Artisanat

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Concept art de Forge en Alpha-1.[1]

L'Artisanat et la collecte sont des éléments importants de l'économie sur lesquels les joueurs auront un contrôle direct. Que vous souhaitiez bâtir une plantation tentaculaire autour de votre maison ou voyager dans les contrées sauvages à la recherche de trésors ou de ressources. Il y a de nombreux outils disponibles pour les artisans de notre monde. Peu importe comment vous collectez vos ressources, nous croyons que chaque objet qui existe dans le monde doit, d'une certaine manière, refléter son créateur. Ainsi, il y aura une versatilité extrême dans le système d'artisanat - donnant aux artisans la possibilité de créer des objets uniques qui représentent leurs forces et leurs faiblesses.[2]

L'Artisanat est une des classes artisanales dans Ashes of Creation. C'est l'élément moteur de l'économie du jeu.[3]

Tout ce que vous souhaitez créer dans le monde sera construit par les joueurs : que ce soit les navires, engins de siège, armes, armures, etc.[8]Jeffrey Bard

Il n'y aura pas de système de main d'oeuvre ou d'énergie dans Ashes of Creation.[9]

Il n'y a pas de système de main d'oeuvre ou d'énergie dans Ashes. Cependant, ça ne veut pas dire que l'artisanat ne sera pas difficile. L'artisanat est très difficile ; mais c'est parce que c'est difficile que ça sera également très gratifiant.[9]Steven Sharif

Crafting professions

Crafting mechanics

Repetitive skill-based crafting mechanics, such as mini-games, are not an intended part of the crafting experience.[11][12]

We did discuss that type of a feature where the skill of the crafter would grant a greater window of skill-based type crafting. So the higher master level you have of crafting a certain item, the greater your potential to impact the quality of that item might be... The concern obviously that we have when going into developing this type of system is that we don't want what is a fun - you know for lack of a better term - mini-game to be something that becomes repetitive and kind of makes it monotonous... If when we start to flesh out the crafting system and we take a look at that interaction of melding crafting, the actual activity of making something, there is room in the design sheet for different iterations of that particular action; and we may see something come about that can be skill oriented, but that's something that's going to require a lot of testing and different iterations from a design standpoint.[12]Steven Sharif

Players are able to specialize in focused crafting branches.[13]

It is likely that Star Wars Galaxies inspired crafting mechanics will be present in Ashes of Creation.[11]

Without getting into too much detail I will say that it's likely that you will see some inspiration surface itself in that regard.[11]Steven Sharif

Crafting stations

Crafting stations (also referred to as Crafting benches or Workbenches) are located on freeholds or within nodes.[5][6]

Q: Can crafting stations be mobilized / moved and can they be placed anywhere in the world?
A: It depends on the crafting station. There are going to be different tiers of crafting stations that represent the quality of item you're looking to create within that specific profession. There's going to be crafting stations that can be utilized by players within their freeholds and then crafting stations that are resigned only to the development of particular nodes, within particular areas, or particular buildings... There's a wide variety of those things to make it a more dynamic experience and something that caveat how players decide to build the world and what the value of those things are.[5]Steven Sharif

Recipes

L'Artisanat dans Ashes of Creation repose sur des recettes, pas sur le hasard.[17][18]

  • Dans une recette d'artisanat, il y a des cadrans (basés sur les spécialisations d'artisanat) qui sont utilisés pour personnaliser les objets fabriqués, par exemple :[19]
    • Augmenter un attribut au détriment d'un autre.[20]
    • Rendre un objet plus magique ou bien plus physique.[20]

Je pense que Star Wars Galaxies avait un excellent système d'artisanat... La collecte des ressources et le système d'artisanat étaient, je crois, dans leur ensemble, très en avance sur leur temps. C'est dans ce type de direction que nous voulons aller, où il y a des choix à faire dans le système d'artisanat et ces choix changent le résultat que vous obtenez... Ce n'est pas simplement réaliser la recette X pour obtenir l'objet Y. Vous voyez, il y a vraiment de la réflexion présente et il y a un marché à capter sur la base de ces décisions.[21]Jeffrey Bard

Obtaining recipes

Il y a de nombreuses façons d'obtenir des recettes. Nous voulons prendre l'artisanat et loger ces recettes au sein de différentes voies de progression, de sorte que tout ne soit pas cantonné à une façon de progresser.[22]Steven Sharif

Les recettes sont dénichées dans le monde, pour la plupart.[23]

Nous avons évoqué l'idée que si quelqu'un découvre une recette, il obtient un accès exclusif à cette recette pour une période donnée à l'image d'un brevet ; et ensuite, il peut céder la licence de cette recette à d'autres artisans de sorte qu'ils pourront utiliser cette recette, et finalement cette période s'achève et alors chacun peut l'utiliser, mais nous voulons récompenser les gens qui essayent, sortent dans le monde et qui trouvent quelque chose de nouveau..[23]Steven Sharif

