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Progression: הבדלים בין גרסאות בדף
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== Class progression == | == Class progression == |
גרסה מ־08:53, 7 בינואר 2018
התפתחות occurs through a variety of pathways.[1][2]
- The objective is to provide both vertical and horizontal progression.[3][4][5][6]
- 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.[5] – Steven Sharif
- Different progression pathways are designed to suit different playstyles.[1][7][8][2]
- 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.[8] – Steven Sharif
- Progression pathways in Ashes of Creation are per-character.[9]
- The way that Ashes is constructed is there are multiple paths of progression from a from a PvX perspective, a wide net perspective that players have interest in; and you're not going to be able to become the master of everything. So you're going to have to pick and choose, but even picking and choosing that gives you a place within that aspect of the world at a place that's going to be something that you can build up a reputation around.[1] – Steven Sharif
- The ratio that various progression systems influence player power will evolve over time. In the early game adventuring level may be the dominant influence on player power. ציוד may become more influential on player power closer toward endgame.[10]
- Q: Could you explain in detail what you mean by 50% of player power when talking about gear influence on player power?
- A: That's just a general allocation of what players can expect to pursue when enhancing their player character power. Now obviously, the distribution and ratio of those types of influences, whether it be itemization, whether it be level, whether it be, augments choices, and/or skill tree choices: those influences and ratios change through the leveling curve. So, at lower levels your character level is going to be more influential over character power than itemization will be, but at endgame or higher levels, or at the end of the adventuring level progression, that's when itemization really gets an emphasis for its ratio of player power.[10] – Steven Sharif
- Repetition will not be part of progression in Ashes of Creation.[11]
- The game hosts a wide array of progression paths, and some of those paths will grant additional paths to augmenting your threat generation. This can be in the form of enchantments and stats ... and even in the form of augments granted from societies and religions. Gear and skills choice are also a big component.[12] – Steven Sharif
עליית רמות
עליית רמות won't follow a traditional linear path, although classic mechanics for leveling exist.[4][14]
- Leveling: the act of of going out and adventuring, of killing monsters, and combat in general is the most tactile and moment-to-moment type of gameplay that you're going to experience in Ashes of Creation; and I think at every step of the way in that adventure it should be fun, and it should be something that you enjoy doing, and it should be something that's rewarding, and it should be something that teaches you more about the immersive world that you're in and allows you to follow a compelling storyline.[15] – Steven Sharif
- Players will have the option to rush their vertical progression to level cap or spend time building infrastructure through horizontal progression.[3][4][5][6]
- Experience (XP) is gained through a variety of vertical and horizontal progression paths, such as PvP, PvE, מסעות גילוי, איסוף/עיבוד/יצירה, אירועים/משימות, Grinding mobs.[16][4][17][18]
- XP will be awarded for participating in objective-based PvP on a diminishing returns basis.[17]
- A character's level is visible to other players.[19]
- Some levels may offer more rewards than others.[20]
- I think you can emphasize some levels more than others and that's a great way to do progression. But I think ultimately that you should see a reward for your progress or effort spent.[20] – Steven Sharif
- There will not be level boosts or auto-leveling (AFK leveling).[21][22]
- As part of our ideals as a game we're not going to give boosts away. We're not going to auto-level up a character. You have to spend time acclimating yourself to what this game is, to what the world that you're part of is; and that's an investment- a time investment; and that plays towards our ideas of risk-versus-reward; and I've always said our game's not going to be for everybody and that's okay.[21] – Steven Sharif
- 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.[23] – Steven Sharif
- A player could in theory level to max level at a single node, providing that node was at a high-enough stage, but it would not be the most effective means of leveling.[24]
Level cap
The level cap at launch is expected to be level 50.[25][26]
- On release the developers anticipate max level should be attainable in approximately 45 days if playing 4-6 hours per day.[27][28]
- The developers estimate that players will reach level cap before a quarter of nodes reach כפר (שלב 3).[25]
- אלפא-1 had progression to level 15.[29]
- אלפא-2 expects progression to level 30 (subject to change).[30] Previously this was stated to be level 35.[31][32]
