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Diferencia entre revisiones de «Economy»
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* [[Artisan supply chain]] | * [[Artisan supply chain]] | ||
* [[Currency]] | * [[Currency]] | ||
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== References == | == References == |
Revisión del 23:04 5 sep 2019
The economy in Ashes of Creation is regionalized.[3][4][5]
- Gatherable resources shift locations as they’re exhausted, this will keep people moving about the world, seeking out the best resources for their crafting builds, and the best markets for their goods.[6][7][8][9][5]
- There is no central auction house or warehouse.[10][5]
- Auction houses in up to two economic metropolises (including their vassal nodes) can be linked with the linked economy superpower.[11]
- There will be item decay (material sinks), deconstruction mechanics and other gold sinks to combat inflation.[12][13]
- The developers are considering the use of adaptive price points in merchant shops based on the amount of gold being generated or sunk in the economy.[12]
- There will be player to player trading.[14][15]
- The primary method to generate gold in the economy is through glint, which is a bound currency that drops from mobs and players, and is offered as a reward for completing certain quests, events, and achievements.[16][17][18][19][20][21]
- Economic systems require scarcity. And in a game, all scarcity is artificially created in an attempt to simulate supply/demand structures or as we would call them points of player friction. You may progress within your processing profession by being a member of a guild or family of a person who owns a freehold and has setup the infrastructure necessary for t4-5 processing. With the intent that players will be able through effort to find a way of progressing and accessing late game processing. If that is not the case through testing then we will adjust the designs as necessary in order to achieve the systems.[22]
Regiones económicas
Las regiones económicas son zonas estáticas definidas por puntos de interés geográfico.[3][4]
- Las zonas de castillos son más grandes y abarcan varias regiones económicas.[3]
- Los nodos son el pegamento que mantiene unidas las regiones económicas y de castillo en una sinergia potencial o en un caos.[24]
- Las de los nodos son fluidas y cambian su área en función de la progresión del nodo y sus vecinos.[3]
- Las zonas de castillos, regiones económicas y las ZOI (Zonas de influencia) de nodos pueden solaparse..[25]
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.[4] – Sarah Flanagan
Zonas de castillos
Los castillo de gremio ejercen influencia sobre una zona de castillos a su alrededor.[26]
- La región de un castillo es 1/5 del mundo del juego.[27]
- Las zonas de castillos, regiones económicas, y las ZOI (Zonas de Influencia)de los nodos pueden solaparse.[28][25]
- Un castillo puede tener una metrópolis al lado.[29]
- Los límites de las zonas de castillo son estáticos.[28]
- Los castillos de gremio imponen un impuesto sobre todos los ingresos de los nodos dentro de suregión.[30][31]
Beneficios de los nodos económicos
Los nodos económicos que alcancen el estado de metropolis desbloquearán el super-poder economía conectada . Los nodos económicos con este super-poder comparten su casa de subastas con los demás.[32]
- Hasta dos nodos económicos de nivel metrópolis pueden conectase de esta forma.[11]
- Los nodos económicos de nivel Metropolis permiten establecer precios de venta globales a lo largo de todas las casas de subasta por todo Verra.[32]
- Se podrá pujar por los objetos listados en cualquiera de los nodos conectados y desde cualquiera de ellos.[32]
- Esta "economia conectada" también conecta la metrópolis económica con sus nodos vasallos de tipo económico.[32]
Economic Nodes that have reached the Metropolis Stage unlock the Superpower “Linked Economy”. Any Economic Node with this Superpower unlocked shares Auction House listings with all the others, meaning that the items listed in one Linked Economy Node can be bid on from any other Linked Economy Node. Linked Economies also connect a Metropolis and any Vassal Economic Nodes belonging to that Metropolis.[32]
The Linked Economy Superpower has the potential to create a massive market that spans the world. This will allow players to attain and sell goods with ease, providing those who have access to these Economic Nodes a faster path to fortune in the lands of Ashes of Creation.[32]
Unique economic node buildings
Casa de subastas
Auction houses enable players to list items at specific nodes.[10][5]
- Previously this was stated to be at the economic node in which the auction house is located. The new quote may not necessarily contradict this statement.[34]
- Auction houses allow items and resources to be listed for sale at a specific node location.[10] – Steven Sharif
- A listing fee will be charged to list items in the auction house.[34]
- Nodos vasallos 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.[34]
- Items listed are also visible in community boards (bulletin boards).[35]
- Integrated auction houses allow players to purchase items directly from remote auction houses.[35]
- Purchases of materials and gatherables will be automatically deposited within the listing node's local warehouse. Players will need to travel to that warehouse to retrieve them. Players wishing to move these items elsewhere will need to utilize the caravan system or other type of transportation.[36][34]
- Purchases of anything other than materials and gatherables will be mailed to the purchaser.[36]
- There may be a taxation difference between auction houses versus other player businesses.[34]
- On a regular cadence, a number of a node's freehold parcels become available to be bid for at auction.[37]
- Data relating to auction houses, such as price history, volumes, average prices, may be available to players via a mayor-constructed service building in their node.[38]
- That's probably how it's going to be surfaced... Your your mayor is going to have to build it for you.[38] – Jeffrey Bard
Bulletin boards
Bulletin boards are available within nodes[40] and player taverns.[41]
- A market UI lists the current items available for sale in the node and in the same economic region.[42][43]
- This includes items for sale in player stalls and auction houses.[35]
- Players can't purchase directly from the market UI. Instead it gives the location of player stalls where the items may be purchased.[44]
- Encourage localized grouping.[41]
- Enable posting of jobs.[40]
- Quest sponsorship.[45]
Puestos de jugador
Puestos de jugador (also called Kiosks and rental stalls) are rentable locations near the unique building in an Economic node[34], in Mercado (the constructible building available for placement by mayors of any Pueblo (fase 4) node or higher), or as business buildings on freehold plots.[48][49]
- 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.[49] – 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.[50]
- Player stalls are rentable by node citizens.[51]
- Player stalls may be utilized for a period of time based on the price paid to rent the stall.[50]
- Player stalls are linked to a player's warehouse.[52]
