Fejlődés

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A fejlődés több úton bekövetkezhet.[1]

Multiple playstyles should be relevant and viable. Additionally, you have a spread between casual players and hard-core players; and most of us exist somewhere on that spectrum. The progression path in a society or religion is more conducive to the time we have to play. Whereas, someone else may be playing several hours a day, and they have a better opportunity for the raid/level progression that might require some more dedication. So we want to have these different progression paths available to accommodate the different times in our lives that we have to play the game. And all of those types of progressions will make us relevant in some way shape or form to the general world.[4]Steven Sharif

Having the ability to gain power at a sacrifice... That's a way to reach a horizontal type of progression. It may not be entirely, because there could potentially be a meta if balancing isn't done correctly; but the objective there is to make sure we have both vertical and horizontal progression in the game.[2]Steven Sharif

Szintező

Alfa-1 szintlépés animáció, Jim Sanders által.[5]

One of the cool abilities we all love seeing and gives us a major dopamine response is when our character levels up.[5]Steven Sharif

A szintezés nem a hagyományos lineáris útvonalat fogja követni, bár lesznek klasszikus szintező mechanikák.[6] Tapasztalat (xp/tp) szerzésre sokféle tevékenység alkalmas:[7]

Egy karakter szintje látható lesz a többiek számára.[8]

Nem lesz bármilyen sebzést csökkentő hatás/szorzó szintkülönbség esetén, se Pvp-ben se PvE-ben.[9]

If I have a skill that does a thousand damage to a target of equal level I don't want my skill to do zero damage to a target that's five levels above me.[9]Steven Sharif

Végjáték

Nem a megszokott endgame várható az Ashes of Creation-ben.[10]

Part of the whole experience with nodes is that there is no real end-game, in that the world is constantly shifting every day. Month one is going to be really different from month two; and that's for the level 50s and level 1s.[10]Jeffrey Bard

We want the game to be a living game, which means that all content should be relevant at all times. I’d say that we try to make as little distinction between the leveling up experience and the end game experience as possible. The whole journey is important to us, in order to maximize the fun people have during different stages of the game.[11]Sarah Flanagan

Szint korlát

Megjelenéskor a szintkorlát 50 lesz.[12]

A fejlesztők szerint a legnagyobb szint eléréséhez körülbelül 45 napra lesz szükség, napi 4-6 óra játékidő esetén.[13][14]

  • Alacsonyabb szintű karakterek is hasznosak lesznek nagy csaták (mint a Node ostrom) során, olyan tevékenységekben ami nem konkrétan a szintjüktől függ, mint az ostrom gépek kezelése, erődítmények javítása, közelségre hagyatkozó buffok biztosítása, lopakodás használata vagy falak megmászása. Ilyesfajta dolgok jelentősek a csata végkimenete szempontjából, de nem követelik meg a max szintet, vagy hogy jó harci statokkal rendelkezz.[15]

The idea is not to be a game where somebody can essentially no life for a week and be max level. The idea is to incorporate some significant chunk of time but still respect the casual player, because the way we respect the casual player is not everything is driven in our game through the adventuring progression line. Not everything is driven through your class level per-se. There's a lot of different progression paths that are available and make you relevant within certain systems and mechanics within the game; and some of those paths are more casual friendly and some of those paths are more hardcore friendly. So with regards to the adventuring class, the idea is to make sure that investment needs to be pretty significant and that the reward then is respective of that investment.[13]Steven Sharif

Grind-olás

Ismétlődő játékmenet nem lesz a szintezés része az Ashes of Creation-ben.[16]

AFK szintezés

Nem lesz AFK szintezés az Ashes of Creation-ben.[18]

Azt akarjuk hogy a játék játszva legyen. Ha van lehetőséged úgy haladni a játékmenetben, hogy közben tétlen vagy, akkor valamit elrontottunk.[18]Jeffrey Bard

Mentor program

A szintek és készségek hatékonyságára nem lesznek szorzók alkalmazva, hogy kis szintű játékosok is részt vehessenek Dungeon-ökben nagy szintű társaikkal.[10]

  • Lesz egy mentor program, amivel nagyobb szintű játékosoknak is megéri kisebb szintűekkel party-zni.[10]

There will be activities that are present for higher level players to mentor lower level players. Let's say you have a friend who joins later on and you still want to do things with them, there will be things to do. Will you he be able to enter a dungeon of your level and participate? No, because we don't want to inflate or deflate characters and manipulate that type of skill or power. We want that to be something that makes sense for them in a progression standpoint.[19]Steven Sharif

Szint alapú szorzó

Levels, stats, or skills will not be scaled to allow low level players to participate in encounters with higher level players or world bosses.[20][21][10]

Q: Will world bosses scale when it comes to player levels and is it based on players or the zone itself leveling?
A: They will not scale based on player level, no.[20]Steven Sharif

Kaszt fejlődés

Ahogy egy játékos halad az archetípusa fejlődésében, lehetősége lesz egy másodlagos archetípust választani, amivel augmentálja az elsődleges készségek hatásait, a másodlagos archetípus hatásaival.[22][23] Ezt az összetételt nevezzük egyszerűen kasztnak.[22][24][25]

  • Egy játékos csak akkor választhat másodlagos archetípust, ha elérte a 25. szintjét.[22]

Ha egy Fighter a Mage-et választja másodlagos archetípusként, akkor egy Spellsword lesz belőle. Ez a kombináció augmentációkat tesz elérhetővé, amiket az elsődleges készségek készségfáján lehet alkalmazni. A Fighter-ek számára elérhető a Rush képesség, amitől megrohamoznak egy célpontot; amikor elérik az említett célpontot, sebezést okoznak, és eséllyel a földhöz vágják azt. A Mage's escape augmentációt alkalmazni lehet a Rush képességen, amitől rohamozás helyett a célponthoz teleportál a karakter; ezzel a töltési időtől megszabadulva.[23]

Az összes elsődleges készségfában megtalálható készség több augmentációs opcióval is rendelkezik majd a másodlagos fából. Ezt jelenti a vízszintes fejlődés.[23]

  • Az elsődleges készségekre alkalmazott augmentációk alapjaiba véve megváltoztatják a készség működését - a másodlagos archetípus/kaszt identitásához igazítva a készség hatását.[11]
  • A másodlagos archetípus nem ad további készségeket.[26]

A játékos skill pontokra tesz szert ahogy felszintez. Ezekkel fejleszti a készségfából a készségeit.[27]

  • Nem lesz lehetőség a készségfában lévő összes készséget teljesen felszintezni.[27]

A kaszt fejlődés nem befolyásolja egy karakter szakmai fejlődését.[28]

Classes by archetype combination

A 8 összekombinálható archetípussal, a játékos összesen 64 kaszt között válogathat.[22][24][25]

Másodlagos
Bard Cleric Fighter Mage Ranger Rogue Summoner Tank
Bard Minstrel Soul Weaver Tellsword Magician Song Warden Trickster Songcaller Siren
Cleric Scryer High Priest Templar Oracle Protector Shadow Disciple Shaman Apostle
Fighter Bladedancer Highsword Weapon Master Spellsword Hunter Shadowblade Bladecaller Dreadnought
Mage Sorcerer Acolyte Battle Mage Archwizard Spellhunter Shadow Caster Warlock Spellstone
Ranger Bowsinger Soulbow Strider Scion Hawkeye Scout Falconer Sentinel
Rogue Charlatan Cultist Duelist Nightspell Predator Assassin Shadow Lord Shadow Guardian
Summoner Enchanter Necromancer Wild Blade Spellmancer Beastmaster Shadowmancer Conjurer Brood Warden
Tank Argent Paladin Knight Spellshield Warden Nightshield Keeper Guardian

Class abilities

Alpha-1 preview primary skills.[29]

