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== Alpha-1 servers == | == Alpha-1 servers == |
Version du 15 août 2019 à 18:31
The world will be the same on each server, but Nœuds will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[1][2][3]
- To answer your question about "what stops all servers from from progressing the same nodes," the answer to that question is "other players." Certain content is locked behind different nodes that develop. If we assume that at some point all of the information regarding node progression is available, not all players on a server may agree on what content they want access to, or that they want other players to have access to. Even if a certain perks from node progression are considered "best value" to players trying to solve a node meta, that doesn't mean all players on a server benefit from that in the same way. Because of this, some players make act against your best interests, because it isn't their best interest. Nodes define (and redefine) the world around you, influence points of interest, world quest lines, story arcs, drop tables, resource pools, and even spawn tables for NPCs and bosses. The cycle of nodes leveling and triggering events is something we expect to see play out in a variety of different ways, across different servers, based on how players choose to play Ashes of Creation.[1] – Ry Schueller
- Serveurs will be named after the champions of the great battles that led up to the fall of Verra.[4]
- There will be a multitude of servers located throughout the various regions of the world.[5]
- Server selection will show the region where the server is located and/or the ping to that server.[5]
- With regards to live launch when the server's go live, you'll be selecting a server to play on; and that will be your character's home; and that server you'll be aware of where that server is located usually by either a ping or a region that's notated on next to the server.[5] – Steven Sharif
- The developers may occasionally release stats relating to server populations and archetype/class makeup, but there isn't going to be an official page that surfaces this information.[6]
- Stats are available on a per-guild basis, subject to a permissions structure.[6]
- Server-firsts will be able to be captured and collected on memory fragments that players can collect in-game so they may relive their experiences.[7]
Regions
Ashes of Creation will launch with the following server regions:[8][9]
- North America (NA).[10][11][12]
- Europe (EU).[10][11][12]
- Asia/Pacific (SEA).[10][12][13]
- Oceania (OCE) (Australia).[10][12][13]
- The likelihood is very high for Sydney or Melbourne based OCE servers.[14]
- OCE servers may not be provisioned until Beta for Ashes of Creation (the MMO) and live launch for Ashes of Creation Apocalypse.[15]
At this stage we do not have numbers on how many different servers will exist for different regions. We've said in the past 8-10,000 concurrent users per server is what we'd like to aim for. Obviously, the number of servers that exist in a region are going to be dependent on the population that's playing.[16] – Steven Sharif
Other server regions will be considered based on interest.[10][9]
- South America is under consideration due to traffic from that region.[17]
Once we get closer to launch we'll update this information, which may include additional regions.[10]
Certain regions will have "harmonized" subscription prices that better reflect their local economies. These regions will be segregated from other regions.[18]
- Players will be able to make characters on any server they wish. There will be no region locking (outside of harmonized regions).[19]
Folks have always been able to make characters on any server they wish. We are not region locking anyone.[19] – Margaret Krohn
Ashes of Creation Apocalypse servers
Ashes of Creation Apocalypse server selection is driven by the party leader. Whatever region that is selected will apply to their friends and squad.[5][20]
For this play test, no matter where you download and play from, you will be able to queue up and play with your friends from around the world.[20]
Alpha-1 servers
Alpha-1 servers were provisioned in the following regions.[21]
Alpha-1 servers will support 1,500 concurrently connected users per server.[23][24][25]
Server population
Des limites de population seront appliquées pour chaque serveur.[26]
- Environ 8 à 10 000 utilisateurs simultanés par serveur sont anticipés.[16][27][28] Ceci représente environ 50 000 comptes enregistrés par serveur.[29]
- Les développeurs entendent gérer de manière prudente les populations des serveurs pour éviter d'avoir à les fusionner.[30] Il pourra y avoir des files d'attente pour entrer dans les serveurs à population élevée, mais l'objectif est d'éviter les files d'attente excessivement longues.[29]
