Économie

De Ashes of Creation Wiki
Sauter à la navigation Sauter à la recherche
Concept art de Monnaie.[1]

L'économie est généralement quelque chose qui se passe en arrière-plan dans les autres jeux. Dès le premier jour, nous savions que l'économie serait une chose vraiment importante pour nous.[2]Jeffrey Bard

Les Marchés dans Ashes of Creation sont régionaux, ce qui signifie que chaque marché a sa propre personnalité. Parce que les ressources vont changer de lieu quand elles sont épuisées, les joueurs vont donc se déplacer en permanence autour du monde, à la recherche des meilleures ressources pour leur artisanat, et des meilleurs marchés pour leurs objets.[3]

Une caractéristique majeure de notre économie qui diffère de la plupart des MMOs fantasy, est que nous ne l'abordons pas de manière globale. Nous essayons plutôt de découper le monde en régions, et faire que chacune se concentre de manière indépendante, et en même temps qu'elles fonctionnent bien sûr ensemble.[8]Peter Pilone

Economic regions

We want our players to have a reason to explore the wilderness, to travel with purpose, and much of that will be driven by our resource system. Transporting these goods might just be more difficult than gathering them. Our regional market system allows players to participate in creating pocket economies that will reinforce the stability of goods in particular regions. Players will be able to move resources and set up shop in other areas to take advantage of the varied markets. With resources spawning dynamically, certain regions will naturally become important trading hubs for the transportation of goods throughout the world.[9]

Economic regions are static areas defined by geographic points of interest.[10][11]

  • Castle regions are larger and encompass multiple economic regions.[10]
  • Nœuds are the glue that hold castle and economic regions together in potential synergy or chaos.[12]
    • Node ZOIs are fluid and change their area based on the progression of the node and its neighbors.[10]
  • Castle regions, Economic regions, and Node ZI (Zones of Influence) can overlap.[13]

The whole map would be under the influence of 1 of 5 castle regions. However, castle regions aren't the only TYPE of region - there are also economic regions, among other things.[11]Sarah Flanagan

Buying and selling

Boutiques personnelles, player stalls, and auction houses have different properties.[14]

Étals de joueur Boutiques personnelles Auction houses
Cost
Location
Player presence
  • An attendant NPC is assigned to the stall. Character does not need to be online or at the stall.[23][15][16]
  • Player must be online and present at the shop.[23][16]
N/A
Storage
Advertising
JcJ
  • Players may be killed while occupying their personal shop and are subject to material loss due to normal death penalties.[24]
N/A

Étals de joueur

Niküan player stall concept art.[30]

If there were ever a cornerstone serving as the bedrock of Niküan trade, then this modest stall would be it. Stacked from floor to thatched roof with all manner of catch, it is prepped for a full day of commerce and trade. Here, haggling is not merely a suggestion, but a requirement.[30]

Étals de joueur (also called Kiosks and rental stalls) are rentable locations near the unique building in an Economic node[20] or in Marchés (the constructible building available for placement by mayors of any Town (stage 4) node or higher).[21]

All nodes do have the ability to spawn player stalls. If you're not an economic node and you don't have a market- that's essentially your unique building- then you can construct essentially what is I guess would be called a... marketplace; and that marketplace will then come with certain services and it will come with a certain number of stalls. The economic node as I recall has the ability to construct an auction house and the auction house serves through the economic means the ability to list and sell items and that comes with additional stalls as well for the players.[21]Steven Sharif

Renting a player stall enables players to sell items as well as provide repair and enchanting services, even when they are not online.[15]

  • Player stalls are rentable by node citizens.[16]
    • Player stalls may be utilized for a period of time based on the price paid to rent the stall.[15]
  • Player stalls are linked to a player's warehouse.[24]
  • Players are not able to be attacked or robbed while occupying their player stall inside the limits of a node.[18]
  • Player stalls do not require the attendance of the character or for that character to be online.[16]
    • An attendant NPC is assigned to the stall.[24][15] This may be an "image" of the player.[26]
  • Bulletin boards that list the items available in player stalls can be accessed from anywhere in the region.[26]
    • These give the location of the stall so players can travel there and purchase the items.
  • Stall sales are also listed in auction houses.[14]
    • This may no longer be accurate.[17]
  • Players are able to input required items for repair and also purchase required materials for that repair.[32]
  • Player stalls may still operate during node siege declaration. This is subject to testing.[33]

