Progressão
Progressão occurs through a variety of pathways.[1][2]
- The objective is to provide both vertical and horizontal progression.[3][4][5][6]
- Having the ability to gain power at a sacrifice... That's a way to reach a horizontal type of progression. It may not be entirely, because there could potentially be a meta if balancing isn't done correctly; but the objective there is to make sure we have both vertical and horizontal progression in the game.[5] – Steven Sharif
- Different progression pathways are designed to suit different playstyles.[1][7][8][2]
- Multiple playstyles should be relevant and viable. Additionally, you have a spread between casual players and hard-core players; and most of us exist somewhere on that spectrum. The progression path in a society or religion is more conducive to the time we have to play. Whereas, someone else may be playing several hours a day, and they have a better opportunity for the raid/level progression that might require some more dedication. So we want to have these different progression paths available to accommodate the different times in our lives that we have to play the game. And all of those types of progressions will make us relevant in some way shape or form to the general world.[8] – Steven Sharif
- Progression pathways in Ashes of Creation are per-character.[9]
- The way that Ashes is constructed is there are multiple paths of progression from a from a PvX perspective, a wide net perspective that players have interest in; and you're not going to be able to become the master of everything. So you're going to have to pick and choose, but even picking and choosing that gives you a place within that aspect of the world at a place that's going to be something that you can build up a reputation around.[1] – Steven Sharif
- The ratio that various progression systems influence player power will evolve over time. In the early game adventuring level may be the dominant influence on player power. Gear may become more influential on player power closer toward endgame.[10]
- Q: Could you explain in detail what you mean by 50% of player power when talking about gear influence on player power?
- A: That's just a general allocation of what players can expect to pursue when enhancing their player character power. Now obviously, the distribution and ratio of those types of influences, whether it be itemization, whether it be level, whether it be, augments choices, and/or skill tree choices: those influences and ratios change through the leveling curve. So, at lower levels your character level is going to be more influential over character power than itemization will be, but at endgame or higher levels, or at the end of the adventuring level progression, that's when itemization really gets an emphasis for its ratio of player power.[10] – Steven Sharif
- Repetition will not be part of progression in Ashes of Creation.[11]
- The game hosts a wide array of progression paths, and some of those paths will grant additional paths to augmenting your threat generation. This can be in the form of enchantments and stats ... and even in the form of augments granted from societies and religions. Gear and skills choice are also a big component.[12] – Steven Sharif
Nivelamento
Nivelamento won't follow a traditional linear path, although classic mechanics for leveling exist.[4][14]
- Leveling: the act of of going out and adventuring, of killing monsters, and combat in general is the most tactile and moment-to-moment type of gameplay that you're going to experience in Ashes of Creation; and I think at every step of the way in that adventure it should be fun, and it should be something that you enjoy doing, and it should be something that's rewarding, and it should be something that teaches you more about the immersive world that you're in and allows you to follow a compelling storyline.[15] – Steven Sharif
- Players will have the option to rush their vertical progression to level cap or spend time building infrastructure through horizontal progression.[3][4][5][6]
- Experience (XP) is gained through a variety of vertical and horizontal progression paths, such as Pvp, PvE, Exploração, Coleta/Processamento/Fabricação, Events/Missões, Grinding mobs.[16][4][17][18]
- XP will be awarded for participating in objective-based PvP on a diminishing returns basis.[17]
- A character's level is visible to other players.[19]
- Some levels may offer more rewards than others.[20]
- I think you can emphasize some levels more than others and that's a great way to do progression. But I think ultimately that you should see a reward for your progress or effort spent.[20] – Steven Sharif
- There will not be level boosts or auto-leveling (AFK leveling).[21][22]
- As part of our ideals as a game we're not going to give boosts away. We're not going to auto-level up a character. You have to spend time acclimating yourself to what this game is, to what the world that you're part of is; and that's an investment- a time investment; and that plays towards our ideas of risk-versus-reward; and I've always said our game's not going to be for everybody and that's okay.[21] – Steven Sharif
- If I have a skill that does a thousand damage to a target of equal level I don't want my skill to do zero damage to a target that's five levels above me.[23] – Steven Sharif
- A player could in theory level to max level at a single node, providing that node was at a high-enough stage, but it would not be the most effective means of leveling.[24]
End game
Ashes of Creation will not have a typical end-game where content is essentially static and repetitive. Instead, max-level characters will be able to engage with many different gameplay loops that open up based on how the world progresses over time.[25][26]
- Endgame to me communicates static. It is static structure. Okay, you've entered this loop, now and this is your end-game loop that you will repeat over and over. Whereas instead, the approach for Ashes is you have now reached a point where all of these loops are relevant; and the loops are present to you depending on how the community engages the world. And it's up to you to identify the most promising loops because you have a finite amount of time and resources in which you can engage with them. And that's then where strategy becomes a part of the picture: How will I choose to engage with these loops to maximize my return, or to maximize the specific benefit I wish to bring in individual, group, myself, or guild.[25] – Steven Sharif
- Part of the whole experience with nodes is that there is no real end-game, in that the world is constantly shifting every day. Month one is going to be really different from month two; and that's for the level 50s and level 1s.[26] – Jeffrey Bard
Level cap
The level cap at launch is expected to be level 50.[27][28]
- On release the developers anticipate max level should be attainable in approximately 45 days if playing 4-6 hours per day.[29][30]
- The developers estimate that players will reach level cap before a quarter of nodes reach
[[{{{2}}}]] (estágio 3).[27]
- Alpha-1 had progression to level 15.[31]
- Alpha-2 expects progression to level 30 (subject to change).[32] Previously this was stated to be level 35.[33][34]
Lower level characters will have usefulness in mass combat (such as Cercos de base) that is not directly dependent on their level, such as manning siege weapons, helping repair fortifications, bringing proximity-based buffs to key positions, using stealth or scaling walls. These types of things are relevant to the tide of battle and do not require the player to be max-level or have high combat stats.[35]
- The idea is not to be a game where somebody can essentially no life for a week and be max level. The idea is to incorporate some significant chunk of time but still respect the casual player, because the way we respect the casual player is not everything is driven in our game through the adventuring progression line. Not everything is driven through your class level per-se. There's a lot of different progression paths that are available and make you relevant within certain systems and mechanics within the game; and some of those paths are more casual friendly and some of those paths are more hardcore friendly. So with regards to the adventuring class, the idea is to make sure that investment needs to be pretty significant and that the reward then is respective of that investment.[29] – Steven Sharif
