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Revisão das 16h00min de 5 de abril de 2021
Gatherable resources (also known as raw materials, gatherables, and harvestables) occur in locations where you would expect them to be organically.[3][4]
- 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.[3]
- We want to be able to spawn stuff randomly and we want to put it in places in the world that will make people travel and bolster up our local player-to-player economies: have people actually be out in the world looking for stuff and not standing in the same place waiting for a tree or a flower to respawn over and over again. So, we're having the best of the both Worlds where we have our lower tier stuff that will fill out the base look of our world, so that it's always looking good; and then the higher tier stuff, from apprentice onward, will always spawn randomly in places that we've deemed look good and make sense for what that thing is. So, surveying is a way that you can track that stuff down. It will help you find places, will help you find particular resources, will help you find resources at a certain rarity; and so it should be something you could do as a gatherer on your own, or group up with other people to bolster up the power of your survey, or the range or reach of it.[3] – Kory Rice
- Certain resources will only be gatherable for a limited time during specific story arcs.[5]
- You want to take advantage of the limited time you have during the story arcs to get some of these rare resources for crafting things.[5] – Jeremy Gess
- Some resources are only gatherable at specific times of the day or night.[10]
- The location the resource was found can affect the benefits, bonuses, and other characteristics of that resource.[11]
- Players drop resources and other items upon death, based on their applicable death penalties.[14][15][16][17]
- Resources looted from caravan wreckages become stolen resources.[18][19]
- Resources do not expire or degrade over time.[20]
- We don't want to create an environment I feel where you're having to micromanage each of the resources that are very vast in our game. We have 100 plus material system where you're having to play whack-a-mole with managing those things... I don't see the value in it.[20] – Steven Sharif
- Raw materials (gatherable resources) are not to be confused with crafting materials (processed goods).[21][22]
Loot tables
- Mobs drop glint, Itens, and crafting materials in preference to gold.[17][24]
- Glint is not bound to a specific region and can be also dropped by players on death as stolen glint, based on applicable death penalties.[25][26][14][15][17][16]
- The rarity of glint increases with the mob's level.[27]
- Loot tables are disabled for player controlled monsters.[28]
- 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.[29]
- Experience debt decreases the drop rate percentages from monsters.[30]
- Loot (loot tables) from world bosses or dungeon bosses has a small RNG chance of dropping gear (completed items).[31][32]
- There is a much higher chance that materials and unique recipes are dropped that can be used to craft items of equitable value.[31][33][34]
- Legendary equipment is only dropped by Legendary world bosses.[35]
- Loot tables will likely not be affected by weather conditions.[37] This was previously listed as a possible effect.[38]
- There won't be specific loot drops for artisans.[39] Previously it was stated that master gatherers may have the ability to "spoil" a boss' loot.[40]
- Q: Can only one gathering artisan harvest resources from a single boss, or can multiple different artisans harvest different parts from a boss for different resources? For example, a lumberjack gets a special wood from Tumock's tree weapon, while a herbalist gathers the flowers from that same tree.
- A: We don't have the concept of harvesting from bosses. NPCs follow a reward table format, where those reward tables are global. They're not unique to particular players. So, once the NPC is vanquished, you have access to the loot container that is its corpse; and it has a static value of either materials or items that get dropped; and whatever the party loot settings are that you might be a part of, or if you're a solo player you will be able to recover those things.[39]
Resource quality
Recursos will have differing tiers of quality for the same resource type.[13] This is somewhat similar to Star Wars Galaxies.[42]
- Gatherers who are more advanced in their artisan tree will unlock higher level harvesting tools that have a greater chance of collecting higher quality resources or proccing a greater quantity.[13][43][44]
- You will have an opportunity to proc certain qualities based on your progression in the Artisan tree. So if you are a gatherer; and as you advance in your gathering, you'll have a higher opportunity to collect better resources.[44] – Steven Sharif
}}
Resource extractors
