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Diferenças entre edições de "Economy"
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− | + | {{Economy}} | |
− | + | == Economic regions == | |
− | + | {{Economic regions}} | |
− | + | === Castle regions === | |
− | + | {{Castle regions}} | |
− | + | == Economic node benefits == | |
− | |||
− | |||
− | == Marketplaces == | + | {{Economic node benefits}} |
+ | |||
+ | === Unique economic node buildings === | ||
+ | |||
+ | * [[Marketplaces|Marketplace]] | ||
+ | * [[Exchange]] | ||
+ | * [[Galleria]] | ||
+ | * [[Emporium]] | ||
+ | |||
+ | === Auction house === | ||
− | {{ | + | {{Auction house}} |
− | === | + | === Bulletin boards === |
− | {{ | + | {{Bulletin boards}} |
=== Player stalls === | === Player stalls === | ||
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{{Player stalls}} | {{Player stalls}} | ||
− | === | + | === Player shops === |
− | {{ | + | {{Player shops}} |
+ | |||
+ | == Taxes == | ||
+ | |||
+ | === Node taxes === | ||
+ | |||
+ | {{Node taxes}} | ||
+ | |||
+ | ==== Housing taxes ==== | ||
+ | |||
+ | {{Housing taxes}} | ||
+ | |||
+ | === Castle taxes === | ||
+ | |||
+ | {{Castle regions}} | ||
== Item sinks == | == Item sinks == | ||
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{{Item deconstruction}} | {{Item deconstruction}} | ||
+ | |||
+ | === Power creep === | ||
+ | |||
+ | {{Power creep}} | ||
+ | |||
+ | == Population based scaling == | ||
+ | |||
+ | {{Population based scaling}} | ||
== Player to player trading == | == Player to player trading == | ||
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{{Player to player trading}} | {{Player to player trading}} | ||
− | == | + | === Escrow system === |
+ | |||
+ | {{Escrow system}} | ||
− | + | === Mailing items === | |
+ | |||
+ | {{Mailing items}} | ||
=== Account management === | === Account management === | ||
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{{Account management}} | {{Account management}} | ||
− | == | + | === Gear binding === |
+ | |||
+ | {{Gear binding}} | ||
+ | |||
+ | == Theft == | ||
+ | |||
+ | {{Theft}} | ||
+ | |||
+ | == Storage == | ||
+ | |||
+ | {{Storage}} | ||
+ | |||
+ | === Player housing storage === | ||
+ | |||
+ | {{Player housing storage}} | ||
− | + | === Banking === | |
+ | |||
+ | {{Banking}} | ||
== Caravans == | == Caravans == | ||
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{{Caravans}} | {{Caravans}} | ||
− | == Trade ships == | + | === Caravan types === |
+ | |||
+ | {{Caravan types}} | ||
+ | |||
+ | === Trade ships === | ||
{{Trade ships}} | {{Trade ships}} | ||
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{{Artisan progression}} | {{Artisan progression}} | ||
+ | |||
+ | {{Resource locations}} | ||
=== Gathering professions === | === Gathering professions === | ||
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{{Crafting professions}} | {{Crafting professions}} | ||
+ | |||
+ | === Artisan tools === | ||
+ | |||
+ | {{Artisan tools}} | ||
=== Artisan supply chain === | === Artisan supply chain === | ||
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{{Trade agreements}} | {{Trade agreements}} | ||
+ | |||
+ | === Trade routes === | ||
+ | |||
+ | {{Trade routes}} | ||
== Sharemarket == | == Sharemarket == | ||
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{{Security systems}} | {{Security systems}} | ||
+ | |||
+ | === Two-factor authentication === | ||
+ | |||
+ | {{Two-factor authentication}} | ||
== Real estate == | == Real estate == | ||
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{{Real estate}} | {{Real estate}} | ||
− | == Business chains == | + | == Player owned businesses == |
+ | |||
+ | {{Player owned businesses}} | ||
+ | |||
+ | === Taverns === | ||
+ | |||
+ | {{Tavern progression}} | ||
+ | |||
+ | === Business chains === | ||
{{Business chains}} | {{Business chains}} | ||
+ | |||
+ | == Artwork == | ||
+ | |||
+ | {{#dpl:category = {{ROOTPAGENAME}} | ||
+ | |mode = gallery | ||
+ | |namespace= file | ||
+ | }} | ||
== See also == | == See also == | ||
* [[Crafting]] | * [[Crafting]] | ||
+ | * [[Marketplaces]] | ||
+ | * [[Caravans]] | ||
+ | * [[Player stalls]] | ||
* [[Artisan supply chain]] | * [[Artisan supply chain]] | ||
* [[Currency]] | * [[Currency]] | ||
* [[Rocco Scandizzo]] | * [[Rocco Scandizzo]] | ||
− | + | == References == | |
+ | |||
+ | <references/> | ||
[[Category:Reactive world]][[Category: Economy]] | [[Category:Reactive world]][[Category: Economy]] |
Revisão das 16h55min de 17 de fevereiro de 2020
Bazares em Ashes of Creation serão regionais, o que quer dizer que cada empório tem sua própria personalidade. Como os recursos mudarão de lugar à medida que são exauridos, isso manterá as pessoas se movendo pelo mundo, procurando os melhores recursos para suas builds de Fabricação, e os melhores empórios para seus bens.[3]
- Não existirá uma casa de leilão ou armazém central.[3]
- Casas de leilão em até duas metrópoles mercantis (incluindo suas bases vassala) podem ser conectadas através do superpoder Mercado Conectado .[4]
- Haverá um sistema de desgaste de item e outras maneiras de combater a inflação.[5]
- Haverá troca entre jogadores.[6][7]
Uma das maiores características que diferencia a nossa economia das existentes em muitos dos MMOs de fantasia é que não estamos pensando em uma escala global. Pelo contrário, queremos dividir o mundo em regiões e fazer cada uma ter seu próprio foco mas fazendo com que elas trabalhem juntas.[8] – Peter Pilone
Economic regions
Economic regions are static areas defined by geographic points of interest.[10][11][3]
- Castle regions are larger and encompass multiple economic regions.[10]
- Nodes are the glue that hold castle and economic regions together in potential synergy or chaos.[12]
- Castle regions, Economic regions, and Node ZOI (Zones of Influence) can overlap.[13]
The whole map would be under the influence of 1 of 5 castle regions. However, castle regions aren't the only TYPE of region - there are also economic regions, among other things.[11] – Sarah Flanagan
