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Player flagging
O sistema de sinalização de Pvp de mundo aberto foi projetado para dissuadir as pessoas de perturbar outros jogadores.[1]
- Os jogadores podem participar do PvP de mundo aberto uns com os outros sem ter que recorrer ao assassinato.[2]
- Os jogadores irão gankar outros jogadores, mas a intenção é que Ashes of Creation não seja uma "festa de gank".
- A intenção é que as penalidades sejam suficientemente severas para impedir jogadores de matar outros assim que revivem.[3]
Há três níveis de sinalização para o PvP mundial em Ashes of Creation.[4]
- Não-combatente (verde)
- Todos os jogadores começam como Não-combatente.[5]
- Ataques não-propositais (como AoEs) não irão atingir jogadores não-combatente.[6]
- Combatente (roxo)
- Os não-combatentes que entram em um campo de batalha de mundo aberto são automaticamente marcados como combatentes e permanecem marcados por um período de tempo após saírem daquele campo de batalha.[4]
- Os jogadores são sinalizados como combatentes se atacarem outro jogador ao realizar um ataque proposital. Se os jogadores atacados revidarem, eles também são marcados como combatentes, caso contrário, o jogador atacado permanecerá marcado como não combatente.[5]
- Os não-combatentes que curam, buffam ou interagem de outra forma com os combatentes serão marcados como combatentes.[7]
- Não-combatentes que atacam um jogador usando animais de combate (ou qualquer outra entidade controlada pelo jogador) serão marcados como combatentes.[8]
- Os jogadores podem matar combatentes sem repercussões, e são encorajados a fazê-lo, uma vez que morrer enquanto um combatente reduz as penalidades de morte.[5]
- Os jogadores não são capazes de definir manualmente o seu status de combatente.[9]
- Os jogadores permanecem sinalizados por um período de 90 segundos após seu mais recente ataque a um não-combatente ou outro combatente.[10]
- Jogadores não podem sair do jogo enquanto estiverem sinalizados.[11]
- Corrompido (vermelho)
- Se um jogador combatente matar um jogador não-combatente, ele será sinalizado como corrompido.[1]
- A corrupção se multiplica as penalidades de morte e revela a localização de um jogador corrompido para os caçadores de recompensas.[1]
- A pontuação de corrupção de um jogador aumenta com cada jogador não-combatente morto.[4]
- Se um não combatente atacar um jogador corrompido, o não combatente não será sinalizado como um combatente.[5]
- Jogadores corrompidos podem matar caçadores de recompensas sem adquirir pontuação adicional de corrupção.[12]
- Há um timer de 60 segundos para desconectar do jogo enquanto corrupto.[11]
Um jogador não pode sinalizar os membros do mesmo grupo, raid, guilda ou aliança..[13]
- Os jogadores poderão optar por participar (através de uma caixa de seleção) para permitir que seus AoEs (ataques em área) benéficos ou não-benéficos acertem jogadores sinalizados. Se essa opção for marcada, então o seu AoE de cura ou dano afetará os jogadores sinalizados. Se isto não for marcado, então a AoE não danificará ou curará nenhum jogador marcado, e como tal, não fará com que o jogador que castou a habilidade seja marcado (se ainda não estiver marcado).[14]
Se você tiver essa caixa de seleção para sinalizar com suas AOEs e curas disponível, você sinalizará. Se você não tiver essa caixa marcada, então ao completar a habilidade, ela não o sinalizará porque a marcação foi feita no início de que havia um membro do grupo sinalizado; e então ele não receberá o efeito benéfico como resultado ou o dano, se for um feitiço ofensivo..[14] – Steven Sharif
Cercos, caravanas e guerras de guilda não utilizam o sistema de sinalização.[15]
Você não vai ver jogadores perturbando outros no jogo com muita frequência; e isso é devido ao nosso sistema de sinalização. A mecânica da corrupção baseia-se em desincentivar um griefer ou PKer, mas ainda oferecendo a oportunidade, se a ocasião surgir, onde os benefícios superam o risco, você tem a capacidade de fazê-lo. Se você ganha a corrupção, que está matando um não-combatente - um jogador que não está basicamente lutando - se você ganha essa corrupção, seu mundo mudou. Não vai ser um lugar muito benéfico e você tem o potencial de perder seu equipamento. Sua eficácia de combate diminui com base na quantidade de corrupção que você acumula. É um equilíbrio confortável entre a liberdade dos jogadores e a perturbação..[16] – Steven Sharif
Differences from other games
While Ashes of Creation took inspiration from Lineage II (and other games) it has also addressed several flaws in the implementation of those games.[17][18][19][20] The approach of the flagging system in Ashes of Creation is to further disincentivize griefing while still allowing the system to keep risk relevant in the open-world setting.[17]