Grinding
Repetition will not be part of progression in Ashes of Creation.[36]
- There will be no "grindy" quests.[36]
- There will not be repetitive quest lines through a single dungeon to obtain gear.[37]
- The aspiration is to have more things to do in the game than a player has time to do.[36]
AFK leveling
There will not be AFK leveling (auto-leveling) in Ashes of Creation.[21][22]
We want this game to be played. If there are things that you can do to not play the game and still progress, we've done something wrong.[22] – Jeffrey Bard
Mentor program/ level scaling
There will be a mentorship program where upper-level players are able to benefit from partying and/or helping lower level players; and getting them situated in the game.[26]
- Certain node buildings and organizations offer quests that can be initiated by a mentor to assist new players. Rewards are offered to both the mentor and the mentee upon completion.[38]
- There will be activities that are present for higher level players to mentor lower level players. Let's say you have a friend who joins later on and you still want to do things with them, there will be things to do. Will he be able to enter a dungeon of your level and participate? No, because we don't want to inflate or deflate characters and manipulate that type of skill or power. We want that to be something that makes sense for them in a progression standpoint.[39] – Steven Sharif
- The mentorship program provides individual quests that can be initiated by the mentor based off of what node that they are part of. So these are like quests that are determined by either certain buildings and/or organizations or the mayor; and there are specific ones that are available for mentors to provide mentees; and they can also participate in some of those quest lines as well: Whether that be leading your mentee through a dungeon or providing a location for them to arrive with you at, or escort quests for the NPC caravans. These types of things, when done together with your mentor, will provide benefits both for the mentor and the mentee as well, so you're incentivized to participate with new players.[38] – Steven Sharif
Class progression
À medida que um jogador progride com seu modelo primário, ele terá a oportunidade de escolher um modelo secundário para modificar suas habilidades primárias com efeitos do modelo secundário.[40][41] A combinação de modelos primários e secundários constitui uma classe.[40][42][43]
Se um Lutador escolhesse Mage como seu modelo secundário, esse lutador se tornaria um Spellsword. Essa combinação abre espaço para modificações que podem ser aplicadas às habilidades da árvore de habilidades primária. Lutadores têm a habilidade Investida que permite que eles avancem contra um alvo; ao chegar nesse alvo, eles causam uma certa quantia de dano com a chance de derrubar o oponente. A modificação Mage's escape poderia ser aplicada à habilidade Investida, que agora teleportaria o jogador para o alvo , eliminando o tempo necessário para avançar até o inimigo.[41]
Cada habilidade na árvore primária terá diversas opções de modificação vindas árvore secundária. Esse é um exemplo de progressão horizontal.[41]
- Modificações em habilidades primárias mudarão fundamentalmente a maneira como as habilidades funcionam - adaptando o que a habilidade fazia para incorporar a identidade do segundo modelo/classe.[44]
- Uma classe secundária não ofereçerá habilidades adicionais.[45]
Os jogadores recebem pontos de habilidade quando sobem de nível. Esses pontos são usados para aumentar o nível das habilidades na árvore de habilidade.[46]
- Não será possível maximizar o nível de todas as habilidades em uma árvore de habilidades.[46]
Classes by archetype combination
Com 8 Modelos para combinar, jogadores poderão escolher um total de 64 combinações para criar suas próprias classes.[40][42][43]
Class abilities
Habilidades primárias (habilidades de classe) são baseadas no modelo do jogador.[41] Jogadores poderão personalizar suas habilidades primárias com modificações do segundo modelo.[40][41][50]
O design por trás das modificações não vem somente de mudar o estilo da habilidade para que reflita a segunda modificação, mas também fundamentalmente alterar os componentes principais das habilidades.[51] – Steven Sharif
- Cada Modelo secundário oferece 4 esferas diferentes de modificações.[40][52] Cada uma das modificações afeta as habilidades dos modelos primários de formas diferentes.[53]
- Por exemplo: Um Mage oferece teleporte e esferas elementais de modificações. Essas modificações vão afetar as habilidades primárias de um Fighter de uma forma diferente de como afetariam a de um Cleric, por exemplo.[40][53]
- Cada modificação tem seu nível de requerimento e número de pontos de habilidade necessários para serem adquiridos.[54]
- Haverá um certo limite após o qual você não poderá modificar suas habilidades da mesma maneira que modificou suas habilidades anteriores, então você terá que pegar e escolher cada uma que você quer modificar com muita atenção; certas modificações vão ter maior requerimento de pontos de habilidade.[54] – Steven Sharif
- Modificações nas habilidades primárias irão fundamentalmente mudar a forma de como aquelas habilidades funcionam: Adaptando o que a habilidade fazia para incorporar a identidade do modelo secundário.[44]
- O sistema de progressão para as modificações é muito parecido com o sistema de progressão de classe.[56]
- Para alterar as modificações em suas habilidades será necessário que você fale com um PNJ dentro de uma base em estágio de Vilarejo ou acima.[57]
- Algumas cores e efeitos de habilidade mudam baseado em suas modificações.[58]
- Habilidades ativas poderão ficar totalmente diferentes depois que uma modificação for aplicada.[59]
Jogadores receberão pontos de habilidades à medida que passam de nivel. Esses podem ser usados para aumentar o nível das suas habilidades, nas árvore de habilidades ativas, passivas ou de combate.[60][61][46]
- Não será possível maximizar todas as habilidades na árvore de habilidades.[46]
- Em termos de progressão de habilidades, jogadores poderão escolher diversidade e pegar muitas habilidades, ou se aprofundar em poucas habilidades específicas.[62]
Independente de qual dos oito modelos você escolha como secundário, você receberá uma escolha de modificações que representam alguns dos ideais daquela classe. Sabe, como um tank se especializa em controlar o campo de batalha, em sobreviver. O mago se especializa em dar dano e elementos e habilidades em área. O ladino se especializa em ficar invisível e dar dano crítico. Então essas modificações vão tentar oferecer um pouco dessas identidades.[63] – Steven Sharif
A ideia por trás do sistema é que você está meio que caminhando entre as linhas através dessas modificações do seu papel, sabe. Nós temos a tradicional trindade que está presente no design de classes para MMOs e, no geral, essas classes ou seguem um padrão à risca ou desviam completamente do padrão. A modificação procura oferecer um equilíbrio entre isso, onde você ainda mantém um semblante daquele sistema de trindade enquanto oferece a oportunidade de puxar seu jogo para um dos outros ângulos do triângulo[64] – Steven Sharif
Gear progression
Armas have their own progression paths.[67][68]
- Each type of weapon has its own skill tree that grants passive skills and proc effects and other status conditions.[69][70][71][72][73][74][60][61][67][44][75]
- The weapon combo system determines special effects that proc based on weapon progression.[67][75]
- Ancillary effects proc based on enchantment types.[75]
- Gear enhancements (power stones) can be applied to add elemental or energy types of damage.[75]
- Dual wielded weapons will have its own progression based on weapon type.[76]
- Weapon proficiency (based on length of use of a weapon) is not a planned feature.[44]
