Processing professions
Processing stations
Processing stations are workstations that are used to process raw materials into processed goods (crafting materials) at nodes or on freeholds.[5][6][2][7][8]
- Artisan buildings are required to be placed on freehold (and node) plots to unlock placement of processing stations.[5][1][9]
- Each processing profession has four processing stations that unlock as players progress through their artisan building tech trees.[10][11][1]
- Each processing profession will have four stations; and the stations will come online as you progress through the profession. Each one of those stations will make goods that are immediately useful to the economy, to crafters, to other processors; and each processing station will build on itself and into the other stations.[12] – Kory Rice
- Master and grandmaster processing can only take place on freeholds.[1][13]
- Processing as it stands for Alpha-2's implementation is that there is a certain amount of prep work that's required first for the industry-specific component, which is the building. That prep work might be finding a certain amount of lumber to light the fire in kiln or whatever, to a certain temperature in order for you to process a certain grade of ore; and that grade of ore being malleable then into an ingot; and that produces that ingot so-to-speak. Now, in that process there's a gathering component, there's a preparatory phase, there is a time-related component.[15] – Steven Sharif
- Processing stations have queue slots that allow jobs to be queued at that station.[16] Processing jobs are processed sequentially for all players in freeholds. Processing jobs in nodes are processed sequentially per player, but concurrently with other player's jobs.[17]
- Q: Can you provide more details in regards to the design philosophy behind why it's a queue system for freeholds but not for nodes?
- A: On the freehold, processing can achieve the highest levels of processing. That's where the highest levels of processing occur. Nodes can only go up to a certain level of processing. Now we want to be able to throttle the amount of resources that can be processed at any given time in response to the fluctuation and flows of the economy. So, we want to make sure that the economy is a bigger ship when turning than being able to immediately start processing everything at once and get new resources out as the flow of supply and demand changes within the world. And because- again that's at the highest levels of processing; and you're sharing the available queues that exist at those stations. It's going to take time and it's going to take a long time for the higher level materials.[18] – Steven Sharif
- There will also be time-related and gameplay elements that require the player to interact with processing stations.[16] These elements act to throttle the introduction of processed materials from raw gatherables into the economy.[15]
- There's also possibilities that the machine you're using itself has some type of gameplay layer- should the kiln get overheated, and you have to throw some water on it or something. There are elements there in that process that we want to mimic this gameplay opportunity for players to interact; and not just be a time-sink. But time-sink is also a component of it as well, because that's the throttle for the introduction of processed materials from raw gatherables into the economy.[15] – Steven Sharif
- Processing times, yields, queue times, and job sizes can increase based on node progression, service building upgrades, node policies, and relics.[19][16][8]
- That's going to be very important as you get to very late game processed materials that are required. Because some of these things might have days to process within a station, but if you have spent the time and done the work to advance that processing station you could cut that down considerably, perhaps even greater than 50 percent; and that's going to have a significant impact on your ability to either control markets or to create goods.[8] – Steven Sharif
- Processing stations are distinct from crafting workstations that are used to craft finished goods.[13][6]
- The developers are considering a decay system for processing stations similar to item decay for gear.[20]
- Q: Do processing stations wear out over time? Do they have to be repaired?