If from the eight archetypes whatever you choose as your secondary, you're going to receive a choice of augments that relate to some core ideal of that class. You know like a tank is about controlling the battlefield, is about surviving. The mage is about dealing damage and elements and ability in AoEs. The rogue is going to be about stealth and critical damage. So those augments are going to to play towards those identities.[30]Steven Sharif

The idea behind the system is that you're skirting the line through these augmentations of your role, right. We have the traditional holy trinity that's present in class designs for MMOs and it's often that those either are not deviated at all or completely deviated from entirely. The augment is to offer a balance between that where you still maintain the semblance of that trinity system while offering the opportunity to customize your play experience towards one of the other angles in the triangle.[31]Steven Sharif

Primary skills (class abilities) are based on a player's archetype.[32][23]

Skill points

Alpha-2 Ranger skill tree user interface.[38]

What you're seeing at a high level here is just what you'd pretty much expect of a traditional skill. We're doing something a little more advanced than just like a bottom up structure, because we're being a little bit more free-form in this iteration. This will obviously see more UI iterations in the future, but you'll see a mix of active and passive abilities here. Actives are indicated by their square shape, while the circular ones are representing passives; and one thing to note as well is that these passives are aiming to be a little more interesting than just like, this ability does more damage now, or it has a lower cooldown. We do have some of those too, but the goal with a lot of these passives in addition to that is to allow people to lean into unique play styles. So you'll notice that some of them are are changing your gameplay in meaningful ways; and that's the direction we want to take um player and character customization as a whole.[38]Tradd Thompson

Players receive skill points at specific points as they level.[39] These can be used to level up skills (increase their rank) within their active, passive or combat/weapon skill trees.[40][41][42][27]

Making active skills capable of receiving additional skill point allocations and unlocking additional features so that from a player agency standpoint it's going to be up to you whether or not you want to be more diverse but less depth- wider and not taller, in some of these skill choices. Or if you want to be very very tall, that's going to be something that is up to the player in that regard.[43]Steven Sharif
  • Skill points will accrue at specific XP milestones, such as 1/4, 1/2, 3/4 progress through the level, so as to avoid creating an imbalance with experience debt.[39]
We do have this concept of experience debt that does accrue and we don't want to create an imbalance between skill points acquired versus experience, so we're going to predicate your skill points acquisition based on benchmarks you reach when leveling through a level. So these are going to be at specific points in the level, like one quarter progress, to half progress, to three quarters progress: you're going to get an influx of skill points and then you'll be able to allocate them into your skill tree.[39]Steven Sharif
  • Skill points can be used to unlock universal skills at the expense of unlocking class-specific skills.[44]
  • Respeccing (resetting and reallocating) adventuring skills may require travelling to a specific location rather than being able to be done on-the-fly.[45][46]
  • Augments do not cost skill points.[47] It was previously stated that certain augments will have more expense required on the skill point side.[48]
info-orange.pngAz alábbi információk némelyikét a közelmúltban nem erősítették meg a fejlesztők, és előfordulhat, hogy nem szerepelnek a jelenlegi fejlesztési ütemtervben.
  • It will not be possible to max all skills in a skill tree.[27]
  • In terms of skill progression, players can choose to go "wide" and get a number of different abilities, or go "deep" into a few specific abilities.[49]

Universal skills

Universal skills, such as active blocking and dodge rolling, are able to be unlocked by all archetypes.[44][35]

Outside of your class-specific skill tree, there's going to be a subsection of a few skills that are universal, like active block, like dodge; and I think what we're going to do- or at least what we're going to be discussing here- is those universal skills will have progressions that might align with your passive tree; and you can spec skill points into progressing additional features of those universal abilities that you will have access to. So I think that's probably going to be the direction that we're going to take.[35]Steven Sharif
  • Skill points can be used to unlock universal skills at the expense of unlocking class-specific skills.[44]
Q: Will each archetype be equally efficient with universal skills, like dodging and active blocking, or will each of them have their own versions and flavors, or will some people be more powerful than others?
A: We want to provide a progression path that's shared for those universal skills across all the archetypes. So when you spend skill points, you can choose to spend them within the universal skill set and unlock particular ability types for the universal skills as well, but you will be spending them from the skill points that you would normally spend within your class-specific skill tree; and this offers again a different wheel of customization that I think is interesting.[44]Steven Sharif
  • The developers will be testing the use of separate energy mechanics for universal skills in Alpha-2.[50]
  • Universal skill progression may align with a player's passive skill tree.[35]

Gear progression

A fegyverek saját fejlődési úttal rendelkeznek, továbbá saját fegyver készségekkel.[52][53]

Q: Are weapons balanced towards a proficiency system (i.e. the longer I use a sword, the better my damage will be), or will it be a normal RPG stat system with no long-term scaling?
A: We will not be using a proficiency system as described, but players will have passives available in their skill tree that will increase effectiveness of certain weapons. Becoming a master of swords will be something that is possible, just not in that particular manner.[11]Sarah Flanagan

Ashes of Creation is all about providing many progression paths... The reason why we don't like the term endgame is because with the amount of progression that's available with the amount of diversity and player agency that that impacts the world... We want the weapon system and add an element of that as well... You can determine special effects that proc from currently the combo system right; you can determine ancillary effects that proc based on enchantment types; you can power stone weapons to add different either elemental types of damage and/or energy that play rock paper scissor with player defenses ... and then you can skill tree out how those effects that are granted ... you can make them better you can branch them off into a different direction.[54]Steven Sharif

Gear enhancement

Gear enhancements are possible both during and after an item is crafted.[55][56]

There is a combination of systems that take an item to its max potential. Players will need to contribute in a certain number of these systems to reach max. Some of the systems are an either/or situation.[55]Kory Rice
The contribution of materials to crafting an item results in advancing the rarity of that item. Now, that doesn't exclude players who don't have the legendary or the higher quality contributed resources from progressing their common item up the rarity tree through enchantments such as scroll enchanting or through tempering the gear. Both of those can affect the quality and the rarity of the gear that you produce, but by contributing the resources during the crafting process you are getting a head start with the higher quality item and now are less dependent on those other avenues to achieve that, which might be again a different vertical space of progression that you don't have as good of access to.[56]Steven Sharif
info-orange.pngAz alábbi információk némelyikét a közelmúltban nem erősítették meg a fejlesztők, és előfordulhat, hogy nem szerepelnek a jelenlegi fejlesztési ütemtervben.

Enchanting

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.[65][66]

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.[68]Steven Sharif

Power creep

The developers intend to limit power creep via item sinks, the lack of gear binding, and the absence of pay-to-win or pay-to-convenience in Ashes of Creation.[69]

Pet fejlődés

Egyes pet-ek felszintezhetőek lesznek, és felszerelés is elérhető lesz számukra.[70]

Szakmai fejlődés

Karakterenként választani kell egy ágat a szakmai képességfából.[72] A három szakmai főágon belül (Gyűjtögetés, Feldolgozás és Barkácsolás) különböző mesterségek vannak. Egy karakter csupán egyetlen szakmai főág mestere lehet.[73][74][75][76]

A gyüjtögetés egy szakmai főág, mint a feldolgozás és a barkácsolás. A három főágon belül mind mesterségek találhatóak. Csupán egy ág mestere lehetsz. Azon az ágon belül viszont több mesterséget elsajátíthatsz.[76]Steven Sharif

A barkácsolás -úgy mint a gyűjtögetés vagy a feldolgozás- mesterévé válni jelentős idő- és nyersanyag-befektetésbe fog kerülni; ezért ennek úgy kell működnie, hogy mire ezt eléred, a szerveren tudják az emberek hogy ki vagy.[77]Steven Sharif

