Difference between revisions of "Resources"

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{{Resources}}
 
{{Resources}}
  
== Resource extractors ==
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== Resource types ==
 
 
{{Resource extractors}}
 
 
 
== List of resources ==
 
  
 
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== Gathering ==
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== Resource quality ==
 +
 
 +
{{Resource quality}}
 +
 
 +
== Artisan tools ==
  
{{Gathering}}
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{{Artisan tools}}
  
=== Gathering professions ===
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== Resource extractors ==
  
{{Gathering professions}}
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{{Resource extractors}}
  
 
== Seasonal resources ==
 
== Seasonal resources ==
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{{Resource locations}}
 
{{Resource locations}}
  
== Processing ==
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== Loot tables ==
  
{{Processing}}
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{{Loot tables}}
  
=== Materials ===
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=== World manager ===
  
{{Materials}}
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{{World manager}}
  
=== High-level materials ===
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== Timeline ==
  
{{High level materials}}
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{{Artisan classes timeline}}
 
 
== Crafting ==
 
 
 
{{Crafting}}
 
 
 
=== Recipes ===
 
 
 
{{Recipes}}
 
 
 
=== Crafted items ===
 
 
 
{{Crafted items}}
 
  
 
== See also ==
 
== See also ==
  
* [[Crafting]]
 
 
* [[Gathering]]
 
* [[Gathering]]
* [[Farming]]
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* [[Processing]]
* [[Crops]]
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* [[Materials]]
* [[Seasons]]
 
 
* [[Artisan classes]]
 
* [[Artisan classes]]
  
{{References}}
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== References ==
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<references/>
  
 
[[Category:Artisan]][[Category:Gathering]]
 
[[Category:Artisan]][[Category:Gathering]]

Revision as of 23:54, 2 August 2021

Pre-alpha gatherable mushrooms found in an underground cave.[1]

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.[2]

Gatherable resources (also known as raw materials, gatherables, and harvestables) occur in locations where you would expect them to be organically.[3][4]

  • 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.[3]
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.[3]Kory Rice
  • Certain resources will only be gatherable for a limited time during specific story arcs.[5]
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.[5]Jeremy Gess
  • The location the resource was found can affect the benefits, bonuses, and other characteristics of that resource.[11]
    • Some resources will be one-time gatherables, others will exist as clusters that will last until the vein is depleted.[12][13][4]
  • Resources do not expire or degrade over time.[20]
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.[20]Steven Sharif

Resource types

Resource quality

Flanggler (Flower angler or Mimic flower).[23][24]

Resources will have differing tiers of quality for the same resource type.[13] This is somewhat similar to Star Wars Galaxies.[25]

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.[27]Steven Sharif

Artisan tools

Crafting an apprentice herbalism gathering tool in Alpha-2.[28]

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.[29]Steven Sharif

Gathering Halcyonite using a mining pick gathering tool.[30]

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.[30]Kory Rice

Gathering tools (also referred to as harvesting tools, artisan tools, and toolsets) enable the gathering of resources in Ashes of Creation.[30][31][32][33]

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.[33]Steven Sharif
  • Tools will have durability and lifespans.[29][12][40]
    • The amount of usages of a gathering tool increases as the gatherer becomes more proficient in the gathering artisan tree.[12]
    • Tools may become non-repairable, requiring re crafting.[29][40]
  • Artisans will not need to rely on other trees in order to make their tools.[32]
  • The developers are considering the introduction of gathering tools that require two players, such as two-person saws that can fell larger trees.[39]
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.[33]Kory Rice

Resource extractors

Resource extractors are potential constructions that can collect resources over time.[41][42]

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Seasonal resources

Gloomy Pross is a seasonal resource that is only gatherable in the winter.[43]

If a particular region moves into a season and that week you can't grow a particular type of good, but another region halfway across the world can grow that good; and you talk about moving those goods across regions so that they're relevant to either craft workbenches or you can sell them in the local economies: That is a major indicator of movement of goods and movement of goods carries risks; and risks can create political foes and friends... Something as simple as just a climate can have cascading consequences across the entirety of the game.[44]Steven Sharif

Seasons affect crops and other herbology resources available for gathering or planting, including how crop rotation is managed.[6][7][8][9]

