Processing

Ashes of Creation community empowered Wiki
Jump to navigation Jump to search

Processing is one of the artisan classes in Ashes of Creation.[1]

  • 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.[4]
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.[11]Steven Sharif

Processing professions

Artisan mastery

Artisan progression.[12][13][3]
Artisan level Artisan certification Profession limit per character
1-10.[14][15] Novice.[12][16] 22.[12][13]
10-20.[17][15] Apprentice.[12] 5.[12][13]
20-30.[17] Journeyman.[12][3] 4.[12][13]
30-40.[17] Master.[12][3] 3.[12][13]
40-50.[17][18] Grandmaster.[12][3] 2.[12][19][13]

Artisan progression occurs based on experience (repetition of tasks) as well as achievements of certain benchmarks within each artisan branch (Gathering, Processing and Crafting).[21] Progression in each artisan profession is per-character.[22][23][24][25]

All 22 professions, the players get to be novice of; and then it starts narrowing from there. So, after that you'll only be able to be apprentice of five things. You can be a journeyman in four things. You can be a master in three things; and you can be a grandmaster in two things. So you'll need to narrow, but you can also diversify to support the professions that you want to first push further in.[13]Kory Rice
If you are grand master in that profession you can max out the entire tree. But you can only grand master 2 things.[33]Kory Rice
  • 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.[35]
Q: In regards to character level and artisan level. We know that currently there are two separate things. That being said, what prevents a player from staying level one and partying up with a level 50 player to then gather level 50 resources in the high zones? That way, anyone who wants to take those resources will have to kill the gatherer who is level one and get a large amount of corruption for killing a level one as a level 50.
A: Gathering higher level resources requires significant advancement within a particular profession for that gatherable resource. So, if I'm a Miner and I want to access the highest possible mineral, I need to be a master miner; and in order to achieve the master minor status I am going to be gaining adventuring level experience through that process, because many of those quest lines, many of those achievements are facilitated through quest lines. Some of those quest lines interface with adventuring difficulties that are out in the wild at certain levels. So that's going to predicate me- that's going to be a predicate for me to achieve a certain level in order to complete some of these quest lines and achieve that master status. So you will you will likely not see the ability of a level one alt character having the access to high level mineral mining, or any other type of gatherable out there.[36]Steven Sharif

Raw materials

Pre-alpha gatherable mushrooms found in an underground cave.[40]

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.[41]

Gatherable resources (also known as raw materials, gatherables, and harvestables) occur in locations where you would expect them to be organically.[42][43]

  • 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.[42]
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.[42]Kory Rice
  • Certain resources will only be gatherable for a limited time during specific story arcs.[44]
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.[44]Jeremy Gess
  • The location the resource was found can affect the benefits, bonuses, and other characteristics of that resource.[50]
    • Some resources will be one-time gatherables, others will exist as clusters that will last until the vein is depleted.[51][52][43]
  • Resources do not expire or degrade over time.[59]
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.[59]Steven Sharif

Resource quality

Flanggler (Flower angler or Mimic flower).[61][62]

Resources will have differing tiers of quality for the same resource type.[52] This is somewhat similar to Star Wars Galaxies.[63]

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.[65]Steven Sharif

Processed 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.[53][54][55][56]

List of processed goods (crafting materials)

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

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.[73][60] Each stage of the chain may require caravans to transport goods from one artisan to another.[35]

  1. Obtaining raw materials:[74]
  2. Refining the raw materials with the Processing profession.[60]
  3. Crafting the finished product using its crafting recipe.[60]

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.[77]Steven Sharif

Gathering

Gathering lumber in Alpha-2.[78]

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.[78]Steven Sharif

Gathering ore in Alpha-2.[79]

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.[80]Steven Sharif

Gathering is one of the artisan classes in Ashes of Creation.[40][81]

  • Many of the visible resources (such as Trees and Ore) in the open world are gatherable.[78]
    • This is a change from Alpha-1 where a limited number of resource locations were highlighted with "sparkles" to indicate they were gatherable.[78][82][40]
  • The exact type of resource present within a resource node is not known until the node is harvested.[80]
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.[80]Kory Rice
  • Gathering is intended to be accessible to both solo and group-based gatherers.[83]
  • Gathering requires the creation and use of tools.[84][85]
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.[91]Steven Sharif

