Diferencia entre revisiones de «NPCs»
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− | == | + | == Hired NPCs == |
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− | == | + | === List of hired NPCs === |
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− | == | + | === Farmhand NPCs === |
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− | == | + | === Mercenary NPCs === |
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− | == | + | === Tavern NPCs === |
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− | == Player | + | === Player stall NPCs === |
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− | == | + | == Reputation == |
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− | == | + | == NPC perception == |
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− | == | + | == Voice acting == |
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Revisión actual - 02:06 8 abr 2024
- NPCs come and go as required by game mechanics, such as node progression.[3]
- Players will not be able to kill non-combat NPCs such as quest givers and vendors.[4][5]
- We may have some story arcs down the line where you're killing some well-known NPCs, but we got to build it up: we got to make you either love them or hate them before you get to that point.[4] – Margaret Krohn
- During sieges or monster coin events, non-combat NPCs may despawn. If their service buildings are damaged or destroyed by the siege or event they may not respawn until their buildings are repaired or rebuilt.[5][6][7][8]
- During sieges or during monster events those venders, the non-combat NPCs, are usually provided for through a particular building type, unless they're general NPCs. If they're general NPCs currently, I think what we're doing is we're despawning them if they're not combat-oriented and if they are a service building like a constructible, if that building becomes damaged, then the NPC is disabled post the event, or post the siege until the building is repaired; but they're not present to be killed as part of the siege event. If they're a combat NPC, such as a mercenary or like a captain of the guard whatever: they're present, they can be killed and they have ramifications for doing so.[5] – Steven Sharif
- Some NPC movements and behaviors are dictated by time of day or other rotational cycle, others will be static.[9]
- Where we place the NPC rotations that are relevant- those would be rotations that exist perhaps within an hour, not so much within a day so-to-speak. So there might be five minutes of some changing of an organization's acolytes in a temple or something; and that might be because obviously there's a quest related to that rotation.[9] – Steven Sharif
- NPCs will behave differently based on a player's reputation.[10][11][12][13] Otherwise, branching dialog trees are not currently planned for NPC interactions.[10]
- Q: Can you influence NPCs or mobs when interacting with them by using your knowledge of their unique personalities/routines/lore or general knowledge of the world state?
- A: We haven't planned for any type of branching dialogue personalities that give insight to those types of things and I don't believe that's planned for our narrative design, no. There is however some potential faction-based reputations that can be had and those reputations might send the NPCs down different behavior trees; and that is something that is incorporated. But if I understand the question correctly it's more along the lines of catering specific dialogue responses that will send down different dialogue branches and that's not planned.[10] – Steven Sharif
There will be a mix of different monsters and difficulty levels throughout the world that are tied to the development of nearby nodes. As nodes advance, mobs will present new and increasing dangers that players can participate in.[17]
- In the world naturally there will be locations that are going to have a mix of different levels of monsters and difficulty levels; and then those spawn tables relate to the development of nearby nodes. So as nodes develop they'll be changing the spawn tables around them to reflect their further development in the world, presenting new and more difficult dangers that the players can participate in.[17] – Steven Sharif
- Not all creatures are immediately hostile to players.[18][11] Some creatures may hunt other creatures.[19]
- We've talked about this a little bit in the past when talking about taming and/or certain types of like creature gatherable resources there are herds that exist out there. There are big game that exist out there, where they're not going to aggro and attack you per-se. Also lower level monsters and certain type of like social monsters may not attack you off the bat.[11] – Steven Sharif
- There will be flying mobs, but not in terms of requiring a flying mount to engage them.[20]
