Chests

מתוך Ashes of Creation Wiki
קפיצה לניווט קפיצה לחיפוש

Chests are a type of furniture that provides localized storage within a specific house.[2][3][4]

info-orange.pngחלק מהמידע הבא לא אושר לאחרונה על ידי המפתחים וייתכן שלא נמצא במפת הדרכים הנובחית של הפיתוח.

Warehouses

Storage points exist at warehouses within nodes and in chests (storage containers) that can be placed in freeholds and static in-node housing.[15][16][17]

Household security

A permissions system will enable an owner/primary tenant to grant access to specific parts of their housing.[19][20][6][21]

A property has a single owner/primary tenant.[19][23][20]

  • Marriage enables family size to increase by one so that housing access can be shared.[23][24]
  • Access lists can be used to mimic co-ownership.[21]
  • Payment of taxes may be via a "gentleman's agreement".[25]
It'll be a single owner based system for those types of properties- for properties in general, but it doesn't prevent players obviously from collaborating and pooling resources in order to achieve certain achievements in the game.[20]Steven Sharif

Carpentry

Carpentry (furniture making) is a יצירה profession in Ashes of Creation.[27][28][29][4]

Your ability to craft more luxurious furniture comes with how much of a master craftsman you become in the Furnishing profession.[4]Steven Sharif

Housing decorations

Players may decorate their player housing and other types of buildings.[37]

  • Houses will be empty when purchased.[38]
    • Players may be able to upgrade to pre-furnished sets when they purchase their home.[28]
    • Pre-furnished sets will be almost entirely visual and aesthetic. Only items crafted by the Carpentry profession will have in-game functionality.[28]
  • Each size, grade, and type of player-owned housing determines the number and type of items that can be placed in it.[39][43][44] For example: You can place only the best furniture in mansion grade in-node housing.[39]
    When it comes to if you put a cosmetic house on top of your normal house, those cosmetics should be similar in size. The shape will change, so maybe the room layout will be different, but it'll still be like a one-story building.[43]Margaret Krohn
  • Characters will be able to interact with furniture items such as sit in chairs and lay in beds.[45]
  • Players will not be able to alter structural aspects such as windows and walls.[28]
  • There may be decor items that are representative of unique weapons that are available in the game.[46]

Quality furniture can be crafted in-game based on the skill of the craftsperson and availability of recipes, components and workbenches suitable to craft them.[39][4]

  • Furnishing items with in-game functionality will be restricted entirely to those created by the Carpentry profession.[28]
Your ability to craft more luxurious furniture comes with how much of a master craftsman you've become in the furnishing profession... This isn't like , I want my house to look good, I got to fork over 50 bucks in cosmetics... Players can craft in-game based on their dedication and focus in that aspect the artisan tree.[4]Steven Sharif
info-orange.pngחלק מהמידע הבא לא אושר לאחרונה על ידי המפתחים וייתכן שלא נמצא במפת הדרכים הנובחית של הפיתוח.

Player inventory

אלפא-2 materials inventory user interface.[48]

Inventory for A2 will exist in two categories, spatial and non-spatial. The spatial inventory system will only exist for materials and gatherables. The non-spatial system will be the normal single slot inventory that is used for all completed items IE gear, consumables etc.. The spatial system is intended to provide limitation and progression when everything in the open world is gatherable, requiring players to strategize which things they choose to gather or not. These spatial inventories will be shaped in various ways that make the bag types more conducive for certain types of gatherables allowing players to specialize their capacity. Auto sort is a feature[49]Steven Sharif

אחסון capacity has quantity (stacking) limits based on the type of item.[50][51] Backpacks offer varying stack sizes and/or spatial inventory shapes that are optimized for carrying different items.[52][53]

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.[57]Steven Sharif
  • חפצים are placed into the most suitable inventory slots by default.[48]
All those materials actually sorted nicely in the appropriate bags based on your stack sizes.[48]Alex Khudoliy
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.[57]Steven Sharif
  • Inventory capacity is subject to quantity rather than weight limits.[50]
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.[50]Steven Sharif
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.[65]Steven Sharif
  • Inventories will be able to be sorted.[49]
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.[56]Steven Sharif
info-orange.pngחלק מהמידע הבא לא אושר לאחרונה על ידי המפתחים וייתכן שלא נמצא במפת הדרכים הנובחית של הפיתוח.
  • פרדות can carry roughly 10 times more than backpacks. Caravans can carry roughly 10 times more than mules.[66]

Backpacks

Three different backpack types with varying stack sizes and spatial inventory shapes.[52]

I see now I've actually gotten a unique looking structure for the Aelan Herbalism Basket; and those are the types of structures you would expect them to gather that are the gatherables for herbalism. So, that's not necessarily to say that I can't collect non-herbalism resources: I could and I could put them in that bag, but it just wouldn't utilize the most beneficial aspect of it, which is the higher stack count for those types of herbalism resources.[52]Steven Sharif

Featherstone Expedition Pack backpack רינדור תלת מימד.[69]

In order to roleplay you need to be able to represent what your character is doing in that world and part of what animation is doing is creating these sockets on the let's say the belt or the backpack that can plug in certain types of props or items that are created by the character team.[70]Steven Sharif

Backpacks (also referred to as a Bags) are craftable items that provide personal inventory space.[64][57][71][53][50]

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.[52]Steven Sharif
  • The higher level the backpack, the greater the inventory capacity.[53]
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.[71]Steven Sharif
  • A character currently may equip up to 3 artisan backpacks, but is subject to change.[74]
    • Characters may equip multiple of the same type of backpack.[75][76]
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.[80]Steven Sharif

םייתוזח

See also

הפניות

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