Loot
- Mobs drop glint, Artículos, and crafting materials in preference to gold.[2][3]
- Glint is not bound to a specific region and can be also dropped by players on death as stolen glint, based on applicable death penalties.[4][5][6][7][2][8]
- The rarity of glint increases with the mob's level.[9]
- Loot tables are disabled for player controlled monsters.[10]
- There is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[11]
- Experience debt decreases the drop rate percentages from monsters.[12]
- Loot (loot tables) from world bosses or dungeon bosses has a small RNG chance of dropping gear (completed items).[13][14]
- There is a much higher chance that materials and unique recipes are dropped that can be used to craft items of equitable value.[13][15][16]
- Legendary equipment is only dropped by Legendary world bosses.[17]
- Loot tables will likely not be affected by weather conditions.[19] This was previously listed as a possible effect.[20]
- There won't be specific loot drops for artisans.[21] Previously it was stated that master gatherers may have the ability to "spoil" a boss' loot.[22]
- Q: Can only one gathering artisan harvest resources from a single boss, or can multiple different artisans harvest different parts from a boss for different resources? For example, a lumberjack gets a special wood from Tumock's tree weapon, while a herbalist gathers the flowers from that same tree.
- A: We don't have the concept of harvesting from bosses. NPCs follow a reward table format, where those reward tables are global. They're not unique to particular players. So, once the NPC is vanquished, you have access to the loot container that is its corpse; and it has a static value of either materials or items that get dropped; and whatever the party loot settings are that you might be a part of, or if you're a solo player you will be able to recover those things.[21]
List of dropped items
Item | Icon | Item type | Rarity | Level requirement | Set |
---|---|---|---|---|---|
Carphin Shield | Shield | Carphin | |||
Longbow of Briarhome | Longbow | Rare | Briarhome | ||
Lorica Vindicta Shield | Shield | Common | Lorica Vindicta | ||
Shortbow of Briarhome | Shortbow | Rare | Briarhome | ||
Sword of Briarhome | Sword | Rare | Briarhome | ||
Tower Shield | Shield | Rare |
Glint
Glint (previously known as Hunting certificates and Monster certificates) is a bound currency that drops from mobs and players, and is offered as a reward for completing certain quests, events, and achievements. Glint is intended to be the primary method for generating gold in the Ashes of Creation economy.[24][25][5][26][2][3]
- Glint serves a very integral role in the economy within Ashes of Creation. It is a material substance that is acquired through various means, but primarily hunting different antagonists within the world; and it is the physical form of Essence within the beasts of Verra. So when you acquire this it is bound to your character, and that is a very important component of the economic systems here because glint will be used to pay for certain services, such as taxation for buildings that you have, or citizenship dues that are necessary.[27] – Steven Sharif
- Glint is not localized to specific regions.[4][5][6][7][2][8] Previously it was stated that glint was specific to an economic region.[28][2][29][3]
- Glint occupies space within the spatial inventory system and must be transported via crates when in large quantities.[4]
- Glint can be sold directly to commodities vendors at hunting lodges within nodes to "make some quick money".[30]
- Glint may be traded with commodities vendors for player commodities. These commodities can then be transported to other nodes (via caravan or merchant ship) where they can be traded for gold.[5][28][2][29][3] The gold value is based on the demand for the commodity at the destination node (over the last seven days) as well as its distance from the originating node.[31][5]
- Glint will drop as stolen glint on a character's death, based on applicable death penalties.[5][6][7][2][8] Glint taken from caravan wreckages is also classed as stolen.[32] Stolen glint is not bound and may be redeemed for less than its original value at black market locations.[5][6]
- Glint may be used to pay housing taxes and citizen dues.[27][5][26]
- Glint can be stored within node warehouses.[2]
- Glint is not intended as crafting materials.[26]
Saqueo
Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[34][35][36]
- Group loot rules are defined on a per-rarity basis.[1]
- A majority of party members must vote to approve any changes to group loot allocation changes.[33]
- The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[37]
- There won't be auto-looting pets.[38]
- It will be possible to kick a player from a party prior to them acquiring loot.[39]
