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Экономика

Обычно в других играх экономика - это что-то, находящееся на заднем плане. Мы же с первого дня решили, что у нас экономика будет играть одну из ключевых ролей.[2] – Jeffrey Bard
Рынки в Ashes of Creation носят региональный характер, благодаря чему каждый рынок уникален. Из-за перемещения ресурсов, связанного с их истощением, людям придётся странствовать по миру, разыскивая самые лучшие ресурсы для производства и лучшие рынки сбыта.[3]
- В игре не будет централизованного аукционного дома или склада.[3]
- Аукционные дома максимум двух экономических Метрополисов (включая их вассальные узлы) могут быть объединены при помощи суперспособности "связанная экономика".[4]
- Будет присутствовать механика поломки предметов и другие способы борьбы с инфляцией.[5]
- Будет присутствовать механика торговли между игроками.[6][7]
Одна из основных особенностей нашей экономики, которая отличается от большинства MMO в стиле фэнтези, заключается в том, что мы не рассматриваем её в глобальном масштабе. Скорее, мы пытаемся разделить мир на регионы и сосредоточить внимание на каждом отдельно, но, конечно же, в то же время обеспечивая их совместную работу.[8] – Peter Pilone
Экономические регионы

Мы хотим, чтобы у наших игроков была причина исследовать дикие земли, путешествовать с определённой целью, и мы планируем добиться этого, по большей части, нашей системой ресурсов. Перемещать товары может оказаться сложнее, чем просто собирать их. Наша система региональных рынков позволит игрокам участвовать в создании местных экономик, обеспечивающих стабильность наличия товаров в определённых регионах. Игроки смогут перемещать ресурсы и располагать свои магазины в других областях, чтобы играть на разнообразии рынков. Учитывая динамическую природу восстановления ресурсов, определённые регионы естественным образом станут важными торговыми точками для перевозки товаров по всему свету.[9]
Экономические регионы — статические области, определяемые географическими точками интересов.[10][11]
- Регионы гильдейских замков являются более крупными и включают в себя несколько экономических регионов.[10]
- Узлы удерживают замковые регионы и экономические регионы вместе в потенциальной гармонии или хаосе.[12]
- Зоны влияния узлов гибкие и меняют свою область в зависимости от развития узла и соседних с ним.[10]
- Зоны влияния замковых регионов, экономических регионов и узлов могут пересекаться.[13]
Вся мировая карта будет находиться под влиянием одного из пяти замковых регионов. Однако замковые регионы — не единственный тип региона, к примеру, помимо прочего, существуют экономические регионы.[11] – Sarah Flanagan
Buying and selling
Прилавки игроков, личные магазины и аукционные дома позволяют покупать и продавать другим игрокам.[14]
Киоски игроков | Личные магазины | Аукционные дома | |
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Стоимость |
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Расположение |
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Присутствие игрока | N/A | ||
Хранилище |
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Реклама |
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PvP |
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Н/Д |
Киоски игроков

If there were ever a cornerstone serving as the bedrock of Niküan trade, then this modest stall would be it. Stacked from floor to thatched roof with all manner of catch, it is prepped for a full day of commerce and trade. Here, haggling is not merely a suggestion, but a requirement.[30]
Киоски игроков (also called Kiosks and rental stalls) are rentable locations near the unique building in an Economic node[20], in Marketplaces (the constructible building available for placement by mayors of any Посёлок (стадия 4) node or higher), or as business buildings on freehold plots.[32][21]
- All nodes do have the ability to spawn player stalls. If you're not an economic node and you don't have a market- that's essentially your unique building- then you can construct essentially what is I guess would be called a... marketplace; and that marketplace will then come with certain services and it will come with a certain number of stalls. The economic node as I recall has the ability to construct an auction house and the auction house serves through the economic means the ability to list and sell items and that comes with additional stalls as well for the players.[21] – Steven Sharif
Renting a player stall enables players to sell items as well as provide repair and enchanting services, even when they are not online.[15]
- Player stalls are rentable by node citizens.[16]
- Player stalls may be utilized for a period of time based on the price paid to rent the stall.[15]
- Player stalls are linked to a player's warehouse.[24]
- Player stalls do not require the attendance of the character or for that character to be online.[16]
- Players are able to input required items for repair and also purchase required materials for that repair.[33]
- Player stalls may still operate during node siege declaration. This is subject to testing.[34]
- Players are not able to be attacked or robbed while occupying their player stall inside the limits of a node.[18]
- Доски объявлений that list the items available in player stalls can be accessed from anywhere in the region.[26]
- These give the location of the stall so players can travel there and purchase the items.[26]
- Stall sales are also listed in auction houses.[14]
- This may no longer be accurate.[17]
Личные магазины
Certificates to place Личные магазины (player-owned shops) may be purchased by citizens and non-citizens from Экономические узлы.[17][18][19]
- These certificates allow the placement of a personal shop near the unique building in an economic node or on a freehold.[17][18][19]
- Once the economic node has reached metropolis stage, personal shops may be placed anywhere in the world.[17][19]
- When a character creates a personal shop, a billboard pops up above them with a custom advertisement message for items or services available on that character's person. Purchasers can interact directly with the character to purchase these items or services.[23]
A player shop is where you have a certificate to essentially create a shop with your character and a little billboard will pop up above you as you sit down for that shop and advertise a custom message that you want say that has to sell things and/or services that are on your person. So players can then come up to you and they can interact with you. So you reside yourself to that shop.[23] – Steven Sharif
Аукционный дом

Если узел является вассальным экономического узла, в нём появляется NPC-аукционист. Этот аукционист позволит игрокам выставлять на продажу ресурсы/обработанные материалы в аукционном доме "родительского" узла, но игроки не могут делать ставки на предметы через этого аукциониста. Эти ресурсы и обработанные материалы должны храниться в пределах экономического узла, чтобы их можно было выставить на продажу в аукционном доме этого узла. Для того, чтобы сделать ставку, игрокам по-прежнему придётся посетить аукционный дом в родительском узле.[22]
Аукционные дома являются одними из уникальных строенийэкономических узлов.[22]
- Аукционные дома на рынках, в экономических узлах уровня деревня можно размещать ресурсы и обработанные товары.[22]
- Биржи в узлах города расширили аукционные дома, которые позволяют размещать все товары/предметы.[22]
- Экономические узлы, достигшие этапа развития Метрополис разблокируют суперспособность связанная экономика.[22]
- Таким образом можно связать до двух экономических мегаполисов.[4]
- Метрополис позволяют устанавливать международные цены на продажу для аукционных домов по всей Верра.[22]
- На предметы, выставленные на продажу в одном из связанных экономических узлов, можно сделать ставку в другом связанном экономическом узле.[22]
- Связанные экономики также связывают экономические Метрополисы и их вассальные экономические узлы.[17][22]
Аукционные дома позволяют игрокам выставлять на продажу предметы в экономическом узле, в котором расположен аукционный дом..[20]
- За выставление предмета на продажу в аукционном доме будет взыматься плата.[20]
- Вассальные узлы того узла, в котором расположен аукционный дом, смогут просматривать предметы, выставленные на продажу в этом аукционном доме, вне зависимости от типа вассального узла.[20]
- Выставленные предметы также можно увидеть на доске объявлений.[17]
- Интегрированные аукционные дома позволяют игрокам приобретать предметы напрямую с удалённых аукционных домов.[17]
- Приобретённые материалы и добываемые ресурсы будут автоматически отправляться на местный склад в котором они были выставлены на продажу. Игрокам необходимо будет посетить этот склад для получения приобретённых предметов. Игроки, желающие переместить эти предметы в другое место, должны будут воспользоваться системой караванов или иным типом транспортировки.[25][20]
- Иные приобретённые материалы помимо материалов и добываемых ресурсов wбудут отправлены покупателю почтнй.[25]
- Между аукционными домами и иными предприятиями, которыми владеют игроки, возможно, будет разница в налогообложении.[20]
Данные об аукционных домах, такие как история цен, объемы, средние цены, могут быть доступны игрокам через построенное мэром служебное здание в их узле.[38]