- Player stalls do not require the attendance of the character or for that character to be online.[51]
- Players are able to input required items for repair and also purchase required materials for that repair.[53]
- Player stalls may still operate during node siege declaration. This is subject to testing.[54]
- Players are not able to be attacked or robbed while occupying their player stall inside the limits of a node.[55]
- Bulletin boards that list the items available in player stalls can be accessed from anywhere in the region.[43]
- These give the location of the stall so players can travel there and purchase the items.[43]
- Stall sales are also listed in auction houses.[56]
- This may no longer be accurate.[35]
Player shops
Certificates to place Personal shops (player-owned shops) may be purchased by citizens and non-citizens from Economic nodes.[35][55][58]
- These certificates allow the placement of a personal shop near the unique building in an economic node or on a freehold.[35][55][58]
- Once the economic node has reached metropolis stage, personal shops may be placed anywhere in the world.[35][58]
- 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.[59]
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.[59] – Steven Sharif
Item sinks
It's important for a healthy economy to have item sinks, so that anything that can be crafted can also be destroyed:[13]
- Over-enchanting carries the risk of destroying that item[60], rendering it useless for use temporarily.[61]
- Players gain craftable items and recipes from deconstructing (salvaging) completed items.[60]
- A portion of resources and materials are lost when caravans or nodes are destroyed.[62]
- Corrupted players who die can lose gear.[63]
- Item durability (item decay) does not destroy items, but it acts as a materials sink.[63][64][65] Zero percent durability will unequip an item, increasing its repair costs.[66]
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..[65]
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 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.[64] – Steven Sharif
Item durability
There is item durability (item decay) in Ashes of Creation.[65]
- Item decay does not destroy items, but it acts as an materials sink.[63][64][65]
- If you allow it to get to certain stages, or to get to a destructed stage then it requires a lot of material components in order to return back to its former glory.[70] – Steven Sharif
- Over enchanting an item comes with the risk of durability loss if a safety margin is exceeded.[67][72][73]
- 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.[65] – Steven Sharif
Item deconstruction
Players gain craftable items and recipes from deconstructing (salvaging, dismantling, disenchanting) completed items.[60]
- 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.[13] – Steven Sharif
- Specific and necessary crafting materials for higher tier items can only be obtained through the deconstruction of lower-tier items. This is designed to keep lower tier crafted gear relevant through progression and across expansions.[74][75][13]
- Specific crafting components yielded by gear deconstruction, and some of these components can be only be obtained from gear of certain enchantment levels and type of equipment. These components are needed for certain recipes for gear and other ancillary crafting professions. But the itemization team is still ironing out some of these flows.[74] – Steven Sharif
- Item deconstruction will not be a meaningful way of circumventing restrictions on transit of resources and materials.[76]
Escalada de poder
Los desarrolladores pretenden limitar el aumento de poder mediante la degradación de objetos, la falta de vinculación de equipo, y la ausencia de pay-to-win o pay-to-convenience.[77]
Population based scaling
The prices that NPCs 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.[78]
The node system allows the developers to scale the experience needed to level a node and the attrition that affects a node based on activity.[78]
Things that NPCs buy and sell scale based on the economic activity that exists on that server... As inflation rises, prices rise and everything 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 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.[78] – Jeffrey Bard
Player to player trading
There is player-to-player trading in Ashes of Creation.[79][80][14][15]
- Q: Will Ashes of Creation have player-to-player trading? Will there be anything stopping me from gifting a friend that's fresh to the game a bunch of in-game money to help them get on their feet quickly?
- A: There won't be anything to stop you from doing that.[14] – Steven Sharif
- Player to player trading, interacting with vendors or NPCs, and the ability to access storage is disabled for corrupted players.[81][82][83]
- The nature of player to player trading already introduces that in an open economy game... that is why we have measures to attempt and heat flag suspicious transactions, active gms and other honeypot systems/agents that will be active in discovering those types of cheaters.[80] – Steven Sharif
Escrow system
- An escrow system is planned to prevent griefing in the crafting system.[88]
- 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.[88]
Mailing items
- Raw gatherables and materials are not able to be mailed by players.[89][90][91]
- Purchases of anything other than materials and gatherables from integrated auction houses will be mailed to the purchaser.[36]
- Social messages sent via mail will be received instantly.[89]
- It hasn't been decided whether crafted items such as gear will be able to be sent via mail.[89]
- From an item standpoint obviously we can't allow mailing to include any type of resource material or raw gatherable because those are central to the gameplay and transiting through the caravan system and economic regions. But it may be possible to send completed crafted items like gear, equipment, stuff like that. But it's something we're still discussing.[89] – Steven Sharif
Account management
Los cosméticos se puede asignar a otros personajes (alts) dentro de una misma cuenta pero solo pueden estar activos en un personaje al mismo tiempo.[93][94][95]
- Es probable que haya un tiempo de reutilización para reasignar cosméticos entre personajes.[93]
- La página de gestión de cuentas se utiliza para asignar o reasignar las skins del crowdfunding y los objetos, que sólo son aplicables a un personaje a la vez.[96][94][95]
Gear binding
Pueden darse casos en donde el equipo se ligue al jugador (BoE or BoP) pero serán contadas excepciones, ya que esto no facilita los objetivos respecto a la economía.[97]
- Muy poco equipo estará ligado a la cuenta o al alma en Ashes of Creation.[98][99]
- La economía del juego se basa en la elaboración y degradación de los objetos.[98]
- El equipo se puede obtener mediante elaboración, recoleción y procesado además de en jefes de raids y mazmorras.[99]
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.[99] – Steven Sharif
Storage
Storage points exist at warehouses within nodes and in chests (storage containers) that can be placed in freeholds and static in-node housing.[100][101][102]