Castle regions
Castelos da guilda influence a castle region around them.[14]
- A castle's region is 1/5th the game world.[15]
- Castle regions, Economic regions, and Node ZOI (Zones of Influence) can overlap.[16][13]
- A castle could have a metropolis beside it.[17]
- Castle region boundaries are static.[16]
- Guild castles impose a tax on all revenue for the nodes within its region.[18][19]
Benefícios de Bases Mercantis
Bases Mercantis que chegaram ao estágio de metrópole liberam o superpoder Mercado Conectado. Bases mercantis com esse superpoder dividem seu catálogo da Casa de Leilao com todas as outras.[20]
- Até duas metrópoles mercantis podem ser conectadas dessa maneira.[4]
- Bases mercantis em estágio de metrópole liberam preços de venda globais para casas de leilão em toda Verra.[20]
- Itens listados em uma base mercantil conectada podem receber lances de qualquer outra base mercantil conectada.[20]
- Mercados conectados também conectam a metrópole mercantil e suas bases mercantis vassalas.[20]
Bases mercantis que chegaram ao Estágio de Metrópole liberam o Superpoder "Mercado Conectado". Qualquer Base Mercantil com esse Superpoder liberado divide seu catálogo da Casa de Leilão com todas as outras; ou seja, itens listados em uma Base Mercantil conectada podem receber lances de qualquer outra Base Mercantil Conectada. Mercados Conectados também conectam a Metrópole e qualquer Base Mercantil Vassala pertencente àquela Metrópole.[20]
O Superpoder Mercado Conectado tem o potencial de criar um mercado massivo que engloba o mundo inteiro. Isso permitirá que os jogadores comprem e vendam bens com facilidade, ofecerendo àqueles com acesso a essas Bases Mercantis um caminho mais rápido à fortuna nas terras de Ashes of Creation.[20]
Unique economic node buildings
Casa de Leilão
Casas de Leilão acompanham a edificação única de base em Bases Mercantis.[20]
- Mercados em bases mercantis em estágio de Vilarejo possuem casas de leilão, que permitem a listagem de recursos primários e bens processados.[20]
- Câmbios em Municípios possuem casas de leilão expandidas, que permitem a listagem de qualquer bem/item.[20]
- Bases Mercantis que chegaram ao estágio de Metrópole liberam o superpoder Mercado Conectado.[20]
- Até duas Metrópoles Mercantis podem ser conectadas dessa maneira.[4]
- Metrópoles liberam preços de venda globais para casas de leilão ao redor de Verra.[20]
- Itens listados em uma base conectada podem receber lances de qualquer outra base conectada.[20]
- Mercado Conectado também conecta uma metrópole mercantil a suas bases mercantis vassalas.[20]
Se uma Base é Vassala de uma Base Mercantil, um Leiloeiro aparece na Base Vassala. Esse Leiloeiro permite que os jogadores listem materiais processados na Casa de Leilão da Base Dominante, mas os jogadores não podem dar lances em itens através desse Leiloeiro. Esses recursos e materiais processados devem ser armazenados em uma Base Mercantil para serem listados na Casa de Leilão daquela base. Para dar um lance, os jogadores ainda precisam viajar até a Casa de Leilão da Base Dominante. [20]
Casas de leilão permitem que um jogador liste itens na Base Mercantil onde se encontra a casa de leilão.[23]
- Uma taxa de listagem será cobrada para colocar itens na casa de leilão.[23]
- Bases Vassalas da Base com a Casa de Leilão poderão ver itens listados naquela Casa de Leilão, independente do tipo de base da base vassala.[23]
- Isso será feito através de um emissário leiloeiro naquela base.
- Itens não podem ser listados em bases vassalas não-mercantis.
- Itens listados são visíveis através dos quadros de mensagens.[24]
- Um centro de leilão integrado permitirá que jogadores comprem itens diretamente da casa de leilão.[24]
- Pode haver uma diferença de [Taxation|impostos]] entre casas de leilão e outros negócios de jogadores.[23]
- Jogadores precisarão viajar até a casa de leilão onde listaram recursos ou materiais processados para recuperá-los.[23]
- Jogadores que desejem mover esses itens para outro lugar deverão utilizar o sistema de caravanas ou outro método de transporte.
Quadro de mensagens
Quadro de mensagens estão disponíveis dentro de bases[26] e de tavernas de jogadores.[27]
- Uma interface de empório lista os itens atualmente disponíveis para venda na base e na mesma região econômica.[28][29]
- Os jogadores não podem comprar diretamente pela interface de empório. Em vez disso, recebem a localização de quiosques de jogadores onde os itens podem ser comprados.[30]
- Encoraja agrupamento localizado.[27]
- Permite o anúncio de trabalhos.[26]
- Patrocínio de missões.[31]
Quiósques de jogador
Quiosques de jogadores (também chamados de vendas e tendas de aluguel) são áreas locáveis próximas à edificação única em uma base mercantil[23] ou em Mercados (a edificação "construível" que prefeitos podem instalar em qualquer base
[[{{{2}}}]] (estágio 4) ou maior.[34]
Todas as bases tem a habilidade de criar quiosques de jogadores. Se você não é de uma base mercantil e não tem um empório - sua edificação única - então você pode construir um o que eu chamaria de um mercado; e esse mercado virá com um certo número de serviços e um certo número de quiosques. Se bem me lembro, uma base mercantil tem a habilidade de construir uma casa de leilão, que oferece a possibilidade de listar e vender itens, e esse tipo de base também inclui mais espaço para quiosques de jogadores.[34] – Steven Sharif
Alugar um quiosque de jogador permite que os jogadores vendam itens e disponibilizem serviços de reparo e encantamento, mesmo que não estejam online.[35]
- Quiosques de jogadores poderão ser utilizados por um período de tempo, dependendo do preço pago ao alugar o quiosque.[35]
- Um atendente será responsável pelo quiosque.[35]
- Quadros de mensagens que listam os itens disponíveis em quiosques de jogadores podem ser acessados de qualquer lugar na região.[29]
- Eles oferecem a localização do quiosque para que os jogadores possam viajar até lá e comprar os itens.