Boutiques personnelles

Certificates to place Boutiques personnelles (player-owned shops) may be purchased by citizens and non-citizens from Nœuds économiques.[17][18][19]

  • When a character creates a personal shop, a billboard pops up above them with a custom advertisement message for items or services available on that character's person. Purchasers can interact directly with the character to purchase these items or services.[23]

A player shop is where you have a certificate to essentially create a shop with your character and a little billboard will pop up above you as you sit down for that shop and advertise a custom message that you want say that has to sell things and/or services that are on your person. So players can then come up to you and they can interact with you. So you reside yourself to that shop.[23]Steven Sharif

Hôtel des ventes

Auction houses accompany unique node buildings in Nœuds économiques.[22]

If a Node is the Vassal Node of an Economic Node, an Auctioneer NPC appears in that Vassal Node. The Auctioneer allows players to list non-resource/processed materials in the Parent Node’s Auction House, but players cannot bid on items from this Auctioneer. These resources and processed materials must be stored within an Economic Node in order to be listed in that Node’s Auction House. In order to bid, they must still travel to the Auction House in the Parent Node.[22]

Auction houses enable players to list items at the Economic node in which the auction house is located.[20]

  • A listing fee will be charged to list items in the auction house.[20]
  • Nœuds Vassaux of the auction house node will be able to view items that are listed on that auction house, regardless of node type of the vassal node.[20]
    • This will be possible through an auctioneer emissary NPC in that node.[20]
    • Items cannot be listed in non-economic vassal nodes.[20]
  • Items listed are also visible in community boards (bulletin boards).[17]

Bulletin boards

Bulletin boards are available within nodes[38] and player taverns.[39]

Player to player trading

Il y aura du commerce entre joueurs dans Ashes of Creation.[6][7]

Q : Ashes of Creation aura-t-il du commerce entre les joueurs ? Y'aura-t-il quelque chose qui m'empêchera de donner de l'argent à un ami qui est nouveau dans le jeu, pour l'aider à se lancer rapidement ?
R: Rien ne vous empêchera de faire ça.[6]Steven Sharif

Escrow system

An escrow system is planned to prevent griefing in the crafting system.[43]

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.[43]

Mailing items

Les objets et les ressources ne pourront pas être envoyées par courrier par les joueurs.[44][45]

Les achats autres que les matériaux et les ressources provenant des maisons de ventes seront envoyées par courrier à l'acheteur.[25]

Equipement lié

Il pourra y avoir de l'équipement lié (BoE ou BoP) mais ça sera plutôt l'exception que la règle, puisque ça n'encourage pas les objectifs pour l'économie.[46]

A lot of what we experienced in games that usually come before us is that many things are account bound and they're soulbound to your character... Instead very little here is character bound. Very very little. The vast majority of gear- yes you will get quest related gear as rewards- but it won't be let's say one set in one dungeon and you must run the dungeon over and over. Instead we want to really emphasize the reliance on the economy and crafters and gatherers and processors to support a majority of the gear structure in-game, combined with that of world raid bosses and dungeon bosses; not a repetitive quest line through a single dungeon.[48]Steven Sharif

Theft

Il n'y aura pas de mécanique de vol (pickpocket) dans Ashes of Creation pour ce qui est des joueurs vivants.[49]

Il n'y a pas de mécanique de vol pour que vous puissiez vous approcher d'un joueur vivant et dérober quelque chose.[49]Steven Sharif

Stockage

Stockage points exist at warehouses within nodes and in chests (storage containers) that can be placed in freeholds and static in-node housing.[51][52]