- Yes, technically it would be possible for you to kick a player prior to acquiring loot. However, again because we are a game that relies on social interactions, there are reputations to be had; and if you acquire a reputation as a raid leader, or as a party leader, of doing something dirty like that, then it's unlikely you'll be able to Garner the support of future party members and/or raids to lead efforts against these raid bosses.[39] – Steven Sharif
- Free-for-all.[36]
- Whoever is first to loot gets the loot.[34]
- A master looter (or lootmaster) is a player designated by the party leader to decide how loot is distributed in a dungeon or raid party.[36]
- With round-robin looting, party members take turns looting.[36]
- This is a traditional need before greed system based on dice rolls.[36]
- Since there is very little gear binding in Ashes of Creation, it's left to the party to deal with players who excessively roll Need on loot.[40]
- Bidding system.[36]
- Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[36]
Loot tagging
Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[41][35]
- The first party to obtain a tag (on a mob or boss) will gain an approximately 5-10% edge over competing parties in terms of the total damage done when determining looting rights.[41][35]
- These numbers will be balanced based on testing.[41]
- At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[41][35]
- We have a blended approach of damage done and a tag benefit. So if you tag the boss first, or you tag the loot- whatever the loot target is first- you're gonna get a benefit in the damage overall determination. So if you need to have 51% of damage done in order to qualify your raid, or the plurality of damage done if there's even three or four raids, then tagging first might give you a five or ten percent edge. We'll play with that number- balance it based on testing, but generally that's our approach in competing loot rights[41] – Steven Sharif
- Q: If looting rights are based on a blended tag and damage done system, will there be any mechanics in place to ensure roles like tanks and healers have an equal shot even when they haven't dealt as much damage?
- A: That's the reason for the blended approach. The reason that we're doing a hybrid system between tag and damage done is for the purposes of those classes who may not be as DPS oriented as other classes. The tag system- all classes are going to have a sprinkling of immediate effects- of instantaneous casts and they can use that to tag a target, and that'll give them a modifier on the looting rights: So plus 10 or plus 15 will balance that, but it'll give them plus 10 to 15 on overall damage done if they tag the target and then their damage will make up the remainder of that percentage completion. So if I do 50 damage to a target but someone else has the tag I'm not going to be able to claim that looting right. They'll have done the other 50 plus 10 or 15.[42] – Steven Sharif
Item rarities
Item rarities in Ashes of Creation.
- Poor.[43]
- Common.[44][45]
- Uncommon.[44][46]
- Rare.[44][47]
- Heroic.[44][48]
- Epic.[44][49]
- Legendary.[44][50]
- Artifact.[44]
Objetos legendarios
Hay una pequeña probabilidad (RNG) de saquear objetos raros y legendarios o materiales de artesanía (crafting) de los enemigos en función del nivel, el estado y el tipo de enemigo. Esto también se aplica a la obtención de recursos con una profesión de recolección.[11]
- Hay muchas más probabilidades de que caigan materiales y recetas únicas que puedan usarse para fabricar objetos de valor equitativo.[13][15][16]
- El equipo legendario solo se obtiene de los jefes de mundo legendarios.[17]
- El equipo legendario tendrá una mejora aproximada de entre el 6 y el 12% en las estadísticas básicas, sujeta a pruebas y equilibrado..[51]
At each stage from Gatherer to Processor to Crafter you are required to have certain prerequisites before those elite types of materials can be essentially gathered, processed, or crafted.[15] – Steven Sharif
- Los recolectores deben tener herramientas de alta calidad para recolectar recursos raros .[15]
- Los procesadores deben tener edificios de procesamiento de alto nivel en sus parcelas (freehold) para producir materiales raros.[15]
- Los artesanos también deben cumplir ciertos requisitos para fabricar equipo legendario .[15]
The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focussed.[16] – Steven Sharif
Algunos objetos legendarios pueden estar limitados a uno por servidor en todo momento.[52][53]
- Si el personaje del jugador abandona el servidor, el objeto volverá a estar disponible para su adquisición a través de cualquier medio por el que se adquirió anteriormente.[52]
There are absolutely legendary items and they're not items that are attained easily nor are they granted out in a volume. There might even be items that are single items that will exist on the server at any given time.[53]
