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Template:Crafting mechanics: verschil tussen versies

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(9 tussenliggende versies door 2 gebruikers niet weergegeven)
Regel 1: Regel 1:
Players are able to specialize in focused [[Crafting|crafting]] branches.{{livestream|5 May 2017|6m12|UnQ1Cve-bXE}}  
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[[File:SS2023-02-24-Livestream-39:54.png|thumb||First look at the work-in-progress [[Alpha-2]] [[Crafting|crafting]] [[UI]] by [[Colby Marchi]].{{livestream|2023-02-24|39m43|3FxHjg0YgiM}} <blockquote>''This one is showing the base needs that we were establishing to get this system in-game and usable as soon as possible. So right now, our crafting does work in game and it's all functional and we're building out the functionality as we go to expand; and based on what we test.''{{livestream|2023-02-24|39m43|3FxHjg0YgiM}}{{ndash|[[Colby Marchi]]}}</blockquote>]]
* There are going to be different tiers of crafting stations that represent the quality of the [[Items|items]] being crafted.{{livestream|30 January 2020|1h38m26|O1KhYxEKdgA}}
 
  
[[Crafting stations]] can be located on [[Freeholds|freeholds]] or within [[Nodes|nodes]].{{livestream|30 January 2020|1h38m26|O1KhYxEKdgA}}{{livestream|12 May 2017|1h00m18|8l12DLKqJ5w}}
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The developers will be seeking testing feedback on the addition of a gameplay layer to [[Crafting|crafting]] that determines the outcome based on the player's performance.{{livestream|2022-10-14|35m22|rrD4RCTbxds}}
* Certain crafting stations relate to specific nodes, areas or [[Buildings|buildings]].{{livestream|30 January 2020|1h38m26|O1KhYxEKdgA}}
 
  
: '''Q: Can crafting stations be mobilized / moved and can they be placed anywhere in the world?'''
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: ''For example, if you're creating a sword, and you are crafting that sword, you will have an interface- a gameplay layer that you will see and you will begin to hammer actually that sword into an appropriate outline. And your performance there can help influence the outcome of that craft.''{{livestream|2022-10-14|35m22|rrD4RCTbxds}}{{ndash|[[Steven Sharif]]}}
: ''A:  It depends on the crafting station. There are going to be different tiers of crafting stations that represent you know the quality of item you're looking to create within that specific profession. There's going to be crafting stations that can be utilized by players within their freeholds and then crafting stations that are resigned only to the development of particular nodes, within particular areas, or particular buildings... There's a wide variety of those things to kind of make it a more dynamic experience and and kind of something that caveat how players decide to build the world and what the value of those things are.''{{livestream|30 January 2020|1h38m26|O1KhYxEKdgA}}{{ndash|[[Steven Sharif]]}}
 
  
Repetitive skill-based [[Crafting mechanics|crafting mechanics]], such as mini-games, are not an intended part of the crafting experience.{{interview|7 February 2021|45m41|RS3e0vuj5lA}}{{podcast|11 May 2018|27m20|ni4DTaN6JvQ}}
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* It is likely that [[wikipedia:Star Wars Galaxies|Star Wars Galaxies]] inspired crafting mechanics will be present in [[Ashes of Creation]].{{interview|2021-02-7|45m41|RS3e0vuj5lA}}
  
<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|27m20|ni4DTaN6JvQ}}{{ndash|[[Steven Sharif]]}}</blockquote>
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: ''Without getting into too much detail I will say that it's likely that you will see some inspiration surface itself in that regard.''{{interview|2021-02-7|45m41|RS3e0vuj5lA}}{{ndash|[[Steven Sharif]]}}
  
It is likely that [[wikipedia:Star Wars Galaxies|Star Wars Galaxies]] inspired crafting mechanics will be present in [[Ashes of Creation]].{{interview|7 February 2021|45m41|RS3e0vuj5lA}}
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* Previously it was stated that repetitive skill-based [[Crafting mechanics|crafting mechanics]], such as mini-games, are not an intended part of the crafting experience.{{interview|2021-02-7|45m41|RS3e0vuj5lA}}{{podcast|2018-05-11|27m20|ni4DTaN6JvQ}}
  
<blockquote>''Jeff in particular has a soft spot in his heart for the crafting system of Star Wars Galaxies; so without getting into too much detail I will say that it's likely that you will see some inspiration surface itself in that regard.''{{interview|7 February 2021|45m41|RS3e0vuj5lA}}{{ndash|[[Steven Sharif]]}}</blockquote>
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: ''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 -  for lack of a better term - mini-game to be something that becomes repetitive and 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|2018-05-11|27m20|ni4DTaN6JvQ}}{{ndash|[[Steven Sharif]]}}
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* Players are able to specialize in focused [[Crafting|crafting]] branches.{{livestream|2017-05-10|6m12|UnQ1Cve-bXE}}

Huidige versie van 22 sep 2023 om 21:40

First look at the work-in-progress Alpha-2 crafting UI by Colby Marchi.[1]

This one is showing the base needs that we were establishing to get this system in-game and usable as soon as possible. So right now, our crafting does work in game and it's all functional and we're building out the functionality as we go to expand; and based on what we test.[1]Colby Marchi

The developers will be seeking testing feedback on the addition of a gameplay layer to crafting that determines the outcome based on the player's performance.[2]

For example, if you're creating a sword, and you are crafting that sword, you will have an interface- a gameplay layer that you will see and you will begin to hammer actually that sword into an appropriate outline. And your performance there can help influence the outcome of that craft.[2]Steven Sharif
Without getting into too much detail I will say that it's likely that you will see some inspiration surface itself in that regard.[3]Steven Sharif
  • Previously it was stated that repetitive skill-based crafting mechanics, such as mini-games, are not an intended part of the crafting experience.[3][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 - for lack of a better term - mini-game to be something that becomes repetitive and 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
  • Players are able to specialize in focused crafting branches.[5]
  • 1.0 1.1 Livestream, 2023-02-24 (39:43).
  • 2.0 2.1 Livestream, 2022-10-14 (35:22).
  • 3.0 3.1 3.2 Interview, 2021-02-07 (45:41).
  • 4.0 4.1 Podcast, 2018-05-11 (27:20).
  • Livestream, 2017-05-10 (6:12).