Nodes

Uit Ashes of Creation Wiki
Versie door Lex (overleg | bijdragen) op 16 jun 2018 om 19:33 (Reorder sections)

Naar navigatie springen Naar zoeken springen

Encompassing each server are carefully placed points of development called Nodes.[2]

Nodes are pre-set locations, wrapped in a zone of influence (ZOI).[3]

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.[4]Margaret Krohn

Every node is given purview over a predefined geographic area called a Zone of influence (ZOI). Player activity within the ZOI is weighted and counted toward a particular node’s advancement.[3]

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 .[5]Jeffrey Bard

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.[3]

There is not a space where you will move in to do something and no node will get that experience.[7]Steven Sharif

Node advancement

Citizen and non-citizen player activity (questing, gathering, raiding, etc.) within a node's ZOI counts toward that particular node's advancement (progression) to a higher node stage.[13][14]

The advancement of a node unlocks its unique content, which comes at the cost of locking out an increasing ring of neighboring nodes from progressing to the next stage.[15]

  • Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.[16]
  • The more advanced the node is, the larger its ZOI becomes.[17]
  • Less advanced nodes (referred to as vassal nodes) that fall within a more advanced node's ZOI can still gain XP, but must remain at a lower advancement stage than the dominant node.[18]
  • Certain quests, such as story arcs, may not be able to be turned in after a node has advanced.[21]
  • 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.[22]
    • Due to the way the progression algorithm calculates territorial (ZOI) expansion during node advancement, there is a small possibility that two nodes of the same stage end up being close to each other.[23]
The way that the algorithm expands the territories takes into account a few things: One it takes into account the coast like where's the closest coast. Two it takes into account the neighboring nodes so it can take over and essentially vassal state those nodes, but what's more important is essentially the initial population based on like how players choose their races. Because we have nine different races and four different starting points that branch out, each server's population density is going to dictate essentially the first few nodes that are highly populated and then that initial seed is what's going to determine the node structure as it moves inland into the into the world essentially; and based on the performance and successes of different sieges will determine which nodes that got locked out from the previous the initial advancements what nodes can now be available to advance further. So I really think that with so many variables that are present in the equation of how nodes advance and stay existing with the more variables you have, the higher likelihood there is for there to be a significant diversion in world progression.[22]Steven Sharif
Normally the algorithm that's applied to the node territorial expansion will prevent significant nodes from being in close proximity to each other... There could be a perfect storm where all of the algorithmic progression of territory leads to having these nodes very close to each other because there's certain requirements that should that need to be available to satisfy node vassal takeovers; and it's possible that two nodes would never take each other over as vassals and end up close together and spanning their territories in opposite directions: The Tale of Two Cities thing.[23]Steven Sharif
  • A node does not receive XP from the nodes within its ZOI until these nodes have reached their cap.[18]
  • Citizens of one node can contribute to the advancement of other nodes.[24]
  • Node experience gain opportunities will be equitable across the four node types.[25]
    • The exact percentage of advancement from obtaining items or killing monsters is not going to be explicitly known to avoid "gaming" the system.[26]
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.[26]Steven Sharif

Node advancement spawns a series of animations and visual effects (within the footprint of the node).[27][13]

  • Players within the node are teleported to a safe location, likely a respawn area near the node.[27][28]
  • Supplies will spawn around the node and system driven caravans are spawned to bring these supplies into the node. These caravans are not able to be attacked.[27]
  • NPCs will begin construction activities.[27]
  • Players outside the node will see the new facade of the node pop into existence as the node advances in stage.[27]
The Development Area of a Node is where civilization will appear as the Node advances. As the Node Stage increases, different buildings, NPCs, and services will become available in the Development Area. The higher the Node Stage, the more complex and populated the Development Area becomes. Development Areas will also vary depending on the Node Type - Economic, Military, Scientific, or Divine.[13]Margaret Krohn

Zones and progression

Dungeons, Raids, World bosses, Mobs, Quests, Events, Resources, Narratives and other content within a node's ZOI will have a diverse level range; but will scale with the advancement of that node and its racial influence.[29][30][4]

  • Portions of the spawn tables (for mobs and resources) are static and other portions are dynamic and adapt to node development.[31]
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.[32]Steven Sharif

Node atrophy

info-orange.pngSommige van de volgende informatie is niet recentelijk bevestigd door de ontwikkelaars en staat mogelijk niet op de huidige ontwikkelingsroutekaart.

Nodes 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.[13]

  • 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.[23]
  • A previous design concept was that nodes could delevel based on accumulated atrophy.[23][13]
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.[23]Steven Sharif

Node development

Racial architecture of the same Dorp (fase 3) node on different servers. Dünir Dwarven influence (top). Kaelar Human influence (bottom). Alpha-1 Niet-NDA schermafbeelding.

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.[4]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.[13]Margaret Krohn

Node layout and style is determined by several factors:[33][34]

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.[35]Steven Sharif
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.[36]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.[34]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.[42]Steven Sharif
  • The rest is determined by the node's mayor.[34]
    • It should be possible for a node to complete several building projects within a mayor's one month term in office.[43]
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.[43]Steven Sharif

Node buildings

Template:Node buildings

Racial quests

Quests may be based on a character's race.[44]

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.[44]

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.[44]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.[45]Steven Sharif

Quests 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.[46]

Node voordelen

Elk node type heeft een soort van superkracht, een ultieme vaardigheid, die ontgrendeld wordt wanneer de node level 6 (metropool) bereikt.[47]

Node sieges

Node sieges (Pre-alpha footage).[48]

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.[13]Margaret Krohn

Node sieges enable players to destroy nodes starting at Dorp (fase 3).[13] 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.[14]

  • Sieging nodes will not be an easy task for the attackers. Cities and metropolises will have a considerable defensive advantage.[14]
  • There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[49]
If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![51]Steven Sharif

Read more...