Lower level characters will have usefulness in mass combat (such as מצור על צומת) that is not directly dependent on their level, such as manning siege weapons, helping repair fortifications, bringing proximity-based buffs to key positions, using stealth or scaling walls. These types of things are relevant to the tide of battle and do not require the player to be max-level or have high combat stats.[33]
- 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.[27] – Steven Sharif
Class progression
Class progression in Ashes of Creation proceeds as follows:[34]
- Players receive skill points as they level. These can be used to level up skills within their skill tree.[39]
- It will not be possible to max all skills in a skill tree.[39]
- A player may choose a secondary archetype when they reach level 25.[34][35] The combination of primary and secondary archetypes is referred to as a class.[35][38][40]
- The secondary archetype does not provide additional skills.[41]
- Secondary archetypes may be changed, but not "on-the-fly".[37][42]
- The player can then augment their primary skills with effects from their secondary archetype.[35][36]
- Class progression does not relate to a player's artisan progression.[43]
- אירועים עולמיים do not directly impact class effectiveness but there may be ancillary effects in terms of availability of equipment, enchantments or tattoos.[44]
Classes by archetype combination
עם 8 מקצועות שניתן לשלב, שחקנים יוכלו לבחור בין 64 קומבינציות ליצירת סוג הדמות שלהם.[35][38][40]
Class abilities
Primary skills (class abilities) are based on a player's archetype.[48][36]
- A player may choose a secondary archetype when they reach level 25.[34][35] The player can then augment their primary skills with effects from their secondary archetype.[48][34][35][36][49]
- Outside of class-specific skills there may be a subset of universal skills, such as active block and dodge.[50]
- Class skills are not affected by the type of weapon that is equipped.[51]
- Primary skills in אלפא-2 are expected to be very different to those in אלפא-1.[52]
Artisan progression
Artisan level | Artisan certification | Profession limit per character |
---|---|---|
1-10.[56][57] | Novice.[53][58] | 22.[53][54] |
10-20.[59][57] | Apprentice.[53] | 5.[53][54] |
20-30.[59] | Journeyman.[53][55] | 4.[53][54] |
30-40.[59] | Master.[53][55] | 3.[53][54] |
40-50.[59][60] | Grandmaster.[53][55] | 2.[53][61][54] |
Artisan progression occurs based on experience (repetition of tasks) as well as achievements of certain benchmarks within each artisan branch (איסוף, עיבוד and יצירה).[63][64] Progression in each artisan profession is per-character.[65][66][67][68]
- All 22 professions, the players get to be novice of; and then it starts narrowing from there. So, after that you'll only be able to be apprentice of five things. You can be a journeyman in four things. You can be a master in three things; and you can be a grandmaster in two things. So you'll need to narrow, but you can also diversify to support the professions that you want to first push further in.[54] – Kory Rice
- Progression to each "tier" within a profession grants skill points that can be utilized in a character's artisan skill tree.[70]
- Artisan certification quests must be completed to gain proficiency in that tier of artisan progression.[63] Completing certification unlocks benefits for that profession, such as artisan tools for gathering professions and recipes for crafting professions.[71][72]
- There are limits to the number of professions at each certification tier across the three artisan branches.[53][61][73][54][74] For example: a character may only ever be a Master in up to 3 professions and Grandmaster in up to 2 professions across all artisan branches.[53][61]
- Grandmaster artisans can max out their entire profession skill tree, but a character can only be a grandmaster of up to two professions.[75]
- Achieving an artisan certification in a profession also implies that the character also achieved any lower-tier certifications up to that point.[76]
- If you are grand master in that profession you can max out the entire tree. But you can only grand master 2 things.[75] – Kory Rice
- Choosing a specific path in the skill tree allows the player an opportunity to specialize in a certain area. This encourages player inter-dependency, enhancing the artisan experience.[77]
- Progression within artisan classes does not directly relate to progression in a character's adventuring class, but there are requirements that take into account dangers, locations, toolsets, and surveying options that are dependent on adventuring level.[78][79][43]
- Characters gain XP as they progress their professions.[16][72]
- It should be expected that some artisans will have significantly higher artisan level than their adventuring level.[16][78]
- Q: In regards to character level and artisan level. We know that currently there are two separate things. That being said, what prevents a player from staying level one and partying up with a level 50 player to then gather level 50 resources in the high zones? That way, anyone who wants to take those resources will have to kill the gatherer who is level one and get a large amount of corruption for killing a level one as a level 50.
