採集

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Alpha-1 採集展示影片。[1]

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.[2]Steven Sharif

Alpha-1 早期預覽 — 採集[3]

採集Ashes of Creation匠人職業之一。[4][5]

  • 可採集的資源需要透過反覆試驗和其外觀來辨別。[4] 正式推出時,可採集的資源將不會有「閃閃發光」的效果。[2]
  • 玩家可以製造工具來進行採集。[6][7]
  • 節點影響區域內採集將提升該節點經驗值[4]
  • 提升製造技能等級過程中,仍需要用到某些低等級採集物。[8]

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.[8]Steven Sharif

採集專業

匠人精通

匠人成長.[9][10][11]
Artisan level Artisan certification Profession limit per character
1-10.[12][13] Novice.[9][14] 22.[9][10]
10-20.[15][13] Apprentice.[9] 5.[9][10]
20-30.[15] Journeyman.[9][11] 4.[9][10]
30-40.[15] Master.[9][11] 3.[9][10]
40-50.[15][16] Grandmaster.[9][11] 2.[9][17][10]

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).[19] Progression in each artisan profession is per-character.[20][21][22][23]

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.[10]Kory Rice
  • Progression to each "tier" within a profession grants skill points that can be utilized in a character's artisan skill tree.[25]
    • Artisan certification quests must be completed to gain proficiency in that tier of artisan progression.[26] Completing certification unlocks benefits for that profession, such as artisan tools for gathering professions and recipes for crafting professions.[27][28]
    • There are limits to the number of professions at each certification tier across the three artisan branches.[9][17][29][10][30] For example: a character may only ever be a Master in up to 3 professions and Grandmaster in up to 2 professions across all artisan branches.[9][17]
    • Grandmaster artisans can max out their entire profession skill tree, but a character can only be a grandmaster of up to two professions.[31]
    • Achieving an artisan certification in a profession also implies that the character also achieved any lower-tier certifications up to that point.[32]
If you are grand master in that profession you can max out the entire tree. But you can only grand master 2 things.[31]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.[33]
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.[34]Steven Sharif

資源

Pre-alpha gatherable mushrooms found in an underground cave.[4]

We want our players to have a reason to explore the wilderness, to travel with purpose, and much of that will be driven by our resource system. Transporting these goods might just be more difficult than gathering them. Our regional market system allows players to participate in creating pocket economies that will reinforce the stability of goods in particular regions.[38]

Gatherable resources (also known as raw materials, gatherables, and harvestables) occur in locations where you would expect them to be organically.[39][40]

  • 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.[39]
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.[39]Kory Rice
  • Certain resources will only be gatherable for a limited time during specific story arcs.[41]
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.[41]Jeremy Gess
  • The location the resource was found can affect the benefits, bonuses, and other characteristics of that resource.[47]
    • Some resources will be one-time gatherables, others will exist as clusters that will last until the vein is depleted.[48][49][40]
  • Resources do not expire or degrade over time.[56]
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.[56]Steven Sharif

Resource locations

Alpha-1 mine shaft.[59]

Players will be able to move resources and set up shop in other areas to take advantage of the varied markets. With resources spawning dynamically, certain regions will naturally become important trading hubs for the transportation of goods throughout the world.[38]

The location a resource is found can affect its benefits, bonuses, and other characteristics of that resource.[47]

  • 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.[39][48][49]
  • Some resources will exist as a cluster (also called vein gatherables). These will last until the full resource is depleted.[60][48][49][40][61]
    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.[49]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.[49][40][62]
    • There will be moving resources such as herds of animals that are constantly moving around the world.[60][62]
    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.[60]Steven Sharif
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.[63]Steven Sharif
  • Some unique resources may be monsters in disguise or have monsters defending them.[64]
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。

Surveying and land management

Template:Surveying and land management

匠人工具

製造 an apprentice herbalism gathering tool in Alpha-2.[67]