Cela fait partie de l'équation que de surveiller en fait, pour s'assurer qu'on ne surpeuple pas la sélection de serveur, mais en même temps faire en sorte qu'il n'y ait pas un système de file d'attente qui soit si long que ça pénalise la volonté des joueurs de jouer simultanément, pour ainsi dire. C'est un numéro d'équilibre difficile.[29] – Steven Sharif
Population based scaling
The prices that PNJs sell items for will scale based on the economic activity on a server. Prices will rise to combat inflation and fall as a population diminishes.[31]
The node system allows the developers to scale the experience needed to level a node and the attrition that affects a node based on activity.[31]
Things that NPCs buy and sell scale based on the economic activity that exists on that server... As inflation rises, prices rise and everything ends up being equal, even though there might be a couple of extra zeros. So that can go up and it can also go down so as a population leaves, things become less expensive and players don't have to do as much to earn that. On the other side of things we look at the node system and the node system is set up in this really flexible way that allows us to scale the experience needed to level a node and the attrition that delevels a node to scale based on activity too. So it's just a matter of adjusting a couple of constants and that goes up and down and the server can watch it and change those on the fly as it needs to.[31] – Jeffrey Bard
Server-wide announcements
Il y aura une annonce/notification globale (sur tout le serveur) lors d'évènements importants.[32]
- Sièges de château.[32]
- Sièges de noeud.[32]
- Apparitions de Bosses d'extérieur légendaires.[32]
- Évènement de pièce de monstre.[33]
- Opportunités de donjons.[33]
Les avancements de noeud seront annoncés sur une zone selon le niveau du noeud.[34]
- Les noeuds au niveau d'Expédition (organiser 1) et Encampment (organiser 2) seront annoncés à proximité.[34]
- Les Village (organiser 3) auront une annonce dans toute la région.[34]
- Les Town (organiser 4) et plus élévés seront sans doutes annoncés dans le monde entier.[34]
Les nouveaux citoyens d'un noeud seront peut-être annoncés dans un chat de citoyen de noeud.[35]
Les évènements de noeuds locaux, comme les caravanes ne seront pas annoncés. À la place, ils dépendront du bouche-à-oreille des joueurs.[32]
Que ce soit un siège ou un évènement déclenché contre une ville, ou même une opportunité unique pour un donjon... Ce genre de choses impliqueront des notifications. Surtout pour les citoyens de la ville, qui seront informés d'un évènement imminent, pour leur donner assez de temps.[33] – Steven Sharif
Server history
L'histoire de chaque serveur sera suivie et visible par les joueurs.[36]
Nous allons garder la trace de l'histoire du monde afin de pouvoir raconter aux gens le récit jusqu'à ce jour. Un tout nouveau joueur, qui arrive après six mois, peut jeter un œil à chaque serveur, ce que chaque serveur a réalisé, comment le serveur a abordé l'intrigue ; et ils peuvent décider par eux-mêmes quelle communauté ils veulent rejoindre, à quelle version du monde ils veulent prendre part.[36] – Jeffrey Bard
Libraries
At Village (organiser 3) the academic node's unique building is the Bibliothèque.[37]
- Information about the world will be presented directly to players through the world map UI.[38] Previously the Library was used to access information about the world, such as the history of significant narrative events, locations of gatherable resources, dungeons, and POIs.[37]
- In the past we talked about having a library that was capable of facilitating players exchanging information for map data like that, but we've moved a little bit more in a direction of just presenting that information up front to the player, because travel is such a meaningful portion of the game and we don't have fast travel. So, I think that for Alpha-2 what's planned is that we're going to be showcasing the intricate details of services offered at these node locations from just a UI presentation standpoint within the map.[38] – Steven Sharif
Players can use the Library to access information, including (but not limited to) the following:[37]
Server instancing
There won't be server channels (sharding) on a server.[39][40]
Dungeons and Raids
Ashes of Creation will be a seamless open-world experience.[43]
There will be an approximately 80/20 split between open world vs instanced encounters.[44][45][42][46][47]
- Around 80% of the content is open-world, where healthy competition is an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX design of Ashes of Creation.[44][48][45]