Entrepôts

Entrepôts are storage points within a node.[51][53][27][28]

Player housing storage

Coffres (storage containers) are a type of furniture in Ashes of Creation.[52][57]

Banking

Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.[61]

Caravanes

Rendu 3D d'une caravane pendant l'Alpha-1 par Adam Will.[62]
Les Caravanes facilitent le transfert de produits pour les joueurs souhaitant faire un profit.[9]

Le système de caravane est un système de JcJ en monde ouvert qui tourne autour de l'opportunité et du risque. Les Caravanes facilitent le transfert de produits pour les joueurs souhaitant faire un profit.[9]

  • Les caravanes ne peuvent partir et arriver que depuis un Nœud à l'étape de village ou au-dessus.[65]
  • Les caravanes peuvent transporter des produits pour plus d'un joueur.[66]

Types de caravanes

Il existe différents types de Caravanes dans Ashes of Creation.[69][70]

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.[70]Jeffrey Bard

Naval caravans

Alpha-1 Niküa naval caravan Rendu 3D.[71]

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.[72]Steven Sharif

Naval caravans (Trade ships) are part of Ashes of Creation naval content.[73] Naval caravans allow the transportation of trading goods.[74]

 

Classes artisanales

Les classes d'artisan permettent aux joueurs de se spécialiser dans un ou plusieurs des arbres de compétences suivants skill trees.[76]

L'artisanat et la collecte sont un élément très important de l'économie sur lequel les joueurs auront un contrôle direct. Que vous souhaitiez établir une plantation tentaculaire autour de votre maison, ou parcourir le vaste monde sauvage à la recherche de trésors et de ressources.[9]

Gathering professions

Processing professions

Crafting professions

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.[78][79] Chaque étape de la chaîne peut nécessiter des caravanes pour transporter les marchandises d'un artisan à l'autre.[80]

  1. Obtenir les matières premières :[81]
  2. Raffiner les matières premières grâce au métier de Traitement.[79]
  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.[84]Steven Sharif

Player owned businesses

Shop sign concept art.[85]

Our business owner system... grants players a meaningful existence in the world and rewards them for their persistence, dedication and survivability.[86]Steven Sharif

Tavernes

Tavernes provide tiered services.[86]

  • Quêtes that might only be gathered from the player-owned taverns.
  • Meals that grant buffs for a period of time after a player leaves.
  • Recipes that could potentially be sold to cooking professions, that may only be obtained from a player-owned business in a certain area.

The longer the tavern is in business and the more patrons served, the faster the tavern will level up.[86]

Business chains

There's no reason why you couldn't license your name to somebody else who also has a freehold and who also has an Inn and work together.[87]Jeffrey Bard

Taxes

Taxes de nœud

Les Maires/Gouvernement de Nœud allouent des ressources, taxes, et des quêtes pour aider à développer les défenses des Nœuds.[89]

  • L'argent des taxes ne sert qu'à financer le Node layout and style.[90]
  • Les taux de taxation évolue en fonction de la date à laquelle un joueur rejoint un nœud en tant que citoyen. Le but est d'exercer une pression financière sur la population des nœuds en rendant les taxes de plus en plus élevées en fonction de l'Avancement de Nœud, plutôt que de mettre en place des limites fixes du nombres d'habitants.[91]

Les Nœuds Parent récupèrent une partie des taxes depuis les habitations des joueurs et depuis chaque service qui se situe dans leurs ZI.[92]

  • Cette taxe n'impacte pas nécessairement le citoyen individuel, car les niveaux de taxes des citoyens sont déterminés par leur gouvernement de nœud, mais les finances d'un nœud sont affectées par la taxation mise en place par son nœud parent.[92]

Housing taxes

When a node reaches stage 3 (Village) and a player run government has formed, all player housing will pay taxes.[93]

  • A player's tax charge will be determined by the number of structures built on their plot.[90]

