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„Progression” változatai közötti eltérés
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A lap 2021. január 17., 01:16-kori változata
A fejlődés több úton bekövetkezhet.[1]
- A cél, hogy biztosítva legyen függőleges és vízszintes fejlődés is.[2]
- Ismételgető játékmenet nem lesz az Ashes of Creation-ben a fejlődés része.[3]
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
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]
- Nem lesznek "grind-os" küldetések.[16]
- Nem lesznek ismétlés-teli küldetés vonalak egy Dungeon során, a felszerelés megszerzéséért.[17]
- A cél viszont az, hogy több csinálni való dolog legyen, mint amire a játékosnak ideje van.[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]
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]
Class abilities
Primary skills (class abilities) are based on a player's archetype.[32][23]
- A player may choose a secondary archetype when they reach level 25.[33][22] The player can then augment their primary skills with effects from their secondary archetype.[32][33][22][23][34]
- Outside of class-specific skills there may be a subset of universal skills, such as active block and dodge.[35]
- Class skills are not affected by the type of weapon that is equipped.[36]
- Primary skills in Alpha-2 are expected to be very different to those in Alpha-1.[37]
Skill points
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]
- 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]
Gear progression
A fegyverek saját fejlődési úttal rendelkeznek, továbbá saját fegyver készségekkel.[51][52]
- A fegyver-kombó rendszer határozza meg a kiváltódó hatásokat, a fegyverfejlődés alapján.[51][53]
- Lehet fegyver képességekre specializálódni, ami további kombókat ajánl, a fegyver típusától függően.[51]
- Kisegítő hatások kiváltódnak, a fegyver bűvölése alapján.[53]
- Felszerelés bűvöléseket (erőköveket) lehet alkalmazni, az elemi vagy energia sebzés kiváltásához.[53]
- Van egy készségfa, ami hatásokat ad: erősebbé teszi őket, de lehet más irányokba is kiterjeszkedni.[51][53]
- Passzív készségekkel a fegyver mesterévé lehet válni.[11]
- A fegyver-jártasság (fegyver használatával eltöltött idő alapján) nem egy tervezett funkció.[11]
- 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.[53] – Steven Sharif
Gear enhancement
Gear enhancements are possible both during and after an item is crafted.[54][55]
- 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.[54] – Kory Rice
- Crafting recipes can be enhanced by adding higher rarity or different crafting materials into their selectable crafting slots at crafting stations.[55][56][57][58]
- Enchantment scrolls and tempering allow gear to be enhanced post-crafting.[55][59]
- The bulk of a weapon's power comes from its crafting recipe and the materials used in its construction.[60]
- 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.[55] – Steven Sharif
- Runes/Power stones are a potential methods for enhancing weapons.[53][61]
- Enchantment stones are potential rewards for performance over six month PvP seasons. These grant temporary Pvp-focused benefits to gear (via a socketing system).[62][63]
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.[64][65]
- Enchantment scrolls can be sold on the open market.[55][64][66]
- Enchanting does not increase an item's level requirement.[67]
- 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.[67] – 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.[68]
Pet fejlődés
Egyes pet-ek felszintezhetőek lesznek, és felszerelés is elérhető lesz számukra.[69]
- A harci pet-ek bevetik a tulajdonosuk erejének egy részét, olyan módon amitől az erő fejlődés vízszintes marad.[70]
Szakmai fejlődés
Karakterenként választani kell egy ágat a szakmai képességfából.[71] A három szakmai főágon belül (Gyűjtögetés, Feldolgozás és Barkácsolás) különböző mesterségek vannak. Egy karakter csupán egyetlen szakmai főág mestere lehet.[72][73][74][75]
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.[75] – 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.[76] – Steven Sharif
- A játékosok bármelyik mesterség kezdő szintjét kipróbálhatják, mire eldöntik hogy melyik ág mesterévé akarnak válni.[77]
