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 kind of 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 you know 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 or skills will not be scaled to allow low level players to participate in dungeons with higher level players.[10]

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.[20][21] Ezt az összetételt nevezzük egyszerűen kasztnak.[20][22][23]

  • Egy játékos csak akkor választhat másodlagos archetípust, ha elérte a 25. szintjét.[20]

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.[21]

Az összes elsődleges készségfában megtalálható készség több augmentációs opcióval is rendelkezik majd a másodlagos fából. Ezt jelenti a vízszintes fejlődés.[21]

  • 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.[24]

A játékos skill pontokra tesz szert ahogy felszintez. Ezekkel fejleszti a készségfából a készségeit.[25]

  • Nem lesz lehetőség a készségfában lévő összes készséget teljesen felszintezni.[25]

A kaszt fejlődés nem befolyásolja egy karakter szakmai fejlődését.[26]

Classes by archetype combination

A 8 összekombinálható archetípussal, a játékos összesen 64 kaszt között válogathat.[20][22][23]

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 Tank primary skills early user interface design.[27]

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.[28]Steven Sharif

The idea behind the system is that you're kind of 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 kind of 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.[29]Steven Sharif

Primary skills (class abilities) are based on a player's archetype.[21] Players can personalize their primary skills with augmentation from a secondary archetype.[20][21][30]

The design behind augments is to not just change the flavor so that it reflects the secondary archetype, but it also fundamentally changes the core components of a skill.[31]Steven Sharif

  • Each secondary archetype offers four different schools of augmentation.[20][32] Each augment school affects a primary archetype's skills in different ways.[33]
    There's going to be a certain threshold at which you can no longer augment your active abilities based on the decisions you've augmented previous abilities, so you'll have to pick and choose which ones you want to apply the augments towards; and certain augments will have more expense required on the skill point side.[34]Steven Sharif
  • Choosing the same primary and secondary archetype increases focus on that archetype.[35]
  • Augments to primary skills will fundamentally change the way the ability works: Adapting what the ability once did to incorporate the identity of the secondary archetype.[11]
  • Changing the augmentations on your skills will require you to go to a NPC in a Village node or higher.[37]
  • Some spell colors and general FX change based on augments.[38]
    • Active skills could look totally different after an augment gets applied.[39]

Skill points

Alpha-1 early preview skills UI.[40]

This is where players allocate skill points into either their active skills, their passive abilities- which can augment their usage of weapons and armors and health regeneration and passive stats and stuff like that-- but on the weapons side of things, that's where you will spec into certain types of procs based off of weapon groupings. So we've talked a little bit about this in the past: If you have a dagger, daggers might have a chance to proc a bleed on your weapon attack and that would synergize with an active skills' ability like let's say Backstab that does additional damage if the target is under a bleed effect. Now we have said in the past that players will be able to allocate skill points into their active skills that are more geared towards either action combat or tab targeting.[40]Steven Sharif

Players receive skill points as they level. These can be used to level up skills (increase their rank) within their active, passive or combat/weapon skill trees.[41][42][43][25]

  • It will not be possible to max all skills in a skill tree.[25]
  • 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.[44]
  • Players are able to reset and reallocate their skill points.[45]

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.[46]Steven Sharif

Gear progression

A fegyverek saját fejlődési úttal rendelkeznek, továbbá saját fegyver készségekkel.[48][49]

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 kind of want the 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 kind of 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.[50]Steven Sharif

Gear enhancement

Gear enhancements (power stones/runes) can be applied to weapons to add elemental or energy types of damage.[50][51]

We are very likely going to have a rune system and then we'll have the ability to sort of enchant weapons outside of that too... That's not always going to be like a vertical progression... Some of it's going to be giving up something to get something else; so maybe I do less physical damage but more magical damage, that kind of thing.[51]Jeffrey Bard

It's not as though you're going to necessarily acquire these once and then you're set for your PvP enchantments, but instead you'll have to continually perform month after month in order to keep having those slotted enchantments.[52]Steven Sharif

Enchanting

There are two types of enchantments for items: Vertical and horizontal.[54]