- Вероятно, так оно и будет устроено... Ваш мэр должен будет построить его для вас[38] – Jeffrey Bard
Доски объявлений
Доски объявлений доступны внутри узлов[40] и таверн игроков.[41]
- Рыночный пользовательский интерфейс lеречисляет текущие товары, доступные для продажи в узле и в том же экономическом регионе.[42][26]
- Это включает в себя предметы для продажи в киосках игроков и аукционных домах.[17]
- Игроки не могут совершать покупки непосредственно в пользовательском интерфейсе рынка. Вместо этого он указывает расположение киосков игроков, где можно купить предметы.[43]
- Поощряйте локализованную группировку.[41]
- Обеспечение возможности размещения вакансий.[40]
- Спонсорство квестов.[44]
Merchant NPCs
Merchant Неигровые персонажи (also called Vendors) are present from the first stage of node development (Экспедиция).[46]
- Merchant NPCs are identified by a golden shimmer on their nameplates.[47]
- Merchant NPCs will in general be able to buy items from players.[48]
Currencies
Currency may refer to:
- Gold is the general in-game currency in Ashes of Creation.[49][50][51]
- Bound currencies are progression-based currencies that cannot be traded.[49][52][50]
- Embers is a virtual currency that can be used to purchase cosmetic items within Ashes of Creation.[57]
- Intrepid Bucks are earned through the Referral program.[58]
Gold

Money will play a big part in the in-game. However, with that being said, there are organizational specific currencies that can't be traded. So there is like a general gold that will be very important end-game, but then there's also your progression within certain religions, societies, or nodes will also have... there will be progression-based currencies as well.[50] – Steven Sharif
Gold is the the general in-game currency in Ashes of Creation.[49][50][51]
- Gold, silver, and copper coins are present in the game.[59]
- There is no cap on how much gold a player can hold.[60]
- Monsters don't drop gold, they instead drop glint. Glint is the primary method for players to generate gold.[53][54][55][56][50][51]
- Game currency does not have weight, but glint occupies space within the spatial inventory system and must be transported via crates when in large quantities.[61][62]
- Players do not lose gold upon death, no matter their corruption level, but glint will drop as stolen glint on a character's death, based on applicable death penalties.[55][63][64][65][50][66]
Bound currencies
Bound currencies are specific progression-based currencies that cannot be traded. Bound currencies are utilized by various systems.[49][52][50]
- There are bound currencies that exist within the game; and then there is the general currencies that's usually achieved through certificates and the ability to trade those certificates in to get gold that we've talked about in the past. But some of those bound currencies are like favor: these are points that you achieve doing some divine questlines, participating in divine story-arcs; or honor, which is like PvP-oriented unique currency stuff like that.[49] – Steven Sharif
- Религии.[50]
- Social organizations.[50]
- Tavern games (potentially).[67]
- Glint is a bound currency that drops from mobs and players, and is offered as a reward for completing certain quests, events, and achievements.[53][54][55][56][50][51]
- Node types have specific bound currencies that are earned through personal progression within the node.[49][52][68][50]
- Honor at military nodes for completing PvP-related activities.[49][68]
- Favor at divine nodes for completing divine questlines and story arcs.[49][68]
- A bound currency that's used to purchase a number of different types of vendorable items that exist within nodes. It is not player-to-player currency. It is not intended to be traded between players, but instead it interacts with these unique vendors that supply a large segment of necessary components for a number of different things: whether it be crafting, enchantments, a lot of different things that exist within the node. This is the reason why you would want to acquire that currency so you have access to those types of items.[69] – Steven Sharif
- Node currencies stay bound to the player, even if their node is destroyed or they drop citizenship. They will be able to use their node currency once they are a citizen of a new node (of the same type).[70][49]
- Node currency stays with the player even if their node is destroyed or they drop citizenship. This is something that you have available to you and you carry forward to your next location. But you may only spend your node currency at nodes that you're a citizen of.[70] – Steven Sharif
- Players must have enough node reputation in order to purchase certain items with node currency.[70]
- You have to have enough node rep to be able to buy certain tiers of things from the node with your node currency. Even though the currency is generic, you still need the rep with the node to unlock better purchases.[70] – John Collins
Player to player trading
There will be player to player trading in Ashes of Creation.[71][6][7]
- Q: Will Ashes of Creation have player-to-player trading? Will there be anything stopping me from gifting a friend that's fresh to the game a bunch of in-game money to help them get on their feet quickly?
- A: There won't be anything to stop you from doing that.[6] – Steven Sharif
- Player to player trading, interacting with vendors or Неигровые персонажи, and the ability to access storage is disabled for corrupted players.[72][73][74]
- The nature of player to player trading already introduces that in an open economy game... that is why we have measures to attempt and heat flag suspicious transactions, active gms and other honeypot systems/agents that will be active in discovering those types of cheaters.[71] – Steven Sharif
Система депонирования
- An escrow system is planned to prevent griefing in the crafting system.[79]
- We're going to have a UI... you're gonna put the resources in or they're gonna put the resources in. It'll be like an escrow system and then once [the job] is complete you'll get the item they'll get the money.[79]
Caravan insurance
Caravan insurance will not be an in-game system in Ashes of Creation.[80] Previously it was stated that insurance was able to be purchased from a caravansary prior to the launch of a caravan.[81][82]
- There's nothing to say that that can't be player organized. If some particular guild wanted to go and create a caravan mercenary corp that helped aid in the defense and transit of caravans, they could employ some type of insurance system.[80] – Steven Sharif
Mailing items
- Raw gatherables and materials are not able to be mailed by players.[83][84][85]
- Purchases of anything other than materials and gatherables from integrated auction houses will be mailed to the purchaser.[25]
- Social messages sent via mail will be received instantly.[83]
- It hasn't been decided whether crafted items such as gear will be able to be sent via mail.[83]
- From an item standpoint obviously we can't allow mailing to include any type of resource material or raw gatherable because those are central to the gameplay and transiting through the caravan system and economic regions. But it may be possible to send completed crafted items like gear, equipment, stuff like that. But it's something we're still discussing.[83] – Steven Sharif
Gear binding
Возможно присутствие механик привязки предметов к персонажу (при использовании или при поднятии), но они будут скорее исключением чем правилом, так как это не помогает достичь целейэкономике.[86]
- Очень мало предметов будет привязано к аккаунту или персонажу в Ashes of Creation.[87]
- Экономика игры основана на крафте и деградации предметов.[88]
- Предметы игроки получают при помощи крафта, собирательства и обработки, а также дропов с боссов рейдов и подземелий .[87]
В играх которые выходили раньше обычно многие вещи привязаны к аккаунту и привязаны к персонажу. Здесь же к персонажу привязано очень мало. Очень очень мало. Большая часть предметов, да, вы будете получать предметы относящиеся к квестам в награду, но не будет такой ситуации, что, скажем, существует один набор снаряжения в одном подземелье и его нужно проходить снова и снова. Вместо этого мы хотим подчеркнуть зависимость от экономики, от крафтеров, собирателей и обработчиков для поддержки производства большей части экипировки в игре, совмещенной с боссами рейдов и подземелий; не повторяющаяся линия квестов через одно и то же подземелье.[87] – Steven Sharif
Theft
There will not be a theft (stealing/pickpocketing) mechanic in Ashes of Creation in regards to living players.[89][90]
- There may be quest related actions that involve some form of stealing, but not of actual items from a player's inventory, where the player is identified as the quest's target via a title or some other means.[89][91]
That emergent gameplay is obviously the objective behind how can we accommodate a non-static quest-line; and the way you do that is you can apply a flag to a title and whoever holds that title becomes the target of that quest segment. And this can change too because that title can change- different people might rise up in the ranks of different societies and organizations.[91] – Steven Sharif
- Players are not able to be robbed while occupying their player stall inside the limits of a node.[18]
There is not a theft mechanic for you to walk up to a player that's alive and steal something.[90] – Steven Sharif
