Gathering

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Gathering lumber in Alpha-2.[1]

The first major reveal is that in Ashes of Creation we have now expanded the resource gathering system to include a great many of what the world is showing you of these resources. So when you see a tree, you can chop a tree. If you see a rock, you can mine a rock.[1]Steven Sharif

Gathering ore in Alpha-2.[2]

Looking at this this rock here, I don't know what that rock is before I actually complete the Harvest. But after I complete the Harvest I see that I collected basalt in the bottom right hand corner.[3]Steven Sharif

Gathering is one of the artisan classes in Ashes of Creation.[4][5]

  • Many of the visible resources (such as Trees and Ore) in the open world are gatherable.[1]
    • This is a change from Alpha-1 where a limited number of resource locations were highlighted with "sparkles" to indicate they were gatherable.[1][6][4]
  • The exact type of resource present within a resource node is not known until the node is harvested.[3]
There's a bunch of different things in Ashes that will be gatherable. We have plants and trees and rocks and fish and animals and creatures that can be tamed; and we're thinking to reach the visual fidelity bar and to have things a little bit more rooted in what we know is that it wouldn't really make sense for you to just see gold all over the world in the same way that you would plants and trees; so we wanted to get feedback on what players think about some of the different gatherable types having different things that you would have to know and expect from them. So rocks are a good example of this, where you can see a rock but until you crack that thing open you don't know if it's full of stone, crystals, rubies, gold. So we wanted to try that out with some of our gatherables to have players have to open this thing up- and that's not to say that we players won't stumble on a nice load, or vein, or geode of gold, but most of the stuff that they would they would find to the world, unless they they look hard enough, would require them to crack that stone open.[3]Kory Rice
  • Gathering is intended to be accessible to both solo and group-based gatherers.[7]
  • Gathering requires the creation and use of tools.[8][9]
Certain low level gatherables will have a tiered progression into higher level crafting. So for example if I'm gathering... leaves of the blue petal flower to craft a pigment that's going to be used in the development of a tunic that I can wear at level one, then I may need to collect those in order to craft the pigments to craft a greater pigment that might be present in the in the crafting of a higher level item. So it's going to be a tiered progression so that materials have relevancy throughout the different levels of of crafting; and that's important from an economic stability standpoint. You need to have layered demand from a supply standpoint so that players who are interested in collecting and gathering those materials still are relevant when the later level items are crafted.[15]Steven Sharif

Gathering professions

Resources

Pre-alpha gatherable mushrooms found in an underground cave.[4]

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.[16]

Gatherable resources (also known as raw materials, gatherables, and harvestables) occur in locations where you would expect them to be organically.[17][18]

  • 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.[17]
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.[17]Kory Rice
  • Certain resources will only be gatherable for a limited time during specific story arcs.[19]
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.[19]Jeremy Gess
  • The location the resource was found can affect the benefits, bonuses, and other characteristics of that resource.[25]
    • Some resources will be one-time gatherables, others will exist as clusters that will last until the vein is depleted.[26][27][18]
  • Resources do not expire or degrade over time.[34]
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.[34]Steven Sharif

Tools

Resource quality

Flanggler (Flower angler or Mimic flower).[37][38]

Resources will have differing tiers of quality for the same resource type.[27] This is somewhat similar to Star Wars Galaxies.[39]

You will have an opportunity to proc certain qualities based on your progression in the Artisan tree. So if you are a gatherer; and as you advance in your gathering, you'll have a higher opportunity to collect better resources.[41]Steven Sharif

Resource extractors

Resource extractors are potential constructions that can collect resources over time.[42][43]

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

List of resources

Harvest skill

Template:Harvest

Loot tagging

Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[44][45]