- First and foremost, PvP in Ashes exists in both opt-in systems and events, as well as our open world flagging system. And while it is true that I enjoyed and took much inspiration from games like Lineage 2, we have innovated and adapted our approach to Ashes’ flagging system in order to further disincentivize griefing while still allowing the system to keep risk relevant in the open world setting. The overwhelming majority of player’s experiences with PvP in Ashes will be through consensual systems like caravans, sieges, wars, the open sea and other events. Players will make a choice to participate in those systems or not. And if they choose to participate there will be significant rewards for success.[17] – Steven Sharif
- Pvp in Ashes of Creation exists in both opt-in systems and events as well as open-world PvP with a flagging (and corruption) system.[17]
- In the open world, when competing for the scarcity of resources, raids, dungeons and or hunting grounds, an important element of risk vs reward is introduced through our flagging system. Players must be aware of their surroundings and the reputation of other players who may be in proximity. The flagging system is intended to always provide an element of risk in all settings, but also architected to ensure that griefing and PK’ing is almost never worth it. The subtleties of this system are complex, which is of course why it will require considerable testing and feedback.[17] – Steven Sharif
- Corruption gain takes into account level disparity between the attacker and the player that was killed. The greater the disparity the higher the corruption accrued.[18][21][22][23][4] Corruption penalties occur as the corruption is gained.[24]
- These are all things that I've changed in the system that help to safeguard some of those loopholes. Now of course, as we said, we can't and we don't want to 100% remove the ability for that risk to be alive- for that risk to be realized. But what we do want to do is make sure that those occasions are few and infrequent, and are not the majority of a player experience, let's say in the open world; and we do so by incorporating all of those risks and costs into a decision to gain corruption and then PK another player in the open world. It's just not going to be done often and that is my expectation and opinion. It's also the goal of the system is that griefing is not a viable option or play style. And as a result of that desire for the system, we will fine tune it in such a way through testing that that outcome is achieved. And that is the intent and purpose of the design.[25] – Steven Sharif
- Corruption score has a scaling impact on skill and stat dampening that will ultimately make them ineffective at PvP combat.[24][21][25][26][18][22][19][20][27][28][29][30][4]
- Working corruption off through XP grinding takes significantly longer than Lineage II.[18]
- There is also a bounty system that reveals corrupt player locations on the map.[18][19][31][5]
- Abilities with CC effects do not apply to non-combatants. This prevents players from opening attacks that stun unflagged players.[18]
- Players who heal, buff, or otherwise support corrupted players will flag as combatants.[25][32][33][7]
- There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[25][11]
Player corruption
Se um jogador combatente (roxo) matar um não-combatente (verde) em Pvp, ele será sinalizado como um jogador corrompido (vermelho).[1]
- A pontuação de corrupção de um jogador aumenta com a morte de cada jogador não-combatente.[22][4]
- Quanto maior for a diferença de level entre os jogadores, mais corrupção será ganha.[22][4]
- As penalidades de corrupção ocorrem à medida que a corrupção é ganha. [24] Quanto maior os pontos de corrupção;
- Maior a penalidade de redução de habilidades e Stats (menos vida e mana, menos proficiencia dos equipamentos), até que o jogador corrompido se torne ineficaz no combate.[30] Essa penalidade de redução só afeta o combate no Pvp.[27]
- Maior chance de queda de matéria-prima e equipamento transportado ((Armas and Armadura) quando o jogador corrompido morre.[22][35]
- A corrupção tem um efeito visível na aparência de um jogador.[36]
- Se um não-combatente atacar um jogador corrompido, o não combatente não precisa sinalizar como um combatente.[5]
- A localização de um jogador corrompido é revelada para os caçadores de recompensa no seu mapa.[22][1]
- Jogadores corrompidos podem matar caçadores de recompensa sem aumentar sua corrupção.[37][12]
- As penalidades do jogador corrompido não terão efeito nas lutas com caçadores de recompensa.[37]
Quanto mais corrupção você ganha, menos eficaz você se torna em PvP e haverá um certo período em que você ganhará corrupção suficiente para ficar sem equipamentos e também terá uma redução maciça em sua eficácia de PvP[29] – Steven Sharif
Recompensa sem risco não tem sentido... Corrupção é apenas mais uma palavra para risco.[38] – Steven Sharif
Você não pode necessariamente cronometrar perfeitamente os danos ou ver até mesmo a vida do jogador. A menos que você estivesse no grupo deles, você não pode ver a vida de um oponente também, então esse é outro componente que você sabe que acrescenta risco.[39] – Steven Sharif
Removing corruption
O principal meio para remover a corrupção é através da morte. Mortes múltiplas podem ser necessárias para remover toda corrupção.[31][5]
- Morrer remove uma parte significativa da pontuação de corrupção de um jogador.[41]
