Asedios a castillos

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Alpha-1 castle siege gameplay.[1]

Throughout Ashes of Creation, the player has an opportunity to participate in massively multiplayer siege warfare. Since castles are likely the world’s most limited resource, it will be a task to secure and hold them. Involving hundreds of players on a single battlefield, our sieges will employ many moving parts and intricate design features. Because of the difficult nature of taking and keeping a castle there are great rewards available to the players for their efforts. Castles will allow players to exert control over nearby lands and allow for the development of unique buildings in the nearby towns.[2]

Los gremios participan en asedios a castillos en un intento por capturar y ocupar uno de los cinco castillos de gremio en Ashes of Creation.[3]

  • El objetivo mínimo es que haya 250x250 jugadores en un mismo campo de batalla. Se espera que, con el tiempo, pueda aumentarse a 500x500.[7][8][9][10]
  • Habrá sistemas que imiten algunas de las mecánicas de los asedios, pero no habrá asedios de práctica.[11]
  • Es posible que haya zonas instanciadas dentro de los asedios a castillos y nodos de mundo abierto, donde grupos específicos puedan participar en pequeñas batallas de corta duración basadas en objetivos que afectarán al resultado general del asedio.[12]
    • Anteriormente se había afirmado que los asedios a castillos podrían o no ser (completamente) instanciados en el juego final.[13]
    • Los asedios a castillos durante el Alfa-1 se producían en una zona de mundo abierto a la que se podía acceder a través de un PNJ teletransportado.[14][15][13][16]

Un gremio que capture un castillo será dueño de ese castillo durante un mes antes de que vuelva a ser asediado.[17][18]

Each week leading up to the siege week... is a week that's dedicated to one of the three castle dedicated nodes. So around the castle there are three nodes. They represent week, one, two, and three; and then the fourth week is the siege against the castle. Those can only be elevated up to stage three. We've discussed this in the past and there's definitely information out there on the community ran wiki.[17]Steven Sharif
  • En las tres primeras semanas que un gremio ocupe un castillo tendrá que subir de nivel cada uno de sus nodos de castillo hasta la fase de aldea mediante misiones.[17][18]
    • Cada uno de los tres nodos de castillo tiene un asedio al final de cada una de estas tres semana.[18][19]
  • La cuarta semana es la semana de la declaración de asedio, en la que otros gremios tienen la oportunidad de colocar su bandera de declaración o apuntarse como defensor del castillo.[17][18]
  • En función de lo bien que el gremio defienda sus nodos del castillo, mejorarán las defensas del castillo.[18][19]
  • Diferentes armas de asedio otorgarán a los atacantes la capacidad de destruir muros, puertas y secciones del castillo para acceder a la zona del torreón interior.[20]
  • Cuando los castillos cambian de manos (trás un asedio), algunos impuestos se quedan en el castillo y otros en el gremio.[21]
There will be benefits to attracting people... even if they're not in your guild or alliance – a feudal like system, where you can attract other players who are just independent of this whole politic. They will have things to do there - benefits to receive - and there will be a reciprocal relationship between who you can attract, what they do for you; and how that benefits you and them.[18]Steven Sharif

Castillos del gremio

Guild castle Alpha-1 early preview.[22]

With five Castles in the world, and each having been owned by different civilizations from the far-flung past of Verra, you can expect that each Castle has its own character. Different terrains and different layouts will result in each Castle having its own advantages and disadvantages. Just because you have managed to take one Castle will not mean that your strategies will pan out in the next. Commanders will have to take into consideration the lay of the land, time of day, weather, and even seasons into account when forming their battle plans.[23]

Sword 01 - with logos.png

Five guild castles exist in Ashes of Creation.[24][23][3]

While the hard structural environment is static and not able to be- you're not building a castle if you own a castle, you're inheriting a historic ruined castle that is representative of the past because it has some tie-in to specific types of powers that we haven't gotten into from a lore perspective yet but we haven't expressed to the community. That's something that we're going to leave for the community to find out when they play. But when you place mercenaries and you place those blockades and you place those traps, that affects the level design of the castle according to the strategy you might use to defend it.[24]Steven Sharif
These Castles are occupied when players arrive on Verra, and their current inhabitants will have to be removed before any player can claim them. Castles will be dangerous and high-level raid zones until they can be cleared, and the first group of players to do so will gain the Castle as their reward.[23]