Storage
Storage points exist at warehouses within nodes and in chests (storage containers) that can be placed in freeholds and static in-node housing.[92][93][94]
- Sheds are present on empty freehold plots to provide basic storage for materials needed to construct freehold buildings.[95]
Warehouses
Warehouses are default service buildings that come pre-built with nodes. Their function is to provide storage points within nodes.[96][97][93][98][27][28]
- Cargo for shipment by caravan is stored at the caravansary not in a player's inventory. Stored cargo is visible via the warehouse UI.[99][100]
- Completed items can be accessed by players in warehouses at any node regardless of citizenship or housing ownership.[101][102][103]
- Gatherables and materials may only be accessed in the warehouse location they were deposited in.[104]
- Requisition agents for mayoral buy orders are located at node warehouses.[45]
- Players are prohibited from moving gatherables, materials, and commodities in sealed crates out of depositories within a node following a siege declaration against that node.[104][23][105][28]
- A portion of all gatherables and materials that were stored in successfully sieged nodes become lootable.[106][107][108][27][28][29]
- Whole items (crafted items) are not vulnerable to loss during node sieges.[24]
- Corrupt players are not able to utilize storage systems.[72][73][74]
- Киоски игроков are linked to that player's warehouse.[24]
- Personal caravans may be launched from any point of storage (including warehouses).[109]
Player housing storage
Chests are a type of furniture that provides localized storage within a specific house.[111][112][113]
- Players must obtain and place storage containers in their player-owned housing.[112]
- Different grades of storage containers have different inventory capacities.[112]
- There are restrictions on the grades of storage containers available in different types of houses.[112]
- Access permissions can be set to allow others to access a player's personal storage devices.[111][114][115][116]
- Personal storage chests may be set to permit access by family or guild members.[115][117]
- Transfer of resources and materials to alts will only be possible via player housing storage, as this is local to the specific house.[111]
- Players are prohibited from moving goods out of depositories within a node following a siege declaration against that node.[28]
- Gatherables and processed goods that were stored in in-node housing and apartment storage chests become lootable upon a successful siege against the parent node. These do not become lootable if the node survives the siege- even if the housing buildings are destroyed or damaged during the siege.[27]
- Corrupt players are not able to utilize storage systems.[72][73][74]
- Personal caravans may be launched from any point of storage (including chests).[109]
Banking
Узлы быстро продвигаются к первой стадии. Это позволяет использовать услуги NPC такие как торговля или банковские товары.[118]
- Банковские операции между персонажами , скорее всего, будут ограничены Мебелью и завершенными предметами.[116]
- Способность склада может позволить игроку передавать нематериальные товары между альтернативными персонажами. Это не относится к ресурсам, материалам или чему-либо, что зависит от системы караванов.[98]
Караваны
Система караванов — одна из систем PvP в открытом мире, тесно связанная с балансом между возможностями и риском. Караваны предоставляют возможность перемещения товаров для игроков, желающих заработать.[9]
- Караваны предназначены для перевозки личных товаров, а также припасов для замков и узлов, могут использоваться для помощи в выполнении заданий.[121]
- Караваны можно отправлять только из узлов, развившихся до этапов деревни или выше; аналогичное требование касается пункта назначения каравана — это должен быть узел этапа деревня или выше.[122]
- Караваны могут нести товары больше, чем одного игрока.[123]
- Владелец каравана может разрешить определённым игрокам резервировать место в своём караване посредством меню в здании караван-сарая своего узла.[82]
Caravan types

There are different types of Караваны in Ashes of Creation.[125][126]
- Personal caravans.[127][128][129][130][126]
- Mayoral caravans.[131][132][125]
- System driven caravans.[132][125][126]

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 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 a minute to two minutes. There's a little bit of vulnerability in that regard.[130] – Steven Sharif
Naval caravans (also referred to as raft caravans) allow the transportation of cargo over the water.[134][81][135]
- Unlike merchant ships, naval caravans are capable of transitioning to and from land caravans at the point of intersection of land and water.[134][81][136][130][135]
- Naval caravans come in varying sizes and capacities.[130]
- By default naval caravans have a racial appearance. Players will be able to apply caravan skins to change this appearance.[130]
2022-05-28
Классы умельцев
Классы умельцев позволяют игроку специализироваться в одном или нескольких из следующих деревьев навыков:[137]
К каждому из этих классов принадлежат разные профессии.[138]
- У персонажей одной учётной записи (дополнительных персонажей) могут быть разные профессии.[139]
- В игре будут задания для конкретных профессий.[140]
- Профессии будут сбалансированы по результатам тестирования.[141]
Персонаж может достичь мастерства только в одном из трёх основных классов умельцев.[138]
- Каждый персонаж может достичь мастерства в двух профессиях в рамках одного класса умельца (это будет тестироваться).[142][141][143][139]
- Персонаж сможет достичь только уровня 3 или 4 в тех профессиях, в которых он не достиг мастерства.[141]
Когда речь идет о балансировке системы, это то, что мы делаем на этапах тестирования. Когда дело доходит до создания архитектуры самой системы и определения областей, в которых определённые профессии преуспевают, где они взаимодействуют со вспомогательными системами, их взаимосвязь в системе умельцев в целом, важной частью является определение того, как эта взаимосвязь сосуществует с другими профессиями в системе ремёсел. И каков тип зависимости от конкретных профессий для завершения пути создания или введения новых предметов в экономику.[141] – Steven Sharif
Классы умельцев и их профессии не зависят от расы, религии или класса персонажа.[144]
- Развитие в пределах классов умельцев не влияет напрямую на развитие боевого класса персонажа игрока, но следует учитывать такие ограничения, как опасности, локации, инструменты, исследование, зависящие от уровня.[145][146]
- Выбор профессии не влияет на характеристики игрока.[147]
- Ремесло и собирательство — важный компонент экономики, над которым игроки будут иметь прямой контроль. Всё зависит от вашего желания: вы можете построить разросшуюся плантацию вокруг своего дома или отправиться в путешествие по бескрайней пустыне в поисках сокровищ и ресурсов.[9]
- Система ремёсел и умельцев в целом довольно сложна.[148] – Steven Sharif
Добывающие профессии
Обрабатывающие профессии
Ремесленные профессии
- Arcane Engineering
- Armor smithing
- Carpentry
- Jewel cutting
- Leatherworking
- Scribing
- Tailoring
- Weapon smithing
Цепочка поставок умельцев
Ремесленники в Ashes of Creation должны выбрать путь в своем дереве навыков ремесленника. Эта взаимозависимость устанавливает цепочку поставок от сырья до готовой продукции.[149][150] а каждом этапе цепочки могут потребоваться караваны для перевозки товаров от одного ремесленника к другому.[151]
- Получение сырья:[152]
- Использование профессии собирателя.[152]
- Убивая мобов и боссов.[153][152]
- От переработки оружия или доспехов.[152]
- Приобретая их у других игроков.[152]
- Переработка сырья с помощью профессии обработка.[150]
- Создание готового продукта с использованием его рецепта.[150]
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.[155] – Steven Sharif
Taxes
Node taxes

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.[156] – Chris Justo
Mayors are able to set a generalized node tax rate as well as overrides for different activities within their node. Mayors gain additional taxation controls as their node advances.[156][157]
- Amenities tax override.[156]
- Artisanship tax override.[156]
- Commerce tax override.[156]
- This may include taxes that apply to tavern games.[158][159]
- Property tax override.[156]
- Freehold property taxes scale according to the number of freehold building permits issued for that freehold.[160][161][162]
- Citizenship dues and property taxes scale based on the stage of the node when a player became a citizen.[96][163][164][165][166]
- The goal is to exert financial pressure on node populations by making taxes increasingly expensive as nodes advance, rather than putting in place hard population caps.[164][165]
- Node tax rates will be visible on the world map by hovering over a node location.[167]
- Tax revenue only goes toward funding node development. This cannot be withdrawn by the mayor or any other player.[168][162]
Regent nodes take a cut of taxes from various activities that occur within their vassal node structure.[168][169]
- 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.[169]
Housing taxes
When a node reaches stage 3 (Деревня) and a player run government has formed, all player housing will pay taxes.[170]