- Egy konkrét ág kiválasztása lehetővé teszi, hogy a játékos azon a területen specializálódjon. Emiatt a játékosok egymásra vannak ítélve, a szakma rendszert érdekessé téve.[78]
- Lehetséges több (de nem mindegyik) mesterség mesterévé válni egy ágon belül, viszont hosszú és kemény munkát, és sok nyersanyagot igényel.[72][75][79]
- A mesterré válás nem csak tárgyak készítéséről szól. Több java van, mint például titulusok, hozzáférés tárgyakhoz, leárazok, és küldetések. [82]
- A választott mesterségek nem befolyásolják a karakter attribútumait.[83]
- Egy fiókon belül a különböző karaktereknek (Altok) lehet különféle mestersége.[73]
- 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.[77] – 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.[74] – Steven Sharif
Artisan tools
Gathering tools (also referred to as harvesting tools, artisan tools, and toolsets) enable the gathering of resources in Ashes of Creation.[86][87][88][89]
- Each gathering profession has three gathering tools. Each tool allows gathering of different resource types.[86]
- Gatherers must meet the required artisan certification to utilize tools of that level (or lower).[93]
- Gathering tools are equipped to a character's artisan tool slot.[94]
- Progression in the gathering artisan class unlocks higher level harvesting tools that enable gathering of higher level resources.[86][95][96]
- Artisan progression unlocks higher level surveying tools that enable better identification of gatherable resources within a location.[96]
- Higher level of progression can also speed up gathering times, resource yields, and may allow access to resources at earlier growth stages.[91][92]
- A gatherer at maximum proficiency will unlock master toolsets that will grant them access to the highest quality gatherables.[5]
- 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.[89] – Steven Sharif
- Tools will have durability and lifespans.[85][5][97]
- Artisans will not need to rely on other trees in order to make their tools.[88]
- The developers are considering the introduction of gathering tools that require two players, such as two-person saws that can fell larger trees.[95]
- 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.[89] – 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.[98]
- There is a much higher chance that materials and unique recipes are dropped that can be used to craft items of equitable value.[99][100][101]
- Legendary equipment is only dropped by Legendary world bosses.[102]
- Legendary equipment will have a roughly 6-12% improvement in base stats, subject to testing and balancing.[103]
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.[100] – Steven Sharif
- Gatherers must have high quality tools to gather rare resources.[100]
- Processors must have high tier processing buildings on their freehold to produce rare materials.[100]
- Crafters must also satisfy certain prerequisites to craft legendary equipment.[100]
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.[101] – Steven Sharif
Certain legendary items may be limited to one per server at any given time.[104][105]
- If the player character leaves the server then the item will become available for acquisition through whatever means it was acquired previously.[104]
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.[105]
A legendary weapon is easily distinguished by its visual appearance.[101]
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.[101] – Steven Sharif
Legendary items are not intended to be temporary.[106]
- A notable exception to this is Royal mounts.[107]
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.[106] – Steven Sharif
Discovery of legendary items will unlock further chapters of the Történet.[108]
Vallási fejlődés
Vannak fejlődési útvonalak a vallásokon belül.[109][110]
- Egyszerre csak egy vallás követője lehet a karaktered.[109][110]
- A vallási fejlődés küldetésekkel halad, melyeket csak az adott vallás hívői kapnak meg.[109]
- Minden valláson belül van egy rangsor, az alapján hogy ki milyen jól teljesítette a vallásos küldetéseket, és hányat csinált meg ezekből.[109][111]
- A vallás váltás törli az összes addigi haladást az előző vallás irányában.[109][110]
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.[112] – Steven Sharif
A tengerész kasztok különböző készség fákat adnak, a mesterség kasztokhoz hasonlóan. A játékos ezen készségek használatával szerzett tapasztalattal növeli ezek hatékonyságát.[113]
