Item deconstruction

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Lex讨论 | 贡献2019年11月27日 (三) 18:53的版本

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Players gain craftable items and recipes from deconstructing (salvaging, dismantling, disenchanting) completed items.[1]

There's salvaging where you can deconstruct an item to get components only capable of retrieving from salvaging an item that can be used in crafting other types of items.[2]Steven Sharif
Specific crafting components yielded by gear deconstruction, and some of these components can be only be obtained from gear of certain enchantment levels and type of equipment. These components are needed for certain recipes for gear and other ancillary crafting professions. But the itemization team is still ironing out some of these flows.[3]Steven Sharif
  • Item deconstruction will not be a meaningful way of circumventing restrictions on transit of resources and materials.[5]

There's salvaging where you can deconstruct an item to get components only capable of retrieving from salvaging an item that can be used in crafting other types of items.[6]

Item sinks

It's important for a healthy economy to have item sinks, so that anything that can be crafted can also be destroyed:[2]

  1. Over-enchanting carries the risk of destroying that item[1], rendering it useless for use temporarily.[7]
  2. Players gain craftable items and recipes from deconstructing (salvaging) completed items.[1]
  3. A portion of resources and materials are lost when caravans or nodes are destroyed.[8]
  4. Corrupted players who die can lose gear.[9]
  5. Item durability (item decay) does not destroy items, but it acts as a materials sink.[9][10][11] Zero percent durability will unequip an item, increasing its repair costs.[12]

An important aspect of a healthy economy is having some item sinks available... There are three kinds of item sinks: You can gain craftable items from deconstructing completed items; You can have decay... and if you want to over-enchant that item there will be a potential to destroy it as well. It's important for an economy to experience those types of emphasis on what can be crafted as well as seeing those items that are crafted be destroyed as well..[11]

The concept there is this is part of the engine that is supply and demand. So the server is constantly generating these materials on tick as they propagate throughout the world and get repopulated, players are going out there and collecting these things. We want to make sure that there is a driving force and factor behind what crafters and gatherers are out there doing: There's constantly going to be a demand for them to supply these things. Whether that death is from PvP or from PvE these are going to be necessities for players to constantly provide.[10]Steven Sharif

Item durability

The decay system is not going to be some worthless "Oh I'm just going to throw some gold into this and it's a simple gold sink". It's actually going to require some base materials in order to repair decayed items; and decay occurs from death and also the destruction and disable system. For the weapons over the over-enchanting will require those materials as well. So creating that dependency I think is healthy for the crafting economy.[13]Steven Sharif

There is item durability (item decay) in Ashes of Creation.[11]

If you allow it to get to certain stages, or to get to a destructed stage then it requires a lot of material components in order to return back to its former glory.[16]Steven Sharif
There is durability in the game... It's not going to be a trivial durability. There is a potential to destroy gear (weapons and armor), but there is also an ability to reforge that destroyed gear using a portion of the materials necessary as well as finding an item creator who can reforge it.[11]Steven Sharif

摧毀商隊

商隊摧毀時 (變成殘骸),將掉落一部分運輸中的貨物[21][22][23] 其餘貨物將會消失。[24]

  • 任何人都可以撿拾商隊殘骸。[24]
  • 摧毀時將有機會掉落商隊組件。掉落高級組件時,商隊擁有人或其他玩家將可以回收組件。[25]
  • 玩家可利用掉落的重型貨物證書,在商隊的起行節點贖回部分貨物。[26][23]

The caravan becomes a wreckage upon destruction and that wreckage is an interfaceable item that players can come up to and they can receive certificates for a portion of the goods inside the caravan. Now the idea with that certificate is that it must be taken back to the point of origin, or at least a region within that point of origin. We'll see about that last part because there's a few things I want to test in the Alpha from a gameability standpoint. The reason why for this is because what might happen is you may have some type of collaboration within a guild to game that system. Hey I'm gonna reach this caravan just to the border of the region and then we're all destroy it, collect the goods and take it to that region's warehouse; and have to skip out on the last half of the way. So it must successfully reach its destination before the goods can be considered a part of that region.[23]Steven Sharif

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