When it comes to over-enchanting things, what we're going to do likely is have a safety- and this is something obviously it needs to be tested- but we're going to have a safety period of enchantment you know like in Lineage 2 I think you could enchant plus four or something. And so we're gonna have a similar system where you can enchant safely and then when you start to take risks, that percentage of potentially damaging your item either through the decay system or completely disabling it through the destruction system will be a risk that's present.[56]Steven Sharif

  • Horizontal enchantments are more situational. For example: I'd like my sword to do force damage instead of holy damage because the monsters I tend to fight are incorporeal.[54]
    • This doesn't make the item more powerful, but instead more applicable to different situations, and less so to others.[54]
    • This type of enchanting assumes no risk, just time and effort.[54]

Enchanting services are sold at player stalls.[58]

Power creep

Power creep is a balance issue... When it comes to gear progression specifically, the idea is to create an open market that is not heavily dependent on soulbound items; and having many item sinks and gold sinks within that economy that allows for the potential degradation and loss of assets within that closed economy; and not introduce items from the market that companies put in from a pay-to-win perspective or from a pay-to-convenience perspective that undermines the economy that players have built. That is a huge mistake that companies have made in the past and that lends to the imbalancing of what designers maybe have actually balanced well.[59]Steven Sharif

Pet fejlődés

Egyes pet-ek felszintezhetőek lesznek, és felszerelés is elérhető lesz számukra.[60]

Szakmai fejlődés

Karakterenként választani kell egy ágat a szakmai képességfából.[62] A három szakmai főágon belül (Gyűjtögetés, Feldolgozás és Barkácsolás) különböző mesterségek vannak. Egy karakter csupán egyetlen szakmai főág mestere lehet.[63][64][65][66]

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.[66]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.[67]Steven Sharif

  • A játékosok bármelyik mesterség kezdő szintjét kipróbálhatják, mire eldöntik hogy melyik ág mesterévé akarnak válni.[68]
  • Egy konkrét ág kiválasztása lehetővé teszi, hogy a játékos azon a területen specializálódjon. Emiatt a játékosok egymásra vannak ítélve, a szakma rendszert érdekessé téve.[69]
  • Lehetséges több (de nem mindegyik) mesterség mesterévé válni egy ágon belül, viszont hosszú és kemény munkát, és sok nyersanyagot igényel.[63][66][70]
    • Egy játékos csak akkor lehet egy mesterség mestere ha már a hozzá tartozó szakmai ág mestere.[71]
    • Tesztelés után lehet hogy konkrét számra lesz korlátozva az elsajátítható mesterségek száma.[71][72]
  • A mesterré válás nem csak tárgyak készítéséről szól. Több java van, mint például titulusok, hozzáférés tárgyakhoz, leárazok, és küldetések. [73]
  • A választott mesterségek nem befolyásolják a karakter attribútumait.[74]
  • Egy fiókon belül a különböző karaktereknek (Altok) lehet különféle mestersége.[64]
  • A fejlődés a szakmákon belül nem befolyásolja az szintfejlődést.[26]

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.[68]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.[65]Steven Sharif

Artisan tools

Alpha-1 tongs "prop" used by Blacksmith NPCs.[75]

Összegyűjtése artisan classes require the creation and use of harvesting tools that enable the gathering of resources.[76][77]

  • Progression in the gathering artisan class unlocks higher level harvesting tools that enable gathering of higher level resources.[78]
  • Tools will have durability and tool lifespans.[5][79]
    • 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.[79]
  • Artisans will not need to rely on other trees in order to make their tools.[76]

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.[77]Steven Sharif

Feldolgozás requires blueprints for the construction of buildings that are needed to process resources.[76]

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.[80]

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.[82]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.[83]Steven Sharif

Discovery of legendary items will unlock further chapters of the Történet.[85]

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.[86]

A legendary weapon is easily distinguished by its visual appearance.[83]

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, you know 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.[83]Steven Sharif

Legendary items are not intended to be temporary.[87]

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.[87]Steven Sharif

Vallási fejlődés

Vannak fejlődési útvonalak a vallásokon belül.[89][90]