Resource extractors are potential constructions that can collect resources over time.[45][46]
- Available to node citizens who own a freehold near a "resource center".[46]
- Requires several people to construct.[46]
- Moving resources from the extractor will likely require a caravan.[46]
List of resources
- Aged Aelan Whiskey Barrel
- Ancient Aelan Wine Barrel
- Ancient Aelan Wine Flagons
- Animal byproducts
- Animals
- Apples
- Armament Cases
- Barrels of Fish
- Beef
- Bins of Stone
- Carton of Flasks
- Case of Dunir Tools
- Case of Everburn Scented Candles
- Case of Kaelar Wooden Soldiers
- Casks of Wine
- Cloth Bolts
- Commodities
- Cords of Wood
- Corrupted resources
- Crates of Lumber
- Crop Bundles
- Crops
- Dyed Fabrics
- Eggs
- Fish
- Gems
- Hardy Rations Shipment
- Harvest Bundles
- Hauling Wagons
- Herb Bushels
- Herbs
- Lightly Seasoned Meat
- Livestock
- Lumber
- Meal Packs
- Meat Racks
- Milk
- Mushrooms
- Node commodities
- Ore
- Packs of Fresh Produce
- Palettes of Stonework
- Pig Hide
- Pig Meat
- Resource locations
- Resource types
- Rolls of Leather
- Salt Cured Meat
- Seeds
- Stacks of Ingots
- Stacks of Pelts
- Stolen resources
- Structural Materials
- Trained Draft Beasts
- Wool
Coleta
Coleta é uma das classes artesãs no Ashes of Creation.[1][49]
- Recursos coletáveis são descobertos por tentativa e erro, e aprendendo seus visuais.[1]
- A coleta requer a criação e o uso de ferramentas.[50][51]
- Coletar recursos dentro da Zona de influência (ZI) de uma base contribuirá ao crescimento da experiência desta base.[1]
- Certos coletáveis de nível baixo terão uma progressão nivelada à fabricação de nível mais alto.[52]
Certos coletáveis de nível baixo vão ter uma progressão nivelada até a fabricação de nível mais alto. Então por exemplo, se eu estiver coletando... folhas da flor da pétala azul para fabricar um pigmento que vai ser usado no desenvolvimento de uma túnica que eu posso vestir no nível um, aí talvez eu precise coletar elas para poder fabricar os pigmentos para fabricar um pigmento maior que pode estar presente na fabricação de um item de nível mais alto. Então vai ser tipo uma progressão nivelada para que os materiais tenham relevância ao longo dos níveis diferentes de fabricação; e isso é importante de um ponto de vista de estabilidade econômica. Você precisa ter uma procura em camadas de um ponto de vista de oferta para que jogadores que tenham interesse em colecionar e coletar esses materiais sejam relevantes quando os itens de níveis mais altos são fabricados.[52] – Steven Sharif
Profissões de coleta
Seasonal resources
Seasons affect crops and other herbology resources available for gathering or planting, including how crop rotation is managed.[6][7][8][9]
- Seasonal variations in resource availability will impact the economy and necessitate the transit of goods between different regions.[7]
- One of the things that is huge about the season system and how it affects crops and the gatherables in the game is the impact it will have on the economy. When a particular area no longer is capable for a week's period of time, or even potentially longer, of producing a certain type of crop or harvestable; and that has to change across the world regionally, now the transit system of those materials of those gatherables they become more relevant, and they're subject to potential risk; and the prices might go up in certain areas. It is something that is actually very instrumental in the overall design of the economy in the game.[7] – Steven Sharif
- Seasons may not directly affect certain gatherables, such as veins of ore, but access to those resources may be blocked during certain weather conditions.[6][7]
- It won't likely affect too much on certain resource spectrums like veins of ore. Those might not be affected by the seasons or weather systems, but there might be blockages to cave networks that house those types of ore veins. Alternatively it is going to be significant impact on any type of herbology or plant-based types of gatherables. It's going to have significant impacts on crops that players can plant themselves on their properties; and that they'll be able to harvest. They're going to need to time the crop placement and its maturity window so that it's harvestable and available to be harvest before the change of seasons that might adversely affect certain types of crops. And not every biome will experience the same type of effects caused by the seasonality of the world. The desert biome might instead of snow have significant more winds that pick up that could be damaging to more fragile types of crops if you have a freehold in that location.[6] – Steven Sharif
Recursos subterrâneos
Recursos serão diferentes no subterrâneo.[55]
- Isso afetará as profissões de Plantação e Criação de animais.
- Já que os jogadores só poderão ter uma propriedade, eles devem escolher sua especialização de classe artesã de acordo com se querem possuir terras no subterrâneo ou na superfície.