Crafting materials

Tanner's lodge.png

Matériaux (also known as processed goods and crafting materials) are obtained in the following ways:

The quality of crafting materials will influence the quality of the crafted item.[27]

Players drop materials and other items upon death, based on their applicable death penalties.[28][29][30][31]

High-level materials

Matériaux for crafting high-level items are obtained from world bosses and through the deconstruction of other high-level items.[25]

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.[25]Steven Sharif

Crafted items

Artisanat UI. Alpha-1 capture d'écran. Crédit image: Guild:Overlord

Crafted items (Crafted gear) is best-in-slot gear in Ashes of Creation.[32]

Crafted gear in the game is the best gear... One thing that I'm not a fan of is that you develop a crafting system in a game and you've spent a lot of time making this from a material and resource perspective. All the tables that you can receive, all the connectivity in the economy and how crafting is associated with the game; and then you undermine the crafting entirely by presenting a separate route of gear acquisition that is on-par with the crafting efforts. So here you have these people who are acquiring all of the resources getting, all the recipes, leveling up their professions and then everything they make is less or equal to anything you could just have chosen the easier path of and gone down the questing and received the best gear. So what we do focus on is that crafters make the best shit. Excuse me, the best things.[32]Steven Sharif

Crafters will be able to assign different skills/abilities and stats on gear.[36][37]

That plays into our crafting system in and of itself. The idea is for those stats to be variables that can be kind of dictated based on the mastery level of the particular crafter; and the higher they become a master of those professions, whether it be for armor or for weapons or for accessories, they're going to have some agency and put their mark on essentially what items they're introducing into the economy.[39]Steven Sharif

Crafters are able to influence what their crafted items will look like.[36][40]

We believe that every item that exists in the world should in some way reflect its creator. As such, there will be extreme versatility in our crafting system – giving crafters the ability to create unique items that represent their strengths and weaknesses.[2]

Skills and stats on gear

Crafters will be able to assign different skills/abilities and stats on gear.[36][37]

Crafters will be able to 'rejigger' stat blocks; and there will be a couple of other ways to move things around to create both the look and the stat block that you're looking for. It's not always going to be easy. There will be a lot of challenges involved with that. But the goal is to give you guys the option to customize your gear the way you want them to be.[36]Jeffrey Bard

Not all armor sets will be the cookie cutter kind of set. They will have the influences from the crafter available in it, if it's a crafted set.[37]Steven Sharif

Gear is broken down into Core Stats and Additional Stats.[44]

Item creation suite

An "item creation suite" that allows crafters to create unique appearances for items has been discussed as a future possibility.[45]

Artisan mastery

Les joueurs doivent choisir un chemin dans l'arbre de compétences d'artisan pour chaque personnage.[46] Pour chaque chemin d'artisan (Collecte, Traitement et Artisanat) il y a plusieurs professions. Un personnage ne pourra suivre qu'un seul chemin entièrement.[47][48]

  • Les joueurs peuvent s'essayer à chaque profession en tant que "débutants" avant de décider quel chemin ils suivront.[49]
  • Choisir un chemin particulier dans l'arbre de compétences donne l'opportunité aux joueurs de se spécialiser dans un certain domaine. Cela crée de l'inter-dépendance entre les joueurs, améliorant l'expérience en tant qu'artisan.[13]
  • Il est possible de maîtriser chaque profession du chemin d'artisan choisi, mais cela sera une épreuve longue et laborieuse, coûteuse en ressources.[50]
    • Les joueurs ne pourront maîtriser une profession que lorsqu'ils auront achevé la maîtrise de leur chemin d'artisan.[51]
    • Après des tests, il pourrait être décidé d'utiliser une valeur fixe pour certifier la maîtrise d'une profession.[51][52]
  • La maîtrise n'est pas qu'une question de création d'item. Elle donne accès à beaucoup de choses, même des titres, accès à des items, des négociations, et des quêtes. [53]
  • Choisir une profession n'affecte pas les stats des joueurs.[54]
  • Les personnages d'un même compte (Alts) pourront avoir différentes professions.[47]

Les joueurs auront l'opportunité de tâter chaque profession à un niveau très bas celà leur donne un avant-goût de chaque profession et leur permet de savoir vers laquelle ils préfèrent s'orienter et quelle profession ils veulent maîtriser.[49]Steven Sharif

