Caravanes
Le système de caravane est un système de JcJ en monde ouvert qui tourne autour de l'opportunité et du risque. Les Caravans facilitent le transfert de produits pour les joueurs souhaitant faire un profit.[2]
- Les caravanes sont faites pour le transfert de biens personnels et de Quêtes ainsi que des ressources pour les Châteaux de guilde et les Nœuds.[4]
- Les caravanes peuvent transporter des produits pour plus d'un joueur.[6]
- Le système de Marquage de joueur JcJ ne s'applique pas aux caravanes.[7]
Sommaire
Types de caravanes
Il existe différents types de Caravans dans Ashes of Creation.[9][10]
Le système de caravane est un autre point important du système de nœud. Elles sont l'une des activités économiques principales et il existe plein de différents types de caravanes.[10] – Jeffrey Bard
Mayoral caravans
Mayoral caravans are launched by Maires.[10]
Quest driven caravans
Quest driven caravans are used for trade routes between nodes. These caravans are system driven.[9]
- These are initiated by players with a diverse choice of routes and launch windows, making them difficult to zerg.[11]
- Initiating a caravan from one node to another will create a PvP objective that players will need to defend while it moves along its chosen route to the selected destination.[2]
- Node-based caravan stats and capabilities scale with their node's advancement.
- Roads will upgrade as nodes advance. Different roads will dictate the speed and type of caravan required (off road vs on road).[12]
The caravan system is designed to be initiated by the player. Which means, information of the caravans launch time and route, should be a closely guarded secret. Routes will also be diverse, and the world is large, so it might behoove you to scout the route ahead before a launch. Fast travel in our game is also limited, which means unless the guild had knowledge of your plans before hand, it is likely that they will be unable to organize and travel to a location. As far as mass guilds securing trade routes, there is always a bigger fish in the pond. Also caravans will have limitations on carrying capacity and launch windows that will segment mulitiple caravans by several minutes, which would space out the caravans, making it difficult to "zerg" a defense.[11] – Steven Sharif
Personal caravans
Personal (Self-directed/player driven) caravans are initiated by the player, who essentially "becomes the caravan". These are land-based and water-based (naval caravans) that the player drives and directs.[13][9]
- These are currently designed for a single driver.[14]
- Personal caravans can be launched from any point of storage.[15]
- Personal caravans are capable of transitioning to/from naval caravans.[13][16]
- Personal caravans will come in varying sizes and capacities.[13]
- By default player caravans will have a racial appearance that influences the types of animals that are moving the caravan.[13]
- Players will be able to apply caravan skins to change the default appearance.[13]

Caravans are capable of transitioning from land to naval caravans. So if you start out as a land-based Caravan and you move to the coast and you want to move into the water there's gonna be a little transition period there; it's gonna be a little construction kind of site: You're not gonna have to do anything it's just gonna be a timer right so that you can't quickly move between land and water. It's gonna be probably in the matter of you know a minute to two minutes. There's a little bit of vulnerability in that regard.[13] – Steven Sharif
Naval caravans (Trade ships) are part of Ashes of Creation naval content.[18] Naval caravans allow the transportation of trading goods.[16]
- Naval caravans are capable of transitioning to and from land caravans at the point of intersection of land and ocean.[19][13][16]
- These caravans will come in varying sizes and capacities.[13]
- By default naval caravans have a racial appearance. Players will be able to apply caravan skins to change this appearance.[13]
Hijacking ships
Certain ships can be hijacked. Naval caravans can not be hijacked. The cargo on a trade ship will be similar to caravans in that the ship must be destroyed in order to capture the loot from its wreckage.[20]
Caravan inventory
