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NPCs
- 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]
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.[30]
- 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".[31]
- 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.[32][33]
- 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 guards
NPC guards will kill corrupted players on sight.[30]
- NPC guards are capable of being killed, but they have high skill levels, damage mitigation, and power levels.[35]
- Guards are capable of being killed. However, that is a very tall barrier to surpass; meaning that their skill level is relatively high. Their damage mitigation, their output, and power: those things are very difficult to overcome. But they can be killed; and again you can upgrade guards through policies, through upgrades within the barracks structures; and you can even place mercenaries and guards ahead of certain events.[35] – Steven Sharif
- Alcaldes of nodes can unlock higher tier NPC guards through policies or by upgrading their barracks service building.[35][36][37][38]
- NPC guards may be available for hire to defend freeholds after a successful node siege.[39] NPC guards that permanently exist on a freehold are not a planned feature.[40]
Merchants
Merchant NPCs (also called Vendors) are present from the first stage of node development (Expedición).[42]
- Merchant NPCs are identified by a golden shimmer on their nameplates.[43]
- Merchant NPCs will in general be able to buy items from players.[44]
NPC race
NPC perception
NPC perception is intended to have different sensory types, ranges, and angles.[45][46][47]
- 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.[46] – Steven Sharif
- Social aggro will vary based on NPC types and NPC factions.[45]
- 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.[45] – Steven Sharif
- Habilidades such as Stealth and Camouflage can dampen NPC perception.[45]
- 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.[48]
PNJs mercenarios
Los PNJs mercenarios pueden contratarse para participara en situaciones basadas en objetivos.[49][50][51]
- 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.[52][53][49][50]
- Los alcaldes pueden destinar fondos del tesoro para contratar PNJs mercenarios para defender su nodo durante los asedios.[50][51]
- 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.[52]
- 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.[53][49]
- Estas mecánicas están sujetas a cambios en función de las pruebas y las prioridades.[52][53]
- Los jugadores pueden asignar PNJs mercenarios, pero no los controlarán, de la misma manera que las mascotas.[51]
- 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.[51] – Steven Sharif
Voces de PNJs
Los PNJs tendrán locuciones de saludos narradas.[54][55]
- Actualmente no está previsto que las misiones sean narradas.[54]
- Añadir locuciones al juego más adelante es un cambio bastante cosmético.[54]
Is it difficult to add voice acting later? No, it's definitely not... It's a fairly cosmetic change.[54] – 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.[56] – Steven Sharif
Tipos de nodo
Los nodos se dividen en cuatro (4) tipos de nodo; cada uno de los cuales posee una especialización única.[42]
- Los jugadores serán capaces de identificar el tipo de nodo desde su primera etapa de desarrollo (Expedición) en función de los PNJs que haya.[57]
Tipo de nodo.[42] | Especialización.[42] | PNJs.[42] |
---|---|---|
Nodos religiosos | Fe y habilidades/mejora de equipo | Sacerdotes |
Nodos económicos | Comercio y mercaderes | Mercaderes |
Nodos militares | Combate y entrenamiento de clases | Guardias |
Nodos científicos | Artesanos y construcción | Académicos |
Ashes of Creation allows you, the player, to decide the fate of the world around you. With each Node Type, you can change the flow of resources and goods in the world. Will you grow the largest Economic Metropolis and help guide the riches of Verra, or will you choose another path unlocking new stories filled with allies and enemies?[58]
Los tipos de nodo están predefinidos y serán los mismos para todos los servidores.[42]
- Los tipos de nodo son estáticos. No cambian cuando el nodo evoluciona o esdestruido.[42]
For example, if a level 4 Scientific Node is destroyed, it will become a Level 0 Scientific Node. It will never be any other Node Type other than a Scientific Node. The location of these Types relates to the influences of the area around the Node.[42] – Margaret Krohn
Los tipos de nodo afectan a diferentes servicios y sistemas en cada nivel de avance del nodo.[42]
Los tipos de nodo serán definitivos durante la fase de testeo Beta.[59]
Beta testing will require that the node types be definitive; and that's because of how node types are integrated into the relating and corresponding neighboring points of interest and those quest lines. So it's not something we can swap very easily.[59] – Steven Sharif
Node development
El diseño de un nodo y su estilo es determinado por varios factores:[61]