- Itens de quiosques também serão listados em casas de leilão.[36]
- Os jogadores poderão colocar os itens que precisam de reparo e também comprar os materiais necessários para o mesmo se o quiosque estiver vendendo.[37]
- Os jogadores não podem ser atacados enquanto ocupam um quiosque.[38]
- Quiosques de jogadores podem ser alugados por cidadãos de uma base.[36]
Quiosques de jogadores são diferentes de lojas pessoais e casas de leilão.[36]
Lojas de jogadores
Certificates to place Lojas pessoais (player-owned shops) may be purchased by citizens and non-citizens from Bases Mercantis.[24][38][40]
- These certificates allow the placement of a personal shop near the unique building in an economic node or on a freehold.[24][38][40]
- Once the economic node has reached metropolis stage, personal shops may be placed anywhere in the world.[24][40]
- 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.[41]
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.[41] – Steven Sharif
Taxes
Node taxes
Prefeitos 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.[42][43]
- Amenities tax override.[42]
- Artisanship tax override.[42]
- Commerce tax override.[42]
- This may include taxes that apply to tavern games.[44][45]
- Property tax override.[42]
- Freehold property taxes scale according to the number of freehold building permits issued for that freehold.[46][47][48]
- Citizenship dues and property taxes scale based on the stage of the node when a player became a citizen.[49][50][51][52][53]
- 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.[51][52]
- Node tax rates will be visible on the world map by hovering over a node location.[54]
- Tax revenue only goes toward funding node development. This cannot be withdrawn by the mayor or any other player.[55][48]
Regent nodes take a cut of taxes from various activities that occur within their vassal node structure.[55][56]
- 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.[56]
Housing taxes
When a node reaches stage 3 (Vilarejo) and a player run government has formed, all player housing will pay taxes.[57]
- A player's tax charge will be determined by the number of structures built on their plot.[47][48]
- Freehold taxes are calculated based on the number of permits issued for buildings on a freehold.[58][59][46][47][48]
- Buildings that require permits will have additional upkeep costs.[58]
- 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.[58]
- Housing foreclosures result from failing to pay property taxes or other fees.[58]
Castle taxes
Castelos da guilda influence a castle region around them.[14]
- A castle's region is 1/5th the game world.[15]
- Castle regions, Economic regions, and Node ZOI (Zones of Influence) can overlap.[16][13]
- A castle could have a metropolis beside it.[17]
- Castle region boundaries are static.[16]
- Guild castles impose a tax on all revenue for the nodes within its region.[18][19]
Gastos de itens
Gastos de itens são importantes para uma economia saudável, por isso tudo que pode ser [[Crafting|fabricado] também pode ser destruído. Haverão três tipos de gastos de itens em Ashes of Creation:[5]
- Durabilidade de itens (desgaste de item).[60] Um item com zero durabilidade será desequipado, aumentando o seu custo de reparo.[61]
- Super-encantar tem o risco inerente de destruir aquele item.[62]
- Os jogadores recebem items de fabricação e fórmulas ao desconstruir um item completo.[62]
- Uma porção dos rescursos e materiais são perdidos quando caravanas ou bases são destruídas.[63]
Um aspecto importante de uma economia saudável é ter alguns gastos de itens disponíveis... Existem três tipos de gastos: Você pode ganhar itens de fabricação ao desconstruir itens completos, há o desgaste de itens...e se você quiser super-encantar um item, existe o risco de que ele seja destruído. É imporante para uma economia que passe por esses tipos de ênfase no que pode ser fabricado mas também destruído..[60]
Item durability
There is item durability (item decay) in Ashes of Creation.[60]
- Item decay does not destroy items, but it acts as an materials sink.[70][65][60]
- 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.[68] – Steven Sharif
- Over enchanting an item comes with the risk of durability loss if a safety margin is exceeded.[64][71][72]
- 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.[60] – Steven Sharif
Item deconstruction
Players gain craftable items and recipes from deconstructing (salvaging, dismantling, disenchanting) completed items.[62]
- 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.[73][74][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.[73] – Steven Sharif
- Item deconstruction will not be a meaningful way of circumventing restrictions on transit of resources and materials.[75]
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.[76]
Population based scaling
The prices that NPCs sell items for will scale based on the economic activity on a server. Prices will rise to combat inflation and fall as a population diminishes.[77]
The node system allows the developers to scale the experience needed to level a node and the attrition that affects a node based on activity.[77]
Things that NPCs buy and sell scale based on the economic activity that exists on that server... As inflation rises, prices rise and everything ends up being equal, even though there might be a couple of extra zeros. So that can go up and it can also go down so as a population leaves, things become less expensive and players don't have to do as much to earn that. On the other side of things we look at the node system and the node system is set up in this really flexible way that allows us to scale the experience needed to level a node and the attrition that delevels a node to scale based on activity too. So it's just a matter of adjusting a couple of constants and that goes up and down and the server can watch it and change those on the fly as it needs to.[77] – Jeffrey Bard
Player to player trading
There is player-to-player trading in Ashes of Creation.[78][79][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 NPCs, and the ability to access storage is disabled for corrupted players.[80][81][82]
- 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.[79] – Steven Sharif
Sistema de garantia
Um sistem de garantia está sendo planejado para impedir abusos no sistema de Fabricação.[87]
Teremos uma interface...você coloca os recursos, ou eles colocam. Vai ser como um sistema de garantia e quando (o trabalho) estiver pronto você recebe o item e eles recebem o dinheiro.[87]
Mailing items
- Raw gatherables and materials are not able to be mailed by players.[88][89][90]
- Purchases of anything other than materials and gatherables from integrated auction houses will be mailed to the purchaser.[91]
- Social messages sent via mail will be received instantly.[88]
- It hasn't been decided whether crafted items such as gear will be able to be sent via mail.[88]
- 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.[88] – Steven Sharif
Account management
The account management page is used to assign or reassign cosmetics to characters within an account.[93][94][95][96]
- Cosmetics can be reassigned to other characters (alts), but can only be active on one character at a time.[93][95][96]
- There will likely be a cooldown for reassigning cosmetics between characters.[93]
Gear binding
There may be some gear binding (BoE or BoP) but it will be an exception rather than the rule, as this doesn't facilitate the objectives for the economy.[97]
- Very little gear will be account bound or soulbound in Ashes of Creation.[98][99]
- The game economy is based around crafting and degradation of items.[98]
- Gear is obtained via crafting, gathering and processing along with raid and dungeon bosses.[99]
