Différences entre les versions de « NPCs »
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− | + | {{NPCs}} | |
+ | {{Mobs}} | ||
− | == | + | == NPC types == |
+ | |||
+ | {{NPC types}} | ||
+ | |||
+ | === NPC variants === | ||
+ | |||
+ | {{NPC variants}} | ||
+ | |||
+ | == NPC races == | ||
+ | |||
+ | {{NPC races}} | ||
+ | |||
+ | === NPC racial interaction === | ||
+ | |||
+ | {{NPC racial interaction}} | ||
+ | |||
+ | === NPC languages === | ||
+ | |||
+ | {{NPC languages}} | ||
+ | |||
+ | == Hired NPCs == | ||
+ | |||
+ | {{Hired NPCs}} | ||
+ | |||
+ | === List of hired NPCs === | ||
+ | |||
+ | {{List of hired NPCs}} | ||
+ | |||
+ | === Farmhand NPCs === | ||
+ | |||
+ | {{Farmhands}} | ||
− | + | === Mercenary NPCs === | |
− | NPCs | + | {{Mercenary NPCs}} |
− | == | + | === Tavern NPCs === |
− | {{ | + | {{Tavern NPCs}} |
− | == Player | + | === Player stall NPCs === |
− | {{Player | + | {{Player stall NPCs}} |
− | == | + | == Reputation == |
− | {{ | + | {{Node reputation}} |
− | == | + | == NPC perception == |
− | {{ | + | {{NPC perception}} |
− | == | + | == Voice acting == |
− | {{ | + | {{Voice acting}} |
− | == | + | == Artificial intelligence == |
− | {{ | + | {{Artificial intelligence}} |
+ | |||
+ | == Visuals == | ||
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+ | {{#dpl:category = {{ROOTPAGENAME}} | ||
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== See also == | == See also == | ||
Ligne 36 : | Ligne 80 : | ||
* [[World bosses]] | * [[World bosses]] | ||
* [[Monster coins]] | * [[Monster coins]] | ||
+ | * [[Encounters]] | ||
* [[Nodes]] | * [[Nodes]] | ||
− | + | == References == | |
+ | |||
+ | <references/> | ||
− | [[Category:Nodes]] | + | [[Category:Nodes]][[Category:Encounters]][[Category:NPCs]] |
Version actuelle datée du 8 avril 2024 à 02:06
- PNJs come and go as required by game mechanics, such as node progression.[3]
- Players will not be able to kill non-combat NPCs such as quest givers and vendors.[4][5]
- We may have some story arcs down the line where you're killing some well-known NPCs, but we got to build it up: we got to make you either love them or hate them before you get to that point.[4] – Margaret Krohn
- During sieges or monster coin events, non-combat NPCs may despawn. If their service buildings are damaged or destroyed by the siege or event they may not respawn until their buildings are repaired or rebuilt.[5][6][7][8]
- During sieges or during monster events those venders, the non-combat NPCs, are usually provided for through a particular building type, unless they're general NPCs. If they're general NPCs currently, I think what we're doing is we're despawning them if they're not combat-oriented and if they are a service building like a constructible, if that building becomes damaged, then the NPC is disabled post the event, or post the siege until the building is repaired; but they're not present to be killed as part of the siege event. If they're a combat NPC, such as a mercenary or like a captain of the guard whatever: they're present, they can be killed and they have ramifications for doing so.[5] – Steven Sharif
- Some NPC movements and behaviors are dictated by time of day or other rotational cycle, others will be static.[9]
- Where we place the NPC rotations that are relevant- those would be rotations that exist perhaps within an hour, not so much within a day so-to-speak. So there might be five minutes of some changing of an organization's acolytes in a temple or something; and that might be because obviously there's a quest related to that rotation.[9] – Steven Sharif
- NPCs will behave differently based on a player's reputation.[10][11][12][13] Otherwise, branching dialog trees are not currently planned for NPC interactions.[10]
- Q: Can you influence NPCs or mobs when interacting with them by using your knowledge of their unique personalities/routines/lore or general knowledge of the world state?
