Узлы

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На карте каждого сервера размещены точки развития, которые называются Узлами.[4]

Узлы это предопределённые локации, окруженные зоной влияния, и в нашем мире они могут формировать поселения разного размера. Их размеры варьируются от маленьких лагерей до кипящих жизнью метрополисов. Размер поселений зависит от вклада игроков и насколько далеко они развили Узел. Игроки не создают форму Узла, но внутри нее они могут владеть кусками земли. Игроки в руководстве Узла будут иметь возможность менять типы строений и предоставляемых услуг, но по большей части Узел будет расти сам в соответствии со своим развитием (думайте об этом скорее как о NPC застраивающих город, а не как об игроках вручную закладывающих стены и строения). Зона в которой засчитывается вклад игроков в Узел больше чем, собственно, поселение, что позволяет игрокам не прекращать приключение для развития поселения. Мы называем эту зону "Зоной влияния", и это пространство где игроки помогают развивать Узел возле которого они находятся.[5]

Nodes exist all throughout the world and the location of said node will determine its type; but this type will be... seen at the first stage of development when the first stage when a node propagates real-time assets in the world; is basically these NPCs, these merchants that come into an area and they offer services and/or you know of stores or whatever the deal may be. You will see the flavor of the node from those merchants. So if it's a military node you'll see military people. If it's... an economic node you'll see merchants. If it's a scientific one you'll see scholars; and if it's a divine one you'll see priests and clerics. So players will have a very firm understanding of which node is which type in order to know how they want to progress.[6]Steven Sharif

Nodes are assigned one of four (4) node types, each of which contain unique specializations.[7]

  • Players will be able to identify the type of a node at its first stage of development (Expedition) based on its NPC population.[6]
Node type.[7] Specialization.[7] NPCs.[7]
Divine nodes Faith and skill/equipment augment focuses Priests
Economic nodes Trade and merchant focuses Merchants
Military nodes Боевая система and class training focuses Guards
Scientific nodes Artisan and construction focuses Scholars

Ashes of Creation allows you, the player, to decide the fate of the world around you. With each Node Type, you can change the flow of resources and goods in the world. Will you grow the largest Economic Metropolis and help guide the riches of Verra, or will you choose another path unlocking new stories filled with allies and enemies?[8]

Node types are predetermined and are the same across all servers.[7]

For example, if a level 4 Scientific Node is destroyed, it will become a Level 0 Scientific Node. It will never be any other Node Type other than a Scientific Node. The location of these Types relates to the influences of the area around the Node.[7]Margaret Krohn

Node types affect various services and systems at each level of node advancement.[7]

Node benefits

Разные типы узлов обладают разными бонусами.[1]

Divine node benefits

Divine node benefits are not known at this time.

Economic node benefits

Economic nodes that have reached the metropolis stage unlock the linked economy superpower. Economic nodes with this superpower share their Auction house listings with all others.[8]

Economic Nodes that have reached the Metropolis Stage unlock the Superpower “Linked Economy”. Any Economic Node with this Superpower unlocked shares Auction House listings with all the others, meaning that the items listed in one Linked Economy Node can be bid on from any other Linked Economy Node. Linked Economies also connect a Metropolis and any Vassal Economic Nodes belonging to that Metropolis.[8]

The Linked Economy Superpower has the potential to create a massive market that spans the world. This will allow players to attain and sell goods with ease, providing those who have access to these Economic Nodes a faster path to fortune in the lands of Ashes of Creation.[8]

Military node benefits

Military nodes enable Bounty hunters and reduced duration of corruption.[9][10]

Scientific node benefits

Scientific nodes that have reached the metropolis stage unlock the Teleportation superpower.[12]

  • Citizens of metropolis scientific nodes may teleport between the metropolis and any of its vassal nodes, regardless of the stage of the vassal node, so long as the vassal node is not at war.
  • Citizens of vassal nodes may teleport to their metropolis node and back.
  • If there are multiple scientific metropolises, then an airship will provide faster travel between those scientific metropolises for citizens of those nodes and their vassal nodes, so long as the metropolises are not at war.

This will allow Citizens and Vassals of Scientific Metropolises to do things more quickly than others, as fast travel is limited in the world of Ashes of Creation. They’ll be able to exchange goods and information with ease and get to locations in the world at a quicker speed in order to gather crafting materials to create recipes, as well as participate in limited-time events.[12]

Зона влияния

Узлы это предопределённые локации, обёрнутые в зону влияния (ZOI).[5]

За каждым узлом закреплёно предопределённое географическое пространство, называемое зоной влияния (ZOI). Активность игроков внутри зоны влияния регистрируется и учитывается в счёт прогресса данного узла.[5]

Каждый Узел может сформироваться в город, но ограничен своими соседями. Узлы имеют разные уровни развития. Может быть ограниченное количество узлов каждого уровня. Думайте об этом как будто продвинутым поселения нуждаются в большем пространстве. Узлы занимают всё больше земли когда растут и будут требовать больше усилий для поддержания. Эта система является основным двигателем изменений в мире потому что создаёт редкость. Когда Узлы продвигаются в стадиях развития они будут блокировать своих соседей и поглощать их зоны влияния.[5]

Производя обыденные действия, такие как выполнение квестов, сбор ресурсов и рейды, игроки имеют влияние на то какие узлы мира будут развиваться.[13]

Главным нашим отличием от других MMO является живой, дышущий, реагирующий мир... Наш мир разбит на зоны, разделённые на то что мы называем узлами. Узлы это что-то вроде невидимых зон влияния которые реагируют на то что делает игрок; когда игроки получают опыт от убийства монстров, выполнения квестов и крафта вещей, узел тоже получает опыт. Как только узел получает достаточно опыта, его уровень вырастает и он начинает привлекать к себе NPC.[14]Джеффри Бард

До одной пятой карты мира может быть занято зоной влияния метрополиса. Множество вассальных узлов внутри границ зоны влияния могут начать выглядеть как страна.[15]

Зоны влияния полностью покрывают весь мир без пробелов.[16]

Нет такого места куда можно было бы прийти и что-нибудь сделать, и ни один узел бы не получил за это опыт.[16]Steven Sharif

Прогресс узлов

Деятельность(квесты, сбор ресурсов, рейды и т.д.) граждан и прочих игроков внутри зоны влияния узла засчитывается в пользу развития этого Узла.[4] Существует шесть стадий развития узла.[4]