- A player's tax charge will be determined by the number of structures built on their plot.[161][162]
- Freehold taxes are calculated based on the number of permits issued for buildings on a freehold.[171][172][160][161][162]
- Buildings that require permits will have additional upkeep costs.[171]
- Maintaining businesses requires licensing and payments to the node your Freehold is associated with. This permitting system allows for a certain number of buildings to be constructed on a Freehold. Permits can be obtained from the same node the Freehold was certified from, and buildings that require permits will have an additional upkeep cost.[171]
- Housing foreclosures result from failing to pay property taxes or other fees.[171]
Housing foreclosures
Housing foreclosures result from failing to pay property taxes or other fees.[173][171]
- Non-payment of taxes will put the housing into a default status. The player will have a period of time to settle the debt before the housing is foreclosed.[173]
- The developers are considering allowing pre-payment of housing taxes and/or allowing auto deduction of tax from a designated location, such as their personal inventory or warehouse.[174]
- Materials and resources (such as livestock) that were stored on foreclosed freeholds will be included in the auction for the deed to that freehold. Stored and placed props, such as furniture will be returned to the previous owner.[171]
- If you don’t pay taxes and other fines, your Freehold property will be foreclosed. When a Freehold is foreclosed on, stored and placed props like furniture are returned to the previous owner. Materials that were stored on a Freehold will be included in the auction for the Deed to that Freehold.[171]
- Non-payment of the game subscription will also result in loss of player housing.[175]
Castle taxes

Castles have direct power over the Nodes that belong to it, but also have soft power across the entire region it belongs to. All Nodes belonging to that region pay fealty to the Castle in the form of taxes paid directly to the Castle. The Monarch sets the rate, and can use those proceeds to upgrade defenses, maintain the Castle’s direct Nodes, or provide buffs and benefits to the citizens of that region, as the magnanimous ruler that you are.[176]
Guild castles impose a tax on all revenue for the nodes within its region.[177][178]
- The monarch sets the tax rate, and can use those proceeds to upgrade defenses, maintain the castle's direct nodes, or provide buffs and benefits to the citizens of that region.[176]
- Castle taxes are carried via NPC generated caravans from the nodes that fall under the castle's purview to one of the castle nodes at the end of each week leading up to a castle siege.[179]
- In addition to taxes, Castles also influence crop yields, resources and events within its region.[180]
- Part of the tax and resources gathered are applied to the castle for improvements.[177][181][182]
- The remainder of tax income can be used by the guild for whatever they want.[177][183]
- When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[184]
- Castles have the ability to allocate taxes collected from nodes under them toward certain benefits that go back to the node. Or they can be more selfishly governed that treasury more towards the guild that owns it and that obviously is going to have some political implications, because it could- if you're not using it for the benefit of the people in the region they might rise up and help take you out from that that position of owning that castle.[177] – Steven Sharif
Item sinks
It's important for a healthy economy to have item sinks, so that anything that can be crafted can also be destroyed:[5]
- Over-enchanting carries the risk of destroying that item[152], rendering it useless for use temporarily.[185]
- Players gain craftable items and recipes from deconstructing (salvaging) completed items.[152]
- A portion of resources and materials are lost when caravans or nodes are destroyed.[186]
- Corrupted players who die can lose gear.[187]
- Item durability (item decay) does not destroy items, but it acts as a materials sink.[187][188][189] Zero percent durability will unequip an item, increasing its repair costs.[190]
An important aspect of a healthy economy is having some item sinks available... There are three kinds of item sinks: You can gain craftable items from deconstructing completed items; You can have decay... and if you want to over-enchant that item there will be a potential to destroy it as well. It's important for an economy to experience those types of emphasis on what can be crafted as well as seeing those items that are crafted be destroyed as well..[189]
The concept there is this is part of the engine that is supply and demand. So the server is constantly generating these materials on tick as they propagate throughout the world and get repopulated, players are going out there and collecting these things. We want to make sure that there is a driving force and factor behind what crafters and gatherers are out there doing: There's constantly going to be a demand for them to supply these things. Whether that death is from PvP or from PvE these are going to be necessities for players to constantly provide.[188] – Steven Sharif
Item durability

The decay system is not going to be some worthless "Oh I'm just going to throw some gold into this and it's a simple gold sink". It's actually going to require some base materials in order to repair decayed items; and decay occurs from death and also the destruction and disable system. For the weapons over the over-enchanting will require those materials as well. So creating that dependency I think is healthy for the crafting economy.[191] – Steven Sharif
There is item durability (item decay) in Ashes of Creation.[189]
- Item durability loss occurs on death.[188][191][66]
- Снаряжение stored in a player's inventory (that is not equipped) does not lose durability when that player dies.[192]
- Materials are required in order to restore the performance of decayed items.[193][188][191][33][194]
- Item decay does not destroy items, but it acts as an materials sink.[187][188][189]
- If you allow it to get to certain stages, or to get to a destructed stage then it requires a lot of material components in order to return back to its former glory.[193] – Steven Sharif
- Over enchanting an item comes with the risk of durability loss if a safety margin is exceeded.[191][195][196]
- There is durability in the game... It's not going to be a trivial durability. There is a potential to destroy gear (weapons and armor), but there is also an ability to reforge that destroyed gear using a portion of the materials necessary as well as finding an item creator who can reforge it.[189] – Steven Sharif
Item deconstruction
Players gain craftable items and recipes from deconstructing (salvaging, dismantling, disenchanting) completed items.[152]
- There's salvaging where you can deconstruct an item to get components only capable of retrieving from salvaging an item that can be used in crafting other types of items.[5] – Steven Sharif
- Specific and necessary crafting materials for higher tier items can only be obtained through the deconstruction of lower-tier items. This is designed to keep lower tier crafted gear relevant through progression and across expansions.[197][198][5]
- Specific crafting components yielded by gear deconstruction, and some of these components can be only be obtained from gear of certain enchantment levels and type of equipment. These components are needed for certain recipes for gear and other ancillary crafting professions. But the itemization team is still ironing out some of these flows.[197] – Steven Sharif
- Item deconstruction will not be a meaningful way of circumventing restrictions on transit of resources and materials.[199]
Power creep
The developers intend to limit power creep via item sinks, the lack of gear binding, and the absence of pay-to-win or pay-to-convenience in Ashes of Creation.[200]
Системы безопасности
Начиная с альфы-0 для противодействия читерам, эксплойтам, ботам, продаже золота, дупликации предметов и других явлений, влияющих на экономику, в игре будут присутствовать системы безопасности.[75][76][77][78]
- Эти системы собирают данные игроков и помечают ненормальную активность для проверки. В комбинации с функциями сообщений игроками о нарушениях, они в реальном времени генерируют heatmap, обращающую внимание на необычное поведение.[75][78]
- Мы ведь уже встроили в игру с самого начала по сути поведенческие метрики. Итак, в игре, когда игрок делает обычные вещи и получает обычное золото, это все хорошо, но если в учетной записи игрока начинают появляться идентификаторы предметов, которые выходят за рамки нормы, например; большое количество золото или важные легендарные предметы, что он делает в бэкэнде, он этим помечает учетную запись для просмотра, чтобы мы могли посмотреть, откуда взялся этот предмет. Это исходит от известного продавца золота, или от помеченного бота, или от кого-то еще; а потом мы исследуем. Таким образом, мы будем очень жестко относиться к способностям игроков разрушать системы естественной экономики с помощью RMT или ботов.[75] – Steven Sharif
- Игроки, пойманные за использованием читов, будут заблокированы.[78]
Game masters