Un arma legendaria se distingue facilmente por su estética visual.[16]
It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon.[16] – Steven Sharif
Los objetos legendarios no están diseñados para ser temporales.[54]
- Una excepción destacable son las monturas reales.[55]
The fact there is only one of them... or very very few of them depending on what it is. I think that in and of itself is a balance component right and you need to make sure that the players who are striving for those legendary things and who are devoting the time energy, resources in order to achieve them are accurately rewarded... We do not intend on having legendary items that are temporary.[54] – Steven Sharif
El descubrimiento de objetos legendarios desbloqueará más capítulos del Lore.[56]
AoE looting
AoE (Area of effect) looting is not included in the looting mechanics at the time of writing. It may be added based on feedback.[57]
Caravan looting
Si una caravana se destruye (pasa a ser escombros) dejará caer una parte de las mercancías que transporta.[58][59][60] El resto de las mercancías de la caravana se pierden cuando la caravana es destruida.[61]
- The caravan becomes a wreckage upon destruction and that wreckage is an interfaceable item that players can come up to and they can receive certificates for a portion of the goods inside the caravan. Now the idea with that certificate is that it must be taken back to the point of origin, or at least a region within that point of origin. We'll see about that last part because there's a few things I want to test in the Alpha from a gameability standpoint. The reason why for this is because what might happen is you may have some type of collaboration within a guild to game that system. Hey I'm gonna reach this caravan just to the border of the region and then we're all destroy it, collect the goods and take it to that region's warehouse; and have to skip out on the last half of the way. So it must successfully reach its destination before the goods can be considered a part of that region.[60] – Steven Sharif
- Cualquiera puede saquear los escombros de la caravana.[61]
- Los componentes de la caravana también pueden caer cuando la caravana se destruye. Estos componentes pueden recuperarse por el propietario de la caravana o por otros jugadores, en el caso de componentes de alta calidad.[62]
- Las caravanas dejan caer certificados de mercancías pesadas que se pueden canjear en el nodo de origen a cambio de una parte de las mercancías.[63][60]
- Q: What is the reason for requiring the destruction of a caravan by the attackers as opposed to the attackers gaining possession of the caravan?
- A: With caravans we really want to emphasize this idea of not necessarily stealing the vehicle, but being forced to achieve victory through destruction; and when you do you then have the logistical issue of how you're going to transport those goods on your own rather than servicing the transport of that by just hijacking.[64] – Steven Sharif
Mount and pet drops
Monturas and pets are dropped by world bosses on a very rare basis.[65]
Temporary mounts
Temporary mounts that drop from bosses will age and eventually die.[66]
Muerte del personaje
Cuando un personaje muere se se desintegra en cenizas. Las cenizas contienen cualquier objeto cualquier objeto perdido por el jugador debido a las penalizaciones por muerte correspondientes.[69][6][7][8][2] Estos montones de ceniza son saqueables de forma inmediata por cualquier jugador.[6] El marcado de jugadores (flagging) no se activa al saquear.[70]
- Un no combatiente (jugador verde) que muere sufre las penalizaciones normales, incluyendo:[8]
- Deuda de experiencia (experiencia negativa).[71]
- Pérdida de durabilidad.[72][73][8]
- When players die and they take durability loss, our durability loss isn't like other games where it's a gold sink so to speak. It's a combination of both a gold sink and a material sink. So in a sense, even if you only have completed items, when you take that durability loss you are losing out on materials. It's just a debt to the materials that you are losing instead of the active loss of that material in your inventory. So now you are accruing a material debt if you want to repair and increase again the performance of those particular items that take that durability loss.[72] – Steven Sharif
- Se suelta un porcentaje de los objetos recolectables y materiales que se usan en la creación de otros objetos.[74][7][8]
- Los objetos destinados al consumo final no se pierden, como los objetos consumibles creador por las profesiones de cocina y alquimia.[74]
- También se dejan caer un porcentaje de los certificados que lleva el jugador.[2]
- Si un jugador muere, habrá un periodo de tiempo antes de que su mula desaparezca. Otros jugadores deberán matar a la mula de ese jugador para poder saquearla.[75]