A lot of what we experienced in games that usually come before us is that many things are account bound and they're soulbound to your character... Instead very little here is character bound. Very very little. The vast majority of gear- yes you will get quest related gear as rewards- but it won't be let's say one set in one dungeon and you must run the dungeon over and over. Instead we want to really emphasize the reliance on the economy and crafters and gatherers and processors to support a majority of the gear structure in-game, combined with that of world raid bosses and dungeon bosses; not a repetitive quest line through a single dungeon.[99] – Steven Sharif
Theft
There will not be a theft (stealing/pickpocketing) mechanic in Ashes of Creation in regards to living players.[100][101]
- 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.[100][102]
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.[102] – Steven Sharif
- Players are not able to be robbed while occupying their player stall inside the limits of a node.[38]
There is not a theft mechanic for you to walk up to a player that's alive and steal something.[101] – 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.[103][104][105]
- Sheds are present on empty freehold plots to provide basic storage for materials needed to construct freehold buildings.[106]
Player housing storage
Chests are a type of furniture that provides localized storage within a specific house.[108][109][110]
- Players must obtain and place storage containers in their player-owned housing.[109]
- Different grades of storage containers have different inventory capacities.[109]
- There are restrictions on the grades of storage containers available in different types of houses.[109]
- Access permissions can be set to allow others to access a player's personal storage devices.[108][111][112][113]
- Personal storage chests may be set to permit access by family or guild members.[112][114]
- Transfer of resources and materials to alts will only be possible via player housing storage, as this is local to the specific house.[108]
- Players are prohibited from moving goods out of depositories within a node following a siege declaration against that node.[115]
- Gatherables and crafting materials 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.[116]
- Corrupt players are not able to utilize storage systems.[80][81][82]
- Personal caravans may be launched from any point of storage (including chests).[117]
Banking
Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.[118]
- Banking between characters will likely be restricted to furniture and completed items.[113]
- A warehouse ability may enable a player to transfer non-material goods between alternate characters. This excludes resources, materials or anything that relies on the caravan system.[119]
Caravanas
O sistema de caravana é um sistema de PvP em mundo aberto que gira em torno de riscos e oportunidades. Caravanas facilitam o transporte de bens para jogadores que desejam gerar lucros.[9]
- Caravanas são usadas para a transferência de bens pessoais e missões, assim como suprimentos para castelos e bases.[122]
- Caravanas podem transportar bens para mais de um jogador.[124]
- O sistema de sinalização de Pvp não se aplica a caravanas.[125]
Caravan types
There are different types of Caravanas in Ashes of Creation.[127][128]
- Personal caravans.[129][130][131][132][128]
- Mayoral caravans.[133][134][127]
- System driven caravans.[134][127][128]
Trade ships
Raft caravans (also referred to as Naval caravans) allow the transportation of cargo over the water.[136][137][138][139]
- Unlike merchant ships, raft caravans are capable of transitioning to and from land caravans at the point of intersection of land and water.[137][138][140][132][139]
- Raft caravans may only be used in rivers.[141]
- Currently the stats of the raft are informed by the components of the caravan. This may be changed based on testing.[142][132]
- By default, raft caravans have a racial appearance. Players will be able to apply caravan skins to change this appearance.[132]
Classes Artesãs
Classes Artesãs permitem que um jogador se especialize em uma ou mais das seguintes árvores de habilidades.[143]
A fabricação e a coleta são componentes muito importantes da economia, sobre os quais os jogadores terão controle direto - tanto se você deseja construir uma extensa plantação ao redor de sua casa, ou deseja viajar pela vastidão em busca de tesouro e recursos.[9]
Artisan level | Artisan certification | Profession limit per character |
---|---|---|
1-10.[147][148] | Novice.[144][149] | 22.[144][145] |
10-20.[150][148] | Apprentice.[144] | 5.[144][145] |
20-30.[150] | Journeyman.[144][146] | 4.[144][145] |
30-40.[150] | Master.[144][146] | 3.[144][145] |
40-50.[150][151] | Grandmaster.[144][146] | 2.[144][152][145] |
Artisan progression occurs based on experience (repetition of tasks) as well as achievements of certain benchmarks within each artisan branch (Coleta, Processamento and Fabricação).[154][155] Progression in each artisan profession is per-character.[156][157][158][159]
- All 22 professions, the players get to be novice of; and then it starts narrowing from there. So, after that you'll only be able to be apprentice of five things. You can be a journeyman in four things. You can be a master in three things; and you can be a grandmaster in two things. So you'll need to narrow, but you can also diversify to support the professions that you want to first push further in.[145] – Kory Rice
- Progression to each "tier" within a profession grants skill points that can be utilized in a character's artisan skill tree.[161]
- Artisan certification quests must be completed to gain proficiency in that tier of artisan progression.[154] Completing certification unlocks benefits for that profession, such as artisan tools for gathering professions and recipes for crafting professions.[162][163]
- There are limits to the number of professions at each certification tier across the three artisan branches.[144][152][164][145][165] For example: a character may only ever be a Master in up to 3 professions and Grandmaster in up to 2 professions across all artisan branches.[144][152]
- Grandmaster artisans can max out their entire profession skill tree, but a character can only be a grandmaster of up to two professions.[166]
- Achieving an artisan certification in a profession also implies that the character also achieved any lower-tier certifications up to that point.[167]
- If you are grand master in that profession you can max out the entire tree. But you can only grand master 2 things.[166] – Kory Rice
- Choosing a specific path in the skill tree allows the player an opportunity to specialize in a certain area. This encourages player inter-dependency, enhancing the artisan experience.[168]
- Progression within artisan classes does not directly relate to progression in a character's adventuring class, but there are requirements that take into account dangers, locations, toolsets, and surveying options that are dependent on adventuring level.[169][170][171]
- Characters gain XP as they progress their professions.[172][163]
- It should be expected that some artisans will have significantly higher artisan level than their adventuring level.[172][169]
- Q: In regards to character level and artisan level. We know that currently there are two separate things. That being said, what prevents a player from staying level one and partying up with a level 50 player to then gather level 50 resources in the high zones? That way, anyone who wants to take those resources will have to kill the gatherer who is level one and get a large amount of corruption for killing a level one as a level 50.