- Lőfegyver-kezelés.[113]
- Hajóvezetés.[113]
- Navigáció.[113]
- Hajó javítás.[113]
- Hajó alkotóelemek.[113]
- Védelmi készségek.[113]
- Hasznosság alapú készségek.[113]
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.[113] – Jeffrey Bard
Node progression
A lakosok, és nem lakosok aktivitása (küldetések, gyűjtögetés, Raid-elés, stb.) a Node ZOI-ján belül annak a Node-nak a fejlesztését gyarapítja (fejlődés).[115] A Node-ok hét (7) fejlődési fázissal rendelkeznek, melyek mindegyikéhez hozzá van rendelve egy elérendő tapasztalatküszöb, a fejlesztéshez.[116]
Node fázis.[115] | Alternatív név.[117] | Fejlesztéshez szükséges idő.[115] | Játékos lakások.[118] | |
---|---|---|---|---|
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.[114] – Margaret Krohn
Egy Node fejlesztése elérhetővé teszi az egyedi tartalmát, amivel egyidejűleg egyre nagyobb körzetben akadályozza meg a szomszédos Node-ok fejlődését.[120]
- A Node-ok gyorsan érik el az első szintet. Ez elérhetővé teszi az NPC szolgáltatásokat, mint a bolt, vagy tárgyak eltárolása.[121]
- Minél fejlettebb egy Node, annál nagyobb a hozzá tartozó ZOI.[122]
- 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.[119]
- 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.[123]
- A terület kiterjesztő algoritmus figyelembe veszi a legközelebbi tengerpartot, a szomszédos Node-okat és a környezetében lévő területek játékos-sűrűségét az elmúlt hetekben.[124]
- Azon okból, ahogy a kiterjeszkedést számító algoritmus kiszámolja egy növekedő Node ZOI-ját, előfordulhat, hogy két azonos szintű Node egymáshoz közel esik.[125]
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.[124] – 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.[125] – 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.[119]
- A játékosok mozgatva(elteleportálva) lesznek, ha a fejlődés közben egy megjelenni készülő épület útjában vannak.[126]
- Egy Node lakosai gyarapíthatják egy eltérő Node fejlesztését.[127]
- A fejlődés konkrét tapasztalat követelménye (pl. hány szörnyet kell megölni) nem lesz nyilvánosan tudott, a rendszer kihasználását elkerülendő.[128]
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.[128] – Steven Sharif
Vassal nodes
Village (stage 3) or higher nodes enslave nearby nodes, converting them into vassal nodes.[116][123]
- A Metropolis (színpad 6) can control up to two City (színpad 5) nodes. A City (színpad 5) can control one Town (színpad 4) and one Village (színpad 3) node. A Village (színpad 3) can control an Encampment (színpad 2) or an Expedition (színpad 1). If the Village (színpad 3) gets destroyed through a siege, its dependant Encampment (színpad 2) and Expedition (színpad 1) nodes are also destroyed.[129]
- There is a layer of intricacy between how the neighboring nodes advance and what potential parent structure they have in the vassalship tree.[130] – 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.[131][132]
- 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.[132] – Steven Sharif
- Regent nodes collect taxes from their vassal nodes. These taxes cannot be taken by the mayor or other players.[134]
- Vassal nodes must remain at least one node stage below their parent node.[116]
- Neighboring/Adjacent nodes from Expedition (színpad 1) upward block the growth of their immediate neighbors. This was intended to be tested in Alpha-1.[135][123]
- Vassal nodes first apply any experience earned to their own deficit (see Node bomlás). It then applies excess experience earned to its parent node.[114]
- If the parent node advances, the vassal is once again able to advance.[116]
- 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.[134][116]
- 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.[114]
- 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.[134] – 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.[116]
- Vassal nodes cannot declare war on their parent node or any of their vassals.[116]
- Citizens of vassals are bound by the diplomatic states of the parent node.[116]
- 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.[114] – Margaret Krohn
Node layout and style
Node layout and style is determined by several factors:[136][137]
