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צמתים

מתוך Ashes of Creation Wiki
קפיצה לניווט קפיצה לחיפוש
Pre-alpha מטרופולין node.[1]

צמתים הם מיקום מוגדר מראש, עטוף באזור השפעה, בעולמנו שיכולים להיווצר לעיירות בגדלים שונים. גדלים אלה נעים בין מחנה קטן למטרופולין עצום. גודל הערים תלוי בתרומת השחקנים ועד כמה הם קידמו את הצומת. שחקנים לא יוצרים את טביעת הרגל של צומת, אך בתוך טביעת הרגל הזו יש להם את היכולת להחזיק באדמה. לשחקנים שהם חלק משלטון של צומת ספציפי תהיה היכולת לשנות את סוגי הבניין ושירותיהם הלאה, אך לרוב, צומת יגדל בדרך הספציפית שלו (תחשבו על זה יותר כעל NPCs שבונים את העיירות האלה, במקום שחקנים אינדיבידואלים שבונים בניינים וקירות בנפרד). אזור התרומה של צומת גדול יותר מהעיירה עצמה, מה שמאפשר לשחקנים לצאת להרפתקאות בזמן שהם בונים את העיר. אנו מכנים את אזור התרומה "אזור ההשפעה" (Zone of Influence) של הצומת, וזה האזור בו השחקנים עוזרים לקדם את הצומת בו הם נמצאים. [2]

בכל שרת ממוקמים בקפידה נקודות פיתוח הנקראות צמתים (Nodes). [4]

  • בפתיחת המשחק יהיו 103 מקומות לצמתים רגילים בתוספת 15 צמתי טירה (חמש טירות כפול 3 צמתים בכל טירה)[5][6][7] כך שיהיו בסך הכל 118 צמתים.[8][9]

צמתים הם הליבה של העולם, הם יוצרים את השפל והזרם של החיים. בבסיסם, צמתים הם נקודות מוגדרות מראש בעולם, עטופות באיזורי השפעה ומוקפות באיזורים גאוגרפיים שמשתנים לאורך זמן על סמך השתתפות השחקנים. מפת העולם מחולקת לאזורים, כאשר כל אזור מכיל צמתים מרובים. ככל שהצומת מתפתח, הוא משפיע על סוגי התוכן שבתוכו ובאזורים הסמוכים. שחקנים לא יוצרים צמתים, אך אם הם מהווים חלק מהשלטון של צומת ספציפית, יש להם את היכולת להשפיע על דיפלומטיה, ולשנות את הסוג/הבנייה של הבניינים והשירותים הקיימים בצומת. במהלך ההשקה יהיו 103 מיקומי צמתים, לכל אחד ההשפעה שלו על הסיפור וההתפתחות של העולם.

[8]Margaret Krohn

צמתים קיימים בכל רחבי העולם והמיקום של צומת יקבע את סוגו; אבל סוג הצומת ייראה ... בשלב הראשון של ההתפתחות, כאשר הצומת מתחיל להפיץ סחורות בזמן אמת בעולם; זה בעצם ה- NPCs, הסוחרים האלה שמגיעים לאזור והם מציעים שירותים ו/או שאתה יודע על חנויות או מה שלא תהיה העסקה. אתה תוכל לראות את סוג הצומת מאותם הסוחרים. אז אם זה צומת צבאי אתה תראה אנשי צבא. אם זה ... צומת כלכלי אתה תראה סוחרים. אם זה מדעי תוכל לראות חוקרים; ואם זה צומת שמימי אז תראה כהנים ואנשי דת. ככה שלשחקנים תהיה הבנה מאוד טובה על איזה סוג צומת הוא כל צומת כך שיוכלו לדעת כיצד הם רוצים להתקדם. [10]Steven Sharif

צמתים מסווגים לאחד מתוך ארבעה סוגי צמתים, לכל סוג יש את המומחיות המיוחדת שלו. [8]

[10]


סוגי צמתים.[8] מומחיות.[8] דמויות ללא שחקן.[8]
צמתים שמימיים מתמקד באמונה ויכולות/שיפור ציוד כהנים
צמתים כלכליים מתמקד במסחר וסוחרים סוחרים
צמתים צבאיים מתמקד בקרב וסוגי דמויות שומרים
צמתים מדעיים מתמקד באומנים מלומדים

אפר של יצירה מאפשר לך, השחקן, להחליט על גורל העולם שמסביבך. עם כל סוג צומת, אתה יכול לשנות את שטף המשאבים והסחורות בעולם. האם תגדל את המטרופולין הכלכלי הגדול ביותר ותסייע לנתב את עושרה של Verra, או שתבחר בדרך אחרת שתחשוף סיפורים חדשים מלאים בבעלי ברית ואויבים?

[11]

סוגי צמתים הם קבועים מראש וזהים בכל השרתים. [8]

לדוגמה, אם צומת מדעי ברמה 4 נהרס, הוא יהפוך לצומת מדעי ברמה 0. הוא לעולם לא יהיה כל סוג צומת אחר שאינו צומת מדעי. המיקום של הסוגים האלו קשור להשפעות של האזור הנמצא סביב הצומת.

[8]Margaret Krohn

סוגי צמתים משפיעים על מגוון שירותים ומערכות בכל שלב של פיתוח צומת. [8]

Node benefits

Each node type has a superpower (ultimate ability) that becomes unlocked when the node reaches Level 6 (מטרופולין stage).[11]

Divine node benefits

Divine node benefits are not known at this time.

Economic node benefits

צמתים כלכליים that have reached the metropolis stage unlock the linked economy superpower. Economic nodes with this superpower share their Auction house listings with all others.[11]

Economic Nodes that have reached the Metropolis Stage unlock the Superpower “Linked Economy”. Any Economic Node with this Superpower unlocked shares Auction House listings with all the others, meaning that the items listed in one Linked Economy Node can be bid on from any other Linked Economy Node. Linked Economies also connect a Metropolis and any Vassal Economic Nodes belonging to that Metropolis.[11]

The Linked Economy Superpower has the potential to create a massive market that spans the world. This will allow players to attain and sell goods with ease, providing those who have access to these Economic Nodes a faster path to fortune in the lands of Ashes of Creation.[11]

Military node benefits

צמתים צבאיים enable ציידי ראשים and reduced duration of corruption.[14][15]

Scientific node benefits

צמתים מדעיים that have reached the metropolis stage unlock the Teleportation superpower.[16]

  • Citizens of metropolis scientific nodes may teleport between the metropolis and any of its vassal nodes, regardless of the stage of the vassal node, so long as the vassal node is not at war.
  • Citizens of vassal nodes may teleport to their metropolis node and back.
  • If there are multiple scientific metropolises, then an airship will provide faster travel between those scientific metropolises for citizens of those nodes and their vassal nodes, so long as the metropolises are not at war.