Resource locations
Ashes of Creation will predominantly have curated content, but procedural mechanics will be leveraged in a places where they don't appear to be 'procedural'.[56]
- Verra's map will not be procedurally generated, but starting resource points may be different on each server.[57][58]
- Node locations and types are predefined and are the same on each server but they will develop differently on each and drive different narratives and storylines.[59][58][60]
- Node layout and style is determined by several factors, such as Environment (biome) and location, Node type, and Race.[61][62]
- Roads are both pre-generated and player influenced.[56][63]
Wherever we can leverage procedural mechanics in such a way that does not appear procedural we should. There's a healthy blend between the things that we do in having defined parameters for it and then incorporating a procedural component; and in that sense it will be perceived well, but where we the predominance of what we're implementing should be curated or by design.[56] – Steven Sharif
The location a resource is found can affect its benefits, bonuses, and other characteristics of that resource.[11]
- 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.[3][12][13]
- Some resources will exist as a cluster (also called vein gatherables). These will last until the full resource is depleted.[65][12][13][4][66]
- 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.[13] – 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.[13][4][67]
- There will be moving resources such as herds of animals that are constantly moving around the world.[65][67]
- 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.[65] – Steven Sharif
- Corrupted areas house corrupted resources that are necessary components for certain crafting recipes.[68][5]
- 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.[68] – Steven Sharif
- Resources respawn on a cooldown basis.[4]
- Resources won't be locked to the node system.[4]
- Starting resource points may be different on each server.[57][58]
Gerenciador mundial
O Gerenciador Mundial é um algorítmo em Ashes of Creation responsável por controlar elementos dinâmicos do mundo. Ele age como um sistema tanto limitador como incentivador para diversas atividades, com o objetivo de garantir que certos parâmetros estejam dentro de limites aceitáveis.[70]
- Preços de certificados de caça.[71]
- Um mapa de atividade da experiência recebida para ser usada na evolução de base.[71]
- Movimentação de recursos e bens entre regiões para incentivar recompensas de missões nas bases.[71]
Por exemplo, se você sabe que o ferro está sendo usado como um recurso primário na fabricação de certos itens, isso pode aumentar o preço da prata ou do mithril; isso pode incentivar o mercado a se corrigir um pouco. A ideia é oferecer pequenos incentivos para ajudar a aliviar a demanda e também aumentar a oferta que pode não estar presente nos sistemas econômicos.[71] – Steven Sharif
Castle regions
Castelos da guilda influence a castle region around them.[72]
- A castle's region is 1/5th the game world.[73]
- Castle regions, Economic regions, and Node ZOI (Zones of Influence) can overlap.[74][75]
- A castle could have a metropolis beside it.[76]
- Castle region boundaries are static.[74]
- Guild castles impose a tax on all revenue for the nodes within its region.[77][78]
Processamento
O processamento é uma das classes artesãs no Ashes of Creation.[21]
- O processamento envolve o refinamento de matérias-primas obtidas na coleta e pela desconstrução de itens.[21]
O processamento requere blueprints para a construção de edificações que são necessárias para processar recursos.[50]
- Edificações podem colocadas em um alódio para processar recursos.[21]
Materials
Crafting materials (also known as Processed goods) are obtained in the following ways:
The rarity of crafting materials influences the quality of the crafted items.[81][82][83][84]
- Q: Are crafting materials going cross tiers? For example, using higher level materials in lower level recipes, or low level materials in a higher level recipe? Is that allowed?