Node regering

Alpha-1 winner of Mayoral election.[53]

There are a number of different seats that can exist within a node, and carry different responsibilities.[54]Steven Sharif

Positions within a node's government are attained through seasonal titles that grant special powers and benefits within the node.[55][54][56][57]

There are other node-based positions. Most of them relate to social organizational structures like the temple and the social organization building that the node might construct. Those are ladder systems of achievement that players can work through on a seasonal basis to achieve the highest level of that for the particular node; and by doing so they will then have titles bestowed upon them, which grants certain types of powers and benefits.[55]Steven Sharif

Leadership powers

Leadership powers may refer to.

Node taxes

Alpha-2 Node treasury work-in-progress advanced node taxes UI.[60]

As the node levels up, you're gonna get access to deeper controls on the taxes, so that you as a Mayor can incentivize players to come to your node to do certain things. If you're a node that loves smithing, you're probably going to want to lower your taxes on artisanship to incentivize players to be here. But then you might want to drive up taxes on other avenues that players aren't necessarily coming to your node for, but are using out of convenience.[60]Chris Justo

Burgemeesters 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.[60][61]

Regent nodes take a cut of taxes from various activities that occur within their vassal node structure.[73][74]

  • 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.[74]

Allianties

Ashes of Creation kan specifieke inhoud hebben die rondom allianties draaien.[75]

De inhoud die specifiek rondom allianties, en hun progressie binnen de ontwikkelingen van allianties draaien; en de mogelijkheid tot het delen van gemeenschappelijke diensten tussen guilds die deel uitmaken van de alliantie. Daarnaast denk ik dat het toelaten om allianties bepaalde relaties met de Nodes aan en uit te schakelen als een interactie, toegevoegde waarde kan hebben. Dat gaat zeker een interessante dynamiek geven voor de spelers die deel uitmaken van die specifieke Node waarvan de relatie is aangezet, of van leden van de alliantie. Dus ik denk dat het bouwen van systemen uiteindelijk gaan draaien over het opbouwen van relaties en de kanalen zodat deze spelers een band kunnen creëren, en hoe meer lagen je hebt tussen alle verschillende guilds en spelers, hoe duurzamer de relatie.[75]Steven Sharif

Node housing

Static housing provides non-instanced player accommodation within a node, also known as in-node housing.[17]

Static housing development

Static housing furnishings and home decorations in an Alpha-1 village node.[81]

If the node advances players can essentially select an option on their house as they own it that they want it to upgrade to the next stage if the node advances or they can select an option not to upgrade it. So you as the node levels and larger homes become available, the town stage introduces additional medium types housing, the city stage introduces large sized homes, and in the metropolis stage introduces my mansion size houses each of which contain specific... allowances and allotments for different types of furnishings that have gameplay implications.[81]Steven Sharif

In-node housing can scale in size with the advancement of its parent node. This may be toggled on or off by the player.[81][17]

  • The Dorp stage offers small housing types.[81]
  • The Town stage introduces medium housing types.[81]
  • The City stage introduces large sized homes.[81]
  • The Metropolis stage introduces mansion size houses.[81]

If you choose to keep the same size then the next stage will have an occupied small home. So for instance if at stage three there are 8 small home and you own 1, then at stage 4 there are 10 new small homes of which x are owned by previous owners, and 10 new medium homes of which x are owned by upgraded small home owners.[82]Steven Sharif

New property becomes available at each stage of advancement, but it will be more akin to what was available at the previous stage.[17]

  • Only the houses that existed at the Dorp stage will become main street mansions at the Metropolis stage.[17]

Static housing destructibility

info-orange.pngSommige van de volgende informatie is niet recentelijk bevestigd door de ontwikkelaars en staat mogelijk niet op de huidige ontwikkelingsroutekaart.

Following a node siege, static housing will be scaled back or destroyed based on the advancement of the node.[83]

  • 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.

Node apartments

Apartments provide instanced player housing functionality on a rental basis.[84][17]

  • Dorp (fase 3) apartment buildings offer 50 rental apartments. Additional apartments can be added at Town (fase 4) if the mayor chooses to construct them and if there is an available plot for the expansion. This includes different types of apartments, such as penthouses.[67][68][84][77][17]
  • The number and sizes of available apartments increases as a normal part of node advancement.[84][78]
  • It is estimated that the number of apartments available in a Metropolis (fase 6) node will be in the hundreds, if that node specs into all apartment expansion upgrades. This number is subject to change based on testing.[84]
  • Prices for apartments will fluctuate depending on the number of units already sold in the node.[17]
  • Different price points offer different apartment sizes and types, such as penthouses.[68][17]
  • It was previously stated that apartments would be available at Town (fase 4) or above.[17]
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.[78]Steven Sharif

Apartment options

Template:Apartment options

Apartment destructibility

Apartments may be destroyed in the following circumstances:[83]

  • If their building was destroyed during a node siege, even if the siege was not successful.[85][83]
  • If the mayor decides to destroy apartment buildings all items and layouts will be mailed to the owner.[86]
info-orange.pngSommige van de volgende informatie is niet recentelijk bevestigd door de ontwikkelaars en staat mogelijk niet op de huidige ontwikkelingsroutekaart.