  • Egyszerre csak egy vallás követője lehet a karaktered.[89][90]
  • A vallási fejlődés küldetésekkel halad, melyeket csak az adott vallás hívői kapnak meg.[89]
  • Minden valláson belül van egy rangsor, az alapján hogy ki milyen jól teljesítette a vallásos küldetéseket, és hányat csinált meg ezekből.[89][91]
  • A vallás váltás törli az összes addigi haladást az előző vallás irányában.[89][90]

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.[92]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.[93]

You can spec into and kind of 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.[93]Jeffrey Bard

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.[94]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).[95] A Node-ok hét (7) fejlődési fázissal rendelkeznek, melyek mindegyikéhez hozzá van rendelve egy elérendő tapasztalatküszöb, a fejlesztéshez.[96]

Node fázis.[95] Alternatív név.[97] Fejlesztéshez szükséges idő.[95] Játékos lakások.[98]
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.[94]Margaret Krohn

Elméleti rajz. A Node-ok amik egy fejlettebb Node ZOI-ján belül vannak, nem fejlődhetnek annak szintjére.[99] 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.[96]Margaret Krohn

Egy Node fejlesztése elérhetővé teszi az egyedi tartalmát, amivel egyidejűleg egyre nagyobb körzetben akadályozza meg a szomszédos Node-ok fejlődését.[100]

  • A Node-ok gyorsan érik el az első szintet. Ez elérhetővé teszi az NPC szolgáltatásokat, mint a bolt, vagy tárgyak eltárolása.[101]
  • Minél fejlettebb egy Node, annál nagyobb a hozzá tartozó ZOI.[102]
  • 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.[99]
    • 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.[103]
  • A terület kiterjesztő algoritmus figyelembe veszi a legközelebbi tengerpartot, a szomszédos Node-okat és a környezetében lévő területek játékos-sűrűségét az elmúlt hetekben.[104]
    • Azon okból, ahogy a kiterjeszkedést számító algoritmus kiszámolja egy növekedő Node ZOI-ját, előfordulhat, hogy két azonos szintű Node egymáshoz közel esik.[105]

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.[104]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 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 kind of close together and spanning their territories in kind of opposite directions: The Tale of Two Cities kind of thing.[105]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.[99]
  • A játékosok mozgatva(elteleportálva) lesznek, ha a fejlődés közben egy megjelenni készülő épület útjában vannak.[106]
  • Egy Node lakosai gyarapíthatják egy eltérő Node fejlesztését.[107]
  • A fejlődés konkrét tapasztalat követelménye (pl. hány szörnyet kell megölni) nem lesz nyilvánosan tudott, a rendszer kihasználását elkerülendő.[108]

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.[108]Steven Sharif

Vassal nodes

Village (stage 3) or higher nodes enslave nearby nodes, converting them into vassal nodes.[96][103]

  • Vassal nodes must remain at least one node stage below their parent node.[96]
    • Neighboring nodes lower than stage 3 also block the growth of their immediate neighbors. This is intended to be tested in Alpha-1.[103]
    • Vassal nodes first apply any experience earned to their own deficit (see Node bomlás). It then applies excess experience earned to its parent node.[94]
    • If the parent node advances, the vassal is once again able to advance.[96]
  • 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.[96]
    • 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.[94]
  • Vassals are subject to the government, alliances, wars, taxes, and trade of their parent node, and are able to receive federal aid from them.[96]
  • Vassal nodes cannot declare war on their parent node or any of their vassals.[96]
  • Citizens of vassals are bound by the diplomatic states of the parent node.[96]

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.[94]Margaret Krohn

Node layout and style

Alpha-1 Village node layout.[109]

What has kind of been unlocked is the ability to do things more dynamically and more procedurally so that when a node spawns there is the opportunity to have different layouts and have different buildings and have different architectures; and each node starts to feel like its own place, so it's not the same node over and over again. Now we've got a node that kind of evolves and changes depending on where it's at and what the environment is and what race has procced it.[110]Jeffrey Bard

Racial architecture styles in an Alpha-0 village node. Empyrean Elven influence (top). Kaelar Human influence (bottom).[111]

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.[96]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.[94]Margaret Krohn

Node layout and style is determined by several factors:[110][112]

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.[112]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.[115]Steven Sharif

