Encounters
A PvE tartalom nehézsége, mint a Raid-ek és a Dungeon-ök, önmagától változni fog az adott helyszínen, az alapján hogy a csoport a korábbi Boss-ok ellen mennyire volt sikeres.[1]
- Jobb teljesítmény egy Raid Boss első fázisaiban, nehezebbé teszi a későbbi fázisait.[1]
- Minél nehezebb, annál jobb a loot (zsákmány).[1]
- A Boss-ok és a mob-ok nehézségét közvetlenül nem befolyásolja a csoport mérete.[2]
Az Ashes of Creation könnyen érthető, viszont nehezen elsajátítható lesz.[3]
My stance on participation trophies is that things should be hard, people should fail, the bitter taste of defeat is what makes success that much more rewarding. Helping other players learn encounter strategy, and fine tuning their play style for high end content is an important part of eliminating participation trophy. Growing together is a good thing, and that include failing together as a means to drive for success together.[4] – Steven Sharif
Meta
A goal of Ashes of Creation is to emphasise micro metas that work for specific encounters, and de-emphasize macro metas that work for everything.[5]
- What we're doing with this approach is we're de-emphasizing a macro meta and instead emphasizing a micro meta. And the difference between the macro/micro is that on the micro level you have metas that might form based on each individual type of encounter or experience. And in those senses, yes, there's going to be a most optimal: There's going to be a best in slot. There's going to be whatever that pertains to that particular challenge rating. But there won't we there will not be an overarching meta that says from a macro level, hey, if you got this shit, you're good to go for everything. That's boring, that's unfulfilling, that is not interesting; and it is just something that that dumbifies the experience.[5] – Steven Sharif
- The effectiveness of classes, skills and gear is going to depend on the adversary or the encounter. There will be optimal builds for different challenges and difficulty ratings. This design aims to avoid any obvious meta or "cookie-cutter" builds in Ashes of Creation.[5][6]
- Different challenges are presented dynamically to players based on node progression and destruction. Situations that are based on a rock-paper-scissors design will inspire a horizontal gear chase. These dynamic challenges will change from month to month, causing a shift in demand in the economy as different builds are required by the new content.[6]
- Increasing difficulty ratings inspire more of a traditional vertical power progression that is common in other MMOs.[7][6]
- Oftentimes you just have a very vertical power scale and that determines chase, but when you have a variety of relevance across certain types of adversaries and that variety changes over time because of player activity- and then that affects the economy and the crafter system and who was producing what for what demand- and everything gets shaken up. That's a very fun environment to exist in. It presents a more dynamic situation rather than a quote-unquote cookie-cutter type selection.[6] – Steven Sharif
- The intricacies of how nodes interact with predicates in the world means that it may be possible but difficult to achieve meta server builds.[8]
- Q: Do you have any concerns on players eventually discovering a meta server build with nodes due to players heading to specific nodes and regions because they find that content more enjoyable; and if so how would you go about getting players to shift around the world to break up the meta?
- A: I think it's interesting if players have a concerted effort across a server to interact with one another, learn from their actions, mistakes, successes, and effectuate that on the server. That's interesting, but I don't believe we'll see a meta form. I think that the intricacies are too great when it comes to how predicates are formed in order to elicit world state changes.[8] – Steven Sharif
Best-in-slot items
What is considered best-in-slot is based on a character's role and the type of encounter they are facing.[5][9]
- Crafted items are best-in-slot in Ashes of Creation.[10] Previously it was stated that crafted items will be on-par with best-in-slot items.[11]
- Instanced content will contain scripted and difficult boss fights that drop gear, but the gear drops will not be best-in-slot. These can only be found in the open world.[12]
Játék egyensúly
