Economía

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Markets in Ashes of Creation are regional, which means that each market has its own character. Because resources will 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.[2]

The economy is usually something that happens in the background of other games. From day one we knew that the economy was going to be something really important to us.[3]Jeffrey Bard

One major feature in our economy that differs from most fantasy style MMOs is that we're not approaching it from a global scale. Rather, we're trying to carve the world up into regions and make each one focus independently, while of course at the same time working together.[4]Peter Pilone

Resumen:

  • There will be no central auction house or warehouse.[2]
  • There will be item decay and other ways to combat inflation.[5]
  • There will be player to player trading.[6]

Mercado

Mercado are constructed service buildings that are available for placement by mayors of any Pueblo (fase 4) node or higher. These are distinct from a market, which is the unique node building that unlocks at Aldea (fase 3) of Economic nodes.[7]

These are buildings that the mayor has agency over determining whether or not they should be a constructed project. Constructible buildings can be selected at open plots that are gained as the as the node advances. If they elect to begin construction of one of these types of buildings- one of which is the marketplace- it'll grant certain trade benefits as well as some stalls that the citizens may participate in.[7]Steven Sharif

A node's government decides the placement of its marketplace. After that, the community must come together to build it.[7][8]

Marketplace UI

Template:Marketplace UI

Puestos de jugador

Niküan player stall concept art.[9]

If there were ever a cornerstone serving as the bedrock of Niküan trade, then this modest stall would be it. Stacked from floor to thatched roof with all manner of catch, it is prepped for a full day of commerce and trade. Here, haggling is not merely a suggestion, but a requirement.[9]

Puestos de jugador (also called Kiosks and rental stalls) are rentable locations near the unique building in an Economic node[11], 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.[12][7]

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.[7]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.[13]

  • Player stalls are rentable by node citizens.[14]
    • Player stalls may be utilized for a period of time based on the price paid to rent the stall.[13]
  • Player stalls are linked to a player's warehouse.[15]
  • Player stalls do not require the attendance of the character or for that character to be online.[14]
    • An attendant NPC is assigned to the stall.[15][13] This may be an "image" of the player.[16]
  • Players are able to input required items for repair and also purchase required materials for that repair.[17]
  • Player stalls may still operate during node siege declaration. This is subject to testing.[18]
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.
  • Players are not able to be attacked or robbed while occupying their player stall inside the limits of a node.[19]
  • Bulletin boards that list the items available in player stalls can be accessed from anywhere in the region.[16]
    • These give the location of the stall so players can travel there and purchase the items.[16]
  • Stall sales are also listed in auction houses.[20]
    • This may no longer be accurate.[21]

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.[22]

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.[22]

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.[22]

Item sinks

It's important for a healthy economy to have item sinks, so that anything that can be crafted can also be destroyed:[24]

  1. Over-enchanting carries the risk of destroying that item[25], rendering it useless for use temporarily.[26]
  2. Players gain craftable items and recipes from deconstructing (salvaging) completed items.[25]
  3. A portion of resources and materials are lost when caravans or nodes are destroyed.[27]
  4. Corrupted players who die can lose gear.[28]
  5. Item durability (item decay) does not destroy items, but it acts as a materials sink.[28][29][30] Zero percent durability will unequip an item, increasing its repair costs.[31]

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..[30]

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.[29]Steven Sharif

Item durability

The decay system is not going to be some worthless "Oh I'm just going to throw some gold into this and it's a simple gold sink". It's actually going to require some base materials in order to repair decayed items; and decay occurs from death and also the destruction and disable system. For the weapons over the over-enchanting will require those materials as well. So creating that dependency I think is healthy for the crafting economy.[32]Steven Sharif

There is item durability (item decay) in Ashes of Creation.[30]

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.[35]Steven Sharif
There is durability in the game... It's not going to be a trivial durability. There is a potential to destroy gear (weapons and armor), but there is also an ability to reforge that destroyed gear using a portion of the materials necessary as well as finding an item creator who can reforge it.[30]Steven Sharif

Item deconstruction

Players gain craftable items and recipes from deconstructing (salvaging, dismantling, disenchanting) completed items.[25]

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.[24]Steven Sharif
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.[39]Steven Sharif
  • Item deconstruction will not be a meaningful way of circumventing restrictions on transit of resources and materials.[41]

Player to player trading

There is player-to-player trading in Ashes of Creation.[42][43][44][45]

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.[44]Steven Sharif
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.[43]Steven Sharif

Banking

Banking between characters is being discussed.[53]

Account management

Previsualización del diseño del sitio web de Ashes of Creation (WIP).[54]

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.[55][56][57]

  • Es probable que haya un tiempo de reutilización para reasignar cosméticos entre personajes.[55]

Mailing items

Artículos are not going to be able to be mailed.[59]

Caravanas

Las caravanas facilitan el transporte de bienes para los jugadores que desean obtener ganancias.[61]

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.[61]