- Sheds are present on empty freehold plots to provide basic storage for materials needed to construct freehold buildings.[103]
Player housing storage
Chests are a type of furniture that provides localized storage within a specific house.[105][106][107]
- Players must obtain and place storage containers in their player-owned housing.[106]
- Different grades of storage containers have different inventory capacities.[106]
- There are restrictions on the grades of storage containers available in different types of houses.[106]
- Access permissions can be set to allow others to access a player's personal storage devices.[105][108][109][110]
- Personal storage chests may be set to permit access by family or guild members.[109][111]
- Transfer of resources and materials to alts will only be possible via player housing storage, as this is local to the specific house.[105]
- Players are prohibited from moving goods out of depositories within a node following a siege declaration against that node.[112]
- Gatherables and crafting materials that were stored in in-node housing and apartment storage chests become lootable upon a successful siege against the parent node. These do not become lootable if the node survives the siege- even if the housing buildings are destroyed or damaged during the siege.[113]
- Corrupt players are not able to utilize storage systems.[81][82][83]
- Caravanas personales may be launched from any point of storage (including chests).[114]
Banking
Los nodos avanzan a la primera etapa rápidamente. Esto habilita los servicios de NPC como la venta o almacenamiento de articulos.[115]
- El almacenamiento de objetos entre personajes probablemente estará restringida a muebles y artículos terminados.[110]
- Un almacén puede permitir a un jugador transferir bienes no materiales entre personajes alternativos. Esto excluye recursos, materiales o cualquier cosa que dependa del sistema de caravanas.[116]
Caravanas
El sistema de caravanas es un sistema PvP de mundo abierto que gira alrededor de la oportunidad y el riesgo. Las caravanas facilitan el transporte de mercancías para los jugadores que deseen obtener ganancias.[23]
- Las caravanas sirven para el transporte de mercancías personales, suministros para castillos y nodos, además de misiones.[119]
- Las caravanas parten y llegan desde el edificio del nodo, "puesto de caravanas" disponible en el nodo
Aldea (fase 3) y superior.[120][121][123]
Tipos de caravanas
Hay diferentes tipos de caravanas en Ashes of Creation.[125][126]
The caravan system is another very big part of the node system. They are the main driver of economic activity and there is a bunch of different types of caravan[126] – Jeffrey Bard
Trade ships
Raft caravans (also referred to as Naval caravans) allow the transportation of cargo over the water.[129][130][120][131]
- Unlike merchant ships, raft caravans are capable of transitioning to and from land caravans at the point of intersection of land and water.[130][120][132][128][131]
- Raft caravans may only be used in rivers.[133]
- Currently the stats of the raft are informed by the components of the caravan. This may be changed based on testing.[134][128]
- By default, raft caravans have a racial appearance. Players will be able to apply caravan skins to change this appearance.[128]
Clases de artesanos
Las clases de artesano permiten al jugador especializarse en uno o más de los siguientes árboles de habilidade.[135]
Dentro de cada una de estas tres clases de artesano hay diferentes profesiones.[136]
- Los personajes de una misma cuenta (Alts) pueden tener profesiones diferentes.[137]
- Hay misiones específicas para cada profesión.[138]
- Las profesiones se equilibrarán en función de las pruebas.[139]
Un personaje sólo puede ser maestro (dominar) de una de las tres clases artesanas principales.[136]
- Es posible dominar hasta dos profesiones dentro de esta clase artesana dominada por el personaje (sujeto a pruebas).[140][139][141][137]
- Un personaje podrá alcanzar una competencia de nivel 3 o 4 en profesiones que no domine.[139]
- When it comes to balancing a system that's something that we do during testing phases. When it comes to architecting the system itself and identifying the areas in which certain certain professions excel, where they interact with ancillary systems, their interconnectivity across the artisanship system as a whole, the important part there is to identify how that the interconnectivity lives with the other professions in the artisanship system. And what type of reliance you have on particular professions to complete the path of crafting or introduction of new items into the economy.[139] – Steven Sharif
Las clases de artesano así como sus profesiones no se verán afectadas por la religión o la clase del personaje.[142][143]
- Es probable que la raza no afecte al sistema de artesanía,[142][143], sino que algunas influencias se incluyan en una opción de trasfondo que no esté intrínsecamente ligada a la raza.[142]
- One thing we've talked about in the past is replacing the racial abilities with more of a background style, where you get to select your background regardless of race; and so those two aren't tied intrinsically.[142] – Steven Sharif
- La progresión dentro de las clases de artesano no está directamente relacionada con la progresión del jugador en su clase de aventurero, pero hay requisitos que tienen en cuenta los peligros, las ubicaciones, los conjuntos de herramientas y las opciones de exploración que dependen del nivel.[144][145]
- La elección de la profesión no afecta a las estadísticas del jugador.[146]
- Crafting and gathering is a very important component of the economy that players will have direct control over. Whether you wish to build a sprawling plantation around your house, or wish to travel the vast wilderness in search of treasure and resources.[23]
- The crafting systems and artisanship in general is pretty complex.[147] – Steven Sharif
Dentro de cada una de las tres vías de artesanía (Recolección, procesado y Elaboración) hay diferentes profesiones. Un personaje sólo puede dominar una de estas dos vías principales y hasta dos (2) profesiones dentro de esta clase de artesanía (sujeto a pruebas).[140][139][141][137]
- When it comes to complete mastery, we're really identifying around two or three right now, but that's something that gets play tested- something gets iterated upon.[139] – Steven Sharif
- Un personaje podrá alcanzar una competencia de nivel 3 o 4 en las profesiones que no domine.[139][148] – Steven Sharif
- Players will have the opportunity to dabble in all of the professions at a very beginners level and then that gives them an understanding of what that profession feels like and then allows them to pinpoint the direction that they want to go in to master particular professions.[148] – Steven Sharif
- En función de las pruebas, se puede decidir limitar los certificados de dominio de una profesión a un valor máximo.[149][150]
- Becoming a master Crafter or a master Processor or a master Gatherer should be a significant time investment and resource investment; and because of that it should also be something that when you achieve that status it's like people on the server know who you are.[151] – Steven Sharif
