Template:Crafting mechanics: verschil tussen versies

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Players are able to specialize in focused [[Crafting|crafting]] branches.{{livestream|5 May 2017|6m12|UnQ1Cve-bXE}}  
 
Players are able to specialize in focused [[Crafting|crafting]] branches.{{livestream|5 May 2017|6m12|UnQ1Cve-bXE}}  
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* 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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[[Crafting stations]] can be located on [[Freeholds|freeholds]] or within [[Nodes|nodes]].{{livestream|30 January 2020|1h38m26|O1KhYxEKdgA}}{{livestream|12 May 2017|1h00m18|8l12DLKqJ5w}}
* 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}}
 
 
* Certain crafting stations relate to specific nodes, areas or [[Buildings|buildings]].{{livestream|30 January 2020|1h38m26|O1KhYxEKdgA}}
 
* Certain crafting stations relate to specific nodes, areas or [[Buildings|buildings]].{{livestream|30 January 2020|1h38m26|O1KhYxEKdgA}}
  
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: ''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]]}}
 
: ''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]]}}
  
Skill based crafting mechanics have been considered and may be a part of the final design.{{podcast|11 May 2018|27m20|ni4DTaN6JvQ}}
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Skill-based crafting mechanics have been considered and may be a part of the final design.{{podcast|11 May 2018|27m20|ni4DTaN6JvQ}}
  
 
<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>
 
<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>

Versie van 1 jun 2020 02:01

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

  • There are going to be different tiers of crafting stations that represent the quality of the items being crafted.[2]

Crafting stations can be located on freeholds or within nodes.[2][3]

  • Certain crafting stations relate to specific nodes, areas or buildings.[2]
Q: Can crafting stations be mobilized / moved and can they be placed anywhere in the world?
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.[2]Steven Sharif

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