Node advancement: הבדלים בין גרסאות בדף
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גרסה מ־19:27, 31 באוקטובר 2020
פעילות של שחקנים אזרחים ושחקנים לא אזרחים (משימות, איסוף, פשיטות וכו.) בתוך אזור השפעה של צמתים נוספת לפיתוח אותו הצומת (התפתחות). [1][2]
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. [1] – Margaret Krohn
התפתחות של צומת חושפת את התוכן הייחודי שלו, שבאה במחיר של נעילת טבעת הולכת וגדלה של צמתים שכנים מלהתפתח לשלב הבא. [3]
- צמתים מתפתחים לשלב הראשון במהירות. זה מאפשר שירותים של דמויות ללא שחקן כמו מכר או בנקאות של חפצים.[4]
- ככל שצומת מתקדם כך אזור השפעה שלו גדל.[5]
- 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.[6]
- מערכת הצמיתים מתחילה כאשר צומת מגיע לשלב 3 (כפר), אבל צמתים שכנים החל משלב משלחת (שלב 1) יכולים גם לחסום את הגדילה של השכנים הקרובים שלהם.[7][8]
- אלגוריתם הרחבת הטריטוריה לוקח בחשבון את החוף הקרוב ביותר, צמתים שכנים, ואת מפת החום של שחקנים באזורים הסמוכים במהלך השבועות או החודש האחרון.[9]
- בגלל האופן בו אלגוריתם ההתרחבות מחשב את ההתרחבות הטריטוריאלית (אזור השפעה) במהלך פיתוח צומת, קיימת אפשרות קטנה ששני צמתים באותו שלב יהיו בסופו של דבר קרובים זה לזה.[10]
הדרך שבה האלגוריתם מרחיב שטחים לוקחת בחשבון כמה דברים: דבר ראשון היא לוקחת בחשבון את החוף לדוגמה היכן החוף הכי קרוב. דבר שני היא לוקחת בחשבון את הצמתים הסמוכים כך שהוא יוכל להשתלט עליהם ולהפוך אותם לצמיתים שלו, אבל מה שחשוב יותר זה בעצם האוכלוסייה הראשונית שנקבעת על ידי בחירת השחקנים את הגזעים שלהם. מכיוון שיש לנו תשעה גזעים שונים וארבע נקודות התחלה שונות שמתפצלות, צפיפות האוכלוסייה של כל שרת הולכת להכתיב למעשה את הצמתים הראשונים שיהיו מאוכלסים מאוד ואז הגרעין הראשוני הזה הוא זה שהולך לקבוע את מבנה כל צומת תוך כדי שהוא נע בתוך היבשה בעצם אל תוך העולם; ובהתבסס על הביצועים וההצלחות של מצורים שונים יקבע אילו צמתים שננעלו ממקודם בהתקדמות הראשונית יוכלו להיות זמינים כעת כדי להתקדם הלאה. אז אני באמת חושב שעם כל כך הרבה משתנים שנמצאים במשוואה של איך צמתים מתקדמים ונשארים קיימים ככל שיש לך יותר משתנים, ככה תהיה הסבירות שתהיה התפצלות משמעותית בהתקדמות עולם גבוהה יותר .[9] – Steven Sharif
בדרך כלל האלגוריתם שפועל על הרחבת הטריטוריה של צמתים ימנע מצמתים משמעותיים להיות קרובים זה לזה ... יכולה להיות סערה מושלמת בה כל הרחבה של אלגוריתם הטריטוריה תגרום לכך שצמתים יתקרבו זה לזה מאוד מכיוון שקיימות דרישות מסוימות שצריכות להתקיים בכדי לספק את האפשרות של השתלטות על צמתים צמיתים; וייתכן ששני צמתים לעולם לא יהפכו אחד את השני לצמית ובסופו של דבר יהיו צמודים זה לזה וימשיכו להרחיב את הטריטוריה שלהם בכיוונים מנוגדים: בערך כמו בספר "בין שתי ערים".[10] – Steven Sharif
- צומת לא מקבל XP מהצמתים האחרים שתחת אזור ההשפעה שלו עד שאותם הצמתים מתפתחים לרמה הכי גבוהה שהם יכולים.[6]
- שחקנים יועברו למקום בטוח אם הם נמצאים במקום של נכסים חדשים שצריכים להווצר במהלך התרחבות של צומת.[11]
- אזרחים של צומת אחד יכולים לתרום להתקדמות של צמתים אחרים[12]
ההזדמנויות להשיג ניסיון עבור צומת יהיו שוות עבור כל ארבעת סוגי הצמתים
- האחוז המדויק של התקדמות מהשגת חפצים או מהריגה של מפלצות לא יהיה ידוע במפורש כדי להימנע מ"לשחק" את המערכת.[13]
לאנשים שונים יש משאבים שונים שהושקעו בהתקדמות של צמתים וזה יהיה קצת "משחקי" (gamey) אם היית יכול לדעת בדיוק מה נחוץ באותה נקודה מכיוון שזה יבלום את התמריץ של אנשים להשתתף.[13] – Steven Sharif
צמתים צמיתים
Village (stage 3) or higher nodes enslave nearby nodes, converting them into vassal nodes.[15][8]