- Ashes of Creation is all about providing many progression paths... The reason why we don't like the term endgame is because with the amount of progression that's available with the amount of diversity and player agency that impacts the world... We want the weapon system [to] add an element of that as well... You can determine special effects that proc from currently the combo system; you can determine ancillary effects that proc based on enchantment types; you can power stone weapons to add different either elemental types of damage and/or energy that play rock-paper-scissor with player defenses ... and then you can skill tree out how those effects that are granted ... you can make them better you can branch them off into a different direction.[75] – Steven Sharif
Gear enhancement
Melhoria de equipamentos (power stones/runas) podem ser aplicadas a armas para adicionar outros tipos de dano elemental ou de energia.[75][77]
É muito provável que tenhamos um sistema de runas e depois, teremos a capacidade de fazer encantamentos a armas fora disso também... Isso nem será sempre uma progressão vertical... Parte disso é desistir de algo para obter algo mais; por isso talvez eu dê menos danos físico, mas mais dano mágico, esse tipo de coisa.[77] – Jeffrey Bard
- A progressão em vários sistemas de Pvp irá desbloquear pedras de encantamento que concedem benefícios temporários focados no PvP para o equipamento (através de um sistema de encaixe) O desempenho é medido ao longo de temporadas de PvP de seis meses.[78]
Não é como se você fosse necessariamente adquirir essas melhorias uma vez e depois está pronto para o PvP no que diz respeito a seus encantamentos, mas em vez disso terá de participar continuamente mês após mês a fim de continuar a ter esses encantamentos encaixados nos seus slots.[79] – Steven Sharif
Enchanting
Enchanting is not an artisan profession in its own right. Scribes create scrolls that can be utilized by different professions to create enchantments relating to that profession.[80][81]
- Enchantment scrolls can be sold on the open market.[82][80][83]
- Enchanting does not increase an item's level requirement.[84]
- You don't really push a particular item's level requirement or the identity of that item. You can enhance it, you can add enchantments to it, but it's still the item it is.[84] – Steven Sharif
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.[66]
Progressão de Pet
Pets de combate serão evoluíveis e terão equipamentos disponíveis para si.[85][86]
- Pets de combate incorporarão parte do poder do seu dono, de maneira a manter a progressão de poder horizontal.[87][88][89]
- Poder é delegado ao pet quando ele é invocado e devolvido ao jogador imediatamente quando o pet é 'desinvocado'.[90]
Invocações de invocadores (pets de Invocadores) adicionam crescimento vertical ao poder do invocador quando chamados.[87]
- Equipamento não está disponível para as invocações dos Invocadores.[85]
Pets de combate, que podem ser adquiridos por qualquer arquétipo - e são essencialmente um item na sua mochila - são invocados pelo item a eles ligado. Quando invocado, não é a intenção que haja um ganho vertical de poder, porque quando você faz combate com pets ser um ganho vertical, então se torna uma solução sem escolhas: você tem que ter um pet de combate se quiser jogar de forma eficiente; e eu quero ficar longe disso porque quero abordar os pets de combate como uma maneira de escolha horizontal de poder; Isso quer dizer que: dependendo no tipo de conflito em que você está, dependendo da sua avaliação da ameaça, um pet pode ser relevante, ou não. Em combate, um pet de combate pode ser mais relevante do que outro pet de combate, e isso é parte do equipamento que ele usa."[87] – Steven Sharif
Artisan progression
Artisan level | Artisan certification | Profession limit per character |
---|---|---|
1-10.[94][95] | Novice.[91][96] | 22.[91][92] |
10-20.[97][95] | Apprentice.[91] | 5.[91][92] |
20-30.[97] | Journeyman.[91][93] | 4.[91][92] |
30-40.[97] | Master.[91][93] | 3.[91][92] |
40-50.[97][98] | Grandmaster.[91][93] | 2.[91][99][92] |
Artisan progression occurs based on experience (repetition of tasks) as well as achievements of certain benchmarks within each artisan branch (Coleta, Processamento and Fabricação).[101] Progression in each artisan profession is per-character.[102][103][104][105]
- 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.[92] – Kory Rice
- Progression to each "tier" within a profession grants skill points that can be utilized in a character's artisan skill tree.[107]
- Artisan certification quests must be completed to gain proficiency in that tier of artisan progression.[108] Completing certification unlocks benefits for that profession, such as artisan tools for gathering professions and recipes for crafting professions.[109][110]
- There are limits to the number of professions at each certification tier across the three artisan branches.[91][99][111][92][112] 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.[91][99]
- Grandmaster artisans can max out their entire profession skill tree, but a character can only be a grandmaster of up to two professions.[113]
- Achieving an artisan certification in a profession also implies that the character also achieved any lower-tier certifications up to that point.[114]
- If you are grand master in that profession you can max out the entire tree. But you can only grand master 2 things.[113] – 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.[115]
- 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.[116][117][118]
- Characters gain XP as they progress their professions.[16][110]
- It should be expected that some artisans will have significantly higher artisan level than their adventuring level.[16][116]
- 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.[116] – Steven Sharif
Ferramentas artesanais
Classes artesãs de coleta requerem a criação e o uso de ferramentas de coleta que permitem a coleta de recursos.[120][121]
- Progressão na classe artesã da coleta abre ferramentas de coleta de nível mais alto que permitem a coleta de recursos de nível mais alto.[122]
- Um coletor com proficiência máxima abrirá Master toolsets, o que lhe concederá acesso aos coletáveis da mais alta qualidade.[13]
- Ferramentas terão durabilidade e vida útil.[13][123]
- Artesãos não precisarão depender de outras árvores para fazer suas ferramentas.[120]
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.[121] – Steven Sharif
O processamento requere blueprints para a construção de edificações que são necessárias para processar recursos.[120]
- A fabricação requere a aquisição de receitas para fabricar itens.[120]
Legendary items
There is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[124]
- There is a much higher chance that materials and unique recipes are dropped that can be used to craft items of equitable value.[125][126][127]
- Lendários equipment is only dropped by Legendary world bosses.[128]
- Legendary equipment will have a roughly 6-12% improvement in base stats, subject to testing and balancing.[129]
At each stage from Gatherer to Processor to Crafter you are required to have certain prerequisites before those elite types of materials can be essentially gathered, processed, or crafted.[126] – Steven Sharif
- Gatherers must have high quality tools to gather rare resources.[126]
- Processors must have high tier processing buildings on their freehold to produce rare materials.[126]
- Crafters must also satisfy certain prerequisites to craft legendary equipment.[126]
The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focussed.[127] – Steven Sharif
Certain legendary items may be limited to one per server at any given time.[130][131]
- If the player character leaves the server then the item will become available for acquisition through whatever means it was acquired previously.[130]
There are absolutely legendary items and they're not items that are attained easily nor are they granted out in a volume. There might even be items that are single items that will exist on the server at any given time.[131]
A legendary weapon is easily distinguished by its visual appearance.[127]
It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon.[127] – Steven Sharif