Nodos de castillo

One of the 5 guild castles is located on an island, depicted with its 3 adjacent castle nodes.[28][29]

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.[23]

Los castillos del gremio tienen tres nodos en las proximidades.[3][20]El gremio debe desarrollar esos nodos para mejorar las defensas del castillo.[3] Será posible, pero muy difícil, que un solo gremio desarrolle por completo estos nodos. Es probable que necesiten ayuda de la comunidad en general.[33]

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.[36]Steven Sharif

Los nodos de castillo suben de nivel a través de misiones por parte del gremio propietario o gremios de la alianza.[20]

  • Subir de nivel los nodos del castillo es más rápido en comparacón con los nodos normales.[18]
  • Al final de cada semana previa a los asedios a castillos hay un periodo de tiempo en el fin de semana donde las caravanas generadas por PNJs comienzan a moverse hacia uno de los nodos de castillo llevando los impuestos del castillo desde los nodos que están en el dominio del castillo.[22][37]
    • Durante este tiempo, es deber del gremio propietario, sus alianzas, y ciudadanos de estos nodos a escoltar estas caravanas al nodo de castillo.[22]
    • Los enemigos del gremio tienen incentivos para atacar esta caravana recogiendo las ganancias de la caravana y sabotear la recogida de impuestos, lo cual, reducirá las capacidad defensiva de los nodos de castillo y, por consecuencia, a los propios castillos .[22][20]
    • Los ciudadanos de estos nodos están bajo la influencia del castillo y están automáticamente registrados como defensores de estas caravanas y no pueden participar en ataques contra estas.[22]
  • Al completar estas misiones, se desbloquean servicios y funciones que son útiles al gremio ocupante y sus aliados además de potenciar las defensas del castillo.[20]

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.[20]Steven Sharif

Ser miembro de un gremio ocupante te convierte automáticamente en guarnición de los nodos de castillo y del propio castillo.[3]

Declaring a castle siege

Siege preparation.[38]

Gremios are able to sign up to either siege or defend a castle over a week long declaration period.[36][20]

  • Once a guild registers for the siege a scroll creation quest is initiated that guild members may participate in, and it becomes possible to lay the declaration scroll down as soon as the quest is completed.[39]
    • Multiple guilds may register to attack and the first to complete the scroll and lay down the declaration may begin to have their members register to attack (there will be a cap).[39]
    • The siege scroll deployment is a 5 min rooted cast that alerts the region at the cast initiation and names the caster that must be the guild leader.[39][40]
    • If the guild leader is killed, the casting is interrupted.[41] The scroll will remain until it is recast. It will disappear if it is not cast within the declaration period.[42]
    • The scroll may only be placed in a ring around the castle.[43] The quality of the scroll determines the proximity to the castle.[44]
  • Players don't need to be in the guild that owns a castle in order to sign up for the defense of the castle.[20]
  • The guild leader that owns the castle is able to approve guilds that have applied to defend at the castle.[20]
  • Following declaration, the defender has a week grace period to approve defenders, hire mercenary NPCs and set up defensible positions.[36][20]

Castle siege objectives

  • Attackers capture waypoints in the castle's architecture to diminish their respawn timer and increase the respawn timer of the defenders.[45]
  • Defenders can counter-play by attacking the siege headquarters of the attackers to diminish their declaration flags and increase their respawn timers.[45]
  • Legendary NPCs will be present as commanders that act mini raid boss within the defending and attacking armies. Killing these provides added benefits, such as certain types of drops that grant battlefield benefits to either side.[45]
  • The ultimate objective for the defenders is to survive during the timed period of the siege, which is approximately 90 minutes in its first iteration.[45]
  • If the attackers reach the inner keep of the castle, a guild leader (or one other delegated officer) must cast a 3 to 5 minute cast to seal ownership of the castle.[45]
    • Casting time is diminished based on on the number of waypoints captured during the siege.[45]
    • There's an opportunity for any guild leader in the attacking alliance to capture the castle for themselves, despite what may have been agreed upon prior to the siege.[46]

There's an opportunity there for perhaps backstabbing in the throne room where one guild is like yeah you know we agreed to get to this area but we had a change of heart in the middle of the battle.[46]Steven Sharif

Siege alliances

When a siege begins, temporary alliances are formed among attackers and defenders.[47]

  • For node sieges, citizens of the node or provincial nodes being attacked are automatically registered as defenders.[48]
  • There are many reasons to participate as an ally in the attack or defence of other nodes.[49]
    • Titles.
    • Items.
    • Materials.
    • Money.
    • Social bonds.