- 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.[138] – Steven Sharif
- Environment (biome) and location of the node.[138][136][137]
- Nodes will adjust the local topography to fit the aesthetic and mechanical requirements of the node.[139]
- 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.[139] – 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.[137] – Jeffrey Bard
- Race that contributed the highest percentage to the node's advancement will alter the racial appearance of its buildings, NPCs, and props.[140][141][136][114][137][142][143]
- 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.[145] – Steven Sharif
- The rest is determined by the node's mayor.[137]
- It should be possible for a node to complete several building projects within a mayor's one month term in office.[146]
- 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.[146] – 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.[147][148][116]
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.[149] – Steven Sharif
Céh fejlődés
A céh fejlődés különböző rendszerekben való részvétellel történik meg:[150]
- Küldetések.[150][151]
- Node-ok.[150]
- Szervezetek.[150]
- Bizonyos tárgyak barkácsolása.[151]
- Események.[151]
A céhfejlődés skill pontokat ad, amit a céh a saját képességfáján használhat fel, úgy mint passzív képességek, augmentációk és tagszám korlát növelés.[150][152][153]
- Passzív képességek bizonyos stat-okat növelnek, amik a céhtag harcban való teljesítményével kapcsolatosak, vagy a céhvel kapcsolatos más területeken segítenek, mint a gazdaság.[150]
- Augmentációk esetlegesen elérhetőek lesznek, a céhfejlődés magasabb szintjein.[150]
- A céhtagoknak nem kell ugyanazon Node lakosainak lenni, hogy a céh által biztosított passzív képességek és augmentációk előnyeiben részesedjenek.[154]
- Céh méretet lehet céhfejlődés ellenében növelni.[150][155]
- Minél magasabb egy céh tagszám korlátja, annál kevesebb céhfejlődésből származó további lehetőség elérhető számára.[156]
- Céh-szövetségek esetlegesen még nagyobb "céhek" létrehozásának egy formája-ként fognak szolgálni.[155]
- Céh csarnokok lesznek elérhetőek, a céhfejlődés bizonyos szintjén.[152]
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.[150] – 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.[150] – Jeffrey Bard
Szervezetek fejlődése
A játékos feladatok és küldetések teljesítésével halad a szervezet fejlődésben.[157] Hierarchikus útvonalak tartoznak bizonyos küldetésvonalakhoz a szervezet tematikáján belül.[157] Ezek a küldetések vagy közreműködőek lesznek, vagy ellenséges jellegűek, más Node-okra való tekintettel, a velük fennálló diplomáciai állás alapján.[158]
- - Például, a Tolvajok szövetsége olyan küldetést ad, hogy a játékosnak el kell lopnia egy fontos tárgyat.[157]
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.[159] – Steven Sharif
- A szervezetek elérhetővé tesznek augmentációkat.
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.[160] – Jeffrey Bard
Szövetségek fejlődése
Az Ashes of Creation tartalmazhat a szövetségek köré épülő tartalmat.[161]
- Fejlődési útvonalak a szövetségeken belül.[161]
- Céhek szolgáltatásokon osztoznak a többi szövetséges céhvel.[161]
- Szövetségek ki- bekapcsolhatják a viszonyukat Node-okkal.[161]
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.[161] – Steven Sharif
Birtok fejlődés
Birtok épületek is felszintezhetőek, az eltelt idő és a birtok aktivitása alapján.[162]
- A birtok fejlődés új bónuszokat és lehetőségeket tesz elérhetővé.[162]
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.[162] – Steven Sharif
Freehold professions
- Artisan buildings on freeholds enable placement of processing and crafting stations.[163][164]
- Business buildings on freeholds allow freehold owners to provide services to other players.[165]
Player owned businesses
Our business owner system... grants players a meaningful existence in the world and rewards them for their persistence, dedication and survivability.[167] – Steven Sharif
Taverns
A kocsmák osztályokra bontott szolgáltatásokat biztosítanak:[167]
- 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.[167]
Monster Coin fejlődés
Van egy fejlődés rendszer, ami a játékosok szörny-készségét növeli, a Monster coin eseményeken való részvételek gyakorisága alapján.[168]
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.[169]