Ahogy a rendszereket tervezzük, egyensúly szempontjából, figyelembe vesszük a Node változását egyenként, és azt hogy milyen gyakran kell ennek a változásnak megtörténnie. Ez alapján csináltunk kopás rendszereket, ahol különböző kultúrák dominánsabbak másikaknál. Ezek olyan dolgok amiket tesztelünk, és odafigyelünk az Alfa és a Béta teszt során, és megbizonyosodunk hogy úgy működnek ahogy azt elterveztük, ha pedig nem, akkor visszatérünk rá és újraszámoljuk amit újra kell.[13] – Steven Sharif
Kaszt egyensúly
A hatvannégy (64) kaszt felosztható nyolc elsődleges archetípusra. Az aktív képességek egyensúlya csak erre a nyolc elsődleges archetípusra vonatkozik.[14]
- Minden archetípushoz hozzá van rendelve négy csoportnyi augmentáció. Az augmentációk egyensúlya a nyolc archetípus négy-négy augmentáció csoportján múlik.[14]
Az egyensúly egy oly fontos része a kaszt rendszernek, hogy biztosra akarunk menni, hogy van betöltendő szerep minden lehetséges kombináció számára.[15] – Steven Sharif
Nem azért csinál az ember 64 kasztot, hogy aztán csak négy legyen kihasználva.[15] – Peter Pilone
Az egyensúly az Ashes of Creation-ben "csoport orientált".[16]
Lesznek olyan viszonyok 1v1 helyzetekben, ahol az egyik kaszt egyértelműen jobb a másiknál; és itt egy kő-papír-olló dinamikának kell lennie. Azt akarjuk hogy legyen ellenszer a különböző kasztok között... Így csoport egyensúlyra fog a játékegyensúly koncentrálni, ahol ha megvan a megfelelő kaszt-változatosság egy kompozícióban, akkor igazságos lesz a játszma. Nagyon is a készségen és a stratégián fog múlni.[16] – Steven Sharif
Bizonyos másodlagos archetípusok képesek "áthidalni a rést" az ellenszerük ellen.[17]
Bizonyos archetípusok képesek kezelni a rést az ellentettjük ellen önmagukban. Például ha én egy Tank archetípus vagyok, és az ellenszerem a Mage, a Mage-et másodlagosként választva valamilyen szinten áthidalom a különbséget; és az identitásomat valamelyest abba az irányba mozgatom.[17] – Steven Sharif
Dungeons
Dungeons in Ashes of Creation will range in size and will be mostly open-world.[22][23]
- Nyílt világ dungeons will be populated to facilitate multiple groups within the dungeon.[19]
- Instanced dungeons will also be present and will cater for solo and group questlines.[19]
Different tiers and types of dungeon content will be more or less relevant to specific groups or class compositions.[26]
- There are going to be smaller, simpler, linear dungeons. There's going to be bigger, more complex, nonlinear dungeons. So, It's a little bit of both. We want the environment to be a character. In order for the environment to be a character, these places need to be interesting and there needs to be a dynamicism to them.[22] – Jeffrey Bard
Dungeon difficulty will increase the further a player ventures into the dungeon.[27]
- Mobs and mob mechanics will become more difficult.[27]
- Terrain and environmental dangers will increase.[27]
- Deeper darker types of interactions will be found deeper in the dungeon.[27] – Steven Sharif
There were 13 dungeons in Alpha-1.[28] Originally this was estimated to be 6 or 7.[29]
List of dungeon bosses
List of notable dungeons
- Breaker's Penitentiary
- Cerulean Grotto
- Deepheart Cove
- Drythorne Gulch
- Dünheim
- Dünzenkell Crypt
- Fallow's Hold
- Hungering Maw
- Illwind Ruins
- Manaspring Hollow
- Ruins of Restless Spirits
- Sporelight Caverns
- The Tower of Carphin
- The Underroost
- Underrealm Entrance
- Volcano dungeon
Razziák
Razziák will either be based on triggered events or more traditional systems. Traditional world bosses will change based on node development.[32]
- We want things to be more fluid and one of the ways that we make them more fluid is through our triggered event system. That is one of the methods by which we make these more spontaneous. We make them more accessible to a wider audience. You can be just in the city and not normally be a part of a raid team, but now get to participate in this organic event that's popped up around the city and if you are not participating then buildings are gonna get destroyed and NPCs are going to die... It's not just how fast can we do it, how will we get it done in its schedule, but oh my god this thing popped up if we don't kill it we're not going to access to our stables this week and we can't get our animal husbandry certificates... It's that risk versus reward that gives you a sense of adrenaline.[33] – Steven Sharif
List of raid bosses
- Brood Queen
- Elder Dragon of Flame
- Elder Dragon of the Tundra
- Elder Dragon of the Wood
- Negalith
- Tumok the Wretched
Raid strategies
Razziák will have elements that can be pre-planned.[34]
Raids will also have dynamic elements that can change from session to session.[34]
- The types and numbers of bosses and mobs present in the raid and their skill repertoire.[34]