- A מטרופולין (שלב 6) can control up to two עיר (שלב 5) nodes. A עיר (שלב 5) can control one עיירה (שלב 4) and one כפר (שלב 3) node. A כפר (שלב 3) can control an מחנה (שלב 2) or an משלחת (שלב 1). If the כפר (שלב 3) gets destroyed through a siege, its dependant מחנה (שלב 2) and משלחת (שלב 1) nodes are also destroyed.[14]
- There is a layer of intricacy between how the neighboring nodes advance and what potential parent structure they have in the vassalship tree.[16] – 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.[17][18]
- 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.[18] – Steven Sharif
- Regent nodes collect taxes from their vassal nodes. These taxes cannot be taken by the mayor or other players.[20]
- Vassal nodes must remain at least one node stage below their parent node.[15]
- Neighboring/Adjacent nodes from משלחת (שלב 1) upward block the growth of their immediate neighbors. This was intended to be tested in אלפא-1.[7][8]
- Vassal nodes first apply any experience earned to their own deficit (see התנוונות של צומת). It then applies excess experience earned to its parent node.[1]
- If the parent node advances, the vassal is once again able to advance.[15]
- 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.[20][15]
- 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.[1]
- 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.[20] – 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.[15]
- Vassal nodes cannot declare war on their parent node or any of their vassals.[15]
- Citizens of vassals are bound by the diplomatic states of the parent node.[15]
- 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.[1] – Margaret Krohn
Zones and progression
מבוכים, פשיטות, בוסים עולמיים, Mobs, משימות, אירועים, משאבים, 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.[21][22][15]
- Portions of the spawn tables (for mobs and resources) are static and other portions are dynamic and adapt to node development.[23]
- 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.[24] – Steven Sharif
מנהל העולם
The מנהל העולם 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.[25]
- A world manager is a technical term to define a server process that lives alongside the game server; and when the game server needs to do things- communicating with other game servers within that grid- it tells that manager and that manager sends it down to the appropriate server.[26] – Steven Sharif
- Prices of glint.[27]
- A heatmap of experience being gained to apply to node advancement.[27]
- 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.[9]
- 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.[10]
- Transit of resources and goods between regions to drive quest rewards for nodes.[27]
- 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.[27] – Steven Sharif
Population based scaling
The prices that דמויות ללא שחקן sell items for will scale based on the economic activity on a server. Prices will rise to combat inflation and fall as a population diminishes.[28]
The node system allows the developers to scale the experience needed to level a node and the attrition that affects a node based on activity.[28]
