Servidores

De Ashes of Creation Wiki
Ir a la navegación Ir a la búsqueda

El mundo será el mismo en cada servidor, pero los nodos se desarrollarán de forma diferente. Diferentes servidores tendrán diferentes narrativas. Lo que sucede en un servidor pueden no suceder en otro.[1]

To answer your question about "what stops all servers from from progressing the same nodes," the answer to that question is "other players." Certain content is locked behind different nodes that develop. If we assume that at some point all of the information regarding node progression is available, not all players on a server may agree on what content they want access to, or that they want other players to have access to. Even if a certain perks from node progression are considered "best value" to players trying to solve a node meta, that doesn't mean all players on a server benefit from that in the same way. Because of this, some players make act against your best interests, because it isn't their best interest. Nodes define (and redefine) the world around you, influence points of interest, world quest lines, story arcs, drop tables, resource pools, and even spawn tables for NPCs and bosses. The cycle of nodes leveling and triggering events is something we expect to see play out in a variety of different ways, across different servers, based on how players choose to play Ashes of Creation.[2]Ry Schueller

Habrá multitud de servidores repartidos por las distintas regiones del mundo.[5]

  • Trás el lanzamiento, los usuarios podrán seleccionar su servidor en base al ping o la región que aparezca junto al servidor.[5]
  • La selección del servidor deAshes of Creation Apocalypse depende del líder del grupo. La región que haya seleccionado se aplicará a sus amigos y a su escuadrón.[5]

We'll have a multitude of servers located throughout to the various regions of the world; and those servers will be good connection points for- and will be driven by- I mean there's two types of servers I'm sorry: For the alpha-1 arena those will be driven by the party leader right; and wherever whatever region they have selected if they invite friends to their squad or whatever, they'll be able to play on that region. With regards to live launch when the server's go live, you'll be selecting a server to play on; and that will be your character's home; and that server you'll be aware of where that server is located usually by either a ping or a region that's notated on next to the server.[5]Steven Sharif

Los desarroladores pueden publicar ocasionalmente estadísticas relacionadas con la población de los servidores y la composición de arquetipos/clases, pero no habrá una página oficial que muestre esta información.[6]

Regiones

Ashes of Creation se lanzará con las siguientes regiones de servidores :[7][8]

At this stage we do not have numbers on how many different servers will exist for different regions. We've said in the past 8-10,000 concurrent users per server is what we'd like to aim for. Obviously, the number of servers that exist in a region are going to be dependent on the population that's playing.[15]Steven Sharif

Se considerarán otras regiones servidoras en función del interés.[9][8]

  • Se está considerando Sudamérica debido al tráfico de esa región.[16]

Once we get closer to launch we'll update this information, which may include additional regions.[9]

Algunas regiones tendrán un precio de suscripción "armonizados", que refleje mejor sus economías locales. Estas regiones estarán separadas de las demás.[17]

  • Los jugadores podrán crear personajes en el servidor que deseen. No habrá bloqueo de regiones (fuera de las regiones armonizadas).[18]

Folks have always been able to make characters on any server they wish. We are not region locking anyone.[18]Margaret Krohn

Localization

Ashes of Creation pretende estar disponible en los siguientes idiomas: Inglés, Francés, Alemán, Ruso, Italiano, Polaco, Español, y Portugués.[19][20][21][22]

  • Anteriormente se dijo que el inglés, el francés, el alemán y el ruso estarían disponibles y que el italiano, el polaco y el español se añadirían más adelante.

[20][23]

The current plan is for Ashes of Creation to be available in the following languages: English, French, German, Russian, Italian, Polish, Spanish, and Portuguese. Although this may not be the final list of languages we support, we are still looking at which other languages into which the game may be translated.[19]

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.

Los servidores no estarán bloqueados por idioma.[21]

  • Es posible que haya servidores separados en la región de EU según el tipo de idioma.[20]

Alpha-1 servers

Alpha-1 servers were provisioned in the following regions.[25]

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.

Alpha-1 servers will support 1,500 concurrently connected users per server.[27][28][29]

Testing server wipes

Los servidores de las Alpha y Beta serán reseteados antes del lanzamiento.[30]

  • Los servidores podrán ser reseteados antes de testeos individuales.[31][32][33]

As a general rule, if the testing phase contains the word Alpha, it is safe to assume there will likely be wipes.[33]Steven Sharif

Población de los servidores

Se impondrán límites de población en cada servidor.[34]

  • Se preveen entre 8-10k usuarios simultáneos por servidor.[35][15][36][37]
  • Al principio habrá un número limitado de cuentas registradas (aproximadamente 15,000) por servidor para ayudar a mitigar las colas de inicio de sesión.[38]
    • Este límite aumentará con el tiempo hasta unas 50.000 cuentas registradas por servidor.[38][39][40]
  • Puede haber colas para entrar en servidores con mucha población, pero el objetivo es evitar colas excesivamente largas.[40]
  • Los desarrolladores pretenden gestionar cuidadosamente la población de los servidores mediante el uso de limitadores de creación de personajes para evitar la necesidad de fusionar servidores.[39][41]
  • Los desarrolladores pueden publicar ocasionalmente estadísticas relacionadas con la población de los servidores y la composición de los arquetipos/clases, pero no va a haber una página oficial con esta información publicada.[6]