Castle taxes

Castles have direct power over the Nodes that belong to it, but also have soft power across the entire region it belongs to. All Nodes belonging to that region pay fealty to the Castle in the form of taxes paid directly to the Castle. The Monarch sets the rate, and can use those proceeds to upgrade defenses, maintain the Castle’s direct Nodes, or provide buffs and benefits to the citizens of that region, as the magnanimous ruler that you are.[94]

Châteaux de guilde influence a castle region around them.[95]

Châteaux de guilde impose a tax on all revenue for the nodes within its region.[99]

Débarras d'objets

It's important for a healthy economy to have item sinks, so that anything that can be crafted can also be destroyed. There are four kinds of item sinks in Ashes of Creation:[5]

  1. Item durability (item decay).[106][107] Zero percent durability will unequip an item, increasing its repair costs.[108]
  2. Over-enchanting carries the risk of destroying that item.[81]
  3. Players gain craftable items and recipes from deconstructing (salvaging) completed items.[81]
  4. A portion of resources and materials are lost when caravans or nodes are destroyed.[109]

An important aspect of a healthy economy is having some item sinks available... There are three kinds of item sinks: You can gain craftable items from deconstructing completed items; You can have decay... and if you want to over-enchant that item there will be a potential to destroy it as well. It's important for an economy to experience those types of emphasis on what can be crafted as well as seeing those items that are crafted be destroyed as well..[107]

The concept there is this is part of the engine that is supply and demand. So the server is constantly generating these materials on tick as they kind of propagate throughout the world and get repopulated, players are going out there and collecting these things. We want to make sure that there is a driving force and factor behind what crafters and gatherers are out there doing: There's constantly going to be a demand for them to supply these things. Whether that death is from PvP or from PvE these are going to be necessities for players to constantly provide.[106]Steven Sharif

Item durability

There is item durability (item decay) in Ashes of Creation.[107]

The decay system is not going to be some worthless "Oh I'm just going to throw some gold into this and it's a simple gold sink". It's actually going to require some base materials in order to repair decayed items; and decay occurs from death and also the destruction and disable system. For the weapons over the over-enchanting will require those materials as well. So creating that dependency I think is healthy for the crafting economy.[110]Steven Sharif

There is durability in the game... It's not going to be a trivial durability. There is a potential to destroy gear (weapons and armor), but there is also an ability to reforge that destroyed gear using a portion of the materials necessary as well as finding an item creator who can reforge it.[107]Steven Sharif

Item deconstruction

Players gain craftable items and recipes from deconstructing (salvaging, dismantling, disenchanting) completed items.[81]

There's salvaging where you can deconstruct an item to get components only capable of retrieving from salvaging an item that can be used in crafting other types of items.[5]Steven Sharif

Power creep

Power creep is a balance issue... When it comes to gear progression specifically, the idea is to create an open market that is not heavily dependent on soulbound items; and having many item sinks and gold sinks within that economy that allows for the potential degradation and loss of assets within that closed economy; and not introduce items from the market that companies put in from a pay-to-win perspective or from a pay-to-convenience perspective that undermines the economy that players have built. That is a huge mistake that companies have made in the past and that lends to the imbalancing of what designers maybe have actually balanced well.[115]Steven Sharif

Security systems

Security systems will be in place to combat cheating, exploiting, botting, gold selling, item duplication and other things that affect the economy starting from Alpha-0.[116][117][118]

  • These systems collect user data and flag abnormal activities for inspection. This combined with player reporting functions generates a live "heat map" that draws attention to unusual behavior.[118]
  • Players caught cheating will be banned.[118]

Game masters

Game masters (GMs) will be present and active on Ashes of Creation servers.[119]

  • There will be a standard escalation system, where different actions are taken based on the seriousness of each infraction. Actions could range anywhere from being stripped (of the illegitimate items or currency) to being banned for a period of time, or being permanently banned.[119]

The direction that I'm taking Intrepid as a company in is that a significant portion of the revenue created by the game goes into not only creating additional content and updates for the game but also goes into I think caretaking, as I like to call it; and that caretaking is multiple things: It's having active and present GM's on servers. It's having a an interacting community team that is always present and on-call for participating in forum discussions and streams and updates.[119]Steven Sharif