Things that NPCs buy and sell scale based on the economic activity that exists on that server... As inflation rises, prices rise and everything ends up being equal, even though there might be a couple of extra zeros. So that can go up and it can also go down so as a population leaves, things become less expensive and players don't have to do as much to earn that. On the other side of things we look at the node system and the node system is set up in this really flexible way that allows us to scale the experience needed to level a node and the attrition that delevels a node to scale based on activity too. So it's just a matter of adjusting a couple of constants and that goes up and down and the server can watch it and change those on the fly as it needs to.[28] – Jeffrey Bard
Loot tables
- Mobs drop glint, חפצים, and crafting materials in preference to gold.[30][31]
- Glint is not bound to a specific region and can be also dropped by players on death as stolen glint, based on applicable death penalties.[32][33][34][35][30][36]
- The rarity of glint increases with the mob's level.[37]
- Loot tables are disabled for player controlled monsters.[38]
- 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.[39]
- Experience debt decreases the drop rate percentages from monsters.[40]
- Loot (loot tables) from world bosses or dungeon bosses has a small RNG chance of dropping gear (completed items).[41][42]
- There is a much higher chance that materials and unique recipes are dropped that can be used to craft items of equitable value.[41][43][44]
- Legendary equipment is only dropped by Legendary world bosses.[45]
- Loot tables will likely not be affected by weather conditions.[47] This was previously listed as a possible effect.[48]
- There won't be specific loot drops for artisans.[49] Previously it was stated that master gatherers may have the ability to "spoil" a boss' loot.[50]
- Q: Can only one gathering artisan harvest resources from a single boss, or can multiple different artisans harvest different parts from a boss for different resources? For example, a lumberjack gets a special wood from Tumock's tree weapon, while a herbalist gathers the flowers from that same tree.
- A: We don't have the concept of harvesting from bosses. NPCs follow a reward table format, where those reward tables are global. They're not unique to particular players. So, once the NPC is vanquished, you have access to the loot container that is its corpse; and it has a static value of either materials or items that get dropped; and whatever the party loot settings are that you might be a part of, or if you're a solo player you will be able to recover those things.[49]
צמתים
בכל שרת ממוקמים בקפידה נקודות פיתוח הנקראות צמתים (Nodes). [2]
- בהשקה יהיו 85 מקומות מיקומי צמתים בתוספת 15 צמתי טירה (חמש טירות כפול 3 צמתי טירה בכל טירה)[52][53][54] כך שיהיו בסך הכל 100 צמתים.[55]
- לפני כן, המפתחים העריכו כי יהיו 103 מיקומי צמתים רגילים עם עוד 15 צמתי טירה נוספים כך שבסך הכל היו אמורים להיות 118 צמתים.[15][56][52][53][54]
- ההפחתה במספר הצמתים לא תשנה את כמות הדיור לשחקנים או את קיבולת השרת המשוערכת.[57][58]
עברנו מ103 צמתים ל85, ויש לכך כמה סיבות. אחת, כשעשינו את החישובים לאחור לאיך - באלפא 2 ובמשחק - אנחנו רוצים את שהצמתים הצמיתים יתקיימו, היו לנו יותר צמתים ממה שהרגיש משמעותי ורצינו לצמצם כמה מקווי העלילה שלנו לתוך הסביבה והתחומים שמסביב כך שיהיו יותר עשירים במספר מופחת של צמתים. מה שאומר שאנו מורידים את מספר הצמתים כך שנוכל להגדיל את העושר של כל אחד מהצמתים יותר ממה שהיו היה כשהיו 103 צמתים. [55] – Steven Sharif
- היו 9 מיקומי צמתים ב אלפא-1. [59]
- מיקומי הצמתים עשויים להשתנות לפני בטא-1. [59]
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.