- In situations where we want to contain a particular type of raid, we will utilize instancing; and that can protect certain engagements with certain bosses. But that's really more on the 20% of the scenarios will have instancing protection like that. Around 80% of the content is open-world, where competition is- healthy competition is an instigator for soft player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. So that's an intended part of the PvX design of Ashes. It's a core philosophical point. And just to be clear, that is not for everyone. We are not trying to make a product that appeals to every MMO gamer. That's impossible; and so we've been very upfront and forthright with what we are trying to accomplish and what our core pillars of philosophical design are.[45] – Steven Sharif
- Castle and node sieges may contain instanced locations where specific groups can participate in certain objective-based waypoints.[49]
- Donjons and raids will maintain an open world feel while also capitalizing on the benefits of instanced mechanics.[50] Instancing is only going to happen in certain dungeons where the desire is to have greater narrative appeal.[45][51] Outside of these and arenas there will not be too much instancing anywhere else.[43]
- There will be some open dungeons that have bosses at the end of the dungeons. There will be some open dungeons that just have a multitude of dungeon bosses, not necessarily world raids or something; and there will be lots of different rooms and they'll be progressive in the sense that in the earlier parts of the dungeon they'll be lower level and then at the later parts of the dungeons deeper down they'll be higher level and more difficult; and that creates again I think an ecosystem of where players across a multitude of levels have an opportunity to coexist within certain areas of the world; and that's good from a social dynamic. It's good from a recruitment dynamic. It's good from just a liveliness and relevance of particular areas. So that you don't end up with these locations that once you pass a certain level like it's empty.[52] – Steven Sharif
- We're probably going to do instancing only in certain dungeons and in arenas. You probably won't see instancing too much anywhere else. What you see is gonna be what you get.[43] – Jeffrey Bard
The PvP flagging and corruption system is in place to safeguard against griefing without limiting opportunities for open conflict.[54][45][55]
- Healthy competition is seen as an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX design of Ashes of Creation.[54][45]
- This friction presents an opportunity to engage in the political aspects of the game, which is the lifeblood of what keeps players interested and invested in the game.[54][45][52]
- Q: When you reach the bosses in [open world] dungeons can you be jumped?
- A: For the most part if there are bosses at the end of dungeons, it is possible for you to get jumped.[52] – Steven Sharif
- Q: In an open world dungeon, what prevents others from just waiting until you're at the boss and then killing you and taking your boss's loot? What prevents mega guilds from just owning an area and preventing you from accessing or enjoying it?
- A: In a majority of cases, we do not want to prevent another group from engaging potentially in PvP. We disincentivize it by creating safeguards within the flagging system that make that decision very concerning for the people that might go corrupt; and if you're in the large enough group of numbers I doubt you're going to experience that unless there's some rivalry between guilds. In which case there's apparatuses like Guild Wars that are more opt-in. You can drop guild tag if you want. But anyways, the competitive nature of this environment is a PvX element.[45] – Steven Sharif
PvP Arenas
Arènes are instanced JcJ scenarios and are not part of open world PvP.[57][58]
The arena system as we've spoken about before is going to have ladder systems where people can progress within certain seasons based on their win/loss ratios. The importance of arenas are obviously that players have an opportunity to participate [and] practice out certain builds from a PvP perspective and can compete with one another within the system.[57] – Steven Sharif
- Arènes will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[59]
- Arenas will have a minimum level requirement to participate.[61]
- There won't be bifurcated brackets with separate player pools.[61]
- There might be some form of an ELO system that gets flushed on a seasonal basis.[61]
- There will be an arena ladder system.[57][59]
- Maires of military nodes are chosen from citizens through last man standing (gladiatorial arena style) combat.[64][63]
- The arena system may support cross-server combat.[65]
- Arena style combat is instanced but spectators may be possible through an interface.[66]
Server vs server
