“Progression”的版本间差异

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2018年5月13日 (日) 23:46的版本

成長 occurs through a variety of pathways.[1][2]

Having the ability to gain power at a sacrifice... That's a way to reach a horizontal type of progression. It may not be entirely, because there could potentially be a meta if balancing isn't done correctly; but the objective there is to make sure we have both vertical and horizontal progression in the game.[5]Steven Sharif
Multiple playstyles should be relevant and viable. Additionally, you have a spread between casual players and hard-core players; and most of us exist somewhere on that spectrum. The progression path in a society or religion is more conducive to the time we have to play. Whereas, someone else may be playing several hours a day, and they have a better opportunity for the raid/level progression that might require some more dedication. So we want to have these different progression paths available to accommodate the different times in our lives that we have to play the game. And all of those types of progressions will make us relevant in some way shape or form to the general world.[8]Steven Sharif
The way that Ashes is constructed is there are multiple paths of progression from a from a PvX perspective, a wide net perspective that players have interest in; and you're not going to be able to become the master of everything. So you're going to have to pick and choose, but even picking and choosing that gives you a place within that aspect of the world at a place that's going to be something that you can build up a reputation around.[1]Steven Sharif
  • The ratio that various progression systems influence player power will evolve over time. In the early game adventuring level may be the dominant influence on player power. 裝備 may become more influential on player power closer toward endgame.[10]
Q: Could you explain in detail what you mean by 50% of player power when talking about gear influence on player power?
A: That's just a general allocation of what players can expect to pursue when enhancing their player character power. Now obviously, the distribution and ratio of those types of influences, whether it be itemization, whether it be level, whether it be, augments choices, and/or skill tree choices: those influences and ratios change through the leveling curve. So, at lower levels your character level is going to be more influential over character power than itemization will be, but at endgame or higher levels, or at the end of the adventuring level progression, that's when itemization really gets an emphasis for its ratio of player power.[10]Steven Sharif
The game hosts a wide array of progression paths, and some of those paths will grant additional paths to augmenting your threat generation. This can be in the form of enchantments and stats ... and even in the form of augments granted from societies and religions. Gear and skills choice are also a big component.[12]Steven Sharif

水准

Alpha-1 early iteration of the level-up effect by Jim Sanders.[13]

One of the cool abilities we all love seeing and gives us a major dopamine response is when our character levels up.[13]Steven Sharif

水准 won't follow a traditional linear path, although classic mechanics for leveling exist.[4][14]

Leveling: the act of of going out and adventuring, of killing monsters, and combat in general is the most tactile and moment-to-moment type of gameplay that you're going to experience in Ashes of Creation; and I think at every step of the way in that adventure it should be fun, and it should be something that you enjoy doing, and it should be something that's rewarding, and it should be something that teaches you more about the immersive world that you're in and allows you to follow a compelling storyline.[15]Steven Sharif
  • Some levels may offer more rewards than others.[20]
I think you can emphasize some levels more than others and that's a great way to do progression. But I think ultimately that you should see a reward for your progress or effort spent.[20]Steven Sharif
As part of our ideals as a game we're not going to give boosts away. We're not going to auto-level up a character. You have to spend time acclimating yourself to what this game is, to what the world that you're part of is; and that's an investment- a time investment; and that plays towards our ideas of risk-versus-reward; and I've always said our game's not going to be for everybody and that's okay.[21]Steven Sharif
If I have a skill that does a thousand damage to a target of equal level I don't want my skill to do zero damage to a target that's five levels above me.[23]Steven Sharif
  • A player could in theory level to max level at a single node, providing that node was at a high-enough stage, but it would not be the most effective means of leveling.[24]

等級上限

遊戲上線等級上限預料會設定為50等 [25]

開發者預料玩家需要花費約45天,每天玩4-6小時才能達到滿等 [26][27]

  • Lower level characters will have usefulness in mass combat (such as 節點戰) that is not directly dependent on their level, such as manning siege weapons, helping repair fortifications, bringing proximity-based buffs to key positions, using stealth or scaling walls. These types of things are relevant to the tide of battle and do not require the player to be max-level or have high combat stats.[28]