  • A játékosok bármelyik mesterség kezdő szintjét kipróbálhatják, mire eldöntik hogy melyik ág mesterévé akarnak válni.[78]
  • Egy konkrét ág kiválasztása lehetővé teszi, hogy a játékos azon a területen specializálódjon. Emiatt a játékosok egymásra vannak ítélve, a szakma rendszert érdekessé téve.[79]
  • Lehetséges több (de nem mindegyik) mesterség mesterévé válni egy ágon belül, viszont hosszú és kemény munkát, és sok nyersanyagot igényel.[73][76][80]
    • Egy játékos csak akkor lehet egy mesterség mestere ha már a hozzá tartozó szakmai ág mestere.[81]
    • Tesztelés után lehet hogy konkrét számra lesz korlátozva az elsajátítható mesterségek száma.[81][82]
  • A mesterré válás nem csak tárgyak készítéséről szól. Több java van, mint például titulusok, hozzáférés tárgyakhoz, leárazok, és küldetések. [83]
  • A választott mesterségek nem befolyásolják a karakter attribútumait.[84]
  • Egy fiókon belül a különböző karaktereknek (Altok) lehet különféle mestersége.[74]
  • A fejlődés a szakmákon belül nem befolyásolja az szintfejlődést.[28]

A játékosoknak lesz lehetőségük kipróbálgatni az összes mesterséget, kezdő szinten, ami egy alapvető felfogást biztosít arról hogy milyen a szóban forgó mesterség, majd eztán könnyű eldönteni hogy melyiknek akarsz a mesterévé válni.[78]Steven Sharif

Amikor azt mondjuk nem lehetsz mindegyik mestere, az nem azt jelenti hogy a három közül a saját szakmai ágadon belül nem lehetsz mester, ami a barkácsoló, gyűjtögető vagy feldolgozó. Annak az egynek a mestere leszel, a másik kettőnek pedig nem.[75]Steven Sharif

Artisan mastery

A character may only ever be a Master in up to 3 professions and Grandmaster in up to 2 professions across all artisan branches.[85][86]

  • Artisan mastery is no longer restricted to a single branch.[86]
  • Characters may change which professions they master.[87]
Becoming a master Crafter or a master Processor or a master Gatherer should be a significant time investment and resource investment; and because of that it should also be something that when you achieve that status it's like people on the server know who you are.[77]Steven Sharif
  • Masteries aren’t just about making an item. They grant many things, including titles, access to items, bargains, and quests. [83]
  • Previously it was stated that with considerable effort a player can master all professions within a mastered parent artisan class.[76][80] This was later changed to a player being able to master some but not all professions within a mastered parent artisan class.[73][72] This was changed to being able to master up to two or three professions within a mastered parent artisan class (subject to testing).[88] This was changed to being able to master up to two professions.[89] The current stance is only being able to become a Master of 3 professions and Grandmaster of 2 professions across all branches.[85][86]
Q: What would be the daily activities for someone at level 50 with a maxed out artisan tree?
A: The daily activity might be something along the lines of, depending on what type of profession or processor you are, of interacting with fellow artisanship individuals to wheel and deal on supply and demand chains; orchestrating and participating and caravan roads that move materials across the world so that you can satisfy buy orders and/or commission requests. Participating in unique trades and/or dungeon experiences that have the opportunity to acquire unique crafting materials so that you can create the dragon's legendary sword and sell that potentially. Finding unique harvestable materials in remote parts of the world or engaging in treasure map finding for again unique materials and/or processing things. There's a whole host of different intents that are loops for the players to participate in that again are situationally relevant based on the world state.[90]Steven Sharif

Gathering tools

Ravaszkodó an apprentice herbalism gathering tool in Alpha-2.[91]

Different professions will have a number of quests available to introduce players to their first toolsets; and then, their toolset sustainability will be incumbent on the player to continue to gather the resources necessary to repeatedly create these tools, because they have a durability that gets expended when interacting with the resources in the open-world.[92]Steven Sharif

Összegyűjtése Halcyonite using a mining pick gathering tool.[93]

Each gathering profession will have three tools. The tools come online as you progress through the profession; and the different resource types for each one of the professions may require different tools. So, you basically want to carry around the right tool for the job. And tools along with artisanship gear will have stats on it, so you can itemize towards how you want to gather, how fast you want to gather.[93]Kory Rice

Gathering tools (also referred to as harvesting tools, artisan tools, and toolsets) enable the gathering of resources in Ashes of Creation.[93][94][95][96]

Tools do advance within the artisan tree, so your ability to either gather, process or craft will require the equivalent tools necessary at that stage of crafting in order to accomplish the task at hand. So, you could not mine copper and mithril with the same tool.[96]Steven Sharif
  • Tools will have durability and lifespans.[92][5][104]
    • The amount of usages of a gathering tool increases as the gatherer becomes more proficient in the gathering artisan tree.[5]
    • Tools may become non-repairable, requiring re crafting.[92][104]
  • Artisans will not need to rely on other trees in order to make their tools.[95]
  • The developers are considering the introduction of gathering tools that require two players, such as two-person saws that can fell larger trees.[102]
Your progression within the profession will take account what tools you can use. There might even be some opportunity to do some gathering with other players that . Typically in other games that I play you usually do the gathering alone. You're venturing around alone; and we wanted to take a look at maybe having a friend to help you with a two person saw on a larger tree. Maybe there's some panning that you could do as opposed to just hitting with the pickaxe. So, we'll have other tools that are part of that progression path and other activities that players can do if they would like to gather together.[96]Kory Rice

Legendary items

There is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[105]

At each stage from Gatherer to Processor to Crafter you are required to have certain prerequisites before those elite types of materials can be essentially gathered, processed, or crafted.[107]Steven Sharif

The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focussed.[108]Steven Sharif

Certain legendary items may be limited to one per server at any given time.[111][112]

  • If the player character leaves the server then the item will become available for acquisition through whatever means it was acquired previously.[111]

There are absolutely legendary items and they're not items that are attained easily nor are they granted out in a volume. There might even be items that are single items that will exist on the server at any given time.[112]

A legendary weapon is easily distinguished by its visual appearance.[108]

It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon.[108]Steven Sharif

Legendary items are not intended to be temporary.[113]

The fact there is only one of them... or very very few of them depending on what it is. I think that in and of itself is a balance component right and you need to make sure that the players who are striving for those legendary things and who are devoting the time energy, resources in order to achieve them are accurately rewarded... We do not intend on having legendary items that are temporary.[113]Steven Sharif

info-orange.pngAz alábbi információk némelyikét a közelmúltban nem erősítették meg a fejlesztők, és előfordulhat, hogy nem szerepelnek a jelenlegi fejlesztési ütemtervben.

Discovery of legendary items will unlock further chapters of the Történet.[115]

Vallási fejlődés

Vannak fejlődési útvonalak a vallásokon belül.[116][117]

  • Egyszerre csak egy vallás követője lehet a karaktered.[116][117]
  • A vallási fejlődés küldetésekkel halad, melyeket csak az adott vallás hívői kapnak meg.[116]
  • Minden valláson belül van egy rangsor, az alapján hogy ki milyen jól teljesítette a vallásos küldetéseket, és hányat csinált meg ezekből.[116][118]
  • A vallás váltás törli az összes addigi haladást az előző vallás irányában.[116][117]

It depends on their dedication to the religion itself; their performance when it comes to certain religion's religious objectives; their contribution to the development of that religion within the world. There's a lot of different markers that we use at each stage to determine how they progress within the religion.[119]Steven Sharif

Mariner classes (Naval progression)

A tengerész kasztok különböző készség fákat adnak, a mesterség kasztokhoz hasonlóan. A játékos ezen készségek használatával szerzett tapasztalattal növeli ezek hatékonyságát.[120]

You can spec into and create your own class based on what things you're doing on the boat... It's gonna be very similar to in structure to like the artisanship trees, so you'll you'll have your mariner class: You'll have different trees in that class.[120]Jeffrey Bard

Event levels

The level of a particular event can be based on the level of the content that triggers it, or it can be set to a higher level in order to drive traffic back to lower level zones.[121]

For example, if the event takes place in a zone that has a base population of let's say average level 25, then one of the trigger conditions might be that 10 monsters of level 25 have been killed recently in that zone and the level 25 event will now spawn additional content designed for level 25 players. So these events aren't always going to be end-game they're going to be obviously appropriate based on the content in which the predicate system is informing, but they also could be something completely top level that is introduced at a lower-level area and brings population traffic of the players back to those types of things.[121]Steven Sharif
  • The more players participating in an event the more challenging the event will become and the higher the rewards will be for completing the event.[122][123][124]

Node stages

Illustration of node advancement from Wilderness (színpad 0) to Metropolis (színpad 6).

