Crafting

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Crafting is one of the artisan classes in Ashes of Creation. It is a driving force for the game economy.[1]

Anything that you want to bring into existence in the world is going to be built by players: Whether that is Ships, Siege engines, Weapons, Armor, etc.[2] – Jeffrey Bard

Crafting professions

Race or class locked crafting

Crafting will not be race or class locked.[6]

Crafting mechanics

First look at the work-in-progress Alpha-2 crafting UI by Colby Marchi.[7]

This one is showing the base needs that we were establishing to get this system in-game and usable as soon as possible. So right now, our crafting does work in game and it's all functional and we're building out the functionality as we go to expand; and based on what we test.[7]Colby Marchi

The developers will be seeking testing feedback on the addition of a gameplay layer to crafting that determines the outcome based on the player's performance.[8]

For example, if you're creating a sword, and you are crafting that sword, you will have an interface- a gameplay layer that you will see and you will begin to hammer actually that sword into an appropriate outline. And your performance there can help influence the outcome of that craft.[8]Steven Sharif
Without getting into too much detail I will say that it's likely that you will see some inspiration surface itself in that regard.[9]Steven Sharif
  • Previously it was stated that repetitive skill-based crafting mechanics, such as mini-games, are not an intended part of the crafting experience.[9][10]
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 - for lack of a better term - mini-game to be something that becomes repetitive and 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.[10]Steven Sharif
  • Players are able to specialize in focused crafting branches.[11]

Recipes

Alpha-2 Nightblade recipe.[12]

When players are looking to create different items in the game they're going to need to go out and either purchase, or get drops of recipes, or trade with other players; and when they acquire that recipe, like I have here: it says Nightblade. I can use the recipe and I will learn a Weaponsmithing recipe for the Nightblade. So, I have a recipe book that I get to keep. Essentially I learn these recipes once.[13]Steven Sharif

Crafting in Ashes of Creation is recipe (blueprint, schematic) based, not RNG based.[14][13][15][16][17]

  • Recipes that are obtained must be committed to a player's recipe book (by right-clicking on the recipe item). This "consumes" the recipe item and unlocks the ability to craft the item in question.[13][18]
    • Artisans must have the required artisan certification to learn recipes at that level (or lower).[19]
    • Recipes can be traded or sold prior to them being committed into a player's recipe book.[18]
    • In most cases learned recipes are permanently added to a character's recipe book, but in certain unique cases there will be a "charge count" where learned recipes will disappear from the recipe book after a number of uses.[13]
    • Once a recipe is learned, it cannot be shared with other characters, including alts.[20]
These are the things we want to explore on [the] crafting side, where we introduce maybe new stat lines, or a different proportion or ratios of stats at certain tiers; and when you craft these items using better materials, the rarity of the item increases. For demonstration purposes we're using legendary, but basically when you use a higher tier than the recipe is intended for- so we could technically build this item with common copper and zinc fragments, then that would produce an uncommon item. But, since we're showcasing this at legendary tier, you can move up the tiers and have the stats increase.[23]Mike Han
  • Recipes have differing rarities and may be locationally dependent.[27]
  • Recipes may have an XP component, where crafting that recipe multiple times can level up the recipe and unlock better results.[21][28]
Something unique in our crafting system [is] where we want to have recipe XP of some sort; and then those sub-recipes could [be] earned by leveling up your recipe, which means that you have to craft the Nightblade multiple times to level it up to have a better result. The sub-recipe could be from a vendor recipe or world drops like we said earlier, but the idea is one type of item can have potential to be multiple different outcomes.[28]Mike Han
  • While selectable materials offer a wide degree of customization, crafting results must lie broadly within the realms of the recipe's definition; and so cannot be arbitrarily customized.[29][27][30]
Q: Will players have the ability to innovate within the crafting system creating unique items or designs? If so, how much customization can players expect when it comes to crafting their own gear or items?
A: There are statically defined an array of results that can come out of a particular recipe; and your ability to unlock those results is predicated on what composition of resources you contribute to crafting that particular weapon type; and so in that sense, yes crafters will have the ability to uniquely create certain types of the recipes results, based on how they're contributing resources to it. The result has to have a corresponding recipe definition; and so in that sense it isn't completely customizable to the point where the player gets to uniquely create these particular items, but rather they are discovering what creations are possible with each recipe type.[29]Steven Sharif

Crafted items

Crafting UI. Alpha-1 screenshot. Image credit: Guild:Overlord

Crafted items (also referred to as Completed items, Finished goods, or Final products) are items produced by crafter artisans using crafting stations.[31][32][33][34][35][36]