Following a standard approach to an escalation system where certain infractions are immediate and automatic bans and some infractions provide a path forward where action is taken that might ban the account or strip the account or provide some chat bans or the ability to play over a week or so... If you buy gold and depending on the the seriousness of the infraction you could go anywhere from being stripped and to being banned for a period of time to being permanently banned.[119]Steven Sharif

Two-factor authentication

Token-based two-factor authentication (2FA) may be in place for Alpha-1.[120]

World manager

Le World manager est un algorithme dans Ashes of Creation qui contrôle les éléments dynamiques du monde. Il agit à la fois en tant que régulateur et en tant que système de récompense / motivation pour des activités variées en s'assurant que certains paramètres atteignent des paliers acceptables.[121]

Par exemple si vous êtes au courant que le fer est utilisé en tant que matériau brut pour une construction spécifique qui pourra augmenter le prix du mithril ou de l'argent ; cela influencera le marché à corriger sa direction légèrement. L'idée générale est de fournir des motivations légères qui aideront à réduire la demande et également à fournir une ressource qui ne serait plus présente dans le système économique.[122]Steven Sharif

Tables de Butin

Monsters drop hunting certificates, Articles and crafting materials rather than gold.[124][125]

A wolf is not going to be carrying a sack of gold. It may instead drop "pelts" that can be traded for gold.[125]
  • Hunting certificates will also drop on a character's death.[124]
  • Hunting certificates can be traded with hunter PNJs within nodes.[124]
    • The level of the node and the distance of the node from the drop will determine the value of the certificate. Certificates redeemed from distant economic regions via the caravan system will provide higher returns (4 to 5 times greater in some cases) than certificates collected from the same region.[122][124]
    • The value of the certificates are also calculated (by the world manager algorithm) based on the volume of certificates being redeemed in each region.[122]
  • Hunting certificates can also be stored within node warehouses.[124]

Tables de Butin of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items).[126][127]

Loot tables are disabled for player controlled monsters.[133]

Experience debt decreases the drop rate percentages from monsters.[134]

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.[135]

The node system allows the developers to scale the experience needed to level a node and the attrition that delevels a node based on activity.[135]

Things that NPCs buy and sell kind of scale based on the economic activity that exists on that server... As inflation rises, prices rise and everything kind of 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 you know 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.[135]Jeffrey Bard

Trade agreements

Gouvernement de Nœud can enter into trade agreements with other nodes. Each node entering into the agreement can designate caravans with materials to be sent to the other; improving the economy of both nodes. This gives experience to all involved, contributes to the node’s growth and helps to construct buildings.[136]

Mercenary guilds will be a viable way forward for different organizations. I think there will be a lot of business to be had with that; and one of the systems in our trade agreements is creating an escrow for those particular type of arrangements that we're looking into.[137]Steven Sharif

Routes commerciales

Mayoral caravan launched by a mayor to establish a trade route with another node.[70]

Routes commerciales in Ashes of Creation refer to.

Sharemarket

As nodes develop, player governments may open a Bourse (also called Stock markets and Sharemarkets) where players can buy and sell shares in Nœuds, Guildes and Organisations sociales.[140][141]

  • There is no regulatory commission to restrict the purchase and sale of stocks.[142]

Immobilier

Les joueurs achètent les actes d'Habitation de joueur depuis le Nœud lui-même.[143] Les joueurs peuvent également acheter et vendre des propriétés aux autres joueurs.[144]

  • Les habitations auront un prix de base qui évoluera avec le nombre de citoyens à l'intérieur du Nœud.[145]
  • Les développeurs étudient une méthode de vente aux enchères pour les nouvelles propriétés qui deviennent disponible à l'achat lors de l'Avancement de Nœud.[147]
    • Un période de grâce sera mise en place avant qu'une habitation devienne disponible pour la vente aux enchères.[147]
    • Des enchères seront ensuite acceptées commençant par la valeur minimale basée sur le nombre de citoyens dans ce nœud.[147]
    • A la fin de l'enchère, l'enchère la plus élevée remportera la maison.[147]
  • Une Habitation statique et des Appartements peuvent être listés et vendus aux autres joueurs.[148][149]