- Si la mula de un jugador muere, su cadáver tendrá el mismo porcentaje de objetos que el jugador..[75][76]
- Un combatiente (jugador púrpura) que muere sufre estas mismas penalizaciones, pero al 50% que un no combatiente.[8]
- Un corrupto (jugador rojo) sufre penalizaciones cuatro veces superiores a las de un no combatiente, y tiene la posibilidad de soltar cualquier objeto que lleve equipado en función de su puntuación de corrupción actual.Esto incluye:[77][78] This includes:[78][8]
- Any amount of corruption allows a player to drop equipped gear upon death. The higher the corruption the greater the chances.[80] – Steven Sharif
- Estos objetos pueden ser saqueados por otros jugadores.[81]
- Los jugadores corruptos reaparecen en lugares aleatorios en las proximidades de su muerte, no en los puntos de reaparición habituales.[82]
- Los jugadores no corruptos siempre reaparecen en el punto de reaparición activo más cercano (a su muerte).[83]
- Las penaliazciones por corrupción se acumulan a medida que se gana corrupción (no sólo al morir).[84]
- La deuda de experiencia escalará aproximadamente al 2 o 3 por ciento de la XP total para un jugador de nivel máximo. Estas cifras están sujetas a cambios en función de las pruebas.[85]
- Las penalizaciones por muerte (en su mayoría) no se aplican al PvP basado en objetivos.[86][87][88]
- There will not be death penalties applied to event-based deaths. The penalties are in the outcome of the event. So your number of deaths is likely going to impact your ability to win that particular event and that's going to be the penalty. This is it to encourage players to opt in to the events right because the more participation we have the more fun it can be; and we understand that the community at large- there's already a risk versus reward component to these events. We don't need to stack on additional risk versus reward to inhibit kind of- to increase the barrier to entry for players who may not be as interested.[88] – Steven Sharif
- La degradación de equipo se aplica al morir durante el PvP de caravanas.[86][87]
La muerte por caída es posible.[90]
- El daño por caída que ocurra mientras se está montado se aplicará primero a la montura; y si la montura muere como resultado, entonces el daño restante puede pasar al jugador, pero esto se determinará en función de las pruebas.[90]
La muerte por ahogamiento es posible.[91][92]
- Los jugadores que se ahoguen resurgirán en la orilla.[91]
Si un jugador muere habrá un periodo de tiempo antes de que su mula desaparezca. Otros jugadores deberán matar la mula de ese jugador para poder saquearla.[75]
- Si la mula de un jugador muere su cadáver tendrá el mismo porcentaje de objetos de botín que el jugador.[75][76]
Los jugadores no pierden oro al morir, independientemente de su nivel de corrupción.[93]
- At the moment, the plan is for players to not lose gold upon death, no matter their corruption level.[93] – Cody Peterson
Death penalties
- Non-combatant (green players) suffer normal death penalties, which include:[8]
- Experience debt (negative experience). Experience debt scales to approximately 3 to 4 percent of the total XP for that level (subject to change based on testing).[94][71]
- Skill and stat dampening, such as Lower health and mana.[94][95][77][96][97][98]
- Reduction in loot drop rates from mobs.[12]
- Durability loss.[72][73][8]
- When players die and they take durability loss, our durability loss isn't like other games where it's a gold sink so to speak. It's a combination of both a gold sink and a material sink. So in a sense, even if you only have completed items, when you take that durability loss you are losing out on materials. It's just a debt to the materials that you are losing instead of the active loss of that material in your inventory. So now you are accruing a material debt if you want to repair and increase again the performance of those particular items that take that durability loss.[72] – Steven Sharif
- Dropping roughly 20-30% of carried gatherables, materials, and glint. The percentage values are subject to change based on Alpha-2 testing.[94][5][74][2][7][8] Glint drops as stolen glint on death.[5]
- Items made for final consumption are not dropped, such as consumable items created by the Cocina and Alquimia professions.[74]
- Combatants (purple players) suffer death penalties at half the rate of non-combatants.[8]
- Corrupt players (red players) suffer death penalties at four times the rate of non-combatants.[77][78]
- Corrupt players also have a chance to drop any equipped items based on their current corruption score, including dropping weapons and armor.[78][79][77][78][81][8]
- Any amount of corruption allows a player to drop equipped gear upon death. The higher the corruption the greater the chances.[80] – Steven Sharif
