Inventory
Inventory capacity has quantity (stacking) limits based on the type of item.[3][4] Backpacks offer varying stack sizes and/or spatial inventory shapes that are optimized for carrying different items.[5][6]
- A player's inventory has sections for different types of items.[7] Quest items for example will not fill a player's regular inventory capacity.[8]
- Materials and resource bags have spatial ("Tetris" style) slots for items with different shapes and sizes.[9][2][10][11][12]
- The spatial inventory system is intended to mitigate the potential for players to diminish land management scores by stripping resources from particular zones as well as provide a challenging gameplay layer for players.[9][13]
- Inventory is split into two separate management systems. The first is your non-material, non-gatherable slots. Those are your standard single slot, not-space-constrained system that's a standard inventory: you just have a single slot, and you can pull completed items and/or consumables and quest items or whatever into that slot. And then, when you're talking about materials, specifically processed goods and gatherables: those exist within the Tetris type uh inventory system.[10] – Steven Sharif
- All those materials actually sorted nicely in the appropriate bags based on your stack sizes.[1] – Alex Khudoliy
- There will be a healthy number of slots for gear in a player's inventory.[14]
- Completed item inventory slots are not space constrained (by the tetris system).[10]
- Completed items, such as gear are also not subject to weight limits.[14]
- Gear loadouts can be swapped using a hotkey when out of combat.[14][15][16]
- Inventory capacity will be relatively limited for new characters.[8] Additional capacity may be increased by obtaining higher quality backpacks from crafters.[17][10][3]
- We want to have very unique progression when it comes to the construction of resource bags; and those resource bags will have certain benefits, like increasing stack size count of particular types of resources; or of having a additional delay time necessary to interface with with your corpse, should a player try to take the resources you might have dropped in PvP; or having passive benefits and unique structures of spacing that makes it more a better bag for wood gathering because woods are three-by-one; or a better bag for mining because mining is always two-by-two. The idea is to make your intent as a gatherer when you go out into the wild specific right not just that you're going out into the wild and gathering everything you can because it's there; and that's what we don't have like a labor system that limits it. We have a space constraint system so when you leave your node and you go out into the wild you need to be conscientious of what you're choosing to interact with and take resources for, because you have a limited space constraint to that degree.[10] – Steven Sharif
- Inventory capacity is subject to quantity rather than weight limits.[3]
- In my opinion, and this is of course subjective, but weight management is not a compelling mechanic for players to have to deal with in an MMO setting.[3] – Steven Sharif
- Players will have the ability to search for items they have stored in various locations (such as personal storage and node warehouses).[18]
- We want you to know where the things are; and then the meaningful aspect of that thing is traveling to those locations to access some of those things, particularly as it relates to materials and raw gatherables.[18] – Steven Sharif
- Inventories will be able to be sorted.[2]
- Q: Why did you go for a spatial inventory system for resources?
- A: There's a number of different methods that we can use in an effort to mitigate, or again throttle, the amount of success that players can have in any one trip out in the world. Now, we're using a combination of three things: We are using progression gating through your profession level; so you need to have a certain level to access certain resources. We are utilizing the spatial inventory space as a limitation on how much things you can gather before you need to go back to town. And then lastly we have a tool predicate where you need to have a tool that is relevant for the resource you're gathering; and those tools have a decay value after each use. Weight is obviously an approach that we could take if we wanted to limit. However, the spatial system works in concert with a number of other types of systems. For example, we want to have itemization drop on death specifically as it relates to material items; and we want there to be an additional layer above just weight that introduces complexity; and where there is complexity there is choice and there is strategy and there is planning required on behalf of the player in order to set themselves up for the best possible success in certain situations.[9] – Steven Sharif
- Mules can carry roughly 10 times more than backpacks. Caravans can carry roughly 10 times more than mules.[19]
- Inventory expansion and weight management training certificates are available in the Galleria at City stage economic nodes.[8][20]
Backpacks
Backpacks (also referred to as a Bags) are craftable items that provide personal inventory space.[17][10][23][6][3]