Nodes advance by collecting experience from the actions of players nearby. As players complete content inside of a Node’s Zone of Influence (the area around the node), they contribute that experience toward the Node’s development. The experience given to the Node may then be modified based on certain Events and Accomplishments. When a Node reaches the experience required, it undergoes the process of advancing to the next stage. There are a few exceptions where a Node cannot advance even though it has the required experience - most commonly, a Node can not advance if a Node is a Vassal of another Node and would advance to the same stage as its Parent Node.[125]Margaret Krohn

Node-ok have seven (7) stages of advancement, with experience thresholds for each stage. When a Node reaches the experience required for its current stage, it advances to the next stage.[126]

Node stage.[127] Symbol Alternate name.[128] Timeframe to advance.[127] Player housing.[129]
0. Wilderness -
1. Expedition Expedition symbol.png Crossroads Few hours -
2. Encampment Encampment symbol.png Camp Many hours -
3. Village Village symbol.png - Few days Small houses
4. Town - Many days Medium houses
5. City - Few weeks Large houses
6. Metropolis Metro Many weeks Mansions

Node progression

Node fejlődés animáció, a Vadontól (0.fázis) a Metropoliszig (6.fázis).

Nodes advance by collecting experience from the actions of players nearby. As players complete content inside of a Node’s Zone of Influence (the area around the node), they contribute that experience toward the Node’s development. The experience given to the Node may then be modified based on certain Events and Accomplishments. When a Node reaches the experience required, it undergoes the process of advancing to the next stage. There are a few exceptions where a Node cannot advance even though it has the required experience - most commonly, a Node can not advance if a Node is a Vassal of another Node and would advance to the same stage as its Parent Node.[125]Margaret Krohn

A lakosok, és nem lakosok aktivitása (küldetések, gyűjtögetés, Raid-elés, stb.) a Node ZOI-ján belül annak a Node-nak a fejlesztését gyarapítja (fejlődés).[127] A Node-ok hét (7) fejlődési fázissal rendelkeznek, melyek mindegyikéhez hozzá van rendelve egy elérendő tapasztalatküszöb, a fejlesztéshez.[126]

Node fázis.[127] Alternatív név.[128] Fejlesztéshez szükséges idő.[127] Játékos lakások.[129]
0. Vadon -
1. Expedíció Kereszteződés Pár óra -
2. Táborhely Tábor Órák -
3. Falu - Pár nap Kis házak
4. Kis város - Napok Közepes házak
5. Város - Pár hét Nagy házak
6. Metropolisz Nagyváros Hetek Kastélyok

The Development Area of a Node is where civilization will appear as the Node advances. As the Node Stage increases, different buildings, NPCs, and services will become available in the Development Area. The higher the Node Stage, the more complex and populated the Development Area becomes. Development Areas will also vary depending on the Node Type - Economic, Military, Scientific, or Divine; we’ll go into further details on each of those Node Types in future posts in this series.[125]Margaret Krohn

Elméleti rajz. A Node-ok amik egy fejlettebb Node ZOI-ján belül vannak, nem fejlődhetnek annak szintjére.[130] A ZOI-k a játékon belül irreguláris alakzatúak lesznek, az itt látható körök csak ábrázatot szolgálják.

Beginning at Node Stage 3, when a Node advances, it enslaves nearby Nodes and makes them into its Vassals. Vassal Nodes are owned by a Parent Node and must always be at least one Node Stage below the Parent Node. This means that the Vassal Node cannot grow until the Parent Node advances in stage. Vassal Nodes give excess experience to their Parent Node, and are able to have their own Vassals, as long as they fit within the Parent Node’s Zone of Influence. They are subject to the government, alliances, wars, taxes, and trade of their Parent Node, and are able to receive federal aid from them. A Vassal Node cannot declare war on their Parent Node or any of its Vassals. Citizens of Vassals are bound by the diplomatic states of the Parent Node.[126]Margaret Krohn

Egy Node fejlesztése elérhetővé teszi az egyedi tartalmát, amivel egyidejűleg egyre nagyobb körzetben akadályozza meg a szomszédos Node-ok fejlődését.[131]

  • A Node-ok gyorsan érik el az első szintet. Ez elérhetővé teszi az NPC szolgáltatásokat, mint a bolt, vagy tárgyak eltárolása.[132]
  • Minél fejlettebb egy Node, annál nagyobb a hozzá tartozó ZOI.[133]
  • Kevésbé fejlett Node-ok (avagy vazallus Node-ok) amik fejlettebb Node ZOI-ján belül vannak, szerezhetnek további tapasztalatot, de nem fejlődhetnek a domináns Node szintjére.[130]
    • A vazallus rendszer akkor lép életbe, ha egy Node eléri a 3.fázist (Falu), de a szomszédos, hármasnál kisebb Node-ok is megakadályozzák a közvetlen szomszédaik fejlődését.[134]
  • A terület kiterjesztő algoritmus figyelembe veszi a legközelebbi tengerpartot, a szomszédos Node-okat és a környezetében lévő területek játékos-sűrűségét az elmúlt hetekben.[135]
    • Azon okból, ahogy a kiterjeszkedést számító algoritmus kiszámolja egy növekedő Node ZOI-ját, előfordulhat, hogy két azonos szintű Node egymáshoz közel esik.[136]

The way that the algorithm expands the territories takes into account a few things: One it takes into account the coast like where's the closest coast. Two it takes into account the neighboring nodes so it can take over and essentially vassal state those nodes, but what's more important is essentially the initial population based on like how players choose their races. Because we have nine different races and four different starting points that branch out, each server's population density is going to dictate essentially the first few nodes that are that are highly populated and then that initial seed is what's going to determine the node structure as it moves inland into the into the world essentially; and based on the performance and successes of different sieges will determine which nodes that got locked out from the previous the initial advancements what nodes can now be available to advance further. So I really think that with so many variables that are present in the equation of how nodes advance and stay existing with the more variables you have, the higher likelihood there is for there to be a significant diversion in world progression.[135]Steven Sharif

Normally the algorithm that's applied to the node territorial expansion will prevent significant nodes from being in close proximity to each other... There could be a perfect storm where all of the algorithmic progression of territory leads to having these nodes very close to each other because there's certain requirements that should that need to be available to satisfy node vassal takeovers; and it's possible that two nodes would never take each other over as vassals and end up close together and spanning their territories in opposite directions: The Tale of Two Cities thing.[136]Steven Sharif

  • A domináns Node nem kap tapasztalatot a vazallus Node-ok területén szerzet tapasztalatból, amíg azok el nem érik a számukra elérhető legnagyobb szintet.[130]
  • A játékosok mozgatva(elteleportálva) lesznek, ha a fejlődés közben egy megjelenni készülő épület útjában vannak.[137]
  • Egy Node lakosai gyarapíthatják egy eltérő Node fejlesztését.[138]
  • A fejlődés konkrét tapasztalat követelménye (pl. hány szörnyet kell megölni) nem lesz nyilvánosan tudott, a rendszer kihasználását elkerülendő.[139]

Different people have different resources invested in nodes progressing and it would be a little "gamey" if you could know exactly what was necessary at that point because that would disincentivize people from participating.[139]Steven Sharif

Vassal nodes

Vassal node structure.[140]