Les limites d'inventaire personnel[22][23] sont liées à un sac à dos.[24] 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.[25][26]
- Les mulets peuvent porter approximativement 10 fois plus que les sacs à dos. Les caravanes peuvent transporter environ 10 fois plus que les mulets.[27]
- 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.[28]
- 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.[29]
La capacité d'inventaire sera relativement limitée pour les nouveaux personnages.[29]
- 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.[29][30]
- 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.[29]
Les piles d'objets auront en général des limites de quantité selon le type d'objet.[25]
- 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.[25]
Caravan components
Certificates to create a caravan are issued by certain PNJs within nodes or at certain points of interest in the world. These certificates are comprised of multiple components:[31]
- Axles.[32]
- Armor rating (damage mitigation).[32][31]
- Capacity.[28]
- Chasis.[31]
- Hit points.[32][31]
- Maneuverability.[32]
- Number of hired Gardes.[28]
- Speed.[32][28]
- Steeds.[31]
- Wheels.[32][31]
Caravan components obtained from crafters will have stats according to the skill of each artisan.[31]
- Supports bred through the Animal husbandry profession can be applied as certificates toward the construction of caravans.[33]
Initiating caravans
Quest driven caravan initiation
Players can initiate quest driven caravans (via a NPC) with the following parameters.[34]
- The resources it will carry.[34]
- If it is initiated for a specific quest in a nearby node.[34]
- If the goods are intended for trade or warehousing in a regional market.[34]
- The recipient of the caravan (e.g. a Temple within the nearby node).[34]
When you initiate a caravan you're going to be able to determine the resources of the caravan is going to have in it. You're going to be able to determine whether or not this caravan has been initiated for a specific quest in a nearby node. You're going to be able to deliver goods for trade or to just warehouse in a new region, so that you have access to that local market.[34] – Steven Sharif
Caravans may not be initiated from warehouses during a siege declaration on that node.[35][36][37]
When you're in a nearby node that you need to drive caravan to... you're going to have an option from the NPC within a nearby node to dictate the caravan launch as a recipient of the temple yeah.[34] – Steven Sharif
Personal caravan initiation
Personal caravans can be launched from any point of storage.[15]
- Personal caravans are capable of transitioning to/from naval caravans.[13][16]
Naval caravans are capable of transitioning to and from land caravans at the point of intersection of land and ocean.[19][13][16]
- There will be a delay of one or two minutes while the caravan transitions while a conversion structure spawns. This introduces a small window of vulnerability.[19][13]
- The conversion structure does not benefit from damage mitigation points of land or naval caravans, so it's a very weak position to be in.[38]
At the point in which your character or model intersects with an ocean it will spawn a conversion mesh or a conversion structure; and there will be a period of time, up to several minutes depending on the capacity of the caravan with the resources and/or materials that is necessary for the conversion to take place; and then the naval caravan will be available; and you can intersect that line again with land to try to convert back to a land-based caravan[19] – Steven Sharif
Maires
Les Maires sont les dirigeants d'un Gouvernement de Nœud qui contrôle le développement de ce Nœud.[40]
- Alloue des Ressources, taxes, et des Quêtes pour aider au développement des défenses d'un Nœud.[41]
- Coordonne le transfert des ressources demandées avec les citoyens qui opéreront des Caravans.[34]
- Les maires doivent communiquer sur quelles Ressources sont nécessaires pour un nœud en particulier puis doivent motiver les citoyens pour qu'ils remplissent ces besoins.[34]
- Autres pouvoirs de dirigeant.[40]
Seul des citoyens de nœud peuvent être élus maire.[42]
- Une seule citoyenneté peut être déclarée par Compte, par serveur.[42][43]
- Il est possible que cela ait été changé à une citoyenneté par compte.[44]