Legendary items are not intended to be temporary.[132]
- A notable exception to this is Montarias Reais.[133]
The fact there is only one of them... or very very few of them depending on what it is. I think that in and of itself is a balance component right and you need to make sure that the players who are striving for those legendary things and who are devoting the time energy, resources in order to achieve them are accurately rewarded... We do not intend on having legendary items that are temporary.[132] – Steven Sharif
Discovery of legendary items will unlock further chapters of the Lore.[134]
Religion progression
There are player progression paths within a religion.[135][136]
- Players may follow only one religion at a time.[135][136]
- Religious progression is based on quests that are only offered to followers of that religion.[135]
- Religions have a ranking system based on a player's performance in these quests and the number of quests completed.[135][137]
- Changing religion will cause loss of progress in a player's previous religion.[135][136]
- It depends on their dedication to the religion itself; their performance when it comes to certain religion's religious objectives; their contribution to the development of that religion within the world. There's a lot of different markers that we use at each stage to determine how they progress within the religion.[138] – Steven Sharif
Mariner classes (also referred to as boatsmanship classes, boatsman skills or seamanship) contain different skill trees arranged in a similar manner to Classes Artesãs. As a player gains experience in these different skills they become more adept at using them.[139][140]
- Interaction with attachments, such as gunnery.[139][140]
- Piloting/driving the ship.[139][140]
- Ship navigation.[139][140]
- Utilizing ship components, such as furling the sails.[139][141]
- Ship repair, such as the speed and amount of health restored.[139][140]
- Defensive skills.[140]
- Utility based skills.[140]
- The benefits of having Mariner expertise is not just related to activities you can do on the ships, but will also incorporate skills that become available when you're piloting ships as well. There's a few things that Mariner classes provide: interaction with attachments on the ship, driving the ship itself, utilizing the ship's components—like furling the sails or not—as well as repairing ships when damage is taken—the speed at which you can do it, the health you regenerate when you do it.[139] – Steven Sharif
Progressão de base
Aa atividades de jogadores Cidadãos and não-cidadãos (missões, coleta, raids, etc.) dentro da ZOI de uma base conta para a evolução daquela base específica (progressão).[143] Bases possuem sete (7) estágios de evolução, com barreiras de experiência para cada estágio. Quando uma Base alcança a experiência necessária em seu estágio atual, ela evolui para o próximo.[144]
Estágio de base.[143] | Nome alternativo.[145] | Tempo para evoluir.[143] | Residência de jogadores.[146] | |
---|---|---|---|---|
0. | Região Selvagem | - | ||
1. | Expedição | Encruzilhada | Algumas horas | - |
2. | Acampamento | Campo | Muitas horas | - |
3. | Vilarejo | Vila | Alguns dias | Casas de pequeno porte |
4. | Município | - | Muitos dias | Casas de médio porte |
5. | Cidade | - | Algumas semanas | Casas de grande porte |
6. | Metrópole | Metro | Muitas semanas | Mansões |
A Área de Desenvolvimento de uma Base é onde a civilização apareçerpa à medida que a Base evolui. Com o aumento do Estágio da Base, diferentes prédios, PNJs, e serviços ficarão disponíveis na Área de Desenvolvimento. Quanto maior o Estágio da Base, mais complexa e povoada a Área de Desenvolvimento se torna. Áreas de Desenvolvimento também irão variar dependendo do Tipo de Base - Mercantil, Militar, Científica, ou Divina; entraremos em detalhes sobre cada um desses Tipos em posts futuros nessa série.[142] – Margaret Krohn
A evolução de uma base libera seu conteúdo único, mas vem com a desvantagem de travar o avanço de um número cada vez maior de bases vizinhas.[148]
- Bases avançam para o primeiro estágio rapidamente. Isso disponibiliza serviços de PNJs como vendedores e armazenamento de itens.[149]
- Quanto mais evoluída uma base, maior sua ZOI.[150]
- Bases menos evoluídas (chamadas de bases vassalas) que se encontram dentro da ZOI de uma base mais evoluída ainda podem ganhar XP, mas precisam ficar em um estágio de evolução menor que o da base dominante.[147]
- O sistema de vassalos começa quando uma base chega no estágio 3 (vilarejo), mas bases vizinhas em estágios abaixo de 3 também bloqueiam o crescimento de seus vizinhos imediatos.[151]
- Devido à maneira que o algorítimo de progressão calcula a expansão territorial (ZOI) durante a evolução de base, existe a pequena possibilidade de duas bases no mesmo estágio ficarem próximas uma da outra.[152]
- O algorítimo de expansão territorial leva em conta a costa mais próxima, bases vizinhas, e a atividade de jogadores nas áreas próximas ao longo das últimas semanas ou mês.[153]
Normalmente o algorítmo que é aplicado à expansão territorial de uma base previne que bases significantes fiquem próximas...Pode acontecer uma incrível coincidência onde toda a progressão algorítmica de território faça com que essas bases fiquem próximas pois existem certos requerimentos necessários para a dominação de uma base vassala; e é possível que duas bases nunca dominariam a outra como vassala e acabem ficando próximas e crescendo em direções opostas: fica parecendo Um Conto de Duas Cidades.[152] – Steven Sharif
- Uma base não recebe XP de bases dentro de sua ZOI até que eles tenham chegado ao limite de XP.[147]
- Jogadores são movidos para um local seguro se colidirem com estruturas que aparecem durante a evolução de base.[154]
- Cidadãos de uma base podem contribuir para o avanço de outras bases.[155]
- A porcentagem exata de experiência de evolução ao obter itens ou matar monstros não será conhecida explicitamente para evitar que os jogadores "otimizem" o sistema.[156]
Pessoas diferentes tem recursos diferentes investidos na progressão de uma base, e seria meio 'meta' se você soubesse exatamente o que é necessário para evoluir, pois isso desincentivaria jogadores de participarem.[156] – Steven Sharif
Nodes vassalos
Nodes acima do estágio 3 (Vilarejo) dominam bases próximas, convertendo-as em bases vassalas.[144][151]
- Bases vassalas são obrigadas a ficar um estágio de base abaixo da base dominante.[144]
- Bases vizinhas abaixo do estágio 3 também podem impedir o crescimento de seus vizinhos imediatos. Isso será testado no Alfa 1.[151]
- Bases vassalas priorizam seu próprio déficit quando ganham experiência (ver Atrofia de base). Apenas então aplica experiência em excesso à base dominante.[142]
- Se uma base dominante evolui, a base vassala passa a poder evoluir.[144]
- Bases vassalas dão qualquer excesso de experiência à base dominante e podem ter suas próprias vassalas, desde que essas bases estejam dentro da zone of influence|zona de influência da base dominante.[144]
- Se uma base vassala está no limite de experiência e tem suas próprias vassalas, qualquer experiência recebida tanto dela quanto das vassalas será aplicada ao seu próprio déficit e, somente então, à base dominante.[142]
- Vassalas estão sujeitas ao governo, alianças, guerras, impostos, e comércio de sua base dominante, e podem receber ajuda federam da mesma.[144]
- Bases vassalas não podem declarar guerra contra sua base dominante ou qualquer vassala da mesma.[144]
- Cidadãos das vassalas são regidos pelos estados diplomáticos da base dominante.[144]
Se uma Base é Vassala e está impedida de evoluir, ela vai aplicar qualquer experiência ganha ao seu próprio déficit (ver seção sobre Atrofia), e então aplica experiência em excesso à Base Dominante. Se a Base Dominante evolui e a Vassala é liberada para crescer, ela perde o limite de experiência (até voltar a ficar um estágio abaixo da Base Dominante). Se uma Base está no limite e tanto é vassala como possui vassalas, qualquer experiência ganha de si própria ou das vassalas é primeiro aplicada ao seu déficit e então à Base Dominante.[142] – Margaret Krohn