התנוונות של צומת
צמתים accumulate an experience deficit each day based on the node's level, called node atrophy. The deficit is subtracted from any experience earned that day. If any deficit remains, then this is subtracted from the node’s experience pool.[1]
- An atrophy system may be implemented, where accumulated atrophy points will progressively disable services within a node. The node may be destroyed if a significant points threshold is reached.[10]
- 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.[10] – Steven Sharif
Storyline quests
Story arc quests (Storyline quests/Narrative quests) contain objectives for each chapter of a story arc.[60][61][62][63][64][65]
- Players can progress each chapter by completing story arc quests within the timeframe that each chapter is active.[62]
- Story arcs can branch into different stories with multiple possible endings depending on the quest objectives that players complete during each chapter.[60][61][63]
- You can't really farm the quests in any meaningful way, because once you've done the quests in a chapter, that's it until the next chapter. Whether 1000 people participate or 10, the chapters will stay active for the same length of time, and as long as you participate in the clearly-marked time frame in your quest journal, you're good. The only thing that a concentrated effort can help with is influencing the narrative paths through the arcs.[66] – Skott B
- These quests stages can be failed. The ability to retry a failed quest depends on Node progression.[63]
- 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.[63] – Steven Sharif
- Quests may differ based on the stages of nearby nodes, seasonal influences, and events such as world bosses.[67]
- Quests involving citizens from multiple nodes are unlocked based on the alliances and other relationships between the nodes and their progression.[68]
Node layout and style
Node layout and style is determined by several factors:[69][70]
- 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.[71] – Steven Sharif
- Environment (biome) and location of the node.[71][69][70]
- Nodes will adjust the local topography to fit the aesthetic and mechanical requirements of the node.[72]
- 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.[72] – 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.[70] – Jeffrey Bard
- Race that contributed the highest percentage to the node's advancement will alter the racial appearance of its buildings, דמויות ללא שחקן, and props.[73][74][69][1][70][75][76]
- 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.[78] – Steven Sharif
- The rest is determined by the node's mayor.[70]
- It should be possible for a node to complete several building projects within a mayor's one month term in office.[79]
- 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.[79] – Steven Sharif
Taxation
Mayors are able to set a generalized node tax rate as well as overrides for different activities within their node. Mayors gain additional taxation controls as their node advances.[80][81]
- Amenities tax override.[80]
- Artisanship tax override.[80]
- Commerce tax override.[80]
- This may include taxes that apply to tavern games.[82][83]
- Property tax override.[80]
- Freehold property taxes scale according to the number of freehold building permits issued for that freehold.[84][85][86]
- Citizenship dues and property taxes scale based on the stage of the node when a player became a citizen.[87][88][89][90][91]
- 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.[89][90]
- Node tax rates will be visible on the world map by hovering over a node location.[92]
- Tax revenue only goes toward funding node development. This cannot be withdrawn by the mayor or any other player.[20][86]
Regent nodes take a cut of taxes from various activities that occur within their vassal node structure.[20][93]
- 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.[93]
דיור לשחקנים
דיור לשחקנים is player-owned accommodation in the form of דירות, דיור חופשי, Inns, and Static housing.[88][5]
A player may own up to one of each type of housing simultaneously.[97][98] Static housing and דירות are one per server; דיור חופשי are one per account.[99]
דיור לשחקנים | Type. | Availability. | Starting count. | Limit. |
---|---|---|---|---|
דירות | Instanced.[5] | כפר stage and higher.[100] | 50.[101] | One per character per server.[99] |
דיור חופשי | Open world.[5] | כפר stage and higher.[5] | Low thousands per server.[102][103] | One per account.[99] |
Inns | Instanced.[104] | Starting areas and צמתים.[88] | Most accessible.[88] | - |
Static housing | In-node.[5] | כפר stage and higher.[5] | 8.[101] | One per character per server.[99] |
- If you were to think about the level of exclusivity between the different types of housing that we have, obviously the most exclusive when it comes to a quantity is going to be Freeholds, followed by In-node housing, followed by Apartments, then followed by Inns.[105] – Steven Sharif
פארק הנצחות
פארק הנצחות is an area within עיירה, עיר 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.[106]
- Server announcements and achievements are designed to encourage groups to experience new content.[106]
Adaptive content
New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[108][109] This content adapts to the node progression of the zone it is in.[107][110]
- Additional buildings will spawn.[107]
- Additional mobs will spawn.[107]
- Different antagonists/leaders with different story lines.[107][110]
- Populations will change.[110]
- Content difficulty will change.[110]
- The content may be different altogether.[110]
- Additional quest hooks.[107]
- מבוכים will be unlocked when certain nodes advance to certain stages.[65]
- Drop tables in areas and dungeons will be tied into the progression of certain areas.[65]
- POI events are events that relate to specific points-of-interest (POI).[113]
- The location of points of interest will be the same on each server, but some servers may have limited or no access to them.[114]
- Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that academic node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players.[65]
See also
הפניות
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 Blog - Know Your Nodes - Advance and Destroy.
