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Progression: verschil tussen versies
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{{Level cap}} | {{Level cap}} | ||
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+ | == Pet progression == | ||
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== Class progression == | == Class progression == | ||
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== See also == | == See also == | ||
+ | * [[Leveling]] | ||
* [[Archetypes]] | * [[Archetypes]] | ||
* [[Combat]] | * [[Combat]] |
Versie van 14 mrt 2018 02:14
Progression 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. Gear 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
Leveling
Leveling 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, Exploration, Gathering/Processing/Crafting, Events/Quests, 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 Dorp (fase 3).[25]
- Alpha-1 had progression to level 15.[29]
- Alpha-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 Node sieges) 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
Pet progression
Combat pets will be levelable and will have gear available to them.[34][35]
- Combat pets will incorporate some of their owner's power in a way that keeps the power progression horizontal.[36][37][38]
- Power is delegated to the pet when it is summoned and returned to the player immediately when the pet despawns.[39]
Summoner summons (Summoner pets) do add to the summoner's power when they are summoned.[36]
Combat pets, which can be acquired by any archetype- and this is essentially an item that exists within your backpack- you cast the item to summon your pet. When it is summoned it's not intended to be a vertical gain of power, because when you make combat pets a vertical power gain, then it becomes a no choice solution: you must have a combat pet if you want to play efficiently- you must have a combat pet; and I wanted to steer clear of that because the way I wanted to approach combat pets was more of a horizontal power choice; meaning: depending on the type of encounter you're facing, depending on the threat assessment you have, a combat pet might be relevant, or it might not. One combat combat pet might be more relevant than another combat pet and that's part of your gear acquisition, your item chase to attain this more comprehensive selection of combat pets that you can have available to you and can be summoned in the event that you want to engage an encounter with a different aspect of your power curve: Not vertical, but horizontal.[36] – Steven Sharif
Class progression
Class progression in Ashes of Creation proceeds as follows:[40]
- Players receive skill points as they level. These can be used to level up skills within their skill tree.[45]
- It will not be possible to max all skills in a skill tree.[45]
- A player may choose a secondary archetype when they reach level 25.[40][41] The combination of primary and secondary archetypes is referred to as a class.[41][44][46]
- The secondary archetype does not provide additional skills.[47]
- Secondary archetypes may be changed, but not "on-the-fly".[43][48]
- The player can then augment their primary skills with effects from their secondary archetype.[41][42]
- Class progression does not relate to a player's artisan progression.[49]
- World events do not directly impact class effectiveness but there may be ancillary effects in terms of availability of equipment, enchantments or tattoos.[50]
Classes by archetype combination
With 8 Archetypes to combine, players may choose from 64 total combinations to create their class.[41][44][46]
Class abilities
Primary skills (class abilities) are based on a player's archetype.[54][42]
- A player may choose a secondary archetype when they reach level 25.[40][41] The player can then augment their primary skills with effects from their secondary archetype.[54][40][41][42][55]
- Outside of class-specific skills there may be a subset of universal skills, such as active block and dodge.[56]
- Class skills are not affected by the type of weapon that is equipped.[57]
- Primary skills in Alpha-2 are expected to be very different to those in Alpha-1.[58]
Ambachtelijke vooruitgang
Ambachtsklassen staan niet toe dat een character een meester in alles kan worden.[59] Een speler moet voor elk character een pad kiezen in de ambachtsvaardigheidsboom.[60] Het vertakken in specifieke paden staat de speler toe om zich te specialiseren in bepaalde vakgebieden. Dit moedigt een spelers inderdependentie aan, wat op zijn beurt de ambachtservaring verrijkt.[61]
- Beroepskeuze heeft geen effect op de statistieken van een speler.[62]
- Characters binnen een account, ofwel alts, mogen verschillende beroepen hebben.[59]
Wanneer we refereren naar het niet-zijn van meesters van alles, betekent dat niet dat je geen meester kunt zijn binnen jouw eigen ambachtstype. Dit type kan maker, verzamelaar of verwerker zijn. Je zult een meester zijn van een van die drie, je zult geen meester zijn van de andere twee.[63] – Steven Sharif
Religion progression
There are player progression paths within a religion.[64][65]
- Players may follow only one religion at a time.[64][65]
- Religious progression is based on quests that are only offered to followers of that religion.[64]
- Religions have a ranking system based on a player's performance in these quests and the number of quests completed.[64][66]
- Changing religion will cause loss of progress in a player's previous religion.[64][65]
- 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.[67] – Steven Sharif
Node progression
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.[69][70]
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.[71]
- Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.[72]
