Караваны
The caravan system is an open world PvP system that revolves around opportunity and risk. Caravans facilitate the transfer of goods for players wishing to turn a profit.[2]
- Caravans are for transfer of personal goods and quests as well as supplies for castles and nodes.[4]
- Caravans can transport goods for more than one player.[6]
Death penalties do not apply to objective-based events (such as caravans, guild wars, and node sieges).[8]
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Caravan types
There are different types of Caravans in Ashes of Creation.[10][11]
The caravan system is another very big part of the node system. They are the main driver of economic activity and there is a bunch of different types of caravan.[11] – Джеффри Бард
Mayoral caravans
Mayoral caravans are launched by Mayors.[11]
Quest driven caravans
Quest driven caravans are used for trade routes between nodes. These caravans are system driven.[10]
- These are initiated by players with a diverse choice of routes and launch windows, making them difficult to zerg.[12]
- Initiating a caravan from one node to another will create a PvP objective that players will need to defend while it moves along its chosen route to the selected destination.[2]
- Node-based caravan stats and capabilities scale with their node's advancement.
- Дороги will upgrade as nodes advance. Different roads will dictate the speed and type of caravan required (off road vs on road).[13]
The caravan system is designed to be initiated by the player. Which means, information of the caravans launch time and route, should be a closely guarded secret. Routes will also be diverse, and the world is large, so it might behoove you to scout the route ahead before a launch. Fast travel in our game is also limited, which means unless the guild had knowledge of your plans before hand, it is likely that they will be unable to organize and travel to a location. As far as mass guilds securing trade routes, there is always a bigger fish in the pond. Also caravans will have limitations on carrying capacity and launch windows that will segment mulitiple caravans by several minutes, which would space out the caravans, making it difficult to "zerg" a defense.[12] – Steven Sharif
Personal caravans
Personal (Self-directed/player driven) caravans are initiated by the player, who essentially "becomes the caravan". These are land-based and water-based (naval caravans) that the player drives and directs.[14][10]
- These are currently designed for a single driver.[15]
- Personal caravans can be launched from any point of storage.[16]
- Personal caravans are capable of transitioning to/from naval caravans.[14][17]
- Personal caravans will come in varying sizes and capacities.[14]
- By default player caravans will have a racial appearance that influences the types of animals that are moving the caravan.[14]
- Players will be able to apply caravan skins to change the default appearance.[14]

Caravans are capable of transitioning from land to naval caravans. So if you start out as a land-based Caravan and you move to the coast and you want to move into the water there's gonna be a little transition period there; it's gonna be a little construction kind of site: You're not gonna have to do anything it's just gonna be a timer right so that you can't quickly move between land and water. It's gonna be probably in the matter of you know a minute to two minutes. There's a little bit of vulnerability in that regard.[14] – Steven Sharif
Naval caravans (Trade ships) are part of Ashes of Creation naval content.[19] Naval caravans allow the transportation of trading goods.[17]
- Naval caravans are capable of transitioning to and from land caravans at the point of intersection of land and ocean.[20][14][17]
- These caravans will come in varying sizes and capacities.[14]
- By default naval caravans have a racial appearance. Players will be able to apply caravan skins to change this appearance.[14]
Hijacking ships
Certain ships can be hijacked. Naval caravans can not be hijacked. The cargo on a trade ship will be similar to caravans in that the ship must be destroyed in order to capture the loot from its wreckage.[21]
Caravan inventory
Personal inventory limits[23][24] are tied to a backpack.[25] Material and gatherable items are subject to quantity rather than weight limits. Caravans and Mules are intended to be the primary mode of transportation of goods beyond these limits.[26][27]
- Mules can carry roughly 10 times more than backpacks. Caravans can carry roughly 10 times more than mules.[28]