  • The first party to obtain a tag (on a mob or boss) will gain an approximately 5-10% edge over competing parties in terms of the total damage done when determining looting rights.[44][45]
    • These numbers will be balanced based on testing.[44]
  • At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[44][45]
We have a blended approach of damage done and a tag benefit. So if you tag the boss first, or you tag the loot- whatever the loot target is first- you're gonna get a benefit in the damage overall determination. So if you need to have 51% of damage done in order to qualify your raid, or the plurality of damage done if there's even three or four raids, then tagging first might give you a five or ten percent edge. We'll play with that number- balance it based on testing, but generally that's our approach in competing loot rights[44]Steven Sharif
Q: If looting rights are based on a blended tag and damage done system, will there be any mechanics in place to ensure roles like tanks and healers have an equal shot even when they haven't dealt as much damage?
A: That's the reason for the blended approach. The reason that we're doing a hybrid system between tag and damage done is for the purposes of those classes who may not be as DPS oriented as other classes. The tag system- all classes are going to have a sprinkling of immediate effects- of instantaneous casts and they can use that to tag a target, and that'll give them a modifier on the looting rights: So plus 10 or plus 15 will balance that, but it'll give them plus 10 to 15 on overall damage done if they tag the target and then their damage will make up the remainder of that percentage completion. So if I do 50 damage to a target but someone else has the tag I'm not going to be able to claim that looting right. They'll have done the other 50 plus 10 or 15.[46]Steven Sharif

Artisan supply chain

AshesOfCreation Screenshot 009.jpg

Artisans within Ashes of Creation must choose a path in their artisan skill tree. This inter-dependency establishes a supply chain from raw materials to finished product.[47][36] Each stage of the chain may require caravans to transport goods from one artisan to another.[48]

  1. Obtaining raw materials:[49]
  2. Refining the raw materials with the Processing profession.[36]
  3. Crafting the finished product using its crafting recipe.[36]

As a crafter you're going to want to know where certain recipes can be fulfilled; which nodes have the capability of creating what you've processed material that you've gathered for; and then you're going to want to plan out your route to either transit the goods there or make sure that you're situated in the area so that you can go out collect and build in that area as well. So there's a lot of planning that's going to be necessary.[52]Steven Sharif

Processing

Processing is one of the artisan classes in Ashes of Creation.[35]

  • The bulk of the time spent in the artisan system resides in the processing branch. The processing time varies based on the quality of the crafting materials.[55]
The intent is that there are also public spaces where animal husbandry and farming can be utilized... Those systems provide opportunities for players who might be more solo-oriented, aren't a part of a family, don't think they'll be able to acquire a freehold, but still want to participate with those particular particular types of professions. But they may not do it at a mastery level as a result; but they'll still have access to lower-tier versions of that so that they can progress through that particular profession up to a degree.[62]Steven Sharif

Crafting

Alpha-2 Crafting professions user interface screenshot.[63]

Crafting and gathering is a very important component of the economy that players will have direct control over. Whether you wish to build a sprawling plantation around your house, or wish to travel the vast wilderness in search of treasure and resources. There are many tools available to the crafters of our world. Regardless of how you gather your resources, we believe that every item that exists in the world should in some way reflect its creator. As such, there will be extreme versatility in our crafting system – giving crafters the ability to create unique items that represent their strengths and weaknesses.[16]

Crafting is one of the artisan classes in Ashes of Creation. It is a driving force for the game economy.[16][64]

  • Crafting times may vary between professions but the bulk of the time spent in the artisan system resides in the processing branch.[55]
  • The developers are seeking feedback on the addition of a gameplay layer to crafting that determines the outcome based on the player's performance.[76][77]
    • The developers are debating whether this occurs on a craft-by-craft basis or a one-off basis following after a new level of certification has been achieved.[76]
    • This will be revealed when it is ready to be showcased.[76]
There is no labor or energy system in Ashes. However, that's not to say that crafting will not be difficult. Crafting is very difficult; but it is because it is difficult that it will be very rewarding as well.[78]Steven Sharif