The arena system may support cross-server combat.[65]
- There may be monthly competitions where the winning server and winning team receive beneficial buffs for the month.[67]
We definitely like cross-server play. I think it's cool because it is something that players get to participate in.[68] – Steven Sharif
When you're talking about Arena play especially, one server might not be able to support that depending on what's going on with it, but across all the servers then we've got a really great pool for matchmaking.[68] – Jeffrey Bard
Metrics
Ashes of Creation gathers tracking data to facilitate achievements, titles and other accolades on a server.[69]
- Number of successful siege defenses.[69]
- Number of successful siege assaults.[69]
- Number of JcJ kills.[70][69]
- Number of JcJ deaths.[70]
- Raid participation points.[69]
- Number of firsts.[69]
Visibility of those types of things on the server help to promote a competitive atmosphere. If there is an attainable impression that you can work towards, so that others know your success, you have more drive to succeed.[69] – Steven Sharif
Leader boards
Players will be able to opt-in to track certain achievements on leaderboards, such as.[71]
- Donjons completed.[71][72]
- Raids completed.[71][72]
- JcJ kills.[71]
- Caravanes raided.[71]
- Collecte activity.[71]
Leaderboards may be seasonal.[72]
- We have many dreams that we want to do with game-to-web and game-to-mobile in regards to showing stats and being making things shareable for you. We know how social media works; how sharing content with friends works. But those things will come in due time.[71] – Margaret Krohn
Headstart servers
The number of head start servers is estimated to be three. This is subject to change.[74]
Server maintenance
Scheduled server downtime will occur on a weekly basis.[76]
Publishers
Intrepid Studios will self-publish Ashes of Creation in the NA (North American), OCE (Oceanic) and SEA (Southeast Asia) regions.[77][78]
- Intrepid Studios will be opening offices in Amsterdam to help support their publishing operations in the EU (European Union) and CIS regions.[79]
We have learned a lot from our partnership with MY.GAMES, and we wish our friends there all the best as we have mutually decided to part ways. Looking ahead, we’re excited to announce that Intrepid Studios will be opening European offices in Amsterdam to help support our publishing operations in the EU/CIS regions. We have recently posted open positions for our new EU offices, and look forward to hiring the best and brightest in true Intrepid fashion.[79] – Steven Sharif
The Ashes of Creation MMORPG will not be published on the Steam platform.[80]
- Ashes of Creation Apocalypse battle royale early access testing ended on March 10, 2020. It was previously available for download on the official website and on Steam.[81]
Payments
- Q: What does this mean for my Ashes of Creation account with MY.GAMES moving forward?
- A: In the coming weeks, we will announce the migration steps for moving your account to Intrepid Studios, rest assured all purchases and achievements will remain with your account.[79]
- Q: What happens to my purchases on my MY.GAMES account moving forward?
- A: The purchases and achievements you have on your MY.GAMES account will be migrated to the Intrepid Studios account management system.[79]
- Q: What happens if I already have both a MY.GAMES account and an Ashes of Creation account?
- A: If you currently own both an Intrepid Account and MY.GAMES account that you intend to migrate, you will be able to submit a support ticket and we will help to consolidate your accounts into one, if you so desire.[79]
- Q: If I was a MY.GAMES customer, how can I purchase the individual monthly cosmetics that were not available through their website?
- A: If you owned a pre-order package during the time of a desired individual monthly cosmetic, you will be able to submit a ticket through our customer support system, where we will then verify your eligibility to purchase the cosmetics and help to facilitate that purchase.[79]
- Q: What will I need to do to play on European or Russian servers in the future?
- A: You will need to ensure your migration in the coming weeks, and use your Intrepid account to access the game.[79]
- Q: What does this mean for your regional and language support moving forward?
- A: Intrepid Studios will be working to ensure proper localization in our supported languages as we build out our publishing operations in the EU.[79]
- Q: If I don't want to transfer or migrate my MY.GAMES account, can I get a refund?
- A: Any players who previously purchased their pre-order through MY.GAMES can submit a support request through MY.GAMES for a full refund.[79]
- Q: What happens to my personal information associated with my MY.GAMES account?