- La localización y el entorno (bioma) del nodo.[62][63][61]
- Nodes will adjust the local topography to fit the aesthetic and mechanical requirements of the node.[62] – Steven Sharif
- Los nodos ajustarán la topografía local para adaptarse a los requisitos estéticos y mecánicos del nodo.[64]
Currently the way that the platform system is set up, is it's capable of adjusting the topography of the node's footprint, regardless of the surrounding terrain. So the reason for that is we want to have flexibility in the presentation of the node's layout and how it is essentially both from an aesthetic standpoint as well as a mechanical standpoint with node sieges- how it's constructed and that construction should have the ability to take on a variance of different types of topography. So it shouldn't be dependent on the surrounding area. Now that's not to say that the surrounding area isn't going to have some influence over. So for example... we're experimenting a little bit with the platform tech and putting up a node up against the side of a mountain or on the edge of a cliff or something that has a beautiful vista. Those are things that we're going to test out obviously as we continue to work on the node tool and how that platform system works, but the idea is to have the node independent of the surrounding terrain.[64] – Steven Sharif
- El tipo de nodo.[61]
Some parts are determined by the area it's in. Some parts are determined by the type it is. Some parts are determined by the race it is; and then the rest of it is determined by the mayor.[61] – Jeffrey Bard
- La raza que contribuya con el porcentaje más alto al avance del nodo modificará la apariencia racial de sus edificios, NPCs y objetos.[65][63][60][61][66][67]
- Las razas relacionadas entre ellas no combinan sus influencias culturales. Por ejemplo, los Py'Rai y los Empyrean cuentan como culturas diferentes. Su raza madre, los Pyrian, ya no existen.[68]
- Este cambio de estilo y cultura ocurre en cada etapa del nodo.[60]
- Esto aplica para todos los nodos, incluso los nodos de castillo.[69]
All nodes whether they're associated with a castle or associated with normal node structure has cultural influences that replicate over to the buildings that are produced and the NPCs that are present.[69] – Steven Sharif
- El resto es determinado por el alcalde del nodo.[61]
- Debería ser posible completar varios proyectos de construcción en un nodo durante el mes en el que el alcalde ostenta su cargo.[70]
- Q: How long would you say it will take players on average to fill slash build up a node completely from wilderness to metropolis?
- A: It's one thing to get a node to a certain level: it's another thing to develop the node; and I can't really give you an on-average expectation, because there's a lot of variables at play. There's how many citizens does the node have attracted to it; what's the type of traffic that the node is attracting to it based on things like its tax rates, or the specialization that it chose to spec into, based on the building types it's chosen to build. All of those things are variables that can affect the quote-unquote "average build-out time" of a particular node. So it's difficult to give you an average when there's so many variables along those lines. But the idea is that if there is a particular project that players are interested in in developing based on the node stage, that they would have the ability to complete several of those projects as within a single term of a mayor; and a term of a mayor is one month.[70] – Steven Sharif
Puestos de jugador
Puestos de jugador (also called Kiosks and rental stalls) are rentable locations near the unique building in an Economic node[73], 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.[74][75]
- 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.[75] – 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.[76]
- Player stalls are rentable by node citizens.[77]
- Player stalls may be utilized for a period of time based on the price paid to rent the stall.[76]
- Player stalls are linked to a player's warehouse.[78]
- Player stalls do not require the attendance of the character or for that character to be online.[77]
- Players are able to input required items for repair and also purchase required materials for that repair.[80]
- Player stalls may still operate during node siege declaration. This is subject to testing.[81]
- Players are not able to be attacked or robbed while occupying their player stall inside the limits of a node.[82]
- Bulletin boards that list the items available in player stalls can be accessed from anywhere in the region.[79]
- These give the location of the stall so players can travel there and purchase the items.[79]
- Stall sales are also listed in auction houses.[83]
- This may no longer be accurate.[84]
Banking
Los nodos avanzan a la primera etapa rápidamente. Esto habilita los servicios de NPC como la venta o almacenamiento de articulos.[85]