  1. Привал (Несколько часов)
  2. Лагерь (Много часов)
  3. Деревня (Несколько дней)
  4. Городок (Много дней)
  5. Город (Несколько недель)
  6. Метрополис (Много недель)
Концептуальная иллюстрация. Узлы, которые находятся в зоне влияния более развитых узлов ограничиваются уровнем ниже чем у более развитого Узла.[17]

Развитие узла открывает его уникальный контент, цена этому - ограничение прогресса кольца соседних узлов.[18]

  • Узлы быстро развиваются до первой стадии. Это открывает такие сервисы NPC как торговцев или доступ к хранилищу предметов.[19]
  • Чем развитее узел, тем больше его зона влияния.[1]
  • Менее развитые узлы (так называемые вассальные узлы) которые находятся в зоне влияния более развитого Узла все еще получают опыт, но должны будут остановиться в развитии на более нижней стадии чем более развитый узел.[17]
  • Узел не будет получать опыт от узлов в своей зоне влияния пока те не достигнут своего предела в развитии.[17]
  • Игроки автоматически перемещаются в безопасное место если они находятся в пространстве которое должны занять новые здания при развитии узла в момент их появления.[20]
  • Граждане одного узла могут вносить свой вклад в развитие других узлов.[21]
  • Точный процент прогресса узла от получения предметов или убийства монстров не будет явно указан во избежание "игр" с системой. [22]

Разные люди вкладывают в развитие узлов разные ресурсы и это было бы немного неправильно если бы вы точно знали что необходимо, потому что это бы уменьшило желание людей участвовать. [22]Steven Sharif

Vassal nodes

Village (stage 3) or higher nodes enslave nearby nodes, converting them into vassal nodes.[7][23]

  • Vassal nodes must remain at least one node stage below their parent node.[7]
    • Neighboring nodes lower than stage 3 also block the growth of their immediate neighbors. This is intended to be tested in Alpha-1.[23]
    • Vassal nodes first apply any experience earned to their own deficit (see Node atrophy). It then applies excess experience earned to its parent node.[24]
    • If the parent node advances, the vassal is once again able to advance.[7]
  • Vassal nodes give excess experience to their parent node and may have their own vassals; so long as they fall within the parent node’s zone of influence.[7]
    • If a node is capped and is both a vassal and has its own vassals, any experience earned from itself or its Vassals is first applied to its own deficit. Experience beyond that is then sent to its parent node.[24]
  • Vassals are subject to the government, alliances, wars, taxes, and trade of their parent node, and are able to receive federal aid from them.[7]
  • Vassal nodes cannot declare war on their parent node or any of their vassals.[7]
  • Citizens of vassals are bound by the diplomatic states of the parent node.[7]

If a Node is a Vassal Node and is capped from advancing further, it first applies any experience earned to its own deficit (see Node Atrophy section), and then applies excess experience earned to its Parent Node. If the Parent Node advances and the Vassal is able to grow, it becomes uncapped. If a Node is capped and is both a Vassal and has its own Vassals, any experience earned from itself or its Vassals is first applied to their own deficit. Any experience beyond that is then sent to its Parent Node.[24]Margaret Krohn

Зоны и прокачка

Dungeons, Raids, World bosses, Mobs, Quests, Events, Resources, Narratives and other content within a node's ZOI will have a diverse level range; but will scale with the advancement of that node and its racial influence.[25][26][7]

We don’t have a strictly level 25 zone. Instead, that zone might have some level 10 creatures near the road, some level 20 creatures deep in the forest, and some level 30 creatures up the mountain. These ratios will change based on the Nodes that inform them, becoming generally more dangerous as the Node grows. All this civilization attracts the attention of Things-That-Should-Not-Be. This does not mean that wilderness areas are safe, by any means. Some may be safe-er, but all will have dangers that even the most experienced traveler needs to watch out for.[27]Steven Sharif

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.[28]

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.[29]Steven Sharif

Node atrophy

Nodes can delevel based on node atrophy.[24]

  • This is a preliminary design and may change based on testing. This may be changed to an atrophy points system, where accumulated points will progressively disable services within a node. The node may be destroyed (instead of deleveling) if a significant points threshold is reached.[30]

There are intrinsic problems with reducing a nodes level as opposed to removing the node and it may be possible I'm just gonna say now that we don't actually atrophy nodes to delevel but rather accrue atrophy points that must be replenished over time; and if not it begins to disable services and further compound the atrophy problem; at which point when it reaches a certain atrophy point then the node would just disappear.[30]Steven Sharif

  • Nodes accumulate an experience deficit each day based on the node's level. The deficit is subtracted from any experience earned that day. If any deficit remains, then this is subtracted from the node’s experience pool.[24]
  • Mayors are able to initiate quest-driven systems that non-citizens can participate in. The mayor can use a portion of the node's treasury or goods as rewards for quest completion. Players will be able to interface with the node to view the quests that are available to them.[31]
  • Certain flags will appear to notify node citizens if their node has dropped below the required experience for its current stage. After a short period, if the atrophy is not addressed, the Node will then delevel.[24]
  • A node cannot delevel more than a single level at a time.[24]
    • When a Node delevels it enters a safe period, during which the deficit is temporarily reduced to 0.[24]
  • It may be possible through node atrophy for two nodes of the same stage to be adjacent to each other.[30]

Deleveled nodes return to their previous stage.[24]

If a Node delevels, it returns to the previous Stage, but keeps the racial style it had before deleveling. A Node cannot delevel more than a single level at a time. For example, a Level 2 Node would become a Level 1, or a Level 1 Node would become a Level 0. If deleveling would cause a Node to lose its Vassals, it does so. When a Node delevels it enters a “safe period,” during which the deficit is temporarily reduced to 0. Once the safe period expires, the Node can once again begin losing experience based on its deficit.[24]Margaret Krohn

Storyline quests

Storyline quests can have multiple stages. These quest stages can actually be failed.[32]

There will be many different quests that actually have stages of the storyline; and these stages can actually be failed. You can actually fail a storyline; which sucks when you think about it, but at the same time that risk makes your investment that much more important.[32]Steven Sharif

Trophy park

Trophy park is an area within Town, City or Метрополис nodes that has available spots for trophies. These trophies show the character names of players who are the first to complete world bosses and dungeon bosses that were spawned as the result of the development of that particular node.[34]