- Variables are manifested based on node progression.[34]
- The number of metropolis nodes developed.[34]
- The types of metropolis nodes developed.[34]
- One of the design elements that we're implementing into our raids is that the raid will not be exactly the same every single time. You're going to have variables that can't necessarily be pre-planned out for. You can pre-plan out for a lot of the raid like how many DPS do you need and healers and support; where the key position and all that stuff; but I think the compelling aspect of Ashes raiding will be the difficulty in achieving this content and having that content change from session to session as well. We want there to be variables that get manifested by what type of node got developed elsewhere. Is he going to have acolytes or cultists? What will the acolytes have skills [available] to them? What kit is the boss gonna have? What available skill repertoire will the boss be able to [wield]? ... A lot of those systems are influenced obviously by world development. So the raid takes into account at what stage has the world developed: Are there two metropolises now available in the world? Okay well let's activate this skill in this skill. Now you have five metropolises, well now all these skills have been activated. Are there are they all economic nodes? Are they all military nodes? That we can change things based on that stuff. And it really is a threat assessment from the environment against the players.[34]{{ndash|Steven Sharif}
Világ főnökök
- Világ főnökök will spawn at variable locations at variable times.[36][37][38]
- The general philosophy is that respawns will be variable. We don't want to have set specific times in which respawns will occur, so that they can be camped and farmed. But there'll be variable location respawns as well as variable time respawns. And then that provides opportunities for different parties to engage at different times and locations.[37] – Steven Sharif
- World and regional bosses will scale based on the types, locations, and progression of nodes.[40][41]
- World bosses will not scale to adapt to player levels.[40]
- Some world bosses will have stages of progression, such as defeating acolytes, then lieutenants, then generals, then the world boss itself.[42]
- At each stage there is increasing difficulty. This may be parsed out into different time periods and be behind a wall of development.[42]
- A single digit percentage of the population will be capable of defeating certain content.[42]
- There will be ancillary effects that happen as a result of downing certain world bosses.[43]
- This can positively impact the land management in that area.[44]
- Around 80% of the content is open-world, where healthy competition is an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX design of Ashes of Creation.[45][46][47][48][49]
Monster Coins
Monster Coins enable players to play as monsters within the monster coin event system. This ranges from playing as a horde of zombies, to becoming a massive dragon.[54][55][56]
- During a Monster Coin Event, players will be able to activate Monster Coins, allowing them to become monsters and wreak havoc! These Events can be triggered in a variety of different ways, and in some cases they may even provide cosmetic rewards.[50]
Monster coin events are system spawned events.[55][57]
- They are structured in a way to prevent groups from gaming the system.[57]
- Monster coin events are triggered by activity in the world, such as node advancement, defeating a boss or constructing certain types of buildings within a node.[58]
- Server messages appear for players in the vicinity of these dynamic events.[59]
- The player will have a number of potential objectives they can choose to attack during the event. This may include node buildings, points-of-interest, dungeon, NPC, or other open-world objective.[51]
- When you're playing as a as a monster from the monster coin use as part of an NPC event that might be targeting a node, or other some other open-world objective or POI, or dungeon, you get to participate as a monster and your focus is completing objectives that have already been prescribed as part of the event.[51] – Steven Sharif
- Drop tables are disabled for player controlled monsters.[60]
- Monster coins only allow a character to participate in events on their own server.[61]
- NPC hate lists do not affect monster coin events.[51]
The Ancients are not going to be part of the monster coin system.[62]