Game masters (GMs) will be present and active on Ashes of Creation servers.[71][201][202][203]
- On the customer service side, we do plan to have in game GMs. We do plan to service people in the best way possible. And we will grow our service team as much as we need as our player base grows.[201] – Margaret Krohn
- The direction that I'm taking Intrepid as a company in is that a significant portion of the revenue created by the game goes into not only creating additional content and updates for the game but also goes into I think caretaking, as I like to call it; and that caretaking is multiple things: It's having active and present GM's on servers. It's having a an interacting community team that is always present and on-call for participating in forum discussions and streams and updates.[203] – Steven Sharif
- There will be a standard escalation system, where different actions are taken based on the seriousness of each infraction. Actions could range anywhere from being stripped (of the illegitimate items or currency) to being banned for a period of time, or being permanently banned.[203]
- Following a standard approach to an escalation system where certain infractions are immediate and automatic bans and some infractions provide a path forward where action is taken that might ban the account or strip the account or provide some chat bans or the ability to play over a week or so... If you buy gold and depending on the seriousness of the infraction you could go anywhere from being stripped and to being banned for a period of time to being permanently banned.[203] – Steven Sharif
- Botters, cheaters, gold sellers, and RMTers, will face harsh penalties from the GM and community teams.[202][78]
- When a player takes their play experience to the point of harassing another player, and doing so on a repetitive basis, in order to diminish their play experience, it is a ticketable offense. If you are following around a streamer or you're following around a player and your intent is to keep them from playing the game or to force them to quit, that is a dirty player mindset. It's a bad player mindset. It's a griefer's mindset. It's not something that's desired in the ecosphere in the community of Ashes of Creation. And as a result, it is a serviceable customer service situation. That is where warnings are given and actions can be taken against the account holder of an individual whose sole purpose is to disrupt and affect negatively the gameplay experience of the game.[201] – Steven Sharif
- Players that work outside of the game design to grief or harass other players are actionable by customer services.[204]
- I believe that so far in development we have demonstrated the level of customer service and community engagement that will be on display after our live launch. You are right however in saying that many of these problems that can arise on the fringe of certain systems will require an active GM support team available to address problems that the user base encounters[206]
- The volunteer moderator program will continue (post-launch).[207]
Двухфакторная аутентификация
Двухфакторная аутентификация на основе токенов (2FA) может использоваться для Alpha-1.[208]
World manager
The World manager is an algorithm in Ashes of Creation that controls dynamic world elements. It acts as both a throttle and an incentive system for various activities to ensure certain parameters are within acceptable thresholds.[209]
- A world manager is a technical term to define a server process that lives alongside the game server; and when the game server needs to do things- communicating with other game servers within that grid- it tells that manager and that manager sends it down to the appropriate server.[210] – Steven Sharif
- Prices of glint.[211]
- A heatmap of experience being gained to apply to node advancement.[211]
- 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.[212]
- 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.[213]
- Transit of resources and goods between regions to drive quest rewards for nodes.[211]
- For example if you know iron is being used as a raw resource for a specific crafting path that might drive up the price of mithril or silver; and that will incentivize the market to course correct a little bit. The idea is to provide soft incentives that help to alleviate the demand and also to prop up the supply that might not be present from the economic systems.[211] – Steven Sharif
Таблицы добычи
Таблицы добычи (drop tables) of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items).[215][216]
- Monsters drop glint, Items and crafting materials rather than gold.[50][51]
- There is a much higher chance that materials and unique recipes are dropped that can be used to craft items of equitable value.[215][218][219]
- There is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[220]
- Crafted gear is the best gear in Ashes of Creation.[221]
- Legendary equipment is only dropped by Legendary world bosses.[222]
- Stats on dropped items will vary based on the rarity of the item.[223]
- Loot tables are disabled for player controlled monsters.[224]
- Experience debt decreases the drop rate percentages from monsters.[225]
- Loot tables will likely not be affected by weather conditions.[226] This was previously listed as a possible effect.[227]
Glint
Glint (previously known as Hunting certificates and Monster certificates) is a bound currency that drops from mobs and players, and is offered as a reward for completing certain quests, events, and achievements. Glint is intended to be the primary method for generating gold in the Ashes of Creation economy.[53][54][55][56][50][51]
- Glint serves a very integral role in the economy within Ashes of Creation. It is a material substance that is acquired through various means, but primarily hunting different antagonists within the world; and it is the physical form of Essence within the beasts of Verra. So when you acquire this it is bound to your character, and that is a very important component of the economic systems here because glint will be used to pay for certain services, such as taxation for buildings that you have, or citizenship dues that are necessary.[229] – Steven Sharif
- Glint is not localized to specific regions.[61][55][64][65][50][66] Previously it was stated that glint was specific to an economic region.[211][50][230][51]
- Glint occupies space within the spatial inventory system and must be transported via crates when in large quantities.[61]
- Glint can be sold directly to commodities vendors at hunting lodges within nodes to "make some quick money".[231]
- Glint may be traded with commodities vendors for player commodities. These commodities can then be transported to other nodes (via caravan or merchant ship) where they can be traded for gold.[55][211][50][230][51] The gold value is based on the demand for the commodity at the destination node (over the last seven days) as well as its distance from the originating node.[232][55]
- Glint will drop as stolen glint on a character's death, based on applicable death penalties.[55][64][65][50][66] Glint taken from caravan wreckages is also classed as stolen.[233] Stolen glint is not bound and may be redeemed for less than its original value at black market locations.[55][64]
- Glint may be used to pay housing taxes and citizen dues.[229][55][56]
- Glint can be stored within node warehouses.[50]
- Glint is not intended as crafting materials.[56]
Population based scaling
Цены, по которым NPC продают предметы будут меняться в зависимости от экономической активности на сервере. Цены будут расти, чтобы бороться с инфляцией, и падать по мере сокращения населения.[234]
Система узлов позволяет разработчикам масштабировать опыт необходимый для повышения уровня узла и истощение которое снимает уровень узла в зависимости от активности.[234]
Вещи которые NPC продают и покупают в каком-то смысле зависят от экономической активности на сервере... Когда растёт инфляция, цены растут и всё в каком-то смысле выравнивается, несмотря на то что могут появиться лишние нули. Аналогично и обратное, при уменьшении населения цены падают и игрокам нужно делать меньше для того чтобы это заработать. С другой стороны мы смотрим на систему узлов, которая построена очень гибким образом, позволяющим нам масштабировать опыт необходимый для поднятия уровня узла и истощение которое снимает уровня узла в зависимости от активности. Так что это дело настройки нескольких констант и цены начинают меняться вверх и вниз, и сервер может за этим следить и менять их на лету при необходимости.[234] – Джеффри Бард
Trade agreements
Mayors can enter into trade agreements with other nodes to facilitate trade between the nodes.[132][125][235]
- There are a limited number of trade agreements that a node can have.[132]
- Mayoral caravans may only be initiated between nodes with trade agreements or alliances.[132][125]
- Trade agreements affect reputation between the nodes.[96][236]
- Mercenary guilds will be a viable way forward for different organizations. I think there will be a lot of business to be had with that; and one of the systems in our trade agreements is creating an escrow for those particular type of arrangements that we're looking into.[237] – Steven Sharif
Trade routes

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.[238] – Steven Sharif
Trade routes in Ashes of Creation refer to.