- A: Gathering higher level resources requires significant advancement within a particular profession for that gatherable resource. So, if I'm a Miner and I want to access the highest possible mineral, I need to be a master miner; and in order to achieve the master minor status I am going to be gaining adventuring level experience through that process, because many of those quest lines, many of those achievements are facilitated through quest lines. Some of those quest lines interface with adventuring difficulties that are out in the wild at certain levels. So that's going to predicate me- that's going to be a predicate for me to achieve a certain level in order to complete some of these quest lines and achieve that master status. So you will you will likely not see the ability of a level one alt character having the access to high level mineral mining, or any other type of gatherable out there.[78] – Steven Sharif
Religion progression
There are player progression paths within a religion.[80][81]
- Players may follow only one religion at a time.[80][81]
- Religious progression is based on quests that are only offered to followers of that religion.[80]
- Religions have a ranking system based on a player's performance in these quests and the number of quests completed.[80][82]
- Changing religion will cause loss of progress in a player's previous religion.[80][81]
- 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.[83] – Steven Sharif
Node progression
פעילות של שחקנים אזרחים ושחקנים לא אזרחים (משימות, איסוף, פשיטות וכו.) בתוך אזור השפעה של צמתים נוספת לפיתוח אותו הצומת (התפתחות). [84][85]
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. [84] – Margaret Krohn
התפתחות של צומת חושפת את התוכן הייחודי שלו, שבאה במחיר של נעילת טבעת הולכת וגדלה של צמתים שכנים מלהתפתח לשלב הבא. [86]
- צמתים מתפתחים לשלב הראשון במהירות. זה מאפשר שירותים של דמויות ללא שחקן כמו מכר או בנקאות של חפצים.[87]
- ככל שצומת מתקדם כך אזור השפעה שלו גדל.[88]
- 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.[89]
- 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.[90][91]
- אלגוריתם הרחבת הטריטוריה לוקח בחשבון את החוף הקרוב ביותר, צמתים שכנים, ואת מפת החום של שחקנים באזורים הסמוכים במהלך השבועות או החודש האחרון.[92]
- 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.[93]
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 .[92] – 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".[93] – Steven Sharif
- צומת לא מקבל XP מהצמתים האחרים שתחת אזור ההשפעה שלו עד שאותם הצמתים מתפתחים לרמה הכי גבוהה שהם יכולים.[89]
- שחקנים יועברו למקום בטוח אם הם נמצאים במקום של נכסים חדשים שצריכים להווצר במהלך התרחבות של צומת.[94]
- אזרחים של צומת אחד יכולים לתרום להתקדמות של צמתים אחרים[95]
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.[96]
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.[96] – Steven Sharif
Node development
Node layout and style is determined by several factors:[98][99]
- 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.[100] – Steven Sharif
- Environment (biome) and location of the node.[100][98][99]
- Nodes will adjust the local topography to fit the aesthetic and mechanical requirements of the node.[101]
- 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.[101] – 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.[99] – 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.[102][103][98][84][99][104][105]
- 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.[107] – Steven Sharif
- The rest is determined by the node's mayor.[99]
- It should be possible for a node to complete several building projects within a mayor's one month term in office.[108]
- 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.[108] – Steven Sharif
Guild progression
Guild progression occurs through participation in different systems.[109]
Guild progression grants skill points that the guild can allocate to unlock aspects of their skill tree, such as passive skills, augments and membership count.[109][111][112]
- Passive abilities increase certain stats relating to a guild member's ability to perform in combat or in other aspects of the guild, such as the economy.[109]
- הרחבות may apply at the upper tiers of guild progression.[109]
- Guild members do not need to be citizens of the same node in order to benefit from passive skills and augments.[113]
- Guild size can be traded off for guild progression.[109][114]
- The higher the guild's member cap, the fewer available skill options will be available to that guild.[115]
- Guild alliances may be a key part in creating a larger "guild".[114]
- אולמי גילדות can be unlocked at a certain stage of guild advancement.[111]
- Guilds cannot respec their skill points once allocated. This is subject to testing.[116]
- 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.[109] – Jeffrey Bard
Social organization progression
Social organization progression is achieved through accomplishing tasks or quests within that social organization.[117]
- Some progression is static, but more competitive achievements will be seasonal, based on a ladder system.[118]
There are hierarchical paths pertaining to specific questlines for the organization's thematic.[117] These quests will either be cooperative with or adversarial against other nodes based on their mutual war status.[119]
- - For example, a Thieves' guild may have objectives and quests toward securing a particular item to enable players to advance within the organization.[117]
- 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.[120] – Steven Sharif
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.[121][122][97]
- Portions of the spawn tables (for mobs and resources) are static and other portions are dynamic and adapt to node development.[123]
- 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.[124] – Steven Sharif
See also
הפניות
- ↑ 1.0 1.1 1.2 שידור חי, 2021-12-23 (1:32:10).