- Un roi ou une reine peut également devenir maire.[42]
Vous ne pouvez être citoyens que d'un seul nœud à la fois.[42] – Steven Sharif
Les Maires gagnent de nouveaux pouvoirs et responsabilités lorsque leur nœud avance.[45]
- Le titre de maire débloque des Compétences et des Statistiques spéciales pendant un siège de nœud ou pendant des Evénements.[46]
Pouvoirs de dirigeant
Les élus du Gouvernement de Nœud ont une grande variété de Pouvoirs de dirigeant.[47]
- Déclarer des Guerres de Nœud contre un autre nœud et rallier les citoyens à leurs cause.[48]
- Signer des accords commerciaux.[48]
- Diriger des actifs.[50]
- Les Maires sont capables d'allouer des fonds de la trésorerie pour engager des Mercenaires PNJs pour défendre leurs Nœuds pendant des Sièges de Nœuds.[51][50]
- Les Maires sont capables d'initier des systèmes de quête auxquels les non citoyens peuvent participer. Le maire peut utiliser une portion de la trésorerie de son Nœud ou des produits en récompense pour la complétion d'une quête. Les joueurs seront en mesure d'interagir avec le nœud pour voir quelles quêtes ils peuvent entreprendre..[52]
- Ces quêtes peuvent être utilisées pour amener des Matériaux afin de combattre l'Atrophie de Nœud.[52]
Le gouvernement a beaucoup à dire sur la direction du développement d'un nœud. Diriger des actifs, constuire des projets, allouer des taxes, les compétences de défense etc. Les joueurs ont la possibilité non seulement de créer ces villes, mais ils ont le droit de les gouverner.[50]
Il existe des leviers et des boutons de réglages qui sont présents pour les propriétaires de Châteaux ainsi que pour les élus d'un nœud que pendant leur mandats ils ont la possibilité d'impacter et d'influencer les régions autour d'eux.[55] – Steven Sharif
Les Guildes ne contrôles pas les Nœuds.[56][57] Les Chefs de guildes (Rois et Reines) peuvent devenir des Maires de nœud.[42]
- Les guildes tiennent un rôle séparé dans la direction d'un nœud que celui tenu par les citoyens privés.[50]
- Seulement un certain nombre de guildes peuvent participer à ces rôles.[50]
- Certains rôles de guilde sont séparés pour les petites, moyennes et larges guildes.[50]
Les guildes tiennent également un rôle séparé dans la direction d'un nœud, différent du rôle tenu par les citoyens privés, seulement un certain nombre de guildes peuvent participer à ces rôles. Certains rôles de guilde sont séparés pour les petites tailles, moyennes tailles et larges tailles de guildes.[50]
Routes commerciales
Routes commerciales in Ashes of Creation refer to.
- Economic relationships between nodes established by Maires through the caravan system.[10]
- An aspect of naval content.[58][59]
Roading
Roads in Verra are both pre-generated and player influenced.[61]
- The largest roads are referred to as arteries. These are remnants of what was once the ancient highway system of Verra.[61]
- As nodes advance smaller roads, referred to as veins, connect the arteries to the nodes.[61]
- Depending on the stages of node advancement, capillary roads will stem off the node to connect to points of interest.[61]
- Roads or pathways are not worn into the landscape by repeated traffic over the same area.[61]
Our road system in-game is essentially driven by pre-placed routes that that lead to this main artery of what was once the ancient highway system of Verra; and from there there are roads that become exposed when nodes advance; and we call those veins. They come off the main artery and then as nodes advance there are points of interest as Jeff was discussing earlier. These POIs that exist around the world and some of them share coverage with multiple nodes, but depending on which node advances to the stage that activates the point of interest it'll create these capillary roads so to speak that then stem off of the node itself. So you go from the main artery ancient road that's large- that kind of runs through different zones and whatnot- and that breaks down into the veins that lead to the specific encampments and villages and towns that then spawn off separate capillaries that lead to the points of interest in these areas that are hunting grounds. Those are not exposed initially and they come online as players advance the world.[61] – Steven Sharif