  • Seasonal variations in resource availability will impact the economy and necessitate the transit of goods between different regions.[7]
One of the things that is huge about the season system and how it affects crops and the gatherables in the game is the impact it will have on the economy. When a particular area no longer is capable for a week's period of time, or even potentially longer, of producing a certain type of crop or harvestable; and that has to change across the world regionally, now the transit system of those materials of those gatherables they become more relevant, and they're subject to potential risk; and the prices might go up in certain areas. It is something that is actually very instrumental in the overall design of the economy in the game.[7]Steven Sharif
  • Seasons may not directly affect certain gatherables, such as veins of ore, but access to those resources may be blocked during certain weather conditions.[6][7]
It won't likely affect too much on certain resource spectrums like veins of ore. Those might not be affected by the seasons or weather systems, but there might be blockages to cave networks that house those types of ore veins. Alternatively it is going to be significant impact on any type of herbology or plant-based types of gatherables. It's going to have significant impacts on crops that players can plant themselves on their properties; and that they'll be able to harvest. They're going to need to time the crop placement and its maturity window so that it's harvestable and available to be harvest before the change of seasons that might adversely affect certain types of crops. And not every biome will experience the same type of effects caused by the seasonality of the world. The desert biome might instead of snow have significant more winds that pick up that could be damaging to more fragile types of crops if you have a freehold in that location.[6]Steven Sharif

Underrealm resources

Resources will be different in the Underrealm, including unique species of fish.[45][46][47]

Resource locations

Ashes of Creation will predominantly have curated content, but procedural mechanics will be leveraged in a places where they don't appear to be 'procedural'.[48]

Wherever we can leverage procedural mechanics in such a way that does not appear procedural we should. There's a healthy blend between the things that we do in having defined parameters for it and then incorporating a procedural component; and in that sense it will be perceived well, but where we the predominance of what we're implementing should be curated or by design.[48]Steven Sharif

Alpha-1 mine shaft.[56]

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.[2]

The location a resource is found can affect its benefits, bonuses, and other characteristics of that resource.[11]

  • 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.[3][12][13]
  • Some resources will exist as a cluster (also called vein gatherables). These will last until the full resource is depleted.[57][12][13][4][58]
    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.[13]Steven Sharif
    • Once a vein resource is depleted from one location it may respawn in the same location or somewhere else, depending on the type of resource.[13][4][59]
    • There will be moving resources such as herds of animals that are constantly moving around the world.[57][59]
    Herds are a source of certain types of wild gatherables but they're in animal form and they're animated; and they exist in a group of the golden fleece sheep that might only spawn very rarely in certain hillsides; and only during spring. And if you can find that vein so to speak of resource you can interact with the herd and you can gather from them.[57]Steven Sharif
Certain types of resources will have a corrupt state... We have a Spirit Bloom, which is a harvestable herbalism plant, but when a Zone becomes corrupt you can potentially yield Corrupted Spirit Blooms; and those are necessary components of certain crafting recipes.[60]Steven Sharif
  • Some unique resources may be monsters in disguise or have monsters defending them.[61]
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Loot tables

Loot tables (drop tables) of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items).[63][64]

Q: Can only one gathering artisan harvest resources from a single boss, or can multiple different artisans harvest different parts from a boss for different resources? For example, a lumberjack gets a special wood from Tumock's tree weapon, while a herbalist gathers the flowers from that same tree.
A: We don't have the concept of harvesting from bosses. NPCs follow a reward table format, where those reward tables are global. They're not unique to particular players. So, once the NPC is vanquished, you have access to the loot container that is its corpse; and it has a static value of either materials or items that get dropped; and whatever the party loot settings are that you might be a part of, or if you're a solo player you will be able to recover those things.[79]

World manager

The World manager is an algorithm in Ashes of Creation that controls dynamic world elements. It acts as both a throttle and an incentive system for various activities to ensure certain parameters are within acceptable thresholds.[81]

A world manager is a technical term to define a server process that lives alongside the game server; and when the game server needs to do things- communicating with other game servers within that grid- it tells that manager and that manager sends it down to the appropriate server.[82]Steven Sharif
For example if you know iron is being used as a raw resource for a specific crafting path that might drive up the price of mithril or silver; and that will incentivize the market to course correct a little bit. The idea is to provide soft incentives that help to alleviate the demand and also to prop up the supply that might not be present from the economic systems.[83]Steven Sharif

Timeline

Artisan classes (Gathering, Processing, Crafting) is expected to come online fully in Alpha-2 and the Betas.[86][87]