- Дороги for the transit goods via the caravan system.[239]
- You might have a mountain pass and during winter that mountain pass is always closed and so the trade routes on land change with caravans and that's something that can not only exist on a cyclical level but also dynamically based on player activity.[239]
- Economic relationships between nodes established by Mayors or node citizens.[238][125]
- Agreements are established to trade commodities that are unique to particular nodes or node types via NPC-driven caravans.[238][125]
- 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.[238] – Steven Sharif
Stock exchanges (also called Stock markets and Share markets) enable players to buy and sell shares in Узлы, Guilds and Social organizations.[242][243][244]
- Stock exchanges were a Kickstarter stretch goal unlocked for reaching the $3 million dollar mark.[244]
- This is a planned feature for the launch of Ashes of Creation.[242]
- The value of stocks is influenced by world events and the performance of nodes, Social organizations or guilds.[245]
- Hard metrics, such as quest lines, nearby resources, citizen progression, and purchases of local real estate, will determine the value of purchasable shares.[244]
- There is no regulatory commission to restrict the purchase and sale of stocks.[245]
Real estate
Players buy the deeds for housing from the node itself, or may buy and sell properties from other players.[246][247][248][249][250]
- The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[251] Currently freeholds may be acquired via auction.[171][252][253][254][255][256]
- Housing will have a base price that scales with the number of citizens in the node.[257]
- There is no cap on the price of player-originated housing sales.[258]
- In-node housing will be at a premium, and is expected to be hotly contested.[250]
- The more apartments that have been purchased in a node, the higher the price scales.[259]
- Дома игроков that is destroyed during a node siege can no longer be sold.[260]
- Freehold plots may be purchased from and sold to other players,[246][261] or can be obtained via deeds issued by a Деревня (стадия 3) or higher node.[171][252][253][254][255][256][262][263]
- 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.[261] – 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".[257]
- Players will not be able to exceed their allotment of housing in the game.[267]
- Rental and leasing concepts are under consideration.[267]
Визуальные эффекты
2022-05-28 2018-04-01
Смотрите также
Ссылки
- ↑ 1.0 1.1 Ashes of Creation Press Kit.
- ↑ Видео, 2017-04-30 (8:02).
- ↑ 3.0 3.1 Unreal Engine Interview, 2017-05-23.
- ↑ 4.0 4.1
- ↑ 5.0 5.1 5.2 5.3 Прямая трансляция, 2017-05-10 (10:47).
- ↑ 6.0 6.1 6.2 Прямая трансляция, 2017-05-15 (10:32).
- ↑ 7.0 7.1 Прямая трансляция, 2018-01-18 (46:56).
- ↑ Видео, 2017-04-30 (6:54).
- ↑ 9.0 9.1 9.2 9.3 About Ashes of Creation.
- ↑ 10.0 10.1 10.2
- ↑ 11.0 11.1
- ↑
- ↑
- ↑ 14.0 14.1 14.2 14.3
- ↑ 15.0 15.1 15.2 15.3 15.4 Прямая трансляция, 2017-05-10 (16:36).
- ↑ 16.0 16.1 16.2 16.3 16.4
- ↑ 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 Прямая трансляция, 2020-07-31 (1:34:06).
- ↑ 18.0 18.1 18.2 18.3 18.4 18.5 18.6 Прямая трансляция, 2017-10-16 (59:39).
- ↑ 19.0 19.1 19.2 19.3 19.4 19.5
- ↑ 20.00 20.01 20.02 20.03 20.04 20.05 20.06 20.07 20.08 20.09 20.10 20.11 Прямая трансляция, 2019-05-30 (1:26:16).
- ↑ 21.0 21.1 21.2 Интервью, 2020-07-08 (55:05).
- ↑ 22.00 22.01 22.02 22.03 22.04 22.05 22.06 22.07 22.08 22.09 22.10 22.11 Know Your Nodes: Economic Node Type.
- ↑ 23.0 23.1 23.2 23.3 23.4 23.5 Прямая трансляция, 2020-10-30 (1:03:52).
- ↑ 24.0 24.1 24.2 24.3 24.4 24.5 24.6 24.7 Прямая трансляция, 2020-10-30 (1:04:59).
- ↑ 25.0 25.1 25.2 25.3 25.4
- ↑ 26.0 26.1 26.2 26.3 26.4 Прямая трансляция, 2017-05-10 (35:16).
- ↑ 27.0 27.1 27.2 27.3 Интервью, 2020-07-08 (57:46).
- ↑ 28.0 28.1 28.2 28.3 28.4 Прямая трансляция, 2020-04-30 (1:14:44).
- ↑ 29.0 29.1
- ↑ 30.0 30.1 Ashes of Creation Instagram, 2020-08-19.
- ↑ Прямая трансляция, 2020-05-29 (1:00:57).
- ↑ Прямая трансляция, 2023-06-30 (25:05).
- ↑ 33.0 33.1
- ↑ Прямая трансляция, 2020-10-30 (1:06:09).
- ↑ Ashes of Creation Store: Confectioner’s Delight.
- ↑ Прямая трансляция, 2020-03-28 (1:04:49).
- ↑ 37.0 37.1 Ashes of Creation - The visuals.
- ↑ 38.0 38.1 Прямая трансляция, 2021-03-26 (1:15:03).
- ↑ Прямая трансляция, 2017-05-19 (33:57).
- ↑ 40.0 40.1 Прямая трансляция, 2017-10-31 (28:58).
- ↑ 41.0 41.1 The mighty beard!
- ↑ Прямая трансляция, 2017-05-12 (53:08).
- ↑ Прямая трансляция, 2017-05-10 (16:37).
- ↑ Прямая трансляция, 2017-10-31 (30:34).
- ↑ 45.0 45.1 45.2 Видео, 2023-08-31 (25:00).
- ↑ Blog - Know Your Nodes - The Basics.
- ↑ Видео, 2020-05-31 (5:25).
- ↑ Прямая трансляция, 2021-01-29 (1:11:29).
- ↑ 49.0 49.1 49.2 49.3 49.4 49.5 49.6 49.7 49.8 Подкаст, 2023-07-15 (15:14).
- ↑ 50.00 50.01 50.02 50.03 50.04 50.05 50.06 50.07 50.08 50.09 50.10 50.11 50.12 50.13 50.14 50.15 50.16 50.17 50.18 50.19 Интервью, 2020-07-18 (27:11).
- ↑ 51.0 51.1 51.2 51.3 51.4 51.5 51.6 51.7 51.8 Прямая трансляция, 2017-05-24 (44:14).