Many incentives exist that can benefit your node and yourself personally by participating in the attack or defense of cities. These range from titles, to items, to materials, to money. Additionally, aiding others may help you strengthen bonds when your assets are threatened.[49]Steven Sharif

Siege mechanics

info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.

A siege occurs over several phases.[50]

  • Certain siege mechanics may be gated for specific size groups during sieges.[51]
  • There will not be a deserter debuff for leaving a siege before it is complete.[52]
  • More will be revealed in an upcoming blog entry.[50]

Siege weapons

Trebuchet siege weapon in Alpha-1 castle sieges preview.[53]

It wouldn’t be a castle siege without siege weapons. These are massive machines of war that enable attackers to bring down the walls, and defenders to keep their keep safe. Crafters can bring their own powerful schematics to the battlefield, or you can order baseline siege weapons from your friendly neighborhood siege master NPC. The Castle’s defenders will be able to deploy their own defensive weapons and turrets based on how well they maintained and defended their own Nodes. The sky will be illuminated with fire and fury.[23]

Siege weapons and siege vehicles are able to be utilized during sieges.[24]

Part of this endeavor of sieging a player-held location (or non-player-held location) is time to prepare; and that includes gathering and crafting these mega weapons or collecting the resources: Whether it be gold or specific quest items to purchase from NPCs.[31]Steven Sharif
Anything that you want to bring into existence in the world is going to be built by players: Whether that is Naves, Siege engines, Armas, Armadura, etc.[57]Jeffrey Bard

Siege PvP

Sieges don't use the PvP flagging system.[58]

Death penalties do not apply to objective-based events (such as caravans, guild wars, and node sieges).[59]

Siege NPCs

Siege NPCs, NPC guards, and mercenary NPCs serve as defense points during sieges and other events.[60][61]

  • Only combat NPCs are killable during a siege. Non-combat NPCs, such as merchants, will despawn and will respawn if the siege is unsuccessful.[60][62]

Dragones

info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.

Dragones are flying mounts with strong battle abilities, such as AoE breath attacks, swooping flyby attacks, and others.[64][65]

The dragon will have a lot of capability in PvP. It's primarily its purpose, because as it relates to Castles and the sieges they're in, or Nodes and the sieges they're in. We want dragons to have large scale ramifications against player raids.[65]Steven Sharif

Habilidades de asedio

Las invocaciones de grupo son activadas por un líder de grupo con esa habilidad en su kit de clase junto con componentes adicionales de otras clases que formen parte del grupo.[67]

info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.

Hasta ocho jugadores con el mismo arquetipo primario pueden unirse para crear invocaciones de asedio durante un asedio.[68]

These are the types of systems that we want to put in place where groups of a single primary archetype can come together to summon these types of effects that play off of what the identity of that archetype is.[68]Steven Sharif

Invocador

Summoners can collaborate together during sieges to summon larger creatures, such as Golems.[69][70][71]

We do have the concept of siege summons being a thing with multiple summoners being required in order to create that siege summon. In those situations your character becomes the summon. So you don't have an AI that takes over your previous character but instead the recipient of those additional spell effects becomes the actual summon itself.[69]Steven Sharif
  • The target of the group summon becomes the summon itself.[69][71]
    • Previously it was stated that the party-leader becomes the summon.[70]
info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.
  • A siege summon will have an incremental size based on the number of summoners participating in that summon activity, with a maximum of eight.[72]
  • The number of summoners participating in the summon will determine its overall size.[72]
  • All summoners must be in the same party and the party leader must be a summoner.[70]
    • The party leader initiates the summon and then takes control of it.[70]
    • Once summoned, the party leader cannot be changed.[70]
    • If the party disbands, the summon ends. There will be a grace period to handle disconnects.[70]
    • The party may also contain non-Summoners.[70]

Tanque

info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.
If eight Tank archetypes each use one of their summon wall abilities it might construct a larger wall that can divide two raids in a moment; and would require damage and block skills and abilities for a momentary lapse of battle between those two raids.[68]Steven Sharif

Siege aftermath

Rubble will be visible for a period of time following a successful castle siege. This will likely persist until the incumbent guild develops the first defensive node.[74]

