processing that's necessary; and then there's crafting stations that are available and can be constructed by the players. This is in Alpha One. You have to collect the recipes, you have to collect the materials, and you have to refine the materials; and then you have to create the reagents and then use those to create the final crafting component of that you're trying to create. So that in and of itself is present, but it is a very very small piece of really what will be the larger crafting puzzle for Alpha 2 and betas.[181]Steven Sharif

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.[182]Steven Sharif

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引用

  1. 1.0 1.1 直播, 2023-06-30 (50:07).
  2. 2.0 2.1 2.2 About Ashes of Creation.
  3. CraftingImportance.png
  4. 4.0 4.1 4.2 4.3 4.4 直播, 2023-11-30 (1:58:55).
  5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 5.8 影片, 2023-11-30 (3:49).
  6. 6.0 6.1 6.2 訪談, 2020-03-27 (9:00).
  7. 7.0 7.1 直播, 2017-05-05 (20:41).
  8. 8.0 8.1 Rng crafting.jpg
  9. 9.0 9.1 9.2 9.3 9.4 直播, 2020-01-30 (1:38:26).
  10. 10.0 10.1 10.2 直播, 2017-05-12 (1:00:18).
  11. 11.0 11.1 訪談, 2020-07-19 (6:38).
  12. 12.0 12.1 12.2 12.3 12.4 12.5 12.6 12.7 Development Update with Freehold Preview.
  13. 13.0 13.1 直播, 2023-12-19 (1:50:51).
  14. 直播, 2022-06-30 (1:17:34).
  15. 直播, 2021-03-26 (1:06:50).
  16. 16.0 16.1 16.2 Podcast, 2021-04-11 (40:20).
  17. 直播, 2023-11-30 (2:00:22).
  18. 18.0 18.1 18.2 18.3 直播, 2023-11-30 (1:40:11).
  19. 19.0 19.1 19.2 直播, 2022-10-14 (35:22).
  20. 20.0 20.1 訪談, 2018-10-20 (2:31:39).
  21. 21.0 21.1 21.2 21.3 21.4 影片, 2023-11-30 (59:21).
  22. 22.0 22.1 22.2 影片, 2023-11-30 (1:01:04).
  23. 影片, 2023-08-31 (45:06).
  24. Blog: Exploring the Boundless Opportunities of Freeholds.
  25. 25.0 25.1 25.2 steven-workstations.png
  26. 26.0 26.1 26.2 26.3 26.4 直播, 2023-04-07 (31:49).
  27. 27.0 27.1 27.2 27.3 直播, 2023-11-30 (1:38:47).
  28. 28.0 28.1 28.2 訪談, 2018-10-20 (17:31).
  29. 29.0 29.1 直播, 2023-12-19 (1:49:28).
  30. Podcast, 2021-09-29 (4:43).
  31. 直播, 2022-07-29 (1:17:33).
  32. 直播, 2023-11-30 (1:26:16).
  33. 33.0 33.1 33.2 直播, 2022-06-30 (1:08:02).
  34. Blog: Know Your Nodes - Scientific Node Type
  35. 35.0 35.1 steven-completed-items.png
  36. 36.0 36.1 36.2 直播, 2022-06-30 (1:18:55).
  37. steven-completed-items2.png
  38. 訪談, 2023-09-10 (47:13).
  39. February 8, 2019 - Questions and Answers.
  40. craftedbossloot.png
  41. 41.0 41.1 直播, 2017-05-10 (14:45).
  42. 42.0 42.1 42.2 42.3 42.4 42.5 42.6 42.7 直播, 2020-11-30 (1:05:22).
  43. 43.0 43.1 43.2 Podcast, 2018-08-04 (59:58).
  44. 44.0 44.1 steven-crafting-stats.png
  45. 45.0 45.1 45.2 直播, 2020-12-22 (1:15:01).
  46. 直播, 2017-05-24 (24:19).
  47. crafting-corruption.png
  48. craftersname.png
  49. Podcast, 2021-09-29 (52:58).
  50. 直播, 2020-08-28 (1:14:54).
  51. 直播, 2017-05-24 (24:20).
  52. reliquary-concept.png
  53. 53.0 53.1 53.2 訪談, 2020-07-18 (56:11).
  54. 54.0 54.1 54.2 54.3 54.4 54.5 54.6 Podcast, 2021-09-29 (10:49).
