Foliage

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Foliage 3D renders.[1]

Biomes really need to have a fairly eclectic selection of plant life, of vegetation, of foliage. These help to create the atmosphere that you are really immersed in this different climate zone and that that's obviously something that we as players enjoy when we get to see a significant diversity of plant life, because it does lend itself to the immersive nature of the world.[2]Steven Sharif

Bloomeria 3D turntable.[3]

Foul and ravenous spirits have been bound to these stinking flowers[3]

  • There will be player collision with foliage.[4]
    As you move through a plant you're not just gonna go straight through the plant. It will move around on the client for you: you'll see that plant move because you intersected with it and passed through it. So there's collision with foliage there; but I'm not sure if it's going to be as granular on blades of grass. We do have footprints and footsteps... you can see them on the dirt surfaces; you can see them on the snow surfaces.[4]Steven Sharif
    • Different growth states will have different collision profiles.[5]
    For example as for trees, sapling stage requires no collision, but the young stage will have a collision that you can no longer go through.[5]Alex Khudoliy
  • Later stages of game polish will address quality-of-life issues, such as foliage blocking the player's camera.[8]
Q: Folks were wondering about foliage as it seems like it could hide your character from your own camera. Can it do something like turn transparent to you, so you... don't lose yourself in the grass?
A: Absolutely. Those are literal higher fidelity types of polish that we get around to when we're out of guts of building core systems and abilities and archetypes. So, part of watching our game in development is understanding that a lot of the quality-of-life or polish-oriented features that you would typically see in a launched game are not yet worked on from our perspective. We're very much still on the core aspects of our feature development.[8]Steven Sharif

House plants

Resources

Pre-alpha gatherable mushrooms found in an underground cave.[12]

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.[13]

Gatherable resources (also known as raw materials, gatherables, and harvestables) occur in locations where you would expect them to be organically.[14][15]

  • 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.[14]
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.[14]Kory Rice
  • Certain resources will only be gatherable for a limited time during specific story arcs.[16]
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.[16]Jeremy Gess
  • The location the resource was found can affect the benefits, bonuses, and other characteristics of that resource.[22]
    • Some resources will be one-time gatherables, others will exist as clusters that will last until the vein is depleted.[23][24][15]
  • Resources do not expire or degrade over time.[31]
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.[31]Steven Sharif

Underrealm resources

Resources will be different in the Underrealm, including unique species of fish.[34][35][36]

Seasonal resources

Gloomy Pross is a seasonal resource that is only gatherable in the winter.[6]

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.[37]Steven Sharif

Seasons affect crops and other herbology resources available for gathering or planting, including how crop rotation is managed.[17][18][19][20]

  • Seasonal variations in resource availability will impact the economy and necessitate the transit of goods between different regions.[18]
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.[18]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.[17][18]
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.[17]Steven Sharif

Crops

Crops are harvestable resources in Ashes of Creation.[39][40][10][41][42]

There'll be different types of tools and/or machinery that can be used to plant multiple seed types within a particular infrastructure that gives you bundles and/or many different harvestings that's part of progression. So, as you get more adept at farming, you have the ability to mass produce; and the same is true when you talk about quantity, speed of processing across many of the different processing professions[44]Steven Sharif

Land management

Harvesting Oak Timber in Alpha-2.[53]

As you draw resources from your surrounding area- what type of effect does that have on the land; and then also how effectively can you draw those resources without having such a deleterious effect on the land, which might impact future resource gathering for some period of time: And it makes relevant the movement of these players who are collecting these goods from the environment, that they actually cannot always just do so in one particular area, as the land management begins to degrade. So it actually encourages movement across the world to discover new areas that might not be as perturbed as the ones you're coming from. It's a very interesting idea. It's something that we're going to be prototyping in Alpha 2 and getting feedback on and testing.[54]Steven Sharif

Land management mechanics are present for gathering artisans.[55][54]

It could be could be positive or negative, or both simultaneously. So the land health value ties into the health of a specific ecosystem; and the ecosystem can scale with different segment sizes of the world, or the world itself: A biome, maybe a node, maybe the player's freehold. And the things that a player does in those areas will contribute to health in a positive or negative way. So doing something like rotating your crops might increase the health of the land because that's considered something good to do; and maybe apprehending or removing poachers that are over hunting a certain species could be helpful to the health of the land. Maybe the mayor puts out a request for players to try and get rid of invasive species that are plants- maybe they're overgrowing weed and it's stopping other valuable plants from growing.[55]Kory Rice
There's a particular reason for why that inventory system is intended to exist within Ashes; and part of that is from the aspect of everything in the world is gatherable and there is a land management system that exists behind those gatherable things. The land management system takes into account how players are interacting with the environment: how many of the resources they're withdrawing from the world; and that decreases the spawn rate within certain localities as those things go too high. So there can be a degree of economic warfare by sending players out into zones where you want to mitigate collection of resources. You send your players out there to take all those resources and then that diminishes the land management score of that particular zone.[57]Steven Sharif

List of plant mobs

List of plant cosmetics

Zie ook

Referenties

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