Ahogy egy Node fejlődik, úgy növekednek a szörnyek a Node-on belül.[170] Különböző osztályú események vannak, melyek osztálya a spawn-olt szörnyek erősségét jelzi.[171]
- A monster coin osztálya határozza meg, hogy milyen erős a szörny.[172]
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.[174]
- Between 15 and 20 cosmetic rewards are earnable in every chapter.[175]
- Daily and weekly quests will allow players to gain up to 50 levels (matching the intended level cap for the Ashes of Creation MMORPG).[176]
- Advancing through these levels allows players to unlock unique cosmetic rewards, such as weapon skins.[173][176]
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.[176] – 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).[173][176]
- The first chapter of Apocalypse is The Exodus. Between 15 and 20 cosmetic rewards are earnable in every chapter.[175]
- There will be an optional Legendary Path that players can purchase for USD $10 per 10 weeks.[173][175]
- The Legendary Path offers over 50 cosmetic rewards.[178][175]
- Alpha-1 backers and Intrepid pre-order pack owners will be granted a lifetime compendium (battle pass) to the Legendary path.[173][175][178][179]
- Alpha-2, Beta-1 and Beta-2 backers will have access to the first chapter's Legendary path, with over 50 cosmetics available to earn.[173][175]
- Other Kickstarter, summer backers and pre-order pack owners will receive the first chapter of the legendary path for free for 70 days. 71 different cosmetic rewards can be earned starting from December 18th.[178]
- The Legendary path will also have a shop for one-off cosmetics.[178]
- Embers can be used in Ashes of Creation Apocalypse to purchase unique cosmetics or to purchase the Legendary adventure path.[180]
- All Adventure paths in Ashes of Creation Apocalypse allow players to earn embers just for playing. Those embers will carry over into the MMORPG.[180]
Ashes of Creation Apocalypse cosmetic rewards
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.[182][183]
- Armor appearances.[183]
- Costumes.[182][175]
- Emotes.[182]
- Freehold building skins.[182]
- Furniture.[182]
- Hairstyles.[175]
- Tartók.[182][175]
- Pets.[184]
- Weapon skins.[182][175][173][176]
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.[182] – 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.[176]
- Cosmetic skins are only be able to be applied to things that have already been earned, crafted or found within the Ashes of Creation MMORPG.[185]
- Skins earned in Apocalypse will be available to apply at certain tiers, levels and/or access points within the MMORPG.[185]
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 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.[185] – Steven Sharif
These cosmetics reflect the lore of Ashes of Creation Apocalypse, which is set before the fall.[183]
- Armor appearances will reflect the ancient cultures of Verra.[183]
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.[183] – Steven Sharif
It would be like your ancestors kept these curios for you.[183] – Jeffrey Bard
Examples of some Kickstarter rewards will be included in Ashes of Creation Apocalypse.[186]
Basic axe.[187] | Hallowed Bronze Axe.[188][189] | Arcanic Bronze Axe.[190][189] | Pyroclastic Bronze Axe.[191][189] | Eldritch Bronze Axe.[192][189] |
Thundering Mace.[193] | Hallowed Mace.[194][195] | Arcanic Mace.[196][195] | Pyroclastic Mace.[197][195] | Eldritch Mace.[198][195] |
Továbbiak
Hivatkozások
- ↑ Élő adás, 2017-05-19 (51:52).
- ↑ 2.0 2.1 Interjú, 2018-10-20 (1:55).
- ↑ Élő adás, 2017-05-12 (42:17).
- ↑ Élő adás, 2018-04-8 (PM) (28:38).
- ↑ 5.0 5.1 5.2 5.3 5.4 Élő adás, 2020-07-31 (1:05:58).
- ↑
- ↑ Élő adás, 2017-05-24 (46:27).
- ↑ Élő adás, 2020-07-25 (1:33:37).
- ↑ 9.0 9.1 Élő adás, 2020-07-25 (1:34:55).
- ↑ 10.0 10.1 10.2 10.3 10.4 Video, 2018-04-05 (40:08).
- ↑ 11.0 11.1 11.2 11.3 11.4 February 8, 2019 - Questions and Answers.
- ↑ Élő adás, 2017-12-15 (58:48).
- ↑ 13.0 13.1 Interjú, 2020-07-08 (1:07:59).
- ↑ Élő adás, 2017-05-24 (19:25).
- ↑ Interjú, 2020-07-08 (1:12:51).
- ↑ 16.0 16.1 16.2 Élő adás, 2017-05-15 (26:13).
- ↑ Interjú, 2018-08-24 (4:15).
- ↑ 18.0 18.1 Élő adás, 2018-09-27 (52:41).
- ↑ Interjú, 2018-08-24 (8:52).
- ↑ 20.0 20.1 Élő adás, 2023-05-31 (43:55).
- ↑ Interjú, 2021-06-13 (24:14).
