Raccolta

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Raccolta lumber in Alpha-2.[1]

The first major reveal is that in Ashes of Creation we have now expanded the resource gathering system to include a great many of what the world is showing you of these resources. So when you see a tree, you can chop a tree. If you see a rock, you can mine a rock.[1]Steven Sharif

Raccolta ore in Alpha-2.[2]

Looking at this this rock here, I don't know what that rock is before I actually complete the Harvest. But after I complete the Harvest I see that I collected basalt in the bottom right hand corner.[3]Steven Sharif

Raccolta is one of the artisan classes in Ashes of Creation.[4][5]

  • Many of the visible resources (such as Trees and Ore) in the open world are gatherable.[1]
    • This is a change from Alpha-1 where a limited number of resource locations were highlighted with "sparkles" to indicate they were gatherable.[1][6][4]
  • The exact type of resource present within a resource node is not known until the node is harvested.[3]
There's a bunch of different things in Ashes that will be gatherable. We have plants and trees and rocks and fish and animals and creatures that can be tamed; and we're thinking to reach the visual fidelity bar and to have things a little bit more rooted in what we know is that it wouldn't really make sense for you to just see gold all over the world in the same way that you would plants and trees; so we wanted to get feedback on what players think about some of the different gatherable types having different things that you would have to know and expect from them. So rocks are a good example of this, where you can see a rock but until you crack that thing open you don't know if it's full of stone, crystals, rubies, gold. So we wanted to try that out with some of our gatherables to have players have to open this thing up- and that's not to say that we players won't stumble on a nice load, or vein, or geode of gold, but most of the stuff that they would they would find to the world, unless they they look hard enough, would require them to crack that stone open.[3]Kory Rice
  • Gathering is intended to be accessible to both solo and group-based gatherers.[7]
  • Gathering requires the creation and use of tools.[8][9]
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.[15]Steven Sharif

Gathering professions

Artisan mastery

I giocatori dovranno scegliere, per ogni personaggio, una carriera nell'albero delle abilità dell'artigianato.[16] All'interno di ognuna delle tre classi madri (Raccolta, Elaborazione e Crafting) sono presenti diverse professioni. Un personaggio può arrivare ad un livello di maestria in soltanto una di queste tre classi principali.[17][18][19][20]

  • È possibile padroneggiare più professioni (non tutte) all'interno di una singola classe madre, ma sarà un'impresa lunga che necessiterà molte risorse.[17][20][21]
    • Un giocatore può diventare esperto una professione soltanto se ha raggiunto il livello massimo della classe madre.[22]
    • Basandosi sul testing, potrebbe essere deciso di limitare i certificati di padroneggiamento ad un numero limitato.[22][23]

L'estrazione è una classe madre dell'artigianato, come la lavorazione e la produzione. All'interno di ognuna sono presenti diverse professioni. Potrai padroneggiare soltanto una di queste classi madre; ma potrai utilizzare il tuo tempo per padroneggiare ogni singola professione all'interno della classe.[20]Steven Sharif

Diventare un Produttore professionista, o un Lavoratore o un Estrattore dovrebbe essere un significativo investimento di tempo e risorse; per questo motivo dovrebbe anche essere qualcosa che una volta raggiunto è come se le persone nel server sappiano chi sei.[24]Steven Sharif

La progressione dell'artigianato all'intero dell'albero delle abilità avviene basandosi sull'esperienza (ripetizione di incarichi) e sul raggiungimento di determinati obiettivi all'interno di una specialità.[25]

  • I giocatori possono dedicarsi a qualsiasi professione come novizi prima di deciderne una specifica.[26]
  • Scegliere un percorso specifico all'interno dell'albero delle abilità permette al giocatore di specializzarsi in determinate aree. Questo incoraggia l'interazione tra giocatori, arricchendo l'esperienza nell'artigianato.[27]
  • Il raggiungere un livello di maestria non riguarda soltanto la creazione di oggetti; garantisce molti privilegi, tra cui titoli, accesso ad oggetti, sconti, e missioni. [28]

I giocatori avranno l'opportunità di dilettarsi in qualsiasi professione ad un livello principiante e questo gli darà la possibilità di capire cosa riguarda una determinata professione e di poi scegliere che direzione vogliono prendere per padroneggiarne una in particolare.[26]Steven Sharif

Quando ci riferiamo al non essere esperto di tutto non significa che non sarai professionista nella tua delle tre classi di artigianato, che sono, come sapete, produzione, lavorazione ed estrazione. Sarai professionista di una di queste, ma non delle altre due.[19]Steven Sharif

Risorse

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.[29]

Gatherable resources (also known as raw materials, gatherables, and harvestables) occur in locations where you would expect them to be organically.[30][31]

  • 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.[30]
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.[30]Kory Rice
  • Certain resources will only be gatherable for a limited time during specific story arcs.[32]
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.[32]Jeremy Gess
  • The location the resource was found can affect the benefits, bonuses, and other characteristics of that resource.[38]
    • Some resources will be one-time gatherables, others will exist as clusters that will last until the vein is depleted.[39][40][31]
  • Resources do not expire or degrade over time.[47]
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.[47]Steven Sharif

Artisan tools

Crafting an apprentice herbalism gathering tool in Alpha-2.[50]