Propriété privée may not be placed in close proximity to roads.[62]
Different seasons may affect access to various roads.[63][64]
Obstacles may present barriers on roads that players must remove to allow transit of goods.[64]
Underrealm routes will open or close dynamically (based on node states).[65]
Caravane JcJ
Les Caravans créent une zone de JcJ ouverte qui marque les joueurs pour le combat (violet).[67]
- Les joueurs auront la possibilité de déclarer leurs intentions d'attaquer, défendre ou d'ignorer grâce à une Interface utilisateur.[68][69]
- Un groupe devra attaquer une caravane avec succès.[4][28]
- Une caravane persistera dans le monde pendant une période de 5 à 10 minutes si son propriétaire se déconnecte ou s'il est déconnecté du serveur.[70]
PvP seasons
Performance in various JcJ systems (such as Caravans, Arènes, Guerres de guilde) is measured over the course of 6 month PvP seasons. At the end of each season, a player's cumulative score may unlock various rewards.[71]
- Gear enhancement rewards.[71]
- Achievement ranks.[71]
- Purchasing power (Monnaie).[71]
Gear enhancement rewards
Augmentations d'équipement (power stones/runes) can be applied to weapons to add elemental or energy types of damage.[72][73]
We are very likely going to have a rune system and then we'll have the ability to sort of enchant weapons outside of that too... That's not always going to be like a vertical progression... Some of it's going to be giving up something to get something else; so maybe I do less physical damage but more magical damage, that kind of thing.[73] – Jeffrey Bard
- Progression in various JcJ systems will unlock enchantment stones that grant temporary PvP-focused benefits to gear (via a socketing system).[74] Performance is measured over six month PvP seasons.[71]
It's not as though you're going to necessarily acquire these once and then you're set for your PvP enchantments, but instead you'll have to continually perform month after month in order to keep having those slotted enchantments.[74] – Steven Sharif
Destruction de caravane
Si une caravane est détruite (devient une épave) elle fera tomber une partie des Produits qu'elle transportait.[4][75][76]
- Des composants de caravane peuvent également être ramassés lorsqu'une caravane est détruite. Ces composants peuvent être récupérés par le propriétaire de la caravane ou pas les autres joueurs, dans le cas où il s'agirait de composants de haute qualité.[77]
- Les caravanes font tomber des certificats pour des articles lourds qui peuvent être échangés au Nœud d'origine contre une partie des articles.[78][76]
Une caravane devient une épave lorsqu'elle est détruite et cette épave devient un objet utilisable et les joueurs peuvent y récupérer des certificats à échanger contre une portion des articles à l'intérieur de la caravane. L'idée, ensuite, avec ces certificats est qu'ils doivent être ramenés au point d'origine, ou au moins une région à l'intérieur de ce point d'origine. Nous verrons à propos de cette dernière partie, car il existe quelques choses que j'aimerais tester dans l'Alpha d'un point de vue jouabilité. La raison étant que, ce qui pourrait se passer, si vous avez une sorte de collaboration à l'intérieur d'une guilde pour abuser du système. Hé ! Je vais suivre cette caravane jusqu'à la frontière de la zone et ensuite on la détruit tous, on ramasse tout et ont l'amène dans les entrepôts de cette région ; en évitant de parcourir tout le reste du chemin en l'escortant. Donc elle devra atteindre sa destination avec succès avant que les produits ne soient comptabilisés pour cette région.[76] – Steven Sharif
Artisan supply chain
Les artisans dans Ashes of Creation doivent choisir une voie dans leur arbre de compétences d'artisanat. Cette interdépendance crée une chaîne d'approvisionnement allant des matières premières jusqu'au produit fini.[79][80] Chaque étape de la chaîne peut nécessiter des caravanes pour transporter les marchandises d'un artisan à l'autre.[81]
- Obtenir les matières premières :[82]
- En utilisant le métier de Collecte.
- En tuant des monstres et des boss.[83]
- Par la déconstruction d'armes ou d'armures.
- En les achetant à d'autres joueurs.
- Raffiner les matières premières grâce au métier de Traitement.[80]
- Fabriquer le produit fini en utilisant sa recette de fabrication.