- A: That's something that we're still discussing internally. It is coded in such a way where it's an easy variable for us to change that. There are material components that are necessary to feed the machines to keep them up and running, or it could be based on how you interact with the fuel components. If you overheat- overcharge with fuel, that can create like a system degrade similar to your armor decay, which then you have to feed materials in order to rebuild maintenance-wise. Right now it is not implemented. With that in mind, the only maintenance required is going to be through taxation. And depending on the number of permits that you have placed on the freehold will increase the amount of taxes that are necessary to be paid for the freehold.[20] – Steven Sharif
List of processing stations
- Apprentice Crushing Station
- Farms
- Fishery
- Freehold farms
- Metalworking stations
- Mills
- Novice Debarking Station
- Stables
Ambachtelijke vooruitgang
Ambachtsklassen staan niet toe dat een character een meester in alles kan worden.[21] Een speler moet voor elk character een pad kiezen in de ambachtsvaardigheidsboom.[22] Het vertakken in specifieke paden staat de speler toe om zich te specialiseren in bepaalde vakgebieden. Dit moedigt een spelers inderdependentie aan, wat op zijn beurt de ambachtservaring verrijkt.[23]
- Beroepskeuze heeft geen effect op de statistieken van een speler.[24]
- Characters binnen een account, ofwel alts, mogen verschillende beroepen hebben.[21]
Wanneer we refereren naar het niet-zijn van meesters van alles, betekent dat niet dat je geen meester kunt zijn binnen jouw eigen ambachtstype. Dit type kan maker, verzamelaar of verwerker zijn. Je zult een meester zijn van een van die drie, je zult geen meester zijn van de andere twee.[25] – Steven Sharif
Artisan mastery
A character may only ever be a Master in up to 3 professions and Grandmaster in up to 2 professions across all artisan branches.[26][27]
- Artisan mastery is no longer restricted to a single branch.[27]
- Characters may change which professions they master.[28]
- Becoming a master Crafter or a master Processor or a master Gatherer should be a significant time investment and resource investment; and because of that it should also be something that when you achieve that status it's like people on the server know who you are.[29] – Steven Sharif
- Masteries aren’t just about making an item. They grant many things, including titles, access to items, bargains, and quests. [30]
- Previously it was stated that with considerable effort a player can master all professions within a mastered parent artisan class.[31][32] This was later changed to a player being able to master some but not all professions within a mastered parent artisan class.[33][22] This was changed to being able to master up to two or three professions within a mastered parent artisan class (subject to testing).[34] This was changed to being able to master up to two professions.[35] The current stance is only being able to become a Master of 3 professions and Grandmaster of 2 professions across all branches.[26][27]
- Q: What would be the daily activities for someone at level 50 with a maxed out artisan tree?
- A: The daily activity might be something along the lines of, depending on what type of profession or processor you are, of interacting with fellow artisanship individuals to wheel and deal on supply and demand chains; orchestrating and participating and caravan roads that move materials across the world so that you can satisfy buy orders and/or commission requests. Participating in unique trades and/or dungeon experiences that have the opportunity to acquire unique crafting materials so that you can create the dragon's legendary sword and sell that potentially. Finding unique harvestable materials in remote parts of the world or engaging in treasure map finding for again unique materials and/or processing things. There's a whole host of different intents that are loops for the players to participate in that again are situationally relevant based on the world state.[36] – Steven Sharif
Beelden
- None -
Zie ook
Referenties
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Development Update with Freehold Preview.
- ↑ 2.0 2.1 Livestream, 2023-04-07 (31:49).
- ↑ Video, 2023-11-30 (46:59).
- ↑ 4.0 4.1 Video, 2023-11-30 (48:22).
- ↑ 5.0 5.1 Blog: Exploring the Boundless Opportunities of Freeholds.
- ↑ 6.0 6.1
- ↑ Livestream, 2022-06-30 (1:08:02).
- ↑ 8.0 8.1 8.2 Podcast, 2021-04-11 (40:20).
- ↑ Video, 2023-06-30 (15:34).
- ↑ Interview, 2023-07-09 (33:55).
- ↑ Livestream, 2023-06-30 (33:26).
- ↑ Livestream, 2023-06-30 (37:30).
- ↑ 13.0 13.1 13.2 Video, 2023-06-30 (16:02).
- ↑ 14.0 14.1 Livestream, 2023-06-30 (38:18).
- ↑ 15.0 15.1 15.2 15.3 Livestream, 2022-02-25 (1:12:27).
- ↑ 16.0 16.1 16.2 Livestream, 2023-11-30 (1:26:16).
- ↑ Video, 2023-11-30 (39:15).
- ↑ Livestream, 2023-11-30 (1:28:10).
- ↑ Video, 2023-11-30 (43:43).
- ↑ 20.0 20.1 Interview, 2023-07-09 (54:46).
- ↑ 21.0 21.1 Livestream, 24 mei 2017 (32:07).
- ↑ 22.0 22.1
- ↑ Livestream, 5 mei 2017 (6:12).
- ↑ Livestream, 2024-07-18 (37:25).
- ↑ Livestream, 2024-07-26 (1:09:46).
- ↑ 26.0 26.1
- ↑ 27.0 27.1 27.2
- ↑
- ↑ Interview, 2020-07-20 (18:47).
- ↑
- ↑
- ↑
- ↑
- ↑ Livestream, 2022-04-29 (1:13:00).
- ↑
- ↑ Interview, 2023-07-09 (42:51).