This vassal mode structure tells you what it looks like for a sovereign at a level six metropolis stage; and what it can control at a maximum vassal network is two level five nodes, of which a level five node can control one level four and one level three as direct vassals; and then the four can control a three; and every three can control a one or a two. Now if the three gets removed through siege, the one or the two is removed as well. So that's an important distinction between the three's vassals, which technically isn't really a vassal relationship because there's no citizenships possible. Those vassals don't exist between three and X, but they do exist between four and three, five and four, and six and five. And what this also allows is that because there are 85 nodes that are within the world, we have a buffer zone of about 20 nodes that lives in a max server state. So if you had maximum five metropolises form in a world, you will have a number about 20 nodes that can live alongside those metropolis networks; and when or if a metropolis falls, that extra cushion of nodes around the five metropolis structures allows for the map to be redistricted in a way that is unique. It doesn't mean that one of the fives is just going to pick up where the last six left off and form the same exact metropolis structure. From a territory perspective it has ancillary nodes to play with and expand towards that redistricts the map, so that if a metropolis falls there's a significant difference in the layout of the world and the layout of these almost nation-like territories.[140]Steven Sharif

Village (stage 3) or higher nodes enslave nearby nodes, converting them into vassal nodes.[126][134]

There is a layer of intricacy between how the neighboring nodes advance and what potential parent structure they have in the vassalship tree.[141]Steven Sharif
  • Vassal nodes gain benefits from their regent node (also referred to as sovereign node or parent node) even if the node type of the parent is different to the vassal.[142][143]
It is not a bad thing to be vasseled, it is a good thing to be vasseled. It brings many benefits from the Sovereign, which is the ultimate parent of that vassal network down to the vassal node itself; and it allows that vassal node to even live outside of its normal mechanics. You get to adopt some of the benefits that the node type of your sovereign is, even if your node type as a vassal node isn't the same.[143]Steven Sharif
  • Regent nodes collect taxes from their vassal nodes. These taxes cannot be taken by the mayor or other players.[145]
  • Vassal nodes give excess experience to their parent node and may have their own vassals; so long as they fall within the parent node’s zone of influence.[145][126]
    • If a node is capped and is both a vassal and has its own vassals, any experience earned from itself or its Vassals is first applied to its own deficit. Experience beyond that is then sent to its parent node.[125]
When the vassal reaches its cap it overflows experience up to the parent; and so it can be very good early on for parents to get vassal nodes that are very productive- that have a lot of traffic.[145]Steven Sharif
  • Vassals are subject to the government, alliances, wars, taxes, and trade of their parent node, and are able to receive federal aid from them.[126]
  • Vassal nodes cannot declare war on their parent node or any of their vassals.[126]
  • Citizens of vassals are bound by the diplomatic states of the parent node.[126]
If a Node is a Vassal Node and is capped from advancing further, it first applies any experience earned to its own deficit (see Node Atrophy section), and then applies excess experience earned to its Parent Node. If the Parent Node advances and the Vassal is able to grow, it becomes uncapped. If a Node is capped and is both a Vassal and has its own Vassals, any experience earned from itself or its Vassals is first applied to their own deficit. Any experience beyond that is then sent to its Parent Node.[125]Margaret Krohn

Adjacent/Neighboring nodes

Adjacent nodes (Neighboring nodes) starting from Expedition (színpad 1) may block (lockout) the growth of their immediate neighbors.[146][134]

Node layout and style

Racial architecture of the same Village (színpad 3) node on different servers. Dünir Dwarven influence (top). Kaelar Human influence (bottom). Alpha-1 Nem NDA képernyőkép.

The layout and architecture within a Node’s development area are determined by influential race. For example, a stage 3 Node with the majority of player contribution being Py'rai would have a Py'rai village with Py'rai architecture. Most NPCs would be Py'rai elves, and offer questlines within the Py'rai narrative.[126]Margaret Krohn

Each player’s contributed experience is flagged with their character race and other identifiers. When a Node advances, the race with the highest experience contribution determines the Node’s style and culture. This style and culture change can happen at every Node Stage. For example, if a Node advances to Level 2 - Encampment Stage and 51% of all experience was earned by Ren’Kai players, the Node will be a Level 2 Ren’Kai Node. If that same Node advances to a Level 3 - Village Stage Node, but the Py'Rai contributed 62% of all the experience earned, then the Node will be a Level 3 Py'Rai Node.[125]Margaret Krohn

Node layout and style is determined by several factors:[147][148]

The way that the node system is built is that they can exist across a spread of 18 biomes, but at the same time have to represent the cultural influence of these cultures that are intrinsically a part of a specific biome.[149]Steven Sharif
Currently the way that the platform system is set up, is it's capable of adjusting the topography of the node's footprint, regardless of the surrounding terrain. So the reason for that is we want to have flexibility in the presentation of the node's layout and how it is essentially both from an aesthetic standpoint as well as a mechanical standpoint with node sieges- how it's constructed and that construction should have the ability to take on a variance of different types of topography. So it shouldn't be dependent on the surrounding area. Now that's not to say that the surrounding area isn't going to have some influence over. So for example... we're experimenting a little bit with the platform tech and putting up a node up against the side of a mountain or on the edge of a cliff or something that has a beautiful vista. Those are things that we're going to test out obviously as we continue to work on the node tool and how that platform system works, but the idea is to have the node independent of the surrounding terrain.[150]Steven Sharif
Some parts are determined by the area it's in. Some parts are determined by the type it is. Some parts are determined by the race it is; and then the rest of it is determined by the mayor.[148]Jeffrey Bard
All nodes, whether they're associated with a castle or associated with normal node structure, has cultural influences that replicate over to the buildings that are produced and the NPCs that are present.[156]Steven Sharif
  • The rest is determined by the node's mayor.[148]
    • It should be possible for a node to complete several building projects within a mayor's one month term in office.[157]
Q: How long would you say it will take players on average to fill/build up a node completely from wilderness to metropolis?
A: It's one thing to get a node to a certain level: it's another thing to develop the node; and I can't really give you an on-average expectation, because there's a lot of variables at play. There's how many citizens does the node have attracted to it; what's the type of traffic that the node is attracting to it based on things like its tax rates, or the specialization that it chose to spec into, based on the building types it's chosen to build. All of those things are variables that can affect the quote-unquote "average build-out time" of a particular node. So it's difficult to give you an average when there's so many variables along those lines. But the idea is that if there is a particular project that players are interested in in developing based on the node stage, that they would have the ability to complete several of those projects as within a single term of a mayor; and a term of a mayor is one month.[157]Steven Sharif

Racial influences

Alpha-1 Village node layout.[158]

We have essentially sets that exist across all races; and each race that dons those armor sets is going to have their own racial influence on the presentation of those particular sets. So that's something that's unique in how each of the races get diversified. Additionally, the more that one particular race contributes to a node's development, it's going to manifest in that particular node's architectural influences. You're going to see the architectures of those races become manifest within the nodes as well: That's another way that we diversify each race and we present each race's culture in the game as through those architectures, through those props that exist, through the tailoring of the armor sets that the NPC might wear, to the different factions that exist. Factions will have their own affiliation with different races as well. Each race will also have some different nomenclature when it comes to the lore, or comes to locations in the world. They're going to have their own language influences as well: The way they speak is something that's going to be distinct between races; when you have dialogue trees with particular NPCs. So all of those things really go into setting an immersive world where the cultures have their own identity.[151]Steven Sharif

Cultural influences manifest in many ways, from node and gear aesthetics to NPC languages and lore.[151][159][125]

There is an attrition and that attrition on experience and influence is heightened based on the performance of the race in the world. So if all these nodes are Orc nodes then their attrition rate is very high to compete with the cultural establishment of new nodes because they have more influence in the world and a popular opinion is against them in their outlying regions that they do not have influence in.[160]Steven Sharif

