Szerverek

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A világ alaphelyzete megegyezik minden szerveren, de a Node-ok különféleképpen fejlődnek majd. Más szervereknek más lesz a történet-elbeszélése. Ami egy szerveren megtörténik, nem biztos hogy egy másikon is megtörténhet.[1]

Számos szerver lesz, a világ különböző régiói közt szétosztva.[3]

  • Megjelenés után a felhasználók kiválaszthatják majd a ping alapján számukra legmegfelelőbb szervert.[3]
  • Az Ashes of Creation Apocalypse szerver választója a party vezetője alapján választ. Amelyik régiót választják ők, ott játszik a csapat.[3]

We'll have a multitude of servers located throughout to the various regions of the world; and those servers will be good connection points for- and will be driven by- I mean there's two types of servers I'm sorry: For the alpha-1 arena those will be driven by the party leader right; and wherever whatever region they have selected if they invite friends to their squad or whatever, they'll be able to play on that region. With regards to live launch when the server's go live, you'll be selecting a server to play on; and that will be your character's home; and that server you'll be aware of where that server is located usually by either a ping or a region that's notated on next to the server.[3]Steven Sharif

Régiók

Az Ashes of Creation a következő régiókban nyit szervereket:[4][5]

További szerver helyszínek érdeklődés alapján kerülnek megfontolásra.[5]

  • Dél-Amerika ily módon van fontolóba véve, az onnan érkező forgalom miatt.[11]

At this stage we do not have numbers on how many different servers will exist for different regions. We've said in the past 8-10,000 concurrent users per server is what we'd like to aim for. Obviously, the number of servers that exist in a region are going to be dependent on the population that's playing.[12]Steven Sharif

Bizonyos régiók "lokalizált" feliratkozási árral rendelkeznek majd, ami jobban alkalmazkodik az ottani gazdasághoz.[13]

  • Bárki csinálhat bármelyik szerveren karaktert. Nem lesz régiókra bontott korlátozás.[14]

Folks have always been able to make characters on any server they wish. We are not region locking anyone.[14]Margaret Krohn

Localization

Az Ashes of Creation elérhető lesz Angolul, Franciául, Németül és Oroszul.[15][16]

  • Olasz, Lengyel, Spanyol lokalizáció ezután kerül hozzáadásra.[16]
    • A Spanyol a közeljövőben lesz hozzáadva.[17]
  • További nyelvek megfontolás tárgyai.[15]

A szerverek nem lesznek nyelvre korlátozottak.[18]

  • Előfordulhatnak különálló szerverek az EU régióban, nyelvfajta alapján.[16]

There's localization that will be present in the German and French Russian languages to start; and then we intend to also localize in Italian, Polish and Spanish. So servers will be allocated within the region as being one of those language type servers. So it's not going to be per country per se as it might be per language.[16]Steven Sharif

Az Ashes of Creation lefordítása több nyelvre folyamatban van.[18][19]

Alpha-1 servers

Alpha-1 servers were provisioned in the following regions.[21]

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

Alpha-1 servers will support 1,500 concurrently connected users per server.[23][24][25]

Testing server wipes

Alpha and Beta servers will be wiped prior to launch.[26]

As a general rule, if the testing phase contains the word Alpha, it is safe to assume there will likely be wipes.[29]Steven Sharif

Szerver létszám

Szerver népesség korlátozások lesznek minden szerveren.[30]

  • Egyidejűleg 8-10.000 felhasználóra van tervezve egy szerver.[12][31][32] Ez nagyjából 50,000 regisztrált felhasználót jelent szerverenként.[33]
  • A fejlesztők sok figyelmet fektetnek a szervernépesség kezelésére, hogy ne kelljen szervereket egyesíteni.[34] A magas létszámú szervereken megjelenhet a belépési sorban állás, de cél az hogy ne legyen túl hosszú a sor.[33]

Part of the equation of essentially watching to make sure that we don't over populate the server selection, but at the same time making sure that there's not a queue system in place that's so long it's detrimental to the concurrency of the player's will to play so to speak. It's a tough balancing act.[33]Steven Sharif

Managing population density

Ashes of Creation features a custom network back-end with proprietary Unreal Engine networking code to enable mass combat in the open world: such as Pvp, Node ostromok, Ostromok vár, Dungeons and Világ főnökök.[36][37]

