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Déplacement du joueur
- Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[2]
- I've instructed design to incorporate a mana consumption that's percentage based for sprinting. So it'll be a similar amount of time that each class, regardless of their mana values, will have in order to sprint and it will not be accessible while in a combat.[2] – Steven Sharif
- There is a toggleable walk/run (autorun) capability.[4]
- There is not going to be any "go to waypoint" (auto-pathing) mechanics.[5]
- Double-jumping has been considered as an option for player mounts.[7]
- Unreal Engine 5 mantling was demonstrated by the developers.[8][9]
Utility skills
A utility skill is a typically non-combat skill that interacts with the environment and offers counters and horizontal progression against other archetype abilities.[12][13][14][15] Utility skills lend themselves toward how classes navigate and deal with hazards in the world.[16]
- When we think about utilities, some of the examples of those utilities might be a Rogue has invisibility. How do you address invisibility? Well, a Ranger might have a utility ability that spawns a Hound that trails invisible targets within an AoE radius of the Ranger and you get that location. Whereas, a Mage might have an Arcane Eye that actually reveals them to the party of the raid. Those are the types of utility skills that we want to create. They offer counters and horizontal progression against the other archetype abilities.[12] – Steven Sharif
- Classes will have different utility abilities, such as detecting traps and other hazards.[13][14][16] For example: The Mage's detection spell casts light and reveals magical explosive hazards.[17]
- Q: What kind and how many special or unique activities can we expect classes to perform outside of combat, such as rogue's opening locks, tracking enemies as a ranger, or removing corruption from the ground as a cleric?
- A: Just thirty minutes ago I was talking about those utility abilities like finding tracks, or cleansing poisons, arcane eye to reveal secret passages. The idea is how do we blend the traditional tabletop RPG role of utility and/or skill checks into the setting of a graphical MMORPG; and I think that it's both a complement of the skill kit that's available and how it interacts with the world for those curated or special designs within these locations. So to answer that question: that is intended- we've shown a little bit of that in the past and it is something that we want to make feel compelling and rewarding and viable as a use-case scenario in many different settings that you might find yourself in within the world.[13] – Steven Sharif
- All classes will have maneuverability/traversal utility abilities.[23]
- Utility skills exist that can help players discover hidden paths and entrances and may lead to discovering hidden quests while exploring.[14]
- Certain objects exist in the world (such as ladders and slides) that aid player mobility.[24]
- We don't just have the approach of your class being reflected in your combat abilities but also there are utility abilities that certain classes have that other classes don't have.[25] – Steven Sharif
- There will be a grappling hook utility skill or item.[26]
- Rogues may also have a spyglass utility skill.[16]
Collision
There are player and spell/projectile collision mechanics in Ashes of Creation.[27][28][29]
- Inertia and momentum physics will help prevent blocking doorways/access points. This is based on a character's direction and movement speed, and can be used to push people out of the way.[30][29]
- Montures and players cannot stop caravans and other vehicles from moving. Nothing can move or block ships.[31]
- Specific ranged skills will have a pushback effect but this is not inherent to all ranged abilities.[32]
- Player collision inherently limits the number of individuals that can be affected by AoE skills.[27]
- Not all projectiles can be body-blocked.[28]
- Not all projectiles can be body-blocked. Some potentially can, but there will be certain abilities and effects, like a shield wall, that can that can be brought up and that will obscure line-of-sight to the target as well; and it will restrict some of those attacks from occurring.[28] – Steven Sharif
Mobilité
- The revamped combat system features split-body animations, where the character's upper body can be locked by weapon attack animations while the lower body is free to continue moving.[35][36][37][38][39]