- Caravans will have carrying capacity limits and customizable stats, such as defensive points, speed and number of hired NPC guards.[29]
- In addition to expanded inventory capacity, caravans also provide ancillary benefits relating to successfully completing trade routes and other quests.[30]
Inventory capacity will be relatively limited for new characters.[30]
- Inventory expansion and weight management training certificates are available in the Galleria at Город stage economic nodes.[30][31]
- A player's inventory has sections for different types of items. Quest items for example will not fill a player's regular inventory capacity.[30]
Item stacks will in general have quantity limits based on the type of item.[26]
- The stacking limit of potions might be one hundred. The stacking limit of food items might be 999 or 1000.[26]
Items transported by caravan must be stored in crates.[32]
- The higher quality the crate, the greater its capacity.[32]
- Crates will be required to transfer supplies between caravans and storage points.[32]
- Crates are a potential design idea that will undergo testing and iteration during Alpha-2.[32]
- Transported goods by caravan require crate capacity first and then can translate into storage capacity within a warehouse inventory management system or a personal inventory bag management system.[32] – Steven Sharif
Caravan building
Caravan building is a potential crafting profession in Ashes of Creation.[33]
- Caravan components obtained from caravan builders will have stats according to the skill of the artisan.[33]
Caravan components
Certificates to create a caravan are issued by certain Неигровые персонажи within nodes or at certain points of interest in the world. These certificates are comprised of multiple components:[34][33]
- Axles.[34]
- Armor rating (damage mitigation).[34][33]
- Capacity.[29]
- Chasis.[33]
- Hit points.[34][33]
- Maneuverability.[34]
- Number of hired NPC guards.[29]
- Speed.[34][29]
- Steeds.[33]
- Wheels.[34][33]
Caravan components obtained from crafters will have stats according to the skill of each artisan.[33]
- Mounts bred through the Животноводство profession can be applied as certificates toward the construction of caravans.[35]
Initiating caravans
Quest driven caravan initiation
Players can initiate quest driven caravans (via a NPC) with the following parameters.[36]
- The resources it will carry.[36]
- If it is initiated for a specific quest in a nearby node.[36]
- If the goods are intended for trade or warehousing in a regional market.[36]
- The recipient of the caravan (e.g. a Temple within the nearby node).[36]
When you initiate a caravan you're going to be able to determine the resources of the caravan is going to have in it. You're going to be able to determine whether or not this caravan has been initiated for a specific quest in a nearby node. You're going to be able to deliver goods for trade or to just warehouse in a new region, so that you have access to that local market.[36] – Steven Sharif
Caravans may not be initiated from warehouses during a siege declaration on that node.[37][38][39]
When you're in a nearby node that you need to drive caravan to... you're going to have an option from the NPC within a nearby node to dictate the caravan launch as a recipient of the temple yeah.[36] – Steven Sharif
Personal caravan initiation
Personal caravans can be launched from any point of storage.[16]
- Personal caravans are capable of transitioning to/from naval caravans.[14][17]
Naval caravans are capable of transitioning to and from land caravans at the point of intersection of land and ocean.[20][14][17]
- There will be a delay of one or two minutes while the caravan transitions while a conversion structure spawns. This introduces a small window of vulnerability.[20][14]
- The conversion structure does not benefit from damage mitigation points of land or naval caravans, so it's a very weak position to be in.[40]
At the point in which your character or model intersects with an ocean it will spawn a conversion mesh or a conversion structure; and there will be a period of time, up to several minutes depending on the capacity of the caravan with the resources and/or materials that is necessary for the conversion to take place; and then the naval caravan will be available; and you can intersect that line again with land to try to convert back to a land-based caravan[20] – Steven Sharif
Trade routes
Trade routes in Ashes of Creation refer to.
