Difference between revisions of "Template:Gathering"

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* Certain low level gatherables will have a tiered [[Progression|progression]] into higher level [[Crafting|crafting]].{{podcast|11 May 2018|1h00m07|ni4DTaN6JvQ}}
 
* Certain low level gatherables will have a tiered [[Progression|progression]] into higher level [[Crafting|crafting]].{{podcast|11 May 2018|1h00m07|ni4DTaN6JvQ}}
  
<blockquote>''Certain low level gatherables will have a tiered progression into higher level crafting. So for example you know 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 kind of 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.''{{podcast|11 May 2018|1h00m07|ni4DTaN6JvQ}}{{ndash|[[Steven Sharif]]}}</blockquote>
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: ''Certain low level gatherables will have a tiered progression into higher level crafting. So for example you know 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 kind of 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.''{{podcast|11 May 2018|1h00m07|ni4DTaN6JvQ}}{{ndash|[[Steven Sharif]]}}
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Additional gameplay layers such as ''surveying'' and ''land management'' are being considered for [[Gathering|gathering]] in [[Alpha-2]].{{livestream|29 April 2022|25m16|qYuL-GrMmRM}}
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: ''Ideas like land management- and as you draw resources from your surrounding area- what type of effect does that have on the land; and then also how effectively can you draw those resources without having such a deleterious effect on the land, which might impact future resource gathering for some period of time: And it makes relevant the movement of these players who are collecting these goods from the environment, that they actually cannot always just do so in one particular area, as the land management begins to degrade. So it actually encourages movement across the world to discover new areas that might not be as perturbed as the ones you're coming from. It's a very interesting idea. It's something that we're going to be prototyping in Alpha 2 and getting feedback on and testing.''{{livestream|29 April 2022|25m16|qYuL-GrMmRM}}{{ndash|[[Steven Sharif]]}}

Revision as of 22:21, 30 April 2022

Alpha-1 gathering.[1]

The whole gathering component of Alpha one is not the intended gathering for the actual game. You will not be seeing sparklies on resources out in the world.[2]Steven Sharif

Gathering in the Alpha-1 early preview.[3]

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

Certain low level gatherables will have a tiered progression into higher level crafting. So for example you know 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 kind of 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.[8]Steven Sharif

Additional gameplay layers such as surveying and land management are being considered for gathering in Alpha-2.[9]

Ideas like land management- and as you draw resources from your surrounding area- what type of effect does that have on the land; and then also how effectively can you draw those resources without having such a deleterious effect on the land, which might impact future resource gathering for some period of time: And it makes relevant the movement of these players who are collecting these goods from the environment, that they actually cannot always just do so in one particular area, as the land management begins to degrade. So it actually encourages movement across the world to discover new areas that might not be as perturbed as the ones you're coming from. It's a very interesting idea. It's something that we're going to be prototyping in Alpha 2 and getting feedback on and testing.[9]Steven Sharif
  1. steven-a1-fishing+raptors.png
  2. 2.0 2.1 Livestream, July 30, 2021 (1:11:58).
  3. Livestream, March 28, 2020 (48:31).
  4. 4.0 4.1 4.2 Livestream, September 3, 2017 (10:48).
  5. artisan classes.png
  6. Interview, March 27, 2020 (9:00).
  7. Interview, May 11, 2018 (38:25).
  8. 8.0 8.1 Podcast, May 11, 2018 (1:00:07).
  9. 9.0 9.1 Livestream, April 29, 2022 (25:16).