- We will have flying monsters but essentially what that means is there's going to be rotations either in the behavior tree that might make them inaccessible to targets, or they might do some like swooping attacks; they might come and land on the ground and fight you. But generally monsters are going to be accessible from on the ground, so we're not creating content for the limited number of individuals who are going to have access to a flying mount.[20] – Steven Sharif
- Certain world bosses and elite monsters will path/roam throughout the world.[21][14] Other mobs will have leashes that will cause the mob to reset if it moves too far from its point of origin.[22]
- Leashes are relevant. There's other gameplay implications that happen when you're able to actually move populations around. We don't want to really give that to the players perspective.[22] – Steven Sharif
- In general, mobs will not leave footprints or cause screen-shake; but larger monsters and bosses may do.[24][25] Screen shake will be customizable in user interface settings.[24][26][27]
- There is something to be had there about those types of screen-shake effects. We want them to be present when we're emphasizing certain things, but we don't want them to be a nuisance, or annoying, or too plentiful; and having screen-shake apply to every step would probably be too abundant. Will players have control over those on-screen type effects? Yeah I think so. I think that's something we want to provision as a customizable option for players to be able to turn off, because it can be somewhat nauseating for certain groups of people and a distraction from what's happening in the world.[24] – Steven Sharif
- Average non-elite mob time-to-kill for a solo player is intended to be around 6 seconds.[28]
- Certain bosses and creatures will have voice lines along with other audio cues.[29]
NPC types
- Agricultural supplies merchants
- Animated Armor Mobs
- Arachnids
- Beetles
- Black market vendors
- Bosses
- Caravan masters
- Commodities vendors
- Construction foreman
- Cyclops
- Demons
- Dragones
- Elder dragons
- Farmhands
- Haunted Armor
- Hired NPCs
- Living statues
- PNJs mercenarios
- Merchants
- Minotaurs
- Mobs
- Mushroom (mobs)
- Mushrooms
- NPC guards
- Najash
- Naval NPCs
- Player stall NPCs
- Priests
- Profession NPCs
- Quest givers
- Raptors
- Requisition agents
- Scholars
- Scorpions
- Siege NPCs
- Skeletons
- Spirits
- Stoneworks merchants
- Tavern NPCs
- Undead
- War Beast
- Woodshop merchants
- Zombies
NPC variants
There will be variants of the monthly cosmetics for NPCs and Mobs.[31][32]
We've mentioned this before about what the cosmetics do, but all of those pre-order pack items allow us to create the world. They're the NPCs in the world. They help us make NPC variants. The clothing and costumes are costumes that we'll be putting on NPCs. You're actually helping us create the world.[33] – Margaret Krohn
NPC races
NPC racial interaction
- NPCs will react differently to different character races.[35]
- Idiomas will be distinct between NPC races and in the lore.[36]
- Certain quest givers and NPCs may only be present at nodes with certain cultural influences.[37]
- Depending on the cultural influence of the node activates certain types of quest lines and/or sponsors. Some of those are shared, some of those are general. Some of those relate to a progression path that is a first time user experience. Those will be constant across all culture types. Some of them, however, are predicates that spawn when certain story arcs and/or events, or commissions or buy orders become present within the node; and those might change based on the cultural influence of the node. So there is a separation between those populations.[37] – Steven Sharif
Idiomas de los PNJs
The race of a NPC influences its language and nomenclature in terms of its dialogue tree.[36]
Hired NPCs
Hired NPCs are able to be utilized for specific functions.[39][40][41][42][43][44][45][46][47][48][49]
- Node-related NPCs
- Higher tier node NPCs (such as NPC guards) may be available when certain service buildings (such as the barracks) is upgraded by the mayor, or when the node achieves certain relics, or specific node policies are enacted.[50][51][52][53]
- PNJs mercenarios can also be hired ahead of certain events.[50]
- Player-hired NPCs
- NPCs that exist on freeholds may be available when certain freehold buildings are upgraded relating to artisan progression.[52]
- There will be different costs associated with hiring higher tier NPC assistants.[52]
- NPCs hired by players are able to be customized via the character creator. Node-related NPCs are not able to be customized.[51][54]
- Those are specific types of NPCs that have specific functions; and for example, on the freehold, we've always talked about in the past having certain NPCs that are capable of rotating crops or planting and/or watering, doing certain process-oriented functions that are available to the user to acquire. We still have those plans. Those plans will follow a similar pet system functionality, core system functionality, where they'll have actions that can be dictated by the user.[39] – Steven Sharif
- Q: How advanced is it going to be? How advanced is going to be the system of hiring and customizing?