Crafting

Alpha-2 Crafting professions user interface screenshot.[16]

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.[41]

Crafting is one of the artisan classes in Ashes of Creation. It is a driving force for the game economy.[41][92]

  • Crafting times may vary between professions but the bulk of the time spent in the artisan system resides in the processing branch.[4]
  • The developers are seeking feedback on the addition of a gameplay layer to crafting that determines the outcome based on the player's performance.[103][104]
    • 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.[103]
    • This will be revealed when it is ready to be showcased.[103]
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.[105]Steven Sharif

Freehold buildings

Freehold building types.[106][3]

After you build your house, you can build other buildings on your Freehold. Each building needs the blueprint to start the process. If you have a cosmetic skin you want to use on a building, this is used after placing the blueprint. Once this has been placed, the building will be shown in a non-functional, construction state. Players will need to provide the required materials needed to complete the building construction, for each building on their Freehold. No Freehold has room for every possible option, so players will need to choose how to develop their Freehold by choosing to build specific artisan buildings, business buildings, and creating room for livestock and crops.[107]

Freehold buildings that can be placed on a freehold plot serve three main purposes.[107][3][8][108][109]

Freehold buildings require blueprints and materials to construct.[107][111]

  • Sheds are present on empty freehold plots to provide storage for materials needed to construct freehold buildings.[112]
  • Some freehold buildings have multiple tiers, with different footprint sizes.[3][113]
  • Upgrading a tier will not change the size of the building in terms of footprint, but may increase in height.[113]
  • Basements in freehold buildings are to be decided.[114]

Freehold taxes are calculated based on the number of permits issued for buildings on a freehold.[107][115][116][117][118]

  • Buildings that require permits will have additional upkeep costs.[107]

Freehold building architecture is based on the blueprint for the building.[3][119]

The way we look at it is the freehold is your space so we want you to be able to make it look the way you want it to.[119]Jeffrey Bard

Freehold building placement

Alpha-2 freehold concept.[124][3]

On the left we have some farmable animals- some livestock here in pens; and then we have in the middle there's a bunch of crop rows of farmable crops the players can have; and then there's a couple different examples of different freehold buildings you could have on your freehold: one of which is the house on the right and then some other freehold buildings as well, like it looks like there's a mill in the back there as well.[124]Kory Rice

Freehold buildings and other items/props can be placed on freehold plots (by the land owner).[8][125][126][108][109]

  • Currently freeholds have a combined maximum total of six artisan and business buildings that can be placed in addition to a homestead.[107][128]
    • The number and type of buildings that can be placed on the freehold and the way these buildings get placed are subject to change based on testing and iteration during Alpha-2.[128][8]
On a Freehold you can have your house, and up to six additional buildings. The additional buildings can be artisan and/or business buildings. Larger buildings may take up more room, reducing the total number of buildings that can be built on a single Freehold.[107]
  • Space that is not used for freehold buildings can be utilized for other purposes, such as livestock and crop placements.[127]
  • Players can manipulate the orientation of freehold buildings and items being placed on their freehold plot.[129]
  • Players are not able to adjust the terrain of their freeholds. Sloped terrain will result in stilts beneath placeable structures (to keep them level).[131]

Timeline

Artisan classes (Gathering, Processing, Crafting) is expected to come online fully in Alpha-2 and the Betas.[132][133]