- A: Yes.[81] – Steven Sharif
It's unlikely that crafting materials to craft all pieces of equipment will be able to be sourced solely by farming open-world dungeons.[85]
- It's unlikely that organized parties will be able to get all of the materials they need to craft every piece of equipment from farming open world dungeons alone.[85] – Cody Peterson
Players drop materials and other items upon death, based on their applicable death penalties.[14][15][16][17]
High-level materials
Materials for crafting high-level items are obtained from world bosses and through the deconstruction of other high-level items.[79]
Many end level items with crafting will require mats from world bosses etc. we want those systems intertwined. However. There may be opportunities to deconstruct high level items and replace those needed materials as well. We will be testing the crafting trees in alpha and beta.[79] – Steven Sharif
Fabricação
Fabricação is one of the artisan classes in Ashes of Creation. It is a driving force for the game economy.[2][87]
- Crafting in Ashes of Creation is recipe-based not RNG based.[81][88][50][89][90]
- Crafting stations are located on freeholds or within nodes.[91][92]
- Higher tier crafting stations are unlocked with node progression.[93]
- Players can only craft up to journeyman level on freeholds.[94]
- Top tier crafting stations are present at all node types, however Academic nodes offer additional bonuses to crafting performed there.[95]
- Artisan gear will enable crafting of stronger items.[96][97]
- Crafting times may vary between professions but the bulk of the time spent in the artisan system resides in the processing branch.[98]
- Not every crafting profession is able to craft consumables.[99]
- The developers are seeking feedback on the addition of a gameplay layer to crafting that determines the outcome based on the player's performance.[100][101]
- The developers are debating whether this occurs on a craft-by-craft basis or a one-off basis following after a new level of certification has been achieved.[100]
- This will be revealed when it is ready to be showcased.[100]
- There will not be a labor or energy system in Ashes of Creation.[102]
- There is no labor or energy system in Ashes. However, that's not to say that crafting will not be difficult. Crafting is very difficult; but it is because it is difficult that it will be very rewarding as well.[102] – Steven Sharif
Recipes
Fabricação in Ashes of Creation is recipe (blueprint, schematic) based, not RNG based.[81][88][50][89][90]
- Recipes that are obtained must be committed to a player's recipe book (by right-clicking on the recipe item). This "consumes" the recipe item and unlocks the ability to craft the item in question.[88][104]
- Artisans must have the required artisan certification to learn recipes at that level (or lower).[105]
- Recipes can be traded or sold prior to them being committed into a player's recipe book.[104]
- In most cases learned recipes are permanently added to a character's recipe book, but in certain unique cases there will be a "charge count" where learned recipes will disappear from the recipe book after a number of uses.[88]
- Once a recipe is learned, it cannot be shared with other characters, including alts.[106]
- Recipes have slots for required and selectable crafting materials. Adding higher rarity selectable materials increases the rarity of the crafted item.[81][107][82][83][84] Choosing different selectable materials can also result in crafted items with different statblocks and unique properties.[108][109]
- These are the things we want to explore on [the] crafting side, where we introduce maybe new stat lines, or a different proportion or ratios of stats at certain tiers; and when you craft these items using better materials, the rarity of the item increases. For demonstration purposes we're using legendary, but basically when you use a higher tier than the recipe is intended for- so we could technically build this item with common copper and zinc fragments, then that would produce an uncommon item. But, since we're showcasing this at legendary tier, you can move up the tiers and have the stats increase.[83] – Mike Han
- Recipes may have an XP component, where crafting that recipe multiple times can level up the recipe and unlock better results.[107][111]
- Something unique in our crafting system [is] where we want to have recipe XP of some sort; and then those sub-recipes could [be] earned by leveling up your recipe, which means that you have to craft the Nightblade multiple times to level it up to have a better result. The sub-recipe could be from a vendor recipe or world drops like we said earlier, but the idea is one type of item can have potential to be multiple different outcomes.[111] – Mike Han
- While selectable materials offer a wide degree of customization, crafting results must lie broadly within the realms of the recipe's definition; and so cannot be arbitrarily customized.[112][110][113]
- Q: Will players have the ability to innovate within the crafting system creating unique items or designs? If so, how much customization can players expect when it comes to crafting their own gear or items?
- A: There are statically defined an array of results that can come out of a particular recipe; and your ability to unlock those results is predicated on what composition of resources you contribute to crafting that particular weapon type; and so in that sense, yes crafters will have the ability to uniquely create certain types of the recipes results, based on how they're contributing resources to it. The result has to have a corresponding recipe definition; and so in that sense it isn't completely customizable to the point where the player gets to uniquely create these particular items, but rather they are discovering what creations are possible with each recipe type.[112] – Steven Sharif
Itens criados
Itens fabricados estarão no mesmo patamar dos melhores items.[114]
- Os itens de maior tier serão uma combinação de itens fabricados e adquiridos de chefes.[115]
- A raridade dos itens será medida de acordo com o esforço necessário para coletar, processar e fabricar os itens.[114]
- Talvez seja possível para os artesãos determinar o visual dos itens fabricados.[116]
- O nome do artesão está gravado nos itens que fabricar.[118]
Acreditamos que todo item que existe no mundo deveria, de alguma maneira, refletir seu fabricador. Assim, nosso sistema de fabricação será extremamente versátil - dando aos artesãos a habilidade de fabricar itens únicos que representem seus pontos fortes e fracos.[2]
A Fabricação e os Chefes Mundiais serão a principal maneira de adquirir equipamentos de alto nível. Haverão algumas exceções a isso na forma de itens Lendários (apenas um pode ser obtido ou descoberto) e outros equipamentos que podem ser conseguidos, mas queremos que Artesãos e raids do tier mais alto produzam a maior parte do equipamento de alto nível e alta efetividade.[32] – Sarah Flanagan
Ver também
Referências
- ↑ 1.0 1.1 1.2 1.3 Transmissão ao vivo, 2017-09-03 (10:48).