The idea is not to be a game where somebody can essentially no life for a week and be max level. The idea is to incorporate some significant chunk of time but still respect the casual player, because the way we respect the casual player is not everything is driven in our game through the adventuring progression line. Not everything is driven through your class level per-se. There's a lot of different progression paths that are available and make you relevant within certain systems and mechanics within the game; and some of those paths are more casual friendly and some of those paths are more hardcore friendly. So with regards to the adventuring class, the idea is to make sure that investment needs to be pretty significant and that the reward then is respective of that investment.[26]Steven Sharif

職業成長

若一名鬥士選擇法師為副原型,其將變成 Spellsword. 組合原型後,玩家可以將主技能樹的技能增強。鬥士的衝鋒能讓他們衝向敵人,對其造成傷害並有機會擊倒敵人。而法師的逃脫增強可以應用於衝鋒,讓衝鋒變成將玩家傳送到目標的位置,移除了本來向敵人衝鋒所需的時間。[30]

職業成長與玩家的匠人成長無關。[38]

世界事件不會直接影響職業的效能,但將可能有一些附帶影響,例如裝備附魔紋身的供應。[39]

由原型組成的職業

由八個原型互相組合,職業總數為六十四。[29][32][34]

副原型
吟遊詩人 牧師 鬥士 法師 遊俠 盜賊 召喚師 坦克
吟遊詩人 Minstrel Soul Weaver Tellsword Magician Song Warden Trickster Songcaller Siren
牧師 Scryer High Priest Templar Oracle Protector Shadow Disciple Shaman Apostle
鬥士 Bladedancer Highsword Weapon Master Spellsword Hunter Shadowblade Bladecaller Dreadnought
法師 Sorcerer Acolyte Battle Mage Archwizard Spellhunter Shadow Caster Warlock Spellstone
遊俠 Bowsinger Soulbow Strider Scion Hawkeye Scout Falconer Sentinel
盜賊 Charlatan Cultist Duelist Nightspell Predator Assassin Shadow Lord Shadow Guardian
召喚師 Enchanter Necromancer Wild Blade Spellmancer Beastmaster Shadowmancer Conjurer Brood Warden
坦克 Argent Paladin Knight Spellshield Warden Nightshield Keeper Guardian

職業技能

Alpha-1 preview primary skills.[40]

If from the eight archetypes whatever you choose as your secondary, you're going to receive a choice of augments that relate to some core ideal of that class. You know like a tank is about controlling the battlefield, is about surviving. The mage is about dealing damage and elements and ability in AoEs. The rogue is going to be about stealth and critical damage. So those augments are going to to play towards those identities.[41]Steven Sharif

The idea behind the system is that you're skirting the line through these augmentations of your role, right. We have the traditional holy trinity that's present in class designs for MMOs and it's often that those either are not deviated at all or completely deviated from entirely. The augment is to offer a balance between that where you still maintain the semblance of that trinity system while offering the opportunity to customize your play experience towards one of the other angles in the triangle.[42]Steven Sharif

主要技能 (class abilities) are based on a player's archetype.[43][30]

武器成長

In-game achievable sword and polearm 3D renders.[49]

Power creep is a balance issue... When it comes to gear progression specifically, the idea is to create an open market that is not heavily dependent on soulbound items; and having many item sinks and gold sinks within that economy that allows for the potential degradation and loss of assets within that closed economy; and not introduce items from the market that companies put in from a pay-to-win perspective or from a pay-to-convenience perspective that undermines the economy that players have built. That is a huge mistake that companies have made in the past and that lends to the imbalancing of what designers maybe have actually balanced well.[50]Steven Sharif

武器 have their own progression paths.[51][52]

Ashes of Creation is all about providing many progression paths... The reason why we don't like the term endgame is because with the amount of progression that's available with the amount of diversity and player agency that impacts the world... We want the weapon system [to] add an element of that as well... You can determine special effects that proc from currently the combo system; you can determine ancillary effects that proc based on enchantment types; you can power stone weapons to add different either elemental types of damage and/or energy that play rock-paper-scissor with player defenses ... and then you can skill tree out how those effects that are granted ... you can make them better you can branch them off into a different direction.[61]Steven Sharif