- A: We haven't planned for any type of branching dialogue personalities that give insight to those types of things and I don't believe that's planned for our narrative design, no. There is however some potential faction-based reputations that can be had and those reputations might send the NPCs down different behavior trees; and that is something that is incorporated. But if I understand the question correctly it's more along the lines of catering specific dialogue responses that will send down different dialogue branches and that's not planned.[10] – Steven Sharif
There will be a mix of different monsters and difficulty levels throughout the world that are tied to the development of nearby nodes. As nodes advance, mobs will present new and increasing dangers that players can participate in.[17]
- In the world naturally there will be locations that are going to have a mix of different levels of monsters and difficulty levels; and then those spawn tables relate to the development of nearby nodes. So as nodes develop they'll be changing the spawn tables around them to reflect their further development in the world, presenting new and more difficult dangers that the players can participate in.[17] – Steven Sharif
- Not all creatures are immediately hostile to players.[18][11] Some creatures may hunt other creatures.[19]
- We've talked about this a little bit in the past when talking about taming and/or certain types of like creature gatherable resources there are herds that exist out there. There are big game that exist out there, where they're not going to aggro and attack you per-se. Also lower level monsters and certain type of like social monsters may not attack you off the bat.[11] – Steven Sharif
- There will be flying mobs, but not in terms of requiring a flying mount to engage them.[20]
- We will have flying monsters but essentially what that means is there's going to be rotations either in the behavior tree that might make them inaccessible to targets, or they might do some like swooping attacks; they might come and land on the ground and fight you. But generally monsters are going to be accessible from on the ground, so we're not creating content for the limited number of individuals who are going to have access to a flying mount.[20] – Steven Sharif
- Certain world bosses and elite monsters will path/roam throughout the world.[21][14] Other mobs will have leashes that will cause the mob to reset if it moves too far from its point of origin.[22]
- Leashes are relevant. There's other gameplay implications that happen when you're able to actually move populations around. We don't want to really give that to the players perspective.[22] – Steven Sharif
- In general, mobs will not leave footprints or cause screen-shake; but larger monsters and bosses may do.[24][25] Screen shake will be customizable in user interface settings.[24][26][27]
- There is something to be had there about those types of screen-shake effects. We want them to be present when we're emphasizing certain things, but we don't want them to be a nuisance, or annoying, or too plentiful; and having screen-shake apply to every step would probably be too abundant. Will players have control over those on-screen type effects? Yeah I think so. I think that's something we want to provision as a customizable option for players to be able to turn off, because it can be somewhat nauseating for certain groups of people and a distraction from what's happening in the world.[24] – Steven Sharif
- Average non-elite mob time-to-kill for a solo player is intended to be around 6 seconds.[28]
- Certain bosses and creatures will have voice lines along with other audio cues.[29]
NPC types
- Agricultural supplies merchants
- Animated Armor Mobs
- Arachnids
- Beetles
- Black market vendors
- Bosses
- Caravan masters
- Commodities vendors
- Construction foreman
- Cyclops
- Demons
- Dragons
- Elder dragons
- Farmhands
- Haunted Armor
- Hired NPCs
- Living statues
- Mercenaires PNJs
- Marchands
- Minotaurs
- Monstres
- Mushroom (mobs)
- Mushrooms
- Gardes
- Najash
- Naval NPCs
- Player stall NPCs
- Prêtres
- Profession NPCs
- Quest givers
- Raptors
- Requisition agents
- Érudits
- Scorpions
- Siege NPCs
- Skeletons
- Spirits
- Stoneworks merchants
- Tavern NPCs
- Undead
- War Beast
- Woodshop merchants
- Zombies
NPC variants
There will be variants of the monthly cosmetics for PNJs and Monstres.[31][32]
We've mentioned this before about what the cosmetics do, but all of those pre-order pack items allow us to create the world. They're the NPCs in the world. They help us make NPC variants. The clothing and costumes are costumes that we'll be putting on NPCs. You're actually helping us create the world.[33] – Margaret Krohn
NPC races
NPC racial interaction
Les PNJs vont réagir différemment aux différentes balises d'un personnage.[35]
NPC languages
The race of a NPC influences its language and nomenclature in terms of its dialogue tree.[36]
Hired NPCs
Hired NPCs are able to be utilized for specific functions.[38][39][40][41][42][43][44][45][46][47][48]
- Node-related NPCs
- Higher tier node NPCs (such as Gardes) may be available when certain service buildings (such as the barracks) is upgraded by the mayor, or when the node achieves certain relics, or specific node policies are enacted.[49][50][51][52]
- Mercenaires PNJs can also be hired ahead of certain events.[49]
- Player-hired NPCs
- NPCs that exist on freeholds may be available when certain freehold buildings are upgraded relating to artisan progression.[51]
- There will be different costs associated with hiring higher tier NPC assistants.[51]
- NPCs hired by players are able to be customized via the character creator. Node-related NPCs are not able to be customized.[50][53]
- Those are specific types of NPCs that have specific functions; and for example, on the freehold, we've always talked about in the past having certain NPCs that are capable of rotating crops or planting and/or watering, doing certain process-oriented functions that are available to the user to acquire. We still have those plans. Those plans will follow a similar pet system functionality, core system functionality, where they'll have actions that can be dictated by the user.[38] – Steven Sharif
- Q: How advanced is it going to be? How advanced is going to be the system of hiring and customizing?