- A lot of abilities you have the capability of moving while casting. It's going to decrease your movement speed significantly or depending on the type of ability. We do reserve the cost- and that's really what it is when you tie ability usage to mobility- we do reserve the cost of requiring the character to remain stationary on some big effect type abilities.[35] – Steven Sharif
- Most abilities in Ashes of Creation are capable of being cast while moving. Some abilities may slow the caster down during the cast, but only rarely will the player be rooted in place.[35][40]
- Movement speed can decrease significantly depending on the type of ability.[35]
- Weapon weight can also affect mobility.[36]
- Compétences with the greatest power may require the caster to remain stationary while channeling them. This is a risk vs. reward mechanic.[35][40][41][42]
- Most abilities you'll find in Ashes of Creation are capable of being cast while moving. Some of those abilities might slow your movement during the cast, but you can continue to move. Very rarely, and depending on obviously the importance of the ability or the power level of that ability, you might be rooted in place. So, for example, the AoE ability [Chains of Restraint] has a lot going on. It has damage ticking over time, it is an area of effect, it also has a status condition application; and in those instances the player character gets rooted.[40] – Steven Sharif
- Ranged archetypes will have gap openers to counter gap closers from archetypes like the Fighter.[43]
- That's the cat-and-mouse of these abilities. Like we've seen with the Ranger, they have a backflip, they have their Airdrop [sic] ability. The Mage has teleportation. There are going to be abilities that are tit-for-tat; and managing the resource of those abilities and the timing of when you use them to either correlate to your opponent's use of those things, or to save them for yourself when you want to get away, that's part of what makes the engagements dynamic and different each time.[43] – Steven Sharif
- Unreal Engine 5 has enabled improved forms of locomotion, such as crouching, tilting and mantling.[8][44]
- There's a balance in the game design between your movement speed on attack and the movement speed of your opponent. When you have a game that is both PvE centric as well as PvP centric, you have to make sure that combat is blended for both approaches; and we can always run into problems where, if you're significantly hampered in your movement speed, that has an effect on how we expect player versus player engagements to interact; and we don't want to restrict a player's ability to be mobile if they're the target of an attack. And as a result of that we need to make sure that we don't restrict the movement abilities of the player who is doing the attacking as well. So we want it to be relatively free for you to stay with each other. Your opponents move around the battlefield together and if we're hampering you on the attack action, we have to then implement some type of snare, or slow, or cc effect essentially on your opposing target; and that's not the approach we want to take for for PvP.[48] – Steven Sharif
- Melee archetypes will offer various mobility and CC counters against ranged archetypes, such as the Ranger.[49][50]
- If we're talking about Fighter, they're going to have a lot of heavy gap closers. They can probably be a little bit more liberal in the use of their gap closers because they have so many of them, versus let's say a Ranger that needs to choose when to use their escape abilities, because they have fewer of them. The same would be true for a melee character like a rogue. Their approach vector is going to be more stealth-driven than it would be perhaps let's say from a gap-closer perspective.[49] – Steven Sharif
- Q: If a ranger is super mobile, what are the melee's options in order to catch them?
- A: Different class kits will provide different gap closers. They'll provide different mobility skills. They'll have lockdowns. They'll have chains to pull back. They'll have a lot of different things in the rotation. That's part of what an MMORPG experience is. You're not just restricted to three or six skills, you have a rotational suite; and depending on the type of challenges you face is going to help determine which of those rotations you spec into from your skill tree.[50] – Steven Sharif
Skill | Icon | Origin | Description |
---|---|---|---|
Air Strike | Ranger | Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing area damage and rooting targets hit for 3 seconds. Rotation control is enabled during cast.[51] The root effect is nature based.[52] | |
Blink | Mage | Instantly teleport a set distance in the direction you are moving.[53][54] | |
Blitz | Fighter | Charge directly toward target enemy, dealing Physical damage to the target on arrival.[55] | |