- A: Gathering higher level resources requires significant advancement within a particular profession for that gatherable resource. So, if I'm a Miner and I want to access the highest possible mineral, I need to be a master miner; and in order to achieve the master minor status I am going to be gaining adventuring level experience through that process, because many of those quest lines, many of those achievements are facilitated through quest lines. Some of those quest lines interface with adventuring difficulties that are out in the wild at certain levels. So that's going to predicate me- that's going to be a predicate for me to achieve a certain level in order to complete some of these quest lines and achieve that master status. So you will you will likely not see the ability of a level one alt character having the access to high level mineral mining, or any other type of gatherable out there.[169] – Steven Sharif
The location a resource is found can affect its benefits, bonuses, and other characteristics of that resource.[174]
- Lower level resources will be abundant. Higher level resources that are gatherable by Apprentice level or higher artisans will spawn randomly but in places that make sense for that type of resource. Surveying is a mechanic that solo or group players can utilize to track these resources down.[175][176][177]
- Some resources will exist as a cluster (also called vein gatherables). These will last until the full resource is depleted.[178][176][177][179][3]
- Like a large mine that's present and has a vein of mithril ore in it, or a herd of some type of animal that you can collect fur or wool from.[177] – Steven Sharif
- Once a vein resource is depleted from one location it may respawn in the same location or somewhere else, depending on the type of resource.[177][179][180]
- There will be moving resources such as herds of animals that are constantly moving around the world.[178][180]
- Herds are a source of certain types of wild gatherables but they're in animal form and they're animated; and they exist in a group of the golden fleece sheep that might only spawn very rarely in certain hillsides; and only during spring. And if you can find that vein so to speak of resource you can interact with the herd and you can gather from them.[178] – Steven Sharif
- Corrupted areas house corrupted resources that are necessary components for certain crafting recipes.[181][182]
- Certain types of resources will have a corrupt state... We have a Spirit Bloom, which is a harvestable herbalism plant, but when a Zone becomes corrupt you can potentially yield Corrupted Spirit Blooms; and those are necessary components of certain crafting recipes.[181] – Steven Sharif
- Resources respawn on a cooldown basis.[179]
- Resources won't be locked to the node system.[179]
- Starting resource points may be different on each server.[184][185]
Profissões de coleta
Processing professions
Crafting professions
- Arcane Engineering
- Armor smithing
- Carpentry
- Jewel cutting
- Leatherworking
- Scribing
- Tailoring
- Weapon smithing
Ferramentas artesanais
Classes artesãs de coleta requerem a criação e o uso de ferramentas de coleta que permitem a coleta de recursos.[187][188]
- Progressão na classe artesã da coleta abre ferramentas de coleta de nível mais alto que permitem a coleta de recursos de nível mais alto.[189]
- Um coletor com proficiência máxima abrirá Master toolsets, o que lhe concederá acesso aos coletáveis da mais alta qualidade.[176]
- Ferramentas terão durabilidade e vida útil.[176][190]
- Artesãos não precisarão depender de outras árvores para fazer suas ferramentas.[187]
As ferramentas avançam na árvore de artesanato, então a sua capacidade de coletar, processar ou fabricar vai precisar das ferramentas equivalentes necessárias naquele estágio de criação para realizar a sua tarefa. Então você não poderia minar cobre e mithril com a mesma ferramenta.[188] – Steven Sharif
O processamento requere blueprints para a construção de edificações que são necessárias para processar recursos.[187]
- A fabricação requere a aquisição de receitas para fabricar itens.[187]
Artisan supply chain
Artisans within Ashes of Creation must choose a path in their artisan skill tree. This inter-dependency establishes a supply chain from raw materials to finished product.[191][192] Each stage of the chain may require caravans to transport goods from one artisan to another.[168]
- Obtaining raw materials:[62]
- Refining the raw materials with the Processamento profession.[192]
- Fabricação the finished product using its crafting recipe.[192]
As a crafter you're going to want to know where certain recipes can be fulfilled; which nodes have the capability of creating what you've processed material that you've gathered for; and then you're going to want to plan out your route to either transit the goods there or make sure that you're situated in the area so that you can go out collect and build in that area as well. So there's a lot of planning that's going to be necessary.[195] – Steven Sharif
Trade agreements
Prefeitos can enter into trade agreements with other nodes to facilitate trade between the nodes.[134][127][196]
- There are a limited number of trade agreements that a node can have.[134]
- Mayoral caravans may only be initiated between nodes with trade agreements or alliances.[134][127]
- Trade agreements affect reputation between the nodes.[49][197]
- 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.[198] – Steven Sharif
Trade routes
Trade routes in Ashes of Creation refer to.
- Roads for the transit goods via the caravan system.[200]
- 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.[200]
- Economic relationships between nodes established by Prefeitos or node citizens.[199][127]
- Agreements are established to trade commodities that are unique to particular nodes or node types via NPC-driven caravans.[199][127]
- 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.[199] – Steven Sharif
Mercado de ações
Stock exchanges (also called Stock markets and Share markets) enable players to buy and sell shares in Nodes, Guildas and Organizações sociais.[203][204][205]
- Stock exchanges were a Kickstarter stretch goal unlocked for reaching the $3 million dollar mark.[205]
- This is a planned feature for the launch of Ashes of Creation.[203]
- The value of stocks is influenced by world events and the performance of nodes, Organizações sociais or guilds.[206]
- Hard metrics, such as quest lines, nearby resources, citizen progression, and purchases of local real estate, will determine the value of purchasable shares.[205]
- There is no regulatory commission to restrict the purchase and sale of stocks.[206]
Security systems
Sistemas de segurança serão implementados para combater hacks, abusos, bots, venda de ouro, duplicação de itens, e outras coisas que afetem a economia à partir do Alpha-0.[84][85][86]
- Esses sistemas coletarão dados de usuário e sinalizarão atividades anormais para serem inspecionadas. Isso, junto com a função de reportar jogadores, vai criar um "mapa de atividade" que evidencia situações anormais.[86]
- Jogadores pegos usando hacks serão banidos.[86]
Two-factor authentication
Token-based two-factor authentication (2FA) was expected to be in place for Alpha-1.[207]
Escritura
Jogadores podem comprar escrituras para residências da própria base.[208] Jogadores também podem comprar e vender propriedades de outros jogadores.[209]
- Residências terão um preço base que escala de acordo com o número de cidadãos em uma base.[210]
- Residências fixas serão especialmente caras, e esperamos que sejam muito contestadas.[209]
- Quanto mais [Apartments|apartmentos]] forem comprados em uma base, mais o preço vai escalar.[211]
- Os desenvolvedores estão considerando um método de leilão para listar novas residências que ficam disponíveis para compra quando uma base evolui.[212]
- Residências fixas e apartmentos podem ser listados e vendidos para outros jogadores.[213][214]
- Não existe um limite para o preço de venda de casas provenientes de jogadores.[215]
- Residências de jogadores que são destruídas durante um cerco de base não podem mais ser vendidas.[216]
- Propriedades não poderão ser vendidas para outros jogadores.[213] Isso poderá mudar durante o período de testes.[217]
Essencialmente, não existe um limite para vendas provenientes de jogadores. Essas são determinadas pela oferta e demanda dentro do jogo, e não existe uma barreira artificial para determinar quão alta a demanda pode ser.[215] – Steven Sharif
- A posse da residência pode voltar a ser da base caso o proprietário deixe de pagar seus impostos residenciais. Um balancete e penalidades serão cobradas do novo comprador da residência, como um tipo de "execução hipotecária".[210]
- Jogadores não poderão exceder seu limite de residências no jogo.[218]
Isso permitirá que jogadores transfiram bens imobiliários. Isso inclui... residências fixas, apartamentos que possam ter; e eles podem vendê-los pois serão limitados, em quantidades finitas.[218] – Steven Sharif
Os conceitos de aluguel e arrendamento estão sendo discutidos.[218]
Alguns conceitos que estamos discutindo são os de aluguel e arrendamento, que poderiam permitir que os jogadores aluguem uma residência por um certo período de tempo, durante o qual terão controle do armazém da área, da mobília, esse tipo de coisa.[218] – Steven Sharif
Player owned businesses
Nosso sistema de propriedade... dá aos jogadores uma existência cheia de sentido no mundo e os recompensa por sua persistência, dedicação e habilidades de sobreviver.[220] – Steven Sharif
Tavernas
Tavernas provem serviços em 'camadas'.[220]
- Missões que talvez possam apenas ser obtidas apenas pelas tavernas de jogadores.