- O ganho de experiência também reduzirá lentamente a pontuação de corrupção de um jogador.[31]
- Isso cria uma experiência divertida para que os caçadores de recompensas tentem pegá-lo enquanto você está trabalhando para se livrar da corrupção[31] – Steven Sharif
- Missões podem ser utilizadas para reduzir o numero de abates (PK) de um jogador corrompido para que ele acumule menos pontos de corrupção no futuro.[42][41]
- A duração da corrupção é reduzida nas bases militares.[44]
Player death
When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[46][47][48][30][49]
- Player flagging is not triggered by looting.[50]
- It might even be the case that their particular bag space doesn't have available location for a three-by-one log; and you're a lumberjack and they see you just chopping down these trees and you're like, there's no point in me engaging with this person, because I have nothing to gain due to my capacity.[53] – Steven Sharif
- There will be a period of time following a player's death before their mule despawns. Other players must kill that player's mule to be able to loot it.[54]
- If the mule dies its corpse will contain the same percentage of lootable items according to the player's death penalties.[54][55]
- Players do not lose gold upon death, no matter their corruption level.[56]
- Glint looted from a dead character by any other player, regardless of affiliation, becomes stolen glint. Character's who loot their own bodies will recover their glint in its non-stolen state.[57][58][47]
Death penalties
- Non-combatant (green players) suffer normal death penalties, which include:[30]
- Experience debt (negative experience). Experience debt scales to approximately 3 to 4 percent of the total XP for that level (subject to change based on testing).[63][64]
- Skill and stat dampening, such as Lower health and mana.[63][25][26][18][28][29]
- Reduction in loot drop rates from mobs.[65]
- Durability loss.[66][67][30]
- When players die and they take durability loss, our durability loss isn't like other games where it's a gold sink so to speak. It's a combination of both a gold sink and a material sink. So in a sense, even if you only have completed items, when you take that durability loss you are losing out on materials. It's just a debt to the materials that you are losing instead of the active loss of that material in your inventory. So now you are accruing a material debt if you want to repair and increase again the performance of those particular items that take that durability loss.[66] – Steven Sharif
- Dropping roughly 20-30% of carried gatherables, materials, and glint. The percentage values are subject to change based on Alpha-2 testing.[63][58][68][49][48][30] Glint drops as stolen glint on death.[58]
- Items made for final consumption are not dropped, such as consumable items created by the Cooking and Alchemy professions.[68]
- Combatants (purple players) suffer death penalties at half the rate of non-combatants.[30]
- Corrupt players (red players) suffer death penalties at four times the rate of non-combatants.[26][22]
- Corrupt players also have a chance to drop any equipped items based on their current corruption score, including dropping weapons and armor.[22][35][26][22][69][30]
- Any amount of corruption allows a player to drop equipped gear upon death. The higher the corruption the greater the chances.[70] – Steven Sharif
- Corrupt players respawn at random locations in the vicinity of their death, not at regular spawn points.[71] Non-corrupt players always respawn at the closest active respawn point (to their death).[72]
- Corruption penalties occur as the corruption is gained (not just at death).[24]
- Death penalties for corrupt players apply in every location, including naval PvP zones.[73]
Death penalties (mostly) do not apply to objective-based PvP (also called sanctioned events).[74][75][76][77]
- There will not be death penalties applied to event-based deaths. The penalties are in the outcome of the event. So your number of deaths is likely going to impact your ability to win that particular event and that's going to be the penalty. This is it to encourage players to opt in to the events right because the more participation we have the more fun it can be; and we understand that the community at large- there's already a risk versus reward component to these events. We don't need to stack on additional risk versus reward to inhibit kind of- to increase the barrier to entry for players who may not be as interested.[77] – Steven Sharif
- Gear degradation applies on death during Caravan PvP.[75][76]
- Previously it was stated that death penalties do not differ between Pvp and PvE.[78]
Non-corrupt players suffer reduced death penalties in naval PvP (open seas) zones.[73]
- These penalties will be less than those for a green player.[79]
- Q: We know that the normal death penalty incurs a myriad of penalties for the player, but we don't know the numbers behind this penalty. For instance, what percentage of materials do players drop? What percentage of glint is dropped? How severe is the skill and stat dampening? What is the average time it will take a player to work off XP debt from one death?