- Economic relationships between nodes established by Mayors or node citizens.[41][11]
- Agreements are established to trade commodities that are unique to particular nodes or node types via NPC-driven caravans.[41][11]
- From a diplomatic standpoint the ability for the mayor or citizens to set up NPC routed trade routes between nodes as a trade agreement or as a diplomatic process.[41] – Steven Sharif
- For example: this node over here might have access to cotton as a resource and when that node processes that cotton it might be some very nice type of linen that only that node, or very rarely nodes would have access to. So when you initiate a trade route, you're bringing its supplies that the mayor has requested because they're trying to build, let's say a specific type of service building, or they're trying to unlock a blueprint that they have access to now to build up their node.[41] – Steven Sharif
Roading

Наша внутриигровая система дорог изначально будет основываться на предварительно проложенных маршрутах, ведущих к основной артерии, которая когда-то была транспортной сетью Верры; после этого появятся дороги, образующиеся в результате развития узлов; мы называем их венами. Они отходят от основной артерии. По мере развития узлов появляются точки интереса, как ранее сказал Джефф. Эти точки интереса существуют по всему миру, и некоторые из них находятся на территории нескольких узлов сразу, но в зависимости от того, какой узел первым разовьётся до того уровня, при котором активируется точка интереса, к нему проляжет сеть, так сказать, дорог-капилляров. Итак, от основной артерии, древней крупной транспортной сети, проходящей через несколько зон, мы переходим к венам, ведущим к отдельным лагерям, деревням и городам, которые, в свою очередь, создают отдельные капилляры, ведущие к точкам интереса в этих зонах, то есть к охотничьим угодьям. Изначально они будут отсутствовать, и появятся только по мере развития мира игроками.[45] – Steven Sharif
По мере развития узлов эти предварительно проложенные дорожные пятна, которые соединяют все возможные маршруты между определенными узловыми структурами, будут корректироваться и адаптироваться, как в отношении их материального представления, так и в отношении типа присутствующих дорожных работ: кирпичная дорога, возможно, к какой-нибудь супер богато украшенной красивой дороге в стиле мегаполиса, которая будет меняться по всему миру в соответствии с тем, как эти узловые структуры начинают заполняться и продвигаться.{[46] – Steven Sharif
Дороги в Верре могут быть как предварительно сгенерированными, так и доступными для игроков. [45]
- Крупнейшие дороги именуются артериями. Это остатки некогда пронизывавшей всю Верру транспортной сети.[45]
- По мере развития узлов более узкие дороги, именуемые венами, начинают соединять узлы и артерии.[45]
- В зависимости от этапа развития узла, от него начнут ветвиться капилляры, соединяющие узел с точками интереса.[45]
- Дороги или пути не образуются в ландшафте из-за постоянного движения по одной и той же зоне.[45]
Разные сезоны и события могут повлиять на доступ к разным дорогам.[47][48][49]
- Дороги, которые открыты летом, могут быть закрыты зимой.[49]
- Различные препятствия могут блокировать дороги, и игрокам нужно будет их убирать, чтобы обеспечивать транзит товаров через караван.[47][48][50]
- Зимой вода превращается в лед, что позволяет игрокам ходить по воде, но блокирует доступ к тому, что находится под ней.[49]
- Лед сделает дорогу неровной и скользкой.[51]
Маршруты в Подземный мир будут открываться или закрываться динамически (в зависимости от состояния узла).[52]
Право собственности не может быть размещено в непосредственной близости от дорог.[53]
Caravan PvP
You won't be able to see inside specifically but as part of the caravan structure itself there will be little hints as to what the the cargo is. So for example if you've seen some of our recent footage with caravans you kind of see sitting on top of the caravan there's some gold or some silver or some iron.[55] – Steven Sharif
Caravans create an open PvP zone that flags players for combat (purple).[56]
- Players will not be able to see the exact contents of a caravan before they decide to attack or defend, however there will be some visual hints to the cargo of the caravan, such as gold, silver, or iron visible on top of the caravan.[55]
- Cargo is represented in this way even if a cosmetic caravan skin has been applied to the caravan.[55]
- Players will be able to state their intentions to attack, defend or ignore via a user interface window.[57][58][59]
- The proximity that the UI window appears is determined by the player's performance as either a defender or an attacker in previous raids.[57]
- A group will be required to successfully attack a caravan.[4][29]
- A caravan will persist in the world for a period of 5 to 10 minutes from the time its owner logs out or is disconnected from the server.[60]
It's still intended from a design standpoint to be a window that is presented to the player based on proximity; and that proximity it can be greater depending on your performance as either a defender or an attacker in previous raids.[57] – Steven Sharif
There will be incentives for both caravan attackers and defenders.[61] These will be tested and refined during the alpha and beta testing phases.[62]