寵物成長

戰鬥寵物 will be levelable and will have gear available to them.[63][64]

  • 戰鬥寵物 will incorporate some of their owner's power in a way that keeps the power progression horizontal.[65][66][67]
    • Power is delegated to the pet when it is summoned and returned to the player immediately when the pet despawns.[68]

Summoner summons (召喚師 pets) do add to the summoner's power when they are summoned.[65]

Combat pets, which can be acquired by any archetype- and this is essentially an item that exists within your backpack- you cast the item to summon your pet. When it is summoned it's not intended to be a vertical gain of power, because when you make combat pets a vertical power gain, then it becomes a no choice solution: you must have a combat pet if you want to play efficiently- you must have a combat pet; and I wanted to steer clear of that because the way I wanted to approach combat pets was more of a horizontal power choice; meaning: depending on the type of encounter you're facing, depending on the threat assessment you have, a combat pet might be relevant, or it might not. One combat combat pet might be more relevant than another combat pet and that's part of your gear acquisition, your item chase to attain this more comprehensive selection of combat pets that you can have available to you and can be summoned in the event that you want to engage an encounter with a different aspect of your power curve: Not vertical, but horizontal.[65]Steven Sharif

匠人成長

匠人成長.[69][70][71]
Artisan level Artisan certification Profession limit per character
1-10.[72][73] Novice.[69][74] 22.[69][70]
10-20.[75][73] Apprentice.[69] 5.[69][70]
20-30.[75] Journeyman.[69][71] 4.[69][70]
30-40.[75] Master.[69][71] 3.[69][70]
40-50.[75][76] Grandmaster.[69][71] 2.[69][77][70]

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).[79][80] Progression in each artisan profession is per-character.[81][82][83][84]

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.[70]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.[91]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.[93]
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.[94]Steven Sharif

宗教發展

There are player progression paths within a religion.[96][97]

  • Players may follow only one religion at a time.[96][97]
  • Religious progression is based on quests that are only offered to followers of that religion.[96]
  • Religions have a ranking system based on a player's performance in these quests and the number of quests completed.[96][98]
  • Changing religion will cause loss of progress in a player's previous religion.[96][97]
It depends on their dedication to the religion itself; their performance when it comes to certain religion's religious objectives; their contribution to the development of that religion within the world. There's a lot of different markers that we use at each stage to determine how they progress within the religion.[99]Steven Sharif

Node progression

概念圖 — 位於較高等級的節點的影響區域內時,節點的可發展等級會設有上限。[100] 影響區域的形狀將會是不規則,圖中的圓形只用於方便解說。

從第三階段起,節點升級時,鄰近的節點會被納入成附庸節點。附庸節點是由上級節點擁有,且等級必須低於上級節點一級。這代表上級節點升級後,附庸節點才能升級。附庸節點會提供大量經驗給其上級節點,且同時可以有自己的附庸節點,但條件是這些節點也位於其上級節點的影響區域內。附庸節點受上級節點的政府、同盟、戰爭、稅務和貿易影響,且可以獲取聯邦援助。附庸節點不能對上級節點或自己的附庸節點宣戰。附庸節點的公民亦受上級節點的外交狀態約束。[101]Margaret Krohn

玩家 (公民或非公民) 於節點影響區域內進行活動 (任務採集團隊戰鬥等) 時,將有助該節點發展提升節點至更高階段[102][103]

隨着節點發展,其發展區域將會是出現文明的地方。節點發展至不同階段時,其發展區域內將會出現不同的建築物、NPC 和服務。節點等級愈高,發展區域便會變得愈繁盛,人口亦會變多。發展區域也會根據節點種類 (經濟、軍事、科技、神聖) 而變化。未來我們將會更詳細介紹每種節點種類。[102]Margaret Krohn

隨着節點發展,將會有獨特遊戲內容解鎖,但其影響區域會同時擴大,限制相鄰節點的可發展等級[104]

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) 時生效,但相鄰節點

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 1)便會限制鄰近節點的發展。[107][108]