- A: Relatively advanced. I think there's a few paths that you can take when it comes to training up those types of NPC aids. What things that they can do. I think there's going to be different tiers and costs associated with higher level assistance on the freehold. But the same is true for mercenaries that nodes can hire, or castles can place with regards to sieges and/or wars and/or events. Like you have a very base functioning level of mercenaries with set of equipment and skill rotations and behavior trees that are possible at a fundamental level. And then as you upgrade the node's barracks, as you might upgrade- you might achieve certain Relics that you gain or enact certain policies that allow you to dial up the stats of those mercenaries. The same thing is true for the NPCs that can exist on freeholds, except those might be more predicated to service buildings that relate to artisanship. And that might be one of the reasons why it's beneficial to own a freehold in one particular node versus another- is based off of what amenities are now available to your freehold as a result of that node selection.[51] – Steven Sharif
List of hired NPCs
Farmhand NPCs
Based on node type and progression, players will be able to hire NPCs to work as farmhands on their freehold farms.[38] Players will be able to command these farmhands in-game as well as potentially offline via an application (mobile app) or web interface.[38][48][47]
Mercenaires PNJs
Mercenaires PNJs can be hired to participate in objective-based situations.[41][42][43]
- Varying tiers of mercenary NPCs may be unlocked based on the investment made in their progression. Highest tier NPC mercenaries are referred to as heros.[55][56][41][42]
- Maires are able to allocate treasury funding to hire mercenary NPCs to defend their node during sieges.[42][43]
- Nodes can invest in upgrade paths that give a greater selection of roles and quality (gear level) of NPC mercenaries used for caravan defense.[55]
- NPC mercenaries can be hired to participate in castle sieges based on the allocation made by the governing castle and how successful they have been defending their castle nodes.[56][41]
- These mechanics are subject to change based on testing and priorities.[55][56]
- Players can assign mercenary NPCs, but won't micromanage them, in a similar manner to pets.[43]
- There are mercenary NPCs that can be assigned to players. We've discussed about that before and those will follow generically... a pet system even adopted majority of the pet system with the added bonus of objective based points of interest that you can assign them to. But we don't want to inundate the field with these mercenaries they'll be few and far between. They'll be assigned specifically like let's say for example as the mayor of a node during a siege you'll be able to assign these two specific players that are citizens within your node and then they'll have those they'll spawn during the during the node siege; or vice versa and the castle siege guild leaders can assign mercenaries that are available based on the progress of those subsidiary nodes around the castle siege whether or not you have those available to your defense or your attack.[43] – Steven Sharif
Tavern NPCs
Tavern NPCs ("bartenders") are merchants that are present in Tavernes in nodes and on freeholds.[39][44]
- Tavern NPCs sell food, drinks, and other crafted items that have been made for that tavern. Consuming these items will grant buffs for a period of time, providing the character remains in proximity to the tavern.[39][44]
You're going to probably want to sell items to other players more than necessarily tavern merchants but they'll be there as well.[39] – Jeffrey Bard
Player stall NPCs
Attendant NPCs may assigned to occupy a player stall while that player is not online.[40][45][46]
- Player stall NPCs may be an "image" of the player.[57]
Reputation
Good actions, such as completing buy orders, commissions, and caravan trips, can cause a character to gain positive node reputation. Bad actions taken, such as failing certain quests, may result in gaining negative reputation. This reputation is gained or lost on a per-node basis.[58][59][12]
- Whether you're a citizen or not, you can establish reputation within a node; and the way you establish that reputation is by completing buy orders, completing commissions and quests, and even completing caravan trips there or out of there. Different interactions that you would do with the node can yield you reputation within that particular node.[58] – Steven Sharif