  • Server announcements and achievements are designed to encourage groups to experience new content.[34]

Reliquary

Reliquary concept art.[35]

Each city has what's called a reliquary and the reliquary begins to spawn unique items for the citizens to take advantage of based on the performance progression and achievements that those citizens have within the world. So if your citizens are part of downing a world boss or completing a dungeon in a record time or crafting a legendary item or whatever: all of these different types of progression paths for the cities could result in the production of a relic that exists within the reliquary.[36]Steven Sharif

Node relic.[37] This is a protective relic that is preventing an attack. Once stolen, it enables a siege against the metropolis.[38]

Relics are achievements for a node that unlock over time. They allow node citizens to craft certain legendary items and progress in certain legendary quest lines.[39]

  • Relics are placed in a node's reliquary.[36]
  • Limited access to the relics stored in a node's reliquary are granted to registered attackers after successfully destroying that node in a node siege.[36]

Node development

План узла на этапе деревни в альфе-1.[40]

Даже на третьем этапе развития узла до деревни, видно, что он достаточно крупный. В план включены фактически статические жилые дома, которые смогут приобретать игроки.[40]Стивен Шариф

Архитектурные стили разных рас для узлов на этапе деревни в альфе-0. Эмпирийское влияние (сверху). Кэларское влияние (снизу).[41]

План и архитектура в пределах каждой зоны развития узла определяются расой, оказавшей большее влияние. К примеру, для узла, находящегося на 3 этапе развития, на которое больше всего повлияла раса Пи'Рай, станет Пи'Райской деревней с Пи'Райской архитектурой. Большая часть неигровых персонажей будут эльфами Пи'Рай, предлагающими задания с Пи'Райской сюжетной линией.[7]Маргарет Крон

Очки опыта узла, привнесённые каждым персонажем, помечаются идентификатором расы и не только. При развитии узла, раса, привнёсшая большее количество очков опыта узла, определяет его стиль и культуру. Изменения стиля и культуры могут происходить на каждом этапе развития узла. К примеру, если узел достигает 2 этапа - привал - и 51% очков опыта было привнесено персонажами расы Рен'Кай, это он станет Рен'Кайским узлом 2 этапа. Если тот же узел достигнет 3 этапа - деревня - но 62% очков опыта привнесли Пи'Рай, то он станет Пи'Райским узлом 3 этапа. Культурное влияние не будет ограничиваться только внешним видом и изменениями сюжетной линии - доминирующая культура в пределах зоны влияния узла будет иметь определённые бонусы.[24]Маргарет Крон

План и стиль узла определяются несколькими факторами:[42]

Что-то определяется зоной, в которой он расположен. Что-то определяется его типом. Что-то определяется расой, остальное определяет мэр.[42]Джеффри Бард

Все узлы, вне зависимости от того, связаны они с замком или с обычной структурой узла, будут иметь культурное влияние, отражающееся на отстраиваемых зданиях и живущих в узле неигровых персонажах.[45]Стивен Шариф

Будет внедрена механика истощения для опыта и влияния, чтобы весь мир не был застроен узлами одной расы.[46]

Будет присутствовать истощение в плане опыта и влияния, и чем сильнее какая-то раса развивается в мире, тем больший эффект оно будет оказывать. Так что если появится очень много орочьих узлов, их коэффициент истощения будет очень высоким, что осложнит борьбу за установление их культуры в новых узлах, потому что их влияние в мире выше, а в отдалённых регионах, в которых у них нет влияния, публичное мнение настроено против них.[46]Стивен Шариф

Node buildings

Constructible node buildings

Node governments decide the location and types of constructible node buildings to be constructed within sectors of a node.[49][50][51]

These are buildings that the mayor has agency over determining whether or not they should be a constructed project. Constructible buildings can be selected at open plots that are gained as the node advances. If they elect to begin construction of one of these types of buildings- one of which is the marketplace- it'll grant certain trade benefits as well as some stalls that the citizens may participate in.[52]Steven Sharif

When the building types are determined, the community will then need to bring resources into the node (using caravans) and come together to construct the buildings (via quests and the like).[49]

The government decides how to specialize their node. Once they choose certain things they won't be able to choose other things.[49]

Different governments may change the buildings within a node.[49]

And there could be regime change... If somebody doesn't like the fact that a market was built and they want to re-elect a new government next cycle, they can do so... and that market could be destroyed and a new building take its place.[49]

Pre-defined parameters limit the number of buildings at in-node locations.[50]

Unique node buildings

Each node type has a unique node building associated with it that can be activated at the Village stage of node advancement. The unique building plays a central role in the progress of civilization for a server.[8]

Расовые задания

Задания могут основываться на расе персонажа.[54]

Различные задания могут выдаваться той расой, чей вклад в опыт узла оказался наибольшим. Это не значит, что какой-то контент окажется заблокированным, просто задания будут иметь разные тона.[54]

Могут быть даже разные направления одного задания для разных рас, и даже пусть вы делитесь заданием убить босса, если вы играете за человека, а я - за эльфа, у меня потенциально может иметься альтернативная сюжетная линия задания, ведущая в ином направлении, чем у вас, хоть мы и взяли одно задание. Это может зависеть от того, чья культура привнесла больший вклад в развитие узла, разблокировав различные сюжетные линии для культур одной основной культуры узла - это не будет закрывать доступ к контенту, а создаст различные тона и различные направления, чтобы кругом не было сплошных шаблонов.[54]Стивен Шариф

Раса имеет значение, потому что у повествования есть ветви, на которые влияет культура, внёсшая больший вклад в развитие узла... Если вы Никюа и вы находитесь в узле, принадлежащем преимущественно Никюа, вам как представителю этой расы будут доступны определённые услуги и/или способности, доступа к которым может не быть у других рас... У них могут быть альтернативные линейки заданий, но конкретно ваши им доступны не будут. Потом эти характерные для Никюа задания окажут влияние на мета-повествование, существующее в мире, и они станут его направлять. Это будет преимуществом для вашей расы, поскольку разблокирует определённый контент, который прочие расы ещё не разблокировали. Так что есть смысл развиваться в этом направлении, чтобы сдержать прогресс доминирующей расы.[46]Стивен Шариф

Задания, характерные для определённых расы, титула или гильдии скорее всего будут составлять менее 10% от общего количества заданий. 90% заданий смогут взять все игроки.[55]

Player housing

Pre-alpha Эмпирийцы freehold homestead.[56]

Players will have the ability to survey and develop land anywhere in the world. Be a pioneer deep in the wilderness, build the home of your dreams, and work the land to cultivate resources and supplies. Alternatively, stick with civilization and safety in numbers – purchase a home within the confines of a village and watch your investment grow as that village turns into a city. Homeowners in our game will have the ability to develop their plot of land as they see fit. Focus on farming, animal husbandry, or own your very own smithy. You’ll be able to specialize your land to maximize your profits or your comfort – be sure to choose wisely.[57]

Player housing comes in the form of Static housing, Apartments and Наделы.[1]

A player may own up to 1 of each type of housing simultaneously.[59] Static housing and Apartments are one per server; Наделы are one per account.