- El dominio de estas profesiones no se limita a fabricar un objeto. Conceden muchas cosas como titulos, acceso a objetos, rebajas y misiones. [152]
- Previamente se decía que, con un esfuerzo considerable, un jugador podía dominar todas las profesiones dentro de una clase de artesanía. [136][153] Esto se cambió más tarde para que un jugador pudiera dominar algunas, pero no todas las profesiones dentro de esta clase de artesanía.[154][155] Esto se cambió para poder dominar hasta dos o tres profesiones dentro de una clase de artesanía que se domine (sujeto a pruebas).[139] La postura actual es poder dominar hasta dos profesiones.[140]
La progresión de artesanías dentro del árbol de habilidades, se basa en la experiencia (repetición de tareas) dentro de una rama, así como de la realización de ciertos hitos dentro de cada rama.[156]
- Elegir una de estas vías específicas dentro del árbol de habilidades, da al jugador la oportunidad de especializarse en un área determinada. Esto fomenta la inter-dependencia del jugador, mejorando la experencia en la artesanía.[157]
- When we reference not being masters of all that doesn't mean you're not a master within your own one of the three artisan types, which is crafter or gatherer, processor. You will be a master of one of those, you will not be master of the other two.[141] – Steven Sharif
El mapa de Verra no se generará de forma procedimental, pero los puntos de inicio de los recursos pueden ser diferentes en cada servidor.[159][160]
- Algunos recursos serán recolectables una sola vez y volverán a aparecer de forma aleatoria en una localización diferente una vez recogidos.[7][8]
- Otros recursos existirán en forma de grupos (también llamados vetas de recolección). Durarán hasta que se agote todo el recurso.[6][7][8][9]
- Like a large mine that's present and has a vein of mithril ore in it, or a herd of some type of animal that you can collect fur or wool from.[8] – Steven Sharif
- There will be moving resources such as herds of animals that are constantly moving around the world.[6][161]
- Herds are a source of certain types of wild gatherables but they're in animal form and they're animated; and they exist in a group of the golden fleece sheep that might only spawn very rarely in certain hillsides; and only during spring. And if you can find that vein so to speak of resource you can interact with the herd and you can gather from them.[6] – Steven Sharif
- Los recursos reaparecen en función del tiempo de enfriamiento.[9]
- Los recursos no estarán ligados al sistema de nodos.[9]
- Algunos recursos únicos pueden ser monstruos enmascarados o tener monstruos que los defienden.[162]
Profesiones de recolección
Profesiones de procesado
Profesiones de elaboración (crafting)
Herramientas artesanales
Las herramientas de recolección (también conocidas como herramientas de cosecha, herramientas artesanales y conjuntos de herramientas) permiten recolectar recursos en Ashes of Creation.[165][166][167][168]
- Cada profesión de recolección tiene tres herramientas de recolección. Cada herramienta permite recolectar distintos tipos de recursos.[165]
- Cada profesión tiene misiones que introducen a los jugadores en sus primeros conjuntos de herramientas.[169][164]
- Las herramientas de recolección y el equipo de artesano tienen estadísticas que afectan a las tasas de recolección y los rendimientos.[170][165][171]
- Los recolectores deben tener el certificado de artesano necesario para utilizar herramientas de ese nivel (o inferior).[172]
- Las herramientas de recolección se equipan en la ranura de herramientas de artesano de un personaje.[173]
- La progresión en la clase de artesano "recolector" desbloquea herramientas de recolección de nivel superior que permiten recolectar recursos de un nivel superior.[165][174][175]
- La progresión de artesano desbloquea herramientas de exploración de nivel superior que permiten una mejor identificación de los recursos recolectables en un lugar.[175]
- Un mayor nivel de progresión también puede acelerar los tiempos de recolección y el rendimiento de los recursos, y puede permitir el acceso a recursos en fases de crecimiento más tempranas.[170][171]
- Un recolector al máximo nivel de habilidad desbloqueará herramientas de maestro que le darán acceso a los recursos de recolección de mayor calidad.[7]
- Tools do advance within the artisan tree, so your ability to either gather, process or craft will require the equivalent tools necessary at that stage of crafting in order to accomplish the task at hand. So, you could not mine copper and mithril with the same tool.[168] – Steven Sharif
- Las herramientas tendrán durabilidad y vida útil.[164][7][176]
- Los artesanos no tendrán que depender de otros árboles para fabricar sus herramientas.[167]
- Los desarrolladores están considerando la introducción de herramientas de recolección que requieran de dos jugadores, como sierras para dos personas que puedan talar árboles más grandes.[174]
- Your progression within the profession will take account what tools you can use. There might even be some opportunity to do some gathering with other players that . Typically in other games that I play you usually do the gathering alone. You're venturing around alone; and we wanted to take a look at maybe having a friend to help you with a two person saw on a larger tree. Maybe there's some panning that you could do as opposed to just hitting with the pickaxe. So, we'll have other tools that are part of that progression path and other activities that players can do if they would like to gather together.[168] – Kory Rice
Cadena de suministros artesanales
Los artesanos dentro Ashes of Creation deben elegir una rama en su arbol de habilidades artesanalas. Esta dependencia entre ramas establece una cadena de suministros desde las materias primas hasta el producto finalizado.[177][178] Cada etapa de la cadena puede requerir el uso de caravanas para transportar mercancias de un artesano a otro.[157]
- Obtención de las materias primas:[60]
- Usando la profesión de recolección.[60]
- Matando mobs y jefes.[179][60]
- Desmontando armas o armaduras.[60]
- Comprandolos a otros jugadores.[60]
- Refinando las materias primas con la profesión de procesamiento.[178]
- La profesión de elaboración termina el producto usando las recetas de elaboración.[178]
As a crafter you're going to want to know where certain recipes can be fulfilled; which nodes have the capability of creating what you've processed material that you've gathered for; and then you're going to want to plan out your route to either transit the goods there or make sure that you're situated in the area so that you can go out collect and build in that area as well. So there's a lot of planning that's going to be necessary.[181] – Steven Sharif
Trade agreements
Alcaldes can enter into trade agreements with other nodes to facilitate trade between the nodes.[182][126][183]
- There are a limited number of trade agreements that a node can have.[182]
- Caravanas consistoriales may only be initiated between nodes with trade agreements or alliances.[182][126]
- Trade agreements affect reputation between the nodes.[184][185]
- 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.[186] – Steven Sharif
Rutas comerciales
Las rutas comerciales en Ashes of Creation se refieren a :