This will allow Citizens and Vassals of Scientific Metropolises to do things more quickly than others, as fast travel is limited in the world of Ashes of Creation. They’ll be able to exchange goods and information with ease and get to locations in the world at a quicker speed in order to gather crafting materials to create recipes, as well as participate in limited-time events.[16]

אזורי השפעה

Nodes are pre-set locations, wrapped in a zone of influence (ZOI).[2]

Every Node is given purview over a predefined geographic area called a Zone of Influence (ZoI). No matter where you go in the world, whether you’re questing, gathering, or raiding, you’ll be helping determine which nodes will develop, and what Zones of Influence will expand. Any area that a Node controls is considered its Zone of Influence, including Vassal Nodes, and all Vassal Nodes exist within the Zone of Influence of their Parent Node.[8]Margaret Krohn

Every node is given purview over a predefined geographic area called a אזורי השפעה (ZOI). Player activity within the ZOI is weighted and counted toward a particular node’s advancement.[2]

Each Node can form into towns, but are limited by their neighbors. The Nodes have different levels of advancement. There can only be so many of each level. Think of this as advanced settlements needing more elbow room. Nodes encompass more land as they grow and will require more effort to be sustained. This system is a main driver for change in the world because it creates scarcity. As Nodes advance in stages of growth they will lock out neighboring Nodes from progressing, and will absorb their zones of influence.[2]

By undertaking familiar activities, such as questing, gathering and raiding, players have agency in determining which nodes in the world will develop.[17]

The main thing that differentiates us from other MMOs is that we have a living, breathing, reactive world... Our world is separated into zones, which are then separated into what we call nodes. Nodes are sort of invisible zones of influence that listen to everything that a player does; so as players gain experience from killing things, gain experience from doing quests, gain experience through crafting things, the node is also gaining that experience. Once a node gains enough experience it levels up and then starts to attract NPCs to it .[18]Jeffrey Bard

Up to one fifth of the world will be encompassed within the אזור השפעה of a מטרופולין. The many vassal nodes within a ZOI's "border" could end up looking like a country or nation.[19]

Zones of influence connect fully across the world without any gaps.[20]

There is not a space where you will move in to do something and no node will get that experience.[20]Steven Sharif

פיתוח צומת

Illustration of node advancement from שממה (stage 0) to מטרופולין (stage 6).

צמתים מתפתחים על ידי איסוף של נקודות ניסיון (XP) מפעולות של שחקנים בקרבת מקום. כאשר שחקנים משלימים תוכן בתוך אזור ההשפעה של צומת (האזור סביב הצומת), הם תורמים את נקודות הניסיון לפיתוח הצומת. נקודות הניסיון הניתנות לצומת יכולות אז להשתנות בהתאם לאירועים והישגים מסוימים. כאשר צומת צובר את כמות נקודות הניסיון הנדרשת, הוא עובר את תהליך ההתפתחות לשלב הבא. ישנם כמה מקרים יוצאי דופן שבהם צומת אינו יכול להתקדם למרות שיש לו את הניסיון הנדרש - לרוב, צומת אינו יכול להתקדם אם הוא צמית של צומת אחר והיה מתקדם לאותו שלב של צומת האב שלו. [21]Margaret Krohn

פעילות של שחקנים אזרחים ושחקנים לא אזרחים (משימות, איסוף, פשיטות וכו.) בתוך אזור השפעה של Nodes נוספת לפיתוח אותו הצומת (התפתחות) .[4] לצמתים יש שבעה שלבים של התפתחות, עם סף של ניסיון (xp) לכל שלב. כאשר צומת צובר מספיק ניסיון בשביל השלב הנוכחי, הוא מתקדם לשלב הבא.[8]


שלב הצומת.[4] שם נרדף.[22] מסגרת זמן להתפתחות.[4] דיור לשחקנים.[23]
0. שממה -
1. משלחת הצטלבות כמה שעות -
2. מחנה מאהל הרבה שעות -
3. כפר - כמה ימים בתים קטנים
4. עיירה - הרבה ימים בתים בינוניים
5. עיר - כמה שבועות בטים גדולים
6. מטרופולין מטרו הרבה שבועות אחוזות

איזור ההתפתחות של הצומת הוא היכן שציביליזציה תופיע כאשר צומת מתפתח. ככל שהצומת עולה שלבים, בניינים שונים, דמויות ללא שחקן (NPCs), ושירותים יהפכו לזמינים באיזור ההתפתחות. ככל שרמת הצומת גבוהה יותר, כך איזור ההתפתחות יהיה מורכב ומאוכלס יותר. אזור ההתפתחות ישתנה גם בהתאם לסוג הצומת - כלכלי, צבאי, מדעי, או שמימי; נרחיב יותר על כל אחד מהסוגים בפוסטים עתידיים בסדרה הזו. [21]Margaret Krohn

איור המחשה. התקדמותם של Nodes שבתוך אזור השפעה של צמתים מתקדמים יותר תהיה חסומה על ידי הצמתים המתקדמים יותר. [24] אזורי השפעה יהיו ככל הנראה צורות לא סמטריות במשחק, העיגולים שבאיור הם רק להמחשה.

בתחילת צומת שלב 3, כאשר צומת מתפתח, הוא משעבד את הצמתים שבקרבתו והופך אותם להיות הצמיתים שלו (Vassals). צמתים צמיתים שייכים לצומת האב שלהם וחייבים תמיד להיות לפחות שלב אחד מתחת לצומת האב. זה אומר שצמתים צמיתים לא יכולים לגדול עד שצומת האב מתקדם בשלב. צמתים צמיתים נותנים עודף ניסיון לצומת האב שלהם, ויכול להיות להם צמתים צמיתים משלהם, כל עוד הם בתוך איזור ההשפעה של צומת האב. הם כפופים לממשל, לבריתות, למלחמות, למיסים ולסחר של צמתי האב שלהם והם מסוגלים לקבל מהם סיוע פדרלי. צומת צמית לא יכול להכריז מלחמה על צומת האב שלו או על כל אחד מהצמיתים שלו. אזרחי של צמתים צמיתים מחוייבים למדיניות הדיפלומטיות של צומת האב שלהם.[8]Margaret Krohn

התפתחות של צומת חושפת את התוכן הייחודי שלו, שבאה במחיר של נעילת טבעת הולכת וגדלה של צמתים שכנים מלהתפתח לשלב הבא. [25]

צמתים מתפתחים לשלב הראשון במהירות. זה מאפשר שירותים של דמויות ללא שחקן כמו מכר או בנקאות של חפצים. [26]

  • ככל שצומת מתקדם כך אזור השפעה שלו גדל.[1]
  • צמתים פחות מתקדמים (מכונים צמתים צמיתים) שנמצאים בתוך איזור השפעה של צומת מתקדם יותר יכולים עדיין לצבור XP, אבל חייבים להשאר בשלב התפתחות נמוך יותר מהצומת הדומיננטי.[24]
    • מערכת הצמיתים מתחילה כאשר צומת מגיע לשלב 3 (כפר), אבל צמתים חברים שמתחת לשלב 3 יכולים גם לחסום את הגדילה של השכנים המיידים שלהם.[27]
  • Due to the way the progression algorithm calculates territorial (אזור השפעה) expansion during node advancement, there is a small possibility that two nodes of the same stage end up being close to each other.[28]
    • The territory expansion algorithm takes into account the nearest coast, neighboring nodes, and the heatmap of players in surrounding areas over the last weeks or month.[29]