- ↑ 2.0 2.1 שידור חי, 2017-05-19 (51:52).
- ↑ 3.0 3.1 פודקאסט, 2023-07-15 (13:51).
- ↑ 4.0 4.1 4.2 4.3 שידור חי, 2022-10-14 (23:15).
- ↑ 5.0 5.1 5.2 רֵאָיוֹן, 2018-10-20 (2:53:53).
- ↑ 6.0 6.1 רֵאָיוֹן, 2018-10-20 (1:55).
- ↑ פודקאסט, 2021-04-11 (18:35).
- ↑ 8.0 8.1 שידור חי, 2018-04-8 (PM) (28:38).
- ↑ שידור חי, 2021-04-30 (1:17:40).
- ↑ 10.0 10.1 שידור חי, 2023-10-31 (1:36:15).
- ↑ שידור חי, 2017-05-12 (42:17).
- ↑ Official Livestream - May 4th @ 3 PM PST - Q&A
- ↑ 13.0 13.1 שידור חי, 2020-07-31 (1:05:58).
- ↑
- ↑ שידור חי, 2023-10-31 (5:27).
- ↑ 16.0 16.1 16.2 פודקאסט, 2023-12-03 (15:05).
- ↑ 17.0 17.1 שידור חי, 2022-05-27 (1:11:10).
- ↑ שידור חי, 2017-05-24 (46:27).
- ↑ שידור חי, 2020-07-25 (1:33:37).
- ↑ 20.0 20.1 שידור חי, 2022-07-29 (1:24:58).
- ↑ 21.0 21.1 רֵאָיוֹן, 2021-06-13 (48:27).
- ↑ שידור חי, 2018-09-27 (52:41).
- ↑ 23.0 23.1 שידור חי, 2020-07-25 (1:34:55).
- ↑ שידור חי, 2022-04-29 (1:06:34).
- ↑ 25.0 25.1 פודקאסט, 2023-07-15 (11:21).
- ↑ שידור חי, 2017-12-15 (58:48).
- ↑ 27.0 27.1 רֵאָיוֹן, 2020-07-08 (1:07:59).
- ↑ שידור חי, 2017-05-24 (19:25).
- ↑ שידור חי, 2021-04-30 (41:18).
- ↑ שידור חי, 2023-12-19 (1:41:54).
- ↑ שידור חי, 2023-03-31 (1:24:21).
- ↑ שידור חי, 2022-01-28 (15:35).
- ↑ רֵאָיוֹן, 2020-07-08 (1:12:51).
- ↑ 34.0 34.1 34.2 34.3 שידור חי, 2023-07-28 (1:04:27).
- ↑ 35.0 35.1 35.2 35.3 35.4 35.5 35.6 רֵאָיוֹן, 2020-07-18 (1:05:04).
- ↑ 36.0 36.1 36.2 36.3
- ↑ 37.0 37.1 רֵאָיוֹן, 2020-07-29 (54:44).
- ↑ 38.0 38.1 38.2 Ashes of Creation class list.
- ↑ 39.0 39.1 שידור חי, 2017-07-28 (19:05).
- ↑ 40.0 40.1
- ↑ שידור חי, 2017-05-03 (50:50).
- ↑ שידור חי, 2017-07-18 (37:43).
- ↑ 43.0 43.1 שידור חי, 2020-07-31 (1:31:11).
- ↑ פודקאסט, 2021-04-11 (54:35).
- ↑
- ↑ שידור חי, 2017-10-16 (1:00:44).
- ↑ רֵאָיוֹן, 2018-08-08 (22:27).
- ↑ 48.0 48.1 שידור חי, 2023-12-19 (1:20:41).
- ↑
- ↑ שידור חי, 2021-11-19 (50:38).
- ↑ וִידֵאוֹ, 2022-09-30 (17:00).
- ↑ שידור חי, 2021-09-24 (1:18:06).
- ↑ 53.00 53.01 53.02 53.03 53.04 53.05 53.06 53.07 53.08 53.09 53.10 53.11 53.12 53.13
- ↑ 54.0 54.1 54.2 54.3 54.4 54.5 54.6 54.7 54.8 54.9 וִידֵאוֹ, 2023-11-30 (37:12).