  55. 直播, 2018-02-09 (29:26).
  56. 56.0 56.1 直播, 2022-04-29 (27:00).
  57. 直播, 2020-07-25 (1:22:40).
  58. 直播, 2020-06-26 (1:33:10).
  59. 直播, 2022-10-14 (52:31).
  60. Podcast, 2021-09-29 (14:21).
  61. 訪談, 2020-07-08 (57:46).
  62. 直播, 2020-04-30 (1:14:44).
  63. siege spoils.png
  64. steven-looting-relics.png
  65. steven-relic-trading.png
  66. 直播, 2020-11-08 (15:01).
  67. 直播, 2020-11-08 (00:49).
  68. 68.0 68.1 直播, 2020-11-08 (07:58).
  69. 影片, 2022-12-02 (11:11).
  70. 直播, 2023-02-24 (6:51).
  71. 影片, 2023-11-30 (3:15).
  72. 72.0 72.1 訪談, 2021-02-07 (37:26).
  73. 73.0 73.1 Podcast, 2023-12-03 (17:10).
  74. 直播, 2023-11-30 (1:57:38).
  75. 75.0 75.1 直播, 2023-11-30 (1:54:37).
  76. 直播, 2017-05-26 (5:25).
  77. 77.0 77.1 77.2 77.3 77.4 77.5 77.6 77.7 77.8 77.9 直播, 2022-01-28 (1:19:48).
  78. 78.0 78.1 影片, 2023-11-30 (1:02:15).
  79. 79.0 79.1 直播, 2023-11-30 (1:56:01).
  80. 訪談, 2021-02-07 (38:15).
  81. 81.0 81.1 81.2 81.3 81.4 81.5 81.6 81.7 直播, 2018-04-8 (PM) (28:38).
  82. 82.0 82.1 82.2 82.3 直播, 2017-05-26 (26:00).
  83. 83.0 83.1 83.2 83.3 Podcast, 2023-12-03 (4:44).
  84. 84.0 84.1 84.2 84.3 84.4 直播, 2023-12-19 (1:48:18).
  85. 85.00 85.01 85.02 85.03 85.04 85.05 85.06 85.07 85.08 85.09 85.10 85.11 85.12 85.13 roshen-mastery.png
  86. 86.0 86.1 86.2 86.3 86.4 86.5 86.6 86.7 86.8 86.9 影片, 2023-11-30 (37:12).
  87. margaret-artisan-level-1.png
  88. 88.0 88.1 影片, 2023-11-30 (9:36).
  89. 89.0 89.1 89.2 89.3 Podcast, 2023-12-03 (14:14).
  90. Podcast, 2023-12-03 (2:53).
  91. 91.0 91.1 91.2 steven-mastery-2-branches.png
  92. 影片, 2023-11-30 (23:20).
  93. 訪談, 2021-02-07 (36:38).
  94. steven-mastery-cap.png
  95. 直播, 2022-04-29 (1:13:00).
  96. 直播, 2019-07-26 (1:09:46).
  97. 直播, 2017-05-24 (32:07).
  98. Podcast, 2023-12-03 (10:22).
  99. 影片, 2023-11-30 (26:38).
  100. 影片, 2023-11-30 (16:40).
  101. 101.0 101.1 影片, 2023-11-30 (36:00).
  102. artisan mastery5.png
  103. artisan mastery3.png
  104. 104.0 104.1 Podcast, 2023-12-03 (6:23).
  105. roshen-profession-clarification.png
  106. 106.0 106.1 106.2 直播, 2017-05-10 (6:12).
  107. 107.0 107.1 107.2 直播, 2023-04-07 (1:00:55).
  108. 直播, 2022-10-28 (1:32:38).
  109. 直播, 2020-07-31 (1:31:11).
  110. 110.0 110.1 Podcast, 2023-12-03 (15:05).
  111. 直播, 2017-07-28 (22:36).
  112. 112.0 112.1 直播, 2023-02-24 (39:43).
  113. 113.0 113.1 113.2 訪談, 2021-02-07 (45:41).
  114. 114.0 114.1 Podcast, 2018-05-11 (27:20).
  115. 115.0 115.1 115.2 直播, 2017-05-05 (34:15).
  116. 116.0 116.1 116.2 116.3 116.4 直播, 2017-05-10 (8:22).