- ↑ 22.0 22.1 22.2 22.3 22.4 22.5 Interjú, 2020-07-18 (1:05:04).
- ↑ 23.0 23.1 23.2 23.3 23.4
- ↑ 24.0 24.1 Ashes of Creation class list.
- ↑ 25.0 25.1
- ↑ Élő adás, 2017-05-03 (50:50).
- ↑ 27.0 27.1 27.2 27.3 Élő adás, 2017-07-28 (19:05).
- ↑ 28.0 28.1 Élő adás, 2020-07-31 (1:31:11).
- ↑
- ↑ Élő adás, 2017-10-16 (1:00:44).
- ↑ Interjú, 2018-08-08 (22:27).
- ↑ 32.0 32.1 Élő adás, 2023-12-19 (1:20:41).
- ↑ 33.0 33.1 Élő adás, 2023-07-28 (1:04:27).
- ↑
- ↑ Élő adás, 2021-11-19 (50:38).
- ↑ Video, 2022-09-30 (17:00).
- ↑ Élő adás, 2021-09-24 (1:18:06).
- ↑ 38.0 38.1 Video, 2023-12-19 (5:29).
- ↑ 39.0 39.1 39.2 Élő adás, 2023-07-28 (1:03:27).
- ↑ Interjú, 2020-07-29 (55:44).
- ↑ Interjú, 2020-07-19 (53:59).
- ↑ Interjú, 2020-07-18 (1:07:51).
- ↑ Élő adás, 2020-08-28 (1:19:24).
- ↑ Élő adás, 2023-12-19 (1:49:56).
- ↑ Élő adás, 2023-12-19 (1:46:12).
- ↑ Interjú, 2020-07-29 (54:44).
- ↑ Forums - Livestream Q&A 2022-08-26.
- ↑ Interjú, 2020-07-18 (1:07:06).
- ↑ Élő adás, 2017-11-16 (30:02).
- ↑ Élő adás, 2019-05-30 (58:28).
- ↑ 51.0 51.1 51.2 51.3 Élő adás, 2020-01-30 (1:28:40).
- ↑ Élő adás, 2018-05-04 (45:37).
- ↑ 53.0 53.1 53.2 53.3 53.4 53.5 Élő adás, 2018-06-04 (1:11:19).
- ↑ 54.0 54.1 Podcast, 2023-12-03 (17:10).
- ↑ 55.0 55.1 55.2 55.3 55.4 Élő adás, 2023-11-30 (1:38:47).
- ↑ Video, 2023-11-30 (1:01:04).
- ↑ Video, 2023-11-30 (59:21).
- ↑ Élő adás, 2017-05-26 (5:25).
- ↑
- ↑ Élő adás, 2023-11-30 (1:54:37).
- ↑ Élő adás, 2018-06-04 (21:37).
- ↑ Interjú, 2020-07-18 (16:34).
- ↑ Interjú, 2020-07-18 (14:22).
- ↑ 64.0 64.1 Élő adás, 2022-05-27 (1:20:00).
- ↑ Élő adás, 2017-05-26 (51:37).
- ↑ Élő adás, 2017-05-17 (58:55).
- ↑ 67.0 67.1 Élő adás, 2021-03-26 (1:15:57).
- ↑ Interjú, 2018-10-20 (2:53:52).
- ↑
- ↑ Élő adás, 2019-06-28 (1:24:27).
- ↑
- ↑ 72.0 72.1
- ↑ 73.0 73.1 Élő adás, 2017-05-24 (32:07).
- ↑ 74.0 74.1 Élő adás, 2019-07-26 (1:09:46).
- ↑ 75.0 75.1 75.2
- ↑ Interjú, 2020-07-20 (18:47).
- ↑ 77.0 77.1 Interjú, 2020-03-27 (5:25).
- ↑ Élő adás, 2017-05-10 (6:12).
- ↑
- ↑ 80.0 80.1
- ↑
- ↑
- ↑ Élő adás, 2017-07-18 (37:25).
- ↑ Video, 2023-11-30 (7:56).
- ↑ 85.0 85.1 85.2 85.3 Video, 2023-11-30 (5:58).
- ↑ 86.0 86.1 86.2 86.3 86.4 86.5 Video, 2023-06-30 (3:14).