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.[28]Steven Sharif

  • A node does not receive XP from the nodes within its ZOI until these nodes have reached their cap.[24]
  • Players are moved to safety if they intersect with newly spawned assets during node advancement.[30]
  • Citizens of one node can contribute to the advancement of other nodes.[31]
  • The exact percentage of advancement from obtaining items or killing monsters is not going to be explicitly known to avoid "gaming" the system.[32]

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.[32]Steven Sharif

צמתים צמיתים

Village (stage 3) or higher nodes enslave nearby nodes, converting them into vassal nodes.[8][27]

  • Vassal nodes must remain one node stage below their parent node.[8]
    • Neighboring nodes lower than stage 3 also block the growth of their immediate neighbors. This is intended to be tested in אלפא-1.[27]
    • Vassal nodes first apply any experience earned to their own deficit (see Node atrophy). It then applies excess experience earned to its parent node.[21]
    • If the parent node advances, the vassal is once again able to advance.[8]
  • 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.[8]
    • 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.[21]
  • Vassals are subject to the government, alliances, wars, taxes, and trade of their parent node, and are able to receive federal aid from them.[8]
  • Vassal nodes cannot declare war on their parent node or any of their vassals.[8]
  • Citizens of vassals are bound by the diplomatic states of the parent node.[8]

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.[21]Margaret Krohn

Zones and progression

מבוכים, פשיטות, בוסים עולמיים, Mobs, משימות, אירועים, Resources, Narratives and other content within a node's אזור השפעה will have a diverse level range; but will scale with the advancement of that node and its racial influence.[33][34][8]

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.[35]Steven Sharif

World manager

The World manager is an algorithm in Ashes of Creation that controls dynamic world elements. It acts as both a throttle and an incentive system for various activities to ensure certain parameters are within acceptable thresholds.[36]

For example if you know iron is being used as a raw resource for a specific crafting path that might drive up the price of mithril or silver; and that will incentivize the market to course correct a little bit. The idea is to provide soft incentives that help to alleviate the demand and also to prop up the supply that might not be present from the economic systems.[37]Steven Sharif

Node atrophy

Nodes can delevel based on node atrophy.[21]

  • This is a preliminary design and may change based on testing. This may be changed to an atrophy points system, where accumulated points will progressively disable services within a node. The node may be destroyed (instead of deleveling) if a significant points threshold is reached.[28]

There are intrinsic problems with reducing a nodes level as opposed to removing the node and it may be possible I'm just gonna say now that we don't actually atrophy nodes to delevel but rather accrue atrophy points that must be replenished over time; and if not it begins to disable services and further compound the atrophy problem; at which point when it reaches a certain atrophy point then the node would just disappear.[28]Steven Sharif

  • Nodes accumulate an experience deficit each day based on the node's level. The deficit is subtracted from any experience earned that day. If any deficit remains, then this is subtracted from the node’s experience pool.[21]
  • Mayors are able to initiate quest-driven systems that non-citizens can participate in. The mayor can use a portion of the node's treasury or goods as rewards for quest completion. Players will be able to interface with the node to view the quests that are available to them.[38]
  • Certain flags will appear to notify node citizens if their node has dropped below the required experience for its current stage. After a short period, if the atrophy is not addressed, the Node will then delevel.[21]
  • A node cannot delevel more than a single level at a time.[21]
    • When a Node delevels it enters a safe period, during which the deficit is temporarily reduced to 0.[21]
  • It may be possible through node atrophy for two nodes of the same stage to be adjacent to each other.[28]

Deleveled nodes return to their previous stage.[21]

If a Node delevels, it returns to the previous Stage, but keeps the racial style it had before deleveling. A Node cannot delevel more than a single level at a time. For example, a Level 2 Node would become a Level 1, or a Level 1 Node would become a Level 0. If deleveling would cause a Node to lose its Vassals, it does so. When a Node delevels it enters a “safe period,” during which the deficit is temporarily reduced to 0. Once the safe period expires, the Node can once again begin losing experience based on its deficit.[21]Margaret Krohn

Storyline quests

Storyline quests can have multiple stages. These quest stages can actually be failed.[39]

There will be many different quests that actually have stages of the storyline; and these stages can actually be failed. You can actually fail a storyline; which sucks when you think about it, but at the same time that risk makes your investment that much more important.[39]Steven Sharif

פארק הנצחות

פארק הנצחות is an area within Town, City or מטרופולין nodes that has available spots for trophies. These trophies show the character names of players who are the first to complete world bosses and dungeon bosses that were spawned as the result of the development of that particular node.[41]

  • Server announcements and achievements are designed to encourage groups to experience new content.[41]

Reliquary

Reliquary concept art.[42]

Each city has what's called a reliquary and the reliquary begins to spawn unique items for the citizens to take advantage of based on the performance progression and achievements that those citizens have within the world. So if your citizens are part of downing a world boss or completing a dungeon in a record time or crafting a legendary item or whatever: all of these different types of progression paths for the cities could result in the production of a relic that exists within the reliquary.[43]Steven Sharif

צומת relic.[44] This is a protective relic that is preventing an attack. Once stolen, it enables a siege against the metropolis.[45]

Relics are achievements for a node that unlock over time. They allow node citizens to craft certain legendary items and progress in certain legendary quest lines.[46]

  • Relics are placed in a node's reliquary.[43]
  • Limited access to the relics stored in a node's reliquary are granted to registered attackers after successfully destroying that node in a node siege.[43]

Node development

אלפא-1 Village node layout.[47]

Even at the stage 3 development as a village, it's a fairly sizable layout; and part of these layouts include essentially static in-node housing for players to be able to purchase.[47]Steven Sharif

Racial architecture styles in an אלפא-0 village node. Empyrean Elven influence (top). Kaelar Human influence (bottom).[48]

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.[8]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. Cultural influences bring more than just the aesthetic and storyline changes - benefits are granted to the dominant culture within that Node’s Zone of Influence.[21]Margaret Krohn

Node layout and style is determined by several factors:[49]

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.[49]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.[52]Steven Sharif

There is an attrition mechanic that affects experience and influence to curb a single race from dominating the entire world.[53]

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.[53]Steven Sharif

מבני צומת

Constructible node buildings

שלטון הצומת decide the location and types of constructible node buildings to be constructed within sectors of a node.[56][57][58]

These are buildings that the mayor has agency over determining whether or not they should be a constructed project. Constructible buildings can be selected at open plots that are gained as the node advances. If they elect to begin construction of one of these types of buildings- one of which is the marketplace- it'll grant certain trade benefits as well as some stalls that the citizens may participate in.[59]Steven Sharif

When the building types are determined, the community will then need to bring resources into the node (using caravans) and come together to construct the buildings (via quests and the like).[56]

The government decides how to specialize their node. Once they choose certain things they won't be able to choose other things.[56]

Different governments may change the buildings within a node.[56]

And there could be regime change... If somebody doesn't like the fact that a market was built and they want to re-elect a new government next cycle, they can do so... and that market could be destroyed and a new building take its place.[56]

Pre-defined parameters limit the number of buildings at in-node locations.[57]

Unique node buildings

Each node type has a unique node building associated with it that can be activated at the Village stage of node advancement. The unique building plays a central role in the progress of civilization for a server.[11]