- ↑ 55.0 55.1 55.2 55.3 Development Update with Freehold Preview.
- ↑
- ↑ 57.0 57.1 וִידֵאוֹ, 2023-11-30 (9:36).
- ↑ שידור חי, 2023-06-30 (50:07).
- ↑ 59.0 59.1 59.2 59.3 פודקאסט, 2023-12-03 (14:14).
- ↑ פודקאסט, 2023-12-03 (2:53).
- ↑ 61.0 61.1 61.2
- ↑ וִידֵאוֹ, 2023-11-30 (23:20).
- ↑ 63.0 63.1 וִידֵאוֹ, 2023-11-30 (16:40).
- ↑ רֵאָיוֹן, 2021-02-07 (36:38).
- ↑
- ↑ שידור חי, 2022-04-29 (1:13:00).
- ↑ שידור חי, 2019-07-26 (1:09:46).
- ↑ שידור חי, 2017-05-24 (32:07).
- ↑ פודקאסט, 2023-12-03 (10:22).
- ↑ וִידֵאוֹ, 2023-11-30 (26:38).
- ↑ פודקאסט, 2023-12-03 (17:10).
- ↑ 72.0 72.1 וִידֵאוֹ, 2023-11-30 (36:00).
- ↑
- ↑
- ↑ 75.0 75.1 פודקאסט, 2023-12-03 (6:23).
- ↑
- ↑ שידור חי, 2017-05-10 (6:12).
- ↑ 78.0 78.1 78.2 שידור חי, 2023-04-07 (1:00:55).
- ↑ שידור חי, 2022-10-28 (1:32:38).
- ↑ 80.0 80.1 80.2 80.3 80.4 שידור חי, 2020-07-25 (57:02).
- ↑ 81.0 81.1 81.2 שידור חי, 2017-05-08 (44:51).
- ↑
- ↑ שידור חי, 2017-06-01 (33:40).
- ↑ 84.0 84.1 84.2 84.3 84.4 Blog - Know Your Nodes - Advance and Destroy.
- ↑ A reactive world - Nodes.
- ↑ וִידֵאוֹ, 2017-04-20 (0:02).
- ↑
- ↑ Node series part II – the Metropolis.
- ↑ 89.0 89.1 שידור חי, 2017-10-16 (50:20).
- ↑
- ↑
- ↑ 92.0 92.1 רֵאָיוֹן, 2020-07-18 (10:04).
- ↑ 93.0 93.1 רֵאָיוֹן, 2020-07-08 (1:00:15).
- ↑ שידור חי, 2017-11-17 (55:27).
- ↑
- ↑ 96.0 96.1 שידור חי, 2017-05-26 (28:16).
- ↑ 97.0 97.1 Blog - Know Your Nodes - The Basics.
- ↑ 98.0 98.1 98.2 שידור חי, 2020-10-30 (39:17).
- ↑ 99.0 99.1 99.2 99.3 99.4 99.5 שידור חי, 2018-09-27 (53:06).
- ↑ 100.0 100.1 שידור חי, 2022-02-25 (41:00).
- ↑ 101.0 101.1 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).
- ↑ 107.0 107.1 רֵאָיוֹן, 2018-05-11 (47:27).
- ↑ 108.0 108.1 שידור חי, 2022-07-29 (1:13:09).
- ↑ 109.00 109.01 109.02 109.03 109.04 109.05 109.06 109.07 109.08 109.09 109.10 109.11 שידור חי, 2018-09-27 (55:39).
- ↑ 110.0 110.1 110.2 שידור חי, 2017-05-19 (22:10).
- ↑ 111.0 111.1 רֵאָיוֹן, 2020-07-19 (36:07).
- ↑
- ↑ שידור חי, 2020-06-26 (1:31:53).
- ↑ 114.0 114.1 שידור חי, 2017-05-05 (23:26).
- ↑ רֵאָיוֹן, 2018-08-08 (9:36).
- ↑ שידור חי, 2020-10-30 (1:11:13).
- ↑ 117.0 117.1 117.2 שידור חי, 2017-05-17 (7:27).
- ↑ שידור חי, 2023-09-29 (1:07:50).
- ↑ רֵאָיוֹן, 2020-07-19 (24:34).
- ↑ 120.0 120.1 120.2 120.3 פודקאסט, 2018-05-11 (18:52).
- ↑ 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.