Il n'y a pas de limite sur les prix d'une vente organisée par les joueurs. Ils seront déterminés essentiellement par l'offre et la demande à l'intérieur du jeu et il n'existe pas de barrière artificielle jusqu'où la demande peut augmenter.[150]Steven Sharif

  • La propriété d'une maison peut retourner au Nœud si le propriétaire échoue à payer ses taxes foncières. Une balance et des pénalités seront chargées au nouvel acheteur de la maison à la manière d'un "processus de saisie".[145]
  • Les joueurs ne pourront pas excéder leur allocation d'habitation dans le jeu.[153]

Cela permettra aux joueurs de transférer des biens immobiliers. Cela inclut ... des maisons statiques, des appartements qu'ils possèderaient ; et ils peuvent vendre ceux-ci car ils auront une quantité limitée et finie.[153]Steven Sharif

Le concepts de location et de prêt sont considérés à ce jour.[153]

Certains concepts que nous avons sont par exemple la location ou le prêt qui pourraient éventuellement permettre aux joueurs de louer une propriété pour une période de temps où les droits de contrôles sur l'utilisation des emplacement de stockage de la zone, contrôler les meubles ou les points d'accès ; ce genre de choses.[153]Steven Sharif

Artwork

Voir également

Les références

  1. Ashes of Creation Press Kit.
  2. Vidéo, 2017-04-30 (8:02).
  3. 3.0 3.1 Unreal Engine Interview, 23 May 2017.
  4. 4.0 4.1 economic-metro-linking.png
  5. 5.0 5.1 5.2 Direct, 2017-05-05 (10:47).
  6. 6.0 6.1 6.2 Direct, 2017-05-15 (10:32).
  7. 7.0 7.1 Direct, 2018-01-18 (46:56).
  8. Vidéo, 2017-04-30 (6:54).
  9. 9.0 9.1 9.2 9.3 About Ashes of Creation.
  10. 10.0 10.1 10.2 economic-regions.png
  11. 11.0 11.1 economic-regions1.png
  12. economic-regions-static.png
  13. 13.0 13.1 region-overlap.png
  14. 14.0 14.1 14.2 14.3 steven-player-stalls-shops.png
  15. 15.0 15.1 15.2 15.3 15.4 Direct, 2017-05-05 (16:36).
  16. 16.0 16.1 16.2 16.3 16.4 steven-player-stalls-shops-online.png
  17. 17.00 17.01 17.02 17.03 17.04 17.05 17.06 17.07 17.08 17.09 17.10 17.11 17.12 Direct, 2020-07-31 (1:34:06).
  18. 18.0 18.1 18.2 18.3 18.4 18.5 Direct, 2017-10-16 (59:39).
  19. 19.0 19.1 19.2 19.3 19.4 19.5 steven-player-shops-placement.png
  20. 20.00 20.01 20.02 20.03 20.04 20.05 20.06 20.07 20.08 20.09 20.10 20.11 Direct, 2019-05-30 (1:26:16).
  21. 21.0 21.1 21.2 Entrevue, 2020-07-08 (55:05).
  22. 22.00 22.01 22.02 22.03 22.04 22.05 22.06 22.07 22.08 22.09 22.10 22.11 Know Your Nodes: Economic Node Type.
  23. 23.0 23.1 23.2 23.3 23.4 23.5 Direct, 2020-10-30 (1:03:52).
  24. 24.0 24.1 24.2 24.3 24.4 24.5 24.6 24.7 Direct, 2020-10-30 (1:04:59).