Freeholds

Freehold in Alpha-1.[87]

Three main purposes that freeholds provide are allowing players an opportunity to express themselves in a highly customizable fashion. So these are plots of lands that you have access to. You can build different types of buildings on. You can create housing and place furniture; and you can grow livestock and you can just own this piece of land. And one unique thing about allowing the players express themselves through this manner in Ashes of Creation is that it's in the open-world, so it's not an instance or a phase location that you are customizing. You're actually leaving a mark on the world that's representative of you as a player, as a character. Something you can you can roleplay. But importantly enough, when it comes to the economy, freeholds also provide the highest level of processing that's available; and processing is one of three primary branches that exist within the artisanship system. Processing is the intermediary step between what you gather in the wild and what you eventually craft via recipes. The the other primary purpose of freeholds is that they allow you to offer certain types of business services, because we don't just want to make freeholds delegated to the individual owner. We want it to have capabilities to interact with other players as they're walking past your freehold- as they're going to these hunting grounds and participating in quests or events that might be existing around; and that means that location matters for the freehold, because it's important to the business.[88]Steven Sharif

Alpha-2 freehold walkthrough.[89]

We got some sheep; we got some cows and pigs; and we got some chickens back there; and we have a lot of space for different farmables. So we have a wheat here, corn, and then tomatoes over there as well.[89]John Collins

Freeholds are sizable player housing plots that can be situated in baronies within the Zone of influence (ZOI) of a Dorp (fase 3) or higher node, including the ZOI of any of its vassal nodes.[90][91][92][93][94][95][96][17]

The idea is that we're not reserving freeholds for the top 10 percent of levelers, we're reserving freeholds for the top 10 percent across the multiple different play paths that exist within the game; and this spreads out that ownership across different playstyles.[104]Steven Sharif
Housing takes several forms in the world of Verra. However, Freeholds are the highest tier of player housing available. Acquiring a Freehold is a major accomplishment, and it will take a large amount of effort and strategy to get a Freehold of your own. Since there is a limited amount of space available to place Freeholds in each node’s region, these are symbols of prestige for those who are able to acquire and maintain their Freeholds.[90]
  • The developers are expecting the number of freehold plots on each server to be in "the low thousands" depending on world state.[90][110][111][112]
The number of Freeholds on a server will vary on a number of factors, such as how player actions advance nodes. At the moment we are targeting the low thousands for Freeholds on a server, but as we continue to test these systems during Alpha Two, we anticipate making adjustments.[90]
  • Blueprints are required for the construction of the freehold buildings that are used to process resources into crafting materials.[113][114][115][116][117]
    • The best processing can only be carried out on freeholds, so obtaining a freehold will require a large amount of effort.[118]
    If a player wants to achieve a freehold they can achieve the freehold, however the amount of effort resources and time that's required in order to achieve that freehold is a large amount. It is something that is a monumental achievement for you to to get that freehold; and the reason why is because freeholds tie in very heavily to the processing artisanship aspect. Some processing can be done in nodes, but the best processing is done on freeholds; and we want to make sure that there's a little bit of a throttle or gate on the amount of effort that's necessary to achieve that influence over the processing market.[118]Steven Sharif
    Just because the freehold is very difficult to attain doesn't mean that you don't have a space for housing and furniture that you can achieve through our apartment system or an inn or the static in-node housing. Those are alternate methods as well but they do not have that aspect of the best processing is done on the freehold.[113]Steven Sharif
  • Events do not target personal belongings such as freeholds.[120]
  • The spread of corruption in the world does not impact the freehold system.[121]
  • Players are not able to adjust the terrain of their freeholds. Sloped terrain will result in stilts beneath placeable structures (to keep them level).[122]
info-orange.pngSommige van de volgende informatie is niet recentelijk bevestigd door de ontwikkelaars en staat mogelijk niet op de huidige ontwikkelingsroutekaart.

Freehold placement

Alpha-2 freehold placement.[98][93]

There'll be a variety of predetermined parcels of land in each node's zone of influence; and once players acquire their freehold permit they'll be able to lay claim to any available parcel in the issuing node's region so- and by region we mean... the total combined territory of a node and all of its vassal nodes. So, if you acquire a freehold permit in the metropolis of a huge region, almost 20% of the map, you'll be able to lay a claim to an available parcel anywhere within that region. So it gives you a lot of freedom if you're able to acquire the permit from a metropolis.[92]John Collins

Freehold plots require a bound deed (permit/certificate) from the parent Dorp (fase 3) or higher node in order to place the plot.[90][98][93][94][99][96]

That was for a time a lively debate on our design team about whether or not there should be a level gate essentially from even preventing the potential for ownership. The reason why I chose to keep it at level 50 for now is because there are alternate systems that provide access at lower levels through permission setting. So it's one thing to own the home, it's is another thing to access the contents and to continue progression. Let's say, in the processing profession, you might want to gain mastery in: that mastery process leaves the nodes at around level 30 in the leveling experience for a processing profession; and so one of the debates on the design team was whether or not we should reduce the level requirement down to level 30 so that there's a seamless transition from node-based processing progression and the Freehold capability of progression.[100]Steven Sharif
You're going to see a little bit of change and this is one of the first ones: that these are predetermined locations that exist around the node or under its vassal structure that you will have the ability to bid on; and to give you a sense there, this allows us to customize a bit of those predetermined parcels, like a Sherwood Forest type of example.[92]Steven Sharif
  • A deed holder who has won an estate auction may then claim the estate from within a barony in that node's ZOI, including the ZOI of any of its vassal nodes. Placement of the plot is enabled by using the deed item in a player's inventory to get a top-down view of the estate, then selecting the desired location for the plot.[90][125]
    • Players can manipulate the orientation of their freehold plot.[127]
    • Successful placement of a deed gives the player access to their empty freehold plot and shed.[90][128][125]
It'll basically be an item in your bag; and once you get to your parcel, you claim that piece of land and then once it's claimed you'll be able to use the item to go into top-down view and layout actually exactly where your freehold will go on that parcel of land. You'll have a lot of freedom, so a lot that will be going through looking at your whole area of land you now own claim to and then deciding where the best spot to put your freehold in there would be.[125]Kory Rice
  • Collections of freeholds placed in close proximity are still considered part of their parent node and do not become a separate node, other than via roleplay.[136]