  • 遊戲的領土擴張算法會考量最鄰近的海岸、相鄰節點、以及過去數週或一個月周邊地區玩家的熱圖。[109]
    • 此算法計算領土 (影響區域) 擴張的方法,最終會導致兩個相同等級的節點位置鄰近,但機會很小。[110]

The way that the algorithm expands the territories takes into account a few things: One it takes into account the coast like where's the closest coast. Two it takes into account the neighboring nodes so it can take over and essentially vassal state those nodes, but what's more important is essentially the initial population based on like how players choose their races. Because we have nine different races and four different starting points that branch out, each server's population density is going to dictate essentially the first few nodes that are highly populated and then that initial seed is what's going to determine the node structure as it moves inland into the into the world essentially; and based on the performance and successes of different sieges will determine which nodes that got locked out from the previous the initial advancements what nodes can now be available to advance further. So I really think that with so many variables that are present in the equation of how nodes advance and stay existing with the more variables you have, the higher likelihood there is for there to be a significant diversion in world progression.[109]Steven Sharif

Normally the algorithm that's applied to the node territorial expansion will prevent significant nodes from being in close proximity to each other... There could be a perfect storm where all of the algorithmic progression of territory leads to having these nodes very close to each other because there's certain requirements that should that need to be available to satisfy node vassal takeovers; and it's possible that two nodes would never take each other over as vassals and end up close together and spanning their territories in opposite directions: The Tale of Two Cities thing.[110]Steven Sharif

  • 影響區域內的其他節點達到等級上限後,才會從這些節點獲得經驗值。[100]
  • 玩家在節點升級時,與新出現的建築物處於同一位置的話,會被傳送至安全場所。[111]
  • 某節點的公民仍可以協助其他節點發展。[112]
  • 為了避免出現「為做而做」的情況,玩家不會明確知道節點升級實際需要多少物品或擊死多少隻怪物[113]

Different people have different resources invested in nodes progressing and it would be a little "gamey" if you could know exactly what was necessary at that point because that would disincentivize people from participating.[113]Steven Sharif

Node development

⧼{{{2}}}⧽]] (階段 3) node on different servers. Dünir Dwarven influence (top). Kaelar Human influence (bottom). Alpha-1 非 NDA 截屏.

The layout and architecture within a Node’s development area are determined by influential race. For example, a stage 3 Node with the majority of player contribution being Py'rai would have a Py'rai village with Py'rai architecture. Most NPCs would be Py'rai elves, and offer questlines within the Py'rai narrative.[101]Margaret Krohn

Each player’s contributed experience is flagged with their character race and other identifiers. When a Node advances, the race with the highest experience contribution determines the Node’s style and culture. This style and culture change can happen at every Node Stage. For example, if a Node advances to Level 2 - Encampment Stage and 51% of all experience was earned by Ren’Kai players, the Node will be a Level 2 Ren’Kai Node. If that same Node advances to a Level 3 - Village Stage Node, but the Py'Rai contributed 62% of all the experience earned, then the Node will be a Level 3 Py'Rai Node.[102]Margaret Krohn

節點佈局與風格 is determined by several factors:[114][115]