En tant qu'artisan, vous allez vouloir savoir où certaines recettes peuvent être complétées ; quels nœuds ont la capacité de créer ce pour quoi vous avez transformé les ressources que vous avez récoltées ; et ensuite, vous allez vouloir planifier votre itinéraire afin d'y acheminer les marchandises ou faire en sorte de vous trouver dans une zone où vous pouvez à la fois collecter et fabriquer. Donc il y aura beaucoup de planification qui sera nécessaire.[85] – Steven Sharif
Castle nodes

Should you be deft enough to take a Castle, you’ll now be responsible for managing it. Castles will have their own Nodes associated with them, and developing and defending those Nodes will determine the state of your Castle during the next siege. If you’ve done a good job managing your kingdom, then you’ll have more and better options available for deployment during the next siege. If you let your populace fall to ruin, you may have to rely solely on your own devices.[86]
Châteaux de guilde have three adjacent nodes in close proximity.[87][88]
- Castle nodes exist outside of the node system. They are independent of anything that's happening outside in the world with other nodes shutting off certain nodes from progressing.[88]
- Castle nodes do not have Citoyenneté, Zones of Influence, Propriété privée, Gouvernement de Nœud, or Organisations sociales.[89]
- Castle nodes cannot exceed stage 3 (Village).[88]
- Castle nodes are always military node types.[87]
- Each of the dedicated castle nodes is barren at the start of the castle ownership period.[90]
- The guild must develop those nodes to enhance the defenses of the castle.[87]
- It will be possible, but very difficult for a single guild to fully develop these nodes. They will likely need assistance from the broader community.[91]
Once the castle is owned by a guild that's when the supporting castle nodes start to come online and spawn each week prior to the fourth week castle siege. They'll have to form alliances, they'll have to get support, they'll have to get resources, they'll be able to allocate funds that have been collected through taxation in order to strengthen the defenses as well as hiring additional NPC mercenaries.[92] – Steven Sharif
Castle nodes are leveled through questing by the owning guild or alliance guilds.[88]
- Levelling castle nodes is a hastened process compared to regular nodes.[90]
- At the end of each week leading up to a castle siege there is a period of time in the weekend where NPC generated caravans start moving toward one of the castle nodes carrying castle taxes from the nodes that fall under the castle's purview.[93][94]
- During this time it is incumbent upon the owning guild, its allies, and citizens of the nodes to escort these caravans to the castle node.[93]
- The enemies of the guild have incentive to attack these caravans to reap the rewards from the caravan and to sabotage the tax collection, which will reduce the defensive capability of the castle nodes and hence the castle itself.[93][88]
- Citizens of nodes that fall under the purview of the castle are automatically registered as defenders of these caravans and may not participate in attacks against them.[93]
- Completing these quests unlocks services and functions that are useful to the occupying guild and its allies as well as boosting the defenses the castle.[88]
If they fail to to level up those nodes or complete those quests within the three prior weeks before the declaration week, then the castle will be at a disadvantage.[88] – Steven Sharif
Being a member of the occupying guild automatically makes you a garrison of the castle nodes and castle itself.[87]
- Only members of the occupying guild are citizens of these nodes.[95]
- This citizenship is different to normal node citizenship. Castle nodes don't operate like normal nodes.
Caravan skins
Caravan skins ("Pimp my caravan") are available in the cash shop (cosmetic store).[96]
- The skin changes the appearance of an in-game mount and in-game caravan that are hooked up to each other.[97][98]
- The caravan and mount components of the skin are not able to be utilized separately.[97][98]
You'll need your own creature and caravan hooked up to each other, and then the caravan cosmetic skin goes over all of them to make it look like what's pictured. you're not able to split out separately that caravan mount skin, hence why you'd want the separate mount skin if you wanted to ride it independently.[97] – Sarah Flanagan
List of caravan skins
Zergs

For every play, there should be a counterplay. We often see Castle Sieges turn into zerg-fests, which really doesn’t capture the epic, back-and-forth battles we wish to see in Ashes of Creation. One of our key pillars is that Choice Matters[99], and that applies to tactics and strategy as well. A well-formulated battle plan should win out over stat sheets and bodies. Zergs will generally be difficult to pull off, and will be eminently counterable through siege weapons, traps, and other battlefield tricks.[86]