- ↑ Élő adás, 2022-10-14 (32:38).
- ↑ 88.0 88.1 Interjú, 2020-03-27 (9:00).
- ↑ 89.0 89.1 89.2 Interjú, 2018-05-11 (38:25).
- ↑ Video, 2023-11-30 (16:40).
- ↑ 91.0 91.1 Élő adás, 2023-12-19 (1:53:02).
- ↑ 92.0 92.1 Video, 2022-10-28 (26:14).
- ↑ Podcast, 2023-12-03 (12:27).
- ↑ Video, 2023-11-30 (9:36).
- ↑ 95.0 95.1 Video, 2022-10-28 (25:11).
- ↑ 96.0 96.1 Élő adás, 2020-04-30 (53:11).
- ↑ 97.0 97.1
- ↑ Interjú, 2020-07-18 (1:00:15).
- ↑ Interjú, 2020-07-19 (8:43).
- ↑ 100.0 100.1 100.2 100.3 100.4 Interjú, 2020-07-20 (21:57).
- ↑ 101.0 101.1 101.2 101.3 Élő adás, 2018-04-8 (PM) (55:49).
- ↑ Élő adás, 2020-07-25 (46:08).
- ↑ Élő adás, 2021-03-26 (1:02:06).
- ↑ 104.0 104.1 Élő adás, 2022-03-31 (1:15:02).
- ↑ 105.0 105.1 Élő adás, 2017-05-15 (38:08).
- ↑ 106.0 106.1 Élő adás, 2018-07-09 (25:34).
- ↑ Élő adás, 2018-04-8 (PM) (51:49).
- ↑ Élő adás, 2017-05-19 (44:18).
- ↑ 109.0 109.1 109.2 109.3 109.4 Élő adás, 2020-07-25 (57:02).
- ↑ 110.0 110.1 110.2 Élő adás, 2017-05-08 (44:51).
- ↑
- ↑ Élő adás, 2017-06-01 (33:40).
- ↑ 113.0 113.1 113.2 113.3 113.4 113.5 113.6 113.7 113.8 Élő adás, 2018-07-09 (36:05).
- ↑ 114.0 114.1 114.2 114.3 114.4 114.5 114.6 114.7 Blog - Know Your Nodes - Advance and Destroy.
- ↑ 115.0 115.1 115.2 A reactive world - Nodes.
- ↑ 116.00 116.01 116.02 116.03 116.04 116.05 116.06 116.07 116.08 116.09 116.10 Blog - Know Your Nodes - The Basics.
- ↑ Élő adás, 2018-12-12 (14:48).
- ↑ Interjú, 2020-07-20 (3:45).
- ↑ 119.0 119.1 119.2 Élő adás, 2017-10-16 (50:20).
- ↑ Video, 2017-04-20 (0:02).
- ↑
- ↑ Node series part II – the Metropolis.
- ↑ 123.0 123.1 123.2
- ↑ 124.0 124.1 Interjú, 2020-07-18 (10:04).
- ↑ 125.0 125.1 Interjú, 2020-07-08 (1:00:15).
- ↑ Élő adás, 2017-11-17 (55:27).
- ↑
- ↑ 128.0 128.1 Élő adás, 2017-05-26 (28:16).
- ↑ 129.0 129.1 129.2 Élő adás, 2022-08-26 (1:07:34).
- ↑
- ↑ Élő adás, 2023-08-31 (52:56).
- ↑ 132.0 132.1 Élő adás, 2022-08-26 (1:04:35).
- ↑
- ↑ 134.0 134.1 134.2 Élő adás, 2022-08-26 (1:10:16).
- ↑
- ↑ 136.0 136.1 136.2 Élő adás, 2020-10-30 (39:17).
- ↑ 137.0 137.1 137.2 137.3 137.4 137.5 Élő adás, 2018-09-27 (53:06).
- ↑ 138.0 138.1 Élő adás, 2022-02-25 (41:00).
- ↑ 139.0 139.1 Élő adás, 2021-02-26 (1:12:18).
- ↑ Élő adás, 2022-03-31 (4:57).
- ↑ Podcast, 2021-04-11 (29:47).