- Los caminos por donde pasan las mercancias a través del sistema de caravanas.[188]
- You might have a mountain pass and during winter that mountain pass is always closed and so the trade routes on land change with caravans and that's something that can not only exist on a cyclical level but also dynamically based on player activity.[188]
- Las relaciones económicas entre nodos establecias por los alcaldes o los ciudadanos del nodo.[187][126]
- Los acuerdos se establecen para comerciar mercancías que son exclusivas de un nodo en particular o de los tipos de nodo a través de las caravanas manejadas por NPCs.[187][126]
- From a diplomatic standpoint the ability for the mayor or citizens to set up NPC routed trade routes between nodes as a trade agreement or as a diplomatic process.[187] – Steven Sharif
Stock exchanges (also called Stock markets and Share markets) enable players to buy and sell shares in Nodos, Gremios and Organizaciones sociales.[191][192][193]
- Stock exchanges were a Kickstarter stretch goal unlocked for reaching the $3 million dollar mark.[193]
- This is a planned feature for the launch of Ashes of Creation.[191]
- The value of stocks is influenced by world events and the performance of nodes, Organizaciones sociales or guilds.[194]
- Hard metrics, such as quest lines, nearby resources, citizen progression, and purchases of local real estate, will determine the value of purchasable shares.[193]
- There is no regulatory commission to restrict the purchase and sale of stocks.[194]
Sistemas de seguridad
Habrá sistemas de seguridad para combatir las trampas, exploits, bots, la venta de oro/transacciones con dinero real (RMT), la duplicación de objetos y otras cuestiones que afectan a la economía a partir de la Alpha-0.[84][85][86][87]
- Estos sistemas recogen datos de los usuarios y marcan las actividades anómalas para su investigación. Esto, combinado con las funciones de información de los jugadores, genera un "mapa de calor" en tiempo real que llama la atención sobre comportamientos inusuales..[84][87]
- We do have already built into the game on the outset is essentially behavioral metrics. So in the game, as a player does normal things and they acquire normal gold, that's all good and well, but if there starts to be item IDs that appear on the player account that are out of the norm, like either a large amount of gold, or significant legendary items, what it does in the back-end it flags the account for view so that we can take a look at where did this item come from. Is it coming from a known gold seller or a flagged bot, or whatever; and then we investigate. So we're going to be pretty hard on the ability for players to subvert the natural economy systems by RMT or botting.[84] – Steven Sharif
- Los bots, tramposos, vendedores de oro y RMT se enfrentarán a duras sanciones por parte del equipo activo de GM/equipo comunitario.[195][87]
- It's important to note that there is a sanctity that must be protected within the game from RMTing; and let me just go into a little diatribe about this: But in games that I've played where the company or the publisher does not enforce rules, it becomes the standard that you buy gold if you want to be competitive. If you want to compete at the top tier levels in certain games, and everyone's buying gold, you almost either have to buy the gold or you're just not going to be able to compete with those people and that's a really shitty feeling to have. Excuse my French, I apologize. That is sucky; and in order for that not to be the case it is the responsibility of the publisher or the developers both to make sure that we have stringent practices from a CS- from a customer customer service perspective- to enforce our rules and to make sure that players are aware if they partake in this there is a huge risk in doing so. It's not going to be a slap on the hand. It's not going to be a "we told you once, we told you twice, we told you three, four, five six times okay. We're just taking some gold away", that thing. We have got to ensure that it is feared to do those things because that ashes has active GMS, it has active customer service, it has an active community team.[195] – Steven Sharif
Doble factor de autenticación
La autenticación de dos factores (2FA) basada en tokens puede que esté disponible en el Alpha-1.[196]
Real estate
Los jugadores compran las escrituras del alojamiento en el mismo nodo.[197] Los jugadores también pueden comprar y vender propiedades de otros jugadores.[198]
- La vivienda tiene un precio base, que escalará en función del número de ciudadanos en el nodo.[199]
- El alojamiento dentro del nodo tendrá gran importancia, y se espera que esté muy disputada.[198]
- Contra más apartmentos se compren en un nodo, más alto será el precio.[200]
- Los desarrolladores están considerando un sistema de subastas para listar las nuevas propiedades disponibles cuando el nodo avance.[201]
- El alojamiento persistente y los apartmentos pueden ser vendidos a otros jugadores.[202][203]
- No hay límite a los precios para las ventas de viviendas creadas por los jugadores.[204]
- Las viviendas de los jugadores que sond estruidas durante un asedio no pueden ser vendidas.[205]
- Las parcelas no se pueden vender a otros jugadores.[202] Esta opción está sujeta a cambios en función de como vaya el testeo.[206]
There's no cap essentially in player originated sales. Those are determined essentially by supply and demand as it is within the game and there's no artificial barrier to how high that demand can go.[204] – Steven Sharif
- La propiedad de la vivienda puede regresas automaticamente al nodo si el propietario no realiza los pagos de los impuestos de la misma. Al nuevo comprador de la vivienda se le cobrará una penalización de "proceso de ejecución hipotecaria".[199]
- Los jugadores no podrán salirse del espacio de su vivienda.[207]
This will allow players to transfer real property goods. This includes ... static housing, this includes apartments that they may own; and they can sell those because those will have a limited and finite quantity.[207] – Steven Sharif
Los conceptos de alquiler y arrandamiento están ahora mismo bajo consideración.[207]
Some concepts that we have is going to be rental or leases that could be had allowing players to lease a property for a period of time where they will have control rights over utilizing storage based on the area, controlling the furniture or access point; all that stuff.[207] – Steven Sharif
Player owned businesses
Our business owner system... grants players a meaningful existence in the world and rewards them for their persistence, dedication and survivability.[209] – Steven Sharif
Taberna
Las tabernas ofrecen servicios por niveles.[209]
- Misiones que solo pueden recogerse en tabernas que sean propiedad de jugadores.[209]
- Comidas que otorgan bufos durante un período de tiempo desde que el jugador se marche.[209]
- Recetas que podrán venderse a jugadores con profesiones de cocina y que solo pueden obtenerse de un negocio propiedad de un jugador en un área concreta.[210][209]
Cuanto más tiempo esté la taberna en funcionamiento, y más clientes atienda, más rápido subirá de nivel.[210][209]
- Q: What benefits do players receive for taking on the role of a tavern owner?