- A: Relatively advanced. I think there's a few paths that you can take when it comes to training up those types of NPC aids. What things that they can do. I think there's going to be different tiers and costs associated with higher level assistance on the freehold. But the same is true for mercenaries that nodes can hire, or castles can place with regards to sieges and/or wars and/or events. Like you have a very base functioning level of mercenaries with set of equipment and skill rotations and behavior trees that are possible at a fundamental level. And then as you upgrade the node's barracks, as you might upgrade- you might achieve certain Relics that you gain or enact certain policies that allow you to dial up the stats of those mercenaries. The same thing is true for the NPCs that can exist on freeholds, except those might be more predicated to service buildings that relate to artisanship. And that might be one of the reasons why it's beneficial to own a freehold in one particular node versus another- is based off of what amenities are now available to your freehold as a result of that node selection.[52] – Steven Sharif
List of hired NPCs
Farmhand NPCs
Based on node type and progression, players will be able to hire NPCs to work as farmhands on their freehold farms.[39] Players will be able to command these farmhands in-game as well as potentially offline via an application (mobile app) or web interface.[39][49][48]
PNJs mercenarios
Los PNJs mercenarios pueden contratarse para participara en situaciones basadas en objetivos.[42][43][44]
- Hay varios niveles de PNJs mercenarios que se desbloquean en función de la inversión hecha en su progresión. Los niveles más altos de PNJs mercenarios se conocen como héroes.[55][56][42][43]
- Los alcaldes pueden destinar fondos del tesoro para contratar PNJs mercenarios para defender su nodo durante los asedios.[43][44]
- Los nodos pueden invertir en rutas de mejora que dan mayor selección de roles y calidad (nivel de equipo) a los PNJs mercenarios utilizados para la defensa de caravanas.[55]
- Los PNJs mercenarios se pueden contratar para participar en asedios de castillo en función de la asignación hecha por el gobernante del castillo y del éxito que hayan tenido en la defensa de sus nodos de castillo.[56][42]
- Estas mecánicas están sujetas a cambios en función de las pruebas y las prioridades.[55][56]
- Los jugadores pueden asignar PNJs mercenarios, pero no los controlarán, de la misma manera que las mascotas.[44]
- There are mercenary NPCs that can be assigned to players. We've discussed about that before and those will follow generically... a pet system even adopted majority of the pet system with the added bonus of objective based points of interest that you can assign them to. But we don't want to inundate the field with these mercenaries they'll be few and far between. They'll be assigned specifically like let's say for example as the mayor of a node during a siege you'll be able to assign these two specific players that are citizens within your node and then they'll have those they'll spawn during the during the node siege; or vice versa and the castle siege guild leaders can assign mercenaries that are available based on the progress of those subsidiary nodes around the castle siege whether or not you have those available to your defense or your attack.[44] – Steven Sharif
Tavern NPCs
Tavern NPCs ("bartenders") are merchants that are present in Taberna in nodes and on freeholds.[40][45]
- Tavern NPCs sell food, drinks, and other crafted items that have been made for that tavern. Consuming these items will grant buffs for a period of time, providing the character remains in proximity to the tavern.[40][45]
You're going to probably want to sell items to other players more than necessarily tavern merchants but they'll be there as well.[40] – Jeffrey Bard
Player stall NPCs
Attendant NPCs may assigned to occupy a player stall while that player is not online.[41][46][47]
- Player stall NPCs may be an "image" of the player.[57]
Reputation