- ↑ 2.0 2.1 A reactive world - Nodes.
- ↑ וִידֵאוֹ, 2017-04-20 (0:02).
- ↑
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 Node series part II – the Metropolis.
- ↑ 6.0 6.1 שידור חי, 2017-10-16 (50:20).
- ↑ 7.0 7.1
- ↑ 8.0 8.1 8.2
- ↑ 9.0 9.1 9.2 רֵאָיוֹן, 2020-07-18 (10:04).
- ↑ 10.0 10.1 10.2 10.3 10.4 10.5 רֵאָיוֹן, 2020-07-08 (1:00:15).
- ↑ שידור חי, 2017-11-17 (55:27).
- ↑
- ↑ 13.0 13.1 שידור חי, 2017-05-26 (28:16).
- ↑ 14.0 14.1 14.2 שידור חי, 2022-08-26 (1:07:34).
- ↑ 15.00 15.01 15.02 15.03 15.04 15.05 15.06 15.07 15.08 15.09 15.10 Blog - Know Your Nodes - The Basics.
- ↑
- ↑ שידור חי, 2023-08-31 (52:56).
- ↑ 18.0 18.1 שידור חי, 2022-08-26 (1:04:35).
- ↑
- ↑ 20.0 20.1 20.2 20.3 20.4 שידור חי, 2022-08-26 (1:10:16).
- ↑ רֵאָיוֹן, 2020-07-19 (19:35).
- ↑ שידור חי, 2017-05-15 (30:53).
- ↑ שידור חי, 2022-08-26 (1:28:50).
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- ↑ רֵאָיוֹן, 2020-07-19 (1:10:55).
- ↑ שידור חי, 2022-10-14 (57:22).
- ↑ 27.0 27.1 27.2 27.3 רֵאָיוֹן, 2020-07-19 (1:08:22).
- ↑ 28.0 28.1 28.2 שידור חי, 2018-06-04 (39:15).
- ↑ וִידֵאוֹ, 2023-01-27 (16:44).
- ↑ 30.0 30.1 רֵאָיוֹן, 2020-07-18 (27:11).
- ↑ שידור חי, 2017-05-24 (44:14).
- ↑
- ↑ רֵאָיוֹן, 2023-09-10 (53:47).
- ↑ שידור חי, 2021-03-26 (1:07:33).
- ↑
- ↑ פודקאסט, 2017-05-05 (43:05).
- ↑
- ↑ שידור חי, 2017-05-03 (35:25).
- ↑ רֵאָיוֹן, 2020-07-18 (1:00:15).
- ↑ Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- ↑ 41.0 41.1 רֵאָיוֹן, 2020-07-19 (8:43).
- ↑ February 8, 2019 - Questions and Answers.
- ↑ רֵאָיוֹן, 2020-07-20 (21:57).
- ↑ שידור חי, 2018-04-8 (PM) (55:49).
- ↑ 45.0 45.1 שידור חי, 2020-07-25 (46:08).
- ↑ שידור חי, 2020-12-22 (1:15:01).
- ↑ שידור חי, 2022-05-27 (1:14:46).
- ↑ וִידֵאוֹ, 2022-05-27 (2:21).
- ↑ 49.0 49.1 שידור חי, 2024-02-29 (1:22:09).
- ↑ פודקאסט, 2018-08-04 (1:44:54).
- ↑ Node series part I
- ↑ 52.0 52.1 Blog: 10 facts about castle sieges in the MMORPG.
- ↑ 53.0 53.1
- ↑ 54.0 54.1 פודקאסט, 2018-04-23 (15:14).
- ↑ 55.0 55.1 שידור חי, 2022-08-26 (1:05:47).
- ↑ רֵאָיוֹן, 2018-08-24 (3:44).
- ↑ שידור חי, 2022-08-26 (1:18:54).
- ↑ שידור חי, 2022-08-26 (1:06:42).