- El almacenamiento de objetos entre personajes probablemente estará restringida a muebles y artículos terminados.[86]
- 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.[87]
Day/night cycle
Transportation of goods
Los límites del inventario personal[89][90] están viculados a una mochila.[91] Los materiales y objetos recolectables están sujetos a la cantidad de objetos en lugar de límite de peso.[92] Las caravanas y mulas sirven para ser el modo principal de transporte de mercancías más allá de estos límites.[93][94]
- Las mulas pueden transportar aproximadamente 10 veces más que las mochilas. Las caravanas pueden transportar aproximadamente 10 veces más que las mulas.[95]
- Las caravanas tendrán límite de capacidad de carga y estadísticas personalizables, como puntos defensivos, velocidad y número de guardias NPC contratados.[96]
- In my opinion, and this is of course subjective, but weight management is not a compelling mechanic for players to have to deal with in an MMO setting.[92] – Steven Sharif
La capacidad del inventario tiene límites de cantidad (stacking) basados en el tipo de artículo.[92][93] Por ejemplo: El límite de acumulación de pociones puede ser de cien. El límite de acumulación de objetos de comida puede ser de 999 o 1000.[93]
- El inventario de un jugador tiene secciones para diferentes tipos de objetos.[99] Los objetos de misión, por ejemplo, no llenarán la capacidad normal del inventario de un jugador.[97]
- La capacidad del inventario será relativamente limitada para los personajes nuevos.[97]
- Se podrá obtener capacidad adicional en el juego comprando mochilas de mayor calidad de los artesanos (crafters).[92]
- Los jugadores tendrán la posibilidad de buscar objetos que tengan almacenados en varias localizaciones (como el almacén personal y los almacenes de los nodos).[100]
- We want you to know where the things are; and then the meaningful aspect of that thing is traveling to those locations to access some of those things, particularly as it relates to materials and raw gatherables.[100] – Steven Sharif
- Inventario expansion and weight management training certificates are available in the Galería comercial at Ciudad stage economic nodes.[97][58]
Artificial intelligence
Ashes of Creation utilizes an adaptive artificial intelligence (AI), meaning different encounters with similar mobs and bosses will yield different player experiences.[102][103]
- Some NPC AI behaviors may be randomly selected at the time of initial engagement causing them to make decisions dynamically during an encounter.[102][104][105][106]
- Higher frequency of AoE attacks depending on how many players are participating.[104]
- Unlock rage, recovery effects and buffs.[107][104]
- Supporting other monster types or classes nearby.[107]
- Additional adds and add classes.[104]
- Some NPCs may attempt to seek cover behind obstacles during encounters.[48]
- NPCs performing "idle actions" to make the world seem more alive has been discussed by the developers but is not confirmed.[108]
- 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.[102] – Steven Sharif
There are AI systems that don't relate to controlling NPCs.[109]
- 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.[109] – Steven Sharif
Ashes of Creation Apocalypse horde mode
Ashes of Creation Apocalypse horde mode is an Ashes of Creation Apocalypse testing mode where 50 players defend a city against waves of incoming NPCs and player controlled monsters.[110][111][112]
- Each wave is more difficult than the last.[112]
- Between waves, players collect experience, money and weapons to take back to their hold to defend against the next wave.[113]
- Monster Coins enable players to join the game as part of the horde.[112]
Horde mode will include adaptive AI boss mechanics.[111] Rewards are obtained dependent on progress against these NPCs.[114]
Horde mode will absolutely include boss mechanics, so some of the ideas behind that is going to have a wave mode of a variety of NPCs will likely include some achievable cosmetics as well in that mode depending on how far you can get and those cosmetics will include pets of the NPCs that you face, so like a little miniature version of the NPC's and we'll update those as well, that you'll have in the MMO.[114] – Steven Sharif
Horde mode is specifically for testing.[114]
- Testing the blackboard for the AI.[114]
- NPCs with different adaptive AI focuses:[114]
It's a way that we thought it would be fun to implement AI mechanics that we're looking to implement. Testing the the blackboard for the AI. Being able to have variable types of NPCs that have roles whether it be like a sniper, ranged, melee, boss, heroic different AI focuses for those monsters during interesting situations.[114] – Steven Sharif
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.[115]
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.[115]
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.[115] – Jeffrey Bard
Artwork
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, 2020-02-28 (1:14:38).