Call of the Wild | Ranger | Remove all movement impairing effects and increase movement speed by 20% for 8 seconds. Snares and Roots effects applied to the caster are ignored.[56] | |
Caravan Trail Speed Bonus | Caravan | Minor speed boost for travelling on a simple trail.[57] | |
Exert | Fighter | Consume your Combat Momentum rapidly, gaining 20% increased attack and movement speed and immunity to disabling effects while active. Must have at least 20 Combat Momentum to activate, and the effect ends when all Combat Momentum is fully depleted.[58] | |
Form Of Celerity | Fighter | While in this form, the caster receives +2% Movement Speed per 10 Combat Momentum, up to a maximum of +20%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[59] | |
Form Of Fluidity | Fighter | While in this form, the caster receives +4% Disable Resistance Chance per 10 Combat Momentum, up to a maximum of +40%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[60] | |
Leap Strike | Fighter | Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[61] | |
Lunging Assault | Fighter | Spend 15 Combat Momentum to lunge in a direction a short distance and perform an upward swing upon arrival, dealing damage to enemies in front of you. You are immune to hard crowd control effects while performing this ability.[62] | |
Recharging Lunging Assault | Fighter | Lunging Assault gains an additional charge and generates 5 additional Combat Momentum when dealing damage to one or more enemies.[63] | |
Shield Assault | Tank | Bashes the target with your shield, dealing damage and applying the shaken condition. If the target is already suffering from the shaken condition, stun the target instead.[64] | |
Speed Boost | Caravan | Gives the caravan a temporary speed boost.[65] | |
Unstoppable Exert | Fighter | Exert additionally breaks all hard control effects on the caster, and may be used any time while under a hard controlling effect.[66] | |
Whirlwind | Fighter | Channeled Ability: Deal physical damage to all enemies around the caster with each spin while channeled, increasing the spin rate the longer it is channeled. The caster is immune to hard disabling effects while spinning. Activate the ability again to end channeling early.[67] | |
Wings of Salvation | Cleric | Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[68][69] An ally is defined as any non-combatant player or non-mob NPC.[70] |
Esquiver
Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[72][73][74]
- Esquiver is a universal skill that is able to be unlocked by all archetypes.[75][76]
- Dodging will not use I-frames (invincibility frames), but it may affect accuracy and mitigation stats when used.[72]
- Previously it was stated that hybrid combat will likely have true evasion skills relating to action-oriented combat and also have I-frames that apply to tab targeting.[74]
- So you see an animation windup that's a telegraph on what's coming; and then you have response actions that you can take as a result of that in order to dodge, weave, move, do whatever. It is both a combination of what your rotation is but also how you have reaction abilities ready to go that you save for certain circumstances that are important.[73] – Steven Sharif
Armor characteristics
Light, medium, and heavy armor weights have different characteristics.[80]
- Stat values will be predominately the same but may be able to be adjusted by crafters who are capable with that type of armor.[80]
- The stat values on armor can include both damage dealing and damage mitigation stats.[79]
- Certain armor types are going to have certain type of predominant stat values. So there's going to be certain waterfall stats and/or certain primary attributes that are available on certain armor types; and then if you want to have the one that's not more prominently available- those will be rare to get- you'll have to elicit the services of a crafter who's very capable within that particular type of armor in order to get the non-traditional stats and/or waterfalls available. So there's still the ability to get whatever on these but they're going to be more predetermined for certain types of stats and waterfalls.[80] – Steven Sharif
- Set bonuses are granted to wearers of exclusively one "type" of armor, for example: all cloth, or all plate.[80][80][81]
- There'll be certain types of set bonuses granted across specific full sets or partial sets of armor types. There will be a similar function in how damage is mitigated based on the type of armor you're wearing and how that relates to physical or magical incoming damage. So that's something to keep in mind. It's going to be situational what type of adversarial foe am I facing and what armor is the best against that to mitigate damage.[80] – Steven Sharif