- ↑ 59.0 59.1 שידור חי, 2020-11-30 (37:16).
- ↑ 60.0 60.1 שידור חי, 2023-04-07 (58:39).
- ↑ 61.0 61.1 61.2 וִידֵאוֹ, 2023-03-31 (14:20).
- ↑ 62.0 62.1 וִידֵאוֹ, 2023-03-31 (12:47).
- ↑ 63.0 63.1 63.2 63.3 רֵאָיוֹן, 2018-10-20 (2:36:25).
- ↑ שידור חי, 2018-01-18 (39:08).
- ↑ 65.0 65.1 65.2 65.3 65.4 MMOGames interview, January 2017
- ↑ 66.0 66.1
- ↑ שידור חי, 2021-03-26 (1:12:51).
- ↑ שידור חי, 2020-07-25 (1:50:20).
- ↑ 69.0 69.1 69.2 שידור חי, 2020-10-30 (39:17).
- ↑ 70.0 70.1 70.2 70.3 70.4 70.5 שידור חי, 2018-09-27 (53:06).
- ↑ 71.0 71.1 שידור חי, 2022-02-25 (41:00).
- ↑ 72.0 72.1 שידור חי, 2021-02-26 (1:12:18).
- ↑ שידור חי, 2022-03-31 (4:57).
- ↑ פודקאסט, 2021-04-11 (29:47).
- ↑ רֵאָיוֹן, 2018-05-11 (54:34).
- ↑ שידור חי, 2017-05-26 (21:23).
- ↑ פודקאסט, 2021-04-11 (23:36).
- ↑ 78.0 78.1 רֵאָיוֹן, 2018-05-11 (47:27).
- ↑ 79.0 79.1 שידור חי, 2022-07-29 (1:13:09).
- ↑ 80.0 80.1 80.2 80.3 80.4 80.5 80.6 80.7 וִידֵאוֹ, 2023-08-31 (28:04).
- ↑ שידור חי, 2020-03-28 (1:03:38).
- ↑
- ↑
- ↑ רֵאָיוֹן, 2023-07-09 (54:46).
- ↑ שידור חי, 2023-06-30 (1:45:22).
- ↑ 86.0 86.1
- ↑ Blog: Development Update with Village Node.
- ↑ 88.0 88.1 88.2 88.3 שידור חי, 2023-08-31 (15:51).
- ↑ 89.0 89.1 רֵאָיוֹן, 2023-07-09 (38:14).
- ↑ 90.0 90.1 רֵאָיוֹן, 2020-03-27 (0:30).
- ↑ וִידֵאוֹ, 2018-04-05 (41:48).
- ↑ שידור חי, 2023-09-29 (1:11:22).
- ↑ 93.0 93.1 רֵאָיוֹן, 2018-05-11 (57:02).
- ↑ וִידֵאוֹ, 2017-05-25 (1:07).
- ↑ About Ashes of Creation.
- ↑ שידור חי, 2018-05-04 (32:46).
- ↑ רֵאָיוֹן, 2023-07-09 (42:11).
- ↑
- ↑ 99.0 99.1 99.2 99.3 רֵאָיוֹן, 2018-05-11 (50:47).
- ↑ Steven Sharif - Clarification points from today’s stream.
- ↑ 101.0 101.1
- ↑ Blog: Exploring the Boundless Opportunities of Freeholds.
- ↑
- ↑ שידור חי, 2023-08-31 (22:32).
- ↑ שידור חי, 2023-08-31 (18:13).
- ↑ 106.0 106.1 פודקאסט, 2018-08-04 (1:35:58).
- ↑ 107.0 107.1 107.2 107.3 107.4 107.5 107.6 שידור חי, 2021-03-26 (50:33).
- ↑ שידור חי, 2021-03-26 (22:53).
- ↑ שידור חי, 2017-11-17 (36:22).
- ↑ 110.0 110.1 110.2 110.3 110.4 שידור חי, 2017-11-17 (18:29).
- ↑
- ↑
- ↑ שידור חי, 2022-04-29 (40:21).
- ↑