Artwork

See also

References

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  2. Video, October 28, 2022 (12:31).
  3. 3.0 3.1 3.2 Video, October 28, 2022 (9:19).
  4. 4.0 4.1 4.2 4.3 Livestream, September 3, 2017 (10:48).
  5. artisan classes.png
  6. Livestream, July 30, 2021 (1:11:58).
  7. Livestream, November 30, 2023 (1:58:35).
  8. 8.0 8.1 Interview, March 27, 2020 (9:00).
  9. Interview, May 11, 2018 (38:25).
  10. 10.0 10.1 10.2 Livestream, December 19, 2023 (1:53:02).
  11. 11.0 11.1 Video, October 28, 2022 (26:14).
  12. Video, June 30, 2023 (3:14).
  13. Video, October 28, 2022 (10:52).
  14. Livestream, April 29, 2022 (25:16).
  15. 15.0 15.1 Podcast, May 11, 2018 (1:00:07).
  16. 16.0 16.1 16.2 About Ashes of Creation.
  17. 17.0 17.1 17.2 Video, November 30, 2023 (28:22).
  18. 18.0 18.1 Livestream, May 8, 2017 (54:26).
  19. 19.0 19.1 Video, March 31, 2023 (16:42).
  20. Livestream, May 27, 2022 (55:47).
  21. Video, May 27, 2022 (15:50).
  22. Livestream, May 8, 2017 (20:27).
  23. Steven Crops.PNG
  24. Video, November 30, 2023 (34:36).
  25. Livestream, April 28, 2023 (1:24:36).
  26. Livestream, July 31, 2020 (1:05:58).
  27. 27.0 27.1 27.2 Livestream, July 25, 2020 (1:04:50).
  28. Livestream, March 26, 2021 (1:07:33).
  29. a419c5398b542a713545e4f393d67215.png
  30. Podcast, May 5, 2017 (43:05).
  31. Interview, July 18, 2020 (27:11).
  32. Livestream, October 31, 2023 (1:18:33).
  33. steven-stolen-glint.png
  34. 34.0 34.1 Livestream, March 31, 2023 (1:19:26).
  35. 35.0 35.1 35.2 Livestream, May 5, 2017 (34:15).
  36. 36.0 36.1 36.2 36.3 36.4 Livestream, May 10, 2017 (8:22).
  37. flanggler.png
  38. Livestream, November 17, 2017 (53:28).
  39. resource quality.png
  40. Livestream, April 30, 2020 (53:11).
  41. 41.0 41.1 Interview, October 20, 2018 (2:13).
  42. steven-resource-extractors.png
  43. 43.0 43.1 43.2 43.3 Livestream, May 30, 2017 (10:24).
  44. 44.0 44.1 44.2 44.3 44.4 Livestream, March 31, 2022 (1:23:06).
  45. 45.0 45.1 45.2 Livestream, July 25, 2020 (1:24:56).
  46. Livestream, June 30, 2022 (1:16:22).
  47. Interview, July 20, 2020 (20:17).
  48. Livestream, May 10, 2017 (6:12).
  49. 49.0 49.1 49.2 49.3 49.4 Livestream, May 8, 2017 (20:41).
  50. Livestream, July 18, 2017 (38:30).
  51. Livestream, May 26, 2017 (26:00).
  52. Interview, May 11, 2018 (24:18).
  53. Livestream, June 30, 2023 (33:26).
  54. 54.0 54.1 54.2 Development Update with Freehold Preview.
  55. 55.0 55.1 Podcast, April 11, 2021 (40:20).
  56. 56.0 56.1 Video, November 30, 2023 (49:24).
  57. 57.0 57.1 Video, November 30, 2023 (44:18).
  58. Video, June 30, 2023 (16:02).
  59. 59.0 59.1 Livestream, April 7, 2023 (31:49).
  60. 60.0 60.1 Livestream, June 30, 2022 (1:08:02).
  61. steven-processing.png
  62. 62.0 62.1 Interview, July 9, 2023 (51:26).
  63. Livestream, June 30, 2023 (50:07).
  64. CraftingImportance.png
  65. Livestream, November 30, 2023 (1:58:55).
  66. Video, November 30, 2023 (3:49).
  67. Livestream, May 5, 2017 (20:41).
  68. Rng crafting.jpg
  69. Livestream, January 30, 2020 (1:38:26).
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  71. Interview, July 19, 2020 (6:38).
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  74. Livestream, March 26, 2021 (1:06:50).
  75. Livestream, November 30, 2023 (2:00:22).
  76. 76.0 76.1 76.2 Livestream, November 30, 2023 (1:40:11).
  77. Livestream, October 14, 2022 (35:22).
  78. 78.0 78.1 Interview, October 20, 2018 (2:31:39).