Desenvolvimento de Base
O layout e o estilo de uma Base são determinados por diversos fatores:[159]
- Localização da base.[159]
- Tipo de Base.[159]
- Raça que mais contribuiu para a evolução da Base.[159][160]
- Aparências raciais dos prédios e dos PNJs de uma Base.[161][160]
- Isso se aplica a todas as bases, incluindo bases de castelo.[162]
- O resto é determinado pelo prefeito da base.[159]
Algumas partes são determinadas pela área onde a base está. Outras, pelo tipo da base; certas partes são determinadas pela raça, e o resto é determinado pelo prefeito.[159] – Jeffrey Bard
Todas as bases, sejam elas relacionadas aos castelos ou não, têm influências culturais que são replicadas nas aparências dos prédios e dos PNJs presentes na Base.[162] – Steven Sharif
Existe uma mecânica de atrito que afeta a experiência e influência para impedir que uma única raça domine o mundo inteiro.[163]
Existe um atrito e esse atrito na experiência e influência aumenta de acordo com a performance da raça no mundo. Então se todas as bases forem de Orc, o nível de atrito deles será muito alto para competir com outras raças na hora de estabelecer a cultura de novas bases. Isso acontece pois já são muito influentes e existe uma opinião popular contra eles nas regiões que não influenciam.[163] – Steven Sharif
Zonas e progressão
Masmorras, Raids, Chefes mundiais, Mobs, Missões, Eventos, Recursos, Narrativas e outros conteúdos dentro da ZOI de uma bases terão uma variedade de níveis diversa, mas escalarão com o estágio daquela base e com sua influência racial.[164][165][144]
Não temos uma zona exclusiva do nível 25. Em vez disso, uma certa zona pode ter algumas criaturas níveis 10 próximas da estrada, outras criaturas nível 20 dentro da floresta, e ainda outras níveis 30 nas montanhas. Essa escala vai mudar de acordo com as Bases próximas, e no geral a escala fica mais perigoda à medida que a Base evolui. Toda essa civilização atrai a atenção de Coisas-Que-Não-Deveriam-Existir. Isso não quer dizer que regiões selvagens sejam seguras. Talves sejam menos perigosas, mas em todo lugar haverão perigos até para os aventureiros mais experientes.[166] – Steven Sharif
Guild progression
Guild progression occurs through participation in different systems.[167]
- Missões.[167][168]
- Nodes.[167]
- Organizações sociais.[167]
- Fabricação certain items.[168]
- Events.[168]
Guild progression grants skill points that the guild can allocate to unlock aspects of their skill tree, such as passive skills, augments and membership count.[167][169][170]
- Passive abilities increase certain stats relating to a guild member's ability to perform in combat or in other aspects of the guild, such as the economy.[167]
- Aumenta may apply at the upper tiers of guild progression.[167]
- Guild members do not need to be citizens of the same node in order to benefit from passive skills and augments.[171]
- Guild size can be traded off for guild progression.[167][172]
- The higher the guild's member cap, the fewer available skill options will be available to that guild.[173]
- Guild alliances may be a key part in creating a larger "guild".[172]
- Salões da guilda can be unlocked at a certain stage of guild advancement.[169]
- Guilds cannot respec their skill points once allocated. This is subject to testing.[174]
- It's not always going to be combat. You could have an economic focus guild. You could have a trade oriented guild; and there's all sorts of things that you can put together and give your guild its own identity.[167] – Jeffrey Bard
Social organization progression
Social organization progression is achieved through accomplishing tasks or quests within that social organization.[175]
- Some progression is static, but more competitive achievements will be seasonal, based on a ladder system.[176]
There are hierarchical paths pertaining to specific questlines for the organization's thematic.[175] These quests will either be cooperative with or adversarial against other nodes based on their mutual war status.[177]
- - For example, a Thieves' guild may have objectives and quests toward securing a particular item to enable players to advance within the organization.[175]
- Social organizations are going to have questlines that players participate in which some will include sabotage, espionage, intrigue... While it's not necessarily player versus player in the combat sense, it is player versus player in pitting communities in those organizations against each other in a competitive atmosphere, where only some things can be accomplished by certain communities; and not everybody can succeed at a particular task. So, I think that that's a unique way to involve meaningful conflict that doesn't necessarily have to relate to PvP, because obviously we have a lot of PvP systems in the game and and there are many ways for players to participate in player versus player combat; but we also want to make sure that from a progression standpoint, from a system standpoint there are going to be abilities of individuals to follow these questlines, these tasks that will pit organizations against each other, specifically from an organizational standpoint.[178] – Steven Sharif
Alliance progression
Ashes of Creation may have specific content that revolves around Alliances.[179]
- Progressão pathways within alliances.[179]
- Guildas sharing common services with alliance members.[179]
- Node alliances.[180][179]
- Content that revolves around alliances specifically and progression within the development of that alliance; and the ability to share some common services between guilds that are part of that alliance. I think that additionally allowing alliances to toggle certain relationships with nodes as an interaction is beneficial. That's going to provide an interesting dynamic for players who are either members of the particular node that has the relationship established or members of the Alliance. So I think that obviously building systems is is about creating the channels by which these players can form bonds and the more layers you have around those channels of bonding between the different guilds or players, the more sustainable that relationship.[179] – Steven Sharif
Freehold progression
Freehold progression unlocks new bonuses, abilities and capabilities for freeholds.[181]
- Freehold buildings are able to be levelled up based on the length of time and productivity of the freehold.[181]
- We want there to be progression in many systems and part of the freehold progression is that when you establish these base buildings the longer and more productive you are and exist with that freehold, the more opportunity those buildings will have to both level up: offering new bonuses, new abilities, new capabilities; and just surviving in this world is a feat in and of itself, so it's rewarded by allowing progression with those things.[181] – Steven Sharif
Freehold professions
- Artisan buildings on freeholds enable placement of processing and crafting stations.[182][183]
- Business buildings on freeholds allow freehold owners to provide services to other players.[93]
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.[185] – Steven Sharif
Tavernas
Tavernas provem serviços em 'camadas'.[185]
- 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.[185]
Monster coin progression
There is a progression system that levels a player's monster skills based on how often they participate in monster events.[186]
- In Ashes of Creation a large portion of world events revolve around the environment reacting to the player. This means that as players are exploring the world and developing civilization around them the environment is responding to this encroachment by spawning dynamic events and creatures to attack those developing cities. These events occur in 3 different types: the Legion level the Elite level and the Epic level.[187] – Steven Sharif
As nodes advance, so does the scale of the monsters.[188] There are tiers of events denoting the caliber of the monsters being spawned.[189]
- Q: Will World bosses like the like Tumok take part in the NPC sieges on nodes and will players be able to use a monster coin to play as one of those world bosses in an event?