- A quest system will track a player's successful or failed defenses and attacks. This will provide rewards that scale up over time based on the player's history.[61][62]
- Other incentives are social and are created (informally) between players.[62]
The caravan defender role is going to have its own progression questing and rewards associated with it that are going to attract a certain subset of players and then you know vice-versa wise we're going to have incentives that appeal to the more highway brigand type players; and you know you might not always be on one side or the other: that might change depending on what your interests are in the at the time. But obviously you know those types of systems need to have robust you know consequential type rewards and benefits associated with them in order to compel the player; and that's something obviously we're going to test in alphas and betas and see how performant it is in actually attracting players to participate and make sure it's not just one-sided so-to-speak.[62] – Steven Sharif
Also the hope would be that the people who are running the caravans can offer their own rewards that "Hey if you come help me defend this thing I'll give you some cut", or that these are my friends or these are my guilds- that a lot of the sort of incentive is social and created between players.[62] – Джеффри Бард
Mercenary NPCs
Mercenary NPCs can be hired to participate in objective-based situations.[63][64][65]
- Mayors are able to allocate treasury funding to hire mercenary NPCs to defend their node during sieges.[64]
- Players can assign these NPCs, but won't micromanage them, in a similar manner to pets.[65]
- NPC mercanaries can also be hired to participate in castle sieges.[63][63]
- Mercenaries of different types and strengths may be available to defend caravans during these events based on the allocation made by the governing castle and how successful they have been defending their castle nodes.[66][63]
- These mechanics are subject to change based on testing and priorities.[66]
There are mercenary NPCs that can be assigned to players. We've discussed about that before and those will follow generically... a kind of pet system even you know adopted majority of the pet system with the added bonus of kind of objective based points of interest that you can assign them to. But we don't want to inundate the field with these mercenaries they'll be kind of few and far between. They'll be assigned specifically like let's say for example you know as the mayor of a node during a siege you'll be able to assign these two specific players that are citizens within your node and then they'll have those they'll spawn during the during the node siege; or vice versa and the castle siege you know guild leaders can assign mercenaries that are available based on the progress of those subsidiary nodes around the castle siege whether or not you have those available to your defense or your attack.[65] – Steven Sharif
PvP seasons
Performance in various PvP systems (such as Caravans, Arenas, Guild wars) is measured over the course of 6 month PvP seasons. At the end of each season, a player's cumulative score may unlock various rewards.[67][68]
- Gear enhancement rewards.[68]
- Achievement ranks.[68]
- Purchasing power (Currency).[68]
Gear enhancement rewards
Gear enhancements (power stones/runes) can be applied to weapons to add elemental or energy types of damage.[69][70]
- Gear enhancements do not increase an item's level requirement.[71]
We are very likely going to have a rune system and then we'll have the ability to sort of enchant weapons outside of that too... That's not always going to be like a vertical progression... Some of it's going to be giving up something to get something else; so maybe I do less physical damage but more magical damage, that kind of thing.[70] – Джеффри Бард
- Развитие in various PvP systems will unlock enchantment stones that grant temporary PvP-focused benefits to gear (via a socketing system).[72] Performance is measured over six month PvP seasons.[68]
It's not as though you're going to necessarily acquire these once and then you're set for your PvP enchantments, but instead you'll have to continually perform month after month in order to keep having those slotted enchantments.[72] – Steven Sharif
Caravan destruction
If a caravan is destroyed (becomes a wreckage) it will drop a portion of the goods it was transporting.[4][73][74] The remainder of the caravan's goods are sunk (lost) when the caravan is destroyed.[75]
- Anyone may loot the caravan's wreckage.[75]
- Caravan components may also drop when a caravan is destroyed. These components may be salvageable by the caravan owner or by other players, in the case of high grade components.[76]
- Caravans drop certificates for heavy goods that are redeemable at the origin node for a portion of the goods.[77][74]