Acciones como participar en la construcción de los nodos, pueden implicar que el personaje gane reputación en el nodo positiva. Acciones como fallar determinadas misiones, pueden desembocar en obtener mala reputación. Esta reputación se gana o se puerde a nivel de nodo.[12]
- Algunos PNJs pueden reaccionar de forma diferente en función de la reputación del personaje.[11][12][13]
- Esto puede implicar precios más altos (para productos o servicios vendidos en el nodo).[12]
- Los guardias PNJs matarán a los jugadores corruptos que vean.[58]
- Los PNJs añadiran a los jugadores a su "lista negra" si ese jugador cura, bufa o asiste de cualquier forma a un jugador que ya tenga en su "lista negra".[59]
- Una reputación negativa puede abrir líneas de misiones en las que el lado más oscuro y sórdido del mundo pueda estar interesado.[12]
- Una excesiva reputación negativa puede provocar que un personaje sea marcado como "enemigo del estado" de un nodo.[12]
- Los alcaldes también pueden declarar a ciudadanos extranjeros de otros nodos como enemigos del estado.[60][61]
- The more good aligned or civilization building aligned tasks that you complete, you get higher positive reputation. But if you get low or bad reputation you could be deemed enemy of the state of a node. You could be deemed a bad actor and it might raise prices for you, but it also might open up certain quest lines that the darker, seedier side of the world are interested in.[12] – Steven Sharif
NPC perception
NPC perception is intended to have different sensory types, ranges, and angles.[62][63][64]
- We are talking about things like unique abilities played by characters that extend the perception radius, or sounds and different types of walking that are angular from the mob's perception perspective to be unique, different types of creatures that might be of three-dimensional in space, whether it is in water or birds in the sky that have a downward cone angle type perception as well. Those are things we want to do, but we haven't yet spent the time on the AI behaviors there.[63] – Steven Sharif
- Social aggro will vary based on NPC types and NPC factions.[62]
- Q: How far away from hostile targets will be before they act aggressively towards us? More specifically, will creatures watch us murder their friends in the open world with no reaction, will they try to kill us in retaliation, or will they run away in sheer terror?
- A: Obviously as MMO Gamers we're accustomed to the concept of social aggro. When I hit a target out in the field, they're going to aggro other creatures nearby. We have similar functionality. Obviously however we also have this concept of a more puzzle-oriented level design, where you have different patrollers that might be moving around the world. So that dynamic is always changing the creatures that are near each other might be something that you need to be cognizant of as you begin to navigate those areas. And there might even be certain faction types, where you may have dedicated aggro social tags between certain creature types; and that might be like goblins with their goblin dogs. They could be far away but they send off an alert to those nearby enemies when you aggro another target. And then you also have these perception radiuses; and there's a number of different perception radius types that we incorporate as part of our AI. Those things might be a forward-looking perception cone that represents sight-based perception; and then you might also have a rear perception radius that might represent kind of sound; and those perception types might even interact with unique stats. So, as a Rogue you might have a stealth ability, or as a Ranger you might have camouflage ability: Those are going to dampen those stats which are checked by those perception radiuses; and then you might even have different creature types that fly above the battlefield, or beneath the battlefield, and they may have downward cone type angles. The whole idea is that that navigating the world should be like a puzzle as you move throughout.[62] – Steven Sharif
- Habilidades such as Stealth and Camouflage can dampen NPC perception.[62]
- NPCs in certain encounters may be aware of their local environment and can seek cover behind obstacles, for example; but this will not be prevalent in general AI designs.[65]