Quand on dit que vous ne pourrez pas tout maîtriser nous ne disons pas que vous ne serez pas maître au sein de votre propre arbre d'artisan, qui sont l'artisanat, la collecte et le traitement. Vous serez un maître d'un des trois, mais vous ne serez pas un maître des deux autres.[48]Steven Sharif

Race or class locked crafting

Artisanat will not be race or class locked.[55]

Artisan gear

Artisan gear will boost artisans in their gathering, processing, or crafting professions.[56][57]

  • Artisan gear may be able to be equipped in an "undergarment" slot that can be toggled between adventuring gear and artisan gear.[56]
  • The developers are planning to have artisan gear sets available for Alpha-2.[56]
Gear for artisans are going to live alongside your adventuring gear. So you will currently- the approaches, and we'll test this but currently- the approach is you'll have artisanship oriented gear. This might be beneficial for your gathering; it might be beneficial for your processing, or crafting, or whatever it is- your profession. Essentially you will craft that gear, you will equip that gear, it'll live almost as a undergarment slot so to speak; and then you can activate that and it will show the appearance if you wish during the activation when you gain the benefit from the from the gear itself; and then could disappear afterwards and go back to your adventuring gear. That's the current approach. We're going to play with that a little bit. There's some discussion and disagreement on the team about how we do that, but our hopes are for Alpha two, we will have I think a couple of sets at least. We're demonstrating all of the artisanship from gathering to processing to crafting in limited fashion in Alpha 2 want to have that gear present to kind of play with this approach.[56]

Artisan supply chain

AshesOfCreation Screenshot 009.jpg

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.[58][20] Chaque étape de la chaîne peut nécessiter des caravanes pour transporter les marchandises d'un artisan à l'autre.[13]

  1. Obtenir les matières premières :[59]
  2. Raffiner les matières premières grâce au métier de Traitement.[20]
  3. 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.[61]Steven Sharif

Collecte

Collecte en version de démonstration de l'Alpha-1.[63]

La collecte est l'une des classes artisanales dans Ashes of Creation.[64][65]

Certain low level gatherables will have a tiered progression into higher level crafting. So for example you know if I'm gathering... leaves of the blue petal flower to craft a pigment that's going to be used in the development of a tunic that I can wear at level one, then I may need to collect those in order to craft the pigments to craft a greater pigment that might be present in the in the crafting of a higher level item. So it's going to be kind of a tiered progression so that materials have relevancy throughout the different levels of of crafting; and that's important from an economic stability standpoint. You need to have layered demand from a supply standpoint so that players who are interested in collecting and gathering those materials still are relevant when the later level items are crafted.[67]Steven Sharif

Traitement

Furnace that can be placed on a freehold.[24]

Traitement is one of the artisan classes in Ashes of Creation.[24]

That's going to be very important as you get to very late game processed materials that are required. Because some of these things might have days to process within a station, but if you have spent the time and done the work to advance that processing station you could cut that down considerably, perhaps even greater than 50 percent; and that's going to have a significant impact on your ability to either control markets or to create goods.[68]Steven Sharif
  • There will be a preparatory phase to provide the building with needed fuel or other materials to process the required grade of materials.[71]
Processing as it stands for Alpha-2's implementation is that there is a certain amount of prep work that's required first for the industry-specific component, which is the building. That prep work might be finding a certain amount of lumber to light the fire in kiln or whatever, to a certain temperature in order for you to process a certain grade of ore; and that grade of ore being malleable then into an ingot; and that produces that ingot so-to-speak. Now, in that process there's a gathering component, there's a preparatory phase, there is a time-related component.[71]Steven Sharif
  • There will also be time-related and gameplay elements that require the player to interact with the processing building. These elements act to throttle for the introduction of processed materials from raw gatherables into the economy.[71]
There's also possibilities that the machine you're using itself has some type of gameplay layer- should the kiln get overheated, and you have to throw some water on it or something. There are elements there in that process that we want to mimic this gameplay opportunity for players to interact; and not just be a time-sink. But time-sink is also a component of it as well, because that's the throttle for the introduction of processed materials from raw gatherables into the economy.[71]Steven Sharif

Upgrading items

Il existe deux types d'enchantements pour les objets : Verticale et horizontal.[72]

En ce qui concerne les choses sur-enchantées, ce que nous allons faire est probablement d'avoir une sécurité - et c'est évidemment quelque chose qu'il faut tester - mais nous allons avoir une période d'enchantement de sécurité vous savez, comme dans Lineage 2, je pense que vous pourriez enchanter à plus quatre ou quelque chose comme ça. Et donc nous allons avoir un système similaire où vous pouvez enchanter en toute sécurité, puis lorsque vous commencez à prendre des risques, ce pourcentage d'endommager potentiellement votre objet soit via le système d'usure, soit en le désactivant complètement via le système de destruction sera un risque présent.[73]Steven Sharif