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.[87]Steven Sharif

See also

References

  1. Livestream, September 3, 2017 (10:48).
  2. 2.0 2.1 About Ashes of Creation.
  3. 3.0 3.1 3.2 3.3 Video, November 30, 2023 (28:22).
  4. 4.0 4.1 4.2 4.3 4.4 4.5 Livestream, May 8, 2017 (54:26).
  5. 5.0 5.1 5.2 Video, March 31, 2023 (16:42).
  6. 6.0 6.1 6.2 6.3 Livestream, May 27, 2022 (55:47).
  7. 7.0 7.1 7.2 7.3 7.4 Video, May 27, 2022 (15:50).
  8. 8.0 8.1 Livestream, May 8, 2017 (20:27).
  9. 9.0 9.1 Steven Crops.PNG
  10. Video, November 30, 2023 (34:36).
  11. 11.0 11.1 Livestream, April 28, 2023 (1:24:36).
  12. 12.0 12.1 12.2 12.3 12.4 12.5 Livestream, July 31, 2020 (1:05:58).
  13. 13.0 13.1 13.2 13.3 13.4 13.5 13.6 Livestream, July 25, 2020 (1:04:50).
  14. 14.0 14.1 Livestream, March 26, 2021 (1:07:33).
  15. 15.0 15.1 a419c5398b542a713545e4f393d67215.png
  16. 16.0 16.1 Podcast, May 5, 2017 (43:05).
  17. 17.0 17.1 17.2 Interview, July 18, 2020 (27:11).
  18. Livestream, October 31, 2023 (1:18:33).
  19. steven-stolen-glint.png
  20. 20.0 20.1 Livestream, March 31, 2023 (1:19:26).
  21. Livestream, May 5, 2017 (34:15).
  22. Livestream, May 10, 2017 (8:22).
  23. flanggler.png
  24. Livestream, November 17, 2017 (53:28).
  25. resource quality.png
  26. 26.0 26.1 26.2 Livestream, April 30, 2020 (53:11).
  27. 27.0 27.1 Interview, October 20, 2018 (2:13).
  28. Video, November 30, 2023 (7:56).
  29. 29.0 29.1 29.2 29.3 Video, November 30, 2023 (5:58).
  30. 30.0 30.1 30.2 30.3 30.4 30.5 Video, June 30, 2023 (3:14).
  31. Livestream, October 14, 2022 (32:38).
  32. 32.0 32.1 Interview, March 27, 2020 (9:00).
  33. 33.0 33.1 33.2 Interview, May 11, 2018 (38:25).
  34. Video, November 30, 2023 (16:40).
  35. 35.0 35.1 Livestream, December 19, 2023 (1:53:02).
  36. 36.0 36.1 Video, October 28, 2022 (26:14).
  37. Podcast, December 3, 2023 (12:27).
  38. Video, November 30, 2023 (9:36).
  39. 39.0 39.1 Video, October 28, 2022 (25:11).
  40. 40.0 40.1 crafting tools.jpg
  41. steven-resource-extractors.png
  42. 42.0 42.1 42.2 42.3 Livestream, May 30, 2017 (10:24).
  43. Video, October 28, 2022 (19:10).
  44. Livestream, April 29, 2022 (56:24).
  45. 45.0 45.1 Livestream, April 7, 2023 (27:30).
  46. Transcript, November 5, 2022 (10:46:47).
  47. 47.0 47.1 47.2 Livestream, June 1, 2017 (24:30).
  48. 48.0 48.1 48.2 Livestream, February 25, 2022 (1:07:36).
  49. 49.0 49.1 procedural generation.png
  50. 50.0 50.1 50.2 Livestream, May 19, 2017 (37:03).
  51. Blog - Know Your Nodes - The Basics.
  52. A reactive world - Nodes.
  53. Livestream, October 30, 2020 (39:17).
  54. Livestream, September 27, 2018 (53:06).
  55. Livestream, January 29, 2021 (1:13:04).
  56. mine-shaft-leak.png
  57. 57.0 57.1 57.2 Livestream, May 27, 2022 (1:00:23).
  58. Unreal Engine Interview, 2017-05-23.
  59. 59.0 59.1 Livestream, December 17, 2019 (1:14:42).
  60. 60.0 60.1 Livestream, March 31, 2023 (59:10).
  61. Gathering.png
  62. Video, January 27, 2023 (16:44).
  63. 63.0 63.1 Interview, July 19, 2020 (8:43).
  64. February 8, 2019 - Questions and Answers.
  65. Livestream, May 24, 2017 (44:14).
  66. steven-glint.png
  67. Interview, September 10, 2023 (53:47).
  68. steven-glint-rarity-level.png
  69. Interview, July 20, 2020 (21:57).
  70. Livestream, 2018-04-8 (PM) (55:49).
  71. Interview, July 18, 2020 (1:00:15).
  72. Livestream, June 30, 2022 (1:18:55).
  73. Livestream, July 25, 2020 (46:08).
  74. Livestream, December 22, 2020 (1:15:01).
  75. Livestream, May 3, 2017 (35:25).
  76. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  77. Livestream, May 27, 2022 (1:14:46).
  78. Video, May 27, 2022 (2:21).
  79. 79.0 79.1 Livestream, February 29, 2024 (1:22:09).
  80. Podcast, August 4, 2018 (1:44:54).
  81. Interview, July 19, 2020 (1:10:55).
  82. Livestream, October 14, 2022 (57:22).
  83. 83.0 83.1 83.2 83.3 Interview, July 19, 2020 (1:08:22).
  84. Interview, July 18, 2020 (10:04).
  85. Interview, July 8, 2020 (1:00:15).
  86. 86.0 86.1 Livestream, March 26, 2021 (42:28).
  87. 87.0 87.1 87.2 Interview, February 7, 2021 (35:30).
  88. Livestream, April 30, 2021 (41:18).