Voces de PNJs
Los PNJs tendrán locuciones de saludos narradas.[66][67]
- Actualmente no está previsto que las misiones sean narradas.[66]
- Añadir locuciones al juego más adelante es un cambio bastante cosmético.[66]
Is it difficult to add voice acting later? No, it's definitely not... It's a fairly cosmetic change.[66] – Steven Sharif
Voice acting is a fun luxury to have, but it is not only a costly one, but it is also one that takes a lot of logistics.[68] – Steven Sharif
Artificial intelligence
Ashes of Creation utilizes an adaptive artificial intelligence (AI), meaning different encounters with similar mobs and bosses will yield different player experiences.[70][71]
- Some NPC AI behaviors may be randomly selected at the time of initial engagement causing them to make decisions dynamically during an encounter.[70][72][73][74]
- Higher frequency of AoE attacks depending on how many players are participating.[72]
- Unlock rage, recovery effects and buffs.[75][72]
- Supporting other monster types or classes nearby.[75]
- Additional adds and add classes.[72]
- Some NPCs may attempt to seek cover behind obstacles during encounters.[65]
- NPCs performing "idle actions" to make the world seem more alive has been discussed by the developers but is not confirmed.[76]
- Part of the NPC encounter design is not always going to be the same behavior tree. There will be purposefully behaviors that exist for the boss that are rolled at the time of the initial engagement; and so that is in an effort to keep things emergent, to keep things different, to try to not keep a static monotonous engagement idea.[70] – Steven Sharif
There are AI systems that don't relate to controlling NPCs.[77]
- There are some additional AI parameters that are set that don't relate necessarily to controlling NPCs. There are AIs with regards to the development of the borders for nodes in the direction and also the decisions that are made of which lower nodes to enslave as vassal states. There's AI that relates to a little bit of the stock market that's going to be present in the economy. There's some AI systems that are going to be announced also that are pretty innovative I think with regards to the MMORPG genre and that's going to make the triggered event system very interesting I think; and that's with regards to how nodes develop and the environment reacts to that development by spawning these triggered events of a horde of zombies attacking a city or a legendary raid boss coming out of the mountain. I think there's a lot of opportunity for some of the innovations that's been in the AI sector of game development too to come out in Ashes.[77] – Steven Sharif
Visuales
2024-03-01 2023-09-13 2023-09-04 2020-11-09 2020-08-01 2020-08-01 2018-04-29
Ver además
Referencias
- ↑ Transmisión en vivo, 2020-02-28 (47:45).
- ↑ Transmisión en vivo, 2020-07-31 (1:54:45).
- ↑ Entrevista, 2021-02-07 (31:37).
- ↑ 4.0 4.1 Transmisión en vivo, 2024-02-29 (53:17).
- ↑ 5.0 5.1 5.2 Entrevista, 2023-07-09 (1:32:45).
- ↑ Transmisión en vivo, 2022-03-31 (1:13:00).
- ↑ Entrevista, 2020-07-08 (57:46).
- ↑ Transmisión en vivo, 2019-11-22 (17:59).
- ↑ 9.0 9.1 Pódcast, 2021-04-11 (15:55).
- ↑ 10.0 10.1 10.2 Transmisión en vivo, 2023-07-28 (1:19:55).
- ↑ 11.0 11.1 11.2 11.3 Transmisión en vivo, 2023-02-24 (1:22:04).
- ↑ 12.0 12.1 12.2 12.3 12.4 12.5 12.6 Transmisión en vivo, 2021-12-23 (1:26:36).
- ↑ 13.0 13.1
- ↑ 14.0 14.1 14.2 14.3 Transmisión en vivo, 2021-03-26 (54:26).
- ↑ Transmisión en vivo, 2020-07-31 (1:45:40).
- ↑ Transmisión en vivo, 2020-06-26 (1:14:42).
- ↑ 17.0 17.1 Transmisión en vivo, 2017-05-26 (24:33).
- ↑ Vídeo, 2023-05-31 (4:17).
- ↑ Vídeo, 2023-05-31 (5:01).
- ↑ 20.0 20.1 Transmisión en vivo, 2021-06-25 (1:28:02).
- ↑ Entrevista, 2023-09-10 (28:15).
- ↑ 22.0 22.1 Transmisión en vivo, 2022-05-27 (1:00:23).
- ↑ Transmisión en vivo, 2023-01-27 (1:10:12).
- ↑ 24.0 24.1 24.2 Transmisión en vivo, 2023-05-31 (43:04).
- ↑ Transmisión en vivo, 2023-05-31 (40:52).
- ↑ Vídeo, 2022-06-30 (24:18).
- ↑
- ↑
- ↑ Transmisión en vivo, 2023-05-31 (45:26).
- ↑ 30.0 30.1 Transmisión en vivo, 2021-05-28 (1:49:24).
- ↑
- ↑
- ↑ Transmisión en vivo, 2021-04-30 (6:46).