- Comidas que concedem buffs por um período de tempo depois do jogador ir embora.
- Receitas que podem potencialmente ser vendidas para a profissão cozinhar, os quais poderiam ser apenas obtidas por negócios de jogadores em certas áreas.
A quanto mais tempo a taverna estiver funcionando e mais clientes tiver servido, mais rápida será a sua progressão.[220]
Business chains
There's no reason why you couldn't license your name to somebody else who also has a freehold and who also has an Inn and work together.[221] – Jeffrey Bard
Arte
Ver também
Referências
- ↑ Ashes of Creation Press Kit.
- ↑ Vídeo, 2017-04-30 (8:02).
- ↑ 3.0 3.1 3.2 3.3 Unreal Engine Interview, 2017-05-23.
- ↑ 4.0 4.1 4.2
- ↑ 5.0 5.1 5.2 5.3 Transmissão ao vivo, 2017-05-10 (10:47).
- ↑ 6.0 6.1 6.2 Transmissão ao vivo, 2017-05-15 (10:32).
- ↑ 7.0 7.1 Transmissão ao vivo, 2018-01-18 (46:56).
- ↑ Vídeo, 2017-04-30 (6:54).
- ↑ 9.0 9.1 9.2 9.3 9.4 About Ashes of Creation.
Erro de citação: Código
<ref>
inválido; o nome "https://web.archive.org/web/20180330060949/https://web.archive.org/web/20200824033053/https://ashesofcreation.com/mmo" é definido mais de uma vez com conteúdos diferentes Erro de citação: Código<ref>
inválido; o nome "https://web.archive.org/web/20180330060949/https://web.archive.org/web/20200824033053/https://ashesofcreation.com/mmo" é definido mais de uma vez com conteúdos diferentes - ↑ 10.0 10.1 10.2
- ↑ 11.0 11.1
- ↑
- ↑ 13.0 13.1 13.2
- ↑ 14.0 14.1
- ↑ 15.0 15.1
- ↑ 16.0 16.1 16.2 16.3
- ↑ 17.0 17.1
- ↑ 18.0 18.1 Transmissão ao vivo, 2021-04-30 (1:01:10).
- ↑ 19.0 19.1
- ↑ 20.00 20.01 20.02 20.03 20.04 20.05 20.06 20.07 20.08 20.09 20.10 20.11 20.12 20.13 Know Your Nodes: Economic Node Type.
- ↑ Transmissão ao vivo, 2020-03-28 (1:04:49).
- ↑ Ashes of Creation - The visuals.
- ↑ 23.0 23.1 23.2 23.3 23.4 23.5 Transmissão ao vivo, 2019-05-30 (1:26:16).
- ↑ 24.0 24.1 24.2 24.3 24.4 Transmissão ao vivo, 2020-07-31 (1:34:06).
- ↑ Transmissão ao vivo, 2017-05-19 (33:57).
- ↑ 26.0 26.1 Transmissão ao vivo, 2017-10-31 (28:58).
- ↑ 27.0 27.1 The mighty beard!
- ↑ Transmissão ao vivo, 2017-05-12 (53:08).
- ↑ 29.0 29.1 29.2 Transmissão ao vivo, 2017-05-10 (35:16).
- ↑ Transmissão ao vivo, 2017-05-10 (16:37).
- ↑ Transmissão ao vivo, 2017-10-31 (30:34).
- ↑ Transmissão ao vivo, 2020-05-29 (1:00:57).
- ↑ Transmissão ao vivo, 2018-08-17 (16:00).
- ↑ 34.0 34.1 Entrevista, 2020-07-08 (55:05).
- ↑ 35.0 35.1 35.2 Transmissão ao vivo, 2017-05-10 (16:36).
- ↑ 36.0 36.1 36.2
- ↑ 37.0 37.1
- ↑ 38.0 38.1 38.2 38.3 Transmissão ao vivo, 2017-10-16 (59:39).
- ↑ Ashes of Creation Store: Confectioner’s Delight.
- ↑ 40.0 40.1 40.2
- ↑ 41.0 41.1 Transmissão ao vivo, 2020-10-30 (1:03:52).
- ↑ 42.0 42.1 42.2 42.3 42.4 42.5 42.6 42.7 Vídeo, 2023-08-31 (28:04).
- ↑ Transmissão ao vivo, 2020-03-28 (1:03:38).
- ↑
- ↑
- ↑ 46.0 46.1 Entrevista, 2023-07-09 (54:46).
- ↑ 47.0 47.1 47.2 Transmissão ao vivo, 2023-06-30 (1:45:22).
- ↑ 48.0 48.1 48.2 48.3
- ↑ 49.0 49.1 Blog: Development Update with Village Node.
- ↑ Transmissão ao vivo, 2023-08-31 (15:51).