Player housing Type. Availability. Limit.
Apartments Instanced.[1] Village stage and higher.[60] One per server.[61]
Наделы Open world.[1] Village stage and higher.[1] One per account.[61]
Static housing In-node.[1] Village stage and higher.[1] One per server.[61]

Static housing

Static housing provides non-instanced player accommodation within a node, also known as in-node housing.[1]

Apartments

Apartments are internal only (instanced) spaces within a node that offer some housing functionality.[1] There will be 50 apartments available for purchase at the Village (stage 3) of a node if the mayor chooses to construct apartment buildings and if there is an available plot to do so.[63][60]

  • The number of available apartments increases as a normal part of node advancement.[60]
  • It was previously stated that apartments would be available at Town (stage 4) or above.[1]

The mayor may additionally construct apartment buildings when the node hits stage 4 at one of the building plots in the node, along with cities gaining additional static housing and apartments by default as a normal part of the leveling process.[60]Steven Sharif

Наделы

Наделы in Alpha-1.[66]

The whole goal of the freehold system is to give everything a purpose and not just have it be like "oh this is my pretty design", but it's a design towards something for your character- towards something for the world.[67]Джеффри Бард

Наделы are sizable player housing plots that can be situated within the Зона влияния (ZOI) of a Village (stage 3 node) or higher.[1]

The freehold system interacts with multiple other systems in-game.[72]

Buying and selling (Real estate)

Players buy the deeds for housing from the node itself.[9] Players can also buy and sell properties from other players.[1]

  • Housing will have a base price that scales with the number of citizens in the node.[73]
  • The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[74]
    • A grace period will occur before the housing becomes available for auction.[74]
    • Bids will then be accepted starting at a minimum reserve value that is based on the number of citizens in that node.[74]
    • At the end of the auction, the highest bidder will win the house.[74]
  • Static housing and apartments can be listed and sold to other players.[71][75]

There's no cap essentially in player originated sales. Those are determined essentially by supply and demand as it is within the game and there's no artificial barrier to how high that demand can go.[64]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".[73]
  • Players will not be able to exceed their allotment of housing in the game.[78]

This will allow players to transfer real property goods. This includes ... static housing, this includes apartments that they may own; and they can sell those because those will have a limited and finite quantity.[78]Steven Sharif

Rental and leasing concepts are currently under consideration.[78]

Some concepts that we have is going to be rental or leases that could be had allowing players to kind of lease a property for a period of time where they will have control rights over utilizing storage based on the area, controlling the furniture or access point; all that kind of stuff.[78]Steven Sharif

Node citizenship

Player housing grants the ability to claim citizenship of a node.[80]

  • Citizenship tickets may also grant citizenship to certain node stages. This mechanic will be decided based on testing.[81]

We want these places to be populated and people to be attracted to them and so right now we think housing is enough for that. But we don't want to design ourselves into a corner where we don't have any other options, so the hope is that yes citizenship will be only gained through housing; with our caveat that if that doesn't work well we'll change it.[81]Джеффри Бард

Citizenship can be claimed for Village (level 3) nodes or higher.[9]

  • A player can only claim citizenship to one node at a time.[82]
  • Only one citizenship may be declared per account, per server.[83][84][85]
    • This may have changed to one citizenship per account.[86]
  • Citizenship is lost if the node is destroyed. A player can then become citizen of another node.[83]
  • Node citizenship is not tied to membership of a guild. Guilds don't "own" nodes.[83]

Your account is bound to one declared citizenship per server, which means that if you have two alts and your main character on one server you may only be a citizen of one node between those three... If you have an alt on a different server, it could be a citizen of a node as well.[85]Steven Sharif

Changing citizenship has a cooldown of two weeks.[80]

  • This applies to players who renounce their citizenship in a node.[83]

You can declare citizenship to only one node and when you declare that citizenship. Let's say for example, one guild perhaps wanting to kind of take all their members and have them all declare the same citizenship to a location. The longer a node exists the higher the prize it is to take and some systems with regards to crafting progression and/or rewards and bonuses or the reliquary that we haven't really touched on a lot, those systems are going to be so enticing that from an incentive standpoint it will compel other groups to either potentially break alliances or siege the city in order to take the goods that are potentially in it. So, from an incentive standpoint we have that at play. Additionally, we don't have a cap per-se that we've announced yet on the citizenship aspect of being in a node, but we do have soft caps. It becomes costlier the higher number of citizens each time one new person wants to join to be part of a node. So, there is sort of a soft cap on how many citizens one node can have and it might be that not all in the guild can participate in that area. So, there's kind of a natural divide: A pseudo faction, so to speak between who is a part of that node and who is not.[88]Steven Sharif

A player does not need to declare citizenship of any node. These players won't need to pay taxes but will miss out on benefits of citizenship.[89]

Осады узлов

Осады узлов позволяют игрокам сбавить уровень узла (обратить его прогресс) и уничтожить узел вообще. Таким образом этот процесс открывает путь к новому развитию и доступ к контенту скрытому в окружающих узлах. Благодаря этой механике, политическая борьба и интриги играют важную роль в структуре мира.[4]

Осада Узлов не будет простой задачей для атакующих. Города и Метрополисы будут давать значительное преимущество обороняющимся.[4] Автоматические PvE осады могут быть запущены в отношении узлов которые недостаточно активны.[91]

Если у вас есть дом в Узле и вы не хотите увидеть его уничтожение, вам необходимо защитить этот город![92]Steven Sharif

Подробнее...