Player density is a very important aspect of our custom network layer. Zach and his team have been doing an incredible job of creating a unique network layer that we utilize in Ashes of Creation to facilitate, not just the player density goals, but also the open-world and seamless travel across that world. There's a number of different strategies that we employ when architecting the network layer. Some of those things have to do with the significance of replicated data that the player is receiving as the density gets higher. We mitigate calls and reduce the significance distance- the net relevancy distance. We keep things specifically that need to be known for the player directionality, which direction they're facing. Those are the most pertinent data that we transfer- that we transmit to the player character. So there's a lot of different strategies. It's a relatively complex system but our goal is to satisfy hundreds of players available within a given area; and certain events, especially castle sieges, caravans are one of those types of events, and our architecture facilitates that.[38]Steven Sharif
  • The networking solution dynamically distributes processes and scales up necessary server instances to accommodate player density across the world.[36][39]

Population based scaling

The prices that NPCs sell items for will scale based on the economic activity on a server. Prices will rise to combat inflation and fall as a population diminishes.[40]

The node system allows the developers to scale the experience needed to level a node and the attrition that affects a node based on activity.[40]

Things that NPCs buy and sell scale based on the economic activity that exists on that server... As inflation rises, prices rise and everything ends up being equal, even though there might be a couple of extra zeros. So that can go up and it can also go down so as a population leaves, things become less expensive and players don't have to do as much to earn that. On the other side of things we look at the node system and the node system is set up in this really flexible way that allows us to scale the experience needed to level a node and the attrition that delevels a node to scale based on activity too. So it's just a matter of adjusting a couple of constants and that goes up and down and the server can watch it and change those on the fly as it needs to.[40]Jeffrey Bard

Server reservations

Server reservations allow guild members as well as unaffiliated players to reserve character slots on a server starting in the Beta testing stages of the game.[41]

This would likely be utilized more so by guilds than that would be solo or unaffiliated players; and I believe that the solo player they may have friends that they want to play with. That's fine, they can also still with those friends do the reservation system, but the player who is just joining the game fresh and doesn't have a community that they're part of, I don't think they really mind in that regard and will not utilize that system.[41]Steven Sharif

Name reservations

Name reservations were rewards for backing at the Pioneer level and higher and were previously available through the Voyager plus pre-order pack.[42][43][44]

  • Accounts will have name reservation tokens, that entitle its holder to reserve a name on a specific server when the reservation time comes.[45]

Server prime-time

Objective-based PvP events such as node sieges, castle sieges, guild wars, and node wars will occur within a prime-time window somewhere between 3PM and 9PM server time. This is subject to testing.[46][47][48]

  • Guild wars and node wars can be declared at any time, but the objectives will only spawn during the prime-time window.[49]

Szerver váltás

Szerver-váltásra eleinte nem lesz lehetőség. A fejlesztők a lakásbirtoklásra kivetett hatásokat megjelenés előtt akarják felmérni.[45]

Szerveren belüli példányosítás

Nem lesznek szerver csatornák (tördelés) a szervereken.[50][51]

Dungeons and Raids

Alfa-1 open world Dungeon bejárat.[52]

80% of the content that will exist in Ashes of Creation is open-world and there's a specific reason for that. So because of the way that friendships and or enemies are forged in the game and people have the opportunity to create their own friends or foes. We want that to play out from a contesting standpoint as well. So a lot of these hunting grounds or raid bosses that people are going to have opportunities to kill, they're going to be essentially contested potentially by your your enemies that you've created in the game or you can work together to create alliances in order to defend those contested zones.[53]Steven Sharif

Az Ashes of Creation zökkenőmentes open-world élményt nyújt.[54]

  • Nincs töltő képernyő / töltési idő a régiók közötti haladás közben.

Lesznek open world Dungeon-ök és Raid-ek. A cél az hogy az open world érzés megmaradjon, miközben a példányosítás előnyei is ki legyenek használva.[55]

We're probably going to do instancing only in certain dungeons and in arenas. You probably won't see instancing too much anywhere else. What you see is gonna be what you get.[54]Jeffrey Bard

A PvP megjelölés rendszer megnyitja a kapukat a nyílt összeütközések előtt.[58]

PvP Arenas

Arénák are instanced Pvp scenarios and are not part of open world PvP.[60][61]

The arena system as we've spoken about before is going to have ladder systems where people can progress within certain seasons based on their win/loss ratios. The importance of arenas are obviously that players have an opportunity to participate [and] practice out certain builds from a PvP perspective and can compete with one another within the system.[60]Steven Sharif

Server vs server

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

The arena system may support cross-server combat.[68]

  • There may be monthly competitions where the winning server and winning team receive beneficial buffs for the month.[70]