- The "type" of armor (cloth, leather, plate) a character is predominantly wearing is visible in their nameplate.[80][82]
- There will be strengths and weaknesses for armor sets that opponents can exploit with gear enhancements, for example.[80]
- You're going to have certain strengths and weaknesses of armor sets and those can be specced into by your opponents. For example, I might place some type of elemental enhancements on my weapon that horizontally changes my outgoing damage and that's going to reflect based on the opponent on my target opponent and what type of armor they have available to them to counter that.[80] – Steven Sharif
- Itemization choice may potentially play into universal skill sets such as Dodge, Parry, and Blocage actif.[80]
- We're playing a little bit with the idea of these universal skill sets, such as dodge, parry, block, active blocking, stuff like that; and progression within those areas. There is something to be said I think for incorporating itemization choice as part of that system as well; and how it might affect that system. That's something that I think is going to be coming up in the pitch phase here shortly from design as we implement those universal skills. So you can look out in the future for more information on that.[80] – Steven Sharif
Inventory (weight)
Les limites d'inventaire personnel[84][85] sont liées à un sac à dos.[86] Les ressources et les objets récoltables sont soumis à des limites de quantité, plutôt que de poids. Les caravanes et les mulets sont prévus pour être le principal moyen de transport des marchandises au-delà de ces limites.[87][88]
- Les mulets peuvent porter approximativement 10 fois plus que les sacs à dos. Les caravanes peuvent transporter environ 10 fois plus que les mulets.[89]
- Les caravanes auront des limites de capacité de transport ainsi que des stats personnalisables, telles que les points de défense, la vitesse et le nombre de gardes PNJs engagés.[90]
- En plus d'une capacité d'inventaire étendue, les caravanes procurent des avantages secondaires pour avoir terminé avec succès des routes commerciales et d'autres quêtes.[91]
La capacité d'inventaire sera relativement limitée pour les nouveaux personnages.[91]
- L'expansion d'inventaire et les certificats d'entraînement à la gestion du poids sont disponibles dans la Galerie à l'étape Ville des noeuds économiques.[91][92]
- L'inventaire d'un joueur possède des sections pour les différents types d'objets. Les objets de quête, par exemple, ne rempliront pas la capacité d'inventaire standard d'un joueur.[91]
Les piles d'objets auront en général des limites de quantité selon le type d'objet.[87]
- La limite d'empilement des potions pourrait être d'une centaine. La limite d'empilement de la nourriture pourrait être de 999 ou 1 000.[87]
Jumping
Jumping puzzles will occasionally feature in the world.[94]
- Jumping puzzles were shown in the Alpha-2 Tower of Carphin preview.[95]
- Jumping puzzles were present in early Alpha-1 dungeon gameplay footage.[93]
- Jumping puzzles were present in the Alpha-0 Dünheim dungeon.[96]
Swimming
Sous-marin content will be accessible, not cumbersome.[99]
- Characters are able to utilize their abilities while in the water.[97]
- Stamina does not limit swimming, however breath does.[100]
- Navigational instruments are available to allow ships to detect movement under the water, such as aquatic mounts.[101]
Treasures may be obtained through fishing and by exploring naval content.[102][103]
Public transportation
There are multiple types of public transportation services where players can go AFK and be driven somewhere.[104][105]
- Players can visit a node building and pay a fee to be driven via road to another node on their land mount of choice.[106]
- Airships between metropolises.[107] This was previously stated to be between scientific metropolises.[108][105][110]
- It is possible that some public transportation services could be player-driven.[104]
- One of the nodes has the idea of an airship that can go from node to node and I'm certain that we will have harbors that do similar things with other node types... It might be something that could be player-driven... We're sure to have a taxi system where you load up a couple people and you drive them somewhere while you AFK.[104] – Jeffrey Bard
Summoning mounts
Les montures sont sous forme d'objets que le joueur transporte avec lui pour activer l'invocation de monture à côté de lui.[112]
- Les montures peuvent en général être invoquées pendant un combat dans le monde ouvert.[113]