Node destruction

Nodes can be destroyed starting at level 3 (Village), and are destroyed through sieges.[24]

Nodes can be destroyed starting at Level 3 - Village Stage, and are destroyed through sieges. Sieges are started via an item which is acquired through a quest that scales in difficulty with respect to the level of the Node which is being targeted for the siege. Once the item is brought to the Node and is activated, the declaration period begins and a countdown is initiated for players in the region to see. This countdown runs for a number of days equal to the level of the Node being sieged. Once the countdown is complete, the siege begins. There is a cooldown between sieges, and players must wait a certain amount of time after an unsuccessful siege before a new siege can be declared. The higher the Node level, the longer the cooldown between sieges. If a siege is successful, then the Node is brought down to Level 0, and anyone who was a citizen of that Node is no longer a citizen.[24]Margaret Krohn

Siege aftermath

We’re working on a destruction engine that should help us to make a Castle Siege that feels cinematic and visceral. Having shards of the walls tumble to the ground after a trebuchet scores a hit will feel satisfying in a way no other Castle Siege has been able to offer in an MMORPG like this. Maybe you don’t need to take down the whole wall, maybe if you blow open a big enough hole, that’ll be enough to turn the tides.[98]

Rubble will be visible for a period of time following a successful castle siege. This will likely persist until the incumbent guild develops the first defensive node.[99]

Destructible environments

Destructible environments will be a core element of how players interact with the world, in both Ashes of Creation Apocalypse and Ashes of Creation the MMORPG.[102]

We want destruction to be a very core element of how players make their way through the world.[102]Steven Sharif

  • Attackers may not be capable of destroying a node during a siege. Instead they may carry out precision attacks to disable specific service-oriented buildings within the node. These buildings can be targeted with siege weapons and bombs.[103]
  • Node buildings (including player housing) have hit points and can be damaged during sieges. If buildings suffer more than approximately 25% damage, any NPCs or services offered by that building will not be available until the building is repaired.[93]
  • If the node still exists after the siege has ended, citizens will need to obtain the resources needed to repair and rebuild any damaged infrastructure.[93][104]
    • Larger more advanced buildings will require more resources to repair them. In-node housing will likely require the least resources to repair.[105]
  • Player housing that is destroyed during a node siege can no longer be sold.[76]

You could be more precision oriented in the decision to attack a city. Let's say it's a rival node that's trying to reach you know a node stage five or something and you want to disable their ability for the religious system to progress so you target the temple during the attack, or you want to disable their scholars academy from reaching a higher level so that your nodes can; or you want to disable multiple buildings that allow for experience and quests to be undertaken by its citizenship, which prevents them from keeping up in pace of experience gained with your node. These can be more precision oriented and don't have to effectualize an actual takeover of the node.[103]Steven Sharif

Impact on player housing

Player housing designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[106][107]

  • Blueprints are mailed to the player to utilize for future placement.[24]
  • Destroyed freeholds are subject to material loss.[24]
  • Certificates will track major milestones (such as Furnaces and Homesteads, for example).[106][107]
  • A possible design idea is for items such as furnishings to be boxed in crates that are accessible inside the new home.[108]

Impact on in-node housing

Following a node siege, static housing will be scaled back or destroyed based on the advancement of the node.[106]

  • If the housing was purchased at a higher advancement than the node currently is then it will be destroyed, otherwise the housing will be scaled back.

Impact on apartments

Apartments may be destroyed in the following circumstances:[106]

  • If their building was destroyed during a node siege, even if the siege was not successful.
  • If the siege delevels the node below stage 4 (Town).

Impact on freeholds

Наделы may be attacked by any player[109] for a period of two hours[24] following a successful siege against its parent node.[110]

  • Players and their allies may defend their freehold for this period of time.[110]
  • Structures and guards may be obtained to defend freeholds during this period.[110]

After the two hour period of open combat following a successful node siege, any remaining freeholds will exist under a grace period for roughly 1 week where another node may take over the zone of influence of the freehold.[109][24]

  • The freehold owner will be required to undertake a quest process to have their freehold adopted by a new node if one exists.[109]
  • At the end of the grace period, if the freehold does not reside within the ZOI of a stage three (Village) node or above, it will be destroyed.[111]

If a siege is successful, then the Node is brought down to Level 0, and anyone who was a citizen of that Node is no longer a citizen. Freeholds within the Zone of Influence are subject to a period of vulnerability. These Freeholds can be destroyed by other players during a period of roughly 2 hours after a successful siege. Destroyed Freeholds are subject to material loss, and blueprints for them are mailed to the player to utilize for future placement in order to allow the player to keep their Freehold’s layout and structure. Once the vulnerability period is complete, any remaining Freeholds will exist under a grace period for roughly 1 week where another Node may take over the Zone of Influence of the Freehold.[24]Margaret Krohn

Node redevelopment

A node that was successfully sieged may develop differently due to the following influences:[112]

  • Different races becoming primary contributors.
  • Design elements determined by different governments.
  • Reactions and interactions with other nodes in the world.

Node government

Alpha-1 winner of Mayoral election.[113]

Node governments are chosen from a node's citizenry when a node reaches stage 3 (Village).[9]

Positions within a node's government are attained through titles that grant special access to NPCs in the node.[114]

There are a lot of things that you can strive for within [a node] that grant you that special treatment.[114]Steven Sharif

Mayors

Mayors are leaders of a node's government who control the development of that node.[115]

  • Coordinate the transfer of needed supplies with citizens operating caravans.[119]
    • Mayors must communicate what resources are necessary for a particular node then motivate the citizens to fulfill those needs.[119]

Only node citizens may be elected mayor.[84]

You may only ever be a citizen of a single node at a time.[84]Steven Sharif

Mayors gain new powers and responsibilities as their node advances.[7]

Node elections

Once a node has reached Village stage there will be a one week cooldown period before node elections begin.[121]

  • This cooldown period allows players to establish citizenship at the village; which may require them to relinquish previous citizenship at another node.[121]
  • Following the initial cooldown, there will be a one week election process, then from that point on, elections will follow a monthly cadence.[121]
  • Осады узлов may not be declared for 21 days following a node advancing to Village (stage 3). This does not apply to nodes at higher stages.[122]