- A: When you migrate your account to Intrepid Studios, you will also be migrating the personal information associated with your account. If you would like to request that MY.GAMES removes your personal information, please reach out to their support team directly here.[79]
Server types
- Il n'y aura pas de serveur séparé dédié au jeu de rôle.[82]
- Il n'y aura pas de serveur séparé pour le JcE et le JcJ.[83]
PvX
Nous préférons grandement nous qualifier de jeu JcX, car dans ce systèmes JcJ, JcE et artisanat sont tous interconnectés: ils sont co-dépendants l'un avec l'autre... Notre système nécessite réellement quelques co-dépendances entre ces éléments. Vous aurez besoin d'un artisan pour vous fournir les meilleurs objets. Vous aurez besoin de JcJ pour sécuriser les villes et châteaux. vous aurez besoin de JcE pour vaincre les world bosses pour les ressources d'artisanat.[84] – Steven Sharif
Ashes of Creation est un jeu JcX.[85] Les joueurs seront naturellement confrontés au éléments JcJ et JcE.[86][87] Il est très peu probable qu'un joueur puisse se concentrer uniquement sur le JcJ ou le JcE.[87]
- Il y aura un équilibre entre le JcJ et JcE dans Ashes of Creation.[87]
- Certains serveurs pourront être plus orientés JcJ que d'autres.[86]
- Il n'y aura pas de différence entre les types d'équipements JcJ et JcE .[88]
- La progression en jeu pourra nécessiter des éléments JcE.[87]
- Toutes les stats seront en rapport avec l'efficacité au combat du joueur en JcX.[89]
Nous sommes très clair sur notre objectif et philosophie sur le jeu et nous comprenons que ça ne plaira peut être pas à tout le monde. Mais vous savez que c'est une relation réciproque importante entre le contenu qui est orienté JcE et celui orienté JcJ et qu'ils s'alimentent l'un l'autre. Ils sont les catalyseurs pour un changement: leur progression, leur développement. Ce sont des choses que les gens apprécient quand ils voient quelque chose de gagné et quelque chose de perdu. Cela entraine une réponse émotionnelle des joueurs: le fait qu'ils aient investis du temps pour réussir ou échouer; et le JcJ permet à cet élément d'être introduit dans la partie. Et nous sommes très clair que c'est notre objectif: cette relation entre le risque et la récompense, cette mentalité basée sur les succès. tout le monde ne sera pas un gagnant et c'est normal.[90] – Steven Sharif
Procedural generation
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'.[91]
- Verra's map will not be procedurally generated, but starting resource points may be different on each server.[92][2]
- 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.[93][2][94]
- Agencement et style des nœuds is determined by several factors, such as Environment (biome) and location, Node type, and Race.[95][96]
- Roads are both pre-generated and player influenced.[91][97]
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.[91] – Steven Sharif
Server transfers
Server transfers, outside of server merges, will not be possible initially.[98][99]
Testing server wipes
Alpha and Beta servers will be wiped prior to launch.[100]
As a general rule, if the testing phase contains the word Alpha, it is safe to assume there will likely be wipes.[103] – Steven Sharif
Server hosting
Ashes of Creation servers are being hosted by Amazon Web Services (AWS).[104]
- The Ashes of Creation Apocalypse stress test was hosted by Microsoft servers in the US Midwest (Ohio).[105]
- Google was the original candidate for server hosting.[106]
Voir également
Les références
- ↑ 1.0 1.1
- ↑ 2.0 2.1 2.2 Direct, 2017-05-19 (37:03).
- ↑ MMOGames interview, January 2017
- ↑ Official Livestream - May 4th @ 3 PM PST - Q&A
- ↑ 5.0 5.1 5.2 5.3 Direct, 2018-09-27 (48:13).
- ↑ 6.0 6.1 Direct, 2021-11-19 (52:35).
- ↑ Direct, 2023-01-27 (4:18).
- ↑ Entrevue, 2017-05-08 (22:06).
- ↑ 9.0 9.1 Direct, 2017-05-24 (40:50).
- ↑ 10.0 10.1 10.2 10.3 10.4 10.5
- ↑ 11.0 11.1
- ↑ 12.0 12.1 12.2 12.3 Ashes of Creation FAQ: Where will your servers be?
- ↑ 13.0 13.1
- ↑
- ↑ Reddit Q&A, 2019-01-8.
- ↑ 16.0 16.1 Direct, 2018-04-8 (AM) (26:41).
- ↑ Direct, 2018-07-09 (47:54).
- ↑ Direct, 2020-07-25 (1:21:03).
- ↑ 19.0 19.1
- ↑ 20.0 20.1 20.2 20.3 20.4 Blog: Steam Announce And Play Test FAQ For Ashes of Creation Apocalypse
- ↑ 21.00 21.01 21.02 21.03 21.04 21.05 21.06 21.07 21.08 21.09 21.10 21.11 Alpha-1 screenshot.
- ↑ 22.0 22.1 22.2 22.3 22.4 22.5 22.6 Alpha-1 screenshot.
- ↑
- ↑ Entrevue, 2020-07-19 (1:21:49).
- ↑
- ↑ Direct, 2017-05-17 (59:25).
- ↑ Vidéo, 2018-09-06 (4:25).
- ↑
- ↑ 29.0 29.1 29.2 Entrevue, 2020-07-18 (12:56).
- ↑ Entrevue, 2020-07-18 (10:04).
- ↑ 31.0 31.1 31.2 Direct, 2018-06-04 (39:15).
- ↑ 32.0 32.1 32.2 32.3 32.4 Direct, 4 Mai 2018 (48:14).
- ↑ 33.0 33.1 33.2 Entrevue, 17 Août 2018 (24:48).
- ↑ 34.0 34.1 34.2 34.3 Direct, 30 Avril 2021 (1:01:10).