The caravan becomes a wreckage upon destruction and that wreckage is an interfaceable item that players can come up to and they can receive certificates for a portion of the goods inside the caravan. Now the idea with that certificate is that it must be taken back to the point of origin, or at least a region within that point of origin. We'll see about that last part because there's a few things I want to test in the Alpha from a gameability standpoint. The reason why for this is because what might happen is you may have some type of collaboration within a guild to kind of game that system. Hey I'm gonna reach this caravan just to the border of the region and then we're all destroy it, collect the goods and take it to you know that region's warehouse; and have to skip out on the last half of the way. So it must successfully reach its destination before the goods can be considered a part of that region.[74] – Steven Sharif
Artisan supply chain
Ремесленники в Ashes of Creation должны выбрать путь в своем дереве навыков ремесленника. Эта взаимозависимость устанавливает цепочку поставок от сырья до готовой продукции.[78][79] а каждом этапе цепочки могут потребоваться караваны для перевозки товаров от одного ремесленника к другому.[80]
- Получение сырья:[81]
- Использование профессии собирателя.[81]
- Убивая мобов и боссов.[82][81]
- От переработки оружия или доспехов.[81]
- Приобретая их у других игроков.[81]
- Переработка сырья с помощью профессии обработка.[79]
- Создание готового продукта с использованием его рецепта.[79]
Как ремесленник, вы захотите знать, где можно получить определенные рецепты; какие узлы имеют возможность создавать то, что вы обработали (материал) который вы собрали; а затем можете спланировать свой маршрут и перевозить товары в нужный вам район или убедиться, что вы находитесь в нужном районе, чтобы вы могли собирать/строить в этом районе.[84] – Steven Sharif
Castle nodes

Should you be deft enough to take a Castle, you’ll now be responsible for managing it. Castles will have their own Nodes associated with them, and developing and defending those Nodes will determine the state of your Castle during the next siege. If you’ve done a good job managing your kingdom, then you’ll have more and better options available for deployment during the next siege. If you let your populace fall to ruin, you may have to rely solely on your own devices.[85]
Guild castles have three adjacent nodes in close proximity.[86][87]
- Castle nodes exist outside of the node system. They are independent of anything that's happening outside in the world with other nodes shutting off certain nodes from progressing.[87]
- Castle nodes do not have Citizenship, Zones of Influence, Наделы, Node governments, or Social organizations.[88]
- Castle nodes cannot exceed stage 3 (Деревня).[87]
- Castle nodes are always military node types.[86]
- Each of the dedicated castle nodes is barren at the start of the castle ownership period.[89]
- The guild must develop those nodes to enhance the defenses of the castle.[86]
- It will be possible, but very difficult for a single guild to fully develop these nodes. They will likely need assistance from the broader community.[90]
- Mercenary NPCs of different types and strengths can also be hired to participate in castle sieges and defend caravans during these events based on the allocation made by the governing castle and how successful they have been defending their castle nodes.[66][63]
Once the castle is owned by a guild that's when the supporting castle nodes start to come online and spawn each week prior to the fourth week castle siege. They'll have to form alliances, they'll have to get support, they'll have to get resources, they'll be able to allocate funds that have been collected through taxation in order to strengthen the defenses as well as hiring additional NPC mercenaries.[63] – Steven Sharif
Castle nodes are leveled through questing by the owning guild or alliance guilds.[87]
- Levelling castle nodes is a hastened process compared to regular nodes.[89]
- At the end of each week leading up to a castle siege there is a period of time in the weekend where NPC generated caravans start moving toward one of the castle nodes carrying castle taxes from the nodes that fall under the castle's purview.[91][92]
- During this time it is incumbent upon the owning guild, its allies, and citizens of the nodes to escort these caravans to the castle node.[91]
- The enemies of the guild have incentive to attack these caravans to reap the rewards from the caravan and to sabotage the tax collection, which will reduce the defensive capability of the castle nodes and hence the castle itself.[91][87]
- Citizens of nodes that fall under the purview of the castle are automatically registered as defenders of these caravans and may not participate in attacks against them.[91]
- Completing these quests unlocks services and functions that are useful to the occupying guild and its allies as well as boosting the defenses the castle.[87]
If they fail to to level up those nodes or complete those quests within the three prior weeks before the declaration week, then the castle will be at a disadvantage.[87] – Steven Sharif
Being a member of the occupying guild automatically makes you a garrison of the castle nodes and castle itself.[86]
- Only members of the occupying guild are citizens of these nodes.[93]
- This citizenship is different to normal node citizenship. Castle nodes don't operate like normal nodes.[93][88]
Caravan skins