- Node reputation applies to both node citizens and non-citizens.[58]
- Excessive negative reputation may cause a character to be deemed enemy of the state of a node.[12]
- Negative reputation may open up certain quest lines that the darker, seedier side of the world are interested in.[12]
- The more good aligned or civilization building aligned tasks that you complete, you get higher positive reputation. But if you get low or bad reputation you could be deemed enemy of the state of a node. You could be deemed a bad actor and it might raise prices for you, but it also might open up certain quest lines that the darker, seedier side of the world are interested in.[12] – Steven Sharif
Certain PNJs and node vendors will react differently to player characters based on their reputation within the node or with "factions" within the node (such as social organizations).[10][11][12][13]
- Node reputation affects access to certain node vendors, specific goods or services that they sell, and the pricing of those items.[59][12]
- Higher node reputation can unlock rarer commissions.[58]
- Gardes will kill corrupted players on sight.[60]
- Node reputation is a separate mechanic that also deals as a predicate for the vendors that you have access to as a player. And so you can establish that node reputation by doing certain activities within the node, by progressing within certain social organizations, or certain religions within the node; and then that predicate serves as your access either to items granularly within a vendor's access table, or to just vendors as a whole. It just depends; and there's different thresholds you have to meet across different vendors.[59] – Steven Sharif
- NPCs will add a player to their hate list if that player heals, buffs or otherwise assists any player on their hate list.[61]
NPC perception
NPC perception is intended to have different sensory types, ranges, and angles.[62][63][64]
- We are talking about things like unique abilities played by characters that extend the perception radius, or sounds and different types of walking that are angular from the mob's perception perspective to be unique, different types of creatures that might be of three-dimensional in space, whether it is in water or birds in the sky that have a downward cone angle type perception as well. Those are things we want to do, but we haven't yet spent the time on the AI behaviors there.[63] – Steven Sharif
- Social aggro will vary based on NPC types and NPC factions.[62]
- Q: How far away from hostile targets will be before they act aggressively towards us? More specifically, will creatures watch us murder their friends in the open world with no reaction, will they try to kill us in retaliation, or will they run away in sheer terror?
- A: Obviously as MMO Gamers we're accustomed to the concept of social aggro. When I hit a target out in the field, they're going to aggro other creatures nearby. We have similar functionality. Obviously however we also have this concept of a more puzzle-oriented level design, where you have different patrollers that might be moving around the world. So that dynamic is always changing the creatures that are near each other might be something that you need to be cognizant of as you begin to navigate those areas. And there might even be certain faction types, where you may have dedicated aggro social tags between certain creature types; and that might be like goblins with their goblin dogs. They could be far away but they send off an alert to those nearby enemies when you aggro another target. And then you also have these perception radiuses; and there's a number of different perception radius types that we incorporate as part of our AI. Those things might be a forward-looking perception cone that represents sight-based perception; and then you might also have a rear perception radius that might represent kind of sound; and those perception types might even interact with unique stats. So, as a Rogue you might have a stealth ability, or as a Ranger you might have camouflage ability: Those are going to dampen those stats which are checked by those perception radiuses; and then you might even have different creature types that fly above the battlefield, or beneath the battlefield, and they may have downward cone type angles. The whole idea is that that navigating the world should be like a puzzle as you move throughout.[62] – Steven Sharif
- Compétences such as Stealth and Camouflage can dampen NPC perception.[62]