- A: That is the intent, is that we will have varying quality of monster coins available creatures like Tumok may participate in certain atrophy events or other types of events; and if you have the very rare and legendary type of monster coin that's available to be used on a creature type like Tumok then yes, you could inhabit him. That's the intent of the system.[190] – Steven Sharif
Ashes of Creation Apocalypse progression
The first chapter of Apocalypse is The Exodus. It takes part in the initial stages of the fall and sets the scene for upcoming chapters.[193]
- Between 15 and 20 cosmetic rewards are earnable in every chapter.[194]
- Daily and weekly quests will allow players to gain up to 50 levels (matching the intended level cap for the Ashes of Creation MMORPG).[195]
- Advancing through these levels allows players to unlock unique cosmetic rewards, such as weapon skins.[192][195]
You're going to have an adventuring path and that adventuring path is going to come with weekly quests and daily quests that you can participate in that will be available for the Castle sieges for the Horde and for the Battle Royale; and as you complete these quests you're going to gain experience; and right now you have up to 50 levels, which matches the intended cap for Ashes of Creation. Fifty levels of the adventure path that you can advance in; and as you advance in each of these levels you're going to be unlocking certain assets, such as these weapon skins. Now the great thing about player's progress in Apocalypse is that you will share the same account from Apocalypse to Ashes of Creation the MMORPG and anything that you earn in Apocalypse will be in Ashes of Creation the MMORPG- a unique as a skin exactly: A skin that you will have access to for helping us test write Apocalypse and preparing these different Alpha and Beta stages for Ashes of Creation.[195] – Steven Sharif
Ashes of Creation Apocalypse adventure paths
There are adventure paths (also known as Compendiums) in Ashes of Creation Apocalypse (Battle royale, Castle sieges, Horde mode).[192][195]
- The first chapter of Apocalypse is The Exodus. Between 15 and 20 cosmetic rewards are earnable in every chapter.[194]
- There will be an optional Legendary Path that players can purchase for USD $10 per 10 weeks.[192][194]
- The Legendary Path offers over 50 cosmetic rewards.[197][194]
- Alpha-1 backers and Intrepid pre-order pack owners will be granted a lifetime compendium (battle pass) to the Legendary path.[192][194][197][198]
- Alpha-2, Beta-1 and Beta-2 backers will have access to the first chapter's Legendary path, with over 50 cosmetics available to earn.[192][194]
- Other Kickstarter, summer backers and pre-order pack owners will receive the first chapter of the legendary path for free for 70 days. 71 different cosmetic rewards can be earned starting from December 18th.[197]
- The Legendary path will also have a shop for one-off cosmetics.[197]
- Embers can be used in Ashes of Creation Apocalypse to purchase unique cosmetics or to purchase the Legendary adventure path.[199]
- All Adventure paths in Ashes of Creation Apocalypse allow players to earn embers just for playing. Those embers will carry over into the MMORPG.[199]
Ashes of Creation Apocalypse cosmetic rewards
Progression and experience tracking for participation in Ashes of Creation Apocalypse testing entitled players to earn unique cosmetic rewards. These earned rewards will carry over in player's accounts to live launch of the MMORPG.[201][202]
- Armor appearances.[202]
- Vestuário.[201][194]
- Emotes.[201]
- Freehold building skins.[201]
- Furniture.[201]
- Hairstyles.[194]
- Montarias.[201][194]
- Pets.[203]
- Weapon skins.[201][194][192][195]
One of the ways we want to give back to the Community in participating in this testing is allowing for progress, quests, achievements rewards to be gained in Apocalypse... You will have rewards and quests and achievements that you and your participation and your performance in that game, whether it be the Castle Siege, the Horde Mode or the Battle Royale will earn you cosmetics. There will be costumes. There will be mounts to earn. There will be housing and furniture. There will be emotes. There will be weapon variants. A lot of these are what we have in production for our project Ashes of Creation, we apply some variants and skins for and make them only available through participating in helping us test these different game modes. And they will carry over to your account on the MMORPG.[201] – Steven Sharif
The account used for Apocalypse is the same account used for the MMORPG. Unique skins earned in Apocalypse will be added to the MMORPG as rewards for helping to prepare for the Alpha and Beta stages of Ashes of Creation.[195]
- Cosmetic skins are only be able to be applied to things that have already been earned, crafted or found within the Ashes of Creation MMORPG.[204]
- Skins earned in Apocalypse will be available to apply at certain tiers, levels and/or access points within the MMORPG.[204]
So it's not that you'll be able to equip necessarily an item at level one. These are all cosmetic skins. Again we are not about the pay-to-win or pay-to-convenience life. What we want to do instead is as you earn, craft, or find equipment in the MMORPG, these skins that you've earned in Apocalypse will be available at certain tiers, levels and/or access points. So for example, we have different grades of mounts right. We have the base one land mounts. We have the Royal mounts. We have the flying mounts if you're a mayor or King or Queen. We have legendary mounts. These classes of mounts will have available skins associated with those particular classes... If you have the Ramstider skin that you've earned from Apocalypse, you'll be able to apply that to your first land mount, which will probably be earned within the first five levels you'll earn a land mount. However if you have let's say for example the Gryphon, which will be a glideable mount. I'm sorry what's the name of the what's the name of the night one. The midnight- is the midnight bird or something like? The Nighthunter Gryphon. I think that's it. If you have that skin you'll only be able to apply that skin to a Royal mount so you'll still have to earn these things. Remember our position is that of: You need to earn these things in Ashes first. They're not purchasable or earned outside in Apocalypse and you're granted that immediately. These are skins that you apply to the things you earn in Ashes.[204] – Steven Sharif
These cosmetics reflect the lore of Ashes of Creation Apocalypse, which is set before the fall.[202]
- Armor appearances will reflect the ancient cultures of Verra.[202]
One thing that we announced to our alpha one backers that I know they love clarity on is that we'll also be including progression and experience tracking for participation and testing that will entitle them to some unique cosmetics as well that reflect on the lore of this setting, which is before the fall. So you'll be able to acquire some armors that reflect some of the ancient cultures of Verra that you will earn and hold for live launch.[202] – Steven Sharif
It would be like your ancestors kept these curios for you.[202] – Jeffrey Bard
Examples of some Kickstarter rewards will be included in Ashes of Creation Apocalypse.[205]
Basic axe.[206] | Hallowed Bronze Axe.[207][208] | Arcanic Bronze Axe.[209][208] | Pyroclastic Bronze Axe.[210][208] | Eldritch Bronze Axe.[211][208] |
Thundering Mace.[212] | Hallowed Mace.[213][214] | Arcanic Mace.[215][214] | Pyroclastic Mace.[216][214] | Eldritch Mace.[217][214] |
Ver também
Referências
- ↑ 1.0 1.1 1.2 Transmissão ao vivo, 2021-12-23 (1:32:10).
- ↑ 2.0 2.1 Transmissão ao vivo, 2017-05-19 (51:52).
- ↑ 3.0 3.1 Podcast, 2023-07-15 (13:51).
- ↑ 4.0 4.1 4.2 4.3 Transmissão ao vivo, 2022-10-14 (23:15).
- ↑ 5.0 5.1 5.2 Entrevista, 2018-10-20 (2:53:53).
- ↑ 6.0 6.1 Entrevista, 2018-10-20 (1:55).
- ↑ Podcast, 2021-04-11 (18:35).
- ↑ 8.0 8.1 Transmissão ao vivo, 2018-04-8 (PM) (28:38).
- ↑ Transmissão ao vivo, 2021-04-30 (1:17:40).
- ↑ 10.0 10.1 Transmissão ao vivo, 2023-10-31 (1:36:15).
- ↑ Transmissão ao vivo, 2017-05-12 (42:17).
- ↑ Official Livestream - May 4th @ 3 PM PST - Q&A
- ↑ 13.0 13.1 13.2 13.3 13.4 Transmissão ao vivo, 2020-07-31 (1:05:58).
- ↑
- ↑ Transmissão ao vivo, 2023-10-31 (5:27).
- ↑ 16.0 16.1 16.2 Podcast, 2023-12-03 (15:05).
- ↑ 17.0 17.1 Transmissão ao vivo, 2022-05-27 (1:11:10).
- ↑ Transmissão ao vivo, 2017-05-24 (46:27).
- ↑ Transmissão ao vivo, 2020-07-25 (1:33:37).
- ↑ 20.0 20.1 Transmissão ao vivo, 2022-07-29 (1:24:58).
- ↑ 21.0 21.1 21.2 Entrevista, 2021-06-13 (48:27).
- ↑ 22.0 22.1 22.2 Transmissão ao vivo, 2018-09-27 (52:41).
- ↑ 23.0 23.1 Transmissão ao vivo, 2020-07-25 (1:34:55).
- ↑ Transmissão ao vivo, 2022-04-29 (1:06:34).
