Difference between pages "Template:Item sinks" and "Item repair"

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It's important for a healthy [[Economy|economy]] to have [[:Category:Items|item]] sinks, so that anything that can be crafted can also be destroyed. There are three kinds of item sinks in [[Ashes of Creation]]:<ref name="durability"><code>"''There is durability in the game... It's not going to be a trivial durability. There is a potential to destroy gear (weapons and armor), but there is also an ability to reforge that destroyed gear using a portion of the materials necessary as well as finding an item creator who can reforge it. That is an important aspect of a healthy economy, is having some item sinks available... There are three kinds of item sinks: You can gain craftable items from deconstructing completed items; You can have decay... and if you want to over-enchant that item there will be a potential to destroy it as well. It's important for an economy to experience those types of emphasis on what can be crafted as well as seeing those items that are crafted be destroyed as well.''"</code> [http://hwcdn.libsyn.com/p/5/c/0/5c0af9f06456e81f/GameOn95.mp3?c_id=15274314&expiration=1507560648&hwt=080ef55ac6e90c5448e8349e21e58a83#t=1555 MMORPG Podcast 13-05-2017 (25:55)]</ref>
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{{Draft}}
  
# Players gain craftable items and recipes from deconstructing completed items.<ref name="crafting">[[File:crafting and deconstructing.png|350px]]</ref>
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{{Item repair}}
# There is item durability in [[Ashes of Creation]].<ref name="durability"/>
 
# [[Enchanting#Over enchanting|Over-enchanting]] carries the risk of destroying that item.<ref name="crafting"/>
 
  
{{{1|==}}} Item repair {{{1|==}}}
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{{Notes}}
  
* Non-crafted items will have default repair skills, costing mats equal to its crafted equivalent.<ref name="durability"/>
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[[Category: Artisan]][[Category: Economy]]
* 0% durability will unequip items, increasing their repair costs.<ref>[[File:zero durability.png|350px]]</ref>
 
* Destroyed gear can be reforged at a [[Marketplaces#Player stalls|player stall]] using a portion of the materials that were necessary to craft the item.<ref>[[File:player stall repair.png|350px]]</ref>
 

Revision as of 20:45, 16 October 2017

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Blacksmithing concept art.[1]

For example: if you have an iron sword and then the sword gets damaged from use, you have to use more iron to repair it; and what that does is... make sure that there's significant sinks in the game for base materials so that you are creating a scarcity and demand that's present on the creation of higher goods as well as supplying the necessary decay components for the world.[2]Steven Sharif

Item repair will cost crafting materials.[3][2][4]

There will be ways to repair destructible structures (such as walls and gates) and also repair (or re-craft) siege weapons that were damaged during sieges.[10]

  • This is a long term design goal that was not present during Alpha-1.[10]
There's a lot of ancillary activities that can be had during sieges... It's obviously strategy and tactics and raid-versus-raid components, but also you want to have individual contributions where players can do things during the siege to aid in the greater effort so to speak; and it doesn't require you having 50 people by your side to effectuate that influence over something. So repairs are great ways to do that. Repairs for walls, repairs for gates, being able to spawn and essentially craft the designs for specific types of siege weapons to provide those to the team.[10]Steven Sharif

References