- The more advanced the node is, the larger its ZOI becomes.[73]
- 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.[74]
- The vassal system begins when a node hits Dorp (fase 3), but neighboring nodes starting from Expedition (fase 1) also block the growth of their immediate neighbors.[75][76]
- Certain quests, such as story arcs, may not be able to be turned in after a node has advanced.[77]
- 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.[78]
- 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.[79]
- 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.[78] – 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.[79] – Steven Sharif
- A node does not receive XP from the nodes within its ZOI until these nodes have reached their cap.[74]
- Node experience gain opportunities will be equitable across the four node types.[81]
- 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.[82] – Steven Sharif
Node advancement spawns a series of animations and visual effects (within the footprint of the node).[83][69]
- Players within the node are teleported to a safe location, likely a respawn area near the node.[83][84]
- 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.[83]
- NPCs will begin construction activities.[83]
- Players outside the node will see the new facade of the node pop into existence as the node advances in stage.[83]
- 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.[69] – Margaret Krohn
Node development
Node layout and style is determined by several factors:[86][87]
- 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.[88] – Steven Sharif
- Environment (biome) and location of the node.[88][86][87]
- Nodes will adjust the local topography to fit the aesthetic and mechanical requirements of the node.[89]
- 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.[89] – 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.[87] – Jeffrey Bard
- Race that contributed the highest percentage to the node's advancement will alter the racial appearance of its buildings, NPCs, and props.[90][91][86][69][87][92][93]
- 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.[95] – Steven Sharif
- The rest is determined by the node's mayor.[87]
- It should be possible for a node to complete several building projects within a mayor's one month term in office.[96]
- 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.[96] – Steven Sharif
Guild progression
Guild progression occurs through participation in different systems.[97]
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.[97][99][100]
- 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.[97]
- Augments may apply at the upper tiers of guild progression.[97]
- Guild members do not need to be citizens of the same node in order to benefit from passive skills and augments.[101]
- Guild size can be traded off for guild progression.[97][102]
- The higher the guild's member cap, the fewer available skill options will be available to that guild.[103]
- Guild alliances may be a key part in creating a larger "guild".[102]
- Guild halls can be unlocked at a certain stage of guild advancement.[99]
- Guilds cannot respec their skill points once allocated. This is subject to testing.[104]
- 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.[97] – Jeffrey Bard
Social organization progression
Social organization progression is achieved through accomplishing tasks or quests within that social organization.[105]
- Some progression is static, but more competitive achievements will be seasonal, based on a ladder system.[106]
There are hierarchical paths pertaining to specific questlines for the organization's thematic.[105] These quests will either be cooperative with or adversarial against other nodes based on their mutual war status.[107]
- - For example, a Thieves' guild may have objectives and quests toward securing a particular item to enable players to advance within the organization.[105]
- 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.[108] – Steven Sharif
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.[109][110][85]
- Portions of the spawn tables (for mobs and resources) are static and other portions are dynamic and adapt to node development.[111]
- 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.[112] – Steven Sharif
Zie ook
Referenties
- ↑ 1.0 1.1 1.2 Livestream, 2021-12-23 (1:32:10).
- ↑ 2.0 2.1 Livestream, 2017-05-19 (51:52).
- ↑ 3.0 3.1 Podcast, 2023-07-15 (13:51).
- ↑ 4.0 4.1 4.2 4.3 Livestream, 2022-10-14 (23:15).
- ↑ 5.0 5.1 5.2 Interview, 2018-10-20 (2:53:53).
- ↑ 6.0 6.1 Interview, 2018-10-20 (1:55).
- ↑ Podcast, 2021-04-11 (18:35).
- ↑ 8.0 8.1 Livestream, 2018-04-8 (PM) (28:38).
- ↑ Livestream, 2021-04-30 (1:17:40).
- ↑ 10.0 10.1 Livestream, 2023-10-31 (1:36:15).
- ↑ Livestream, 2017-05-12 (42:17).
- ↑ Official Livestream - May 4th @ 3 PM PST - Q&A
- ↑ 13.0 13.1 Livestream, 2020-07-31 (1:05:58).
- ↑
- ↑ Livestream, 2023-10-31 (5:27).
- ↑ Podcast, 2023-12-03 (15:05).
- ↑ 17.0 17.1 Livestream, 2022-05-27 (1:11:10).
- ↑ Livestream, 2017-05-24 (46:27).
- ↑ Livestream, 2020-07-25 (1:33:37).
- ↑ 20.0 20.1 Livestream, 2022-07-29 (1:24:58).
- ↑ 21.0 21.1 Interview, 2021-06-13 (48:27).
- ↑ Livestream, 2018-09-27 (52:41).
- ↑ 23.0 23.1 Livestream, 2020-07-25 (1:34:55).
- ↑ Livestream, 2022-04-29 (1:06:34).
- ↑ 25.0 25.1 Podcast, 2023-07-15 (11:21).
- ↑ Livestream, 2017-12-15 (58:48).
- ↑ 27.0 27.1 Interview, 2020-07-08 (1:07:59).
- ↑ Livestream, 2017-05-24 (19:25).
- ↑ Livestream, 2021-04-30 (41:18).
- ↑ Livestream, 2023-12-19 (1:41:54).
- ↑ Livestream, 2023-03-31 (1:24:21).
- ↑ Livestream, 2022-01-28 (15:35).
- ↑ Interview, 2020-07-08 (1:12:51).
- ↑ 34.0 34.1 Livestream, 2020-11-30 (1:26:00).
- ↑
- ↑ 36.0 36.1 36.2 Interview, 2022-01-14 (42:18).