Une monture peut-être un transport initiatique, un transport pour fuir, un transport utilitaire, ou même un transport de traversée[113] – Steven Sharif
- Les montures d'éleveurs sont invoquées via un objet qui est acquérable dans les écuries (étale d'un éleveur).[114]
Les montures seront des objets que les joueurs pourront transporter sur eux et qu'ils pourront activer afin d'invoquer la dite monture en face d'eux ou à côté d'eux; Ils pourront ensuite la chevaucher.[112] – Steven Sharif
- Un joueur peut descendre de monture et avoir sa monture qui le suit.[115][116]
- Certaines capacités avec effets de contrôle de foule peuvent faire descendre un joueur de sa monture. Dans ce cas, la monture restera et aura sa propre barre de vie ainsi que d'autres statistiques.[115]
- Durant l'Alpha-1 les montures de test n'étaient pas séparées de leurs joueurs, mais dans le futur ça sera le cas.[115]
Pour le moment, nous n'en sommes pas encore à la phase ou la monture et le joueur sont séparés. Vous montez automatiquement sur votre monture pour le moment dès lors que vous l'invoquez. Mais dans le futur, vous pourrez l'invoquer, et ne serez pas automatiquement dessus juste après l'invocation. Elle se tiendra juste à vos côtés. Elle vous suivra, et vous pourrez monter dessus si vous le souhaitez.[115] – Steven Sharif
- Désinvoquer sa monture la fera retourner sous forme d'objet dans l'inventaire du joueur.[114]
Fast travel
Le voyage rapide est limité dans Ashes of Creation.[117]
- Les montures permettent de voyager rapidement.[5]
- Il n'existe que très peu de téléportations dans le monde.[5]
- Les métropoles scientifiques permettent des voyages rapides vers des noeuds à l'intérieur des limites de leurs zones d'influence.[118]
- Il n'y aura pas de mécanisme de « déplacement vers ce point » (voyage automatique).[5]
Il n'existe que très peu de téléportations dans le monde. On peut en débloquer une partie grâce à des métropoles d'un certain type. En outre, il existe des montures qui permettent de voyager plus rapidement et des services qui permettent de voyager rapidement entre les noeuds.[5] – Steven Sharif
Faster travel
Les voyages plus rapides dans Ashes of Creation font référence aux.[109]
- Montures montées par les joueurs.[109]
- Points de vol entre les nœuds d'une region spécifique.[108][104][109]
- Dirigeables entre les métropoles scientifiques.[110]
- Téléportation entre métropoles scientifiques et leurs nœuds vassaux.[110]
- Invocations de famille.[120]
Même s'il n'y a pas de voyage rapide, il y a un voyage plus rapide. Donc, vous connaissez les montures. Il y aura des points de vol entre certains nœuds via l'utilisation de créatures automatisées volantes que vous pourrez utiliser. Des choses comme ça.[109] – Steven Sharif
Estimated travel times
Travel objective | Running.[122] | Mounted.[122] |
---|---|---|
From one end of a Métropole (organiser 6) node to the other | 2.83 minutes | 1.67 minutes |
From the center of a node to the center of its direct neighbor | 5 minutes | 3.5 minutes |
From the northernmost to southernmost points of a continent | 75 minutes | 50 minutes |
Voir également
Les références
- ↑ Vidéo, 2017-05-25 (0:02).
- ↑ 2.0 2.1 Direct, 2021-07-30 (1:11:29).
- ↑ Reddit - Developer response to unique ability visuals.
- ↑
- ↑ 5.0 5.1 5.2 5.3 5.4 Direct, 2018-05-04 (51:57).
- ↑ Direct, 2017-12-15 (1:35:38).
- ↑ Direct, 2023-05-31 (1:10:08).
- ↑ 8.0 8.1 Direct, 2021-12-23 (55:32).
- ↑ Vidéo, 2021-12-23 (7:05).
- ↑ Vidéo, 2024-01-31 (4:48).
- ↑ Direct, 2020-07-25 (42:49).
- ↑ 12.0 12.1 Direct, 2023-12-19 (1:11:17).
- ↑ 13.0 13.1 13.2 Direct, 2023-02-24 (1:13:19).
- ↑ 14.0 14.1 14.2 Direct, 2023-02-24 (6:51).
- ↑ Direct, 2017-06-30 (30:34).
- ↑ 16.0 16.1 16.2 Direct, 2017-05-12 (33:10).
- ↑
- ↑ Direct, 2017-05-15 (15:10).
- ↑
- ↑ Direct, 2018-01-18 (34:56).
- ↑ Direct, 2019-06-28 (1:21:46).
- ↑
- ↑
- ↑ Direct, 2021-10-29 (1:07:11).
- ↑ Direct, 2017-05-24 (57:41).
- ↑ Direct, 2017-05-12 (18:00).
- ↑ 27.0 27.1 Direct, 2023-12-19 (1:52:02).
- ↑ 28.0 28.1 28.2 Direct, 2023-12-19 (1:20:09).
- ↑ 29.0 29.1
- ↑ Entrevue, 2020-03-27 (15:20).
- ↑ Direct, 2023-10-31 (1:30:52).
- ↑ Direct, 2023-12-19 (1:17:45).
- ↑ 33.0 33.1 Direct, 2021-02-26 (27:41).
- ↑ Vidéo, 2021-02-26 (6:17).
- ↑ 35.0 35.1 35.2 35.3 35.4 Direct, 2023-07-28 (1:02:23).
- ↑ 36.0 36.1 Direct, 2022-06-30 (46:30).
- ↑ Direct, 2021-07-30 (31:22).
- ↑ Entrevue, 2021-06-13 (4:12).
- ↑ Direct, 2021-05-28 (1:13:05).
- ↑ 40.0 40.1 40.2 Direct, 2022-12-02 (59:47).
- ↑ Direct, 2020-04-30 (1:17:13).
- ↑ Direct, 2017-05-08 (43:30).
- ↑ 43.0 43.1 Direct, 2024-03-29 (2:01:57).
- ↑ Vidéo, 2021-12-23 (23:53).
- ↑ 45.0 45.1 Direct, 2022-10-14 (48:45).