- ↑ 52.0 52.1 52.2
- ↑ 53.0 53.1 53.2 53.3 Прямая трансляция, 2023-10-31 (1:06:32).
- ↑ 54.0 54.1 54.2 54.3 Видео, 2023-10-31 (3:34).
- ↑ 55.00 55.01 55.02 55.03 55.04 55.05 55.06 55.07 55.08 55.09 55.10 55.11 Интервью, 2023-09-10 (53:47).
- ↑ 56.0 56.1 56.2 56.3 56.4 56.5 Прямая трансляция, 2021-10-29 (1:06:31).
- ↑ Zendesk - What are Embers and how do I use them?
- ↑ Ashes of Creation referral program.
- ↑ Видео, 2023-01-27 (4:09).
- ↑ Прямая трансляция, 2021-03-26 (1:07:00).
- ↑ 61.0 61.1 61.2 61.3
- ↑ Прямая трансляция, 2017-05-26 (54:00).
- ↑
- ↑ 64.0 64.1 64.2 64.3 64.4 Прямая трансляция, 2021-03-26 (1:07:33).
- ↑ 65.0 65.1 65.2 65.3
- ↑ 66.0 66.1 66.2 66.3 66.4 Подкаст, 2017-05-05 (43:05).
- ↑ Интервью, 2021-06-13 (18:40).
- ↑ 68.0 68.1 68.2 Интервью, 2023-07-09 (19:56).
- ↑ Прямая трансляция, 2023-08-31 (1:01:10).
- ↑ 70.0 70.1 70.2 70.3 Прямая трансляция, 2023-08-31 (1:05:23).
- ↑ 71.0 71.1 71.2 71.3
- ↑ 72.0 72.1 72.2 Прямая трансляция, 2023-02-24 (1:12:24).
- ↑ 73.0 73.1 73.2 Прямая трансляция, 2022-10-28 (24:28).
- ↑ 74.0 74.1 74.2 Прямая трансляция, 2021-04-30 (1:14:49).
- ↑ 75.0 75.1 75.2 75.3 Интервью, 2020-07-19 (1:12:37).
- ↑ 76.0 76.1 Прямая трансляция, 2017-11-17 (38:35).
- ↑ 77.0 77.1 Massively OP, 2017-06-1
- ↑ 78.0 78.1 78.2 78.3 78.4 Прямая трансляция, 2018-02-09 (20:40).
- ↑ 79.0 79.1 Прямая трансляция, 2017-05-10 (32:22).
- ↑ 80.0 80.1 Прямая трансляция, 2023-10-31 (1:21:02).
- ↑ 81.0 81.1 81.2 Прямая трансляция, 2022-08-26 (1:20:17).
- ↑ 82.0 82.1 Прямая трансляция, 2022-07-29 (3:21).
- ↑ 83.0 83.1 83.2 83.3 Прямая трансляция, 2021-01-29 (1:14:53).
- ↑ Видео, 2018-09-06 (3:53).
- ↑ Прямая трансляция, 2018-07-09 (50:16).
- ↑ Прямая трансляция, 15 Мая 2017 (13:06).
- ↑ 87.0 87.1 87.2 Интервью, 24 Августа 2018 (4:15).
- ↑ Интервью, 2020-07-18 (52:57).
- ↑ 89.0 89.1 Интервью, 2021-02-07 (16:05).
- ↑ 90.0 90.1 Подкаст, 2017-05-05 (43:05).
- ↑ 91.0 91.1 Интервью, 2021-02-07 (19:00).
- ↑ 92.0 92.1 Видео, 2023-06-30 (19:20).
- ↑ 93.0 93.1 Интервью, 2018-12-06 (20:30).
- ↑ Видео, 2020-05-31 (47:32).
- ↑ Прямая трансляция, 2023-06-30 (18:45).
- ↑ 96.0 96.1 96.2 Blog: Development Update with Village Node.
- ↑ Прямая трансляция, 2023-08-31 (50:25).
- ↑ 98.0 98.1 98.2 Прямая трансляция, 2018-04-8 (AM) (23:18).
- ↑
- ↑ Прямая трансляция, 2023-10-31 (1:08:57).
- ↑
- ↑
- ↑ Интервью, 2023-09-10 (47:13).
- ↑ 104.0 104.1
- ↑ Интервью, 2020-07-19 (41:32).
- ↑ Интервью, 2023-07-09 (1:36:24).
- ↑ Прямая трансляция, 2022-10-14 (52:31).
- ↑ Подкаст, 2021-09-29 (14:21).
- ↑ 109.0 109.1
- ↑ 110.0 110.1 Прямая трансляция, 2021-06-25 (22:34).
- ↑ 111.0 111.1 111.2 Прямая трансляция, 2021-07-30 (1:14:33).
- ↑ 112.0 112.1 112.2 112.3 Видео, 2020-05-31 (47:32).
- ↑ Прямая трансляция, 2018-08-17 (10:54).
- ↑ Прямая трансляция, 2021-04-30 (1:12:33).
- ↑ 115.0 115.1 Прямая трансляция, 2020-06-26 (51:58).
- ↑ 116.0 116.1 Прямая трансляция, 2019-06-28 (1:23:31).
- ↑
- ↑
- ↑ Прямая трансляция, 2020-05-29 (1:03:35).
- ↑ Видео, 2019-07-16 (0:00).
- ↑ Прямая трансляция, 2017-05-15 (45:20).
- ↑ Интервью, 2017-01-20 (4:19).
- ↑ Интервью, 2018-05-11 (28:21).
- ↑ Видео, 2023-10-31 (27:40).
- ↑ 125.0 125.1 125.2 125.3 125.4 125.5 125.6 125.7 Видео, 2019-07-15 (2:12).
- ↑ 126.0 126.1 126.2 Прямая трансляция, 2017-07-28 (19:43).
- ↑ Видео, 2023-10-31 (13:32).
- ↑ Видео, 2023-10-31 (10:13).
- ↑
- ↑ 130.0 130.1 130.2 130.3 130.4 Прямая трансляция, 2020-04-30 (58:05).
- ↑ Видео, 2023-09-29 (2:59).
- ↑ 132.0 132.1 132.2 132.3 132.4 Прямая трансляция, 2023-08-31 (2:10:23).
- ↑ Прямая трансляция, 2020-04-30 (56:58).
- ↑ 134.0 134.1 Видео, 2023-10-31 (28:06).
- ↑ 135.0 135.1 Прямая трансляция, 2018-04-8 (AM) (15:46).
- ↑ Прямая трансляция, 2020-05-29 (1:28:38).
- ↑
- ↑ 138.0 138.1
- ↑ 139.0 139.1 Прямая трансляция, 2017-05-24 (32:07).
- ↑ Подкаст, 2021-04-11 (44:29).
- ↑ 141.0 141.1 141.2 141.3 Прямая трансляция, 2022-04-29 (1:13:00).
- ↑
- ↑ Прямая трансляция, 2019-07-26 (1:09:46).
- ↑ Прямая трансляция, 2020-08-28 (2:05:21).
- ↑ Прямая трансляция, 2022-10-28 (1:32:38).
- ↑ Прямая трансляция, 2020-07-31 (1:31:11).
- ↑ Прямая трансляция, 2017-07-18 (37:25).
- ↑
- ↑ Интервью, 2020-07-20 (20:17).
- ↑ 150.0 150.1 150.2 150.3 Прямая трансляция, 2017-05-10 (8:22).
- ↑ Прямая трансляция, 2017-05-10 (6:12).
- ↑ 152.0 152.1 152.2 152.3 152.4 152.5 152.6 152.7 Прямая трансляция, 2017-05-08 (20:41).
- ↑ Прямая трансляция, 2017-07-18 (38:30).