- ↑ 2.0 2.1 2.2 2.3 2.4 About Ashes of Creation.
- ↑ 3.0 3.1 3.2 3.3 Vídeo, 2023-11-30 (28:22).
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 Transmissão ao vivo, 2017-05-08 (54:26).
- ↑ 5.0 5.1 5.2 Vídeo, 2023-03-31 (16:42).
- ↑ 6.0 6.1 6.2 6.3 Transmissão ao vivo, 2022-05-27 (55:47).
- ↑ 7.0 7.1 7.2 7.3 7.4 Vídeo, 2022-05-27 (15:50).
- ↑ 8.0 8.1 Transmissão ao vivo, 2017-05-08 (20:27).
- ↑ 9.0 9.1
- ↑ Vídeo, 2023-11-30 (34:36).
- ↑ 11.0 11.1 Transmissão ao vivo, 2023-04-28 (1:24:36).
- ↑ 12.0 12.1 12.2 Transmissão ao vivo, 2020-07-31 (1:05:58).
- ↑ 13.0 13.1 13.2 13.3 13.4 13.5 13.6 Transmissão ao vivo, 2020-07-25 (1:04:50).
- ↑ 14.0 14.1 14.2 Transmissão ao vivo, 2021-03-26 (1:07:33).
- ↑ 15.0 15.1 15.2
- ↑ 16.0 16.1 16.2 Podcast, 2017-05-05 (43:05).
- ↑ 17.0 17.1 17.2 17.3 Entrevista, 2020-07-18 (27:11).
- ↑ Transmissão ao vivo, 2023-10-31 (1:18:33).
- ↑
- ↑ 20.0 20.1 Transmissão ao vivo, 2023-03-31 (1:19:26).
- ↑ 21.0 21.1 21.2 21.3 21.4 21.5 Transmissão ao vivo, 2017-05-05 (34:15).
- ↑ 22.0 22.1 Transmissão ao vivo, 2017-05-10 (8:22).
- ↑ Vídeo, 2023-01-27 (16:44).
- ↑ Transmissão ao vivo, 2017-05-24 (44:14).
- ↑
- ↑ Entrevista, 2023-09-10 (53:47).
- ↑
- ↑ Transmissão ao vivo, 2017-05-03 (35:25).
- ↑ Entrevista, 2020-07-18 (1:00:15).
- ↑ Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- ↑ 31.0 31.1 Entrevista, 2020-07-19 (8:43).
- ↑ 32.0 32.1 February 8, 2019 - Questions and Answers.
- ↑ Entrevista, 2020-07-20 (21:57).
- ↑ Transmissão ao vivo, 2018-04-8 (PM) (55:49).
- ↑ Transmissão ao vivo, 2020-07-25 (46:08).
- ↑ Transmissão ao vivo, 2020-12-22 (1:15:01).
- ↑ Transmissão ao vivo, 2022-05-27 (1:14:46).
- ↑ Vídeo, 2022-05-27 (2:21).
- ↑ 39.0 39.1 Transmissão ao vivo, 2024-02-29 (1:22:09).
- ↑ Podcast, 2018-08-04 (1:44:54).
- ↑ Vídeo, 2023-11-30 (30:19).
- ↑
- ↑ Transmissão ao vivo, 2020-04-30 (53:11).
- ↑ 44.0 44.1 Entrevista, 2018-10-20 (2:13).
- ↑
- ↑ 46.0 46.1 46.2 46.3 Transmissão ao vivo, 2017-05-30 (10:24).
- ↑
- ↑ Transmissão ao vivo, 2020-03-28 (48:31).
- ↑
- ↑ 50.0 50.1 50.2 50.3 Entrevista, 2020-03-27 (9:00).
- ↑ Entrevista, 2018-05-11 (38:25).
- ↑ 52.0 52.1 Podcast, 2018-05-11 (1:00:07).
- ↑ Vídeo, 2022-10-28 (19:10).
- ↑ Transmissão ao vivo, 2022-04-29 (56:24).