We definitely like cross-server play. I think it's cool because it is something that players get to participate in.[71]Steven Sharif

When you're talking about Arena play especially, one server might not be able to support that depending on what's going on with it, but across all the servers then we've got a really great pool for matchmaking.[71]Jeffrey Bard

Metrics

Ashes of Creation gathers tracking data to facilitate achievements, titles and other accolades on a server.[72]

Visibility of those types of things on the server help to promote a competitive atmosphere. If there is an attainable impression that you can work towards, so that others know your success, you have more drive to succeed.[72]Steven Sharif

Server firsts

Server-firsts within a server's story arc will be able to be captured and collected on memory fragments that players can collect in-game so they may relive their experiences.[74]

We're going to leverage tech that captures at the moment when something server-first is done in the story arc; and those will be recorded on these memory fragments that players can collect within the game through their experiences and relive potentially.[74]Steven Sharif

Leader boards

Players will be able to opt-in to track certain achievements on leaderboards, such as.[75]

Leaderboards may be seasonal.[76]

We have many dreams that we want to do with game-to-web and game-to-mobile in regards to showing stats and being making things shareable for you. We know how social media works; how sharing content with friends works. But those things will come in due time.[75]Margaret Krohn
info-orange.pngAz alábbi információk némelyikét a közelmúltban nem erősítették meg a fejlesztők, és előfordulhat, hogy nem szerepelnek a jelenlegi fejlesztési ütemtervben.

Szerver fajták

PvX

We like to really refer to ourselves as a PvX game, because in those systems of PvP, PvE, crafting they're all intertwined: They're interdependent on each other... Our system of development really requires some interdependence there between those things. You're going to need a crafter to give you the best items. You're going to need PvPers to secure cities and castles. You're gonna need PvErs to take down those world bosses for those materials to craft.[80]Steven Sharif

Ashes is a comprehensive game. It is not a PvP focused or a PvE focused, it is a comprehensive PvX game and as a result these systems are all interconnected and have to coexist with one another with certain types of mechanisms that can provide that give and take, that push and shove.[81]Steven Sharif

Ashes of Creation is a PvX game. Players will naturally encounter both Pvp and PvE elements.[81][82][83] It is unlikely that a player could purely focus on just Pvp or just PvE.[81][80][82][83]

  • Around 80% of the content is open-world, where healthy competition is an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX game design.[85][86][87][88][89]
  • There won't be separate PvE and PvP servers but some servers may be more PvP focused than others.[82][79]
We're very clear with our objective and philosophy on the game and we understand that they may not appeal to everybody. But it is an important reciprocal relationship between the content that's related to PvE and the content that's related to PvP and they feed off of each other. They're catalysts for change: Their progression, their development. It's things that people can value when they see something earned and they see something lost. That elicits an emotional response from the player: That they've invested time in to either succeed or fail; and PvP allows for that element to be introduced into gameplay. And we're very clear that is our objective: That risk versus reward relationship, that achievement-based mentality. Not everybody's going to be a winner and that's okay.[89]Steven Sharif
info-orange.pngAz alábbi információk némelyikét a közelmúltban nem erősítették meg a fejlesztők, és előfordulhat, hogy nem szerepelnek a jelenlegi fejlesztési ütemtervben.

Headstart servers

The number of head start servers is estimated to be three. This is subject to change.[92]

  • There will be an OCE headstart server.[93]

Server maintenance

Scheduled server downtime will occur on a weekly basis.[94]

Server rollbacks

Server rollbacks will only be carried out as a last-ditch effort. The preference would be to prevent or remedy any unforeseen issues directly.[95]

Server rollbacks are emergency scenarios. Are we open to taking emergency action if it's necessary? Yes, of course we're open to doing whatever is necessary to address unforeseen problems, but it should be a last a last-ditch option.[95]Steven Sharif

Server-wide announcements

Goblins attacking a Town (színpad 4) node due to a triggered event.[96][97]

Enemies can only really grow stronger as the node grows, becoming outposts essentially for exiled or rivals of the existing order.[98]Steven Sharif

There will be local, regional, or global (server-wide) announcements/notifications of important events.[98][99]

Event notifications will utilize different methods depending on the stage (scope and level) of the event.[98]