- A: You will get noticeability with regards to your creations because that will be displayed to the characters that consume those things; but, in addition, you can get certain types of itemization rewards depending on the number of patrons that you serve. You can also reap economic rewards, such as gold from the inn that you are selling your goods at. And then you can unlock access to certain types of recipes and or vendors based on the level of reputation you build up in that particular node.[210] – Steven Sharif
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.[211] – Jeffrey Bard
Artwork
Ver además
- Elaboración (Crafting)
- Mercado
- Caravanas
- Puestos de jugador
- Cadena de suministros artesanales
- Currency
- Rocco Scandizzo
Referencias
- ↑ Ashes of Creation Press Kit.
- ↑ Vídeo, 2017-04-30 (8:02).
- ↑ 3.0 3.1 3.2 3.3
- ↑ 4.0 4.1 4.2
- ↑ 5.0 5.1 5.2 5.3 Unreal Engine Interview, 2017-05-23.
- ↑ 6.0 6.1 6.2 6.3 Transmisión en vivo, 2022-05-27 (1:00:23).
- ↑ 7.0 7.1 7.2 7.3 7.4 7.5 Transmisión en vivo, 2020-07-31 (1:05:58).
- ↑ 8.0 8.1 8.2 8.3 8.4 Transmisión en vivo, 2020-07-25 (1:04:50).
- ↑ 9.0 9.1 9.2 9.3 9.4 Transmisión en vivo, 2017-05-08 (54:26).
- ↑ 10.0 10.1 10.2
- ↑ 11.0 11.1
- ↑ 12.0 12.1 Pódcast, 2021-04-11 (31:02).
- ↑ 13.0 13.1 13.2 13.3 Transmisión en vivo, 2017-05-10 (10:47).
- ↑ 14.0 14.1 14.2 Transmisión en vivo, 2017-05-15 (10:32).
- ↑ 15.0 15.1 Transmisión en vivo, 2018-01-18 (46:56).
- ↑ Transmisión en vivo, 2023-10-31 (1:06:32).
- ↑ Vídeo, 2023-10-31 (3:34).
- ↑ Entrevista, 2023-09-10 (53:47).
- ↑ Transmisión en vivo, 2021-10-29 (1:06:31).
- ↑ Entrevista, 2020-07-18 (27:11).
- ↑ Transmisión en vivo, 2017-05-24 (44:14).
- ↑
- ↑ 23.0 23.1 23.2 23.3 23.4 About Ashes of Creation.
- ↑
- ↑ 25.0 25.1
- ↑
- ↑
- ↑ 28.0 28.1
- ↑
- ↑ Transmisión en vivo, 2021-04-30 (1:01:10).
- ↑
- ↑ 32.0 32.1 32.2 32.3 32.4 32.5 32.6 Know Your Nodes: Economic Node Type.
- ↑ Transmisión en vivo, 2020-03-28 (1:04:49).
- ↑ 34.0 34.1 34.2 34.3 34.4 34.5 34.6 34.7 Transmisión en vivo, 2019-05-30 (1:26:16).
- ↑ 35.0 35.1 35.2 35.3 35.4 35.5 35.6 Transmisión en vivo, 2020-07-31 (1:34:06).
- ↑ 36.0 36.1 36.2
- ↑ Transmisión en vivo, 2023-06-30 (1:13:53).
- ↑ 38.0 38.1 Transmisión en vivo, 2021-03-26 (1:15:03).
- ↑ Transmisión en vivo, 2017-05-19 (33:57).
- ↑ 40.0 40.1 Transmisión en vivo, 2017-10-31 (28:58).
- ↑ 41.0 41.1 The mighty beard!
- ↑ Transmisión en vivo, 2017-05-12 (53:08).
- ↑ 43.0 43.1 43.2 43.3 Transmisión en vivo, 2017-05-10 (35:16).
- ↑ Transmisión en vivo, 2017-05-10 (16:37).
- ↑ Transmisión en vivo, 2017-10-31 (30:34).
- ↑ 46.0 46.1 Ashes of Creation Instagram, 2020-08-19.
- ↑ Transmisión en vivo, 2020-05-29 (1:00:57).
- ↑ Transmisión en vivo, 2023-06-30 (25:05).
- ↑ 49.0 49.1 Entrevista, 2020-07-08 (55:05).
- ↑ 50.0 50.1 50.2 Transmisión en vivo, 2017-05-10 (16:36).
- ↑ 51.0 51.1
- ↑ 52.0 52.1 Transmisión en vivo, 2020-10-30 (1:04:59).