- ↑ Transmisión en vivo, 2017-11-17 (29:45).
- ↑ City hall.
- ↑
- ↑
- ↑ 35.0 35.1 35.2 Transmisión en vivo, 2023-08-31 (2:08:54).
- ↑ Transmisión en vivo, 2023-08-31 (2:06:21).
- ↑ Transmisión en vivo, 2023-04-07 (1:19:41).
- ↑ Transmisión en vivo, 2022-08-26 (1:17:04).
- ↑ Transmisión en vivo, 2017-05-19 (28:04).
- ↑ Transmisión en vivo, 2018-01-18 (31:05).
- ↑ Vídeo, 2023-08-31 (25:00).
- ↑ 42.0 42.1 42.2 42.3 42.4 42.5 42.6 42.7 42.8 42.9 Blog - Know Your Nodes - The Basics.
- ↑ Vídeo, 2020-05-31 (5:25).
- ↑ Transmisión en vivo, 2021-01-29 (1:11:29).
- ↑ 45.0 45.1 45.2 45.3 45.4 Transmisión en vivo, 2024-02-29 (3:12).
- ↑ 46.0 46.1 46.2 Transmisión en vivo, 2023-11-30 (1:36:32).
- ↑ 47.0 47.1 Transmisión en vivo, 2018-06-04 (29:28).
- ↑ 48.0 48.1 Transmisión en vivo, 2022-02-25 (1:03:32).
- ↑ 49.0 49.1 49.2 Transmisión en vivo, 2020-08-28 (1:41:24).
- ↑ 50.0 50.1 50.2 Transmisión en vivo, 2020-06-26 (59:11).
- ↑ 51.0 51.1 51.2 51.3 Transmisión en vivo, 2019-11-22 (1:14:23).
- ↑ 52.0 52.1 52.2 Transmisión en vivo, 2022-05-27 (1:18:09).
- ↑ 53.0 53.1 53.2 Transmisión en vivo, 2021-04-30 (1:01:10).
- ↑ 54.0 54.1 54.2 54.3 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).
- ↑ 57.0 57.1 Transmisión en vivo, 2017-05-04 (15:15).
- ↑ 58.0 58.1 Know Your Nodes: Economic Node Type.
- ↑ 59.0 59.1 Transmisión en vivo, 2021-08-27 (1:19:43).
- ↑ 60.0 60.1 60.2 Blog - Know Your Nodes - Advance and Destroy.
- ↑ 61.0 61.1 61.2 61.3 61.4 61.5 Transmisión en vivo, 2018-09-27 (53:06).
- ↑ 62.0 62.1 Transmisión en vivo, 2022-02-25 (41:00).
- ↑ 63.0 63.1 Transmisión en vivo, 2020-10-30 (39:17).
- ↑ 64.0 64.1 Transmisión en vivo, 2021-02-26 (1:12:18).