The way that the node system is built is that they can exist across a spread of 18 biomes, but at the same time have to represent the cultural influence of these cultures that are intrinsically a part of a specific biome.[116]Steven Sharif
Currently the way that the platform system is set up, is it's capable of adjusting the topography of the node's footprint, regardless of the surrounding terrain. So the reason for that is we want to have flexibility in the presentation of the node's layout and how it is essentially both from an aesthetic standpoint as well as a mechanical standpoint with node sieges- how it's constructed and that construction should have the ability to take on a variance of different types of topography. So it shouldn't be dependent on the surrounding area. Now that's not to say that the surrounding area isn't going to have some influence over. So for example... we're experimenting a little bit with the platform tech and putting up a node up against the side of a mountain or on the edge of a cliff or something that has a beautiful vista. Those are things that we're going to test out obviously as we continue to work on the node tool and how that platform system works, but the idea is to have the node independent of the surrounding terrain.[117]Steven Sharif
Some parts are determined by the area it's in. Some parts are determined by the type it is. Some parts are determined by the race it is; and then the rest of it is determined by the mayor.[115]Jeffrey Bard
All nodes, whether they're associated with a castle or associated with normal node structure, has cultural influences that replicate over to the buildings that are produced and the NPCs that are present.[123]Steven Sharif
  • The rest is determined by the node's mayor.[115]
    • It should be possible for a node to complete several building projects within a mayor's one month term in office.[124]
Q: How long would you say it will take players on average to fill/build up a node completely from wilderness to metropolis?
A: It's one thing to get a node to a certain level: it's another thing to develop the node; and I can't really give you an on-average expectation, because there's a lot of variables at play. There's how many citizens does the node have attracted to it; what's the type of traffic that the node is attracting to it based on things like its tax rates, or the specialization that it chose to spec into, based on the building types it's chosen to build. All of those things are variables that can affect the quote-unquote "average build-out time" of a particular node. So it's difficult to give you an average when there's so many variables along those lines. But the idea is that if there is a particular project that players are interested in in developing based on the node stage, that they would have the ability to complete several of those projects as within a single term of a mayor; and a term of a mayor is one month.[124]Steven Sharif

種族任務

任務 may be based on a character's race.[125]

Different quests may relate to who the primary cultural contributor is to a node. This won't lock out content, but will add flavor to the quests.[125]

There might even be different directories of the quest that exist for specific races, and even though you're sharing a quest to kill a boss, if you're human and I'm an elf, I will have a different arc potentially that leads in a different direction than you, even though we took the same quest; and this can relate to who the primary cultural contributor is to a node unlocking different arcs for cultures that share the primary culture of a node - not that locks out content but it gives a flavor in a different direction so that not everything is so cookie cutter.[125]Steven Sharif

Race matters because narratives have paths that also are influenced based on the primary contributing culture to the node... If you're a Niküa and you have you're in a Niküa node that's predominantly Niküa, you're going to have certain services and/or abilities as a member of the Niküa race that other races may not have access to... They may have alternative quest lines, but they won't have specific ones. Now those specific Niküa quests will then relate to the meta-narrative that's present in the world and they'll start to direct some of that meta-narrative; and that'll be beneficial for your kind because it will unlock certain content for your race that other races haven't unlocked yet. So there is an incentive there to see progression along that line now in order to curb the progress of a dominant race.[126]Steven Sharif

任務 that are race specific, title specific, or guild specific will likely be less than 10% of the total number of quests. 90% of quests should be able to be shared by everybody.[127]

公會發展

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

As you're leveling up the guild and you're getting these points to either allocate towards expanding the guilds member count or allocate towards adding certain passive abilities that your guild members can gain by being guild members. You're also going to see as you're leveling up the guild through different type of quest-based, participation-based, node-based, organization-based systems and ways that those quests hook into the world. You're also going to see perhaps some augment abilities at the upper tiers of the guild levels become unlocked for certain members that have a classification of officer or knight, will have access to those different types of augment abilities that might get unlocked should you go down the non expansive member lane; and the idea there is to offer these benefits to smaller groups.[128]Steven Sharif

公會發展 occurs through participation in different systems.[128]

Guild progression grants skill points that the guild can allocate to unlock aspects of their skill tree, such as passive skills, augments and membership count.[128][130][131]

  • Passive abilities increase certain stats relating to a guild member's ability to perform in combat or in other aspects of the guild, such as the economy.[128]
  • 增強 may apply at the upper tiers of guild progression.[128]
    • This applies to guilds that have opted for the non-expansive member route.[128]
    • It benefits guild members with a classification of officer or knight.[128]
  • Guild members do not need to be citizens of the same node in order to benefit from passive skills and augments.[132]
  • Guild size can be traded off for guild progression.[128][133]
    • The higher the guild's member cap, the fewer available skill options will be available to that guild.[134]
    • Guild alliances may be a key part in creating a larger "guild".[133]
  • 公会大厅 can be unlocked at a certain stage of guild advancement.[130]
  • Guilds cannot respec their skill points once allocated. This is subject to testing.[135]
It's not always going to be combat. You could have an economic focus guild. You could have a trade oriented guild; and there's all sorts of things that you can put together and give your guild its own identity.[128]Jeffrey Bard