- Corrupt players respawn at random locations in the vicinity of their death, not at regular spawn points.[82] Non-corrupt players always respawn at the closest active respawn point (to their death).[83]
- Corruption penalties occur as the corruption is gained (not just at death).[84]
- Death penalties for corrupt players apply in every location, including naval PvP zones.[99]
Death penalties (mostly) do not apply to objective-based PvP (also called sanctioned events).[100][86][87][88]
- There will not be death penalties applied to event-based deaths. The penalties are in the outcome of the event. So your number of deaths is likely going to impact your ability to win that particular event and that's going to be the penalty. This is it to encourage players to opt in to the events right because the more participation we have the more fun it can be; and we understand that the community at large- there's already a risk versus reward component to these events. We don't need to stack on additional risk versus reward to inhibit kind of- to increase the barrier to entry for players who may not be as interested.[88] – Steven Sharif
- Gear degradation applies on death during PvP de caravanas.[86][87]
- Previously it was stated that death penalties do not differ between Pvp and PvE.[89]
Non-corrupt players suffer reduced death penalties in naval PvP (open seas) zones.[99]
- These penalties will be less than those for a green player.[101]
- Q: We know that the normal death penalty incurs a myriad of penalties for the player, but we don't know the numbers behind this penalty. For instance, what percentage of materials do players drop? What percentage of glint is dropped? How severe is the skill and stat dampening? What is the average time it will take a player to work off XP debt from one death?
- A: You're asking about percentile values. You're asking about time that it takes to recoup the percentage and whatnot. Any time that we're at a stage we're in now, and that in Alpha-2 we're going to be testing this, those values are the most subject to change. So to be clear, we're going to do [a] best-guess balance pass for Alpha-2 with the full expectation and understanding that the purpose is- and take into consideration player interaction with those numbers, and what feels best. So just off the bat, those values are not what we should be focusing on at this stage; but, to give you an idea where we are: First of all, when we're talking about dropping items that are in your material inventory, whether that be glint or that be other material types, we're talking roughly between anywhere from 20 to 30% of a stack is going to be lootable on a per-death basis. Now, that is a value that can change based off of the types of bags that you are using to carry those materials. In addition, there's other progression that can allow you, and some stats I believe, that can allow you to mitigate that value also. When we are talking about the percentage that's lost, or excuse me, not lost, the percentage of your level that is accrued as experience debt from death, generally you can expect that that's going to live around three to four percent of the level in accrued experience debt per death. However, additionally, there is a way to mitigate that percentage debt; and that is through the resurrection ability that's provided to Clerics. So, Clerics have the ability to resurrect their allies, and that resurrection will return a percentage that would have been accrued as experience debt. And that return percentage is predicated on the investment into the resability [sic], as well as the stat of the Cleric that is tied to the resurrection effect as well. So those can return percentages, so you can mitigate that to a degree. How long will it take you to recover that, and what stat dampening occurs? Anywhere within a level, if you acquire 100% experience debt for that level, you max out the experience debt, essentially, you don't ever buy that down, you're probably looking around a 20% stat efficacy dampener. So on average, if you're at 100% debt for a level, and you got to work all that off before you can start progressing at the level again, you're at around 20% overall stat dampening. Time it takes you to regain that debt is predicated on the level you're at and how you exp. So, that's a highly variable value.[94] – Steven Sharif
- Reduction in gear proficiency.[8]
Dropped items
Items that are dragged out of a player's inventory are destroyed.[102]
- Allowing player-dropped items (such as Equipo and Currency) to exist in the world is likely not going to be allowed.[102][103]
Visuales
Ver además
Referencias
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Vídeo, 2023-01-27 (16:44).
- ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 Entrevista, 2020-07-18 (27:11).
- ↑ 3.0 3.1 3.2 3.3 Transmisión en vivo, 2017-05-24 (44:14).