- NPCs in certain encounters may be aware of their local environment and can seek cover behind obstacles, for example; but this will not be prevalent in general AI designs.[65]
Voice acting
- PNJs will have voice acted audio greetings.[66][67]
- Certain bosses and creatures will have voice lines along with other audio cues.[29]
- Narrated quest lines are not currently planned for launch.[66] It has been stated that adding voice acting into the game at a later point will be a fairly cosmetic change.[66]
- Is it difficult to add voice acting later? No, it's definitely not... It's a fairly cosmetic change.[66] – Steven Sharif
- I think that some of the technology and the advancements that we've seen, not just within the gaming industry but a broad scope of AI influence, is something that we are keeping a close eye on and we have some plans to investigate and inspect a few of the designs and approaches that we've taken, particularly as it relates I think to this question and AI voiceover potential to influence our narrative loops and how players interact with general AI dialogue; and there is an opportunity there, but it's not one that we have fully explored yet, although it is on the docket for the first part of next year for us to analyze what potential exists from a leveraging standpoint for this new tech; and I would say, stay tuned next year as we give updates. You'll likely see some things, perhaps even in Alpha-2 that could relate to that, we'll see. But, it is something we are aware of and we are keeping close tabs on how to integrate and leverage as part of Ashes.[68] – Steven Sharif
Artificial intelligence
Ashes of Creation utilise une intelligence artificielle(IA) évolutive, ce qui signifie que des rencontres différentes pourront se produire avec des créatures similaires, ce qui donnera lieu à des expériences différentes pour le joueur.[71]
- Utilisation d'une nouvelle technologie d'IA qui n'a pas encore été vue dans d'autres projets de MMORPG.[72]
- Les boss sont scriptés et prennent des décisions de manière dynamique pendant les combats de boss.[73]
- Les développeurs ont évoqué la possibilité que des PNJ effectue des "actions d'inactivité" pour rendre le monde plus vivant, mais cela n'a pas été confirmé.[74]
- Certains comportements de l'IA peuvent s'activer en fonction de la progression du joueur lors d'une rencontre.[75]
- Les PNJ lors de certaines rencontres peuvent être conscients de leur environnement local et peuvent se mettre à l'abri derrière des obstacles, par exemple. Mais cela ne sera pas très répandu dans les conceptions générales de l'IA.[65]
Il existe des systèmes d'intelligence artificielle qui ne sont pas liés au contrôle des PNJ.[76]
Il existe d'autre types d'IA qui ne sont pas nécessairement liés au contrôle des PNJ. Il y a des IA concernant le développement des frontières des nœuds, dans la direction et aussi les décisions qui sont prises sur les nœuds inférieurs à asservir en tant qu'États vassaux. Il y a une IA qui s'occupe un peu du marché boursier qui sera présent dans l'économie. Il y a des systèmes d'IA qui vont être annoncés et qui sont je pense assez innovants en ce qui concerne le genre des MMORPG et qui vont rendre le système d'événements déclenchés très intéressant, je pense ; et cela concerne la façon dont les nœuds se développent et l'environnement réagit à ce développement en faisant apparaître ces événements déclenchés, comme une horde de zombies qui attaque une ville ou un boss de raid légendaire qui sort de la montagne. Je pense qu'il y a beaucoup d'opportunités pour que certaines des innovations dans le secteur de l'IA du développement de jeux vidéos se retrouvent dans Ashes.[76] – Steven Sharif
Visuels
2024-03-01 2023-09-13 2023-09-04 2020-11-09 2020-08-01 2020-08-01 2018-04-29
Voir également
Les références
- ↑ Direct, 2020-02-28 (47:45).
- ↑ Direct, 2020-07-31 (1:54:45).
- ↑ Entrevue, 2021-02-07 (31:37).
- ↑ 4.0 4.1 Direct, 2024-02-29 (53:17).
- ↑ 5.0 5.1 5.2 Entrevue, 2023-07-09 (1:32:45).
- ↑ Direct, 2022-03-31 (1:13:00).
- ↑ Entrevue, 2020-07-08 (57:46).
- ↑ Direct, 2019-11-22 (17:59).
- ↑ 9.0 9.1 Podcast, 2021-04-11 (15:55).
- ↑ 10.0 10.1 10.2 10.3 Direct, 2023-07-28 (1:19:55).
- ↑ 11.0 11.1 11.2 11.3 Direct, 2023-02-24 (1:22:04).
- ↑ 12.0 12.1 12.2 12.3 12.4 12.5 12.6 Direct, 2021-12-23 (1:26:36).
- ↑ 13.0 13.1
- ↑ 14.0 14.1 14.2 14.3 Direct, 2021-03-26 (54:26).
- ↑ Direct, 2020-07-31 (1:45:40).
- ↑ Direct, 2020-06-26 (1:14:42).
- ↑ 17.0 17.1 Direct, 2017-05-26 (24:33).
- ↑ Vidéo, 2023-05-31 (4:17).
- ↑ Vidéo, 2023-05-31 (5:01).