Скины караванов ("Прокачай мой караван") доступны в косметический магазин.[94]
- Скин изменяет внешний вид внутриигрового маунта и игрового каравана, которые связаны друг с другом. [95][96]
- Компоненты каравана и маунта скина не могут быть использованы отдельно.[95][96]
- Косметика для зданий, кораблей, караванов и маунтов требует, чтобы сначала был получен внутриигровой предмет, чтобы применить косметику.[97][98]
Вам понадобится ваше собственное существо и караван, соединенные друг с другом, а затем косметический скин каравана покроет их всех, чтобы они выглядели так, как изображено на картинке. вы не можете отдельно отделить этот скин для каравана, поэтому вам нужен отдельный скин для маунта, если вы хотите ездить на нем независимо.[95] – Sarah Flanagan
List of caravan skins
Zergs

На каждую игру должна быть контригра. Мы часто видим, как осады замков превращаются в фестивали зергов, что не отражает эпические сражения, которые мы хотели бы видеть в Ashes of Creation. Одним из наших основных принципов является то, что выбор имеет значение[99], и это также относится к тактике и стратегии. Хорошо сформулированный план битвы должен преобладать над статами и телами. Зергом, как правило, будет трудно выиграть, и ему можно будет противостоять с помощью осадных орудий, ловушек и другими приемами на поле боя»[85]
Для формирования зергов в игре необходима возможность быстро передвигаться. Значимое время для передвижения предназначено для того, что бы зерги не оказывали сильное воздействие на игровой процесс.[100]
Столкновние были спроектированы таким образом, чтобы во внимание принималось как навыки и способности босса sи состав грппы, так и стратегия и тактика. Zerging|Зерги не испытывают контент. [101] Существует множество разных способов для того что бы усложнить бой для больших групп, не полагаясь на характеристики и не превращая босса в “ губку для урона”.[102]
- Боссы из рейдов и подземелий бладают специальными механиками и способностями которые игроку нужно будет изучить и выполнять для успешного прохождения.[102] Зерги которые не знают этих механик или не будут их выполнять будут уничтожены.
- Так же возможны опасности со стороны окружения и AoE эффекты которые будут влиять на бой, например наносить больше урона если рядом находиться большее количество игроков.[102]
- Так что для гильдий которые хотят видеть большее количество игроков есть как плюсы так и минусы.[103]
Мы прекрасно осознаем то, что не хотим видеть зерги в качестве механик которые используют гильдии для прохождения контента или легких побед в осадах… Существуют специальные механики которые мы разрабатываем, которые будут присутвовать в различных фазах тестирования. Эти механики связаны с пониманием того что некоторые системы не могут быть просто побеждены количеством. [103] – Steven Sharif
Механики которые будут поощрять политические интриги будут играть роль в дестабилизации зергов.[104]
Наилучщий способ, котрый я обнаружил в играх в которые я играл раньше, для уничтожения зергов это драма внутри зерга…Это политический конфликт который случается внутри этой большой организации. Если мы предоставим возможность для политического разделения, то это так же обеспечит стабильность чтобы сохранить сервер в дали от менталитета зерга, а так же…Если мы подходим к осаде замка и мы разрушили стены этого замка и я в тронной комнате и мы вот вот скастуем предпоследнюю вещь и в это время я на взводе от всего что происходит и я думаю “к черту, я сделаю это”. Это будет мое, я буду собирать налоги в следующем месяце . И я заберу всю экипировку с замка. Я заберу все… мы хотим подобную политическую интригу в игре.[104] – Steven Sharif
Игровой процесс построенный на объектах помогать сбалансировать менталитет зергов.[105]
Я считаю что если ты создаешь балланс опираясь на группы, то в стоит включить в этот балланс функции которые хорошо работают как с точки зрения игрок против игрока, так и с точки зрения игрок против окружающей среды. Наличие классов поддержки, наличие ДД и танков которые могут препятствовать движению и/или создавать узкие места в поле и тому подобное. Я думаю, что хорошо сбалансированный рейд будет работать лучше против не очень хорошо сбаллансированного рейда. И тут во внимание приходит аспект чисел и начинает играть роль мобильность, организованность и тактика руководства. Наличие целей в игровом процессе которые делают данные аспекты важными помогает сбаллансировать менталитет зергов который может присутствовать в гильдиях.[105] – Steven Sharif
Инстансы не играют большой роли в ограничении зергов так как в Ashes of Creation 80% контента находится в открытом мире.[106]
- Некоторые инсты могут находиться в замках и на территориях осад в узлах пределенные группы смогут учавствовать в них проходя через направляющие точки.[106]
Зерги всегда являются проблемой во многих ММОРПГ где никак не контролируется количество участников в событиях в открытом мире. В данном случае инсты являются отличным решением которое дизайнеры могут иногда использовать для ограничения учавствующих игроков. Но основная часть контента в Ashes of Creation, больше 80%, находиться в открытом мире, так что количество инстов лимитированно[106] – Steven Sharif
Иллюстрации
2020-03-28
Справочники сообщества
Смотрите также
Примечания
- ↑ Стрим, 29 May 2020 (1:03:35).