Cultural influences bring more than just the aesthetic and storyline changes - benefits are granted to the dominant culture within that node's A befolyási övezet.[94]

  • There is an attrition mechanic that affects experience and influence to curb a single race from dominating the entire world.[116]

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.[116]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.[117][118][96]

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.[119]Steven Sharif

Céh fejlődés

A céh fejlődés különböző rendszerekben való részvétellel történik meg:[120]

A céhfejlődés skill pontokat ad, amit a céh a saját képességfáján használhat fel, úgy mint passzív képességek, augmentációk és tagszám korlát növelés.[120][122][123]

  • Passzív képességek bizonyos stat-okat növelnek, amik a céhtag harcban való teljesítményével kapcsolatosak, vagy a céhvel kapcsolatos más területeken segítenek, mint a gazdaság.[120]
  • Augmentációk esetlegesen elérhetőek lesznek, a céhfejlődés magasabb szintjein.[120]
    • Ez azokra a céhekre vonatkozik, amelyek nem a tagszám-növeléses útvonalat választották.[120]
    • A céhen belül a rangos tagokra van hatással.[120]
  • A céhtagoknak nem kell ugyanazon Node lakosainak lenni, hogy a céh által biztosított passzív képességek és augmentációk előnyeiben részesedjenek.[124]
  • Céh méretet lehet céhfejlődés ellenében növelni.[120][125]
    • Minél magasabb egy céh tagszám korlátja, annál kevesebb céhfejlődésből származó további lehetőség elérhető számára.[126]
    • Céh-szövetségek esetlegesen még nagyobb "céhek" létrehozásának egy formája-ként fognak szolgálni.[125]
  • Céh csarnokok lesznek elérhetőek, a céhfejlődés bizonyos szintjén.[122]

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.[120]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 kind of put together and kind of give your guild its own identity.[120]Jeffrey Bard

Szervezetek fejlődése

A játékos feladatok és küldetések teljesítésével halad a szervezet fejlődésben.[127] Hierarchikus útvonalak tartoznak bizonyos küldetésvonalakhoz a szervezet tematikáján belül.[127] Ezek a küldetések vagy közreműködőek lesznek, vagy ellenséges jellegűek, más Node-okra való tekintettel, a velük fennálló diplomáciai állás alapján.[128]

- Például, a Tolvajok szövetsége olyan küldetést ad, hogy a játékosnak el kell lopnia egy fontos tárgyat.[127]

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 kind of 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.[129]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.[130]Jeffrey Bard

Szövetségek fejlődése

Az Ashes of Creation tartalmazhat a szövetségek köré épülő tartalmat.[131]

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.[131]Steven Sharif

Birtok fejlődés

Birtok épületek is felszintezhetőek, az eltelt idő és a birtok aktivitása alapján.[132]

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.[132]Steven Sharif

Freehold professions

Player owned businesses

Shop sign concept art.[137]

Our business owner system... grants players a meaningful existence in the world and rewards them for their persistence, dedication and survivability.[136]Steven Sharif

Taverns

A kocsmák osztályokra bontott szolgáltatásokat biztosítanak:[136]

  • 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.[136]

Monster Coin fejlődés

Van egy fejlődés rendszer, ami a játékosok szörny-készségét növeli, a Monster coin eseményeken való részvételek gyakorisága alapján.[138]

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.[139]

Ahogy egy Node fejlődik, úgy növekednek a szörnyek a Node-on belül.[140] Különböző osztályú események vannak, melyek osztálya a spawn-olt szörnyek erősségét jelzi.[141]

  • A monster coin osztálya határozza meg, hogy milyen erős a szörny.[142]

Ashes of Creation Apocalypse progression

The first chapter of Apocalypse is The Exodus. It takes part in the initial stages of the fall and sets the scene for upcoming chapters.[144]