- ↑ 20.0 20.1 Direct, 2021-06-25 (1:28:02).
- ↑ Entrevue, 2023-09-10 (28:15).
- ↑ 22.0 22.1 Direct, 2022-05-27 (1:00:23).
- ↑ Direct, 2023-01-27 (1:10:12).
- ↑ 24.0 24.1 24.2 Direct, 2023-05-31 (43:04).
- ↑ Direct, 2023-05-31 (40:52).
- ↑ Vidéo, 2022-06-30 (24:18).
- ↑
- ↑
- ↑ 29.0 29.1 Direct, 2023-05-31 (45:26).
- ↑ 30.0 30.1 Direct, 2021-05-28 (1:49:24).
- ↑
- ↑
- ↑ Direct, 2021-04-30 (6:46).
- ↑ Types of Events on Verra.
- ↑ Podcast, 2018-04-23 (29:56).
- ↑ Direct, 2022-03-31 (4:57).
- ↑ Direct, 2020-02-28 (47:45).
- ↑ 38.0 38.1 38.2 38.3 38.4 38.5 Entrevue, 2023-07-09 (1:37:34).
- ↑ 39.0 39.1 39.2 39.3 39.4 Direct, 2021-01-29 (1:11:29).
- ↑ 40.0 40.1 Direct, 2020-10-30 (1:04:59).
- ↑ 41.0 41.1 41.2 41.3 Direct, 2020-08-28 (1:41:24).
- ↑ 42.0 42.1 42.2 42.3 Direct, 2020-06-26 (59:11).
- ↑ 43.0 43.1 43.2 43.3 43.4 Direct, 2019-11-22 (1:14:23).
- ↑ 44.0 44.1 44.2 Direct, 2018-06-04 (14:13).
- ↑ 45.0 45.1 Direct, 2017-05-10 (16:36).
- ↑ 46.0 46.1
- ↑ 47.0 47.1 47.2 47.3 Direct, 2017-11-17 (11:00).
- ↑ 48.0 48.1 48.2 48.3 Direct, 2017-05-09 (28:57).
- ↑ 49.0 49.1 Direct, 2023-08-31 (2:08:54).
- ↑ 50.0 50.1 Direct, 2023-08-31 (2:06:21).
- ↑ 51.0 51.1 51.2 51.3 Direct, 2023-04-07 (1:19:41).
- ↑ Direct, 2022-08-26 (1:17:04).
- ↑ Vidéo, 2022-03-31 (18:47).
- ↑ Direct, 2023-05-31 (58:25).
- ↑ 55.0 55.1 55.2 Direct, 2022-05-27 (1:18:09).
- ↑ 56.0 56.1 56.2 Direct, 2021-04-30 (1:01:10).
- ↑ Direct, 2017-05-10 (35:16).
- ↑ 58.0 58.1 58.2 58.3 Direct, 2024-02-29 (57:27).
- ↑ 59.0 59.1 59.2 Direct, 2023-08-31 (1:06:01).
- ↑ Direct, 2020-02-28 (1:14:38).
- ↑ Direct, 2017-11-17 (29:45).
- ↑ 62.0 62.1 62.2 62.3 62.4 Direct, 2024-02-29 (3:12).
- ↑ 63.0 63.1 63.2 Direct, 2023-11-30 (1:36:32).
- ↑ 64.0 64.1 Direct, 2018-06-04 (29:28).
- ↑ 65.0 65.1 Direct, 2022-02-25 (1:03:32).
- ↑ 66.0 66.1 66.2 66.3 Entrevue, 2018-10-20 (2:22:09).
- ↑ Direct, 2018-04-8 (AM) (25:12).
- ↑ 68.0 68.1 Direct, 2023-12-19 (3:59).
- ↑ Forums - Livestream Q&A - May 31, 2023.
- ↑ 70.0 70.1 Direct, 2021-06-25 (21:24).
- ↑ About Ashes of Creation.
- ↑ Direct, 2017-05-05 (11:55).
- ↑ Direct, 2017-07-28 (43:57).
- ↑ Direct, 2018-04-8 (PM) (3:56).
- ↑ 75.0 75.1 75.2 75.3 Entrevue, 2021-06-13 (22:20).
- ↑ 76.0 76.1 76.2 76.3 76.4 Podcast, 2018-05-11 (24:23).