- ↑ 53.0 53.1
- ↑ Transmisión en vivo, 2020-10-30 (1:06:09).
- ↑ 55.0 55.1 55.2 Transmisión en vivo, 2017-10-16 (59:39).
- ↑
- ↑ Ashes of Creation Store: Confectioner’s Delight.
- ↑ 58.0 58.1 58.2
- ↑ 59.0 59.1 Transmisión en vivo, 2020-10-30 (1:03:52).
- ↑ 60.0 60.1 60.2 60.3 60.4 60.5 60.6 60.7 Transmisión en vivo, 2017-05-08 (20:41).
- ↑ Entrevista, 2020-07-30 (16:17).
- ↑ Entrevista, 2020-07-18 (55:01).
- ↑ 63.0 63.1 63.2 Transmisión en vivo, 2021-05-28 (1:53:04).
- ↑ 64.0 64.1 64.2 64.3 64.4 Entrevista, 2021-02-07 (13:14).
- ↑ 65.0 65.1 65.2 65.3 65.4 Podcast, 2017-05-13 (25:55).
- ↑ 66.0 66.1
- ↑ 67.0 67.1 67.2 67.3 Entrevista, 2020-07-29 (16:46).
- ↑ Pódcast, 2017-05-05 (43:05).
- ↑ Transmisión en vivo, 2020-08-28 (2:05:07).
- ↑ 70.0 70.1 Pódcast, 2021-09-29 (32:35).
- ↑ Entrevista, 2020-07-19 (51:11).
- ↑ Entrevista, 2020-07-29 (15:04).
- ↑ Transmisión en vivo, 2017-05-05 (20:41).
- ↑ 74.0 74.1
- ↑ Transmisión en vivo, 2021-07-30 (1:16:05).
- ↑
- ↑ Entrevista, 2018-10-20 (2:53:52).
- ↑ 78.0 78.1 78.2 Transmisión en vivo, 2018-06-04 (39:15).
- ↑ 79.0 79.1 79.2 Vídeo, 2023-11-30 (58:54).
- ↑ 80.0 80.1 80.2
- ↑ 81.0 81.1 Transmisión en vivo, 2023-02-24 (1:12:24).
- ↑ 82.0 82.1 Transmisión en vivo, 2022-10-28 (24:28).
- ↑ 83.0 83.1 Transmisión en vivo, 2021-04-30 (1:14:49).
- ↑ 84.0 84.1 84.2 84.3 Entrevista, 2020-07-19 (1:12:37).
- ↑ 85.0 85.1 Transmisión en vivo, 2017-11-17 (38:35).
- ↑ 86.0 86.1 Massively OP, 2017-06-1
- ↑ 87.0 87.1 87.2 87.3 Transmisión en vivo, 2018-02-09 (20:40).
- ↑ 88.0 88.1 Transmisión en vivo, 2017-05-10 (32:22).
- ↑ 89.0 89.1 89.2 89.3 Transmisión en vivo, 2021-01-29 (1:14:53).
- ↑ Vídeo, 2018-09-06 (3:53).
- ↑ Transmisión en vivo, 2018-07-09 (50:16).
- ↑ Transmisión en vivo, 2021-01-29 (46:48).
- ↑ 93.0 93.1
- ↑ 94.0 94.1
- ↑ 95.0 95.1
- ↑ Transmisión en vivo, 2017-05-26 (18:10).
- ↑ Transmisión en vivo, 2017-05-15 (13:06).
- ↑ 98.0 98.1 Entrevista, 2020-07-18 (52:57).
- ↑ 99.0 99.1 99.2 Entrevista, 2018-08-24 (4:15).
- ↑ 100.0 100.1 Vídeo, 2023-06-30 (19:20).
- ↑ Entrevista, 2018-12-06 (20:30).
- ↑ Vídeo, 2020-05-31 (47:32).
- ↑ Transmisión en vivo, 2023-06-30 (18:45).
- ↑ 104.0 104.1 Transmisión en vivo, 2021-06-25 (22:34).
- ↑ 105.0 105.1 105.2 Transmisión en vivo, 2021-07-30 (1:14:33).
- ↑ 106.0 106.1 106.2 106.3 Vídeo, 2020-05-31 (47:32).
- ↑ Transmisión en vivo, 2018-08-17 (10:54).
- ↑ Transmisión en vivo, 2021-04-30 (1:12:33).
- ↑ 109.0 109.1 Transmisión en vivo, 2020-06-26 (51:58).
- ↑ 110.0 110.1 Transmisión en vivo, 2019-06-28 (1:23:31).
- ↑
- ↑ Transmisión en vivo, 2020-04-30 (1:14:44).
- ↑ Entrevista, 2020-07-08 (57:46).
- ↑
- ↑
- ↑ Transmisión en vivo, 2018-04-8 (AM) (23:18).
- ↑ Transmisión en vivo, 2020-05-29 (1:03:35).
- ↑ Vídeo, 2019-07-16 (0:00).
- ↑ Transmisión en vivo, 2017-05-15 (45:20).
- ↑ 120.0 120.1 120.2 120.3 Transmisión en vivo, 2022-08-26 (1:20:17).
- ↑ 121.0 121.1 Transmisión en vivo, 2022-07-29 (3:21).
- ↑ Entrevista, 2018-05-11 (28:21).
- ↑ Entrevista, 2017-01-20 (4:19).
- ↑ Ashes of Creation Store: Ramstone Hauler.
- ↑ 125.0 125.1 125.2 Transmisión en vivo, 2017-07-28 (19:43).
- ↑ 126.0 126.1 126.2 126.3 126.4 126.5 126.6 126.7 Vídeo, 2019-07-15 (2:12).
- ↑ Vídeo, 2024-01-31 (15:35).
- ↑ 128.0 128.1 128.2 128.3 Transmisión en vivo, 2020-04-30 (58:05).
- ↑ Vídeo, 2024-01-31 (15:27).