- A: You're asking about percentile values. You're asking about time that it takes to recoup the percentage and whatnot. Any time that we're at a stage we're in now, and that in Alpha-2 we're going to be testing this, those values are the most subject to change. So to be clear, we're going to do [a] best-guess balance pass for Alpha-2 with the full expectation and understanding that the purpose is- and take into consideration player interaction with those numbers, and what feels best. So just off the bat, those values are not what we should be focusing on at this stage; but, to give you an idea where we are: First of all, when we're talking about dropping items that are in your material inventory, whether that be glint or that be other material types, we're talking roughly between anywhere from 20 to 30% of a stack is going to be lootable on a per-death basis. Now, that is a value that can change based off of the types of bags that you are using to carry those materials. In addition, there's other progression that can allow you, and some stats I believe, that can allow you to mitigate that value also. When we are talking about the percentage that's lost, or excuse me, not lost, the percentage of your level that is accrued as experience debt from death, generally you can expect that that's going to live around three to four percent of the level in accrued experience debt per death. However, additionally, there is a way to mitigate that percentage debt; and that is through the resurrection ability that's provided to Clerics. So, Clerics have the ability to resurrect their allies, and that resurrection will return a percentage that would have been accrued as experience debt. And that return percentage is predicated on the investment into the resability [sic], as well as the stat of the Cleric that is tied to the resurrection effect as well. So those can return percentages, so you can mitigate that to a degree. How long will it take you to recover that, and what stat dampening occurs? Anywhere within a level, if you acquire 100% experience debt for that level, you max out the experience debt, essentially, you don't ever buy that down, you're probably looking around a 20% stat efficacy dampener. So on average, if you're at 100% debt for a level, and you got to work all that off before you can start progressing at the level again, you're at around 20% overall stat dampening. Time it takes you to regain that debt is predicated on the level you're at and how you exp. So, that's a highly variable value.[63] – Steven Sharif
- Reduction in gear proficiency.[30]
Experience debt
Experience debt (negative experience) is a death penalty that scales to approximately 3 to 4 percent of the total XP for that level (subject to change based on testing).[63] This was previously stated to be 2 or 3 percent of the total XP for a max level player.[80][81][16][64]
- We don't have deleveling, instead what we have is experience debt. Now the more experience debt you accrue, the greater the detriment to your character; not to the point where you can not get out of the debt. There will always be a way forward to remove your debt.[16] – Steven Sharif
- Characters accumulate experience debt on death. This does not delevel characters, but does have detrimental effects until the debt is paid off.[16]
- Experience debt is the bite of not achieving success. If I die to a monster because my strategy was bad, because my performance was bad, because my planning was bad: all of that means that debt is the cost I pay for the bad choice.[80] – Steven Sharif
- Resurrection skills allow greater recovery of experience debt than resurrection scrolls.[63][82][83]
- When we are talking about... the percentage of your level that is accrued as experience debt from death, generally you can expect that that's going to live around three to four percent of the level in accrued experience debt per death. However, additionally, there is a way to mitigate that percentage debt; and that is through the resurrection ability that's provided to Clerics. So, Clerics have the ability to resurrect their allies, and that resurrection will return a percentage that would have been accrued as experience debt. And that return percentage is predicated on the investment into the resability [sic], as well as the stat of the Cleric that is tied to the resurrection effect as well. So those can return percentages, so you can mitigate that to a degree.[63] – Steven Sharif
- Maxing out experience debt for a level can result in roughly 20% stat dampening for that character. This percentage is expected to be highly variable.[63]
- Skill points accrue at specific XP milestones to avoid creating an imbalance with experience debt.[84]
- Experience debt is paid down by the player gaining experience. This applies even to max-level players. Rested experience will increase the rate that the debt is paid back.[85]
- Q: Does experience debt at max level interact with rested experience? So, let's say I have experience at max level, will I be able to use rested experience to gain the experience back?