Freehold buildings

Freehold building types.[138][93]

After you build your house, you can build other buildings on your Freehold. Each building needs the blueprint to start the process. If you have a cosmetic skin you want to use on a building, this is used after placing the blueprint. Once this has been placed, the building will be shown in a non-functional, construction state. Players will need to provide the required materials needed to complete the building construction, for each building on their Freehold. No Freehold has room for every possible option, so players will need to choose how to develop their Freehold by choosing to build specific artisan buildings, business buildings, and creating room for livestock and crops.[90]

Freehold buildings that can be placed on a freehold plot serve three main purposes.[90][93][139][17][140]

Freehold buildings require blueprints and materials to construct.[90][99]

  • Sheds are present on empty freehold plots to provide storage for materials needed to construct freehold buildings.[128]
  • Some freehold buildings have multiple tiers, with different footprint sizes.[93][108]
  • Upgrading a tier will not change the size of the building in terms of footprint, but may increase in height.[108]
  • Basements in freehold buildings are to be decided.[142]

Freehold taxes are calculated based on the number of permits issued for buildings on a freehold.[90][143][64][65][66]

  • Buildings that require permits will have additional upkeep costs.[90]

Freehold building architecture is based on the blueprint for the building.[93][144]

The way we look at it is the freehold is your space so we want you to be able to make it look the way you want it to.[144]Jeffrey Bard

Freehold benefits

Homestead size dictates how much furniture can be placed on a freehold.[93]

Freeholds offer the following benefits in addition to other player housing benefits.[93]

Freehold security

Freehold owners are able to set permissions that grant access to their artisan and business buildings' services.[90][153][119][154][93]

Freehold ownership is designated by one account only and then the family system is the system that facilitates multiple accounts having permission basis within that freehold.[155]Steven Sharif
  • Freehold permissions are intended to work with the family and guild systems.[90][153][119]
    • It is still not determined if freehold permissions will be able to be granted to individuals outside those social structures.[153]
    • Freehold permissions may only apply to battalions/micro-structures within a guild.[156]
    • Interaction with the guild system will be tested in Alpha-2.[157]
Permissions to help manage your home are handled through affiliations like your Guild and family system. When setting permissions for your Freehold to do things like enter the house, interact with furniture, access Freehold storage, interact with crafting and processing stations, and harvesting gatherables on a Freehold, you can set if your Guild or family members should be able to do these things.[90]

Players cannot steal from a freehold under normal circumstances.[90][160][161][162]

  • Items stored in a freehold become lootable after a successful siege against their parent node.[163][90][162] It has not been decided which players get to loot the debris field during this period.[163]
Only players given permission to do so will be able to do things like access your Freehold storage, and harvest crops and animals on your Freehold. These permissions are capable of being individually assigned per interaction. Note that if the node associated with your Freehold is successfully destroyed during a siege event, attackers will be able to assault Freeholds, and have a chance to pillage them for their resources.[90]

Players cannot PvP while inside the footprint of a freehold homestead even if the doors are unlocked.[90][164] This does not apply for a period of two hours following a successful siege against its parent node.[165][166][13][167]

Your home building is safe from PvP. While on the footprint of your home, you can not be harmed by damage from other players.[90]
  • NPC guards may be available for hire to defend freeholds after a successful node siege.[167] NPC guards that permanently exist on a freehold are not a planned feature.[168]

Freehold destructibility

Template:Freehold siege

Buying and selling (Real estate)

Players buy the deeds for housing from the node itself, or may buy and sell properties from other players.[170][171][172][57][17]

  • The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[173] Currently freeholds may be acquired via auction.[90][91][92][98][93][94]
    • A grace period will occur before the housing becomes available for auction.[173]
    • Bids will then be accepted starting at a minimum reserve value that is based on the number of citizens in that node.[173]
    • At the end of the auction, the highest bidder will win the house.[173]
  • Housing will have a base price that scales with the number of citizens in the node.[174]
    • There is no cap on the price of player-originated housing sales.[80]
    • In-node housing will be at a premium, and is expected to be hotly contested.[17]
    • The more apartments that have been purchased in a node, the higher the price scales.[175]
We're establishing a real estate market that players can invest in and then sell within the in-game economy, but also they are a resource that's subject to removal through the sieging system as well, so there's a bit of risk implied there but the idea is that this is something for players to strive for.[97]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".[174]
  • Players will not be able to exceed their allotment of housing in the game.[179]
info-orange.pngSommige van de volgende informatie is niet recentelijk bevestigd door de ontwikkelaars en staat mogelijk niet op de huidige ontwikkelingsroutekaart.
  • Rental and leasing concepts are under consideration.[179]

Node citizenship

De huisvesting van een speler geeft de mogelijkheid om een burger van een node te worden.[180]

  • 'Burgerschapstickets' kunnen ook burgerschap bieden aan bepaalde nodestages. Deze mechanica zullen verder uitgewerkt worden op basis van testen.[181]

We willen dat deze plaatsen bevolkt worden en dat spelers zich hiernaar aangetrokken zullen voelen. Huisvesting is momenteel voldoende om dat te bereiken. We willen ons echter niet in een hoekje werken waar we geen andere opties meer overhebben. De hoop is dat, ja, burgerschap alleen te verkrijgen is via huisvesting; met de waarschuwing in ons achterhoofd dat we het zullen veranderen als het niet werkt.[181]Jeffrey Bard