- ↑ 130.0 130.1 Vídeo, 2023-10-31 (28:06).
- ↑ 131.0 131.1 Transmisión en vivo, 2018-04-8 (AM) (15:46).
- ↑ Transmisión en vivo, 2020-05-29 (1:28:38).
- ↑ Transmisión en vivo, 2024-01-31 (1:07:587).
- ↑ Transmisión en vivo, 2024-01-31 (1:08:47).
- ↑
- ↑ 136.0 136.1 136.2
- ↑ 137.0 137.1 137.2 Transmisión en vivo, 2017-05-24 (32:07).
- ↑ Pódcast, 2021-04-11 (44:29).
- ↑ 139.0 139.1 139.2 139.3 139.4 139.5 139.6 139.7 Transmisión en vivo, 2022-04-29 (1:13:00).
- ↑ 140.0 140.1 140.2
- ↑ 141.0 141.1 141.2 Transmisión en vivo, 2019-07-26 (1:09:46).
- ↑ 142.0 142.1 142.2 142.3 Transmisión en vivo, 2023-02-24 (1:18:05).
- ↑ 143.0 143.1 Transmisión en vivo, 2020-08-28 (2:05:21).
- ↑ Transmisión en vivo, 2022-10-28 (1:32:38).
- ↑ Transmisión en vivo, 2020-07-31 (1:31:11).
- ↑ Transmisión en vivo, 2017-07-18 (37:25).
- ↑
- ↑ 148.0 148.1 Entrevista, 2020-03-27 (5:25).
- ↑
- ↑
- ↑ Entrevista, 2020-07-20 (18:47).
- ↑
- ↑
- ↑
- ↑
- ↑ Entrevista, 2021-02-07 (36:38).
- ↑ 157.0 157.1 Transmisión en vivo, 2017-05-10 (6:12).
- ↑
- ↑
- ↑ Transmisión en vivo, 2017-05-19 (37:03).
- ↑ 161.0 161.1 Transmisión en vivo, 2019-12-17 (1:14:42).
- ↑
- ↑ Vídeo, 2023-11-30 (7:56).
- ↑ 164.0 164.1 164.2 164.3 Vídeo, 2023-11-30 (5:58).
- ↑ 165.0 165.1 165.2 165.3 165.4 165.5 Vídeo, 2023-06-30 (3:14).
- ↑ Transmisión en vivo, 2022-10-14 (32:38).
- ↑ 167.0 167.1 Entrevista, 2020-03-27 (9:00).
- ↑ 168.0 168.1 168.2 Entrevista, 2018-05-11 (38:25).
- ↑ Vídeo, 2023-11-30 (16:40).
- ↑ 170.0 170.1 Transmisión en vivo, 2023-12-19 (1:53:02).
- ↑ 171.0 171.1 Vídeo, 2022-10-28 (26:14).
- ↑ Pódcast, 2023-12-03 (12:27).
- ↑ Vídeo, 2023-11-30 (9:36).
- ↑ 174.0 174.1 Vídeo, 2022-10-28 (25:11).
- ↑ 175.0 175.1 Transmisión en vivo, 2020-04-30 (53:11).
- ↑ 176.0 176.1
- ↑ Entrevista, 2020-07-20 (20:17).
- ↑ 178.0 178.1 178.2 178.3 Transmisión en vivo, 2017-05-10 (8:22).
- ↑ Transmisión en vivo, 2017-07-18 (38:30).
- ↑ Transmisión en vivo, 2017-05-26 (26:00).
- ↑ Entrevista, 2018-05-11 (24:18).
- ↑ 182.0 182.1 182.2 Transmisión en vivo, 2023-08-31 (2:10:23).
- ↑ City hall.
- ↑ Blog: Development Update with Village Node.
- ↑ Transmisión en vivo, 2023-08-31 (44:21).
- ↑ Transmisión en vivo, 2018-04-8 (AM) (18:59).
- ↑ 187.0 187.1 187.2 187.3 Pódcast, 2021-09-29 (8:38).
- ↑ 188.0 188.1 Vídeo, 2022-05-27 (17:15).
- ↑ Transmisión en vivo, 2017-05-17 (30:53).
- ↑ Kickstarter - We Just Broke $1,500,000!
- ↑ 191.0 191.1
- ↑ 192.0 192.1 Transmisión en vivo, 2017-05-17 (11:27).
- ↑ 193.0 193.1 193.2
- ↑ 194.0 194.1 Entrevista, 2018-10-20 (5:51).
- ↑ 195.0 195.1 Transmisión en vivo, 2022-08-26 (1:32:45).
- ↑ Entrevista, 2018-08-21 (40:44).
- ↑ MMOGames interview, January 2017
- ↑ 198.0 198.1 Node series part II – the Metropolis.
- ↑ 199.0 199.1 Transmisión en vivo, 2020-06-26 (53:41).
- ↑ Transmisión en vivo, 2017-05-12 (52:01).
- ↑ 201.0 201.1 201.2 201.3 Transmisión en vivo, 2017-05-12 (55:01).
- ↑ 202.0 202.1 Transmisión en vivo, 2020-06-26 (47:32).
- ↑ Transmisión en vivo, 2020-06-26 (54:03).
- ↑ 204.0 204.1 Entrevista, 2020-07-08 (33:34).
- ↑ Transmisión en vivo, 2020-06-26 (1:02:12).
- ↑ Transmisión en vivo, 2020-06-26 (56:08).
- ↑ 207.0 207.1 207.2 207.3 Transmisión en vivo, 2019-05-30 (1:23:41).
- ↑ Transmisión en vivo, 2019-06-28 (51:37).
- ↑ 209.0 209.1 209.2 209.3 209.4 209.5 Pódcast, 2018-04-23 (29:56).
- ↑ 210.0 210.1 210.2 Transmisión en vivo, 2022-12-02 (1:22:30).
- ↑ Transmisión en vivo, 2017-05-26 (50:00).