- ↑ Interjú, 2018-05-11 (54:34).
- ↑ Élő adás, 2017-05-26 (21:23).
- ↑ Podcast, 2021-04-11 (23:36).
- ↑ 145.0 145.1 Interjú, 2018-05-11 (47:27).
- ↑ 146.0 146.1 Élő adás, 2022-07-29 (1:13:09).
- ↑ Interjú, 2020-07-19 (19:35).
- ↑ Élő adás, 2017-05-15 (30:53).
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- ↑ 150.00 150.01 150.02 150.03 150.04 150.05 150.06 150.07 150.08 150.09 150.10 150.11 Élő adás, 2018-09-27 (55:39).
- ↑ 151.0 151.1 151.2 Élő adás, 2017-05-19 (22:10).
- ↑ 152.0 152.1 Interjú, 2020-07-19 (36:07).
- ↑
- ↑ Élő adás, 2020-06-26 (1:31:53).
- ↑ 155.0 155.1 Élő adás, 2017-05-05 (23:26).
- ↑ Interjú, 2018-08-08 (9:36).
- ↑ 157.0 157.1 157.2 Élő adás, 2017-05-17 (7:27).
- ↑ Interjú, 2020-07-19 (24:34).
- ↑ 159.0 159.1 159.2 159.3 Podcast, 2018-05-11 (18:52).
- ↑ Élő adás, 2017-06-01 (31:47).
- ↑ 161.0 161.1 161.2 161.3 161.4 Podcast, 2018-05-11 (21:07).
- ↑ 162.0 162.1 162.2 Podcast, 2018-05-11 (48:29).
- ↑ Élő adás, 2023-04-07 (31:49).
- ↑ Élő adás, 2022-06-30 (1:08:02).
- ↑ Development Update with Freehold Preview.
- ↑ Élő adás, 2019-06-28 (51:37).
- ↑ 167.0 167.1 167.2 Podcast, 2018-04-23 (29:56).
- ↑
- ↑ Élő adás, 2017-05-03 (31:46).
- ↑ Élő adás, 2017-05-03 (36:25).
- ↑
- ↑
- ↑ 173.0 173.1 173.2 173.3 173.4 173.5 173.6 2018-12-08 Newsletter.
- ↑ Élő adás, 2018-12-06 (28:45).
- ↑ 175.0 175.1 175.2 175.3 175.4 175.5 175.6 175.7 175.8 175.9 Élő adás, 2018-12-06 (33:55).
- ↑ 176.0 176.1 176.2 176.3 176.4 176.5 Élő adás, 2018-12-06 (26:12).
- ↑ Élő adás, 2019-09-30 (1:34:34).
- ↑ 178.0 178.1 178.2 178.3 Élő adás, 2018-12-06 (51:20).
- ↑
- ↑ 180.0 180.1 Élő adás, 2018-12-06 (1:00:52).
- ↑ Blog: October Giveaway - Free Armor of the Autumn Knight.
- ↑ 182.0 182.1 182.2 182.3 182.4 182.5 182.6 182.7 Élő adás, 2018-10-31 (38:47).
- ↑ 183.0 183.1 183.2 183.3 183.4 183.5 Élő adás, 2018-09-27 (27:27).
- ↑
- ↑ 185.0 185.1 185.2 Élő adás, 2018-12-06 (41:43).
- ↑
- ↑ Élő adás, 2018-12-06 (26:03).
- ↑ Élő adás, 2018-12-06 (26:23).
- ↑ 189.0 189.1 189.2 189.3 Bronze Axe Skins.
- ↑ Élő adás, 2018-12-06 (28:08).
- ↑ Élő adás, 2018-12-06 (28:12).
- ↑ Élő adás, 2018-12-06 (28:19).
- ↑ Élő adás, 2018-12-06 (28:30).
- ↑ Élő adás, 2018-12-06 (28:37).
- ↑ 195.0 195.1 195.2 195.3 Thundering Mace Skins.
- ↑ Élő adás, 2018-12-06 (28:43).
- ↑ Élő adás, 2018-12-06 (28:47).
- ↑ Élő adás, 2018-12-06 (28:51).