Gathering

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Alpha-1 gathering.[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

Gathering in the Alpha-1 early preview.[3]

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

Certain low level gatherables will have a tiered progression into higher level crafting. So for example you know 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 kind of 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

Gathering professions

Artisan mastery

Players must choose a path in the artisan skill tree for each character.[9] Within each of the three parent artisan paths (Gathering, Processing and Crafting) there are different professions. A character may only ever master one of these parent paths.[10][11][12][13]

  • It is possible to master multiple professions (but not all) within a parent artisan path, but this will be a long and labor intensive feat, requiring many resources.[10][13][14]
    • A player may only master a profession if they have achieved the artisan path mastery.[15]
    • Based on testing, it may be decided to limit profession mastery certificates to a capped value.[15][16]

Gathering is a parent artisan path, along with processing and crafting. Within each of the three parent paths lies different professions. You may only ever master one parent path. But you may spend time mastering each profession within the parent artisan path.[13]Steven Sharif

Becoming a master Crafter or a master Processor or a master Gatherer should be a significant time investment and resource investment; and because of that it should also be something that when you achieve that status it's like people on the server know who you are.[17]Steven Sharif

Artisan progression within the artisan tree occurs based on experience (repetition of tasks) within a branch and also via achievement of certain benchmarks within each branch.[18]

  • Players can dabble in all professions at a "beginners" level before they decide to master a particular pathway.[19]
  • 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.[20]
  • Masteries aren’t just about making an item. They grant many things, including titles, access to items, bargains, and quests. [21]

Players will have the opportunity to kind of dabble in all of the professions at a very beginners level and then you know that kind of gives them an understanding of what that profession feels like and then allows them to kind of pinpoint the direction that they want to go in to master particular professions.[19]Steven Sharif

When we reference not being masters of all that doesn't mean you're not a master within your own one of the three artisan types, which is you know crafter or gatherer, processor. You will be a master of one of those, you will not be master of the other two.[12]Steven Sharif

Resources

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.[22]

Gatherable resources (also known as raw materials and harvestables) occur in locations where you would expect them to be organically.[23]

  • Some resources will be one-time gatherables, others will exist as clusters that will last until the vein is depleted.[24][25][23]
We really want resources to be persistent and non-renewable. If there’s a mithril vein, that mithril vein will be there until it runs out. The server will manage these amounts on its own, and will repopulate things where and when it desires. You might find another mithril vein in that location sometime later, or somewhere nearby, or maybe never again![26]

Resource locations

Alpha-1 mine shaft.[33]

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.[22]

Verra's map will not be procedurally generated, but starting resource points may be different on each server.[34][35]

  • Some resources will be one-time gatherables that will randomly respawn at a different location once collected.[24][25]
  • Other resources will exist as a cluster (also called vein gatherables). These will last until the full resource is depleted.[24][25][23]
    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.[25]Steven Sharif
    • There will be moving resources such as herds of animals that are constantly moving around the world.[36]
    • Once a resource is depleted from one location it may respawn in the same location or somewhere else, depending on the type of resource.[25][23][36]
    • Resources respawn on a cooldown basis.[23]
  • Resources won't be locked to the node system.[23]
  • Some unique resources may be monsters in disguise or have monsters defending them.[37]

Surveying and land management

Additional gameplay layers such as surveying and land management are being considered for gathering in Alpha-2.[38]

Ideas like land management- and as you draw resources from your surrounding area- what type of effect does that have on the land; and then also how effectively can you draw those resources without having such a deleterious effect on the land, which might impact future resource gathering for some period of time: And it makes relevant the movement of these players who are collecting these goods from the environment, that they actually cannot always just do so in one particular area, as the land management begins to degrade. So it actually encourages movement across the world to discover new areas that might not be as perturbed as the ones you're coming from. It's a very interesting idea. It's something that we're going to be prototyping in Alpha 2 and getting feedback on and testing.[38]Steven Sharif

Artisan tools

Alpha-1 tongs "prop" used by Blacksmith NPCs.[39]

Gathering requires the creation and use of harvesting tools that enable the gathering of resources.[6][7]

  • Progression in the gathering artisan class unlocks higher level harvesting tools that enable gathering of higher level resources.[40]
  • Tools will have durability and tool lifespans.[24][41]
    • The amount of usages of a gathering tool increases as the gatherer becomes more proficient in the gathering artisan tree.[24]
    • Tools may become non-repairable, requiring re crafting.[41]
  • Artisans will not need to rely on other trees in order to make their tools.[6]

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

Gathering tools for Mining, Herbalism, Lumberjacking, and Fishing are associated with a resource tier. For example: A tier 2 axe can gather tier 1 and 2 lumber and no higher.[42]

Tool rarity Resource tiers Vendor price Vendor location
Common 1 10g Alpha-1 starting area
Uncommon 1 - 2 100g Expedition (scena 1) nodes
Rare 1 - 3 500g Encampment (scena 2) nodes
Epic 1 - 4 2000g Village (scena 3) nodes

Processing requires blueprints for the construction of buildings that are needed to process resources.[6]

List of tools

info-orange.pngTa sekcja zawiera informacje z testów Alpha-1. Będzie aktualizowany po udostępnieniu nowych informacji.