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.[133]Steven Sharif

Artwork

Community guides

See also

References

  1. 1.0 1.1 1.2 1.3 Livestream, May 5, 2017 (34:15).
  2. Livestream, June 30, 2023 (33:26).
  3. 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 3.12 3.13 3.14 Development Update with Freehold Preview.
  4. 4.0 4.1 Podcast, April 11, 2021 (40:20).
  5. 5.0 5.1 Video, November 30, 2023 (49:24).
  6. 6.0 6.1 Video, November 30, 2023 (44:18).
  7. Video, June 30, 2023 (16:02).
  8. 8.0 8.1 8.2 8.3 8.4 8.5 8.6 8.7 8.8 Livestream, April 7, 2023 (31:49).
  9. 9.0 9.1 Livestream, June 30, 2022 (1:08:02).
  10. steven-processing.png
  11. 11.0 11.1 Interview, July 9, 2023 (51:26).
  12. 12.00 12.01 12.02 12.03 12.04 12.05 12.06 12.07 12.08 12.09 12.10 12.11 12.12 12.13 roshen-mastery.png
  13. 13.0 13.1 13.2 13.3 13.4 13.5 13.6 13.7 13.8 13.9 Video, November 30, 2023 (37:12).
  14. margaret-artisan-level-1.png
  15. 15.0 15.1 Video, November 30, 2023 (9:36).
  16. 16.0 16.1 Livestream, June 30, 2023 (50:07).
  17. 17.0 17.1 17.2 17.3 Podcast, December 3, 2023 (14:14).
  18. Podcast, December 3, 2023 (2:53).
  19. 19.0 19.1 19.2 steven-mastery-2-branches.png
  20. Video, November 30, 2023 (23:20).
  21. Interview, February 7, 2021 (36:38).
  22. steven-mastery-cap.png
  23. Livestream, April 29, 2022 (1:13:00).
  24. Livestream, July 26, 2019 (1:09:46).
  25. Livestream, May 24, 2017 (32:07).
  26. Podcast, December 3, 2023 (10:22).
  27. Video, November 30, 2023 (26:38).
  28. Video, November 30, 2023 (16:40).
  29. Podcast, December 3, 2023 (17:10).
  30. 30.0 30.1 Video, November 30, 2023 (36:00).
  31. artisan mastery5.png
  32. artisan mastery3.png
  33. 33.0 33.1 Podcast, December 3, 2023 (6:23).
  34. roshen-profession-clarification.png
  35. 35.0 35.1 Livestream, May 10, 2017 (6:12).
  36. 36.0 36.1 36.2 Livestream, April 7, 2023 (1:00:55).
  37. Livestream, October 28, 2022 (1:32:38).
  38. Livestream, July 31, 2020 (1:31:11).
  39. 39.0 39.1 Podcast, December 3, 2023 (15:05).
  40. 40.0 40.1 40.2 40.3 Livestream, September 3, 2017 (10:48).
  41. 41.0 41.1 41.2 About Ashes of Creation.
  42. 42.0 42.1 42.2 Video, November 30, 2023 (28:22).
  43. 43.0 43.1 Livestream, May 8, 2017 (54:26).
  44. 44.0 44.1 Video, March 31, 2023 (16:42).
  45. Livestream, May 27, 2022 (55:47).
  46. Video, May 27, 2022 (15:50).
  47. Livestream, May 8, 2017 (20:27).
  48. Steven Crops.PNG
  49. Video, November 30, 2023 (34:36).
  50. Livestream, April 28, 2023 (1:24:36).
  51. Livestream, July 31, 2020 (1:05:58).
  52. 52.0 52.1 52.2 Livestream, July 25, 2020 (1:04:50).
  53. 53.0 53.1 Livestream, March 26, 2021 (1:07:33).
  54. 54.0 54.1 a419c5398b542a713545e4f393d67215.png
  55. 55.0 55.1 Podcast, May 5, 2017 (43:05).
  56. 56.0 56.1 Interview, July 18, 2020 (27:11).
  57. Livestream, October 31, 2023 (1:18:33).
  58. steven-stolen-glint.png
  59. 59.0 59.1 Livestream, March 31, 2023 (1:19:26).
  60. 60.0 60.1 60.2 60.3 60.4 60.5 Livestream, May 10, 2017 (8:22).
  61. flanggler.png
  62. Livestream, November 17, 2017 (53:28).
  63. resource quality.png
  64. Livestream, April 30, 2020 (53:11).
  65. 65.0 65.1 Interview, October 20, 2018 (2:13).
  66. 66.0 66.1 66.2 66.3 end level mats.png