Racial quests

משימות may be based on a character's race.[61]

Different quests may relate to who the primary cultural contributor is to a node. This won't lock out content, but will add flavor to the quests.[61]

There might even be different directories of the quest that exist for specific races, and even though you're sharing a quest to kill a boss, if you're human and I'm an elf, I will have a different arc potentially that leads in a different direction than you, even though we took the same quest; and this can relate to who the primary cultural contributor is to a node unlocking different arcs for cultures that share the primary culture of a node - not that locks out content but it gives a flavor in a different direction so that not everything is so cookie cutter.[61]Steven Sharif

Race matters because narratives have paths that also are influenced based on the primary contributing culture to the node... If you're a Niküa and you have you're in a Niküa node that's predominantly Niküa, you're going to have certain services and/or abilities as a member of the Niküa race that other races may not have access to... They may have alternative quest lines, but they won't have specific ones. Now those specific Niküa quests will then relate to the meta-narrative that's present in the world and they'll start to direct some of that meta-narrative; and that'll be beneficial for your kind because it will unlock certain content for your race that other races haven't unlocked yet. So there is an incentive there to see progression along that line now in order to curb the progress of a dominant race.[53]Steven Sharif

משימות that are race specific, title specific, or guild specific will likely be less than 10% of the total number of quests. 90% of quests should be able to be shared by everybody.[62]

דיור לשחקנים

Pre-alpha Empyrean freehold homestead.[63]

Players will have the ability to survey and develop land anywhere in the world. Be a pioneer deep in the wilderness, build the home of your dreams, and work the land to cultivate resources and supplies. Alternatively, stick with civilization and safety in numbers – purchase a home within the confines of a village and watch your investment grow as that village turns into a city. Homeowners in our game will have the ability to develop their plot of land as they see fit. Focus on farming, animal husbandry, or own your very own smithy. You’ll be able to specialize your land to maximize your profits or your comfort – be sure to choose wisely.[64]

דיור לשחקנים comes in the form of Static housing, דירות and דיור חופשי.[1]

דיור לשחקנים Type. Availability. Limit.
דירות Instanced.[1] Village stage and higher.[66] One per server.[67]
דיור חופשי Open world.[1] Village stage and higher.[1] One per account.[67]
Static housing In-node.[1] Village stage and higher.[1] One per server.[67]

Static housing

Static housing provides non-instanced player accommodation within a node, also known as in-node housing.[1]

דירות

דירות are internal only (instanced) spaces within a node that offer some housing functionality.[1] There will be 50 apartments available for purchase at the Village (stage 3) of a node if the mayor chooses to construct apartment buildings and if there is an available plot to do so.[69][66]

  • The number of available apartments increases as a normal part of node advancement.[66]
  • It was previously stated that apartments would be available at Town (stage 4) or above.[1]

The mayor may additionally construct apartment buildings when the node hits stage 4 at one of the building plots in the node, along with cities gaining additional static housing and apartments by default as a normal part of the leveling process.[66]Steven Sharif

דיור חופשי

דיור חופשי in אלפא-1.[72]

The whole goal of the freehold system is to give everything a purpose and not just have it be like "oh this is my pretty design", but it's a design towards something for your character- towards something for the world.[73]Jeffrey Bard

דיור חופשי are sizable player housing plots that can be situated within the אזורי השפעה (ZOI) of a Village (stage 3 node) or higher.[1]

The freehold system interacts with multiple other systems in-game.[78]

Buying and selling (Real estate)

Players buy the deeds for housing from the node itself.[14] Players can also buy and sell properties from other players.[1]

  • Housing will have a base price that scales with the number of citizens in the node.[79]
  • The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[80]
    • A grace period will occur before the housing becomes available for auction.[80]
    • Bids will then be accepted starting at a minimum reserve value that is based on the number of citizens in that node.[80]
    • At the end of the auction, the highest bidder will win the house.[80]
  • Static housing and apartments can be listed and sold to other players.[77][81]

There's no cap essentially in player originated sales. Those are determined essentially by supply and demand as it is within the game and there's no artificial barrier to how high that demand can go.[70]Steven Sharif

  • Housing ownership can default back to the node if the owner fails to pay their property taxes. A balance and penalties will be charged to the new purchaser of the home in the manner of a "foreclosure process".[79]
  • Players will not be able to exceed their allotment of housing in the game.[84]

This will allow players to transfer real property goods. This includes ... static housing, this includes apartments that they may own; and they can sell those because those will have a limited and finite quantity.[84]Steven Sharif

Rental and leasing concepts are currently under consideration.[84]

Some concepts that we have is going to be rental or leases that could be had allowing players to kind of lease a property for a period of time where they will have control rights over utilizing storage based on the area, controlling the furniture or access point; all that kind of stuff.[84]Steven Sharif

Node citizenship

דיור לשחקנים grants the ability to claim citizenship of a node.[86]

  • Citizenship tickets may also grant citizenship to certain node stages. This mechanic will be decided based on testing.[87]

We want these places to be populated and people to be attracted to them and so right now we think housing is enough for that. But we don't want to design ourselves into a corner where we don't have any other options, so the hope is that yes citizenship will be only gained through housing; with our caveat that if that doesn't work well we'll change it.[87]Jeffrey Bard

אזרחות can be claimed for Village (level 3) nodes or higher.[14]

  • A player can only claim citizenship to one node at a time.[88]
  • Only one citizenship may be declared per account, per server.[89][90]
    • This may have changed to one citizenship per account.[91]

Your account is bound to one declared citizenship per server, which means that if you have two alts and your main character on one server you may only be a citizen of one node between those three... If you have an alt on a different server, it could be a citizen of a node as well.[90]Steven Sharif

Changing citizenship has a cooldown of two weeks.[86]

You can declare citizenship to only one node and when you declare that citizenship. Let's say for example, one guild perhaps wanting to kind of take all their members and have them all declare the same citizenship to a location. The longer a node exists the higher the prize it is to take and some systems with regards to crafting progression and/or rewards and bonuses or the reliquary that we haven't really touched on a lot, those systems are going to be so enticing that from an incentive standpoint it will compel other groups to either potentially break alliances or siege the city in order to take the goods that are potentially in it. So, from an incentive standpoint we have that at play. Additionally, we don't have a cap per-se that we've announced yet on the citizenship aspect of being in a node, but we do have soft caps. It becomes costlier the higher number of citizens each time one new person wants to join to be part of a node. So, there is sort of a soft cap on how many citizens one node can have and it might be that not all in the guild can participate in that area. So, there's kind of a natural divide: A pseudo faction, so to speak between who is a part of that node and who is not.[93]Steven Sharif

A player does not need to declare citizenship of any node. These players won't need to pay taxes but will miss out on benefits of citizenship.[94]

מצור על צומת

מצור על צומת (Pre-alpha footage).[95]

As some areas in the world grow, others will fall. This is the foundation of the living, breathing world that is Ashes of Creation, where players will have the ability to make important decisions that matter in the longevity of an area becoming a city, or whether to siege a rival town. Rise above the ashes, create the world around you, and be a part of the story that unfolds because of your actions and decisions.[21]Margaret Krohn

מצור על צומת enable players to destroy nodes.[21] This paves the way for new development and access to the locked content in surrounding nodes. Due to this dynamic, political strife and intrigue play an important role in the structure of the world.[4]

Sieging nodes will not be an easy task for the attackers. ערים and metropolises will have a considerable defensive advantage.[4]

If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![96]Steven Sharif

Nodes can delevel based on node atrophy.[21]

Read more...