The village stage is a unique stage because that's when the government system comes online and all other stages past village there will have already been a cadence for the election system and it will follow that cadence, but after the initial village stage is completed there will be a one week period where players have an opportunity to establish citizenship at the village that also provides for the cooldown time that is- that would be present on players leaving another node to kind of participate in in this particular node leveling up. But that after that one week period then there will be a one-week election process and then from that point moving forward will be the one month cadence that the node experiences elections on.[121]Steven Sharif

Node elections occur on a monthly basis.[121][123]

Node governments and mayors are chosen through different methods according to the node's type.[1][7]

Mayoral quests

Mayors are able to initiate quest-driven systems that non-citizens can participate in. The mayor can use a portion of their node's treasury or goods as rewards for quest completion. Players will be able to interface with the node to view the quests that are available to them.[31]

Leadership powers

Government officials have wide-ranging leadership powers.[129]

  • Declare war on another node and rally citizens to the cause.[130]
  • Enter into trade agreements.[130]
  • Directing assets.[9]
  • Mayors are able to initiate quest-driven systems that non-citizens can participate in. The mayor can use a portion of the node's treasury or goods as rewards for quest completion. Players will be able to interface with the node to view the quests that are available to them.[31]
  • Governments may be able to choose a node name from a predetermined list.[133][134]

The government has a lot of say in the direction of the nodes development. Directing assets, building projects, tax allocation, defensive ability etc. Players have the ability to not only create these cities, but they have the right of self-governance.[9]

There are levers and dials that are present to both the owners of Castles as well as the elected officials of Nodes that during their administration they have the ability to impact and influence the region around them.[135]Steven Sharif

Guilds do not control nodes.[136][137] Guild leaders (kings and queens) can become mayors of nodes.[84]

  • Guilds hold separate roles in the direction of the node than the roles held by private citizens.[9]
  • Only a certain number of guilds may participate in these roles.[9]
  • Separate guild roles are reserved for small, medium and large guilds.[9]

Guild’s also hold separate roles in the direction of the node, than the roles held by private citizens, and only a certain number of guilds may participate in these roles. Separate guild roles are reserved for Small size guilds, medium size guilds and large size guilds.[9]

Node taxes

Mayors/Node governments allocate resources, taxes, and quests to help develop node defenses.[118]

  • Tax money only goes toward funding node development.[139]
  • Taxation rates scale based on when a player joined a node as a citizen. 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.[140]

Parent nodes take a cut of all taxes from the housing and any services that occur within their ZOI.[141]

  • 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.[141]

Node wars

Node governments may declare war on another node and rally citizens to the cause.[130]

We have conditions that you can set between nodes with regards to either nodes being friendly with each other and acting trade alliances, or they can declare war on nodes similar to how guild wars may function in different games, where those citizens become hostile to each other based on the player government that's elected in the particular node. So those systems all kind of cater to allowing a conflict that's meaningful and that also provides a non-imbalanced relationship between stronger guilds and not as strong guilds.[88]Steven Sharif

Alliances

Ashes of Creation получит особенный контент, сфокусированный вокруг альянсов.[143]

Контент направленный конкретно на альянсы и их развитие; и способность делиться некоторыми общими сервисами между гильдиями которые являются частью этого альянса. Я думаю что выгодно будет дать альянсам дополнительную возможность выставлять определённые отноения с узлами в качестве взаимодействия. Это предоставит интересную динамику игрокам которые являются жителями конкретного узла с которым определены отношения или членами альянса. Так что я думаю что, очевидно, построение систем состоит из создания каналов благодаря которым игроки смогут формировать связи и чем больше слоев вокруг таких каналов построения связей между разными гильдиями и игроками, тем более сильно поддерживаются такие отношения.[143]Steven Sharif

Караваны

Караваны facilitate the transfer of goods for players wishing to turn a profit.[57]

The caravan system is an open world PvP system that revolves around opportunity and risk. Караваны facilitate the transfer of goods for players wishing to turn a profit.[57]

  • Caravans can transport goods for more than one player.[148]

Caravan types

There are different types of Караваны in Ashes of Creation.[151][152]

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.[152]Джеффри Бард

Caravan PvP

Караваны create an open PvP zone that flags players for combat (purple).[154]

  • Players will be able to state their intentions to attack, defend or ignore via a user interface window.[155][156][157]
    • The proximity that the UI window appears is determined by the player's performance as either a defender or an attacker in previous raids.[155]
  • A group will be required to successfully attack a caravan.[146][158]
  • 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.[159]

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.[155]Steven Sharif

Caravan destruction

If a caravan is destroyed (becomes a wreckage) it will drop a portion of the goods it was transporting.[146][160][161]

  • 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.[162]
  • Caravans drop certificates for heavy goods that are redeemable at the origin node for a portion of the goods.[163][161]

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.[161]Steven Sharif

Узлы Подземного мира

Узлы Подземного мира и узлы, находящиеся непосредственно над ними, связаны, но находятся в разных зонах влияния.[164]

Coastal/island nodes

There will be nodes along the coast and on islands.[169]

  • These nodes will have specific water oriented influences and abilities, services, questlines, that relate to the seas.[169]
  • Coastal nodes change the spawn tables of the nearby water content and can also trigger specific events.[170]
  • Harbors in coastal nodes will have quest lines that relate to the ocean and nearby islands.[170]
  • It may be possible to siege a coastal city by sea.[171]

Island chains are part of Ashes of Creation naval content.[172][173]

Underwater nodes

Underwater points of interest that have NPC structures may appear to be like cities, but they will not be nodes.[174]

  • There won't be nodes underwater or in the water.[169]

Patron guilds

Whether an organization is the patron of their node means it contributes the most amount of work to the node from its members.[175]

Patron guilds unlock the following benefits for their members.[176]

Any number of guilds can be in a node, but the number of patron guilds within a node is limited by node stage.[177]

Relics

Reliquary concept art.[35]

Each city has what's called a reliquary and the reliquary begins to spawn unique items for the citizens to take advantage of based on the performance progression and achievements that those citizens have within the world. So if your citizens are part of downing a world boss or completing a dungeon in a record time or crafting a legendary item or whatever: all of these different types of progression paths for the cities could result in the production of a relic that exists within the reliquary.[36]Steven Sharif

Node relic.[37] This is a protective relic that is preventing an attack. Once stolen, it enables a siege against the metropolis.[38]