  67. Livestream, July 30, 2021 (1:16:05).
  68. 68.0 68.1 68.2 Livestream, November 30, 2023 (1:58:55).
  69. Livestream, November 30, 2023 (1:38:47).
  70. Video, November 30, 2023 (59:21).
  71. Interview, October 20, 2018 (17:31).
  72. 72.0 72.1 Forums - Livestream Q&A 2022-08-26.
  73. Interview, July 20, 2020 (20:17).
  74. 74.0 74.1 74.2 74.3 74.4 Livestream, May 8, 2017 (20:41).
  75. Livestream, July 18, 2017 (38:30).
  76. Livestream, May 26, 2017 (26:00).
  77. Interview, May 11, 2018 (24:18).
  78. 78.0 78.1 78.2 78.3 Video, October 28, 2022 (0:47).
  79. Video, October 28, 2022 (12:31).
  80. 80.0 80.1 80.2 Video, October 28, 2022 (9:19).
  81. artisan classes.png
  82. Livestream, July 30, 2021 (1:11:58).
  83. Livestream, November 30, 2023 (1:58:35).
  84. 84.0 84.1 Interview, March 27, 2020 (9:00).
  85. Interview, May 11, 2018 (38:25).
  86. 86.0 86.1 86.2 Livestream, December 19, 2023 (1:53:02).
  87. 87.0 87.1 Video, October 28, 2022 (26:14).
  88. Video, June 30, 2023 (3:14).
  89. Video, October 28, 2022 (10:52).
  90. Livestream, April 29, 2022 (25:16).
  91. 91.0 91.1 Podcast, May 11, 2018 (1:00:07).
  92. CraftingImportance.png
  93. Video, November 30, 2023 (3:49).
  94. Livestream, May 5, 2017 (20:41).
  95. Rng crafting.jpg
  96. Livestream, January 30, 2020 (1:38:26).
  97. Livestream, May 12, 2017 (1:00:18).
  98. Interview, July 19, 2020 (6:38).
  99. Livestream, December 19, 2023 (1:50:51).
  100. Livestream, June 30, 2022 (1:17:34).
  101. Livestream, March 26, 2021 (1:06:50).
  102. Livestream, November 30, 2023 (2:00:22).
  103. 103.0 103.1 103.2 Livestream, November 30, 2023 (1:40:11).
  104. Livestream, October 14, 2022 (35:22).
  105. 105.0 105.1 Interview, October 20, 2018 (2:31:39).
  106. Livestream, June 30, 2023 (12:11).
  107. 107.0 107.1 107.2 107.3 107.4 107.5 107.6 107.7 107.8 107.9 Blog: Exploring the Boundless Opportunities of Freeholds.
  108. 108.0 108.1 108.2 Node series part II – the Metropolis.
  109. 109.0 109.1 Livestream, May 24, 2017 (9:58).
  110. Video, June 30, 2023 (15:34).
  111. stevenclarification.png
  112. Livestream, June 30, 2023 (18:45).
  113. 113.0 113.1 Interview, July 8, 2020 (45:23).
  114. Livestream, June 28, 2019 (1:09:22).
  115. 115.0 115.1 steven-freehold-building-permits.png
  116. 116.0 116.1 116.2 Interview, July 9, 2023 (54:46).
  117. 117.0 117.1 117.2 Livestream, June 30, 2023 (1:45:22).
  118. 118.0 118.1 118.2 Tax spending.png
  119. 119.0 119.1 119.2 119.3 Livestream, August 28, 2020 (2:14:06).
  120. Livestream, June 30, 2023 (22:05).
  121. 121.0 121.1 Livestream, November 30, 2020 (57:50).
  122. 122.0 122.1 cosmetic-levels.png
  123. Livestream, May 26, 2017 (44:11).
  124. 124.0 124.1 Livestream, June 30, 2023 (7:36).
  125. 125.0 125.1 Livestream, May 29, 2020 (41:27).
  126. Livestream, October 16, 2017 (56:42).
  127. 127.0 127.1 Livestream, June 30, 2023 (1:21:48).
  128. 128.0 128.1 Interview, July 9, 2023 (33:55).
  129. Livestream, June 30, 2023 (1:36:52).
  130. steven-target-dummies.png
  131. Livestream, January 31, 2024 (1:24:57).
  132. 132.0 132.1 Livestream, March 26, 2021 (42:28).
  133. 133.0 133.1 133.2 Interview, February 7, 2021 (35:30).
  134. Livestream, April 30, 2021 (41:18).