- Traditionally, the Ancients are not going to be part of the Monster Coin system. These are the primary antagonists of the story. From a lore perspective, and one of the reasons why they're not a part of the Monster Coin system, is because their souls have really developed almost to the point of perfection in manipulating the Essence for more corrupt uses. They haven't quite gotten there, and who knows if they ever will, but that attunes them out of the possibility: The reason why the monster coin system is possible with other creatures.[63] – Steven Sharif
Corrupted areas
Corrupted areas (zones/points of interest) can dynamically evolve with the progression of nodes and story arcs.[65][66][67][68][69][70][71]
- Harbingers that exist on Verra as dungeons are where The Ancients are capable of pushing into the material plane. They can continue to do so under the guise of the effects of corruption as it spreads.[72]
- These are sources of NPC events that players need to address before they grow out of hand.[65][73][70]
- Players need to participate in these events to stop the spread of corruption and hold back the intrusion on the material plane.[65][72]
- If players fail to address these corrupted areas, the frequency of NPC events against their node will increase. These can lead to node buildings and services being disabled, increasing the node's vulnerability to node sieges.[74]
- It can be a very detrimental thing if corruption is not addressed; and that's the intent of corruption, is to present a challenge to the players that if not addressed it becomes exacerbated and a problem over time.[74] – Steven Sharif
- Corrupted areas do not confer corruption onto a player. Only Pvp related activities lead to player corruption (in the flagging system).[75][76]
- To degree your mortal coil, as we call it, or what some might consider a soul from your character's perspective within this story- can be influenced and can be changed into a shape that's more in tune with corruption; and that's through doing PvP things you can accomplish that.[75] – Steven Sharif
- When it enters the corruption state outside of weather, in that corrupt state, you will probably see a little bit less of the influence of the season because really it's adopting that corruption, which in-and-of-itself is a season.[77] – Steven Sharif
- Corrupted areas will spawn variations of mobs and resources.[65]
- Corrupted resources are only available in corrupted areas or during certain story arcs.[65][66][78][79][80]
Adaptive content
New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[71][82] This content adapts to the node progression of the zone it is in.[81][83]
- Additional buildings will spawn.[81]
- Additional mobs will spawn.[81]
- Different antagonists/leaders with different story lines.[81][83]
- Populations will change.[83]
- Content difficulty will change.[83]
- The content may be different altogether.[83]
- Additional quest hooks.[81]
- Dungeons will be unlocked when certain nodes advance to certain stages.[84]
- Drop tables in areas and dungeons will be tied into the progression of certain areas.[84]
- POI events are events that relate to specific points-of-interest (POI).[87]
- The location of points of interest will be the same on each server, but some servers may have limited or no access to them.[88]
- Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that academic node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players.[84]
Player driven narrative
The world of Verra will be the same on each server, but Node-ok will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[90]
- The overarching narrative of Ashes of Creation is that players are the returning children of Verra but they will not be characterized individually as "saviors".[91]
We want as many people as possible to experience the main server Narrative. These will branch at different scales, but largely at the personal level. Where things change is at the Node level – different parts of the story will be unlocked based on where and when Nodes grow. Unlocking a part of the story in a certain way locks out progression of the story in a different way. You’ll see different antagonists, different NPCs, and different calls to action depending on what’s happening with the server at that time.[92]
It redefines what the players will experience in an MMORPG to come into a wilderness that is devoid of really any structure outside of what the community creates themselves; and then what can be created can be changed, if they want to experience a storyline that's been seen on another server, but you're fighting a dragon because you're near a mountain and the other server's fighting a Kraken because they're near the coast and you want to fight that Kraken because of its drop table. If you want to meta it or because you just want that under your belt: to be the server first to take out that Kraken and you have yet to develop the node there, it's incumbent upon you to manifest that in the game.[93] – Steven Sharif