Node destruction

Nodes can be destroyed starting at level 3 (Village), and are destroyed through sieges.[21]

Nodes can be destroyed starting at Level 3 - Village Stage, and are destroyed through sieges. Sieges are started via an item which is acquired through a quest that scales in difficulty with respect to the level of the Node which is being targeted for the siege. Once the item is brought to the Node and is activated, the declaration period begins and a countdown is initiated for players in the region to see. This countdown runs for a number of days equal to the level of the Node being sieged. Once the countdown is complete, the siege begins. There is a cooldown between sieges, and players must wait a certain amount of time after an unsuccessful siege before a new siege can be declared. The higher the Node level, the longer the cooldown between sieges. If a siege is successful, then the Node is brought down to Level 0, and anyone who was a citizen of that Node is no longer a citizen.[21]Margaret Krohn

Siege aftermath

We’re working on a destruction engine that should help us to make a Castle Siege that feels cinematic and visceral. Having shards of the walls tumble to the ground after a trebuchet scores a hit will feel satisfying in a way no other Castle Siege has been able to offer in an MMORPG like this. Maybe you don’t need to take down the whole wall, maybe if you blow open a big enough hole, that’ll be enough to turn the tides.[5]

Rubble will be visible for a period of time following a successful castle siege. This will likely persist until the incumbent guild develops the first defensive node.[102]

סביבות הניתנות להריסה

סביבות הניתנות להריסה will be a core element of how players interact with the world, in both אפר של יצירה האפוקליפסה and Ashes of Creation the MMORPG.[105]

We want destruction to be a very core element of how players make their way through the world.[105]Steven Sharif

You could be more precision oriented in the decision to attack a city. Let's say it's a rival node that's trying to reach you know a node stage five or something and you want to disable their ability for the religious system to progress so you target the temple during the attack, or you want to disable their scholars academy from reaching a higher level so that your nodes can; or you want to disable multiple buildings that allow for experience and quests to be undertaken by its citizenship, which prevents them from keeping up in pace of experience gained with your node. These can be more precision oriented and don't have to effectualize an actual takeover of the node.[106]Steven Sharif

Impact on player housing

דיור לשחקנים designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[109][110]

  • Blueprints are mailed to the player to utilize for future placement.[21]
  • Destroyed freeholds are subject to material loss.[21]
  • Certificates will track major milestones (such as Furnaces and Homesteads, for example).[109][110]
  • A possible design idea is for items such as furnishings to be boxed in crates that are accessible inside the new home.[111]

Impact on in-node housing

Following a node siege, static housing will be scaled back or destroyed based on the advancement of the node.[109]

  • If the housing was purchased at a higher advancement than the node currently is then it will be destroyed, otherwise the housing will be scaled back.

Impact on apartments

דירות may be destroyed in the following circumstances:[109]

  • If their building was destroyed during a node siege, even if the siege was not successful.
  • If the siege delevels the node below stage 4 (Town).

Impact on freeholds

דיור חופשי may be attacked for a period of two hours[21] following a successful siege against its parent node.[112]

  • Players and their allies may defend their freehold for this period of time.
  • Structures and guards may be obtained to defend freeholds during this period.

After the two hour period of open combat following a successful node siege, any remaining freeholds will exist under a grace period for roughly 1 week where another node may take over the zone of influence of the freehold.[21]

If a siege is successful, then the Node is brought down to Level 0, and anyone who was a citizen of that Node is no longer a citizen. Freeholds within the Zone of Influence are subject to a period of vulnerability. These Freeholds can be destroyed by other players during a period of roughly 2 hours after a successful siege. Destroyed Freeholds are subject to material loss, and blueprints for them are mailed to the player to utilize for future placement in order to allow the player to keep their Freehold’s layout and structure. Once the vulnerability period is complete, any remaining Freeholds will exist under a grace period for roughly 1 week where another Node may take over the Zone of Influence of the Freehold.[21]Margaret Krohn

Node redevelopment

A node that was successfully sieged may develop differently due to the following influences:[114]

  • Different races becoming primary contributors.
  • Design elements determined by different governments.
  • Reactions and interactions with other nodes in the world.

Node government

אלפא-1 winner of Mayoral election.[115]

שלטון הצומת are chosen from a node's citizenry when a node reaches stage 3 (Village).[14]

Positions within a node's government are attained through titles that grant special access to דמויות ללא שחקן in the node.[116]

There are a lot of things that you can strive for within [a node] that grant you that special treatment.[116]Steven Sharif

Mayors

Mayors are leaders of a node's government who control the development of that node.[117]

  • Coordinate the transfer of needed supplies with citizens operating caravans.[120]
    • Mayors must communicate what resources are necessary for a particular node then motivate the citizens to fulfill those needs.[120]

Only node citizens may be elected mayor.[89]

You may only ever be a citizen of a single node at a time.[89]Steven Sharif

Mayors gain new powers and responsibilities as their node advances.[8]

Node elections

Once a node has reached Village stage there will be a one week cooldown period before node elections begin.[122]

  • This cooldown period allows players to establish citizenship at the village; which may require them to relinquish previous citizenship at another node.[122]
  • Following the initial cooldown, there will be a one week election process, then from that point on, elections will follow a monthly cadence.[122]
  • מצור על צומת may not be declared for 21 days following a node advancing to Village (stage 3). This does not apply to nodes at higher stages.[123]

The village stage is a unique stage because that's when the government system comes online and all other stages past village there will have already been a cadence for the election system and it will follow that cadence, but after the initial village stage is completed there will be a one week period where players have an opportunity to establish citizenship at the village that also provides for the cooldown time that is- that would be present on players leaving another node to kind of participate in in this particular node leveling up. But that after that one week period then there will be a one-week election process and then from that point moving forward will be the one month cadence that the node experiences elections on.[122]Steven Sharif

Node elections occur on a monthly basis.[122][124]

שלטון הצומת and mayors are chosen through different methods according to the node's type.[1][8]

Mayoral quests

Mayors are able to initiate quest-driven systems that non-citizens can participate in. The mayor can use a portion of their node's treasury or goods as rewards for quest completion. Players will be able to interface with the node to view the quests that are available to them.[38]

Leadership powers

Government officials have wide-ranging leadership powers.[130]

  • Declare war on another node and rally citizens to the cause.[131]
  • Enter into trade agreements.[131]
  • Directing assets.[14]
  • Mayors are able to initiate quest-driven systems that non-citizens can participate in. The mayor can use a portion of the node's treasury or goods as rewards for quest completion. Players will be able to interface with the node to view the quests that are available to them.[38]
  • Governments may be able to choose a node name from a predetermined list.[134][135]

The government has a lot of say in the direction of the nodes development. Directing assets, building projects, tax allocation, defensive ability etc. Players have the ability to not only create these cities, but they have the right of self-governance.[14]