- ↑ 46.0 46.1
- ↑ Direct, 2020-06-26 (1:30:40).
- ↑ 48.0 48.1 Direct, 2022-06-30 (49:42).
- ↑ 49.0 49.1 Direct, 2023-12-19 (1:16:19).
- ↑ 50.0 50.1 Direct, 2022-09-30 (51:28).
- ↑
- ↑ Vidéo, 2022-09-30 (15:28).
- ↑
- ↑ Vidéo, 2023-04-28 (4:40).
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ Vidéo, 2023-01-27 (5:07).
- ↑
- ↑
- ↑
- ↑ Vidéo, 2023-07-28 (24:03).
- ↑
- ↑ Vidéo, 2023-07-28 (24:16).
- ↑ 71.0 71.1 71.2 Direct, 2020-08-28 (1:19:24).
- ↑ 72.0 72.1 Direct, 2023-01-27 (1:06:02).
- ↑ 73.0 73.1 Direct, 2022-06-30 (51:17).
- ↑ 74.0 74.1 Direct, 2020-01-30 (1:34:12).
- ↑ Direct, 2023-12-19 (1:49:56).
- ↑ Direct, 2021-11-19 (50:38).
- ↑ Direct, 2020-06-26 (1:24:06).
- ↑
- ↑ 79.0 79.1 Direct, 2022-03-31 (1:17:32).
- ↑ 80.00 80.01 80.02 80.03 80.04 80.05 80.06 80.07 80.08 80.09 80.10 80.11 80.12 Podcast, 2021-09-29 (52:58).
- ↑ Entrevue, 2020-07-18 (1:02:08).
- ↑ Direct, 2020-07-25 (53:08).
- ↑ Direct, 2020-07-31 (1:17:45).
- ↑ Direct, 2017-05-15 (45:19).
- ↑ Direct, 2017-04-27 (6:11).
- ↑
- ↑ 87.0 87.1 87.2 Direct, 2020-05-29 (1:27:18).
- ↑
- ↑ Direct, 2017-07-18 (44:57).
- ↑ Direct, 2017-05-22 (40:41).
- ↑ 91.0 91.1 91.2 91.3 Direct, 2020-07-25 (1:14:13).
- ↑ Know Your Nodes: Economic Node Type.
- ↑ 93.0 93.1 Vidéo, 2020-05-31 (26:42).
- ↑ Direct, 2017-07-28 (39:49).
- ↑ Vidéo, 2023-03-31 (8:47).
- ↑ Direct, 2018-02-09 (10:42).
- ↑ 97.0 97.1 Direct, 2020-07-31 (1:42:41).
- ↑ Direct, 2021-01-29 (1:00:57).
- ↑ Direct, 2017-05-19 (38:46).
- ↑ Direct, 2020-09-30 (55:39).
- ↑ Direct, 2022-10-14 (30:12).
- ↑ Podcast, 2021-04-11 (36:43).
- ↑
- ↑ 104.0 104.1 104.2 104.3 104.4 Direct, 2018-06-04 (45:30).
- ↑ 105.0 105.1 Direct, 2017-11-17 (50:52).
- ↑ 106.0 106.1 Direct, 2022-10-14 (45:31).
- ↑ 107.0 107.1
- ↑ 108.0 108.1 108.2 Direct, 2020-08-28 (2:06:42).
- ↑ 109.0 109.1 109.2 109.3 109.4 Entrevue, 2018-08-17 (24:48).
- ↑ 110.0 110.1 110.2 Blog: Know Your Nodes - Scientific Node Type
- ↑ 111.0 111.1 Direct, 2020-04-30 (56:16).
- ↑ 112.0 112.1 Direct, 2018-04-8 (AM) (12:34).
- ↑ 113.0 113.1 113.2 Direct, 2021-04-30 (1:10:04).
- ↑ 114.0 114.1 Direct, 2017-11-17 (33:17).
- ↑ 115.0 115.1 115.2 115.3 Direct, 2021-04-30 (1:08:10).
- ↑ Entrevue, 2020-07-19 (1:05:50).
- ↑
- ↑ Node series part II – the Metropolis.
- ↑
- ↑ Entrevue, 2020-07-19 (1:20:58).
- ↑ Direct, 2022-08-26 (57:28).
- ↑ 122.0 122.1 Direct, 2022-08-26 (53:26).