社會組織發展

社會組織發展 is achieved through accomplishing tasks or quests within that social organization.[136]

  • Some progression is static, but more competitive achievements will be seasonal, based on a ladder system.[137]
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。

There are hierarchical paths pertaining to specific questlines for the organization's thematic.[136] These quests will either be cooperative with or adversarial against other nodes based on their mutual war status.[138]

- For example, a Thieves' guild may have objectives and quests toward securing a particular item to enable players to advance within the organization.[136]
Social organizations are going to have questlines that players participate in which some will include sabotage, espionage, intrigue... While it's not necessarily player versus player in the combat sense, it is player versus player in pitting communities in those organizations against each other in a competitive atmosphere, where only some things can be accomplished by certain communities; and not everybody can succeed at a particular task. So, I think that that's a unique way to involve meaningful conflict that doesn't necessarily have to relate to PvP, because obviously we have a lot of PvP systems in the game and and there are many ways for players to participate in player versus player combat; but we also want to make sure that from a progression standpoint, from a system standpoint there are going to be abilities of individuals to follow these questlines, these tasks that will pit organizations against each other, specifically from an organizational standpoint.[139]Steven Sharif

區域與發展

地下城, 大型副本, 世界頭目, Mobs, 任務, Events, 資源, Narratives and other content within a node's ZOI will have a diverse level range; but will scale with the advancement of that node and its racial influence.[140][141][101]

  • Portions of the spawn tables (for mobs and resources) are static and other portions are dynamic and adapt to node development.[142]
We don’t have a strictly level 25 zone. Instead, that zone might have some level 10 creatures near the road, some level 20 creatures deep in the forest, and some level 30 creatures up the mountain. These ratios will change based on the Nodes that inform them, becoming generally more dangerous as the Node grows. All this civilization attracts the attention of Things-That-Should-Not-Be. This does not mean that wilderness areas are safe, by any means. Some may be safe-er, but all will have dangers that even the most experienced traveler needs to watch out for.[143]Steven Sharif

同盟發展

Ashes of Creation may have specific content that revolves around 同盟.[144]

Content that revolves around alliances specifically and progression within the development of that alliance; and the ability to share some common services between guilds that are part of that alliance. I think that additionally allowing alliances to toggle certain relationships with nodes as an interaction is beneficial. That's going to provide an interesting dynamic for players who are either members of the particular node that has the relationship established or members of the Alliance. So I think that obviously building systems is is about creating the channels by which these players can form bonds and the more layers you have around those channels of bonding between the different guilds or players, the more sustainable that relationship.[144]Steven Sharif

個人土地房發展

個人土地房發展 unlocks new bonuses, abilities and capabilities for freeholds.[146]

We want there to be progression in many systems and part of the freehold progression is that when you establish these base buildings the longer and more productive you are and exist with that freehold, the more opportunity those buildings will have to both level up: offering new bonuses, new abilities, new capabilities; and just surviving in this world is a feat in and of itself, so it's rewarded by allowing progression with those things.[146]Steven Sharif

個人土地房專業

Player owned businesses

Shop sign concept art.[149]

Our business owner system... grants players a meaningful existence in the world and rewards them for their persistence, dedication and survivability.[125]Steven Sharif

酒館

The longer a tavern is in business and the more patrons served, the faster the tavern will level up.[150][125]

Q: What benefits do players receive for taking on the role of a tavern owner?
A: You will get noticeability with regards to your creations because that will be displayed to the characters that consume those things; but, in addition, you can get certain types of itemization rewards depending on the number of patrons that you serve. You can also reap economic rewards, such as gold from the inn that you are selling your goods at. And then you can unlock access to certain types of recipes and or vendors based on the level of reputation you build up in that particular node.[150]Steven Sharif
  • Taverns have tech trees that allow the tavern owner to specialize and upgrade specific bonuses and services provided by the business.[151][125]
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。
  • There may be quests that can only be gathered from player-owned taverns.[125]

其他

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