Zónák fejlődése

Dungeon-ök, Raid-ek, Világ-boss-ok, Mob-ok, Küldetések, Események, Nyersanyagok, Narratívák és további tartalmak A Node ZOI-jában sok ízben lesznek elérhetőek; de a Node fejlettsége és rassz befolyása korlátain belül.[161][162][126]

We don’t have a strictly level 25 zone. Instead, that zone might have some level 10 creatures near the road, some level 20 creatures deep in the forest, and some level 30 creatures up the mountain. These ratios will change based on the Nodes that inform them, becoming generally more dangerous as the Node grows. All this civilization attracts the attention of Things-That-Should-Not-Be. This does not mean that wilderness areas are safe, by any means. Some may be safe-er, but all will have dangers that even the most experienced traveler needs to watch out for.[163]Steven Sharif

Céh fejlődés

A céh fejlődés különböző rendszerekben való részvétellel történik meg:[164]

A céhfejlődés skill pontokat ad, amit a céh a saját képességfáján használhat fel, úgy mint passzív képességek, augmentációk és tagszám korlát növelés.[164][166][167]

  • Passzív képességek bizonyos stat-okat növelnek, amik a céhtag harcban való teljesítményével kapcsolatosak, vagy a céhvel kapcsolatos más területeken segítenek, mint a gazdaság.[164]
  • Augmentációk esetlegesen elérhetőek lesznek, a céhfejlődés magasabb szintjein.[164]
    • Ez azokra a céhekre vonatkozik, amelyek nem a tagszám-növeléses útvonalat választották.[164]
    • A céhen belül a rangos tagokra van hatással.[164]
  • A céhtagoknak nem kell ugyanazon Node lakosainak lenni, hogy a céh által biztosított passzív képességek és augmentációk előnyeiben részesedjenek.[168]
  • Céh méretet lehet céhfejlődés ellenében növelni.[164][169]
    • Minél magasabb egy céh tagszám korlátja, annál kevesebb céhfejlődésből származó további lehetőség elérhető számára.[170]
    • Céh-szövetségek esetlegesen még nagyobb "céhek" létrehozásának egy formája-ként fognak szolgálni.[169]
  • Céh csarnokok lesznek elérhetőek, a céhfejlődés bizonyos szintjén.[166]

As you're leveling up the guild and you're getting these points to either allocate towards expanding the guilds member count or allocate towards adding certain passive abilities that your guild members can gain by being guild members. You're also going to see as you're leveling up the guild through different type of quest-based, participation-based, node-based, organization-based systems and ways that those quests hook into the world. You're also going to see perhaps some augment abilities at the upper tiers of the guild levels become unlocked for certain members that have a classification of officer or knight, will have access to those different types of augment abilities that might get unlocked should you go down the non expansive member lane; and the idea there is to offer these benefits to smaller groups.[164]Steven Sharif

It's not always going to be combat. You could have an economic focus guild. You could have a trade oriented guild; and there's all sorts of things that you can put together and give your guild its own identity.[164]Jeffrey Bard

Szervezetek fejlődése

A játékos feladatok és küldetések teljesítésével halad a szervezet fejlődésben.[171] Hierarchikus útvonalak tartoznak bizonyos küldetésvonalakhoz a szervezet tematikáján belül.[171] Ezek a küldetések vagy közreműködőek lesznek, vagy ellenséges jellegűek, más Node-okra való tekintettel, a velük fennálló diplomáciai állás alapján.[172]

- Például, a Tolvajok szövetsége olyan küldetést ad, hogy a játékosnak el kell lopnia egy fontos tárgyat.[171]

Social organizations are going to have questlines that players participate in which some will include sabotage, espionage, intrigue... While it's not necessarily player versus player in the combat sense, it is player versus player in pitting communities in those organizations against each other in a competitive atmosphere, where only some things can be accomplished by certain communities; and not everybody can succeed at a particular task. So, I think that that's a unique way to involve meaningful conflict that doesn't necessarily have to relate to PvP, because obviously we have a lot of PvP systems in the game and and there are many ways for players to participate in player versus player combat; but we also want to make sure that from a progression standpoint, from a system standpoint there are going to be abilities of individuals to follow these questlines, these tasks that will pit organizations against each other, specifically from an organizational standpoint.[173]Steven Sharif

You're gonna see arguments being used a lot throughout a lot of our systems. When we're talking about the guild system, when we're talking about social organizations, when we're talking about religions. A lot of those things are going to affect how and what you have available to augment your skills with.[174]Jeffrey Bard

Social organization augments

Társadalmi szervezetek unlock Up to 3 or 4 augments based on:[175][176][177][174]

  • Whether the organization is the patron of their node: Meaning it contributes the most amount of work to the node from its members.[177]
  • A player's progression within that organization.[177]
You're gonna see augments being used a lot throughout a lot of our systems. When we're talking about the guild system, when we're talking about social organizations, when we're talking about religions. A lot of those things are going to affect how and what you have available to augment your skills with.[174]Jeffrey Bard

Szövetségek fejlődése

Az Ashes of Creation tartalmazhat a szövetségek köré épülő tartalmat.[178]

Tartalom ami a szövetségek köré épül és haladás a szövetség fejlődésében; és az azon belüli céhek lehetősége hogy egymás közt közös szolgáltatásokon osztozzanak. Szerintem ezen felül a szövetségeknek megengedni ki- és bekapcsoljanak bizonyos kapcsolatokat konkrét Node-okkal előnyös. Ez egy érdekes interakciót fog eredményezni olyan játékosoknak akik egy Node - Szövetség viszonyból valamelyiknek a tagjai. Szóval szerintem egyértelműen rendszerek építése arról szól hogy még több lehetőséget adjunk a játékosoknak viszonyrendszerek kiépítésére, és minél több ilyen réteg van amin keresztül a játékosok csoportosulhatnak, annál stabilabbak ezek a viszonyrendszerek.[178]Steven Sharif

Birtok fejlődés

Birtok épületek is felszintezhetőek, az eltelt idő és a birtok aktivitása alapján.[179]

We want there to be progression in many systems and part of the freehold progression is that when you establish these base buildings the longer and more productive you are and exist with that freehold, the more opportunity those buildings will have to both level up: offering new bonuses, new abilities, new capabilities; and just surviving in this world is a feat in and of itself, so it's rewarded by allowing progression with those things.[179]Steven Sharif

Freehold professions

Tavern progression

A kocsmák osztályokra bontott szolgáltatásokat biztosítanak:[183]

  • Küldetések, amik csak játékos birtokában lévő kocsmákban elérhetőek.
  • Étkek, amik buff-okat adnak bizonyos ideig.
  • Receptek, amiket szakács mesterek megvennének, és csak játékos birtokában lévő üzletekből megszerezhetőek.

Minél tovább van nyitva egy kocsma, és minél több vendéget lát el, annál gyorsabban lép szintet.[183]

Monster Coin fejlődés

Van egy fejlődés rendszer, ami a játékosok szörny-készségét növeli, a Monster coin eseményeken való részvételek gyakorisága alapján.[184]

In Ashes of Creation a large portion of world events revolve around the environment reacting to the player. This means that as players are exploring the world and developing civilization around them the environment is responding to this encroachment by spawning dynamic events and creatures to attack those developing cities. These events occur in 3 different types: the Legion level the Elite level and the Epic level.[185]

Ahogy egy Node fejlődik, úgy növekednek a szörnyek a Node-on belül.[186] Különböző osztályú események vannak, melyek osztálya a spawn-olt szörnyek erősségét jelzi.[187]

  • A monster coin osztálya határozza meg, hogy milyen erős a szörny.[188]

PvP progression

Performance in various Pvp systems (such as Lakókocsik, Arénák, Guild Wars) is measured over the course of 6 month PvP seasons. At the end of each season, a player's cumulative score may unlock various rewards.[189][63]

Highwayman system

A highwayman system tracks a player's performance in caravan PvP.[191][192][193][194]