- ↑ 35.0 35.1 Direct, 30 Octobre 2020 (1:01:00).
- ↑ 36.0 36.1 Entrevue, 2018-04-20 (9:20).
- ↑ 37.0 37.1 37.2 37.3 37.4 37.5 Blog: Know Your Nodes - Scientific Node Type
- ↑ 38.0 38.1 Direct, 2023-09-29 (1:14:29).
- ↑ Direct, 2017-05-08 (36:26).
- ↑ Direct, 2017-07-28 (35:42).
- ↑ Direct, 2020-04-30 (1:05:34).
- ↑ 42.0 42.1 Entrevue, 2020-07-19 (11:04).
- ↑ 43.0 43.1 43.2 43.3 Direct, 2017-05-22 (20:59).
- ↑ 44.0 44.1 Entrevue, 2023-09-10 (58:47).
- ↑ 45.0 45.1 45.2 45.3 45.4 45.5 45.6 45.7 Direct, 2023-03-31 (1:00:16).
- ↑
- ↑ Direct, 2020-03-28 (1:48:36).
- ↑ Direct, 2023-05-31 (45:47).
- ↑ Direct, 2022-01-28 (17:50).
- ↑
- ↑ Podcast, 2021-09-29 (34:11).
- ↑ 52.0 52.1 52.2 Podcast, 2021-09-29 (35:17).
- ↑
- ↑ 54.0 54.1 54.2 Direct, 2023-04-28 (2:06).
- ↑ Direct, 2017-05-19 (24:17).
- ↑ Vidéo, 2017-07-16 (0:01).
- ↑ 57.0 57.1 57.2 Direct, 2021-09-24 (1:22:46).
- ↑ Direct, 2017-05-05 (16:53).
- ↑ 59.0 59.1
- ↑ Direct, 2017-05-26 (48:12).
- ↑ 61.0 61.1 61.2 Direct, 2022-10-28 (1:38:33).
- ↑
- ↑ 63.0 63.1 63.2 Podcast, 2018-05-11 (52:20).
- ↑
- ↑ 65.0 65.1 Direct, 2017-05-26 (29:13).
- ↑ Entrevue, 2020-03-27 (11:04).
- ↑ Direct, 2018-04-8 (PM) (36:21).
- ↑ 68.0 68.1 Direct, 2017-05-26 (29:05).
- ↑ 69.0 69.1 69.2 69.3 69.4 69.5 69.6 Podcast, 2018-08-04 (1:47:21).
- ↑ 70.0 70.1
- ↑ 71.0 71.1 71.2 71.3 71.4 71.5 71.6 Direct, 2023-05-31 (2:21).
- ↑ 72.0 72.1 72.2 Direct, 2017-07-18 (58:50).
- ↑ Direct, 2017-05-15 (44:10).
- ↑ Entrevue, 2018-08-08 (25:53).
- ↑
- ↑
- ↑
- ↑ Entrevue, 2018-08-21 (11:20).
- ↑ 79.0 79.1 79.2 79.3 79.4 79.5 79.6 79.7 79.8 79.9 Blog: New Adventure Awaits.
- ↑
- ↑
- ↑ Direct, 2017-05-10 (35:27).
- ↑ MMORPG Interview, 2016-12-12.
- ↑ Vidéo, 2018-04-16 (1:32).
- ↑ PvX definition.
- ↑ 86.0 86.1 Direct, 2017-05-12 (24:52).
- ↑ 87.0 87.1 87.2 87.3 Direct, 2017-05-05 (33:25).
- ↑ Direct, 2017-05-15 (14:05).
- ↑
- ↑ Direct, 2017-06-01 (37:39).
- ↑ 91.0 91.1 91.2 Direct, 2022-02-25 (1:07:36).
- ↑
- ↑ Blog - Know Your Nodes - The Basics.
- ↑ A reactive world - Nodes.
- ↑ Direct, 2020-10-30 (39:17).
- ↑ Direct, 2018-09-27 (53:06).
- ↑ Direct, 2021-01-29 (1:13:04).
- ↑ Direct, 2022-10-14 (2:53).
- ↑ 99.0 99.1 February 8, 2019 - Questions and Answers.
- ↑
- ↑ Alpha one test schedule, Mar 12, 2021.
- ↑ Direct, 2020-11-30 (7:27).
- ↑ 103.0 103.1
- ↑
- ↑
- ↑