  25. 25.0 25.1 25.2 25.3 25.4 steven-ah-purchases.png
  26. 26.0 26.1 26.2 26.3 Direct, 2017-05-05 (35:16).
  27. 27.0 27.1 27.2 27.3 Entrevue, 2020-07-08 (57:46).
  28. 28.0 28.1 28.2 28.3 28.4 Direct, 2020-04-30 (1:14:44).
  29. 29.0 29.1 siege spoils.png
  30. 30.0 30.1 Ashes of Creation Instagram, 19 August 2020.
  31. Direct, 2020-05-29 (1:00:57).
  32. 32.0 32.1 player stall repair.png
  33. Direct, 2020-10-30 (1:06:09).
  34. Ashes of Creation Store: Confectioner’s Delight.
  35. Direct, 2020-03-28 (1:04:49).
  36. 36.0 36.1 Ashes of Creation - The visuals.
  37. Direct, 2017-05-19 (33:57).
  38. 38.0 38.1 Direct, 2017-10-31 (28:58).
  39. 39.0 39.1 The mighty beard!
  40. Direct, 2017-05-12 (53:08).
  41. Direct, 2017-05-05 (16:37).
  42. Direct, 2017-10-31 (30:34).
  43. 43.0 43.1 Direct, 2017-05-05 (32:22).
  44. Vidéo, 2018-09-06 (3:53).
  45. Direct, 2018-07-09 (50:16).
  46. Direct, 2017-05-15 (13:06).
  47. 47.0 47.1 Entrevue, 2020-07-18 (52:57).
  48. 48.0 48.1 48.2 Entrevue, 2018-08-24 (4:15).
  49. 49.0 49.1 49.2 Podcast, 2017-05-05 (43:05).
  50. Direct, 2020-05-29 (41:45).
  51. 51.0 51.1 Entrevue, 2018-12-06 (20:30).
  52. 52.0 52.1 52.2 52.3 52.4 Vidéo, 2020-05-31 (47:32).
  53. 53.0 53.1 53.2 Direct, 8 April 2018 (AM) (23:18).
  54. Entrevue, 2020-07-19 (41:32).
  55. 55.0 55.1 personal caravan launch points.png
  56. Direct, 2020-10-30 (38:04).
  57. Direct, 2018-08-17 (10:54).
  58. 58.0 58.1 Direct, 2020-06-26 (51:58).
  59. 59.0 59.1 Direct, 2019-06-28 (1:23:31).
  60. steven-personal-storage-access.png
  61. Npc vending.jpg
  62. Direct, 2020-05-29 (1:03:35).
  63. Vidéo, 2019-07-16 (0:00s).
  64. Direct, 2017-05-15 (45:20).
  65. Entrevue, 2017-01-20 (4:19).
  66. Entrevue, 2018-05-11 (28:21).
  67. flagging.jpg
  68. Ashes of Creation Store: Ramstone Hauler.
  69. 69.0 69.1 69.2 Direct, 2017-07-28 (19:43).
  70. 70.0 70.1 70.2 70.3 70.4 Vidéo, 2019-07-15 (2:12).
  71. Direct, 2020-04-30 (56:58).
  72. 72.0 72.1 72.2 72.3 Direct, 2020-04-30 (58:05).
  73. Direct, 2017-08-23 (28:22).
  74. 74.0 74.1 Direct, 8 April 2018 (AM) (15:46).
  75. Direct, 2020-05-29 (1:28:38).
  76. artisan classes.png
  77. Vidéo, 2017-04-30 (10:07).
  78. Entrevue, 2020-07-20 (20:17).
  79. 79.0 79.1 Direct, 2017-05-05 (8:22).
  80. Direct, 2017-05-05 (6:12).
  81. 81.0 81.1 81.2 81.3 Direct, 2017-05-08 (20:41).
  82. Direct, 2017-07-18 (38:30).
  83. Direct, 2017-05-26 (26:00).
  84. Entrevue, 2018-05-11 (24:18).
  85. Direct, 2019-06-28 (51:37).
  86. 86.0 86.1 86.2 Podcast, 2018-04-23 (29:56).
  87. Direct, 2017-05-26 (50:00).
  88. Direct, 2020-03-28 (1:03:38).
