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Pre-alpha gatherable mushrooms found in an underground cave.[1]

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.[2]

Gatherable resources (also known as raw materials, gatherables, and harvestables) occur in locations where you would expect them to be organically.[3][4]

  • 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.[3]
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.[3]Kory Rice
  • Certain resources will only be gatherable for a limited time during specific story arcs.[5]
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.[5]Jeremy Gess
  • The location the resource was found can affect the benefits, bonuses, and other characteristics of that resource.[11]
    • Some resources will be one-time gatherables, others will exist as clusters that will last until the vein is depleted.[12][13][4]
  • Resources do not expire or degrade over time.[20]
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.[20]Steven Sharif

Resource quality

Flanggler (Flower angler or Mimic flower).[23][24]

資源 will have differing tiers of quality for the same resource type.[13] This is somewhat similar to Star Wars Galaxies.[25]

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.[27]Steven Sharif

Gathering skills

- None -

Resource extractors

Resource extractors are potential constructions that can collect resources over time.[28][29]

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

採集

Alpha-1 採集展示影片。[30]

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.[31]Steven Sharif

Alpha-1 早期預覽 — 採集[32]

採集Ashes of Creation匠人職業之一。[1][33]

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.[36]Steven Sharif

採集專業

Seasonal resources

Gloomy Pross is a seasonal resource that is only gatherable in the winter.[37]

If a particular region moves into a season and that week you can't grow a particular type of good, but another region halfway across the world can grow that good; and you talk about moving those goods across regions so that they're relevant to either craft workbenches or you can sell them in the local economies: That is a major indicator of movement of goods and movement of goods carries risks; and risks can create political foes and friends... Something as simple as just a climate can have cascading consequences across the entirety of the game.[38]Steven Sharif

Seasons affect crops and other herbology resources available for gathering or planting, including how crop rotation is managed.[6][7][8][9]

  • Seasonal variations in resource availability will impact the economy and necessitate the transit of goods between different regions.[7]
One of the things that is huge about the season system and how it affects crops and the gatherables in the game is the impact it will have on the economy. When a particular area no longer is capable for a week's period of time, or even potentially longer, of producing a certain type of crop or harvestable; and that has to change across the world regionally, now the transit system of those materials of those gatherables they become more relevant, and they're subject to potential risk; and the prices might go up in certain areas. It is something that is actually very instrumental in the overall design of the economy in the game.[7]Steven Sharif
  • Seasons may not directly affect certain gatherables, such as veins of ore, but access to those resources may be blocked during certain weather conditions.[6][7]
It won't likely affect too much on certain resource spectrums like veins of ore. Those might not be affected by the seasons or weather systems, but there might be blockages to cave networks that house those types of ore veins. Alternatively it is going to be significant impact on any type of herbology or plant-based types of gatherables. It's going to have significant impacts on crops that players can plant themselves on their properties; and that they'll be able to harvest. They're going to need to time the crop placement and its maturity window so that it's harvestable and available to be harvest before the change of seasons that might adversely affect certain types of crops. And not every biome will experience the same type of effects caused by the seasonality of the world. The desert biome might instead of snow have significant more winds that pick up that could be damaging to more fragile types of crops if you have a freehold in that location.[6]Steven Sharif

Underrealm resources

資源 will be different in the Underrealm, including unique species of fish.[39][40][41]

Resource locations

Ashes of Creation will predominantly have curated content, but procedural mechanics will be leveraged in a places where they don't appear to be 'procedural'.[42]

Wherever we can leverage procedural mechanics in such a way that does not appear procedural we should. There's a healthy blend between the things that we do in having defined parameters for it and then incorporating a procedural component; and in that sense it will be perceived well, but where we the predominance of what we're implementing should be curated or by design.[42]Steven Sharif

Alpha-1 mine shaft.[50]

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.[2]

The location a resource is found can affect its benefits, bonuses, and other characteristics of that resource.[11]

  • 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.[3][12][13]
  • Some resources will exist as a cluster (also called vein gatherables). These will last until the full resource is depleted.[51][12][13][4][52]
    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.[13]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.[13][4][53]
    • There will be moving resources such as herds of animals that are constantly moving around the world.[51][53]
    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.[51]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.[54]Steven Sharif
  • Some unique resources may be monsters in disguise or have monsters defending them.[55]
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。

加工

加工 is one of the artisan classes in Ashes of Creation.[21]

  • 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.[58]
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.[65]Steven Sharif

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.[68][69][70][71]

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.[68]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.[72]

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.[72]Cody Peterson

Players drop materials and other items upon death, based on their applicable death penalties.[14][15][16][17]

High-level materials

Materials for crafting high-level items are obtained from world bosses and through the deconstruction of other high-level items.[66]

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.[66]Steven Sharif

製造

Alpha-2 製造 professions user interface screenshot.[73]

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][74]

  • Crafting times may vary between professions but the bulk of the time spent in the artisan system resides in the processing branch.[58]
  • The developers are seeking feedback on the addition of a gameplay layer to crafting that determines the outcome based on the player's performance.[85][86]
    • 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.[85]
    • This will be revealed when it is ready to be showcased.[85]
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.[87]Steven Sharif

配方

Alpha-2 Nightblade recipe.[88]

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.[75]Steven Sharif

製造 in Ashes of Creation is recipe (blueprint, schematic) based, not 隨機性 based.[68][75][34][76][77]

  • 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.[75][89]
    • Artisans must have the required artisan certification to learn recipes at that level (or lower).[90]
    • Recipes can be traded or sold prior to them being committed into a player's recipe book.[89]
    • 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.[75]
    • Once a recipe is learned, it cannot be shared with other characters, including alts.[91]
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.[70]Mike Han
  • Recipes have differing rarities and may be locationally dependent.[95]
  • Recipes may have an XP component, where crafting that recipe multiple times can level up the recipe and unlock better results.[92][96]
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.[96]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.[97][95][98]
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.[97]Steven Sharif

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.[99][100][62][101][78][79]

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.[101]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.[110]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]

其他

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