Please note that we will be mostly waiting for the full NDA drop before we post updated information on Alpha-1, but we will continue to post information that has specific citeable sources from Intrepid.

Item repair

Ashes of Creation community empowered Wiki
Jump to navigation Jump to search

Item repair will cost crafting materials.[1][2][3]

For example: if you have an iron sword and then the sword gets damaged from use, you have to use more iron to repair it; and what that does is... make sure that there's significant sinks in the game for base materials so that you are creating a scarcity and demand that's present on the creation of higher goods as well as supplying the necessary decay components for the world.[2]Steven Sharif

There will be ways to repair destructible structures (such as walls and gates) and also repair (or re-craft) siege weapons that were damaged during sieges.[9]

  • This is a long term design goal that will not be present during Alpha-1.[9]

There's a lot of ancillary activities that can be had during sieges... It's obviously strategy and tactics and you know raid-versus-raid components, but also you want to have individual contributions where players can do things during the siege to aid in the greater effort so to speak; and it doesn't require you having 50 people by your side to effectuate that influence over something. So repairs are great ways to do that. Repairs for walls, repairs for gates, being able to spawn and essentially craft the designs for specific types of siege weapons to provide those to the team.[9]Steven Sharif

Item durability

There is item durability (item decay) in Ashes of Creation.[3]

The decay system is not going to be some worthless "Oh I'm just going to throw some gold into this and it's a simple gold sink". It's actually going to require some base materials in order to repair decayed items; and decay occurs from death and also the destruction and disable system. For the weapons over the over-enchanting will require those materials as well. So creating that dependency I think is healthy for the crafting economy.[5]Steven Sharif

There is durability in the game... It's not going to be a trivial durability. There is a potential to destroy gear (weapons and armor), but there is also an ability to reforge that destroyed gear using a portion of the materials necessary as well as finding an item creator who can reforge it.[3]Steven Sharif

Player stalls

Niküan player stall concept art.[14]

If there were ever a cornerstone serving as the bedrock of Niküan trade, then this modest stall would be it. Stacked from floor to thatched roof with all manner of catch, it is prepped for a full day of commerce and trade. Here, haggling is not merely a suggestion, but a requirement.[14]

Player stalls (also called Kiosks and rental stalls) are rentable locations near the unique building in an Economic node[16] or in Marketplaces (the constructible building available for placement by mayors of any Town (stage 4) node or higher).[17]

All nodes do have the ability to spawn player stalls. If you're not an economic node and you don't have a market- that's essentially your unique building- then you can construct essentially what is I guess would be called a... marketplace; and that marketplace will then come with certain services and it will come with a certain number of stalls. The economic node as I recall has the ability to construct an auction house and the auction house serves through the economic means the ability to list and sell items and that comes with additional stalls as well for the players.[17]Steven Sharif

Renting a player stall enables players to sell items as well as provide repair and enchanting services, even when they are not online.[18]

  • Player stalls are rentable by node citizens.[19]
    • Player stalls may be utilized for a period of time based on the price paid to rent the stall.[18]
  • Player stalls are linked to a player's warehouse.[20]
  • Players are not able to be attacked or robbed while occupying their player stall inside the limits of a node.[21]
  • Player stalls do not require the attendance of the character or for that character to be online.[19]
    • An attendant NPC is assigned to the stall.[20][18] This may be an "image" of the player.[22]
  • Bulletin boards that list the items available in player stalls can be accessed from anywhere in the region.[22]
    • These give the location of the stall so players can travel there and purchase the items.
  • Stall sales are also listed in auction houses.[23]
    • This may no longer be accurate.[24]
  • Players are able to input required items for repair and also purchase required materials for that repair.[6]
  • Player stalls may still operate during node siege declaration. This is subject to testing.[25]

Item sinks

It's important for a healthy economy to have item sinks, so that anything that can be crafted can also be destroyed:[26]

  1. Over-enchanting carries the risk of destroying that item.[27]
  2. Players gain craftable items and recipes from deconstructing (salvaging) completed items.[27]
  3. A portion of resources and materials are lost when caravans or nodes are destroyed.[28]
  4. Corrupted players who die can lose gear.[7]
  5. Item durability (item decay) does not destroy items, but it acts as a materials sink.[7][1][3] Zero percent durability will unequip an item, increasing its repair costs.[4]

An important aspect of a healthy economy is having some item sinks available... There are three kinds of item sinks: You can gain craftable items from deconstructing completed items; You can have decay... and if you want to over-enchant that item there will be a potential to destroy it as well. It's important for an economy to experience those types of emphasis on what can be crafted as well as seeing those items that are crafted be destroyed as well..[3]

The concept there is this is part of the engine that is supply and demand. So the server is constantly generating these materials on tick as they kind of propagate throughout the world and get repopulated, players are going out there and collecting these things. We want to make sure that there is a driving force and factor behind what crafters and gatherers are out there doing: There's constantly going to be a demand for them to supply these things. Whether that death is from PvP or from PvE these are going to be necessities for players to constantly provide.[1]Steven Sharif

Ship repair

Ships may be repaired but it will be a lengthier process than in other games.[29]

  • Once repaired, ships can only be launched from land.[29]

See also

References