Burgerschap kan verkregen worden bij dorpelijke (level 3) nodes of hoger.[57]

  • Een speler kan alleen burger worden bij een enkele node tegelijk. [182]
  • Je kan alleen burgerschap verkrijgen in een node op een account per server.[183]
    • Dit is mogelijk veranderd naar een burgerschap per account.[184]

Je account is gebonden aan een enkele vastgestelde burgerschap per server, wat betekent dat je, wanneer je twee alts en je main character op een server hebt, je alleen een burger van een enkele node mag zijn met een van de drie characters... Als je een alt op een andere server hebt, kan die ook een burger van een node zijn.[183]Steven Sharif

Het veranderen van burgerschap heeft een cooldown van twee weken.[180]

Het eigendom van de huisvesting van een speler wordt niet gewijzigd door veranderingen in burgerschap.[185]

Je kan alleen burger worden van een enkele node. Bijvoorbeeld, een guild wil misschien dat al zijn leden burgen worden van een locatie. Hoe langer een node bestaat, hoe beter de beloningen zijn om burger te zijn van die node. Bij de beloningen kijken we ook naar systemen als ambachtsprogressie, -beloningen en -bonussen en reliekschrijnen. Hier hebben we nog weinig daglicht op geschenen. Deze systemen zullen zo aanlokkelijk zijn dat het in staat is om mogelijk allianties te breken of belegeringen van een node te ontlokken om zo de waren die er mogelijk zijn te verkrijgen. Dus, vanuit een incentief standpunt, hebben we dat op spel. Verder hebben we niet zozeer maxima op het aantal burger die van een node kunnen zijn, maar we hebben wel een zacht maximum. Het wordt met het hoger wordende aantal burgers duurder om deel uit te maken van de node. Dus er is een figuurlijk maximum op hoeveel burgers er in een node kunnen leven. Dat wil dus zeggen dat er een mogelijkheid is dat niet iedereen van een guild in een enkele node kan leven. Dus er is een bepaalde natuurlijke scheiding binnen een guild: een pseudo-factie, mensen die wel en en mensen die niet lid zijn van de node.[186]Steven Sharif

Het is niet verplicht om een burger van een node te zijn. Deze spelers hoeven niet belasting te betalen, maar zullen wel niet profiteren van de voordelen van burgerschap.[187]

Sharemarkets

Stock exchanges (also called Stock markets and Share markets) enable players to buy and sell shares in Nodes, Guilds and Social organizations.[188][189][190]

info-orange.pngSommige van de volgende informatie is niet recentelijk bevestigd door de ontwikkelaars en staat mogelijk niet op de huidige ontwikkelingsroutekaart.
  • There is no regulatory commission to restrict the purchase and sale of stocks.[191]

Underrealm nodes

Underrealm nodes and nodes directly above them are considered adjacent but do not exist in the same ZOI.[8][9][10]

  • There will be "bleed over" between underrealm nodes and surface nodes in terms of influence and interaction.[9]
    • There may be visual cues above ground that indicate influence from underrealm nodes in that area.[9]

That might be a little bit of a departure from our design in the past. I know originally like two-plus years ago we were discussing how those would be independent of each other, but I think as we further defined the layout of the world map itself it made more sense for those to have some interaction and influence that's combined.[9]Steven Sharif

Coastal/island nodes

Pre-alpha naval concept.[195]

There will be healthy amounts of sea content within the coastlines of the continents that does not fall into the "open sea" area.[196]Steven Sharif

There will be nodes along the coast and on islands.[197]

  • These nodes will have specific water oriented influences, services, and questlines, that relate to the seas.[197]
    • There is a healthy amount of sea content within the coastlines of the continents that does not fall into the open sea area.[196]
  • The open sea does not contribute to the advancement of coastal nodes, even if it falls within the ZOI of the node. This is subject to change during Alpha-2 testing.[198]
  • Coastal nodes change the spawn tables of the nearby water content and can also trigger specific events.[199]
We've gone back and forth a little bit on whether or not the design intent for sieging of nodes is intended to include, for certain nodes, the naval component. The concern there was that it would be a difficult thing to balance around that particular node having accessibility from the water for those types of defenses. So what we've presented as an opportunity where harbors are the focal point of those naval interactions; and during sieges you are aware that nodes have certain objectives, which have ramifications and can influence the outcome and/or the ongoings of a particular against a node. And if one of those objectives is a naval objective, because that node might own a harbor, which is a point of interest that gets adopted by a node which advances far enough around it. So you might have one harbor and five nodes that can own that harbor. And the first to hit the village stage adopts the harbor. Then that can become an objective point during a siege that has naval interaction. So that's the direction we've moved towards, rather than allowing the naval component to interact directly with sieging the node itself as opposed to being a part of the objective-based gameplay that exists for a node siege.[200]Steven Sharif

Underwater nodes

Underwater points of interest that have NPC structures may appear to be like cities, but they will not be nodes.[205]

  • There won't be nodes underwater or in the water.[197]

Relics

Reliquary concept art.[206]

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.[207]Steven Sharif

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.[208][209]