Alpha-1 castle siege mode

Trebuchets in the Alpha-1 preview castle siege attackers headquarter camp.[76]

Alpha-1 castle sieges are based on Ashes of Creation Apocalypse castle sieges.[78][16]

  • Players will be able to join guilds. These guilds can register for the siege events.[76]
  • Castle siege events will be 100v100 battles that occur daily and will last for three hours.[76]
  • Attackers will start on the opposite end of the map (from the defenders).[76]
  • Attackers will be able to use trebuchets to drive to and assault the castle.[76]
    • Trebuchets have a single primary fire that does a small amount of damage to players and heavy damage to buildings.[76]
    • Trebuchets will be fully physical when they are being driven.[76]
  • When the attackers have breached the castle they will be able to channel a cast on the relic in the throne room to try to capture the castle from the defenders.[76]
  • The victors of castle sieges will receive benefits, such as cloaks, flying mounts for guild leaders and potentially also for guild officers.[76]
  • Alpha-1 castle sieges are in a separate zone that is accessible via a NPC teleporter.[14][15][13]
    Currently the siege zone is actually in the open world, but separated by mountains and off in the sea a bit. There is actually no instancing in A1, although the siege zone will only be accessible in A1 through a registration NPC teleporter.[14]Steven Sharif
  • The opposing team is notified when these raid bosses are being attacked.[78]
  • Teams who get the last hit on these bosses will receive buffs that will help them in the siege battle.[78]

Last year, I spoke of attempting to incorporate sieges into the Alpha One experience. This has obviously been a goal of mine because it provides considerable data and a consistent event within the world that players can participate in to help stress test the deployment. Well, I am happy to say that it is appearing more and more likely by the day! Initial implementation of the Apocalypse siege code has been migrated into the Alpha One client, and we should begin internal testing next month. I will caveat this expectation with the fact that we are cutting it a bit close from an internal QA standpoint, but I have some confidence that the system will be online and capable of inclusion for the Alpha One test in the month of June. The siege component will obviously not be representative of what the siege system will be at launch, or even in Alpha Two.[16]Steven Sharif

Siege equipment

Template:Alpha-1 siege equipment

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[80], 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.[23]

Los Zergs están fortalecidas por el viaje rápido. Los tiempos de viajes tan signficativos evita que el juego de zerg sea una gran influencia.[81]

Los encuentros se diseñan para tener significado en términos de jefes, habilidades y la aptitud relacionada con las composiciones, tácticas y estrategias del grupo. El Zerging no experimenta este contenido.[82] Hay diferentes maneras de hacer que una pelea sea más difícil para que grupos más grandes, sin depender únicamente de los potenciadores de estadísticas o hacer que el jefe sea una "esponja de daño".[83]

  • Los jefes de raids y mazmorras tienen mecánicas y habilidades específicas que los jugadores deben aprender y reaccionar.[83] Los Zergs que no sean conscientes de estas mecánicas o que no reaccionen a ellas como es debido, serán eliminados.[82]
  • Puede haber peligros ambientales y efectos de AoE que causen más daño según la cantidad de jugadores presentes.[83]
  • Hay un toma y daca para los gremios que quieren ver una mayor cantidad de miembros en lugar de un grupo más reducido y enfocado que puede ser parte de una alianza.[84]

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.[84]Steven Sharif

Las mecánicas que fomentan la intriga política desempeñarán un papel en la desestabilización de los zergs.[46]

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 want that political intrigue to be present in the game.[46]Steven Sharif

El juego basado en objetivos ayuda a equilibrar la mentalidad de zerg.[85]

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 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.[85]Steven Sharif

Las zonas instanciadas no juegan un papel importante en la limitación de zergs, debido a que el 80% del contenido en Ashes of Creation es mundo abierto.[12]

  • Puede haber zonas instanciadas dentro de asedios a castillos y nodos donde grupos en particular pueden participar en ciertos puntos de referencia basados en objetivos.[12]

Zerging is always a problem in a lot of these MMORPGs where you really can't control the number of participants in certain open-world systems; and in that sense instancing is a great tool that designers can sometimes use to curate a particular number of participants that you want. But the predominant amount of content within Ashes of Creation, over 80% of which is is open-world content, so instancing is very limited.[12]Steven Sharif

Artwork

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Referencias

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