Crafted gear in the game is the best gear... One thing that I'm not a fan of is that you develop a crafting system in a game and you've spent a lot of time making this from a material and resource perspective. All the tables that you can receive, all the connectivity in the economy and how crafting is associated with the game; and then you undermine the crafting entirely by presenting a separate route of gear acquisition that is on-par with the crafting efforts. So here you have these people who are acquiring all of the resources getting, all the recipes, leveling up their professions and then everything they make is less or equal to anything you could just have chosen the easier path of and gone down the questing and received the best gear. So what we do focus on is that crafters make the best shit. Excuse me, the best things.[34]Steven Sharif
That plays into our crafting system in and of itself. The idea is for those stats to be variables that can be dictated based on the mastery level of the particular crafter; and the higher they become a master of those professions, whether it be for armor or for weapons or for accessories, they're going to have some agency and put their mark on essentially what items they're introducing into the economy.[45]Steven Sharif
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.[50]

Item creation suite

An "item creation suite" that allows crafters to create unique appearances for items has been discussed as a future possibility.[51]

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.[52][53] Each stage of the chain may require caravans to transport goods from one artisan to another.[11]

  1. Obtaining raw materials:[54]
  2. Refining the raw materials with the Processing profession.[53]
  3. Crafting the finished product using its crafting recipe.[53]

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.[57]Steven Sharif

Upgrading items

Enchanting is not an artisan profession in its own right. Scribes create scrolls that can be utilized by different professions to create enchantments relating to that profession.[58][59]

You don't really push a particular item's level requirement or the identity of that item. You can enhance it, you can add enchantments to it, but it's still the item it is.[61]Steven Sharif

Repairing items

Blacksmithing concept art.[62]

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.[63]Steven Sharif

Item repair will cost crafting materials.[64][63][65]

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.[71]

  • This is a long term design goal that was not present during Alpha-1.[71]
There's a lot of ancillary activities that can be had during sieges... It's obviously strategy and tactics and 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.[71]Steven Sharif

Caravan components

Caravan components and caravan stats UI in the Alpha-2 caravan master UI.[72]

Caravans have these items within them called components; and those act like the gear on the caravan. So they can modify their stats, grant them passive and even active abilities. So you can- if you upgrade your components, you can get powerful caravans.[72]John Collins

Caravan components and caravan skins both affect a caravan's appearance.[72]

Caravans will take on different appearances based on upgrades and any skins applied to them![73]

Caravans are constructed from components at caravan master NPCs in caravansary service buildings within Village (stage 3) nodes or higher.[72][74][75][76]

  • Caravan components modify caravan stats and grant passive and active abilities to the caravan. Higher tier components will increase a caravan's power and capabilities.[72]
    • There is a tradeoff between certain caravan stats and benefits provided by caravan components.[77][78]
If you're a solo player and you don't intend on transiting a lot of materials at once, you may not need the large cargo capacity, but instead you want the faster speed because you intend to outrun any potential adversaries that you might face on the roads. That is a viable strategic option for you when constructing your caravan. In addition, you saw that there are a number of different abilities that caravans can be equipped with based on the loadout of the components that you have for your caravan that is also going to influence how you interact with PvP and potential adversaries.[77]Steven Sharif
  • If components are missing, default versions with lowest stat values will be applied to the caravan.[74][75][76]
In order to construct caravan at the caravansary, you go to caravansary and you say hey I've got all these components and I want to construct a caravan; and the caravansary will accept the components that you have: It will use those components. If you don't have components for certain parts of the caravan it will give you default versions, which will be lowest stat value that that caravan can then have.[74]Steven Sharif
  • Caravan components can be individually destroyed by directional attacks against the caravan. All components are destroyed if the caravan is destroyed.[80]
  • Caravan components can affect the proximity radius for the notification of nearby players of caravan PvP events.[77]

Ship building

Naval concept art.[81]

Ships are going to also have classes. Those classes are going to dictate the type of of attachments that can be applied and in what quantity. A military vessel type may have more capacity for weapon based attachments. A transport ship might have more capacity for defensive based attachments. And then you'll have more versatile ships that can share across those types. So in that sense you are constructing a componentized ship for the types of activities you intend to do: Are you a raider? Are you a mover of goods? Are you an adventurer? These types of things are going to inform your decision of what the attachments you're going to have in those three categories.[82]Steven Sharif

Ship building can be carried out by any player in possession of the right components, recipes, and an advanced enough node, coastal or not, with a harbor.[83][84][85][86]

  • Players can choose which "joints" get populated with either offensive weaponry, defensive, or utility attachments they want on their ship prior to construction completion.[82][90][91] The types of attachments that are available are dictated by the ship's class.[82]
  • Ships will likely not have closed spaces or internal compartments such as Captain's quarters.[96]
We are trying to stay away from internal compartments within the ships because that presents a whole different type of user interface and flow that can be a bit cumbersome and problematic, especially in combat and in closed spaces. So we're trying to stay away from that under deck aspect and keep things all on deck for better readability on the player side.[97]Steven Sharif

See also

References

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