- Backpacks offer varying stack sizes and/or spatial inventory shapes that are optimized for carrying different items.[5][6]
- Gatherer's backpacks are intended to carry gatherable resources in spatial inventory slots relating to specific gathering professions.[5][6]
- Adventurer's backpacks are intended to carry consumables and items in non-spatial inventory slots.[6]
- These bags have specifically curated benefits for stack sizes of the type of resources they relate to and that's the specific profession of gathering and the resources you would gain from those those different unique professions.[5] – Steven Sharif
- Profession NPCs sell lower level backpacks.[24] Higher level backpacks are crafted by players.[17][10][23][6]
- There's item progression as it relates to quality of bags, types of bags, and the materials they're most used for. Some of them are more PvP oriented that can reduce significantly drop rates for PvP as a result of that progression.[23] – Steven Sharif
- Artisans must meet the required artisan certification to equip backpacks of that level (or lower).[25]
- A character currently may equip up to 3 artisan backpacks, but is subject to change.[26]
- Backpacks are equippable (visually) in a character's back slot.[21][29]
- Backpacks are only able to be equipped by player characters.[30]
- Some backpack types may have additional stats on them.[31]
- Some of those bags might have increased times to interact with a player corpse and you can choose to perhaps have less capacity, less stack size, less slot availability for the certain types of gatherables you may want to acquire in exchange for an increased interaction time for other players that might try to loot that bag, giving you time to reach it and take back your belongings. Or, if in the middle of a fight they see a corpse on the ground and they're like wait a minute, I want to grab that. Well, if I got to spend 10 seconds to interact with that corpse and there's combat going on, this is an opportunity strategically for you to recapture the grounds- for you to recapture the battlefield. You want to think about those types of interactions. How do you add layers of strategy to engagements and and there's ways to do that through inventory management as well.[32] – Steven Sharif
Mules
Mules are mounts that transport cargo in small crates.[34][30][35] Larger sized crates cannot be transported by mule.[34]
- Q: How will mules work with caravans when considering risk-versus-reward? What would be the incentive to run multiple player protected caravans if similar results could be achieved by each individual player riding a mule instead?
- A: You are not able to satisfy the type of cargo capacity that's available within a caravan system, because we have certain crate sizes, of which only the smallest crate size can be leveraged with a mule. That is something that obviously is the inherent risk between the two systems. The reward however is that you are now no longer subject to the opt-in event, but instead are governed by our flagging system as a protective measure; although it is not entirely protective, because players can choose to still kill you with risk of corruption in exchange for the reward of taking your shit.[34] – Steven Sharif
- Crates carried by mules can be added to "in the wild".[30]
- Q: Can people put crafted bags on their mules?
- A: No. The mules use the cargo system, so the cargo system is crate-based. You have to acquire the crates and then you can equip them to the vehicles and/or mules. Mules cap out at the small crate value; and you can add to that crate in the wild.[30] – Steven Sharif
Caravans
Caravans are vehicles that facilitate the transfer of cargo across Verra.[40][41][42][43][44][45][46][47][48]
- Caravans are the induction of emergent gameplay, which means you cannot predict the situation you're going to be in when you use a caravan. That's part of the risk: The risk is the unknown. If you could predict it then your ability to mitigate that risk would unfortunately remove that dynamic- that ratio of risk versus reward.[49] – Steven Sharif
- Personal caravans are used to transport cargo for one or more players.[44][45][46]
- Mayoral caravans are used by Mayors to transfer cargo between nodes with established trade agreements or alliances.[42][43]
- Caravans are initiated from and arrive at caravansary node buildings within Village (stage 3) nodes and above.[50][44][51][52]
- Caravans create an objective-based PvP event in the open-world that players can choose to attack, defend, or opt-out of.[53][54][55][56]
- PvE caravan events can cause roadways to be blocked off or hostile mobs to spawn to attack the caravan.[57][58]
- It is possible to launch decoy caravans and merchant ships, but there are visual hints of what is contained in a caravan.[59][60][61] Decoy crates may be available via social organization progression.[59]
Crates
- There are small, medium, and large crates.[64] The higher quality the crate, the greater its capacity.[63]
- Commodities are transported by caravans and merchant ships in sealed crates.[65][66][63]