Relics are embodiments of certain types of achievements. You may have the scale of a dragon that's been defeated- the all-scale aspect of it- and from that every week a citizen might be able to derive one scale material component that can be used across a plethora of high-end types of crafting.[208]Steven Sharif
  • Relics automatically manifest in the node's reliquary when specific conditions are met by that node. For example, it may require a certain number of citizens to accomplish a particular achievement a number of times before the relic is granted to the node.[208][207]
Let's say for example there is a dragon nearby and this dragon is a large raid boss; and the number of citizens that the node has that participates in that raid the first time- if you have 30 citizens present you may not achieve the relic. And it's not a matter of capturing it at that location taking back to the city. It'll automatically manifest within the reliquary if a number of citizens accomplish a particular achievement a number of times necessary to create the relic. So if you only have 30 citizens present at that raid boss you may need to do that raid boss four or five six times in order to unlock the achievement which grants the relic in the reliquary. So it's essentially incentivizing the citizens to participate in the world events around the node.[208]Steven Sharif
The other component of relics that's important to note is that it's not just adventuring relics, these are accomplishments that span a lot of the different progression paths. So you could have accomplishments get unlocked by how many number of citizens achieve the creation of a particular type of item. You may have now an alchemical genius that is a citizen of your node and as a result there is an alchemical relic that's been granted to your reliquary in a similar fashion to the dragon.[208]Steven Sharif

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.[225]