- ↑ Pódcast, 2021-04-11 (29:47).
- ↑ Entrevista, 2018-05-11 (54:34).
- ↑ Transmisión en vivo, 2017-05-26 (21:23).
- ↑ Pódcast, 2021-04-11 (23:36).
- ↑ 69.0 69.1 Entrevista, 2018-05-11 (47:27).
- ↑ 70.0 70.1 Transmisión en vivo, 2022-07-29 (1:13:09).
- ↑ 71.0 71.1 Ashes of Creation Instagram, 2020-08-19.
- ↑ Transmisión en vivo, 2020-05-29 (1:00:57).
- ↑ Transmisión en vivo, 2019-05-30 (1:26:16).
- ↑ Transmisión en vivo, 2023-06-30 (25:05).
- ↑ 75.0 75.1 Entrevista, 2020-07-08 (55:05).
- ↑ 76.0 76.1 76.2 Transmisión en vivo, 2017-05-10 (16:36).
- ↑ 77.0 77.1
- ↑ 78.0 78.1 Transmisión en vivo, 2020-10-30 (1:04:59).
- ↑ 79.0 79.1 79.2 Transmisión en vivo, 2017-05-10 (35:16).
- ↑
- ↑ Transmisión en vivo, 2020-10-30 (1:06:09).
- ↑ Transmisión en vivo, 2017-10-16 (59:39).
- ↑
- ↑ Transmisión en vivo, 2020-07-31 (1:34:06).
- ↑
- ↑ Transmisión en vivo, 2019-06-28 (1:23:31).
- ↑ Transmisión en vivo, 2018-04-8 (AM) (23:18).
- ↑ Vídeo, 2023-01-27 (9:43).
- ↑ Transmisión en vivo, 2017-05-15 (45:19).
- ↑ Transmisión en vivo, 2017-04-27 (6:11).
- ↑
- ↑ 92.0 92.1 92.2 92.3 Transmisión en vivo, 2023-02-24 (54:55).
- ↑ 93.0 93.1 93.2 Transmisión en vivo, 2020-05-29 (1:27:18).
- ↑
- ↑ Transmisión en vivo, 2017-07-18 (44:57).
- ↑ Transmisión en vivo, 2017-05-22 (40:41).
- ↑ 97.0 97.1 97.2 97.3 Transmisión en vivo, 2020-07-25 (1:14:13).
- ↑ Transmisión en vivo, 2022-02-25 (1:10:00).
- ↑ Transmisión en vivo, 2023-02-24 (22:57).
- ↑ 100.0 100.1 Transmisión en vivo, 2022-07-29 (1:17:33).
- ↑ 101.0 101.1 Transmisión en vivo, 2021-06-25 (21:24).
- ↑ 102.0 102.1 102.2 Entrevista, 2023-09-10 (34:51).
- ↑ About Ashes of Creation.
- ↑ 104.0 104.1 104.2 104.3 Entrevista, 2021-06-13 (22:20).
- ↑ Transmisión en vivo, 2017-07-28 (43:57).
- ↑ Transmisión en vivo, 2017-05-05 (11:55).
- ↑ 107.0 107.1 Transmisión en vivo, 2022-07-29 (1:23:56).
- ↑ Transmisión en vivo, 2018-04-8 (PM) (3:56).
- ↑ 109.0 109.1 109.2 109.3 109.4 Pódcast, 2018-05-11 (24:23).
- ↑ Entrevista, 2018-08-24 (13:17).
- ↑ 112.0 112.1 112.2 112.3 Transmisión en vivo, 2018-09-01 (54:06).
- ↑ Transmisión en vivo, 2018-08-17 (30:29).
- ↑ 114.0 114.1 114.2 114.3 114.4 114.5 114.6 114.7 Entrevista, 2018-08-08 (4:00).
- ↑ 115.0 115.1 115.2 Transmisión en vivo, 2018-06-04 (39:15).