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.[51]Steven Sharif

Raccolta Halcyonite using a mining pick gathering tool.[12]

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.[12]Kory Rice

Gathering tools (also referred to as harvesting tools, artisan tools, and toolsets) enable the gathering of resources in Ashes of Creation.[12][52][8][9]

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.[9]Steven Sharif
  • Tools will have durability and lifespans.[51][39][58]
    • The amount of usages of a gathering tool increases as the gatherer becomes more proficient in the gathering artisan tree.[39]
    • Tools may become non-repairable, requiring re crafting.[51][58]
  • Artisans will not need to rely on other trees in order to make their tools.[8]
  • The developers are considering the introduction of gathering tools that require two players, such as two-person saws that can fell larger trees.[56]
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.[9]Kory Rice

List of tools

Resource quality

Flanggler (Flower angler or Mimic flower).[59][60]

Risorse will have differing tiers of quality for the same resource type.[40] This is somewhat similar to Star Wars Galaxies.[61]

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.[62]Steven Sharif

Resource extractors

Resource extractors are potential constructions that can collect resources over time.[63][64]

info-orange.pngAlcune delle seguenti informazioni non sono state confermate di recente dagli sviluppatori e potrebbero non essere nell'attuale roadmap di sviluppo.

List of resources

Loot tagging

Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[65][66]

  • 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.[65][66]
    • These numbers will be balanced based on testing.[65]
  • At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[65][66]
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[65]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.[67]Steven Sharif

Artisan supply chain

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.[68][49] Each stage of the chain may require caravans to transport goods from one artisan to another.[27]

  1. Obtaining raw materials:[69]
  2. Refining the raw materials with the Elaborazione profession.[49]
  3. Crafting the finished product using its crafting recipe.[49]

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.[72]Steven Sharif

Elaborazione

Elaborazione is one of the artisan classes in Ashes of Creation.[48]

  • 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.[75]
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.[82]Steven Sharif

Crafting

Alpha-2 Crafting professions user interface screenshot.[83]

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.[29]

Crafting is one of the artisan classes in Ashes of Creation. It is a driving force for the game economy.[29][84]

  • Crafting times may vary between professions but the bulk of the time spent in the artisan system resides in the processing branch.[75]
  • The developers are seeking feedback on the addition of a gameplay layer to crafting that determines the outcome based on the player's performance.[96][97]
    • 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.[96]
    • This will be revealed when it is ready to be showcased.[96]
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.[98]Steven Sharif

Timeline

Classi artigiane (Raccolta, Elaborazione, Crafting) is expected to come online fully in Alpha-2 and the Betas.[99][100]

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.[100]Steven Sharif

Artwork

Community guides

See also

Riferimenti

  1. 1.0 1.1 1.2 1.3 Video, 2022-10-28 (0:47).
  2. Video, 2022-10-28 (12:31).
  3. 3.0 3.1 3.2 Video, 2022-10-28 (9:19).
  4. 4.0 4.1 4.2 4.3 Trasmissione in diretta, 2017-09-03 (10:48).
  5. artisan classes.png
  6. Trasmissione in diretta, 2021-07-30 (1:11:58).
  7. Trasmissione in diretta, 2023-11-30 (1:58:35).
  8. 8.0 8.1 8.2 8.3 Colloquio, 2020-03-27 (9:00).
  9. 9.0 9.1 9.2 9.3 Colloquio, 2018-05-11 (38:25).
  10. 10.0 10.1 10.2 10.3 10.4 Trasmissione in diretta, 2023-12-19 (1:53:02).
  11. 11.0 11.1 11.2 11.3 Video, 2022-10-28 (26:14).
  12. 12.0 12.1 12.2 12.3 12.4 12.5 12.6 Video, 2023-06-30 (3:14).
  13. Video, 2022-10-28 (10:52).
  14. Trasmissione in diretta, 2022-04-29 (25:16).
  15. 15.0 15.1 Podcast, 2018-05-11 (1:00:07).
  16. artisan skill tree.png
  17. 17.0 17.1 steven-profession-mastery.png
  18. Trasmissione in diretta, 2017-05-24 (32:07).
  19. 19.0 19.1 Trasmissione in diretta, 2019-07-26 (1:09:46).
  20. 20.0 20.1 20.2 artisan mastery1.png
  21. steven-profession-mastery-all.png
  22. 22.0 22.1 artisan mastery5.png
  23. artisan mastery3.png
  24. Colloquio, 2020-07-20 (18:47).
  25. Colloquio, 2021-02-07 (36:38).
  26. 26.0 26.1 Colloquio, 2020-03-27 (5:25).
  27. 27.0 27.1 Trasmissione in diretta, 2017-05-10 (6:12).
  28. artisan mastery4.png
  29. 29.0 29.1 29.2 About Ashes of Creation.
  30. 30.0 30.1 30.2 Video, 2023-11-30 (28:22).
  31. 31.0 31.1 Trasmissione in diretta, 2017-05-08 (54:26).
  32. 32.0 32.1 Video, 2023-03-31 (16:42).
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  58. 58.0 58.1 crafting tools.jpg
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  61. resource quality.png
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  63. steven-resource-extractors.png
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