- ↑ Types of Events on Verra.
- ↑ 35.0 35.1 Pódcast, 2018-04-23 (29:56).
- ↑ 36.0 36.1 Transmisión en vivo, 2022-03-31 (4:57).
- ↑ 37.0 37.1 Entrevista, 2023-07-09 (1:35:28).
- ↑ Transmisión en vivo, 2020-02-28 (47:45).
- ↑ 39.0 39.1 39.2 39.3 39.4 39.5 Entrevista, 2023-07-09 (1:37:34).
- ↑ 40.0 40.1 40.2 40.3 40.4 Transmisión en vivo, 2021-01-29 (1:11:29).
- ↑ 41.0 41.1 Transmisión en vivo, 2020-10-30 (1:04:59).
- ↑ 42.0 42.1 42.2 42.3 Transmisión en vivo, 2020-08-28 (1:41:24).
- ↑ 43.0 43.1 43.2 43.3 Transmisión en vivo, 2020-06-26 (59:11).
- ↑ 44.0 44.1 44.2 44.3 44.4 Transmisión en vivo, 2019-11-22 (1:14:23).
- ↑ 45.0 45.1 45.2 Transmisión en vivo, 2018-06-04 (14:13).
- ↑ 46.0 46.1 Transmisión en vivo, 2017-05-10 (16:36).
- ↑ 47.0 47.1
- ↑ 48.0 48.1 48.2 48.3 Transmisión en vivo, 2017-11-17 (11:00).
- ↑ 49.0 49.1 49.2 49.3 Transmisión en vivo, 2017-05-09 (28:57).
- ↑ 50.0 50.1 Transmisión en vivo, 2023-08-31 (2:08:54).
- ↑ 51.0 51.1 Transmisión en vivo, 2023-08-31 (2:06:21).
- ↑ 52.0 52.1 52.2 52.3 Transmisión en vivo, 2023-04-07 (1:19:41).
- ↑ Transmisión en vivo, 2022-08-26 (1:17:04).
- ↑ Vídeo, 2022-03-31 (18:47).
- ↑ 55.0 55.1 55.2 Transmisión en vivo, 2022-05-27 (1:18:09).
- ↑ 56.0 56.1 56.2 Transmisión en vivo, 2021-04-30 (1:01:10).
- ↑ Transmisión en vivo, 2017-05-10 (35:16).
- ↑ Transmisión en vivo, 2020-02-28 (1:14:38).
- ↑ Transmisión en vivo, 2017-11-17 (29:45).
- ↑ City hall.
- ↑
- ↑ 62.0 62.1 62.2 62.3 62.4 Transmisión en vivo, 2024-02-29 (3:12).
- ↑ 63.0 63.1 63.2 Transmisión en vivo, 2023-11-30 (1:36:32).
- ↑ 64.0 64.1 Transmisión en vivo, 2018-06-04 (29:28).
- ↑ 65.0 65.1 Transmisión en vivo, 2022-02-25 (1:03:32).
- ↑ 66.0 66.1 66.2 66.3 Entrevista, 2018-10-20 (2:22:09).
- ↑ Transmisión en vivo, 2018-04-8 (AM) (25:12).
- ↑ Transmisión en vivo, 2018-04-8 (AM) (24:14).
- ↑ 69.0 69.1 Transmisión en vivo, 2021-06-25 (21:24).
- ↑ 70.0 70.1 70.2 Entrevista, 2023-09-10 (34:51).
- ↑ About Ashes of Creation.
- ↑ 72.0 72.1 72.2 72.3 Entrevista, 2021-06-13 (22:20).
- ↑ Transmisión en vivo, 2017-07-28 (43:57).
- ↑ Transmisión en vivo, 2017-05-05 (11:55).
- ↑ 75.0 75.1 Transmisión en vivo, 2022-07-29 (1:23:56).
- ↑ Transmisión en vivo, 2018-04-8 (PM) (3:56).
- ↑ 77.0 77.1 77.2 77.3 77.4 Pódcast, 2018-05-11 (24:23).