- ↑ Прямая трансляция, 2017-05-26 (26:00).
- ↑ Интервью, 2018-05-11 (24:18).
- ↑ 156.0 156.1 156.2 156.3 156.4 156.5 156.6 156.7 Видео, 2023-08-31 (28:04).
- ↑ Прямая трансляция, 2020-03-28 (1:03:38).
- ↑
- ↑
- ↑ 160.0 160.1 Интервью, 2023-07-09 (54:46).
- ↑ 161.0 161.1 161.2 Прямая трансляция, 2023-06-30 (1:45:22).
- ↑ 162.0 162.1 162.2 162.3
- ↑ Прямая трансляция, 2023-08-31 (15:51).
- ↑ 164.0 164.1 Интервью, 2023-07-09 (38:14).
- ↑ 165.0 165.1 Интервью, 2020-03-27 (0:30).
- ↑ Видео, 2018-04-05 (41:48).
- ↑ Прямая трансляция, 2023-09-29 (1:11:22).
- ↑ 168.0 168.1 Прямая трансляция, 2022-08-26 (1:10:16).
- ↑ 169.0 169.1 Интервью, 2018-05-11 (57:02).
- ↑
- ↑ 171.0 171.1 171.2 171.3 171.4 171.5 171.6 171.7 171.8 Blog: Exploring the Boundless Opportunities of Freeholds.
- ↑
- ↑ 173.0 173.1 Прямая трансляция, 2023-08-31 (24:13).
- ↑ Прямая трансляция, 2023-07-28 (1:29:07).
- ↑ Прямая трансляция, 2017-05-24 (42:22).
- ↑ 176.0 176.1 Blog: 10 facts about castle sieges in the MMORPG.
- ↑ 177.0 177.1 177.2 177.3 Прямая трансляция, 2021-04-30 (1:01:10).
- ↑
- ↑ Прямая трансляция, 2020-08-28 (1:39:02).
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ Интервью, 2020-07-30 (16:17).
- ↑ Интервью, 2020-07-18 (55:01).
- ↑ 187.0 187.1 187.2 Прямая трансляция, 2021-05-28 (1:53:04).
- ↑ 188.0 188.1 188.2 188.3 188.4 Интервью, 2021-02-07 (13:14).
- ↑ 189.0 189.1 189.2 189.3 189.4 Podcast, 2017-05-13 (25:55).
- ↑ 190.0 190.1
- ↑ 191.0 191.1 191.2 191.3 Интервью, 2020-07-29 (16:46).
- ↑ Прямая трансляция, 2020-08-28 (2:05:07).
- ↑ 193.0 193.1 Подкаст, 2021-09-29 (32:35).
- ↑ Интервью, 2020-07-19 (51:11).
- ↑ Интервью, 2020-07-29 (15:04).
- ↑ Прямая трансляция, 2017-05-05 (20:41).
- ↑ 197.0 197.1
- ↑ Прямая трансляция, 2021-07-30 (1:16:05).
- ↑
- ↑ Интервью, 2018-10-20 (2:53:52).
- ↑ 201.0 201.1 201.2 Прямая трансляция, 2022-10-28 (29:32).
- ↑ 202.0 202.1 Прямая трансляция, 2022-08-26 (1:32:45).
- ↑ 203.0 203.1 203.2 203.3 Интервью, 2020-07-08 (48:30).
- ↑ Прямая трансляция, 2022-10-28 (13:53).
- ↑
- ↑
- ↑ Forums - Livestream Q&A 2022-08-26.
- ↑ Интервью, 2018-08-21 (40:44).
- ↑ Интервью, 2020-07-19 (1:10:55).
- ↑ Прямая трансляция, 2022-10-14 (57:22).
- ↑ 211.0 211.1 211.2 211.3 211.4 211.5 Интервью, 2020-07-19 (1:08:22).
- ↑ Интервью, 2020-07-18 (10:04).
- ↑ Интервью, 2020-07-08 (1:00:15).
- ↑ Видео, 2023-01-27 (16:44).
- ↑ 215.0 215.1 Интервью, 2020-07-19 (8:43).
- ↑ February 8, 2019 - Questions and Answers.
- ↑ 217.0 217.1
- ↑ Интервью, 2020-07-20 (21:57).
- ↑ Прямая трансляция, 2018-04-8 (PM) (55:49).
- ↑ Интервью, 2020-07-18 (1:00:15).
- ↑ Прямая трансляция, 2022-06-30 (1:18:55).
- ↑ Прямая трансляция, 2020-07-25 (46:08).
- ↑ Прямая трансляция, 2020-12-22 (1:15:01).
- ↑ Прямая трансляция, 2017-05-03 (35:25).
- ↑ Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- ↑ Прямая трансляция, 2022-05-27 (1:14:46).
- ↑ Видео, 2022-05-27 (2:21).
- ↑ 228.0 228.1 228.2 Видео, 2023-10-31 (4:45).
- ↑ 229.0 229.1 229.2 Видео, 2023-10-31 (5:06).
- ↑ 230.0 230.1 Интервью, 2019-04-17 (49:55).
- ↑ Видео, 2023-10-31 (6:07).
- ↑ Видео, 2023-10-31 (8:05).
- ↑
- ↑ 234.0 234.1 234.2 Прямая трансляция, 4 Июня 2018 (39:15).
- ↑ City hall.
- ↑ Прямая трансляция, 2023-08-31 (44:21).
- ↑ Прямая трансляция, 2018-04-8 (AM) (18:59).
- ↑ 238.0 238.1 238.2 238.3 Подкаст, 2021-09-29 (8:38).
- ↑ 239.0 239.1 Видео, 2022-05-27 (17:15).
- ↑ Прямая трансляция, 2017-05-17 (30:53).
- ↑ Kickstarter - We Just Broke $1,500,000!
- ↑ 242.0 242.1
- ↑ 243.0 243.1 Прямая трансляция, 2017-05-17 (11:27).
- ↑ 244.0 244.1 244.2
- ↑ 245.0 245.1 Интервью, 2018-10-20 (5:51).
- ↑ 246.0 246.1
- ↑ 247.0 247.1 Прямая трансляция, 2020-06-26 (47:32).
- ↑ Прямая трансляция, 2020-06-26 (54:03).
- ↑ MMOGames interview, January 2017
- ↑ 250.0 250.1 Node series part II – the Metropolis.
- ↑ 251.0 251.1 251.2 251.3 Прямая трансляция, 2017-05-12 (55:01).
- ↑ 252.0 252.1 Прямая трансляция, 2023-06-30 (1:12:07).
- ↑ 253.0 253.1 Прямая трансляция, 2023-06-30 (14:09).
- ↑ 254.0 254.1 Прямая трансляция, 2023-06-30 (13:10).
- ↑ 255.0 255.1 Development Update with Freehold Preview.
- ↑ 256.0 256.1 Видео, 2023-06-30 (21:22).
- ↑ 257.0 257.1 Прямая трансляция, 2020-06-26 (53:41).
- ↑ Интервью, 2020-07-08 (33:34).
- ↑ Прямая трансляция, 2017-05-12 (52:01).
- ↑ Прямая трансляция, 2020-06-26 (1:02:12).
- ↑ 261.0 261.1 Прямая трансляция, 2023-06-30 (1:15:34).
- ↑
- ↑ Прямая трансляция, 2017-05-19 (32:23).
- ↑
- ↑ Прямая трансляция, 2020-06-26 (56:08).
- ↑ Прямая трансляция, 2023-06-30 (1:20:20).
- ↑ 267.0 267.1 Прямая трансляция, 2019-05-30 (1:23:41).