- A: Yes. Rested experience is a modifier that occurs when you first receive the experience and then after that modifier happens where that experience goes to buy down the debt is what happens. So, if you have rested experience and you have experience debt and you go out to collect experience, you will be working that debt off faster because of the rested experience.[85] – Steven Sharif
Afiliações
Uma árvore de afiliações determina quais entidades podem participar em ataques contra outras entidades dentro de sua hierarquia. [86][87]
- Node citizenship.[86][87]
- Alliances.[86][87]
- Guildas.[86][87]
- Parties.[86][87]
- Raids.[86][87]
- Family.[86]
- Religion.[87]
- Society.[87]
There's node citizenship. There's guild. There's alliance. There's party. There's raid. There's family. All of these types of affiliations have a hierarchy. The highest of which is your node affiliation: So your citizenship is your greatest superceding relationship, which means if you were a part of a guild and the guild has multiple nodes in which its members are citizens of, if there was a war between two of those nodes, the members of those nodes would be first and foremost citizens who defend that node, even against their own guild members.[86] – Steven Sharif
All of these things have some hierarchy; and within that hierarchy there's the ability to participate within certain systems. So for example, if you have a node that has fallen under your vassal state and you're a citizen of the parent node, then you could participate in a siege against the vassal node but if you're a citizen of the vassal node you could not participate as an attacker against the parent node; so there's a hierarchy, unless you were to renounce your citizenship.[87] – Steven Sharif
Ver também
Referências
- ↑ 1.0 1.1 1.2 1.3 1.4
- ↑ Transmissão ao vivo, 2017-05-12 (24:52).
- ↑
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 MMOGames interview, January 2017
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 Entrevista, 2017-04-27 (0:17).
- ↑
- ↑ 7.0 7.1 Transmissão ao vivo, 2017-11-17 (29:45).
- ↑ Transmissão ao vivo, 2018-10-31 (44:12).
- ↑ Transmissão ao vivo, 2020-11-30 (1:05:22).
- ↑
- ↑ 11.0 11.1 11.2
- ↑ 12.0 12.1 Entrevista, 2017-04-27 (1:18).
- ↑
- ↑ 14.0 14.1 Entrevista, 2020-07-08 (1:05:27).
- ↑
- ↑ 16.0 16.1 16.2 16.3 16.4 Podcast, 2018-04-23 (49:21).
- ↑ 17.0 17.1 17.2 17.3 17.4
- ↑ 18.0 18.1 18.2 18.3 18.4 18.5 18.6
- ↑ 19.0 19.1 19.2
- ↑ 20.0 20.1 Entrevista, 2018-08-24 (8:35).
- ↑ 21.0 21.1
- ↑ 22.0 22.1 22.2 22.3 22.4 22.5 22.6 22.7 22.8 Entrevista, 2020-07-18 (41:54).
- ↑
- ↑ 24.0 24.1 24.2 24.3
- ↑ 25.0 25.1 25.2 25.3 25.4 25.5 Transmissão ao vivo, 2022-10-28 (26:48).
- ↑ 26.0 26.1 26.2 26.3 Transmissão ao vivo, 2022-10-28 (24:28).
- ↑ 27.0 27.1 Entrevista, 2018-05-11 (5:05).
- ↑ 28.0 28.1 28.2 Podcast, 2018-04-23 (51:31).
- ↑ 29.0 29.1 29.2 Transmissão ao vivo, 2017-05-22 (42:33).
- ↑ 30.0 30.1 30.2 30.3 30.4 30.5 30.6 30.7 30.8 Podcast, 2017-05-05 (43:05).
- ↑ 31.0 31.1 31.2 31.3 Entrevista, 2020-07-18 (44:35).