  117. 117.0 117.1 117.2 117.3 end level mats.png
  118. 直播, 2021-07-30 (1:16:05).
  119. 119.0 119.1 Forums - Livestream Q&A 2022-08-26.
  120. 直播, 2021-03-26 (1:07:33).
  121. a419c5398b542a713545e4f393d67215.png
  122. Podcast, 2017-05-05 (43:05).
  123. 訪談, 2020-07-18 (27:11).
  124. 訪談, 2020-07-20 (20:17).
  125. 125.0 125.1 125.2 125.3 125.4 直播, 2017-05-08 (20:41).
  126. 直播, 2017-07-18 (38:30).
  127. 訪談, 2018-05-11 (24:18).
  128. steven-a1-fishing+raptors.png
  129. 129.0 129.1 直播, 2021-07-30 (1:11:58).
  130. 直播, 2020-03-28 (48:31).
  131. 131.0 131.1 131.2 直播, 2017-09-03 (10:48).
  132. artisan classes.png
  133. 訪談, 2018-05-11 (38:25).
  134. 134.0 134.1 Podcast, 2018-05-11 (1:00:07).
  135. 直播, 2023-06-30 (33:26).
  136. 136.0 136.1 影片, 2023-11-30 (49:24).
  137. 137.0 137.1 影片, 2023-11-30 (44:18).
  138. 影片, 2023-06-30 (16:02).
  139. steven-processing.png
  140. 140.0 140.1 訪談, 2023-07-09 (51:26).
  141. 141.0 141.1 直播, 2022-05-27 (1:20:00).
  142. 直播, 2017-05-26 (51:37).
  143. 直播, 2017-05-17 (58:55).
  144. 144.0 144.1 直播, 2021-03-26 (1:15:57).
  145. blacksmith-twitter.png
  146. 146.0 146.1 146.2 訪談, 2020-07-19 (51:11).
  147. 訪談, 2021-02-07 (13:14).
  148. Podcast, 2017-05-13 (25:55).
  149. Durability.jpg
  150. 訪談, 2020-07-29 (16:46).
  151. player stall repair.png
  152. 直播, 2021-05-28 (1:53:04).
  153. 直播, 2020-09-30 (1:01:45).
  154. 154.0 154.1 154.2 直播, 2021-05-28 (1:04:29).
  155. 155.0 155.1 直播, 2017-05-10 (32:22).
  156. 156.0 156.1 156.2 156.3 156.4 156.5 影片, 2023-10-31 (10:13).
  157. X.com - Caravan appearances.
  158. 158.0 158.1 158.2 158.3 直播, 2022-08-26 (1:20:17).
  159. 159.0 159.1 直播, 2020-05-29 (46:36).
  160. 160.0 160.1 160.2 直播, 2017-07-28 (20:56).
  161. 161.0 161.1 161.2 直播, 2023-10-31 (1:11:26).
  162. 影片, 2023-10-31 (21:47).
  163. 影片, 2023-10-31 (33:50).
  164. 直播, 2023-10-31 (1:08:22).
  165. steven-twitter-background.png
  166. 166.0 166.1 166.2 直播, 2022-02-25 (1:15:50).
  167. 167.0 167.1 167.2 訪談, 2023-07-09 (1:20:33).
  168. 168.0 168.1 直播, 2022-10-28 (1:39:25).
  169. steven-ships-1.png
  170. 170.0 170.1 170.2 直播, 2020-07-25 (1:59:09).
  171. 直播, 2018-07-09 (30:35).
  172. steven-ships-2.png
  173. 直播, 2021-10-29 (1:15:57).
  174. 訪談, 2018-08-17 (36:29).
  175. 175.0 175.1 Podcast, 2020-11-15 (23:30).
  176. 訪談, 2020-07-19 (48:05).
  177. 177.0 177.1 直播, 2017-05-19 (50:45).
  178. 直播, 2022-09-30 (1:19:27).
  179. 直播, 2022-09-30 (1:19:59).
  180. 直播, 2022-09-30 (1:20:06).
  181. 181.0 181.1 181.2 181.3 181.4 181.5 181.6 直播, 2021-03-26 (42:28).
  182. 182.0 182.1 182.2 訪談, 2021-02-07 (35:30).
  183. 直播, 2021-04-30 (41:18).