  • Las caravanas sirven para el transporte de mercancías personales, suministros para castillos y nodos, además de misiones.[63]
    • Las caravanas pueden transportar suministros para uno o más jugadores.[64][65][66]
Aldea (fase 3) y superior.[64][65][67]

Clases de artesanos

Las clases de artesano permiten al jugador especializarse en uno o más de los siguientes árboles de habilidade.[68]

Dentro de cada una de estas tres clases de artesano hay diferentes profesiones.[69]

Un personaje sólo puede ser maestro (dominar) de una de las tres clases artesanas principales.[69]

  • Es posible dominar hasta dos profesiones dentro de esta clase artesana dominada por el personaje (sujeto a pruebas).[73][72][74][70]
  • Un personaje podrá alcanzar una competencia de nivel 3 o 4 en profesiones que no domine.[72]
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.[72]Steven Sharif

Las clases de artesano así como sus profesiones no se verán afectadas por la religión o la clase del personaje.[75][76]

  • Es probable que la raza no afecte al sistema de artesanía,[75][76], sino que algunas influencias se incluyan en una opción de trasfondo que no esté intrínsecamente ligada a la raza.[75]
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.[75]Steven Sharif
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.[61]
The crafting systems and artisanship in general is pretty complex.[80]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).[73][72][74][70]

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.[72]Steven Sharif
  • Un personaje podrá alcanzar una competencia de nivel 3 o 4 en las profesiones que no domine.[72][81]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.[81]Steven Sharif
  • En función de las pruebas, se puede decidir limitar los certificados de dominio de una profesión a un valor máximo.[82][83]
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.[84]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. [85]
  • Previamente se decía que, con un esfuerzo considerable, un jugador podía dominar todas las profesiones dentro de una clase de artesanía. [69][86] Esto se cambió más tarde para que un jugador pudiera dominar algunas, pero no todas las profesiones dentro de esta clase de artesanía.[87][88] Esto se cambió para poder dominar hasta dos o tres profesiones dentro de una clase de artesanía que se domine (sujeto a pruebas).[72] La postura actual es poder dominar hasta dos profesiones.[73]

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.[89]

  • 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.[90]
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.[74]Steven Sharif

Profesiones de recolección

Profesiones de procesado

Profesiones de elaboración (crafting)

Cadena de suministros artesanales

AshesOfCreation Screenshot 009.jpg

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.[91][92] Cada etapa de la cadena puede requerir el uso de caravanas para transportar mercancias de un artesano a otro.[90]

  1. Obtención de las materias primas:[25]
  2. Refinando las materias primas con la profesión de procesamiento.[92]
  3. La profesión de elaboración termina el producto usando las recetas de elaboración.[92]

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.[95]Steven Sharif

Sharemarket

Stock exchanges (also called Stock markets and Share markets) enable players to buy and sell shares in Nodos, Gremios and Organizaciones sociales.[96][97][98]

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.
  • There is no regulatory commission to restrict the purchase and sale of stocks.[99]

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.[49][50][51][52]

  • 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..[49][52]
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.[49]Steven Sharif
  • Los bots, tramposos, vendedores de oro y RMT se enfrentarán a duras sanciones por parte del equipo activo de GM/equipo comunitario.[100][52]
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.[100]Steven Sharif

Real estate

Los jugadores compran las escrituras del alojamiento en el mismo nodo.[101] Los jugadores también pueden comprar y vender propiedades de otros jugadores.[102]

  • La vivienda tiene un precio base, que escalará en función del número de ciudadanos en el nodo.[103]
  • Los desarrolladores están considerando un sistema de subastas para listar las nuevas propiedades disponibles cuando el nodo avance.[105]
    • Habrá un período de gracia antes de la que vivienda esté disponible para subasta.[105]
    • A partir de ese momento se aceptarán ofertas a partir de un precio mínimo de reserva basado en el número de ciudadanos de ese nodo.[105]
    • Al final de la subasta, el mejor postor ganará la casa.[105]
  • El alojamiento persistente y los apartmentos pueden ser vendidos a otros jugadores.[106][107]
    • No hay límite a los precios para las ventas de viviendas creadas por los jugadores.[108]
    • Las viviendas de los jugadores que sond estruidas durante un asedio no pueden ser vendidas.[109]
    • Las parcelas no se pueden vender a otros jugadores.[106] Esta opción está sujeta a cambios en función de como vaya el testeo.[110]

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.[108]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".[103]
  • Los jugadores no podrán salirse del espacio de su vivienda.[111]

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.[111]Steven Sharif

Los conceptos de alquiler y arrandamiento están ahora mismo bajo consideración.[111]

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.[111]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.[112]Jeffrey Bard

Ver además

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  110. Transmisión en vivo, 2020-06-26 (56:08).
  111. 111.0 111.1 111.2 111.3 Transmisión en vivo, 2019-05-30 (1:23:41).
  112. Transmisión en vivo, 2017-05-26 (50:00).