Artificial intelligence
Ashes of Creation utilizes an adaptive artificial intelligence (AI), meaning different encounters with similar mobs and bosses will yield different player experiences.[95][96]
- Some NPC AI behaviors may be randomly selected at the time of initial engagement causing them to make decisions dynamically during an encounter.[95][97][98][99]
- Higher frequency of AoE attacks depending on how many players are participating.[97]
- Unlock rage, recovery effects and buffs.[100][97]
- Supporting other monster types or classes nearby.[100]
- Additional adds and add classes.[97]
- Some NPCs may attempt to seek cover behind obstacles during encounters.[101]
- NPCs performing "idle actions" to make the world seem more alive has been discussed by the developers but is not confirmed.[102]
- Part of the NPC encounter design is not always going to be the same behavior tree. There will be purposefully behaviors that exist for the boss that are rolled at the time of the initial engagement; and so that is in an effort to keep things emergent, to keep things different, to try to not keep a static monotonous engagement idea.[95] – Steven Sharif
There are AI systems that don't relate to controlling NPCs.[103]
- There are some additional AI parameters that are set that don't relate necessarily to controlling NPCs. There are AIs with regards to the development of the borders for nodes in the direction and also the decisions that are made of which lower nodes to enslave as vassal states. There's AI that relates to a little bit of the stock market that's going to be present in the economy. There's some AI systems that are going to be announced also that are pretty innovative I think with regards to the MMORPG genre and that's going to make the triggered event system very interesting I think; and that's with regards to how nodes develop and the environment reacts to that development by spawning these triggered events of a horde of zombies attacking a city or a legendary raid boss coming out of the mountain. I think there's a lot of opportunity for some of the innovations that's been in the AI sector of game development too to come out in Ashes.[103] – Steven Sharif
Játékmenet videók
- 2023-05-31 Video - Alpha Two Cyclops Combat Preview
- 2023-03-31 Video - Alpha Two Story Arc Systems Preview and the Lore of Carphin
- 2021-05-28 Video - Early Siege Gameplay in 4K
- 2021-04-30 Video - 4K - Alpha One Raid Boss - April Update
- 2020-10-30 Livestream
- 2018-02-09 Livestream
Vizuális
2023-06-02 2023-06-01 2023-01-30 2022-10-31 2022-08-27 2022-07-02 2021-05-01 2021-01-30 2020-12-24 2020-11-09 2020-05-29 2020-03-28 2018-08-10 2018-02-28 2018-01-19 2018-01-19
Továbbiak
Hivatkozások
- ↑ 1.0 1.1 1.2 Interjú, 2020-07-19 (14:51).
- ↑ Interjú, 2020-07-19 (17:12).
- ↑ Podcast, 2018-05-11 (33:09).
- ↑ Ashes of Creation Forums - No participation trophy.
- ↑ 5.0 5.1 5.2 5.3 5.4 Interjú, 2023-07-09 (1:43:38).
- ↑ 6.0 6.1 6.2 6.3 Podcast, 2021-04-11 (54:35).
- ↑ Interjú, 2023-07-09 (1:40:41).
- ↑ 8.0 8.1 Élő adás, 2023-04-07 (1:15:02).
- ↑ Élő adás, 2020-05-29 (1:33:11).
- ↑ Élő adás, 2022-06-30 (1:18:55).
- ↑ Élő adás, 2017-05-10 (14:45).
- ↑ Élő adás, 2022-03-31 (1:19:41).
- ↑ Video, 2018-04-05 (49:36).
- ↑ 14.0 14.1 Interjú, 2018-10-20 (2:40:17).
- ↑ 15.0 15.1 Élő adás, 2017-05-24 (35:11).
- ↑ 16.0 16.1 Podcast, 2018-04-23 (59:28).
- ↑ 17.0 17.1 Podcast, 2018-04-23 (1:01:01).
- ↑ Twitter - The way is shut! Trapped in this dwarven crypt.
- ↑ 19.0 19.1 19.2 Élő adás, 2018-09-27 (43:21).
- ↑ Élő adás, 2018-01-18 (16:34).
- ↑ Élő adás, 2018-02-09 (4:42).
- ↑ 22.0 22.1 Élő adás, 2017-06-01 (39:21).
- ↑ Élő adás, 2017-05-22 (20:59).
- ↑ 24.0 24.1
- ↑ 25.0 25.1 Élő adás, 2020-03-28 (1:48:36).
- ↑ Élő adás, 2023-04-28 (1:15:22).
- ↑ 27.0 27.1 27.2 27.3 Élő adás, 2020-04-30 (1:32:06).
- ↑ Alpha-1 map.
- ↑ Élő adás, 2021-03-26 (39:08).
- ↑ Video, 2020-05-31 (1:40:18).
- ↑ Video, 2020-05-31 (1:17:42).
- ↑
- ↑ Podcast, 2018-04-23 (27:14).
- ↑ 34.0 34.1 34.2 34.3 34.4 34.5 34.6 34.7 34.8 Podcast, 2018-07-09 (22:24).
- ↑ Video, 2020-05-31 (17:20).
- ↑ 36.0 36.1 36.2 Interjú, 2023-09-10 (28:15).
- ↑ 37.0 37.1 Élő adás, 2023-05-31 (41:16).
- ↑ 38.0 38.1 Élő adás, 2023-03-31 (1:20:41).
- ↑ Élő adás, 2021-03-26 (54:26).