  89. siege equipment.png
  90. 90.0 90.1 Tax spending.png
  91. Entrevue, 2020-03-27 (0:30).
  92. 92.0 92.1 Entrevue, 2018-05-11 (57:02).
  93. House Tax.png
  94. Blog: 10 facts about castle sieges in the MMORPG.
  95. castle-influence.png
  96. castle-taxes2.png
  97. 97.0 97.1 castle-region.png
  98. castle-metro.png
  99. castle-taxes.png
  100. Direct, 2020-08-28 (1:39:02).
  101. castle-power.png
  102. castle-resources.png
  103. castle-taxes3.png
  104. castle-taxes4.png
  105. castle-taxes5.png
  106. 106.0 106.1 106.2 106.3 Entrevue, 2021-02-07 (13:14).
  107. 107.0 107.1 107.2 107.3 Podcast, 13 May 2017 (25:55).
  108. 108.0 108.1 Durability.jpg
  109. Entrevue, 2020-07-18 (55:01).
  110. 110.0 110.1 110.2 110.3 Entrevue, 2020-07-29 (16:46).
  111. Direct, 2020-08-28 (2:05:07).
  112. Entrevue, 2020-07-29 (15:04).
  113. Direct, 2017-05-05 (20:41).
  114. Entrevue, 2020-07-19 (51:11).
  115. Entrevue, 2018-10-20 (2:53:52).
  116. Direct, 2017-11-17 (38:35).
  117. Massively OP, 1 June 2017
  118. 118.0 118.1 118.2 Direct, 2018-02-09 (20:40).
  119. 119.0 119.1 119.2 119.3 Entrevue, 2020-07-08 (48:30).
  120. Entrevue, 2018-08-21 (40:44).
  121. Entrevue, 2020-07-19 (1:10:55).
  122. 122.0 122.1 122.2 122.3 122.4 122.5 122.6 Entrevue, 2020-07-19 (1:08:22).
  123. dungeons-leak.png
  124. 124.0 124.1 124.2 124.3 124.4 Entrevue, 2020-07-18 (27:11).
  125. 125.0 125.1 Direct, 2017-05-24 (44:14).
  126. 126.0 126.1 Entrevue, 2020-07-19 (8:43).
  127. February 8, 2019 - Questions and Answers.
  128. Entrevue, 2020-07-20 (21:57).
  129. Direct, 8 April 2018 (PM) (55:49).
  130. Entrevue, 2020-07-18 (1:00:15).
  131. Direct, 2020-07-25 (46:08).
  132. Direct, 2020-12-22 (1:15:01).
  133. Direct, 2017-05-03 (35:25).
  134. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  135. 135.0 135.1 135.2 Direct, 2018-06-04 (39:15).
  136. City hall.
  137. Direct, 8 April 2018 (AM) (18:59).
  138. Direct, 2017-05-17 (30:53).
  139. Kickstarter - We Just Broke $1,500,000!
  140. 140.0 140.1 Direct, 2017-05-17 (11:27).
  141. 141.0 141.1 Stock Exchange.jpg
  142. 142.0 142.1 Entrevue, 2018-10-20 (5:51).
  143. MMOGames interview, January 2017
  144. 144.0 144.1 Node series part II – the Metropolis.
  145. 145.0 145.1 Direct, 2020-06-26 (53:41).
  146. Direct, 2017-05-12 (52:01).
  147. 147.0 147.1 147.2 147.3 Direct, 2017-05-12 (55:01).
  148. 148.0 148.1 Direct, 2020-06-26 (47:32).
  149. Direct, 2020-06-26 (54:03).
  150. 150.0 150.1 Entrevue, 2020-07-08 (33:34).
  151. Direct, 2020-06-26 (1:02:12).
  152. Direct, 2020-06-26 (56:08).
  153. 153.0 153.1 153.2 153.3 Direct, 2019-05-30 (1:23:41).