There are levers and dials that are present to both the owners of Castles as well as the elected officials of Nodes that during their administration they have the ability to impact and influence the region around them.[52]Steven Sharif

גילדות do not control nodes.[136][137] Guild leaders (kings and queens) can become mayors of nodes.[89]

  • Guilds hold separate roles in the direction of the node than the roles held by private citizens.[14]
  • Only a certain number of guilds may participate in these roles.[14]
  • Separate guild roles are reserved for small, medium and large guilds.[14]

Guild’s also hold separate roles in the direction of the node, than the roles held by private citizens, and only a certain number of guilds may participate in these roles. Separate guild roles are reserved for Small size guilds, medium size guilds and large size guilds.[14]

Node taxes

Mayors/שלטון הצומת allocate resources, taxes, and quests to help develop node defenses.[119]

  • Tax money only goes toward funding node development.[139]
  • Taxation rates scale based on when a player joined a node as a citizen. The goal is to exert financial pressure on node populations by making taxes increasingly expensive as nodes advance, rather than putting in place hard population caps.[140]

Parent nodes take a cut of all taxes from the housing and any services that occur within their אזור השפעה.[141]

  • This tax doesn't necessarily impact the individual citizen, because citizen's tax levels are determined by their node, but the node's finances are affected by the taxation levied by its parent nodes.[141]

מלחמת צמתים

שלטון הצומת may declare war on another node and rally citizens to the cause.[131]

We have conditions that you can set between nodes with regards to either nodes being friendly with each other and acting trade alliances, or they can declare war on nodes similar to how guild wars may function in different games, where those citizens become hostile to each other based on the player government that's elected in the particular node. So those systems all kind of cater to allowing a conflict that's meaningful and that also provides a non-imbalanced relationship between stronger guilds and not as strong guilds.[93]Steven Sharif

Alliances

Ashes of Creation may have specific content that revolves around Alliances.[143]

Content that revolves around alliances specifically and progression within the development of that alliance; and the ability to share some common services between guilds that are part of that alliance. I think that additionally allowing alliances to toggle certain relationships with nodes as an interaction is beneficial. That's going to provide an interesting dynamic for players who are either members of the particular node that has the relationship established or members of the Alliance. So I think that obviously building systems is is about creating the channels by which these players can form bonds and the more layers you have around those you know channels of bonding between the different guilds or players, the more sustainable that relationship.[143]Steven Sharif

כרכרות

כרכרות facilitate the transfer of goods for players wishing to turn a profit.[64]

The caravan system is an open world PvP system that revolves around opportunity and risk. כרכרות facilitate the transfer of goods for players wishing to turn a profit.[64]

  • Caravans can transport goods for more than one player.[148]

Caravan types

There are different types of כרכרות in Ashes of Creation.[151][152]

The caravan system is another very big part of the node system. They are the main driver of economic activity and there is a bunch of different types of caravan.[152]Jeffrey Bard

Caravan PvP

כרכרות create an open PvP zone that flags players for combat (purple).[154]

  • Players will be able to state their intentions to attack, defend or ignore via a user interface.[155][156]
  • A group will be required to successfully attack a caravan.[146][157]
  • A caravan will persist in the world for a period of 5 to 10 minutes from the time its owner logs out or is disconnected from the server.[158]

Caravan destruction

If a caravan is destroyed (becomes a wreckage) it will drop a portion of the goods it was transporting.[146][159][160]

  • Caravan components may also drop when a caravan is destroyed. These components may be salvageable by the caravan owner or by other players, in the case of high grade components.[161]
  • Caravans drop certificates for heavy goods that are redeemable at the origin node for a portion of the goods.[162][160]

The caravan becomes a wreckage upon destruction and that wreckage is an interfaceable item that players can come up to and they can receive certificates for a portion of the goods inside the caravan. Now the idea with that certificate is that it must be taken back to the point of origin, or at least a region within that point of origin. We'll see about that last part because there's a few things I want to test in the Alpha from a gameability standpoint. The reason why for this is because what might happen is you may have some type of collaboration within a guild to kind of game that system. Hey I'm gonna reach this caravan just to the border of the region and then we're all destroy it, collect the goods and take it to you know that region's warehouse; and have to skip out on the last half of the way. So it must successfully reach its destination before the goods can be considered a part of that region.[160]Steven Sharif

Underrealm nodes

Underrealm nodes and nodes directly above them are related but do not exist in the same אזור השפעה.[163]

Coastal/island nodes

There will be nodes along the coast and on islands.[168]

  • These nodes will have specific water oriented influences and abilities, services, questlines, that relate to the seas.[168]
  • Coastal nodes change the spawn tables of the nearby water content and can also trigger specific events.[169]
  • Harbors in coastal nodes will have quest lines that relate to the ocean and nearby islands.[169]
  • It may be possible to siege a coastal city by sea.[170]

Island chains are part of Ashes of Creation naval content.[171][172]

Underwater nodes

תת-מימי points of interest that have NPC structures may appear to be like cities, but they will not be nodes.[173]

  • There won't be nodes underwater or in the water.[168]

Patron guilds

Whether an organization is the patron of their node means it contributes the most amount of work to the node from its members.[174]

Patron guilds unlock the following benefits for their members.[175]

Any number of guilds can be in a node, but the number of patron guilds within a node is limited by node stage.[176]

Relics

Reliquary concept art.[42]

Each city has what's called a reliquary and the reliquary begins to spawn unique items for the citizens to take advantage of based on the performance progression and achievements that those citizens have within the world. So if your citizens are part of downing a world boss or completing a dungeon in a record time or crafting a legendary item or whatever: all of these different types of progression paths for the cities could result in the production of a relic that exists within the reliquary.[43]Steven Sharif

צומת relic.[44] This is a protective relic that is preventing an attack. Once stolen, it enables a siege against the metropolis.[45]

Relics are achievements for a node that unlock over time. They allow node citizens to craft certain legendary items and progress in certain legendary quest lines.[46]

  • Relics are placed in a node's reliquary.[43]
  • Limited access to the relics stored in a node's reliquary are granted to registered attackers after successfully destroying that node in a node siege.[43]

Sharemarkets

As nodes develop, player governments may open a החלפת סחורות (also called Stock markets and Sharemarkets) where players can buy and sell shares in Nodes, גילדות and ארגונים חברתיים.[177][178]

  • There is no regulatory commission to restrict the purchase and sale of stocks.[179]

Internal conflict

There won't be a civil war mechanic within nodes but there will be scope for internal political conflicts; such as undermining the current leadership and disrupting trade.[180]

We want consequences to matter and if that person got elected then you need to work within the means of the mechanics to get them unelected.[181]Steven Sharif