  • Les enchantements horizontaux sont plus situationnels. Par exemple : J'aimerais que mon épée fasse des dégâts de force au lieu de dégâts sacrés car les monstres que j'ai tendance à combattre sont incorporels.[72]
    • Cela ne rend pas l'objet plus puissant, mais plutôt plus applicable à différentes situations, et moins à d'autres.[72]
    • Ce type d'enchantement ne prend aucun risque, juste du temps et des efforts.[72]

Les services d'enchantements sont vendus dans les étals de joueurs.[74]

L'enchantement n'augmente pas le niveau requis des objets.[75]

Vous ne poussez pas vraiment l'exigence de niveau d'un élément particulier ou l'identité de cet élément. Vous pouvez l'améliorer, vous pouvez y ajouter des enchantements, mais c'est toujours l'objet qu'il est.[75]Steven Sharif

Repairing items

Blacksmithing concept art.[76]

For example: if you have an iron sword and then the sword gets damaged from use, you have to use more iron to repair it; and what that does is... make sure that there's significant sinks in the game for base materials so that you are creating a scarcity and demand that's present on the creation of higher goods as well as supplying the necessary decay components for the world.[77]Steven Sharif

Item repair will cost crafting materials.[78][77][79]

There will be ways to repair destructible structures (such as walls and gates) and also repair (or re-craft) siege weapons that were damaged during sieges.[85]

  • This is a long term design goal that was not present during Alpha-1.[85]
There's a lot of ancillary activities that can be had during sieges... It's obviously strategy and tactics and you know raid-versus-raid components, but also you want to have individual contributions where players can do things during the siege to aid in the greater effort so to speak; and it doesn't require you having 50 people by your side to effectuate that influence over something. So repairs are great ways to do that. Repairs for walls, repairs for gates, being able to spawn and essentially craft the designs for specific types of siege weapons to provide those to the team.[85]Steven Sharif

Escrow system

info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.

An escrow system is planned to prevent griefing in the crafting system.[86]

We're going to have a UI... you're gonna put the resources in or they're gonna put the resources in. It'll be like an escrow system and then once [the job] is complete you'll get the item they'll get the money.[86]

Caravan components

Caravanes are constructed from components at a caravanserai building within a node. If components are missing, default versions with lowest stat values will be applied to the caravan.[87][88][89]

Caravan components obtained from crafters have stats according to the skill of each artisan.[87][89][87]

Ship building

Ship building is a crafting profession that is able to construct ship components based on blueprints that unlock capabilities that scale with their progression within the ship building profession.[93][94][95]

You can have the base value of a hull. That hull might have certain placements that are available when it comes to utility slots and/or weapon slots for the ship. Essentially you are going to have that hull itself be augmented by constructibles via the ship building profession.[96]Steven Sharif

A player does not need to be a ship builder to construct ships. Players utilize the ship components that are crafted by ship builders to upgrade their ships.[93][97]

  • Anyone with the right schematics, materials and an advanced enough node may construct a ship.[98]

You will not need to be a ship builder profession to construct ships. The shipbuilder profession particularly they have the ability to craft components of the ships which increases the ship's capabilities, defenses, speeds, turn rate, offense and defense, you know all those types of things and then they can sell those to other players.[93]Steven Sharif

  • Players can choose which "joints" get populated with either offensive (weaponry), defensive, or utility attachments they want on their ship prior to construction completion.[100][101][102]

Ships are going to also have classes. Those classes are going to dictate the type of of attachments that can be applied and in what quantity. A military vessel type may have more capacity for weapon based attachments. A transport ship might have more capacity for defensive based attachments. And then you'll have more versatile ships that can share across those types. So in that sense you are constructing a componentized ship for the types of activities you intend to do: Are you a raider? Are you a mover of goods? Are you an adventurer? These types of things are going to inform your decision of what the attachments you're going to have in those three categories.[100]Steven Sharif

Timeline

Classes artisanales (Collecte, Traitement, Artisanat) will come online fully in Alpha-2 and the Betas.[103][104]

Crafting honestly will not come online in any sense of its true form until Alpha-2. Alpha-1 has essentially what are intended to be the core gameplay loop of crafting, meaning the collection of materials, the translation of those materials into processed goods, and the use of those processed goods into item acquisition. That's the core gameplay loop that is currently present in Alpha-1. But those are mostly facilitated kind of piggy backing the merchant systems right now and not actually using the real crafting system; and that's because crafting hasn't been completed in a form that can be implemented in Alpha-1, but will be for Alpha-2. What's present in Alpha-1 doesn't even really scratch the surface for crafting.[104]Steven Sharif

Artwork

Guides de la communauté

Voir également

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