Different professions will have a number of quests available to introduce players to their first toolsets; and then, their toolset sustainability will be incumbent on the player to continue to gather the resources necessary to repeatedly create these tools, because they have a durability that gets expended when interacting with the resources in the open-world.[68]Steven Sharif

採集 Halcyonite using a mining pick gathering tool.[69]

Each gathering profession will have three tools. The tools come online as you progress through the profession; and the different resource types for each one of the professions may require different tools. So, you basically want to carry around the right tool for the job. And tools along with artisanship gear will have stats on it, so you can itemize towards how you want to gather, how fast you want to gather.[69]Kory Rice

Gathering tools (also referred to as harvesting tools, artisan tools, and toolsets) enable the gathering of resources in Ashes of Creation.[69][70][6][7]

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.[7]Steven Sharif
  • Tools will have durability and lifespans.[68][48][76]
    • The amount of usages of a gathering tool increases as the gatherer becomes more proficient in the gathering artisan tree.[48]
    • Tools may become non-repairable, requiring re crafting.[68][76]
  • Artisans will not need to rely on other trees in order to make their tools.[6]
  • The developers are considering the introduction of gathering tools that require two players, such as two-person saws that can fell larger trees.[74]
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.[7]Kory Rice

List of tools

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。

Resource quality

Flanggler (Flower angler or Mimic flower).[77][78]

資源 will have differing tiers of quality for the same resource type.[49] This is somewhat similar to Star Wars Galaxies.[79]

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.[80]Steven Sharif

Resource extractors

Resource extractors are potential constructions that can collect resources over time.[81][82]

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。

List of resources

Loot tagging

Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[83][84]

  • The first party to obtain a tag (on a mob or boss) will gain an approximately 5-10% edge over competing parties in terms of the total damage done when determining looting rights.[83][84]
    • These numbers will be balanced based on testing.[83]
  • At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[83][84]
We have a blended approach of damage done and a tag benefit. So if you tag the boss first, or you tag the loot- whatever the loot target is first- you're gonna get a benefit in the damage overall determination. So if you need to have 51% of damage done in order to qualify your raid, or the plurality of damage done if there's even three or four raids, then tagging first might give you a five or ten percent edge. We'll play with that number- balance it based on testing, but generally that's our approach in competing loot rights[83]Steven Sharif
Q: If looting rights are based on a blended tag and damage done system, will there be any mechanics in place to ensure roles like tanks and healers have an equal shot even when they haven't dealt as much damage?
A: That's the reason for the blended approach. The reason that we're doing a hybrid system between tag and damage done is for the purposes of those classes who may not be as DPS oriented as other classes. The tag system- all classes are going to have a sprinkling of immediate effects- of instantaneous casts and they can use that to tag a target, and that'll give them a modifier on the looting rights: So plus 10 or plus 15 will balance that, but it'll give them plus 10 to 15 on overall damage done if they tag the target and then their damage will make up the remainder of that percentage completion. So if I do 50 damage to a target but someone else has the tag I'm not going to be able to claim that looting right. They'll have done the other 50 plus 10 or 15.[85]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.[86][58] Each stage of the chain may require caravans to transport goods from one artisan to another.[33]

  1. Obtaining raw materials:[87]
  2. Refining the raw materials with the 加工 profession.[58]
  3. 製造 the finished product using its crafting recipe.[58]

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.[90]Steven Sharif

加工

加工 is one of the artisan classes in Ashes of Creation.[57]

  • 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.[92]
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.[99]Steven Sharif

製造

Alpha-2 製造 professions user interface screenshot.[14]

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.[38]

製造 is one of the artisan classes in Ashes of Creation. It is a driving force for the game economy.[38][100]

  • Crafting times may vary between professions but the bulk of the time spent in the artisan system resides in the processing branch.[92]
  • The developers are seeking feedback on the addition of a gameplay layer to crafting that determines the outcome based on the player's performance.[112][113]
    • 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.[112]
    • This will be revealed when it is ready to be showcased.[112]
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.[114]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。[115][116]

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.[115]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.[116]Steven Sharif

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其他

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