Zergs are empowered by fast-travel. Meaningful travel times are intended to prevent zerg play from being so much of an influence.[100]
Encounters are designed to have meaning in terms of how boss skills and abilities relate to group compositions, tactics and strategies. Zerging is not experiencing content.[101] There are different ways to make a fight more difficult for larger sized groups without relying solely on stat buffs or making the boss a "damage sponge".[102]
- Raid and dungeon bosses have specific mechanics and abilities that players need to learn and react to.[102] Zergs that are not aware of these mechanics or react to them appropriately will be wiped.[101]
- There may be environmental hazards and AoE effects that cause more damage based on the number of players present.[102]
- There is a give-and-take for guilds that want to see a larger number of members as opposed to a more focused group that may be a part of an alliance.[103]
We're very cognizant of the fact that we don't want to see zerging be a mechanic that's utilized by guilds to accomplish content or just to steamroll over sieges... There are specific mechanics that we are working on that will be seen through the testing phases that relate to a degree of understanding of certain systems that can't just be overrun with numbers.[103] – Steven Sharif
Mechanics that encourage political intrigue will play a role in destabilizing zergs.[104]
The best way that I found in games I played previously to take down a zerg is to cause drama from within... It's that conflict inside of the politicking that happens in that big organization. If we provide opportunities for division to occur then it also provides stability to keep a server healthy away from that zerg mentality also... If we approach the castle siege and we've destroyed the walls and we're in the throne room and we're about to cast on the penultimate thing and I at this time am just so excited from what's happening that I'm like "screw it I'm gonna go for it". It's gonna be mine. I'm gonna take the taxes for the next month. I'm gonna take all the gear from the castle. I'm gonna take everything... We kind of want that political intrigue to be present in the game.[104] – Steven Sharif
Objective-based game play helps to balance the zerg mentality.[105]
I always feel that if you balance based on groups that in your balance focus is to incorporate features that play well from a player versus player perspective as well as a player versus environment perspective: Having support classes, having DPS and tanks that can obstruct movement and/or create you know bottlenecks on the field and stuff like that. I think a well-rounded raid it will perform better against a non well-rounded raid, however then you incorporate the second aspect of numbers; and that's where again mobility, organization, leadership tactics. Having objectives in gameplay that make those important helps to balance the zerg mentality that a lot of guilds can tend to have.[105] – Steven Sharif
Artwork
2020-03-28
Community guides
Voir également
Les références
- ↑ Direct, 2020-05-29 (1:03:35).
- ↑ 2.0 2.1 2.2 About Ashes of Creation.
- ↑ Vidéo, 2019-07-16 (0:00s).
- ↑ 4.0 4.1 4.2 Direct, 2017-05-15 (45:20).
- ↑ Entrevue, 2017-01-20 (4:19).
- ↑ Entrevue, 2018-05-11 (28:21).
- ↑
- ↑ Ashes of Creation Store: Ramstone Hauler.
- ↑ 9.0 9.1 9.2 9.3 9.4 Direct, 2017-07-28 (19:43).
- ↑ 10.0 10.1 10.2 10.3 10.4 10.5 10.6 10.7 10.8 Vidéo, 2019-07-15 (2:12).
- ↑ 11.0 11.1
- ↑ 12.0 12.1 Direct, 2018-02-09 (45:48).
- ↑ 13.00 13.01 13.02 13.03 13.04 13.05 13.06 13.07 13.08 13.09 13.10 13.11 Direct, 2020-04-30 (58:05).
- ↑
- ↑ 15.0 15.1
- ↑ 16.0 16.1 16.2 16.3 16.4 Direct, 8 April 2018 (AM) (15:46).
- ↑ Direct, 2020-04-30 (56:58).
- ↑ Direct, 2017-08-23 (28:22).
- ↑ 19.0 19.1 19.2 19.3 Direct, 2020-05-29 (1:28:38).
- ↑ Direct, 8 April 2018 (PM) (1:20:03).
- ↑ Direct, 2020-07-31 (1:17:45).
- ↑ Direct, 2017-05-15 (45:19).
- ↑ Direct, 2017-04-27 (6:11).
- ↑
- ↑ 25.0 25.1 25.2 Direct, 2020-05-29 (1:27:18).
- ↑
- ↑ Direct, 2017-07-18 (44:57).
- ↑ 28.0 28.1 28.2 28.3 28.4 Direct, 2017-05-22 (40:41).
- ↑ 29.0 29.1 29.2 29.3 Direct, 2020-07-25 (1:14:13).
- ↑ Know Your Nodes: Economic Node Type.
- ↑ 31.0 31.1 31.2 31.3 31.4 31.5 31.6 Direct, 2017-07-28 (20:56).
- ↑ 32.0 32.1 32.2 32.3 32.4 32.5 Direct, 2020-05-29 (46:36).
- ↑ Direct, 2020-05-29 (43:19).
- ↑ 34.0 34.1 34.2 34.3 34.4 34.5 34.6 34.7 34.8 Direct, 2017-06-30 (53:57).
- ↑ Direct, 2020-10-30 (1:03:52).
- ↑ Entrevue, 2020-07-19 (41:32).
- ↑ Direct, 2020-04-30 (1:14:44).