  • Local events
    • Local events (such as caravan PvP)[103][104][105] may prompt players via the UI asking if they wish to participate or not.[98]
    • Other local events may offer audible or visual cues without any UI notifications.[98]
    • Local events that have not been addressed may start to expand regionally or even globally.[98]
One important thing to note about events in general is notifications are sent to the players. Players can opt into these events in a similar way that you would into a quest. You're going to be presented with a 'would you like to participate' but they might not always be that way. You might hear trees falling in the forest and that may be an audio cue to tell you something's happening over there. It's out of the ordinary. This is not normally an audio cue that I hear in this area and i'm gonna go investigate that thing. So it might not just be always that UI window represented with a 'participate or not' but I'm going to go investigate and in that sense it could be stage driven. So you might have the more local stage where it is just the visual or audio cues and you get to go participate in that stage; and then when it advances, or if you don't answer the problem in time, then it starts to expand regionally and then it might send out particular notifications to either citizens of the node from which it falls under its purview or even broader than that. It could be global driven events and then it could have things that are are visual cues that are really big like a giant blizzard that's affecting the zone, because the event hasn't been addressed; and that can affect the crop rotations or it can affect passages and roads and how caravans move. There's a lot that the predicate system informs to the event system and then the event system reacts to those types of predicates.[98]Steven Sharif
Whether it be like a siege or a triggered event against a city or like a unique dungeon opportunity... those types of things are going to involve notifications. Especially to the citizens of the city; where you'll be informed of an impending event. Basically it will give you time.[102]Steven Sharif
  • Regional or global events
    • Wider events may be broadcast regionally or even globally.[98][99]

Szerver történelem

Minden szerver történelme fel lesz jegyezve, és látható lesz a játékosok számára.[108]

We're gonna keep track of the history of the world so that we can tell people the story up to the current day. A player who's brand new, who's come in at the six-month mark can take a look at each server, what each server has done, how each server has tackled the storyline; and they can decide for themselves what community they want to join; what version of the world that they want to take part in.[108]Jeffrey Bard

Libraries

At Village (színpad 3) the scientific node's unique building is the Library.[109]

In the past we talked about having a library that was capable of facilitating players exchanging information for map data like that, but we've moved a little bit more in a direction of just presenting that information up front to the player, because travel is such a meaningful portion of the game and we don't have fast travel. So, I think that for Alpha-2 what's planned is that we're going to be showcasing the intricate details of services offered at these node locations from just a UI presentation standpoint within the map.[110]Steven Sharif
info-orange.pngAz alábbi információk némelyikét a közelmúltban nem erősítették meg a fejlesztők, és előfordulhat, hogy nem szerepelnek a jelenlegi fejlesztési ütemtervben.

Players can use the Library to access information, including (but not limited to) the following:[109]

Unreal engine 4 (Custom back-end)

unreal-engine-logo.png

Az Unreal Engine 4 az Ashes of Creation mögötti grafikai motor.[111]

Unreal engine makes it really fast to iterate... Compared to other gaming engines, I can do something in a hour that would take eight hours to do in another engine.[113]Jeffrey Bard

We're ripping out most of the network code that Unreal has and putting in our own just so that it works with our game and so everything is as efficient as possible. We're not going to have any replication problems because we're building it ourselves.[114]Jeffrey Bard

One of the most important things about Epic Games as the creators of Unreal Engine is the way they've allowed developers to have access to the source code. To be able to do that makes the engine very versatile.[114]Steven Sharif

Procedural generation

Ashes of Creation will predominantly have curated content, but procedural mechanics will be leveraged in a places where they don't appear to be 'procedural'.[115]

Wherever we can leverage procedural mechanics in such a way that does not appear procedural we should. There's a healthy blend between the things that we do in having defined parameters for it and then incorporating a procedural component; and in that sense it will be perceived well, but where we the predominance of what we're implementing should be curated or by design.[115]Steven Sharif

Server hosting

Ashes of Creation servers are being hosted by Amazon Web Services (AWS).[122]

Továbbiak

Hivatkozások

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  6. 6.0 6.1 na and eu servers.jpg
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  8. 8.0 8.1 servers SEA OCE.png
  9. steven-oce-servers.png
  10. Reddit Q&A, 2019-01-8.
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  14. 14.0 14.1 margaret-region-locking.png
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  25. alpha-1-phase-2.png
  26. server wipe.jpg
  27. Alpha one test schedule, Mar 12, 2021.
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  29. 29.0 29.1 server-wipes.png
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  32. server population.png
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  42. Newsletter - Pre-order packages are ending reminder.
  43. Pioneer
  44. Voyager plus pre-order pack
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  73. 73.0 73.1 steven-pvp-metrics.png
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  104. caravan UI.png
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