- ↑ Livestream, 2020-10-30 (1:21:14).
- ↑ Livestream, 2019-06-28 (1:24:27).
- ↑ Livestream, 2021-07-30 (1:15:29).
- ↑ 40.0 40.1 40.2 40.3 Livestream, 2023-07-28 (1:04:27).
- ↑ 41.0 41.1 41.2 41.3 41.4 41.5 41.6 Interview, 2020-07-18 (1:05:04).
- ↑ 42.0 42.1 42.2 42.3
- ↑ 43.0 43.1 Interview, 2020-07-29 (54:44).
- ↑ 44.0 44.1 44.2 Ashes of Creation class list.
- ↑ 45.0 45.1 Livestream, 2017-07-28 (19:05).
- ↑ 46.0 46.1
- ↑ Livestream, 2017-05-03 (50:50).
- ↑ Livestream, 2017-07-18 (37:43).
- ↑ Livestream, 2020-07-31 (1:31:11).
- ↑ Podcast, 2021-04-11 (54:35).
- ↑
- ↑ Livestream, 2017-10-16 (1:00:44).
- ↑ Interview, 2018-08-08 (22:27).
- ↑ 54.0 54.1 Livestream, 2023-12-19 (1:20:41).
- ↑
- ↑ Livestream, 2021-11-19 (50:38).
- ↑ Video, 2022-09-30 (17:00).
- ↑ Livestream, 2021-09-24 (1:18:06).
- ↑ 59.0 59.1 Livestream, 24 mei 2017 (32:07).
- ↑
- ↑ Livestream, 5 mei 2017 (6:12).
- ↑ Livestream, 2024-07-18 (37:25).
- ↑ Livestream, 2024-07-26 (1:09:46).
- ↑ 64.0 64.1 64.2 64.3 64.4 Livestream, 2020-07-25 (57:02).
- ↑ 65.0 65.1 65.2 Livestream, 2017-05-08 (44:51).
- ↑
- ↑ Livestream, 2017-06-01 (33:40).
- ↑ Video, 2024-02-29 (33:57).
- ↑ 69.0 69.1 69.2 69.3 69.4 69.5 Blog - Know Your Nodes - Advance and Destroy.
- ↑ A reactive world - Nodes.
- ↑ Video, 2017-04-20 (0:02).
- ↑
- ↑ Node series part II – the Metropolis.
- ↑ 74.0 74.1 Livestream, 2017-10-16 (50:20).
- ↑
- ↑
- ↑ Livestream, 2024-02-29 (53:58).
- ↑ 78.0 78.1 Interview, 2020-07-18 (10:04).
- ↑ 79.0 79.1 Interview, 2020-07-08 (1:00:15).
- ↑
- ↑ Livestream, 2021-09-24 (1:21:23).
- ↑ 82.0 82.1 Livestream, 2017-05-26 (28:16).
- ↑ 83.0 83.1 83.2 83.3 83.4 Livestream, 2022-10-14 (55:13).
- ↑ Livestream, 2017-11-17 (55:27).
- ↑ 85.0 85.1 Blog - Know Your Nodes - The Basics.
- ↑ 86.0 86.1 86.2 Livestream, 2020-10-30 (39:17).
- ↑ 87.0 87.1 87.2 87.3 87.4 87.5 Livestream, 2018-09-27 (53:06).
- ↑ 88.0 88.1 Livestream, 2022-02-25 (41:00).
- ↑ 89.0 89.1 Livestream, 2021-02-26 (1:12:18).
- ↑ Livestream, 2022-03-31 (4:57).
- ↑ Podcast, 2021-04-11 (29:47).
- ↑ Interview, 2018-05-11 (54:34).
- ↑ Livestream, 2017-05-26 (21:23).
- ↑ Podcast, 2021-04-11 (23:36).
- ↑ 95.0 95.1 Interview, 2018-05-11 (47:27).
- ↑ 96.0 96.1 Livestream, 2022-07-29 (1:13:09).
- ↑ 97.00 97.01 97.02 97.03 97.04 97.05 97.06 97.07 97.08 97.09 97.10 97.11 Livestream, 2018-09-27 (55:39).
- ↑ 98.0 98.1 98.2 Livestream, 2017-05-19 (22:10).
- ↑ 99.0 99.1 Interview, 2020-07-19 (36:07).
- ↑
- ↑ Livestream, 2020-06-26 (1:31:53).
- ↑ 102.0 102.1 Livestream, 2017-05-05 (23:26).
- ↑ Interview, 2018-08-08 (9:36).
- ↑ Livestream, 2020-10-30 (1:11:13).
- ↑ 105.0 105.1 105.2 Livestream, 2017-05-17 (7:27).
- ↑ Livestream, 2023-09-29 (1:07:50).
- ↑ Interview, 2020-07-19 (24:34).
- ↑ 108.0 108.1 108.2 108.3 Podcast, 2018-05-11 (18:52).
- ↑ Interview, 2020-07-19 (19:35).
- ↑ Livestream, 2017-05-15 (30:53).
- ↑ Livestream, 2022-08-26 (1:28:50).
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.