- ↑
- ↑ Entrevista, 2019-04-22 (54:40).
- ↑ Vídeo, 2020-05-31 (5:29).
- ↑ 35.0 35.1 Transmissão ao vivo, 2017-11-17 (35:20).
- ↑ Entrevista, 2017-02-01 (39:33).
- ↑ 37.0 37.1
- ↑
- ↑ Transmissão ao vivo, 2020-01-30 (1:40:48).
- ↑ Transmissão ao vivo, 2018-07-09 (20:41).
- ↑ 41.0 41.1 Entrevista, 2020-07-19 (30:51).
- ↑
- ↑ Transmissão ao vivo, 2018-06-04 (2:18).
- ↑
- ↑ 45.0 45.1 Vídeo, 2024-02-29 (19:35).
- ↑ Transmissão ao vivo, 2021-09-24 (51:20).
- ↑ 47.0 47.1 47.2 Transmissão ao vivo, 2021-03-26 (1:07:33).
- ↑ 48.0 48.1
- ↑ 49.0 49.1 Entrevista, 2020-07-18 (27:11).
- ↑ Podcast, 2021-04-11 (34:41).
- ↑ Podcast, 2023-07-15 (26:31).
- ↑ Transmissão ao vivo, 2023-04-28 (1:18:48).
- ↑ Podcast, 2023-07-15 (28:28).
- ↑ 54.0 54.1 Transmissão ao vivo, 2021-01-29 (1:24:27).
- ↑ Transmissão ao vivo, 2018-09-27 (47:46).
- ↑
- ↑ Transmissão ao vivo, 2023-11-30 (1:52:37).
- ↑ 58.0 58.1 58.2 Entrevista, 2023-09-10 (53:47).
- ↑ 59.0 59.1 Transmissão ao vivo, 2022-02-25 (1:06:45).
- ↑ 60.0 60.1 Transmissão ao vivo, 2022-04-29 (1:08:27).
- ↑ Transmissão ao vivo, 2017-07-28 (50:22).
- ↑ Transmissão ao vivo, 2020-03-28 (1:58:24).
- ↑ 63.0 63.1 63.2 63.3 63.4 63.5 63.6 63.7 Transmissão ao vivo, 2024-03-29 (3:21).
- ↑ 64.0 64.1 Transmissão ao vivo, 2017-05-19 (13:37).
- ↑ 65.0 65.1 Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- ↑ 66.0 66.1 Entrevista, 2021-02-07 (13:14).
- ↑ Entrevista, 2020-07-29 (16:46).
- ↑ 68.0 68.1 Transmissão ao vivo, 2022-12-02 (1:26:02).
- ↑ Entrevista, 2018-05-11 (15:41).
- ↑
- ↑ Entrevista, 2017-04-27 (9:28).
- ↑ Transmissão ao vivo, 2021-06-25 (1:15:37).
- ↑ 73.0 73.1 Entrevista, 2023-07-09 (36:56).
- ↑ Transmissão ao vivo, 2023-02-24 (1:29:45).
- ↑ 75.0 75.1 Transmissão ao vivo, 2022-06-30 (1:14:52).
- ↑ 76.0 76.1 Transmissão ao vivo, 2021-08-27 (1:22:56).
- ↑ 77.0 77.1 Transmissão ao vivo, 2020-12-22 (1:13:51).
- ↑ Transmissão ao vivo, 2017-05-15 (36:23).
- ↑ Entrevista, 2023-07-09 (38:03).
- ↑ 80.0 80.1 Transmissão ao vivo, 2023-04-07 (40:30).
- ↑ Transmissão ao vivo, 2021-05-28 (1:50:50).
- ↑ Transmissão ao vivo, 2023-07-28 (1:01:30).
- ↑ Transmissão ao vivo, 2023-04-28 (1:22:57).
- ↑ Transmissão ao vivo, 2023-07-28 (1:03:27).
- ↑ 85.0 85.1 Transmissão ao vivo, 2023-09-29 (1:18:04).
- ↑ 86.0 86.1 86.2 86.3 86.4 86.5 86.6 86.7 Transmissão ao vivo, 2019-03-29 (17:10).
- ↑ 87.0 87.1 87.2 87.3 87.4 87.5 87.6 87.7 87.8 Entrevista, 2018-05-11 (58:07).