- ↑ 25.0 25.1 Entrevista, 2023-07-09 (42:51).
- ↑ 26.0 26.1 26.2 Vídeo, 2018-04-05 (40:08).
- ↑ 27.0 27.1 Podcast, 2023-07-15 (11:21).
- ↑ Transmissão ao vivo, 2017-12-15 (58:48).
- ↑ 29.0 29.1 Entrevista, 2020-07-08 (1:07:59).
- ↑ Transmissão ao vivo, 2017-05-24 (19:25).
- ↑ Transmissão ao vivo, 2021-04-30 (41:18).
- ↑ Transmissão ao vivo, 2023-12-19 (1:41:54).
- ↑ Transmissão ao vivo, 2023-03-31 (1:24:21).
- ↑ Transmissão ao vivo, 2022-01-28 (15:35).
- ↑ Entrevista, 2020-07-08 (1:12:51).
- ↑ 36.0 36.1 36.2 Transmissão ao vivo, 2017-05-15 (26:13).
- ↑ Entrevista, 2018-08-24 (4:15).
- ↑ 38.0 38.1 38.2 38.3 38.4 Transmissão ao vivo, 2020-09-30 (1:07:22).
- ↑ Entrevista, 2018-08-24 (8:52).
- ↑ 40.0 40.1 40.2 40.3 40.4 40.5 40.6 Entrevista, 2020-07-18 (1:05:04).
- ↑ 41.0 41.1 41.2 41.3 41.4
- ↑ 42.0 42.1 Ashes of Creation class list.
- ↑ 43.0 43.1
- ↑ 44.0 44.1 44.2 44.3 February 8, 2019 - Questions and Answers.
- ↑ Transmissão ao vivo, 2017-05-03 (50:50).
- ↑ 46.0 46.1 46.2 46.3 Transmissão ao vivo, 2017-07-28 (19:05).
- ↑ Transmissão ao vivo, 2020-03-28 (1:25:32).
- ↑ Transmissão ao vivo, 2020-07-25 (58:38).
- ↑ Vídeo, 2017-02-07 (0:02).
- ↑
- ↑ Transmissão ao vivo, 2020-07-25 (1:47:55).
- ↑ Transmissão ao vivo, 2018-02-09 (41:56).
- ↑ 53.0 53.1 Transmissão ao vivo, 2019-12-17 (1:13:14).
- ↑ 54.0 54.1 Entrevista, 2020-07-18 (1:07:06).
- ↑
- ↑ Transmissão ao vivo, 2019-07-26 (1:09:22).
- ↑ Transmissão ao vivo, 2018-04-8 (PM) (20:45).
- ↑
- ↑ Entrevista, 2018-05-11 (53:15).
- ↑ 60.0 60.1 Entrevista, 2020-07-19 (53:59).
- ↑ 61.0 61.1 Entrevista, 2020-07-18 (1:07:51).
- ↑ Transmissão ao vivo, 2017-11-16 (30:02).
- ↑ Transmissão ao vivo, 2017-10-16 (1:00:44).
- ↑ Entrevista, 2018-08-08 (22:27).
- ↑ Transmissão ao vivo, 2021-04-30 (53:08).
- ↑ 66.0 66.1 Entrevista, 2018-10-20 (2:53:52).
- ↑ 67.0 67.1 67.2 Transmissão ao vivo, 2020-01-30 (1:28:40).
- ↑ Transmissão ao vivo, 2018-05-04 (45:37).
- ↑ Transmissão ao vivo, 2022-06-30 (1:12:38).
- ↑ Transmissão ao vivo, 2022-09-30 (53:15).
- ↑ Transmissão ao vivo, 2022-09-30 (43:45).
- ↑ Vídeo, 2022-09-30 (24:49).
- ↑ Podcast, 2021-09-29 (47:57).
- ↑ Entrevista, 2021-02-07 (49:18).
- ↑ 75.0 75.1 75.2 75.3 75.4 75.5 Transmissão ao vivo, 2018-06-04 (1:11:19).
- ↑ Transmissão ao vivo, 2021-06-25 (1:29:39).
- ↑ 77.0 77.1 Transmissão ao vivo, 2018-06-04 (21:37).
- ↑ Entrevista, 2020-07-18 (16:34).
- ↑ 79.0 79.1 79.2 79.3 Entrevista, 2020-07-18 (14:22).
- ↑ 80.0 80.1 Transmissão ao vivo, 2022-05-27 (1:20:00).
- ↑ Transmissão ao vivo, 2017-05-26 (51:37).
- ↑ Transmissão ao vivo, 2023-11-30 (1:38:47).
- ↑ Transmissão ao vivo, 2017-05-17 (58:55).
- ↑ 84.0 84.1 Transmissão ao vivo, 2021-03-26 (1:15:57).
- ↑ 85.0 85.1 Transmissão ao vivo, 2020-11-30 (1:26:00).
- ↑
- ↑ 87.0 87.1 87.2 Entrevista, 2022-01-14 (42:18).
- ↑ Transmissão ao vivo, 2020-10-30 (1:21:14).
- ↑ Transmissão ao vivo, 2019-06-28 (1:24:27).
- ↑ Transmissão ao vivo, 2021-07-30 (1:15:29).
- ↑ 91.00 91.01 91.02 91.03 91.04 91.05 91.06 91.07 91.08 91.09 91.10 91.11 91.12 91.13
- ↑ 92.0 92.1 92.2 92.3 92.4 92.5 92.6 92.7 92.8 92.9 Vídeo, 2023-11-30 (37:12).
- ↑ 93.0 93.1 93.2 93.3 93.4 Development Update with Freehold Preview.
- ↑
- ↑ 95.0 95.1 Vídeo, 2023-11-30 (9:36).
- ↑ Transmissão ao vivo, 2023-06-30 (50:07).
- ↑ 97.0 97.1 97.2 97.3 Podcast, 2023-12-03 (14:14).
- ↑ Podcast, 2023-12-03 (2:53).
- ↑ 99.0 99.1 99.2
- ↑ Vídeo, 2023-11-30 (23:20).
- ↑ 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).
- ↑ Vídeo, 2023-11-30 (16:40).
- ↑ Podcast, 2023-12-03 (17:10).
- ↑ 110.0 110.1 Vídeo, 2023-11-30 (36:00).
- ↑
- ↑
- ↑ 113.0 113.1 Podcast, 2023-12-03 (6:23).
- ↑
- ↑ Transmissão ao vivo, 2017-05-10 (6:12).
- ↑ 116.0 116.1 116.2 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).
- ↑ Transmissão ao vivo, 2020-04-30 (54:33).
- ↑ 120.0 120.1 120.2 120.3 Entrevista, 2020-03-27 (9:00).
- ↑ 121.0 121.1 Entrevista, 2018-05-11 (38:25).
- ↑ Transmissão ao vivo, 2020-04-30 (53:11).
- ↑ 123.0 123.1
- ↑ Entrevista, 2020-07-18 (1:00:15).
- ↑ Entrevista, 2020-07-19 (8:43).
- ↑ 126.0 126.1 126.2 126.3 126.4 Entrevista, 2020-07-20 (21:57).
- ↑ 127.0 127.1 127.2 127.3 Transmissão ao vivo, 2018-04-8 (PM) (55:49).
- ↑ Transmissão ao vivo, 2020-07-25 (46:08).
