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Template:Crafting mechanics: verschil tussen versies

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Crafting stations can be located on [[Freeholds|freeholds]] or within [[Nodes|nodes]].{{livestream|12 May 2017|1h00m18|8l12DLKqJ5w}}
 
Crafting stations can be located on [[Freeholds|freeholds]] or within [[Nodes|nodes]].{{livestream|12 May 2017|1h00m18|8l12DLKqJ5w}}
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Skill based crafting mechanics have been considered and may be a part of the final design.{{podcast|11 May 2018|27m15|u-OLCIxMLyA}}
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<blockquote>''We did discuss that type of a feature where the skill of the crafter would grant a greater window of skill-based type crafting. So the higher master level you have of crafting a certain item, the greater your potential to impact the quality of that item might be... The concern obviously that we have when going into developing this type of system is that we don't want what is a fun - you know for lack of a better term - mini game to be something that becomes repetitive and kind of makes it monotonous... If when we start to flesh out the crafting system and we take a look at that interaction of melding crafting, the actual activity of making something, there is room in the design sheet for different iterations of that particular action; and we may see something come about that can be skill oriented, but that's something that's going to require a lot of testing and different iterations from a design standpoint.''{{podcast|11 May 2018|27m15|u-OLCIxMLyA}}{{ndash|[[Steven Sharif]]}}</blockquote>

Versie van 13 mei 2018 22:39

Players are able to specialize in focused crafting branches.[1]

  • A player's name is embedded in the items they craft.[2]

Crafting stations can be located on freeholds or within nodes.[3]

Skill based crafting mechanics have been considered and may be a part of the final design.[4]

We did discuss that type of a feature where the skill of the crafter would grant a greater window of skill-based type crafting. So the higher master level you have of crafting a certain item, the greater your potential to impact the quality of that item might be... The concern obviously that we have when going into developing this type of system is that we don't want what is a fun - you know for lack of a better term - mini game to be something that becomes repetitive and kind of makes it monotonous... If when we start to flesh out the crafting system and we take a look at that interaction of melding crafting, the actual activity of making something, there is room in the design sheet for different iterations of that particular action; and we may see something come about that can be skill oriented, but that's something that's going to require a lot of testing and different iterations from a design standpoint.[4]Steven Sharif