- Player commodities are "pre-crated" when they are purchased from commodities vendor NPCs.[67][65][68]
- Player commodities present in caravan wreckages have a portion of their value sunk (lost).[69][70][71]
- These commodities cannot be stored in a player's inventory. Looting them will convert them into stolen commodities which yield a lesser value when exchanged at black market locations in nodes.[72][73][74][66]
- To retain the value of the commodities, players must summon an empty caravan from a nearby node to collect and transport them.[73][70][71]
- Commodities can go into Crates to move them. If someone loses a Caravan, in the wreckage there are Crates. If you get a Crate to a Caravansary you can unpack it.[70] – Ry Schueller
- Commodities crates found in caravan wreckages are marked with a green symbol.[62]
- Materials crates found in caravan wreckages are marked with a black symbol.[62]
- Unsealing crates (by breaking open sealed crates) yields less value than transporting the sealed crates for unloading.[69] This is in addition to the value already lost when the caravan (or merchant ship) was destroyed.[70][71][74][66]
Storage
Storage points exist at warehouses within nodes and in chests (storage containers) that can be placed in freeholds and static in-node housing.[76][77][78]
- Sheds are present on empty freehold plots to provide basic storage for materials needed to construct freehold buildings.[79]
Player housing storage
Chests are a type of furniture that provides localized storage within a specific house.[81][82][83]
- Players must obtain and place storage containers in their player-owned housing.[82]
- Different grades of storage containers have different inventory capacities.[82]
- There are restrictions on the grades of storage containers available in different types of houses.[82]
- Access permissions can be set to allow others to access a player's personal storage devices.[81][84][85][86]
- Personal storage chests may be set to permit access by family or guild members.[85][87]
- Transfer of resources and materials to alts will only be possible via player housing storage, as this is local to the specific house.[81]
- Players are prohibited from moving goods out of depositories within a node following a siege declaration against that node.[88]
- Gatherables and crafting materials that were stored in in-node housing and apartment storage chests become lootable upon a successful siege against the parent node. These do not become lootable if the node survives the siege- even if the housing buildings are destroyed or damaged during the siege.[89]
- Corrupt players are not able to utilize storage systems.[90][91][92]
- Personal caravans may be launched from any point of storage (including chests).[93]
Banking
Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.[94]
- Banking between characters will likely be restricted to furniture and completed items.[86]
- A warehouse ability may enable a player to transfer non-material goods between alternate characters. This excludes resources, materials or anything that relies on the caravan system.[95]
Mailing items
- Raw gatherables and materials are not able to be mailed by players.[96][97][98]
- Purchases of anything other than materials and gatherables from integrated auction houses will be mailed to the purchaser.[99]
- Social messages sent via mail will be received instantly.[96]
- It hasn't been decided whether crafted items such as gear will be able to be sent via mail.[96]
- From an item standpoint obviously we can't allow mailing to include any type of resource material or raw gatherable because those are central to the gameplay and transiting through the caravan system and economic regions. But it may be possible to send completed crafted items like gear, equipment, stuff like that. But it's something we're still discussing.[96] – Steven Sharif
See also
References
- ↑ 1.0 1.1 1.2 Video, November 30, 2023 (30:19).
- ↑ 2.0 2.1 2.2 Twitter - Steven Sharif - Spatial inventory slots.
- ↑ 3.0 3.1 3.2 3.3 3.4 Livestream, February 24, 2023 (54:55).
- ↑ Livestream, May 29, 2020 (1:27:18).
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 Video, November 30, 2023 (13:38).
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5 6.6
- ↑ Livestream, February 24, 2023 (22:57).
- ↑ 8.0 8.1 8.2 Livestream, July 25, 2020 (1:14:13).
- ↑ 9.0 9.1 9.2 Livestream, November 30, 2023 (1:29:18).
- ↑ 10.0 10.1 10.2 10.3 10.4 10.5 10.6 Livestream, June 30, 2023 (1:24:42).
- ↑ Livestream, June 30, 2023 (46:17).
- ↑ Video, June 30, 2023 (8:54).
- ↑ Podcast, July 15, 2023 (22:57).
- ↑ 14.0 14.1 14.2 Interview, September 10, 2023 (47:13).
- ↑ Livestream, February 24, 2023 (46:15).
- ↑ Livestream, November 19, 2021 (40:53).
- ↑ 17.0 17.1 17.2 Livestream, November 30, 2023 (1:34:08).
- ↑ 18.0 18.1 Livestream, July 29, 2022 (1:17:33).
- ↑ Livestream, July 18, 2017 (44:57).
- ↑ Know Your Nodes: Economic Node Type.
- ↑ 21.0 21.1 Livestream, April 28, 2023 (1:08:55).
- ↑ Livestream, May 30, 2019 (1:09:17).
- ↑ 23.0 23.1 23.2 23.3 23.4 Livestream, April 28, 2023 (1:18:48).
- ↑ Video, November 30, 2023 (12:05).
- ↑ Podcast, December 3, 2023 (13:00).
- ↑ Podcast, December 3, 2023 (3:11).
- ↑ Livestream, November 30, 2023 (1:43:53).