- ↑ 40.0 40.1 Élő adás, 2023-05-31 (43:55).
- ↑ 41.0 41.1 Élő adás, 2020-07-25 (46:08).
- ↑ 42.0 42.1 42.2 Podcast, 2018-08-04 (1:42:14).
- ↑ Élő adás, 2021-11-19 (55:31).
- ↑ Élő adás, 2023-05-31 (42:06).
- ↑ Élő adás, 2023-05-31 (45:47).
- ↑ Élő adás, 2023-04-07 (55:22).
- ↑ Élő adás, 2023-03-31 (1:00:16).
- ↑ Élő adás, 2022-10-28 (32:52).
- ↑ Élő adás, 2017-06-01 (37:39).
- ↑ 50.0 50.1 Types of Events on Verra.
- ↑ 51.0 51.1 51.2 51.3 Élő adás, 2022-07-29 (1:20:24).
- ↑ Video, 2017-05-25 (0:02).
- ↑ IGN: Ashes of Creation first look: An MMO that lets you be the boss.
- ↑ Élő adás, 2023-06-30 (1:50:52).
- ↑ 55.0 55.1 Élő adás, 2022-04-29 (39:00).
- ↑
- ↑ 57.0 57.1
- ↑ Élő adás, 2017-05-26 (22:19).
- ↑ Élő adás, 2017-05-03 (36:25).
- ↑ Élő adás, 2017-05-03 (35:25).
- ↑ Élő adás, 2021-06-25 (1:36:05).
- ↑ Podcast, 2020-11-15 (47:12).
- ↑ Podcast, 2020-11-15 (51:22).
- ↑ Video, 2023-11-30 (29:26).
- ↑ 65.0 65.1 65.2 65.3 65.4 65.5 Video, 2023-11-30 (32:36).
- ↑ 66.0 66.1 Interjú, 2023-07-09 (47:05).
- ↑
- ↑ Video, 2023-03-31 (1:22).
- ↑ Video, 2023-03-31 (3:32).
- ↑ 70.0 70.1 Élő adás, 2021-03-26 (50:03).
- ↑ 71.0 71.1 Élő adás, 2021-03-26 (22:53).
- ↑ 72.0 72.1 Élő adás, 2020-11-08 (12:47).
- ↑ Élő adás, 2021-06-25 (1:13:30).
- ↑ 74.0 74.1 Élő adás, 2022-01-28 (1:17:12).
- ↑ 75.0 75.1 Élő adás, 2023-03-31 (54:22).
- ↑ Élő adás, 2021-06-25 (1:32:24).
- ↑ 77.0 77.1 Élő adás, 2023-03-31 (58:27).
- ↑ Élő adás, 2023-03-31 (59:10).
- ↑ Video, 2023-03-31 (16:42).
- ↑
- ↑ 81.0 81.1 81.2 81.3 81.4 81.5 81.6 Élő adás, 2021-03-26 (50:33).
- ↑ Élő adás, 2017-11-17 (36:22).
- ↑ 83.0 83.1 83.2 83.3 83.4 Élő adás, 2017-11-17 (18:29).
- ↑ 84.0 84.1 84.2 84.3 MMOGames interview, January 2017
- ↑
- ↑
- ↑ Élő adás, 2022-04-29 (40:21).
- ↑
- ↑ Video, 2023-03-31 (28:11).
- ↑ Élő adás, 2017-05-19 (37:03).
- ↑ Élő adás, 2019-12-17 (1:10:30).
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- ↑ Élő adás, 2017-05-22 (28:02).
- ↑ 94.0 94.1 Élő adás, 2021-06-25 (21:24).
- ↑ 95.0 95.1 95.2 Interjú, 2023-09-10 (34:51).
- ↑ About Ashes of Creation.
- ↑ 97.0 97.1 97.2 97.3 Interjú, 2021-06-13 (22:20).
- ↑ Élő adás, 2017-07-28 (43:57).
- ↑ Élő adás, 2017-05-05 (11:55).
- ↑ 100.0 100.1 Élő adás, 2022-07-29 (1:23:56).
- ↑ Élő adás, 2022-02-25 (1:03:32).
- ↑ Élő adás, 2018-04-8 (PM) (3:56).
- ↑ 103.0 103.1 103.2 103.3 103.4 Podcast, 2018-05-11 (24:23).