- ↑ Transmissão ao vivo, 2021-03-26 (1:02:06).
- ↑ 130.0 130.1 Transmissão ao vivo, 2022-03-31 (1:15:02).
- ↑ 131.0 131.1 Transmissão ao vivo, 2017-05-15 (38:08).
- ↑ 132.0 132.1 Transmissão ao vivo, 2018-07-09 (25:34).
- ↑ Transmissão ao vivo, 2018-04-8 (PM) (51:49).
- ↑ Transmissão ao vivo, 2017-05-19 (44:18).
- ↑ 135.0 135.1 135.2 135.3 135.4 Transmissão ao vivo, 2020-07-25 (57:02).
- ↑ 136.0 136.1 136.2 Transmissão ao vivo, 2017-05-08 (44:51).
- ↑
- ↑ Transmissão ao vivo, 2017-06-01 (33:40).
- ↑ 139.0 139.1 139.2 139.3 139.4 139.5 139.6 Transmissão ao vivo, 2022-09-30 (1:24:54).
- ↑ 140.0 140.1 140.2 140.3 140.4 140.5 140.6 Transmissão ao vivo, 2018-07-09 (36:05).
- ↑ Transmissão ao vivo, 2018-07-09 (36:05).
- ↑ 142.0 142.1 142.2 142.3 142.4 142.5 Blog - Know Your Nodes - Advance and Destroy.
- ↑ 143.0 143.1 143.2 A reactive world - Nodes.
- ↑ 144.00 144.01 144.02 144.03 144.04 144.05 144.06 144.07 144.08 144.09 144.10 Blog - Know Your Nodes - The Basics.
- ↑ Transmissão ao vivo, 2018-12-12 (14:48).
- ↑ Entrevista, 2020-07-20 (3:45).
- ↑ 147.0 147.1 147.2 Transmissão ao vivo, 2017-10-16 (50:20).
- ↑ Vídeo, 2017-04-20 (0:02).
- ↑
- ↑ Node series part II – the Metropolis.
- ↑ 151.0 151.1 151.2
- ↑ 152.0 152.1 Entrevista, 2020-07-08 (1:00:15).
- ↑ Entrevista, 2020-07-18 (10:04).
- ↑ Transmissão ao vivo, 2017-11-17 (55:27).
- ↑
- ↑ 156.0 156.1 Transmissão ao vivo, 2017-05-26 (28:16).
- ↑ 157.0 157.1 Transmissão ao vivo, 2020-06-26 (45:32).
- ↑ Transmissão ao vivo, 2018-02-09 (33:50).
- ↑ 159.0 159.1 159.2 159.3 159.4 159.5 Transmissão ao vivo, 2018-09-27 (53:06).
- ↑ 160.0 160.1 Entrevista, 2018-05-11 (54:34).
- ↑ Transmissão ao vivo, 2017-05-26 (21:23).
- ↑ 162.0 162.1 Entrevista, 2018-05-11 (47:27).
- ↑ 163.0 163.1 Entrevista, 2018-05-11 (1:00:19).
- ↑ Entrevista, 2020-07-19 (19:35).
- ↑ Transmissão ao vivo, 2017-05-15 (30:53).
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- ↑ 167.00 167.01 167.02 167.03 167.04 167.05 167.06 167.07 167.08 167.09 167.10 167.11 Transmissão ao vivo, 2018-09-27 (55:39).
- ↑ 168.0 168.1 168.2 Transmissão ao vivo, 2017-05-19 (22:10).
- ↑ 169.0 169.1 Entrevista, 2020-07-19 (36:07).
- ↑
- ↑ Transmissão ao vivo, 2020-06-26 (1:31:53).
- ↑ 172.0 172.1 Transmissão ao vivo, 2017-05-05 (23:26).
- ↑ Entrevista, 2018-08-08 (9:36).
- ↑ Transmissão ao vivo, 2020-10-30 (1:11:13).
- ↑ 175.0 175.1 175.2 Transmissão ao vivo, 2017-05-17 (7:27).
- ↑ Transmissão ao vivo, 2023-09-29 (1:07:50).
- ↑ Entrevista, 2020-07-19 (24:34).
- ↑ 178.0 178.1 178.2 178.3 Podcast, 2018-05-11 (18:52).
- ↑ 179.0 179.1 179.2 179.3 179.4 Podcast, 2018-05-11 (21:07).
- ↑ Transmissão ao vivo, 2023-08-31 (2:10:23).
- ↑ 181.0 181.1 181.2 Podcast, 2018-05-11 (48:29).
- ↑ Transmissão ao vivo, 2023-04-07 (31:49).
- ↑ Transmissão ao vivo, 2022-06-30 (1:08:02).
- ↑ Transmissão ao vivo, 2019-06-28 (51:37).
- ↑ 185.0 185.1 185.2 Podcast, 2018-04-23 (29:56).
- ↑
- ↑ Transmissão ao vivo, 2017-05-03 (31:46).
- ↑ Transmissão ao vivo, 2017-05-03 (36:25).
- ↑
- ↑ 190.0 190.1 Transmissão ao vivo, 2023-06-30 (1:50:52).
- ↑
- ↑ 192.0 192.1 192.2 192.3 192.4 192.5 192.6 2018-12-08 Newsletter.
- ↑ Transmissão ao vivo, 2018-12-06 (28:45).
- ↑ 194.0 194.1 194.2 194.3 194.4 194.5 194.6 194.7 194.8 194.9 Transmissão ao vivo, 2018-12-06 (33:55).
- ↑ 195.0 195.1 195.2 195.3 195.4 195.5 Transmissão ao vivo, 2018-12-06 (26:12).
- ↑ Transmissão ao vivo, 2019-09-30 (1:34:34).
- ↑ 197.0 197.1 197.2 197.3 Transmissão ao vivo, 2018-12-06 (51:20).
- ↑
- ↑ 199.0 199.1 Transmissão ao vivo, 2018-12-06 (1:00:52).
- ↑ Blog: October Giveaway - Free Armor of the Autumn Knight.
- ↑ 201.0 201.1 201.2 201.3 201.4 201.5 201.6 201.7 Transmissão ao vivo, 2018-10-31 (38:47).
- ↑ 202.0 202.1 202.2 202.3 202.4 202.5 Transmissão ao vivo, 2018-09-27 (27:27).
- ↑
- ↑ 204.0 204.1 204.2 Transmissão ao vivo, 2018-12-06 (41:43).
- ↑
- ↑ Transmissão ao vivo, 2018-12-06 (26:03).
- ↑ Transmissão ao vivo, 2018-12-06 (26:23).
- ↑ 208.0 208.1 208.2 208.3 Bronze Axe Skins.
- ↑ Transmissão ao vivo, 2018-12-06 (28:08).
- ↑ Transmissão ao vivo, 2018-12-06 (28:12).
- ↑ Transmissão ao vivo, 2018-12-06 (28:19).
- ↑ Transmissão ao vivo, 2018-12-06 (28:30).
- ↑ Transmissão ao vivo, 2018-12-06 (28:37).
- ↑ 214.0 214.1 214.2 214.3 Thundering Mace Skins.
- ↑ Transmissão ao vivo, 2018-12-06 (28:43).
- ↑ Transmissão ao vivo, 2018-12-06 (28:47).
- ↑ Transmissão ao vivo, 2018-12-06 (28:51).