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Difference between revisions of "Template:Gathering"
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↑ 2.0 2.1 Livestream, July 30, 2021 (1:11:58).
↑ Livestream, March 28, 2020 (48:31).
↑ 4.0 4.1 4.2 Livestream, September 3, 2017 (10:48).
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↑ Interview, March 27, 2020 (9:00).
↑ Interview, May 11, 2018 (38:25).
↑ 8.0 8.1 Podcast, May 11, 2018 (1:00:07).
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* Gatherable [[Resources|resources]] are discovered by trial-and-error and by learning their visuals.{{livestream|2017-09-3|10m48|L30qJOqZUAg}} There will not be "sparklies" on gatherable resources in the final game.{{livestream|2021-07-30|1h11m58|U3WrvtnSMiM}} | * Gatherable [[Resources|resources]] are discovered by trial-and-error and by learning their visuals.{{livestream|2017-09-3|10m48|L30qJOqZUAg}} There will not be "sparklies" on gatherable resources in the final game.{{livestream|2021-07-30|1h11m58|U3WrvtnSMiM}} | ||
− | * Gathering requires the creation and use of [[Artisan tools|tools]].{{interview|2020-03-27|9m00|TzD_u7C8NxA}}{{interview|11 | + | * Gathering requires the creation and use of [[Artisan tools|tools]].{{interview|2020-03-27|9m00|TzD_u7C8NxA}}{{interview|2018-05-11|38m25|ZnoHtzaQeMs}} |
* Gathering within a [[Nodes|node's]] [[Zone of influence]] (ZOI) will contribute to its [[wikipedia:Experience point|experience]] growth.{{livestream|2017-09-3|10m48|L30qJOqZUAg}} | * Gathering within a [[Nodes|node's]] [[Zone of influence]] (ZOI) will contribute to its [[wikipedia:Experience point|experience]] growth.{{livestream|2017-09-3|10m48|L30qJOqZUAg}} | ||
− | * Certain low level gatherables will have a tiered [[Progression|progression]] into higher level [[Crafting|crafting]].{{podcast|11 | + | * Certain low level gatherables will have a tiered [[Progression|progression]] into higher level [[Crafting|crafting]].{{podcast|2018-05-11|1h00m07|ni4DTaN6JvQ}} |
− | : ''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.''{{podcast|11 | + | : ''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.''{{podcast|2018-05-11|1h00m07|ni4DTaN6JvQ}}{{ndash|[[Steven Sharif]]}} |
Revision as of 22:19, 29 August 2022
Gathering is one of the artisan classes in Ashes of Creation.[4][5]
- Gatherable resources are discovered by trial-and-error and by learning their visuals.[4] There will not be "sparklies" on gatherable resources in the final game.[2]
- Gathering requires the creation and use of tools.[6][7]
- Gathering within a node's Zone of influence (ZOI) will contribute to its experience growth.[4]
- Certain low level gatherables will have a tiered progression into higher level crafting.[8]
- 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