Managing population density

Ashes of Creation features a custom network back-end with proprietary Unreal Engine networking code to enable mass combat in the open world: such as Pvp, Asedios de nodos, Asedios a castillos, Mazmorras and Jefes de mundo.[43][44]

Player density is a very important aspect of our custom network layer. Zach and his team have been doing an incredible job of creating a unique network layer that we utilize in Ashes of Creation to facilitate, not just the player density goals, but also the open-world and seamless travel across that world. There's a number of different strategies that we employ when architecting the network layer. Some of those things have to do with the significance of replicated data that the player is receiving as the density gets higher. We mitigate calls and reduce the significance distance- the net relevancy distance. We keep things specifically that need to be known for the player directionality, which direction they're facing. Those are the most pertinent data that we transfer- that we transmit to the player character. So there's a lot of different strategies. It's a relatively complex system but our goal is to satisfy hundreds of players available within a given area; and certain events, especially castle sieges, caravans are one of those types of events, and our architecture facilitates that.[45]Steven Sharif
  • The networking solution dynamically distributes processes and scales up necessary server instances to accommodate player density across the world.[43][46]

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.[47]

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.[47]

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.[47]Jeffrey Bard

Server reservations

Server reservations allow guild members as well as unaffiliated players to reserve character slots on a server starting in the Beta testing stages of the game.[48]

This would likely be utilized more so by guilds than that would be solo or unaffiliated players; and I believe that the solo player they may have friends that they want to play with. That's fine, they can also still with those friends do the reservation system, but the player who is just joining the game fresh and doesn't have a community that they're part of, I don't think they really mind in that regard and will not utilize that system.[48]Steven Sharif

Name reservations

Name reservations were rewards for backing at the Pioneer level and higher and were previously available through the Voyager plus pre-order pack.[49][50][51]

  • Accounts will have name reservation tokens, that entitle its holder to reserve a name on a specific server when the reservation time comes.[52]

Horario de máxima audiencia del servidor

Los eventos de PvP basados en objetivos como los asedios a nodos, los asedios a castillos, las guerras de gremios, y las guerras de nodostendrán lugar en un horario de máxima audiencia en algún momento entre las 15:00 y las 21:00, hora del servidor. Esto está sujeto a pruebas.[53][54][55]

  • Las guerras de gremios y de nodos pueden declararse en cualquier momento, pero los objetivos sólo aparecerán durante el horario de máxima audiencia.[56]

Transferencia entre servidores

Las transferencias entre servidores, sin contar las fusiones, no serán posibles al principio.[57][52]

  • Los desarrolladores quieren evaluar el impacto en el alojamiento y otros sistemas cuando el lanzamiento está más cerca.[52]

Instanciación de los servidores

No habrá capas de servidor (sharding) en los servidores.[58][59]

Dungeons and Raids

Alpha-1 open world dungeon entrance.[60]

80% of the content that will exist in Ashes of Creation is open-world and there's a specific reason for that. So because of the way that friendships and or enemies are forged in the game and people have the opportunity to create their own friends or foes. We want that to play out from a contesting standpoint as well. So a lot of these hunting grounds or raid bosses that people are going to have opportunities to kill, they're going to be essentially contested potentially by your your enemies that you've created in the game or you can work together to create alliances in order to defend those contested zones.[61]Steven Sharif

Ashes of Creation será una experiencia absoluta de mundo abierto.[62]

  • No habrá ni tiempo, ni pantallas de carga entre regiones.[62]

Más o menos habrá una proporción de 80/20 entre mundo abierto y encuentros instanciados.[61][63][64]

There will be some open dungeons that have bosses at the end of the dungeons. There will be some open dungeons that just have a multitude of dungeon bosses, not necessarily world raids or something; and there will be lots of different rooms and they'll be progressive in the sense that in the earlier parts of the dungeon they'll be lower level and then at the later parts of the dungeons deeper down they'll be higher level and more difficult; and that creates again I think an ecosystem of where players across a multitude of levels have an opportunity to coexist within certain areas of the world; and that's good from a social dynamic. It's good from a recruitment dynamic. It's good from just a liveliness and relevance of particular areas. So that you don't end up with these locations that once you pass a certain level like it's empty.[68]Steven Sharif

We're probably going to do instancing only in certain dungeons and in arenas. You probably won't see instancing too much anywhere else. What you see is gonna be what you get.[62]Jeffrey Bard

El sistema de PvP flagging favorecerá las oportunidades de pvp abierto.[70]

Q: When you reach the bosses in [open world] dungeons can you be jumped?
A: For the most part if there are bosses at the end of dungeons, it is possible for you to get jumped.[68]Steven Sharif

PvP Arenas

Las arenas son entornos de Pvp instanciados que no forman parte del PvP en mundo abierto.[72][73]

The arena system as we've spoken about before is going to have ladder systems where people can progress within certain seasons based on their win/loss ratios. The importance of arenas are obviously that players have an opportunity to participate [and] practice out certain builds from a PvP perspective and can compete with one another within the system.[72]Steven Sharif

Server vs server

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.