The caravan defender role is going to have its own progression questing and rewards associated with it that are going to attract a certain subset of players and then vice-versa wise we're going to have incentives that appeal to the more highway brigand type players; and you might not always be on one side or the other: that might change depending on what your interests are in the at the time. But obviously those types of systems need to have robust consequential type rewards and benefits associated with them in order to compel the player; and that's something obviously we're going to test in alphas and betas and see how performant it is in actually attracting players to participate and make sure it's not just one-sided so-to-speak.[194]Steven Sharif
Q: Talk to me a little bit about the intended interaction of hunting caravans. What does mean? Can you progress in that? Can you identify these caravans from a distance? Is it intended to be diegetic or is it aided with mini-map?
A: Hunting a caravan is tending to be a lot more diegetic: You plant spies in other guilds, you build your information network in the world of Verra through whatever means you can. Now, there is progression paths involved with attacking and defending a caravan that can aid you in doing so, either with better equipment for it, faster ways to open crates, more yield from crates, and if you're a defender better components for your caravans, stuff like that.[195]John Collins

Arena ladder

The arena ladder system records a player's progress within PvP seasons based on their arena win/loss ratios.[189][197]

  • Titles can be received from arena play.[198]
  • Other rewards will be revealed at a later time.[199]
  • Arena points that can be used to buy gear is not currently in the design.[198]

Guild ladder

An inter-guild ladder will rank guilds based on their performance within competitive activities:[200][201]

When the guild participates in guild wars or they participate in sieges, you'll be able to climb the ranks of your inter-guild ladder as well so you get bragging rights amongst your friends.[201]Steven Sharif