Artwork

Community guides

See also

הפניות

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 Node series part II – the Metropolis.
  2. 2.0 2.1 2.2 2.3 Node series part I
  3. Ashes of Creation - Screenshots.
  4. 4.0 4.1 4.2 4.3 4.4 4.5 A reactive world - Nodes שגיאת ציטוט: תג <ref> בלתי־תקין; השם "https://web.archive.org/web/20170404005015/https://www.ashesofcreation.com/a-reactive-world-nodes/" הוגדר מספר פעמים עם תוכן שונה שגיאת ציטוט: תג <ref> בלתי־תקין; השם "https://web.archive.org/web/20170404005015/https://www.ashesofcreation.com/a-reactive-world-nodes/" הוגדר מספר פעמים עם תוכן שונה שגיאת ציטוט: תג <ref> בלתי־תקין; השם "https://web.archive.org/web/20170404005015/https://www.ashesofcreation.com/a-reactive-world-nodes/" הוגדר מספר פעמים עם תוכן שונה שגיאת ציטוט: תג <ref> בלתי־תקין; השם "https://web.archive.org/web/20170404005015/https://www.ashesofcreation.com/a-reactive-world-nodes/" הוגדר מספר פעמים עם תוכן שונה שגיאת ציטוט: תג <ref> בלתי־תקין; השם "https://web.archive.org/web/20170404005015/https://www.ashesofcreation.com/a-reactive-world-nodes/" הוגדר מספר פעמים עם תוכן שונה
  5. 5.0 5.1 Blog: 10 facts about castle sieges in the MMORPG.
  6. castle nodes.png
  7. Podcast, 2018-04-23 (15:14).
  8. 8.00 8.01 8.02 8.03 8.04 8.05 8.06 8.07 8.08 8.09 8.10 8.11 8.12 8.13 8.14 8.15 8.16 8.17 8.18 8.19 8.20 8.21 8.22 8.23 8.24 Blog - Know Your Nodes - The Basics.
  9. רֵאָיוֹן, 2018-08-24 (3:44).
  10. 10.0 10.1 שידור חי, 2017-05-04 (15:15).
  11. 11.0 11.1 11.2 11.3 11.4 11.5 11.6 11.7 11.8 Know Your Nodes: Economic Node Type.
  12. Blog: Creative Director's Letter
  13. economic-metro-linking.png
  14. 14.00 14.01 14.02 14.03 14.04 14.05 14.06 14.07 14.08 14.09 14.10 14.11 14.12 14.13 MMOGames interview, January 2017
  15. pvp corruption duration.png
  16. 16.0 16.1 Blog: Know Your Nodes - Scientific Node Type
  17. Ashes of Creation FAQ.
  18. רֵאָיוֹן, 2018-04-20 (7:22).
  19. רֵאָיוֹן, 2018-05-11 (55:16).
  20. 20.0 20.1 שידור חי, 2018-07-09 (39:32).
  21. 21.00 21.01 21.02 21.03 21.04 21.05 21.06 21.07 21.08 21.09 21.10 21.11 21.12 21.13 21.14 21.15 21.16 21.17 21.18 21.19 21.20 21.21 21.22 21.23 21.24 Blog - Know Your Nodes - Advance and Destroy.
  22. 22.0 22.1 שידור חי, 2018-12-12 (14:48).
  23. רֵאָיוֹן, 2020-07-20 (3:45).
  24. 24.0 24.1 24.2 שידור חי, 2017-10-16 (50:20).
  25. וִידֵאוֹ, 2017-04-20 (0:02).
  26. Npc vending.jpg
  27. 27.0 27.1 27.2 jahlon-steven-vassal-nodes-quote.png
  28. 28.0 28.1 28.2 28.3 28.4 רֵאָיוֹן, 2020-07-08 (1:00:15).
  29. רֵאָיוֹן, 2020-07-18 (10:04).
  30. שידור חי, 2017-11-17 (55:27).
  31. node xp.png
  32. 32.0 32.1 שידור חי, 2017-05-26 (28:16).
  33. רֵאָיוֹן, 2020-07-19 (19:35).
  34. שידור חי, 2017-05-15 (30:53).
  35. Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  36. רֵאָיוֹן, 2020-07-19 (1:10:55).
  37. 37.0 37.1 37.2 37.3 רֵאָיוֹן, 2020-07-19 (1:08:22).
  38. 38.0 38.1 38.2 38.3 38.4 38.5 רֵאָיוֹן, 2020-07-08 (1:04:05).
  39. 39.0 39.1 39.2 רֵאָיוֹן, 2018-10-20 (2:36:25).
  40. שידור חי, 2020-07-25 (1:50:20).
  41. 41.0 41.1 Podcast, 2018-08-04 (1:35:58).
  42. 42.0 42.1 reliquary-concept.png
  43. 43.0 43.1 43.2 43.3 43.4 43.5 רֵאָיוֹן, 2020-07-18 (56:11).
  44. 44.0 44.1 שידור חי, 2017-05-05 (28:09).
  45. 45.0 45.1 שידור חי, 2017-05-12 (49:50).
  46. 46.0 46.1 שידור חי, 2018-02-09 (29:26).
  47. 47.0 47.1 שידור חי, 2020-06-26 (45:32).
  48. שידור חי, 2018-02-09 (33:50).
  49. 49.0 49.1 49.2 49.3 49.4 49.5 שידור חי, 2018-09-27 (53:06).
  50. 50.0 50.1 רֵאָיוֹן, 2018-05-11 (54:34).
  51. שידור חי, 2017-05-26 (21:23).
  52. 52.0 52.1 52.2 רֵאָיוֹן, 2018-05-11 (47:27).
  53. 53.0 53.1 53.2 רֵאָיוֹן, 2018-05-11 (1:00:19).
  54. שידור חי, 2020-03-28 (1:16:03).
  55. וִידֵאוֹ, 2020-03-23 (0:24).
  56. 56.0 56.1 56.2 56.3 56.4 56.5 שידור חי, 2017-05-19 (33:57).
  57. 57.0 57.1 שידור חי, 2018-01-20 (38:17).
  58. שידור חי, 8 April 2018 (PM) (51:49).
  59. רֵאָיוֹן, 2020-07-08 (55:05).
  60. שידור חי, 2018-09-01 (36:28).
  61. 61.0 61.1 61.2 Podcast, 2018-04-23 (29:56).
  62. שידור חי, 2019-07-26 (1:13:23).
  63. וִידֵאוֹ, 2017-05-25 (1:07).
  64. 64.0 64.1 64.2 About Ashes of Creation.
  65. שידור חי, 2018-05-04 (32:46).
  66. 66.0 66.1 66.2 66.3 66.4 Steven Sharif - Clarification points from today’s stream.
  67. 67.0 67.1 67.2 67.3 רֵאָיוֹן, 2018-05-11 (50:47).
  68. וִידֵאוֹ, 2020-05-31 (38:50).
  69. 69.0 69.1 69.2 steven-housing-numbers.png
  70. 70.0 70.1 70.2 רֵאָיוֹן, 2020-07-08 (33:34).
  71. 71.0 71.1 שידור חי, 2017-05-12 (52:01).
  72. שידור חי, 2020-05-29 (36:29).
  73. שידור חי, 2020-05-29 (42:01).
  74. שידור חי, 2020-05-29 (35:36).