- ↑ 4.0 4.1 4.2
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 5.8 5.9 Entrevista, 2023-09-10 (53:47).
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5 Transmisión en vivo, 2021-03-26 (1:07:33).
- ↑ 7.0 7.1 7.2 7.3 7.4 7.5
- ↑ 8.00 8.01 8.02 8.03 8.04 8.05 8.06 8.07 8.08 8.09 8.10 8.11 8.12 8.13 8.14 8.15 8.16 8.17 Pódcast, 2017-05-05 (43:05).
- ↑ 9.0 9.1
- ↑ Transmisión en vivo, 2017-05-03 (35:25).
- ↑ 11.0 11.1 Entrevista, 2020-07-18 (1:00:15).
- ↑ 12.0 12.1 12.2 Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- ↑ 13.0 13.1 13.2 Entrevista, 2020-07-19 (8:43).
- ↑ February 8, 2019 - Questions and Answers.
- ↑ 15.0 15.1 15.2 15.3 15.4 15.5 Entrevista, 2020-07-20 (21:57).
- ↑ 16.0 16.1 16.2 16.3 16.4 Transmisión en vivo, 2018-04-8 (PM) (55:49).
- ↑ 17.0 17.1 Transmisión en vivo, 2020-07-25 (46:08).
- ↑ Transmisión en vivo, 2020-12-22 (1:15:01).
- ↑ Transmisión en vivo, 2022-05-27 (1:14:46).
- ↑ Vídeo, 2022-05-27 (2:21).
- ↑ 21.0 21.1 Transmisión en vivo, 2024-02-29 (1:22:09).
- ↑ Pódcast, 2018-08-04 (1:44:54).
- ↑ 23.0 23.1 23.2 Vídeo, 2023-10-31 (4:45).
- ↑ Transmisión en vivo, 2023-10-31 (1:06:32).
- ↑ Vídeo, 2023-10-31 (3:34).
- ↑ 26.0 26.1 26.2 Transmisión en vivo, 2021-10-29 (1:06:31).
- ↑ 27.0 27.1 27.2 Vídeo, 2023-10-31 (5:06).
- ↑ 28.0 28.1 Entrevista, 2020-07-19 (1:08:22).
- ↑ 29.0 29.1 Entrevista, 2019-04-17 (49:55).
- ↑ Vídeo, 2023-10-31 (6:07).
- ↑ Vídeo, 2023-10-31 (8:05).
- ↑
- ↑ 33.0 33.1 Vídeo, 2023-01-27 (32:01).
- ↑ 34.0 34.1 Transmisión en vivo, 2020-11-30 (1:01:40).
- ↑ 35.0 35.1 35.2 35.3 Transmisión en vivo, 2020-07-25 (1:24:56).
- ↑ 36.00 36.01 36.02 36.03 36.04 36.05 36.06 36.07 36.08 36.09 36.10 36.11 Group dynamics blog.
- ↑ Transmisión en vivo, 2023-01-27 (1:08:06).
- ↑ Transmisión en vivo, 2022-04-29 (1:04:52).
- ↑ 39.0 39.1 Transmisión en vivo, 2023-05-31 (1:07:45).
- ↑ Transmisión en vivo, 2020-11-30 (1:12:03).
- ↑ 41.0 41.1 41.2 41.3 41.4 Transmisión en vivo, 2022-03-31 (1:23:06).
- ↑ Transmisión en vivo, 2022-06-30 (1:16:22).
- ↑ Alpha-1 screenshot.
- ↑ 44.0 44.1 44.2 44.3 44.4 44.5 44.6 Pódcast, 2023-12-03 (11:28).
- ↑ Alpha-1 screenshot.
- ↑ Alpha-1 screenshot.
- ↑ Alpha-1 screenshot.
- ↑ Alpha-2 screenshot.
- ↑ Alpha-1 screenshot.
- ↑ Alpha-1 screenshot.
- ↑ Transmisión en vivo, 2021-03-26 (1:02:06).
- ↑ 52.0 52.1 Transmisión en vivo, 2022-03-31 (1:15:02).