Resource quality

Flanggler (Flower angler or Mimic flower).[43][44]

Resources will have differing tiers of quality for the same resource type.[25] This is somewhat similar to Star Wars Galaxies.[45]

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.[46]Steven Sharif

In Alpha-1 testing there are 4 tiers of gatherable resources across all gathering professions:[ wymagany cytat ]

Resource extractors

info-orange.pngNiektóre z poniższych informacji nie zostały ostatnio potwierdzone przez programistów i mogą nie znajdować się na aktualnym planie rozwoju.

Resource extractors are potential constructions that can collect resources over time.[47]

List of resources

Loot tagging

Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[48][49]

  • 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.[48][49]
    • These numbers will be balanced based on testing.[48]
  • At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[48][49]
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[48]Steven Sharif

Master gatherers may have the ability to "spoil" a boss' loot.[50]

If you want to be able to get those mats from the boss, they're just not going to drop for anybody. They will only drop for a master gatherer who is capable of extracting those resources from the creature itself... The reason why we say there's a lot of interdependencies between the crafters of the world and the raiders of the world and our PvPers of the world is because we don't want to house the capability to attain these things all within the adventuring class. We want there to be an influence necessary from the craftsmen's guild to come in to either come and participate and spoil the boss and gather the goods or something along those lines.[50]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.[51][32] Each stage of the chain may require caravans to transport goods from one artisan to another.[20]

  1. Obtaining raw materials:[52]
  2. Refining the raw materials with the Processing profession.[32]
  3. Crafting the finished product using its crafting recipe.[32]

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.[55]Steven Sharif

Processing

Furnace that can be placed on a freehold.[31]

Processing is one of the artisan classes in Ashes of Creation.[31]

  • Blueprints are required for the construction of the freehold buildings that are used to process resources into processed goods.[57][56][6][31]
    • The amount of goods that can be processed while unattended by the player is based on the rating of that particular processing station.[56]
    • The time spent processing can be reduced by upgrading the capabilities and quality of the processing station via a progression tier system.[56]
That's going to be very important as you get to very late game processed materials that are required. Because some of these things might have days to process within a station, but if you have spent the time and done the work to advance that processing station you could cut that down considerably, perhaps even greater than 50 percent; and that's going to have a significant impact on your ability to either control markets or to create goods.[56]Steven Sharif
  • There will be a preparatory phase to provide the building with needed fuel or other materials to process the required grade of materials.[57]
Processing as it stands for Alpha-2's implementation is that there is a certain amount of prep work that's required first for the industry-specific component, which is the building. That prep work might be finding a certain amount of lumber to light the fire in kiln or whatever, to a certain temperature in order for you to process a certain grade of ore; and that grade of ore being malleable then into an ingot; and that produces that ingot so-to-speak. Now, in that process there's a gathering component, there's a preparatory phase, there is a time-related component.[57]Steven Sharif
  • There will also be time-related and gameplay elements that require the player to interact with the processing building. These elements act to throttle for the introduction of processed materials from raw gatherables into the economy.[57]
There's also possibilities that the machine you're using itself has some type of gameplay layer- should the kiln get overheated, and you have to throw some water on it or something. There are elements there in that process that we want to mimic this gameplay opportunity for players to interact; and not just be a time-sink. But time-sink is also a component of it as well, because that's the throttle for the introduction of processed materials from raw gatherables into the economy.[57]Steven Sharif

Crafting

Alpha-1 Forge concept art.[58]

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.[22]

Crafting is one of the artisan classes in Ashes of Creation. It is a driving force for the game economy.[59]

Anything that you want to bring into existence in the world is going to be built by players: Whether that is Ships, Siege engines, Weapons, Armor, etc.[64]Jeffrey Bard

There will not be a labor or energy system in Ashes of Creation.[65]

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.[65]Steven Sharif

Timeline

Artisan classes (Gathering, Processing, Crafting) will come online fully in Alpha-2 and the Betas.[66][67]

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 kind of 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.[67]Steven Sharif

Artwork

Community guides

See also

References

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  2. 2.0 2.1 Transmisja na żywo, 2021-07-30 (1:11:58).
  3. Transmisja na żywo, 2020-03-28 (48:31).
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  5. artisan classes.png
  6. 6.0 6.1 6.2 6.3 6.4 6.5 6.6 Wywiad, 2020-03-27 (9:00).
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  9. artisan skill tree.png
  10. 10.0 10.1 steven-profession-mastery.png
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  13. 13.0 13.1 13.2 artisan mastery1.png
  14. steven-profession-mastery-all.png
  15. 15.0 15.1 artisan mastery5.png
  16. artisan mastery3.png
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  37. Gathering.png
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  41. 41.0 41.1 crafting tools.jpg
  42. Alpha-1 screenshot.
  43. flanggler.png
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  45. resource quality.png
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