  75. 75.0 75.1 שידור חי, 2017-10-16 (56:42).
  76. רֵאָיוֹן, 2020-07-08 (45:23).
  77. 77.0 77.1 77.2 שידור חי, 2020-06-26 (47:32).
  78. 78.0 78.1 78.2 78.3 78.4 78.5 שידור חי, 2017-10-16 (56:38).
  79. 79.0 79.1 שידור חי, 2020-06-26 (53:41).
  80. 80.0 80.1 80.2 80.3 שידור חי, 2017-05-12 (55:01).
  81. שידור חי, 2020-06-26 (54:03).
  82. 82.0 82.1 82.2 שידור חי, 2020-06-26 (1:02:12).
  83. שידור חי, 2020-06-26 (56:08).
  84. 84.0 84.1 84.2 84.3 שידור חי, 2019-05-30 (1:23:41).
  85. שידור חי, 2020-03-28 (1:02:56).
  86. 86.0 86.1 Citizenship.png
  87. 87.0 87.1 שידור חי, 2018-07-09 (27:12).
  88. שידור חי, 2017-05-19 (53:24).
  89. 89.0 89.1 89.2 89.3 89.4 89.5 89.6 89.7 89.8 steven-kings-and-mayors.png
  90. 90.0 90.1 90.2 90.3 רֵאָיוֹן, 2018-05-11 (50:05).
  91. 91.0 91.1 רֵאָיוֹן, 2018-10-20 (2:36).
  92. citizenship.jpg
  93. 93.0 93.1 וִידֵאוֹ, 2018-04-05 (41:48).
  94. שידור חי, 2017-05-26 (44:52).
  95. וִידֵאוֹ, 2016-12-04 (0:02).
  96. וִידֵאוֹ, 2017-04-30 (5:31).
  97. 97.0 97.1 97.2 97.3 רֵאָיוֹן, 2020-07-08 (57:46).
  98. 98.0 98.1 שידור חי, 2020-04-30 (1:14:44).
  99. siege spoils.png
  100. nodes-delevel-to-zero.png
  101. שידור חי, 2020-06-26 (1:48:43).
  102. שידור חי, 2018-07-09 (42:48).
  103. Ashes of Creation Apocalypse Early Access.
  104. וִידֵאוֹ, 2019-09-24 (0:10).
  105. 105.0 105.1 105.2 שידור חי, 2019-06-28 (31:15).
  106. 106.0 106.1 שידור חי, 2019-11-22 (16:56).
  107. שידור חי, 2019-11-22 (17:59).
  108. רֵאָיוֹן, 2020-07-08 (59:38).
  109. 109.0 109.1 109.2 109.3 109.4 שידור חי, 2017-07-18 (40:14).
  110. 110.0 110.1 110.2 שידור חי, 2017-11-17 (47:10).
  111. שידור חי, 2020-06-26 (1:00:57).
  112. שידור חי, 2017-05-19 (28:04).
  113. שידור חי, 2017-05-19 (29:34).
  114. שידור חי, 2017-05-24 (52:39).
  115. שידור חי, 2020-03-28 (1:02:46).
  116. 116.0 116.1 116.2 116.3 116.4 שידור חי, 2019-07-26 (1:20:48).
  117. 117.0 117.1 117.2 שידור חי, 2017-11-17 (9:49).
  118. 118.0 118.1 שידור חי, 2020-07-25 (1:52:45).
  119. 119.0 119.1 siege equipment.png
  120. 120.0 120.1 שידור חי, 2017-06-30 (53:57).
  121. שידור חי, 2020-03-28 (1:01:34).
  122. 122.0 122.1 122.2 122.3 122.4 רֵאָיוֹן, 2020-03-27 (6:03).
  123. steven-mayoral-siege-cooldown.png
  124. Government2.jpg
  125. 125.0 125.1 125.2 125.3 רֵאָיוֹן, 2020-07-19 (26:54).
  126. gladiators.jpg
  127. Podcast, 2018-05-11 (52:20).
  128. 128.0 128.1 רֵאָיוֹן, 2020-03-27 (09:05).
  129. רֵאָיוֹן, 2020-03-27 (11:04).
  130. government.jpeg
  131. 131.0 131.1 131.2 131.3 City hall.
  132. assassination.jpg
  133. שידור חי, 2020-06-26 (59:11).
  134. node naming.png
  135. שידור חי, 2017-05-19 (36:05).
  136. שידור חי, 2017-05-19 (36:09).
  137. steven guild leader mayor.JPG
  138. שידור חי, 2020-03-28 (1:03:38).
  139. Tax spending.png
  140. רֵאָיוֹן, 2020-03-27 (0:30).
  141. 141.0 141.1 רֵאָיוֹן, 2018-05-11 (57:02).
  142. 142.0 142.1 רֵאָיוֹן, 2020-07-19 (24:34).
  143. 143.0 143.1 143.2 143.3 143.4 Podcast, 2018-05-11 (21:07).
  144. שידור חי, 2020-05-29 (1:03:35).
  145. וִידֵאוֹ, 2019-07-16 (0:00s).
  146. 146.0 146.1 146.2 שידור חי, 2017-05-15 (45:20).
  147. רֵאָיוֹן, 2017-01-20 (4:19).
  148. רֵאָיוֹן, 2018-05-11 (28:21).
  149. flagging.jpg
  150. Ashes of Creation Store: Ramstone Hauler.
  151. 151.0 151.1 151.2 שידור חי, 2017-07-28 (19:43).
  152. 152.0 152.1 152.2 וִידֵאוֹ, 2019-07-15 (2:12).
  153. שידור חי, 2020-03-28 (1:27:28).
  154. caravan zone.png
  155. caravan UI.png
  156. שידור חי, 2017-05-22 (40:40).
  157. שידור חי, 2017-05-22 (40:41).
  158. שידור חי, 2020-07-25 (55:32).
  159. שידור חי, 2017-12-15 (1:04:25).
  160. 160.0 160.1 160.2 רֵאָיוֹן, 2019-04-15 (26:59).
  161. רֵאָיוֹן, 2019-04-15 (28:28).
  162. Certificates.jpg
  163. שידור חי, 2017-05-05 (37:52).
  164. שידור חי, 2017-05-26 (31:44).
  165. שידור חי, 2017-05-26 (42:45).
  166. שידור חי, 2017-05-24 (31:39).
  167. שידור חי, 2018-08-17 (58:53).
  168. 168.0 168.1 168.2 שידור חי, 8 April 2018 (PM) (1:01:28).
  169. 169.0 169.1 רֵאָיוֹן, 2020-07-19 (48:05).
  170. שידור חי, 2017-05-19 (37:51).
  171. שידור חי, 2017-05-17 (30:53).
  172. Kickstarter - We Just Broke $1,500,000!
  173. שידור חי, 8 April 2018 (AM) (18:29).
  174. Podcast, 2018-04-23 (24:47).
  175. 175.0 175.1 175.2 175.3 175.4 175.5 שידור חי, 2020-02-28 (1:06:51).
  176. 176.0 176.1 176.2 176.3 176.4 שידור חי, 2019-06-28 (1:27:23).
  177. 177.0 177.1 שידור חי, 2017-05-17 (11:27).
  178. 178.0 178.1 Stock Exchange.jpg
  179. 179.0 179.1 רֵאָיוֹן, 2018-10-20 (5:51).
  180. שידור חי, 2017-05-24 (40:50).
  181. 181.0 181.1 שידור חי, 2019-06-28 (1:26:14).