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.[226]Steven Sharif

Kunstwerk

Zie ook

Referenties

  1. Livestream, 2017-12-15 (1:11:52).
  2. A reactive world - Nodes.
  3. 3.0 3.1 3.2 Node series part I
  4. 4.0 4.1 4.2 Blog - Know Your Nodes - The Basics.
  5. Interview, 2018-04-20 (7:22).
  6. Ashes of Creation FAQ.
  7. 7.0 7.1 Livestream, 2018-07-09 (39:32).
  8. 8.0 8.1 Livestream, 2019-03-29 (58:14).
  9. 9.0 9.1 9.2 9.3 9.4 Livestream, 2019-03-29 (29:17).
  10. 10.0 10.1 Livestream, 2017-05-05 (37:52).
  11. Interview, 2018-05-11 (55:16).
  12. Video, 2024-02-29 (33:57).
  13. 13.00 13.01 13.02 13.03 13.04 13.05 13.06 13.07 13.08 13.09 13.10 Blog - Know Your Nodes - Advance and Destroy.
  14. 14.0 14.1 14.2 A reactive world - Nodes.
  15. Video, 2017-04-20 (0:02).
  16. Npc vending.jpg
  17. 17.00 17.01 17.02 17.03 17.04 17.05 17.06 17.07 17.08 17.09 17.10 17.11 17.12 17.13 17.14 17.15 17.16 17.17 Node series part II – the Metropolis.
  18. 18.0 18.1 Livestream, 2017-10-16 (50:20).
  19. steven-quote-neighboring-nodes.png
  20. jahlon-steven-vassal-nodes-quote.png
  21. Livestream, 2024-02-29 (53:58).
  22. 22.0 22.1 Interview, 2020-07-18 (10:04).
  23. 23.0 23.1 23.2 23.3 23.4 Interview, 2020-07-08 (1:00:15).
  24. node xp.png
  25. Livestream, 2021-09-24 (1:21:23).
  26. 26.0 26.1 Livestream, 2017-05-26 (28:16).
  27. 27.0 27.1 27.2 27.3 27.4 Livestream, 2022-10-14 (55:13).
  28. Livestream, 2017-11-17 (55:27).
  29. Interview, 2020-07-19 (19:35).
  30. Livestream, 2017-05-15 (30:53).
  31. Livestream, 2022-08-26 (1:28:50).
  32. Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
  33. 33.0 33.1 33.2 Livestream, 2020-10-30 (39:17).
  34. 34.0 34.1 34.2 34.3 34.4 34.5 Livestream, 2018-09-27 (53:06).
  35. 35.0 35.1 Livestream, 2022-02-25 (41:00).
  36. 36.0 36.1 Livestream, 2021-02-26 (1:12:18).
  37. Livestream, 2022-03-31 (4:57).
  38. Podcast, 2021-04-11 (29:47).
  39. Interview, 2018-05-11 (54:34).
  40. Livestream, 2017-05-26 (21:23).
  41. Podcast, 2021-04-11 (23:36).
  42. 42.0 42.1 Interview, 2018-05-11 (47:27).
  43. 43.0 43.1 Livestream, 2022-07-29 (1:13:09).
  44. 44.0 44.1 44.2 Podcast, 2018-04-23 (29:56).
  45. Interview, 2018-05-11 (1:00:19).
  46. Livestream, 2019-07-26 (1:13:23).
  47. Know Your Nodes: Economic Node Type.
  48. Video, 2016-12-04 (0:02).
  49. Twitch Bustin - Practice Sieges?
  50. Livestream, 2020-12-22 (1:13:51).
  51. Video, 2017-04-30 (5:31).
  52. Livestream, 2022-01-28 (17:50).
  53. Livestream, 2020-03-28 (1:02:46).
  54. 54.0 54.1 Steven Quote2.png
  55. 55.0 55.1 55.2 55.3 Livestream, 2023-09-29 (1:07:01).
  56. 56.0 56.1 56.2 56.3 Livestream, 2019-07-26 (1:20:48).
  57. 57.0 57.1 57.2 MMOGames interview, January 2017 Citefout: Ongeldig label <ref>; de naam "https://web.archive.org/web/20170112134238/http://www.mmogames.com/gamearticles/interview-ashes-of-creation-wants-bring-virtual-world-life" wordt meerdere keren met andere inhoud gedefinieerd.
  58. Livestream, 2017-11-17 (9:49).
  59. Livestream, 2020-07-25 (1:52:45).
  60. 60.0 60.1 60.2 60.3 60.4 60.5 60.6 60.7 Video, 2023-08-31 (28:04).
  61. Livestream, 2020-03-28 (1:03:38).
  62. steven-tavern-games-1.png
  63. steven-tavern-games-2.png
  64. 64.0 64.1 Interview, 2023-07-09 (54:46).
  65. 65.0 65.1 65.2 65.3 Livestream, 2023-06-30 (1:45:22).
  66. 66.0 66.1 66.2 Tax spending.png
  67. 67.0 67.1 Blog: Development Update with Village Node.
  68. 68.0 68.1 68.2 Livestream, 2023-08-31 (15:51).
  69. 69.0 69.1 Interview, 2023-07-09 (38:14).
  70. 70.0 70.1 Interview, 2020-03-27 (0:30).
  71. Video, 2018-04-05 (41:48).
  72. Livestream, 2023-09-29 (1:11:22).
  73. 73.0 73.1 Livestream, 2022-08-26 (1:10:16).
  74. 74.0 74.1 Interview, 2018-05-11 (57:02).
  75. 75.0 75.1 75.2 75.3 75.4 Podcast, 11 mei 2018 (21:07).
  76. Video, 2020-05-31 (38:50).
  77. 77.0 77.1 77.2 77.3 steven-housing-numbers.png
  78. 78.0 78.1 78.2 Steven Sharif - Clarification points from today’s stream.
  79. Livestream, 2017-05-19 (33:57).
  80. 80.0 80.1 Interview, 2020-07-08 (33:34).
  81. 81.0 81.1 81.2 81.3 81.4 81.5 81.6 Video, 2020-05-31 (47:32).
  82. steven-static-housing-same-size.png
  83. 83.0 83.1 83.2 83.3 Livestream, 2017-07-18 (40:14).
  84. 84.0 84.1 84.2 84.3 Interview, 2023-07-09 (1:50:50).
  85. Livestream, 2019-11-22 (17:59).
  86. Livestream, 2021-03-26 (59:21).
  87. Livestream, 2020-05-29 (36:29).
  88. Livestream, 2023-06-30 (9:09).
  89. 89.0 89.1 Video, 2023-06-30 (5:41).
  90. 90.00 90.01 90.02 90.03 90.04 90.05 90.06 90.07 90.08 90.09 90.10 90.11 90.12 90.13 90.14 90.15 90.16 90.17 90.18 90.19 90.20 90.21 90.22 90.23 90.24 90.25 90.26 90.27 90.28 90.29 90.30 Blog: Exploring the Boundless Opportunities of Freeholds.
  91. 91.0 91.1 91.2 91.3 91.4 91.5 Livestream, 2023-06-30 (1:12:07).
  92. 92.0 92.1 92.2 92.3 92.4 92.5 92.6 92.7 92.8 92.9 Livestream, 2023-06-30 (14:09).
  93. 93.00 93.01 93.02 93.03 93.04 93.05 93.06 93.07 93.08 93.09 93.10 93.11 93.12 93.13 93.14 93.15 93.16 93.17 93.18 93.19 93.20 93.21 Development Update with Freehold Preview.
  94. 94.0 94.1 94.2 94.3 94.4 94.5 94.6 94.7 Video, 2023-06-30 (21:22).
  95. 95.0 95.1 Livestream, 2022-04-29 (1:03:44).
  96. 96.0 96.1 96.2 96.3 96.4 96.5 96.6 96.7 96.8 96.9 Livestream, 2017-05-19 (32:23).
  97. 97.0 97.1 97.2 97.3 97.4 Livestream, 2023-06-30 (1:15:34).
  98. 98.0 98.1 98.2 98.3 98.4 98.5 Livestream, 2023-06-30 (13:10).
  99. 99.0 99.1 99.2 99.3 99.4 stevenclarification.png
  100. 100.0 100.1 100.2 Podcast, 2023-07-15 (11:21).