- ↑ 51.0 51.1 Entrevista, 2023-07-09 (38:14).
- ↑ 52.0 52.1 Entrevista, 2020-03-27 (0:30).
- ↑ Vídeo, 2018-04-05 (41:48).
- ↑ Transmissão ao vivo, 2023-09-29 (1:11:22).
- ↑ 55.0 55.1 Transmissão ao vivo, 2022-08-26 (1:10:16).
- ↑ 56.0 56.1 Entrevista, 2018-05-11 (57:02).
- ↑
- ↑ 58.0 58.1 58.2 58.3 Blog: Exploring the Boundless Opportunities of Freeholds.
- ↑
- ↑ 60.0 60.1 60.2 60.3 60.4 Podcast, 2017-05-13 (25:55).
- ↑ 61.0 61.1
- ↑ 62.0 62.1 62.2 62.3 62.4 62.5 62.6 62.7 Transmissão ao vivo, 2017-05-08 (20:41).
- ↑ Entrevista, 2020-07-18 (55:01).
- ↑ 64.0 64.1 64.2 64.3 Entrevista, 2020-07-29 (16:46).
- ↑ 65.0 65.1 65.2 Entrevista, 2021-02-07 (13:14).
- ↑ Podcast, 2017-05-05 (43:05).
- ↑ Transmissão ao vivo, 2020-08-28 (2:05:07).
- ↑ 68.0 68.1 Podcast, 2021-09-29 (32:35).
- ↑ Entrevista, 2020-07-19 (51:11).
- ↑ Transmissão ao vivo, 2021-05-28 (1:53:04).
- ↑ Entrevista, 2020-07-29 (15:04).
- ↑ Transmissão ao vivo, 2017-05-05 (20:41).
- ↑ 73.0 73.1
- ↑ Transmissão ao vivo, 2021-07-30 (1:16:05).
- ↑
- ↑ Entrevista, 2018-10-20 (2:53:52).
- ↑ 77.0 77.1 77.2 Transmissão ao vivo, 2018-06-04 (39:15).
- ↑ 78.0 78.1 78.2 Vídeo, 2023-11-30 (58:54).
- ↑ 79.0 79.1 79.2
- ↑ 80.0 80.1 Transmissão ao vivo, 2023-02-24 (1:12:24).
- ↑ 81.0 81.1 Transmissão ao vivo, 2022-10-28 (24:28).
- ↑ 82.0 82.1 Transmissão ao vivo, 2021-04-30 (1:14:49).
- ↑ Entrevista, 2020-07-19 (1:12:37).
- ↑ 84.0 84.1 Transmissão ao vivo, 2017-11-17 (38:35).
- ↑ 85.0 85.1 Massively OP, 2017-06-1
- ↑ 86.0 86.1 86.2 86.3 Transmissão ao vivo, 2018-02-09 (20:40).
- ↑ 87.0 87.1 Transmissão ao vivo, 2017-05-10 (32:22).
- ↑ 88.0 88.1 88.2 88.3 Transmissão ao vivo, 2021-01-29 (1:14:53).
- ↑ Vídeo, 2018-09-06 (3:53).
- ↑ Transmissão ao vivo, 2018-07-09 (50:16).
- ↑
- ↑ Transmissão ao vivo, 2021-01-29 (46:48).
- ↑ 93.0 93.1 93.2
- ↑ Transmissão ao vivo, 2017-05-26 (18:10).
- ↑ 95.0 95.1
- ↑ 96.0 96.1
- ↑ Transmissão ao vivo, 2017-05-15 (13:06).
- ↑ 98.0 98.1 Entrevista, 2020-07-18 (52:57).
- ↑ 99.0 99.1 99.2 Entrevista, 2018-08-24 (4:15).
- ↑ 100.0 100.1 Entrevista, 2021-02-07 (16:05).
- ↑ 101.0 101.1 Podcast, 2017-05-05 (43:05).
- ↑ 102.0 102.1 Entrevista, 2021-02-07 (19:00).
- ↑ 103.0 103.1 Vídeo, 2023-06-30 (19:20).
- ↑ Entrevista, 2018-12-06 (20:30).
- ↑ Vídeo, 2020-05-31 (47:32).
- ↑ Transmissão ao vivo, 2023-06-30 (18:45).
- ↑ 107.0 107.1 Transmissão ao vivo, 2021-06-25 (22:34).
- ↑ 108.0 108.1 108.2 Transmissão ao vivo, 2021-07-30 (1:14:33).
- ↑ 109.0 109.1 109.2 109.3 Vídeo, 2020-05-31 (47:32).
- ↑ Transmissão ao vivo, 2018-08-17 (10:54).
- ↑ Transmissão ao vivo, 2021-04-30 (1:12:33).
- ↑ 112.0 112.1 Transmissão ao vivo, 2020-06-26 (51:58).
- ↑ 113.0 113.1 Transmissão ao vivo, 2019-06-28 (1:23:31).
- ↑
- ↑ Transmissão ao vivo, 2020-04-30 (1:14:44).
- ↑ Entrevista, 2020-07-08 (57:46).
- ↑
- ↑
- ↑ Transmissão ao vivo, 2018-04-8 (AM) (23:18).
- ↑ Transmissão ao vivo, 2020-05-29 (1:03:35).
- ↑ Vídeo, 2019-07-16 (0:00).
- ↑ Transmissão ao vivo, 2017-05-15 (45:20).
- ↑ Entrevista, 2017-01-20 (4:19).
- ↑ Entrevista, 2018-05-11 (28:21).
- ↑
- ↑ Vídeo, 2023-10-31 (27:40).
- ↑ 127.0 127.1 127.2 127.3 127.4 127.5 127.6 127.7 Vídeo, 2019-07-15 (2:12).
- ↑ 128.0 128.1 128.2 Transmissão ao vivo, 2017-07-28 (19:43).
- ↑ Vídeo, 2023-10-31 (13:32).
- ↑ Vídeo, 2023-10-31 (10:13).
- ↑
- ↑ 132.0 132.1 132.2 132.3 132.4 Transmissão ao vivo, 2020-04-30 (58:05).
- ↑ Vídeo, 2023-09-29 (2:59).
- ↑ 134.0 134.1 134.2 134.3 134.4 Transmissão ao vivo, 2023-08-31 (2:10:23).
- ↑ Vídeo, 2024-01-31 (15:35).
- ↑ Vídeo, 2024-01-31 (15:27).