Relics are achievements for a node that unlock over time. They allow node citizens to craft certain legendary items and progress in certain legendary quest lines.[39]

  • Relics are placed in a node's reliquary.[36]
  • Limited access to the relics stored in a node's reliquary are granted to registered attackers after successfully destroying that node in a node siege.[36]

Sharemarkets

As nodes develop, player governments may open a Stock exchange (also called Stock markets and Sharemarkets) where players can buy and sell shares in Nodes, Guilds and Social organizations.[178][179]

  • There is no regulatory commission to restrict the purchase and sale of stocks.[180]

Internal conflict

There won't be a civil war mechanic within nodes but there will be scope for internal political conflicts; such as undermining the current leadership and disrupting trade.[181]

We want consequences to matter and if that person got elected then you need to work within the means of the mechanics to get them unelected.[182]Steven Sharif

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  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 1.20 1.21 Node series part II – the Metropolis.
  2. Ashes of Creation - Скриншоты.
  3. Стрим, 15 Декабря 2017 (1:11:52).
  4. 4.0 4.1 4.2 4.3 4.4 A reactive world - Nodes.
  5. 5.0 5.1 5.2 5.3 Node series part I
  6. 6.0 6.1 Стрим, 4 May 2017 (15:15).
  7. 7.00 7.01 7.02 7.03 7.04 7.05 7.06 7.07 7.08 7.09 7.10 7.11 7.12 7.13 7.14 7.15 7.16 7.17 7.18 7.19 Blog - Know Your Nodes - The Basics.
  8. 8.0 8.1 8.2 8.3 8.4 8.5 8.6 8.7 Know Your Nodes: Economic Node Type.
  9. 9.00 9.01 9.02 9.03 9.04 9.05 9.06 9.07 9.08 9.09 9.10 9.11 9.12 9.13 9.14 MMOGames interview, January 2017
  10. 10.0 10.1 pvp corruption duration.png
  11. economic-metro-linking.png
  12. 12.0 12.1 Blog: Know Your Nodes - Scientific Node Type
  13. Ashes of Creation FAQ.
  14. Интервью, 20 Апреля 2018 (7:22).
  15. Интервью, 11 Мая 2018 (55:16).
  16. 16.0 16.1 Стрим, 9 Июля 2018 (39:32).
  17. 17.0 17.1 17.2 Стрим, 16 Октября 2017 (50:20).
  18. Видео, 20 Апреля 2017 (0:02).
  19. Npc vending.jpg
  20. Стрим, 17 Ноября 2017 (55:27).
  21. node xp.png
  22. 22.0 22.1 Стрим, 26 Мая 2017 (28:16).
  23. 23.0 23.1 jahlon-steven-vassal-nodes-quote.png
  24. 24.00 24.01 24.02 24.03 24.04 24.05 24.06 24.07 24.08 24.09 24.10 24.11 24.12 24.13 24.14 24.15 24.16 24.17 24.18 24.19 Blog - Know Your Nodes - Advance and Destroy.
  25. Интервью, 19 July 2020 (19:35).
  26. Стрим, 15 May 2017 (30:53).
  27. Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  28. Интервью, 19 July 2020 (1:10:55).
  29. 29.0 29.1 29.2 29.3 Интервью, 19 July 2020 (1:08:22).
  30. 30.0 30.1 30.2 Интервью, 8 July 2020 (1:00:15).
  31. 31.0 31.1 31.2 31.3 31.4 31.5 Интервью, 8 July 2020 (1:04:05).
  32. 32.0 32.1 32.2 Интервью, 20 October 2018 (2:36:25).
  33. Стрим, 25 July 2020 (1:50:20).
  34. 34.0 34.1 Подкаст, 4 August 2018 (1:35:58).
  35. 35.0 35.1 reliquary-concept.png
  36. 36.0 36.1 36.2 36.3 36.4 36.5 Интервью, 18 July 2020 (56:11).
  37. 37.0 37.1 Стрим, 5 May 2017 (28:09).
  38. 38.0 38.1 Стрим, 12 May 2017 (49:50).
  39. 39.0 39.1 Стрим, 9 February 2018 (29:26).
  40. 40.0 40.1 Стрим, 26 июня 2020 (45:32).
  41. Стрим, 9 февраля 2018 (33:50).
  42. 42.0 42.1 42.2 42.3 42.4 42.5 Стрим, 27 сентября 2018 (53:06).
  43. 43.0 43.1 Интервью, 11 мая 2018 (54:34).
  44. Стрим, 26 мая 2017 (21:23).
  45. 45.0 45.1 Интервью, 11 мая 2018 (47:27).
  46. 46.0 46.1 46.2 Интервью, 11 мая 2018 (1:00:19).
  47. Стрим, 28 March 2020 (1:16:03).
  48. Видео, 23 March 2020 (0:24).
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  50. 50.0 50.1 Стрим, 20 January 2018 (38:17).
  51. Стрим, 8 April 2018 (PM) (51:49).
  52. Интервью, 8 July 2020 (55:05).
  53. Стрим, 1 September 2018 (36:28).
  54. 54.0 54.1 54.2 Подкаст, 23 апреля 2018 (29:56).
  55. Стрим, 26 июля 2019 (1:13:23).
  56. Видео, 25 May 2017 (1:07).
  57. 57.0 57.1 57.2 About Ashes of Creation.
  58. Стрим, 4 May 2018 (32:46).
  59. player housing limits.png
  60. 60.0 60.1 60.2 60.3 60.4 Steven Sharif - Clarification points from today’s stream.
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  74. 74.0 74.1 74.2 74.3 Стрим, 12 May 2017 (55:01).
  75. Стрим, 26 June 2020 (54:03).
  76. 76.0 76.1 76.2 Стрим, 26 June 2020 (1:02:12).
  77. Стрим, 26 June 2020 (56:08).
  78. 78.0 78.1 78.2 78.3 Стрим, 30 May 2019 (1:23:41).