- ↑ 2.0 2.1 2.2 About Ashes of Creation.
- ↑ Видео, 16 July 2019 (0:00s).
- ↑ 4.0 4.1 4.2 Стрим, 15 May 2017 (45:20).
- ↑ Интервью, 20 January 2017 (4:19).
- ↑ Интервью, 11 May 2018 (28:21).
- ↑
- ↑ Стрим, 22 December 2020 (1:13:51).
- ↑ Ashes of Creation Store: Ramstone Hauler.
- ↑ 10.0 10.1 10.2 10.3 10.4 Стрим, 28 July 2017 (19:43).
- ↑ 11.0 11.1 11.2 11.3 11.4 11.5 11.6 11.7 11.8 11.9 Видео, 15 July 2019 (2:12).
- ↑ 12.0 12.1
- ↑ 13.0 13.1 Стрим, 9 February 2018 (45:48).
- ↑ 14.00 14.01 14.02 14.03 14.04 14.05 14.06 14.07 14.08 14.09 14.10 14.11 Стрим, 30 April 2020 (58:05).
- ↑
- ↑ 16.0 16.1
- ↑ 17.0 17.1 17.2 17.3 17.4 Стрим, 8 April 2018 (AM) (15:46).
- ↑ Стрим, 30 April 2020 (56:58).
- ↑ Стрим, 23 August 2017 (28:22).
- ↑ 20.0 20.1 20.2 20.3 Стрим, 29 May 2020 (1:28:38).
- ↑ Стрим, 8 April 2018 (PM) (1:20:03).
- ↑ Стрим, 31 July 2020 (1:17:45).
- ↑ Стрим, 15 May 2017 (45:19).
- ↑ Стрим, 27 April 2017 (6:11).
- ↑
- ↑ 26.0 26.1 26.2 Стрим, 29 May 2020 (1:27:18).
- ↑
- ↑ Стрим, 18 July 2017 (44:57).
- ↑ 29.0 29.1 29.2 29.3 29.4 Стрим, 22 May 2017 (40:41).
- ↑ 30.0 30.1 30.2 30.3 Стрим, 25 July 2020 (1:14:13).
- ↑ Know Your Nodes: Economic Node Type.
- ↑ 32.0 32.1 32.2 32.3 32.4 Стрим, 25 February 2022 (1:10:00s).
- ↑ 33.0 33.1 33.2 33.3 33.4 33.5 33.6 33.7 33.8 Стрим, 28 July 2017 (20:56).
- ↑ 34.0 34.1 34.2 34.3 34.4 34.5 34.6 Стрим, 29 May 2020 (46:36).
- ↑ Стрим, 29 May 2020 (43:19).
- ↑ 36.0 36.1 36.2 36.3 36.4 36.5 36.6 Стрим, 30 June 2017 (53:57).
- ↑ Стрим, 30 October 2020 (1:03:52).
- ↑ Интервью, 19 July 2020 (41:32).
- ↑ Стрим, 30 April 2020 (1:14:44).
- ↑ Стрим, 29 May 2020 (1:29:41).
- ↑ 41.0 41.1 41.2 41.3 Подкаст, 29 September 2021 (8:38).
- ↑ Стрим, 17 May 2017 (30:53).
- ↑ Kickstarter - We Just Broke $1,500,000!
- ↑ Стрим, 29 January 2021 (55:44).
- ↑ 45.0 45.1 45.2 45.3 45.4 45.5 Стрим, 29 January 2021 (1:13:04).
- ↑ 46.0 46.1 Стрим, 28 January 2022 (33:25).