Továbbiak

Hivatkozások

  1. Élő adás, 2017-05-19 (51:52).
  2. 2.0 2.1 Interjú, 2018-10-20 (1:55).
  3. Élő adás, 2017-05-12 (42:17).
  4. Élő adás, 2018-04-8 (PM) (28:38).
  5. 5.0 5.1 5.2 5.3 5.4 Élő adás, 2020-07-31 (1:05:58).
  6. leveling.png
  7. Élő adás, 2017-05-24 (46:27).
  8. Élő adás, 2020-07-25 (1:33:37).
  9. 9.0 9.1 Élő adás, 2020-07-25 (1:34:55).
  10. 10.0 10.1 10.2 10.3 10.4 Video, 2018-04-05 (40:08).
  11. 11.0 11.1 11.2 11.3 11.4 February 8, 2019 - Questions and Answers.
  12. Élő adás, 2017-12-15 (58:48).
  13. 13.0 13.1 Interjú, 2020-07-08 (1:07:59).
  14. Élő adás, 2017-05-24 (19:25).
  15. Interjú, 2020-07-08 (1:12:51).
  16. 16.0 16.1 16.2 Élő adás, 2017-05-15 (26:13).
  17. Interjú, 2018-08-24 (4:15).
  18. 18.0 18.1 Élő adás, 2018-09-27 (52:41).
  19. Interjú, 2018-08-24 (8:52).
  20. 20.0 20.1 Élő adás, 2023-05-31 (43:55).
  21. Interjú, 2021-06-13 (24:14).
  22. 22.0 22.1 22.2 22.3 22.4 22.5 Interjú, 2020-07-18 (1:05:04).
  23. 23.0 23.1 23.2 23.3 23.4 progression.png
  24. 24.0 24.1 Ashes of Creation class list.
  25. 25.0 25.1 archetypeclass.png
  26. Élő adás, 2017-05-03 (50:50).
  27. 27.0 27.1 27.2 27.3 Élő adás, 2017-07-28 (19:05).
  28. 28.0 28.1 Élő adás, 2020-07-31 (1:31:11).
  29. toast-keybinds-skills.png
  30. Élő adás, 2017-10-16 (1:00:44).
  31. Interjú, 2018-08-08 (22:27).
  32. 32.0 32.1 Élő adás, 2023-12-19 (1:20:41).
  33. 33.0 33.1 Élő adás, 2023-07-28 (1:04:27).
  34. class secondary.png
  35. 35.0 35.1 35.2 35.3 Élő adás, 2021-11-19 (50:38).
  36. Video, 2022-09-30 (17:00).
  37. Élő adás, 2021-09-24 (1:18:06).
  38. 38.0 38.1 Video, 2023-12-19 (5:29).
  39. 39.0 39.1 39.2 Élő adás, 2023-07-28 (1:03:27).
  40. Interjú, 2020-07-29 (55:44).
  41. Interjú, 2020-07-19 (53:59).
  42. Interjú, 2020-07-18 (1:07:51).
  43. Élő adás, 2020-08-28 (1:19:24).
  44. 44.0 44.1 44.2 44.3 Élő adás, 2023-12-19 (1:49:56).
  45. Élő adás, 2023-12-19 (1:46:12).
  46. Interjú, 2020-07-29 (54:44).
  47. Forums - Livestream Q&A 2022-08-26.
  48. Interjú, 2020-07-18 (1:07:06).
  49. Élő adás, 2017-11-16 (30:02).
  50. Élő adás, 2022-12-02 (1:05:08).
  51. Élő adás, 2019-05-30 (58:28).
  52. 52.0 52.1 52.2 52.3 Élő adás, 2020-01-30 (1:28:40).
  53. Élő adás, 2018-05-04 (45:37).
  54. 54.0 54.1 54.2 54.3 54.4 54.5 Élő adás, 2018-06-04 (1:11:19).
  55. 55.0 55.1 Podcast, 2023-12-03 (17:10).
  56. 56.0 56.1 56.2 56.3 56.4 Élő adás, 2023-11-30 (1:38:47).
  57. Video, 2023-11-30 (1:01:04).
  58. Video, 2023-11-30 (59:21).
  59. Élő adás, 2017-05-26 (5:25).
  60. enchanting.png
  61. Élő adás, 2023-11-30 (1:54:37).
  62. Élő adás, 2018-06-04 (21:37).
  63. 63.0 63.1 63.2 63.3 63.4 Interjú, 2020-07-18 (16:34).
  64. Interjú, 2020-07-18 (14:22).
  65. 65.0 65.1 Élő adás, 2022-05-27 (1:20:00).
  66. Élő adás, 2017-05-26 (51:37).
  67. Élő adás, 2017-05-17 (58:55).
  68. 68.0 68.1 Élő adás, 2021-03-26 (1:15:57).
  69. Interjú, 2018-10-20 (2:53:52).
  70. Pets.jpg
  71. Élő adás, 2019-06-28 (1:24:27).
  72. 72.0 72.1 artisan skill tree.png
  73. 73.0 73.1 73.2 steven-profession-mastery.png
  74. 74.0 74.1 Élő adás, 2017-05-24 (32:07).
  75. 75.0 75.1 Élő adás, 2019-07-26 (1:09:46).
  76. 76.0 76.1 76.2 76.3 artisan mastery1.png
  77. 77.0 77.1 Interjú, 2020-07-20 (18:47).
  78. 78.0 78.1 Interjú, 2020-03-27 (5:25).
  79. Élő adás, 2017-05-10 (6:12).
  80. 80.0 80.1 steven-profession-mastery-all.png
  81. 81.0 81.1 artisan mastery5.png
  82. artisan mastery3.png
  83. 83.0 83.1 artisan mastery4.png
  84. Élő adás, 2017-07-18 (37:25).
  85. 85.0 85.1 roshen-mastery.png
  86. 86.0 86.1 86.2 steven-mastery-2-branches.png
  87. steven-change-mastery.png
  88. Élő adás, 2022-04-29 (1:13:00).
  89. steven-mastery-cap.png
  90. Interjú, 2023-07-09 (42:51).
  91. Video, 2023-11-30 (7:56).
  92. 92.0 92.1 92.2 92.3 Video, 2023-11-30 (5:58).
  93. 93.0 93.1 93.2 93.3 93.4 93.5 Video, 2023-06-30 (3:14).
  94. Élő adás, 2022-10-14 (32:38).
  95. 95.0 95.1 Interjú, 2020-03-27 (9:00).
  96. 96.0 96.1 96.2 Interjú, 2018-05-11 (38:25).
  97. Video, 2023-11-30 (16:40).
  98. 98.0 98.1 Élő adás, 2023-12-19 (1:53:02).
  99. 99.0 99.1 Video, 2022-10-28 (26:14).
  100. Podcast, 2023-12-03 (12:27).
  101. Video, 2023-11-30 (9:36).
  102. 102.0 102.1 Video, 2022-10-28 (25:11).
  103. 103.0 103.1 Élő adás, 2020-04-30 (53:11).
  104. 104.0 104.1 crafting tools.jpg
  105. Interjú, 2020-07-18 (1:00:15).
  106. Interjú, 2020-07-19 (8:43).
  107. 107.0 107.1 107.2 107.3 107.4 Interjú, 2020-07-20 (21:57).
  108. 108.0 108.1 108.2 108.3 Élő adás, 2018-04-8 (PM) (55:49).
  109. Élő adás, 2020-07-25 (46:08).
  110. Élő adás, 2021-03-26 (1:02:06).
  111. 111.0 111.1 Élő adás, 2022-03-31 (1:15:02).
  112. 112.0 112.1 Élő adás, 2017-05-15 (38:08).
  113. 113.0 113.1 Élő adás, 2018-07-09 (25:34).
  114. Élő adás, 2018-04-8 (PM) (51:49).
  115. Élő adás, 2017-05-19 (44:18).
  116. 116.0 116.1 116.2 116.3 116.4 Élő adás, 2020-07-25 (57:02).
  117. 117.0 117.1 117.2 Élő adás, 2017-05-08 (44:51).
  118. religions.jpg
  119. Élő adás, 2017-06-01 (33:40).
  120. 120.0 120.1 120.2 120.3 120.4 120.5 120.6 120.7 120.8 Élő adás, 2018-07-09 (36:05).
  121. 121.0 121.1 Élő adás, 2022-04-29 (44:13).
  122. Video, 2023-09-29 (12:18).
  123. Video, 2023-09-29 (2:59).
  124. steven-world-events.jpg
  125. 125.0 125.1 125.2 125.3 125.4 125.5 125.6 125.7 125.8 125.9 Blog - Know Your Nodes - Advance and Destroy.
  126. 126.00 126.01 126.02 126.03 126.04 126.05 126.06 126.07 126.08 126.09 126.10 126.11 126.12 Blog - Know Your Nodes - The Basics.
  127. 127.0 127.1 127.2 127.3 127.4 A reactive world - Nodes.
  128. 128.0 128.1 Élő adás, 2018-12-12 (14:48).
  129. 129.0 129.1 Interjú, 2020-07-20 (3:45).
  130. 130.0 130.1 130.2 Élő adás, 2017-10-16 (50:20).
  131. Video, 2017-04-20 (0:02).
  132. Npc vending.jpg
  133. Node series part II – the Metropolis.
  134. 134.0 134.1 134.2 134.3 jahlon-steven-vassal-nodes-quote.png
  135. 135.0 135.1 Interjú, 2020-07-18 (10:04).
  136. 136.0 136.1 Interjú, 2020-07-08 (1:00:15).
  137. Élő adás, 2017-11-17 (55:27).
  138. node xp.png
  139. 139.0 139.1 Élő adás, 2017-05-26 (28:16).
  140. 140.0 140.1 140.2 140.3 Élő adás, 2022-08-26 (1:07:34).
  141. steven-vassals.png
  142. Élő adás, 2023-08-31 (52:56).
  143. 143.0 143.1 Élő adás, 2022-08-26 (1:04:35).
  144. steven-stream-clarifications-august-2022.png
  145. 145.0 145.1 145.2 Élő adás, 2022-08-26 (1:10:16).
  146. 146.0 146.1 steven-quote-neighboring-nodes.png
  147. 147.0 147.1 147.2 Élő adás, 2020-10-30 (39:17).
  148. 148.0 148.1 148.2 148.3 148.4 148.5 Élő adás, 2018-09-27 (53:06).
  149. 149.0 149.1 Élő adás, 2022-02-25 (41:00).
  150. 150.0 150.1 Élő adás, 2021-02-26 (1:12:18).
  151. 151.0 151.1 151.2 151.3 151.4 Élő adás, 2022-03-31 (4:57).
  152. Podcast, 2021-04-11 (29:47).
  153. Interjú, 2018-05-11 (54:34).
  154. Élő adás, 2017-05-26 (21:23).
  155. Podcast, 2021-04-11 (23:36).
  156. 156.0 156.1 Interjú, 2018-05-11 (47:27).
  157. 157.0 157.1 Élő adás, 2022-07-29 (1:13:09).
  158. Élő adás, 2020-06-26 (45:32).
  159. 159.0 159.1 Interjú, 2021-02-07 (33:00).
  160. 160.0 160.1 Interjú, 2018-05-11 (1:00:19).
  161. Interjú, 2020-07-19 (19:35).
  162. Élő adás, 2017-05-15 (30:53).
  163. Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
  164. 164.00 164.01 164.02 164.03 164.04 164.05 164.06 164.07 164.08 164.09 164.10 164.11 Élő adás, 2018-09-27 (55:39).
  165. 165.0 165.1 165.2 Élő adás, 2017-05-19 (22:10).
  166. 166.0 166.1 Interjú, 2020-07-19 (36:07).
  167. guild size.jpg
  168. Élő adás, 2020-06-26 (1:31:53).
  169. 169.0 169.1 Élő adás, 2017-05-05 (23:26).
  170. Interjú, 2018-08-08 (9:36).
  171. 171.0 171.1 171.2 Élő adás, 2017-05-17 (7:27).
  172. Interjú, 2020-07-19 (24:34).
  173. 173.0 173.1 173.2 173.3 Podcast, 2018-05-11 (18:52).
  174. 174.0 174.1 174.2 Élő adás, 2017-06-01 (31:47).
  175. Podcast, 2021-09-29 (30:04).
  176. Élő adás, 2021-06-25 (1:05:01).
  177. 177.0 177.1 177.2 Podcast, 2018-04-23 (24:47).
  178. 178.0 178.1 178.2 178.3 178.4 Podcast, 2018-05-11 (21:07).
  179. 179.0 179.1 179.2 Podcast, 2018-05-11 (48:29).
  180. Élő adás, 2023-04-07 (31:49).
  181. Élő adás, 2022-06-30 (1:08:02).
  182. Development Update with Freehold Preview.
  183. 183.0 183.1 Podcast, 2018-04-23 (29:56).
  184. monster coin leveling.png
  185. Élő adás, 2017-05-03 (31:46).
  186. Élő adás, 2017-05-03 (36:25).
  187. kickstarter monster coins.png
  188. Monster coins2.jpg
  189. 189.0 189.1 Élő adás, 2021-09-24 (1:22:46).
  190. Élő adás, 2024-01-31 (59:45).
  191. 191.0 191.1 191.2 Élő adás, 2023-10-31 (1:11:26).
  192. 192.0 192.1 Élő adás, 2022-06-30 (1:14:52).
  193. 193.0 193.1 Élő adás, 2021-08-27 (1:22:56).
  194. 194.0 194.1 194.2 Élő adás, 2021-02-26 (1:16:21).
  195. 195.0 195.1 195.2 195.3 195.4 195.5 Video, 2024-01-31 (10:15).
  196. Élő adás, 2017-08-23 (16:44).
  197. partysize.png
  198. 198.0 198.1 Podcast, 2018-05-11 (52:20).
  199. arena rewards.png
  200. 200.0 200.1 200.2 200.3 Élő adás, 2021-06-25 (1:12:37).
  201. 201.0 201.1 201.2 201.3 Interjú, 2020-07-29 (14:28).