- ↑ Direct, 2020-05-29 (1:29:41).
- ↑ Direct, 2018-12-12 (14:48).
- ↑ 40.0 40.1 Direct, 2017-11-17 (9:49).
- ↑
- ↑ 42.0 42.1 42.2 42.3 42.4
- ↑ Entrevue, 2018-05-11 (50:05).
- ↑ Entrevue, 2018-10-20 (2:36).
- ↑ Blog - Know Your Nodes - The Basics.
- ↑ Direct, 2020-07-25 (1:52:45).
- ↑
- ↑ 48.0 48.1 48.2 City hall.
- ↑
- ↑ 50.0 50.1 50.2 50.3 50.4 50.5 50.6 50.7 50.8 MMOGames interview, January 2017
- ↑ Direct, 2020-06-26 (59:11).
- ↑ 52.0 52.1 Entrevue, 2020-07-08 (1:04:05).
- ↑
- ↑ Direct, 2017-05-19 (36:05).
- ↑ Entrevue, 2018-05-11 (47:27).
- ↑ Direct, 2017-05-19 (36:09).
- ↑
- ↑ Direct, 2017-05-17 (30:53).
- ↑ Kickstarter - We Just Broke $1,500,000!
- ↑ Direct, 2021-01-29 (55:44).
- ↑ 61.0 61.1 61.2 61.3 61.4 61.5 Direct, 2021-01-29 (1:13:04).
- ↑ Direct, 2017-05-19 (32:23).
- ↑ Direct, 2020-06-26 (1:29:06).
- ↑ 64.0 64.1 Direct, 2017-05-08 (20:27).
- ↑ Direct, 2020-10-30 (1:19:13).
- ↑ Direct, 2020-03-28 (1:27:28).
- ↑
- ↑
- ↑ Direct, 2017-05-22 (40:40).
- ↑ Direct, 2020-07-25 (55:32).
- ↑ 71.0 71.1 71.2 71.3 71.4 Entrevue, 2020-07-18 (16:34).
- ↑ Direct, 2018-06-04 (1:11:19).
- ↑ 73.0 73.1 Direct, 2018-06-04 (21:37).
- ↑ 74.0 74.1 74.2 74.3 74.4 Entrevue, 2020-07-18 (14:22).
- ↑ Direct, 2017-12-15 (1:04:25).
- ↑ 76.0 76.1 76.2 Entrevue, 2019-04-15 (26:59).
- ↑ Entrevue, 2019-04-15 (28:28).
- ↑
- ↑ Entrevue, 2020-07-20 (20:17).
- ↑ 80.0 80.1 Direct, 2017-05-05 (8:22).
- ↑ Direct, 2017-05-05 (6:12).
- ↑ Direct, 2017-05-08 (20:41).
- ↑ Direct, 2017-07-18 (38:30).
- ↑ Direct, 2017-05-26 (26:00).
- ↑ Entrevue, 2018-05-11 (24:18).
- ↑ 86.0 86.1 Blog: 10 facts about castle sieges in the MMORPG.
- ↑ 87.0 87.1 87.2 87.3
- ↑ 88.0 88.1 88.2 88.3 88.4 88.5 88.6 Podcast, 2018-04-23 (15:14).
- ↑
- ↑ 90.0 90.1 Podcast, 2018-04-23 (21:55).
- ↑ Direct, 2019-07-26 (1:29:00).
- ↑ Direct, 2020-08-28 (1:41:24).
- ↑ 93.0 93.1 93.2 93.3 Direct, 2020-08-28 (1:39:02).
- ↑
- ↑ Direct, 2017-08-23 (23:00).
- ↑
- ↑ 97.0 97.1 97.2
- ↑ 98.0 98.1
- ↑
- ↑ Direct, 2017-05-05 (23:26).
- ↑ 101.0 101.1 Direct, 2017-05-19 (25:18).
- ↑ 102.0 102.1 102.2 Direct, 2020-11-30 (1:16:09).
- ↑ 103.0 103.1 Direct, 2017-05-22 (57:37).
- ↑ 104.0 104.1 Entrevue, 2018-05-11 (44:20).
- ↑ 105.0 105.1 Entrevue, 2018-08-08 (11:52).