- ↑ Podcast, December 3, 2023 (14:12).
- ↑
- ↑ 30.0 30.1 30.2 30.3 30.4 Livestream, November 30, 2023 (1:44:04).
- ↑ Podcast, December 3, 2023 (14:18).
- ↑ 32.0 32.1 Podcast, July 15, 2023 (26:31).
- ↑ Blog: The Hungry Quadruped.
- ↑ 34.0 34.1 34.2 34.3 Livestream, February 29, 2024 (1:28:15).
- ↑
- ↑ Ashes of Creation Kickstarter - Mounts, Tigers and Bears!
- ↑ Video, January 31, 2024 (29:15).
- ↑ Newsletter - January 2024.
- ↑ Video, January 31, 2024 (5:22).
- ↑ Livestream, October 31, 2023 (1:30:52).
- ↑ Livestream, October 31, 2023 (1:06:32).
- ↑ 42.0 42.1 Livestream, August 31, 2023 (2:10:23).
- ↑ 43.0 43.1 Video, July 15, 2019 (2:12).
- ↑ 44.0 44.1 44.2 Livestream, August 26, 2022 (1:20:17).
- ↑ 45.0 45.1 Livestream, July 29, 2022 (3:21).
- ↑ 46.0 46.1 Interview, May 11, 2018 (28:21).
- ↑ Livestream, May 15, 2017 (45:20).
- ↑ About Ashes of Creation.
- ↑ Livestream, January 31, 2024 (57:26).
- ↑ Video, October 31, 2023 (10:13).
- ↑ Livestream, May 29, 2020 (46:36).
- ↑ Livestream, July 28, 2017 (20:56).
- ↑ Interview, March 27, 2020 (16:19).
- ↑
- ↑ Livestream, May 22, 2017 (40:40).
- ↑
- ↑ Video, October 31, 2023 (34:12).
- ↑ Podcast, April 11, 2021 (23:36).
- ↑ 59.0 59.1 Livestream, January 31, 2024 (1:15:05).
- ↑ Video, October 31, 2023 (29:36).
- ↑ Livestream, January 29, 2021 (1:25:14).
- ↑ 62.0 62.1 62.2 62.3 Video, January 31, 2024 (6:47).
- ↑ 63.0 63.1 63.2 63.3 63.4 Livestream, February 25, 2022 (1:10:00).
- ↑ Livestream, October 28, 2022 (1:36:10).
- ↑ 65.0 65.1 Video, October 31, 2023 (3:34).
- ↑ 66.0 66.1 66.2 Interview, September 10, 2023 (53:47).
- ↑
- ↑ Video, August 31, 2023 (33:07).
- ↑ 69.0 69.1
- ↑ 70.0 70.1 70.2 70.3
- ↑ 71.0 71.1 71.2 Livestream, October 31, 2023 (1:18:33).
- ↑ Video, January 31, 2024 (12:49).
- ↑ 73.0 73.1 Video, January 31, 2024 (12:21).
- ↑ 74.0 74.1
- ↑
- ↑ 76.0 76.1 Video, June 30, 2023 (19:20).
- ↑ Interview, December 6, 2018 (20:30).
- ↑ Video, May 31, 2020 (47:32).
- ↑ Livestream, June 30, 2023 (18:45).
- ↑ 80.0 80.1 Livestream, June 25, 2021 (22:34).
- ↑ 81.0 81.1 81.2 Livestream, July 30, 2021 (1:14:33).
- ↑ 82.0 82.1 82.2 82.3 Video, May 31, 2020 (47:32).
- ↑ Livestream, August 17, 2018 (10:54).
- ↑ Livestream, April 30, 2021 (1:12:33).
- ↑ 85.0 85.1 Livestream, June 26, 2020 (51:58).
- ↑ 86.0 86.1 Livestream, June 28, 2019 (1:23:31).
- ↑
- ↑ Livestream, April 30, 2020 (1:14:44).
- ↑ Interview, July 8, 2020 (57:46).
- ↑ Livestream, February 24, 2023 (1:12:24).
- ↑ Livestream, October 28, 2022 (24:28).
- ↑ Livestream, April 30, 2021 (1:14:49).
- ↑
- ↑
- ↑ Livestream, 2018-04-8 (AM) (23:18).
- ↑ 96.0 96.1 96.2 96.3 Livestream, January 29, 2021 (1:14:53).
- ↑ Video, September 6, 2018 (3:53).
- ↑ Livestream, July 9, 2018 (50:16).
- ↑