- ↑ Transmissão ao vivo, 2017-06-01 (24:30).
- ↑ 56.0 56.1 56.2 Transmissão ao vivo, 2022-02-25 (1:07:36).
- ↑ 57.0 57.1
- ↑ 58.0 58.1 58.2 Transmissão ao vivo, 2017-05-19 (37:03).
- ↑ Blog - Know Your Nodes - The Basics.
- ↑ A reactive world - Nodes.
- ↑ Transmissão ao vivo, 2020-10-30 (39:17).
- ↑ Transmissão ao vivo, 2018-09-27 (53:06).
- ↑ Transmissão ao vivo, 2021-01-29 (1:13:04).
- ↑
- ↑ 65.0 65.1 65.2 Transmissão ao vivo, 2022-05-27 (1:00:23).
- ↑ Unreal Engine Interview, 2017-05-23.
- ↑ 67.0 67.1 Transmissão ao vivo, 2019-12-17 (1:14:42).
- ↑ 68.0 68.1 Transmissão ao vivo, 2023-03-31 (59:10).
- ↑
- ↑ Entrevista, 2020-07-19 (1:10:55).
- ↑ 71.0 71.1 71.2 71.3 Entrevista, 2020-07-19 (1:08:22).
- ↑
- ↑
- ↑ 74.0 74.1
- ↑
- ↑
- ↑ Transmissão ao vivo, 2021-04-30 (1:01:10).
- ↑
- ↑ 79.0 79.1 79.2 79.3
- ↑ Transmissão ao vivo, 2021-07-30 (1:16:05).
- ↑ 81.0 81.1 81.2 81.3 81.4 Transmissão ao vivo, 2023-11-30 (1:58:55).
- ↑ 82.0 82.1 Transmissão ao vivo, 2023-11-30 (1:38:47).
- ↑ 83.0 83.1 83.2 Vídeo, 2023-11-30 (59:21).
- ↑ 84.0 84.1 Entrevista, 2018-10-20 (17:31).
- ↑ 85.0 85.1 Forums - Livestream Q&A 2022-08-26.
- ↑ Transmissão ao vivo, 2023-06-30 (50:07).
- ↑
- ↑ 88.0 88.1 88.2 88.3 88.4 Vídeo, 2023-11-30 (3:49).
- ↑ 89.0 89.1 Transmissão ao vivo, 2017-05-05 (20:41).
- ↑ 90.0 90.1
- ↑ Transmissão ao vivo, 2020-01-30 (1:38:26).
- ↑ Transmissão ao vivo, 2017-05-12 (1:00:18).
- ↑ Entrevista, 2020-07-19 (6:38).
- ↑ Development Update with Freehold Preview.
- ↑ Transmissão ao vivo, 2023-12-19 (1:50:51).
- ↑ Transmissão ao vivo, 2022-06-30 (1:17:34).
- ↑ Transmissão ao vivo, 2021-03-26 (1:06:50).
- ↑ Podcast, 2021-04-11 (40:20).
- ↑ Transmissão ao vivo, 2023-11-30 (2:00:22).
- ↑ 100.0 100.1 100.2 Transmissão ao vivo, 2023-11-30 (1:40:11).
- ↑ Transmissão ao vivo, 2022-10-14 (35:22).
- ↑ 102.0 102.1 Entrevista, 2018-10-20 (2:31:39).
- ↑ Vídeo, 2023-11-30 (3:15).
- ↑ 104.0 104.1 Entrevista, 2021-02-07 (37:26).
- ↑ Podcast, 2023-12-03 (17:10).
- ↑ Transmissão ao vivo, 2023-11-30 (1:57:38).
- ↑ 107.0 107.1 Transmissão ao vivo, 2023-11-30 (1:54:37).
- ↑ Vídeo, 2023-11-30 (1:01:04).
- ↑ Transmissão ao vivo, 2017-05-26 (5:25).
- ↑ 110.0 110.1 Transmissão ao vivo, 2022-01-28 (1:19:48).
- ↑ 111.0 111.1 Vídeo, 2023-11-30 (1:02:15).
- ↑ 112.0 112.1 Transmissão ao vivo, 2023-11-30 (1:56:01).
- ↑ Entrevista, 2021-02-07 (38:15).
- ↑ 114.0 114.1 Transmissão ao vivo, 2017-05-10 (14:45).
- ↑
- ↑ Transmissão ao vivo, 2017-05-24 (24:19).
- ↑
- ↑