You're going to have an adventuring path and that adventuring path is going to come with weekly quests and daily quests that you can participate in that will be available for the Castle sieges for the Horde and for the Battle Royale; and as you complete these quests you're going to gain experience; and right now you have up to 50 levels, which matches the intended cap for Ashes of Creation. Fifty levels of the adventure path that you can advance in; and as you advance in each of these levels you're going to be unlocking certain assets, such as these weapon skins. Now the great thing about player's progress in Apocalypse is that you will share the same account from Apocalypse to Ashes of Creation the MMORPG and anything that you earn in Apocalypse will be in Ashes of Creation the MMORPG- a unique as a skin exactly: A skin that you will have access to for helping us test write Apocalypse and preparing these different Alpha and Beta stages for Ashes of Creation.[146]Steven Sharif

Ashes of Creation Apocalypse adventure paths

There are adventure paths (also known as Compendiums) in Ashes of Creation Apocalypse (Battle royale, Castle sieges, Horde mode).[143][146]

Ashes of Creation Apocalypse cosmetic rewards

All of the skins attained in Ashes of Creation Apocalypse will be usable in the Ashes of Creation MMORPG.[151]

Progression and experience tracking for participation in Ashes of Creation Apocalypse testing entitled players to earn unique cosmetic rewards. These earned rewards will carry over in player's accounts to live launch of the MMORPG.[152][153]

One of the ways we want to give back to the Community in participating in this testing is allowing for progress, quests, achievements rewards to be gained in Apocalypse... You will have rewards and quests and achievements that you and your participation and your performance in that game, whether it be the Castle Siege, the Horde Mode or the Battle Royale will earn you cosmetics. There will be costumes. There will be mounts to earn. There will be housing and furniture. There will be emotes. There will be weapon variants. A lot of these are what we have in production for our project Ashes of Creation, we apply some variants and skins for and make them only available through participating in helping us test these different game modes. And they will carry over to your account on the MMORPG.[152]Steven Sharif

The account used for Apocalypse is the same account used for the MMORPG. Unique skins earned in Apocalypse will be added to the MMORPG as rewards for helping to prepare for the Alpha and Beta stages of Ashes of Creation.[146]

So it's not that you'll be able to equip necessarily an item at level one. These are all cosmetic skins. Again we are not about the pay-to-win or pay-to-convenience life. What we want to do instead is as you earn, craft, or find equipment in the MMORPG, these skins that you've earned in Apocalypse will be available at certain tiers, levels and/or access points. So for example, we have different grades of mounts right. We have the base one land mounts. We have the the Royal mounts. We have the flying mounts if you're a mayor or King or Queen. We have legendary mounts. These classes of mounts will have available skins associated with those particular classes... If you have the Ramstider skin that you've earned from Apocalypse, you'll be able to apply that to your first land mount, which will probably be earned within the first five levels you'll earn a land mount. However if you have let's say for example the Gryphon, which will be a glideable mount. I'm sorry what's the name of the what's the name of the night one. The midnight- is the midnight bird or something like? The Nighthunter Gryphon. I think that's it. If you have that skin you'll only be able to apply that skin to a Royal mount so you'll still have to earn these things. Remember our position is that of: You need to earn these things in Ashes first. They're not purchasable or earned outside in Apocalypse and you're granted that immediately. These are skins that you apply to the things you earn in Ashes.[155]Steven Sharif

These cosmetics reflect the lore of Ashes of Creation Apocalypse, which is set before the fall.[153]

One thing that we announced to our alpha one backers that I know they love clarity on is that we'll also be including progression and experience tracking for participation and testing that will entitle them to some unique cosmetics as well that reflect on the lore of this setting, which is before the fall. So you'll be able to acquire some armors that reflect some of the ancient cultures of Verra that you will earn and hold for live launch.[153]Steven Sharif

It would be like your ancestors kept these curios for you.[153]Jeffrey Bard

Examples of some Kickstarter rewards will be included in Ashes of Creation Apocalypse.[156]

Basic Axe.png Hallowed Axe.png Arcanic Axe.png Pyroclastic Axe.png Eldritch Axe.png
Basic axe.[157] Hallowed Bronze Axe.[158][159] Arcanic Bronze Axe.[160][159] Pyroclastic Bronze Axe.[161][159] Eldritch Bronze Axe.[162][159]
Basic Thundering Mace.png Hallowed Thundering Mace.png Arcanic Thundering Mace.png Pyroclastic Thundering Mace.png Eldritch Thundering Mace.png
Thundering Mace.[163] Hallowed Mace.[164][165] Arcanic Mace.[166][165] Pyroclastic Mace.[167][165] Eldritch Mace.[168][165]