- ↑ 53.0 53.1 Transmisión en vivo, 2017-05-15 (38:08).
- ↑ 54.0 54.1 Transmisión en vivo, 2018-07-09 (25:34).
- ↑ Transmisión en vivo, 2018-04-8 (PM) (51:49).
- ↑ Transmisión en vivo, 2017-05-19 (44:18).
- ↑ Transmisión en vivo, 2017-05-15 (48:30).
- ↑ Transmisión en vivo, 2017-05-15 (45:20).
- ↑ Transmisión en vivo, 2017-12-15 (1:04:25).
- ↑ 60.0 60.1 60.2 Entrevista, 2019-04-15 (26:59).
- ↑ 61.0 61.1 Transmisión en vivo, 2021-04-30 (1:04:23).
- ↑ Entrevista, 2019-04-15 (28:28).
- ↑
- ↑ Transmisión en vivo, 2022-09-30 (1:17:13).
- ↑
- ↑
- ↑ 67.0 67.1 Transmisión en vivo, 2020-03-28 (1:58:24).
- ↑ 68.0 68.1 Pódcast, 2018-04-23 (49:21).
- ↑ Transmisión en vivo, 2021-09-24 (51:20).
- ↑ Pódcast, 2021-04-11 (34:41).
- ↑ 71.0 71.1 Transmisión en vivo, 2017-05-19 (13:37).
- ↑ 72.0 72.1 72.2 72.3 Entrevista, 2021-02-07 (13:14).
- ↑ 73.0 73.1 Entrevista, 2020-07-29 (16:46).
- ↑ 74.0 74.1 74.2 74.3 Transmisión en vivo, 2022-12-02 (1:26:02).
- ↑ 75.0 75.1 75.2 75.3 Transmisión en vivo, 2021-01-29 (1:24:27).
- ↑ 76.0 76.1 Transmisión en vivo, 2018-09-27 (47:46).
- ↑ 77.0 77.1 77.2 77.3 Transmisión en vivo, 2022-10-28 (24:28).
- ↑ 78.0 78.1 78.2 78.3 78.4 78.5 Entrevista, 2020-07-18 (41:54).
- ↑ 79.0 79.1 Transmisión en vivo, 2017-11-17 (35:20).
- ↑ 80.0 80.1
- ↑ 81.0 81.1 Entrevista, 2018-05-11 (15:41).
- ↑ 82.0 82.1 Entrevista, 2017-04-27 (9:28).
- ↑ 83.0 83.1 Transmisión en vivo, 2021-06-25 (1:15:37).
- ↑ 84.0 84.1
- ↑ Transmisión en vivo, 2021-05-28 (1:50:50).
- ↑ 86.0 86.1 86.2 86.3 Transmisión en vivo, 2022-06-30 (1:14:52).
- ↑ 87.0 87.1 87.2 87.3 Transmisión en vivo, 2021-08-27 (1:22:56).
- ↑ 88.0 88.1 88.2 88.3 Transmisión en vivo, 2020-12-22 (1:13:51).
- ↑ 89.0 89.1 Transmisión en vivo, 2017-05-15 (36:23).
- ↑ 90.0 90.1 Transmisión en vivo, 2022-02-25 (1:06:45).
- ↑ 91.0 91.1 Transmisión en vivo, 2022-04-29 (1:08:27).
- ↑ Transmisión en vivo, 2017-07-28 (50:22).
- ↑ 93.0 93.1
- ↑ 94.0 94.1 94.2 94.3 Transmisión en vivo, 2024-03-29 (3:21).
- ↑ Transmisión en vivo, 2022-10-28 (26:48).
- ↑
- ↑ Pódcast, 2018-04-23 (51:31).
- ↑ Transmisión en vivo, 2017-05-22 (42:33).
- ↑ 99.0 99.1 Entrevista, 2023-07-09 (36:56).
- ↑ Transmisión en vivo, 2023-02-24 (1:29:45).
- ↑ Entrevista, 2023-07-09 (38:03).
- ↑ 102.0 102.1 Transmisión en vivo, 2021-04-30 (1:14:49).
- ↑ Transmisión en vivo, 2017-05-24 (13:19).