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Recolección es una de las clases artesanales en Ashes of Creation.[4][5]
- Muchos de los recursos visibles (como árboles o minerales) en el mundo abierto son recolectables.[1]
- El tipo exacto de recurso presente en un determinado nodo no se conoce hasta que el recurso es recolectado.[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
- La recolección requiere la creación y el uso de herramientas.[7][8]
- La investigación desempeña un papel clave a la hora de ayudar a los recolectores a identificar recursos en lugares concretos.[9][10]
- Recolectar dentro de la zona de influencia (ZOI) de un nodo contribuirá al incremento de la experiencia.[4]
- Ciertos materiales recolectables de bajo nivel tendrán una progresión gradual hacia la artesanía (crafting) de nivel superior.[11]
- 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.[11] – Steven Sharif