- ↑ 137.0 137.1 Vídeo, 2023-10-31 (28:06).
- ↑ 138.0 138.1 Transmissão ao vivo, 2022-08-26 (1:20:17).
- ↑ 139.0 139.1 Transmissão ao vivo, 2018-04-8 (AM) (15:46).
- ↑ Transmissão ao vivo, 2020-05-29 (1:28:38).
- ↑ Transmissão ao vivo, 2024-01-31 (1:07:587).
- ↑ Transmissão ao vivo, 2024-01-31 (1:08:47).
- ↑
- ↑ 144.00 144.01 144.02 144.03 144.04 144.05 144.06 144.07 144.08 144.09 144.10 144.11 144.12 144.13
- ↑ 145.0 145.1 145.2 145.3 145.4 145.5 145.6 145.7 145.8 145.9 Vídeo, 2023-11-30 (37:12).
- ↑ 146.0 146.1 146.2 146.3 Development Update with Freehold Preview.
- ↑
- ↑ 148.0 148.1 Vídeo, 2023-11-30 (9:36).
- ↑ Transmissão ao vivo, 2023-06-30 (50:07).
- ↑ 150.0 150.1 150.2 150.3 Podcast, 2023-12-03 (14:14).
- ↑ Podcast, 2023-12-03 (2:53).
- ↑ 152.0 152.1 152.2
- ↑ Vídeo, 2023-11-30 (23:20).
- ↑ 154.0 154.1 Vídeo, 2023-11-30 (16:40).
- ↑ Entrevista, 2021-02-07 (36:38).
- ↑
- ↑ Transmissão ao vivo, 2022-04-29 (1:13:00).
- ↑ Transmissão ao vivo, 2019-07-26 (1:09:46).
- ↑ Transmissão ao vivo, 2017-05-24 (32:07).
- ↑ Podcast, 2023-12-03 (10:22).
- ↑ Vídeo, 2023-11-30 (26:38).
- ↑ Podcast, 2023-12-03 (17:10).
- ↑ 163.0 163.1 Vídeo, 2023-11-30 (36:00).
- ↑
- ↑
- ↑ 166.0 166.1 Podcast, 2023-12-03 (6:23).
- ↑
- ↑ 168.0 168.1 Transmissão ao vivo, 2017-05-10 (6:12).
- ↑ 169.0 169.1 169.2 Transmissão ao vivo, 2023-04-07 (1:00:55).
- ↑ Transmissão ao vivo, 2022-10-28 (1:32:38).
- ↑ Transmissão ao vivo, 2020-07-31 (1:31:11).
- ↑ 172.0 172.1 Podcast, 2023-12-03 (15:05).
- ↑
- ↑ Transmissão ao vivo, 2023-04-28 (1:24:36).
- ↑ Vídeo, 2023-11-30 (28:22).
- ↑ 176.0 176.1 176.2 176.3 176.4 Transmissão ao vivo, 2020-07-31 (1:05:58).
- ↑ 177.0 177.1 177.2 177.3 Transmissão ao vivo, 2020-07-25 (1:04:50).
- ↑ 178.0 178.1 178.2 Transmissão ao vivo, 2022-05-27 (1:00:23).
- ↑ 179.0 179.1 179.2 179.3 Transmissão ao vivo, 2017-05-08 (54:26).
- ↑ 180.0 180.1 Transmissão ao vivo, 2019-12-17 (1:14:42).
- ↑ 181.0 181.1 Transmissão ao vivo, 2023-03-31 (59:10).
- ↑ Vídeo, 2023-03-31 (16:42).
- ↑
- ↑
- ↑ Transmissão ao vivo, 2017-05-19 (37:03).
- ↑ Transmissão ao vivo, 2020-04-30 (54:33).
- ↑ 187.0 187.1 187.2 187.3 Entrevista, 2020-03-27 (9:00).
- ↑ 188.0 188.1 Entrevista, 2018-05-11 (38:25).
- ↑ Transmissão ao vivo, 2020-04-30 (53:11).
- ↑ 190.0 190.1
- ↑ Entrevista, 2020-07-20 (20:17).
- ↑ 192.0 192.1 192.2 192.3 Transmissão ao vivo, 2017-05-10 (8:22).
- ↑ Transmissão ao vivo, 2017-07-18 (38:30).
- ↑ Transmissão ao vivo, 2017-05-26 (26:00).
- ↑ Entrevista, 2018-05-11 (24:18).
- ↑ City hall.
- ↑ Transmissão ao vivo, 2023-08-31 (44:21).
- ↑ Transmissão ao vivo, 2018-04-8 (AM) (18:59).
- ↑ 199.0 199.1 199.2 199.3 Podcast, 2021-09-29 (8:38).
- ↑ 200.0 200.1 Vídeo, 2022-05-27 (17:15).
- ↑ Transmissão ao vivo, 2017-05-17 (30:53).
- ↑ Kickstarter - We Just Broke $1,500,000!
- ↑ 203.0 203.1
- ↑ 204.0 204.1 Transmissão ao vivo, 2017-05-17 (11:27).
- ↑ 205.0 205.1 205.2
- ↑ 206.0 206.1 Entrevista, 2018-10-20 (5:51).
- ↑ Entrevista, 2018-08-21 (40:44).
- ↑ MMOGames interview, January 2017
- ↑ 209.0 209.1 Node series part II – the Metropolis.
- ↑ 210.0 210.1 Transmissão ao vivo, 2020-06-26 (53:41).
- ↑ Transmissão ao vivo, 2017-05-12 (52:01).
- ↑ 212.0 212.1 212.2 212.3 Transmissão ao vivo, 2017-05-12 (55:01).
- ↑ 213.0 213.1 Transmissão ao vivo, 2020-06-26 (47:32).
- ↑ Transmissão ao vivo, 2020-06-26 (54:03).
- ↑ 215.0 215.1 Entrevista, 2020-07-08 (33:34).
- ↑ Transmissão ao vivo, 2020-06-26 (1:02:12).
- ↑ Transmissão ao vivo, 2020-06-26 (56:08).
- ↑ 218.0 218.1 218.2 218.3 Transmissão ao vivo, 2019-05-30 (1:23:41).
- ↑ Transmissão ao vivo, 2019-06-28 (51:37).
- ↑ 220.0 220.1 220.2 Podcast, 2018-04-23 (29:56).
- ↑ Transmissão ao vivo, 2017-05-26 (50:00).