Továbbiak

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  113. 113.0 113.1 Interview, 2018-05-11 (54:34).
  114. Livestream, 2017-05-26 (21:23).
  115. 115.0 115.1 Interview, 2018-05-11 (47:27).
  116. 116.0 116.1 Interview, 2018-05-11 (1:00:19).
  117. Interview, 2020-07-19 (19:35).
  118. Livestream, 2017-05-15 (30:53).
  119. Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  120. 120.00 120.01 120.02 120.03 120.04 120.05 120.06 120.07 120.08 120.09 120.10 120.11 Livestream, 2018-09-27 (55:39).
  121. 121.0 121.1 121.2 Livestream, 2017-05-19 (22:10).
  122. 122.0 122.1 Interview, 2020-07-19 (36:07).
  123. guild size.jpg
  124. Livestream, 2020-06-26 (1:31:53).
  125. 125.0 125.1 Livestream, 2017-05-05 (23:26).
  126. Interview, 2018-08-08 (9:36).
  127. 127.0 127.1 127.2 Livestream, 2017-05-17 (7:27).
  128. Interview, 2020-07-19 (24:34).
  129. 129.0 129.1 129.2 129.3 Podcast, 2018-05-11 (18:52).
  130. Livestream, 2017-06-01 (31:47).
  131. 131.0 131.1 131.2 131.3 131.4 Podcast, 2018-05-11 (21:07).
  132. 132.0 132.1 132.2 Podcast, 2018-05-11 (48:29).
  133. 133.0 133.1 Livestream, 2017-06-01 (24:30).
  134. Livestream, 2017-05-12 (1:00:18).
  135. Livestream, 2020-05-29 (39:47).
  136. 136.0 136.1 136.2 136.3 Podcast, 2018-04-23 (29:56).
  137. Livestream, 2019-06-28 (51:37).
  138. monster coin leveling.png
  139. Livestream, 2017-05-03 (31:46).
  140. Livestream, 2017-05-03 (36:25).
  141. kickstarter monster coins.png
  142. Monster coins2.jpg
  143. 143.0 143.1 143.2 143.3 143.4 143.5 143.6 2018-12-08 Newsletter.
  144. Livestream, 2018-12-06 (28:45).
  145. 145.0 145.1 145.2 145.3 145.4 145.5 145.6 145.7 145.8 145.9 Livestream, 2018-12-06 (33:55).
  146. 146.0 146.1 146.2 146.3 146.4 146.5 Livestream, 2018-12-06 (26:12).
  147. Livestream, 2019-09-30 (1:34:34).
  148. 148.0 148.1 148.2 148.3 Livestream, 2018-12-06 (51:20).
  149. lifetimecompendium.png
  150. 150.0 150.1 Livestream, 2018-12-06 (1:00:52).
  151. Blog: October Giveaway - Free Armor of the Autumn Knight.
  152. 152.0 152.1 152.2 152.3 152.4 152.5 152.6 152.7 Livestream, 2018-10-31 (38:47).
  153. 153.0 153.1 153.2 153.3 153.4 153.5 Livestream, 2018-09-27 (27:27).
  154. apoc-cosmetic-reward.png
  155. 155.0 155.1 155.2 Livestream, 2018-12-06 (41:43).
  156. in-game-cosmetics-2018-8-8.png
  157. Livestream, 2018-12-06 (26:03).
  158. Livestream, 2018-12-06 (26:23).
  159. 159.0 159.1 159.2 159.3 Bronze Axe Skins.
  160. Livestream, 2018-12-06 (28:08).
  161. Livestream, 2018-12-06 (28:12).
  162. Livestream, 2018-12-06 (28:19).
  163. Livestream, 2018-12-06 (28:30).
  164. Livestream, 2018-12-06 (28:37).
  165. 165.0 165.1 165.2 165.3 Thundering Mace Skins.
  166. Livestream, 2018-12-06 (28:43).
  167. Livestream, 2018-12-06 (28:47).
  168. Livestream, 2018-12-06 (28:51).