  79. Стрим, 28 March 2020 (1:02:56).
  80. 80.0 80.1 Citizenship.png
  81. 81.0 81.1 Стрим, 9 July 2018 (27:12).
  82. Стрим, 19 May 2017 (53:24).
  83. 83.0 83.1 83.2 83.3 Интервью, 29 July 2020 (17:26).
  84. 84.0 84.1 84.2 84.3 84.4 84.5 84.6 84.7 84.8 steven-kings-and-mayors.png
  85. 85.0 85.1 85.2 85.3 Интервью, 11 May 2018 (50:05).
  86. 86.0 86.1 Интервью, 20 October 2018 (2:36).
  87. citizenship.jpg
  88. 88.0 88.1 Видео, 5 April 2018 (41:48).
  89. Стрим, 26 May 2017 (44:52).
  90. Видео, 4 Декабря 2016 (0:02).
  91. node atrophy.png
  92. Видео, 30 Апреля 2017 (5:31).
  93. 93.0 93.1 93.2 93.3 Интервью, 8 July 2020 (57:46).
  94. 94.0 94.1 Стрим, 30 April 2020 (1:14:44).
  95. siege spoils.png
  96. nodes-delevel-to-zero.png
  97. Стрим, 26 June 2020 (1:48:43).
  98. Blog: 10 facts about castle sieges in the MMORPG.
  99. Стрим, 9 July 2018 (42:48).
  100. Ashes of Creation Apocalypse Early Access.
  101. Видео, 24 September 2019 (0:10).
  102. 102.0 102.1 102.2 Стрим, 28 June 2019 (31:15).
  103. 103.0 103.1 Стрим, November 22 2019 (16:56).
  104. Стрим, November 22 2019 (17:59).
  105. Интервью, 8 July 2020 (59:38).
  106. 106.0 106.1 106.2 106.3 106.4 Стрим, 18 July 2017 (40:14).
  107. 107.0 107.1 107.2 Стрим, 17 November 2017 (47:10).
  108. Стрим, 26 June 2020 (1:00:57).
  109. 109.0 109.1 109.2 Стрим, 28 August 2020 (2:04:00).
  110. 110.0 110.1 110.2 Стрим, 19 May 2017 (28:04).
  111. Стрим, 19 May 2017 (29:34).
  112. Стрим, 24 May 2017 (52:39).
  113. Стрим, 28 March 2020 (1:02:46).
  114. 114.0 114.1 114.2 114.3 114.4 Стрим, 26 July 2019 (1:20:48).
  115. 115.0 115.1 115.2 Стрим, 17 November 2017 (9:49).
  116. 116.0 116.1 Стрим, 25 July 2020 (1:52:45).
  117. Стрим, 12 December 2018 (14:48).
  118. 118.0 118.1 siege equipment.png
  119. 119.0 119.1 Стрим, 30 June 2017 (53:57).
  120. Стрим, 28 March 2020 (1:01:34).
  121. 121.0 121.1 121.2 121.3 121.4 Интервью, 27 March 2020 (6:03).
  122. steven-mayoral-siege-cooldown.png
  123. Government2.jpg
  124. 124.0 124.1 124.2 124.3 Интервью, 19 July 2020 (26:54).
  125. gladiators.jpg
  126. Подкаст, 11 May 2018 (52:20).
  127. 127.0 127.1 Интервью, 27 March 2020 (09:05).
  128. Интервью, 27 March 2020 (11:04).
  129. government.jpeg
  130. 130.0 130.1 130.2 130.3 City hall.
  131. assassination.jpg
  132. Стрим, 26 June 2020 (59:11).
  133. node naming.png
  134. Стрим, 19 May 2017 (36:05).
  135. Интервью, 11 May 2018 (47:27).
  136. Стрим, 19 May 2017 (36:09).
  137. steven guild leader mayor.JPG
  138. Стрим, 28 March 2020 (1:03:38).
  139. Tax spending.png
  140. Интервью, 27 March 2020 (0:30).
  141. 141.0 141.1 Интервью, 11 May 2018 (57:02).
  142. 142.0 142.1 Интервью, 19 July 2020 (24:34).
  143. 143.0 143.1 143.2 143.3 143.4 Подкаст, 11 Мая 2018 (21:07).
  144. Стрим, 29 May 2020 (1:03:35).
  145. Видео, 16 July 2019 (0:00s).
  146. 146.0 146.1 146.2 Стрим, 15 May 2017 (45:20).
  147. Интервью, 20 January 2017 (4:19).
  148. Интервью, 11 May 2018 (28:21).
  149. flagging.jpg
  150. Ashes of Creation Store: Ramstone Hauler.
  151. 151.0 151.1 151.2 Стрим, 28 July 2017 (19:43).
  152. 152.0 152.1 152.2 Видео, 15 July 2019 (2:12).
  153. Стрим, 28 March 2020 (1:27:28).
  154. caravan zone.png
  155. 155.0 155.1 155.2 Интервью, 27 March 2020 (16:19).
  156. caravan UI.png
  157. Стрим, 22 May 2017 (40:40).
  158. Стрим, 22 May 2017 (40:41).
  159. Стрим, 25 July 2020 (55:32).
  160. Стрим, 15 December 2017 (1:04:25).
  161. 161.0 161.1 161.2 Интервью, 15 April 2019 (26:59).
  162. Интервью, 15 April 2019 (28:28).
  163. Certificates.jpg
  164. Стрим, 5 мая 2017 (37:52).
  165. Стрим, 26 мая 2017 (31:44).
  166. Стрим, 26 мая 2017 (42:45).
  167. Стрим, 24 мая 2017 (31:39).
  168. Стрим, 17 August 2018 (58:53).
  169. 169.0 169.1 169.2 Стрим, 8 April 2018 (PM) (1:01:28).
  170. 170.0 170.1 Интервью, 19 July 2020 (48:05).
  171. Стрим, 19 May 2017 (37:51).
  172. Стрим, 17 May 2017 (30:53).
  173. Kickstarter - We Just Broke $1,500,000!
  174. Стрим, 8 April 2018 (AM) (18:29).
  175. Подкаст, 23 April 2018 (24:47).
  176. 176.0 176.1 176.2 176.3 176.4 176.5 Стрим, 28 February 2020 (1:06:51).
  177. 177.0 177.1 177.2 177.3 177.4 Стрим, 28 June 2019 (1:27:23).
  178. 178.0 178.1 Стрим, 17 May 2017 (11:27).
  179. 179.0 179.1 Stock Exchange.jpg
  180. 180.0 180.1 Интервью, 20 October 2018 (5:51).
  181. Стрим, 24 May 2017 (40:50).
  182. 182.0 182.1 Стрим, 28 June 2019 (1:26:14).