  101. 101.0 101.1 steven-freehold-quest-level.png
  102. steven-freehold-quest.png
  103. 103.0 103.1 steven-freehold-sales.png
  104. 104.0 104.1 104.2 Podcast, 2023-07-15 (15:14).
  105. steven-estate-auction-currency.png
  106. 106.0 106.1 Interview, 2023-07-09 (19:56).
  107. Interview, 2018-05-11 (50:47).
  108. 108.0 108.1 108.2 Interview, 2020-07-08 (45:23).
  109. 109.0 109.1 Livestream, 2017-10-16 (56:42).
  110. steven-freeholds-per-server.png
  111. 111.0 111.1 steven-freeholds.png
  112. Livestream, 2023-06-30 (30:21).
  113. 113.0 113.1 113.2 Livestream, 2022-06-30 (1:09:29).
  114. Livestream, 2022-02-25 (1:12:27).
  115. Podcast, 2021-04-11 (40:20).
  116. Interview, 2020-03-27 (9:00).
  117. Livestream, 2017-05-05 (34:15).
  118. 118.0 118.1 Livestream, 2022-06-30 (1:08:02).
  119. 119.0 119.1 119.2 Livestream, 2023-06-30 (26:23).
  120. Livestream, 2023-04-07 (37:56).
  121. Interview, 2023-07-09 (49:48).
  122. Livestream, 2024-01-31 (1:24:57).
  123. 123.0 123.1 steven-lords-quest.png
  124. 124.0 124.1 Livestream, 2023-07-28 (1:33:58).
  125. 125.0 125.1 125.2 125.3 125.4 Livestream, 2023-06-30 (16:14).
  126. steven-permits.png
  127. Livestream, 2023-06-30 (1:36:52).
  128. 128.0 128.1 Livestream, 2023-06-30 (18:45).
  129. 129.0 129.1 129.2 129.3 Interview, 2023-07-09 (29:53).
  130. Livestream, 2020-06-26 (1:52:33).
  131. Livestream, 2018-05-09 (40:24).
  132. steven-freehold-distance-confusion.png
  133. 133.0 133.1 Interview, 2023-07-09 (32:53).
  134. steven-freehold-distance.png
  135. Freeholds.png
  136. Livestream, 2017-05-26 (34:21).
  137. steven-guild-hall-barony.png
  138. Livestream, 2023-06-30 (12:11).
  139. 139.0 139.1 139.2 Livestream, 2023-04-07 (31:49).
  140. Livestream, 2017-05-24 (9:58).
  141. Video, 2023-06-30 (15:34).
  142. Livestream, 2019-06-28 (1:09:22).
  143. steven-freehold-building-permits.png
  144. 144.0 144.1 144.2 144.3 Livestream, 2020-08-28 (2:14:06).
  145. Livestream, 2023-06-30 (22:05).
  146. 146.0 146.1 Livestream, 2020-11-30 (57:50).
  147. 147.0 147.1 cosmetic-levels.png
  148. Livestream, 2017-05-26 (44:11).
  149. steven-freehold-businesses.png
  150. Freehold buildings.png
  151. 151.0 151.1 Livestream, 2023-06-30 (33:26).
  152. steven-best-gathering.png
  153. 153.0 153.1 153.2 Interview, 2023-07-09 (53:08).
  154. Interview, 2018-05-11 (28:21).
  155. Livestream, 2023-06-30 (1:24:16).
  156. Screenshot 20230725-163146 Discord.jpg
  157. steven-guild-freehold-permissions.png
  158. Livestream, 2021-04-30 (1:12:33).
  159. Livestream, 2020-06-26 (51:58).
  160. steven-stealing-from-freeholds.png
  161. Livestream, 2023-06-30 (1:19:01).
  162. 162.0 162.1 Livestream, 2017-05-17 (1:03:23).
  163. 163.0 163.1 Livestream, 2023-07-28 (1:26:16).
  164. Livestream, 2023-06-30 (1:49:00).
  165. Livestream, 2021-11-19 (54:26).
  166. Livestream, 2020-08-28 (2:04:00).
  167. 167.0 167.1 Livestream, 2017-05-19 (28:04).
  168. Livestream, 2018-01-18 (31:05).
  169. Livestream, 2021-12-23 (1:29:27).
  170. 170.0 170.1 steven-selling-freeholds.png
  171. 171.0 171.1 Livestream, 2020-06-26 (47:32).
  172. Livestream, 2020-06-26 (54:03).
  173. 173.0 173.1 173.2 173.3 Livestream, 2017-05-12 (55:01).
  174. 174.0 174.1 Livestream, 2020-06-26 (53:41).
  175. Livestream, 2017-05-12 (52:01).
  176. Livestream, 2020-06-26 (1:02:12).
  177. Livestream, 2020-06-26 (56:08).
  178. Livestream, 2023-06-30 (1:20:20).
  179. 179.0 179.1 Livestream, 2019-05-30 (1:23:41).
  180. 180.0 180.1 Citizenship.png
  181. 181.0 181.1 Livestream, 2024-07-09 (27:12).
  182. Livestream, 19 mei 2017 (53:24).
  183. 183.0 183.1 Interview, 11 mei 2018 (50:05).
  184. Interview, 20 oktober 2018 (2:36).
  185. citizenship.jpg
  186. Video, 2018-04-05 (41:48).
  187. Livestream, 26 mei 2017 (44:52).
  188. 188.0 188.1 steven-stock-markets.png
  189. 189.0 189.1 Livestream, 2017-05-17 (11:27).
  190. 190.0 190.1 190.2 Stock Exchange.jpg
  191. 191.0 191.1 Interview, 2018-10-20 (5:51).
  192. Livestream, 2017-05-26 (31:44).
  193. Livestream, 2017-05-26 (42:45).
  194. Livestream, 2017-05-24 (31:39).
  195. Livestream, 2018-08-17 (58:53).
  196. 196.0 196.1 steven-stream-clarifications-august-2022.png
  197. 197.0 197.1 197.2 Livestream, 2018-04-8 (PM) (1:01:28).
  198. Livestream, 2024-03-29 (2:26:40).
  199. Interview, 2020-07-19 (48:05).
  200. 200.0 200.1 Interview, 2023-07-09 (1:18:49).
  201. Livestream, 2022-10-14 (58:46).
  202. Livestream, 2017-05-19 (37:51).
  203. Livestream, 2017-05-17 (30:53).
  204. Kickstarter - We Just Broke $1,500,000!
  205. Livestream, 2018-04-8 (AM) (18:29).
  206. reliquary-concept.png
  207. 207.0 207.1 207.2 Interview, 2020-07-18 (56:11).
  208. 208.0 208.1 208.2 208.3 208.4 208.5 208.6 Podcast, 2021-09-29 (10:49).
  209. Livestream, 2018-02-09 (29:26).
  210. 210.0 210.1 Livestream, 2022-04-29 (27:00).
  211. Livestream, 2020-07-25 (1:22:40).
  212. Livestream, 2020-06-26 (1:33:10).
  213. Livestream, 2022-10-14 (52:31).
  214. Podcast, 2021-09-29 (14:21).
  215. Interview, 2020-07-08 (57:46).
  216. Livestream, 2020-04-30 (1:14:44).
  217. siege spoils.png
  218. steven-looting-relics.png
  219. steven-relic-trading.png
  220. Livestream, 2020-11-08 (15:01).
  221. Livestream, 2020-11-08 (00:49).
  222. 222.0 222.1 Livestream, 2020-11-08 (07:58).
  223. Video, 2022-12-02 (11:11).
  224. Livestream, 2023-02-24 (6:51).
  225. Livestream, 2017-05-24 (40:50).
  226. 226.0 226.1 Livestream, 2019-06-28 (1:26:14).