- ↑ 47.0 47.1 47.2 Подкаст, 11 April 2021 (23:36).
- ↑ 48.0 48.1 Стрим, 26 June 2020 (1:29:06).
- ↑ 49.0 49.1 49.2 49.3 Стрим, 8 May 2017 (20:27).
- ↑ Our immersive world - Environments.
- ↑
- ↑ Стрим, 30 October 2020 (1:19:13).
- ↑ Стрим, 19 May 2017 (32:23).
- ↑ Стрим, 28 March 2020 (1:27:28).
- ↑ 55.0 55.1 55.2 Стрим, 29 January 2021 (1:25:14).
- ↑
- ↑ 57.0 57.1 57.2 Интервью, 27 March 2020 (16:19).
- ↑
- ↑ Стрим, 22 May 2017 (40:40).
- ↑ Стрим, 25 July 2020 (55:32).
- ↑ 61.0 61.1 Стрим, 27 August 2021 (1:22:56).
- ↑ 62.0 62.1 62.2 62.3 62.4 Стрим, 26 February 2021 (1:16:21).
- ↑ 63.0 63.1 63.2 63.3 63.4 63.5 Стрим, 28 August 2020 (1:41:24).
- ↑ 64.0 64.1 Стрим, 26 June 2020 (59:11).
- ↑ 65.0 65.1 65.2 Стрим, November 22 2019 (1:14:23).
- ↑ 66.0 66.1 66.2 Стрим, 30 April 2021 (1:01:10).
- ↑ Стрим, 24 September 2021 (1:22:46).
- ↑ 68.0 68.1 68.2 68.3 68.4 Интервью, 18 July 2020 (16:34).
- ↑ Стрим, 4 June 2018 (1:11:19).
- ↑ 70.0 70.1 Стрим, 4 June 2018 (21:37).
- ↑ Стрим, 26 March 2021 (1:15:57).
- ↑ 72.0 72.1 72.2 72.3 72.4 Интервью, 18 July 2020 (14:22).
- ↑ Стрим, 15 December 2017 (1:04:25).
- ↑ 74.0 74.1 74.2 Интервью, 15 April 2019 (26:59).
- ↑ 75.0 75.1 Стрим, 30 April 2021 (1:04:23).
- ↑ Интервью, 15 April 2019 (28:28).
- ↑
- ↑ Интервью, 20 July 2020 (20:17).
- ↑ 79.0 79.1 79.2 79.3 Стрим, 5 May 2017 (8:22).
- ↑ Стрим, 5 May 2017 (6:12).
- ↑ 81.0 81.1 81.2 81.3 81.4 Стрим, 8 May 2017 (20:41).
- ↑ Стрим, 18 July 2017 (38:30).
- ↑ Стрим, 26 May 2017 (26:00).
- ↑ Интервью, 11 May 2018 (24:18).
- ↑ 85.0 85.1 Blog: 10 facts about castle sieges in the MMORPG.
- ↑ 86.0 86.1 86.2 86.3
- ↑ 87.0 87.1 87.2 87.3 87.4 87.5 87.6 Подкаст, 23 April 2018 (15:14).
- ↑ 88.0 88.1
- ↑ 89.0 89.1 Подкаст, 23 April 2018 (21:55).
- ↑ Стрим, 26 July 2019 (1:29:00).
- ↑ 91.0 91.1 91.2 91.3 Стрим, 28 August 2020 (1:39:02).
- ↑
- ↑ 93.0 93.1 Стрим, 23 August 2017 (23:00).
- ↑
- ↑ 95.0 95.1 95.2
- ↑ 96.0 96.1
- ↑
- ↑ Стрим, 30 November 2020 (57:50).
- ↑
- ↑ Стрим, 5 May 2017 (23:26).
- ↑ 101.0 101.1 Стрим, 19 May 2017 (25:18).
- ↑ 102.0 102.1 102.2 Стрим, 30 November 2020 (1:16:09).
- ↑ 103.0 103.1 Стрим, 22 May 2017 (57:37).
- ↑ 104.0 104.1 Интервью, 11 May 2018 (44:20).
- ↑ 105.0 105.1 Интервью, 8 August 2018 (11:52).
- ↑ 106.0 106.1 106.2 Стрим, 28 January 2022 (17:50).