The arena system may support cross-server combat.[80]

  • There may be monthly competitions where the winning server and winning team receive beneficial buffs for the month.[82]

We definitely like cross-server play. I think it's cool because it is something that players get to participate in.[83]Steven Sharif

When you're talking about Arena play especially, one server might not be able to support that depending on what's going on with it, but across all the servers then we've got a really great pool for matchmaking.[83]Jeffrey Bard

Métricas

Ashes of Creation recopila datos de control para conseguir logros, títulos y otros reconocimientos en un servidor.[84]

  • Número de defensas de asedio exitosas.[84]
  • Número de asaltos de asedio con éxito.[84]
  • Número de muertes realizadas en Pvp .[85][84]
  • Número de veces que se ha muerto en Pvp.[85]
  • Puntos de participación en raids.[84]
  • Números de "primeras veces".[84]

Visibility of those types of things on the server help to promote a competitive atmosphere. If there is an attainable impression that you can work towards, so that others know your success, you have more drive to succeed.[84]Steven Sharif

Server firsts

Server-firsts within a server's story arc will be able to be captured and collected on memory fragments that players can collect in-game so they may relive their experiences.[4]

We're going to leverage tech that captures at the moment when something server-first is done in the story arc; and those will be recorded on these memory fragments that players can collect within the game through their experiences and relive potentially.[4]Steven Sharif

Tablas de clasificación

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.

Habrá tablas de clasificación de mazmorras y raid .[86]

  • Algunas tablas de clasificación estarán en todos los servidores.[87]

Tipos de servidores

PvX

We like to really refer to ourselves as a PvX game, because in those systems of PvP, PvE, crafting they're all intertwined: They're interdependent on each other... Our system of development really requires some interdependence there between those things. You're going to need a crafter to give you the best items. You're going to need PvPers to secure cities and castles. You're gonna need PvErs to take down those world bosses for those materials to craft.[90]Steven Sharif

Ashes is a comprehensive game. It is not a PvP focused or a PvE focused, it is a comprehensive PvX game and as a result these systems are all interconnected and have to coexist with one another with certain types of mechanisms that can provide that give and take, that push and shove.[91]Steven Sharif

Ashes of Creation es un juego PvX.Los jugadores se encontrarán con elementos tanto de Pvp como de PvE.[91][92][93] Es poco probable que un jugador pueda enfocarse solamente en Pvp o solamente en PvE.[93]

We're very clear with our objective and philosophy on the game and we understand that they may not appeal to everybody. But it is an important reciprocal relationship between the content that's related to PvE and the content that's related to PvP and they feed off of each other. They're catalysts for change: Their progression, their development. It's things that people can value when they see something earned and they see something lost. That elicits an emotional response from the player: That they've invested time in to either succeed or fail; and PvP allows for that element to be introduced into gameplay. And we're very clear that is our objective: That risk versus reward relationship, that achievement-based mentality. Not everybody's going to be a winner and that's okay.[96]Steven Sharif

Headstart servers

The number of head start servers is estimated to be three. This is subject to change.[97]

  • There will be an OCE headstart server.[98]

Server maintenance

Scheduled server downtime will occur on a weekly basis.[99]

Server rollbacks

Server rollbacks will only be carried out as a last-ditch effort. The preference would be to prevent or remedy any unforeseen issues directly.[100]

Server rollbacks are emergency scenarios. Are we open to taking emergency action if it's necessary? Yes, of course we're open to doing whatever is necessary to address unforeseen problems, but it should be a last a last-ditch option.[100]Steven Sharif

Server-wide announcements

Goblins attacking a Pueblo (fase 4) node due to a triggered event.[101][102]

Enemies can only really grow stronger as the node grows, becoming outposts essentially for exiled or rivals of the existing order.[103]Steven Sharif

There will be local, regional, or global (server-wide) announcements/notifications of important events.[103][104]

Event notifications will utilize different methods depending on the stage (scope and level) of the event.[103]

  • Local events
    • Local events (such as caravan PvP)[108][109][110] may prompt players via the UI asking if they wish to participate or not.[103]
    • Other local events may offer audible or visual cues without any UI notifications.[103]
    • Local events that have not been addressed may start to expand regionally or even globally.[103]
One important thing to note about events in general is notifications are sent to the players. Players can opt into these events in a similar way that you would into a quest. You're going to be presented with a 'would you like to participate' but they might not always be that way. You might hear trees falling in the forest and that may be an audio cue to tell you something's happening over there. It's out of the ordinary. This is not normally an audio cue that I hear in this area and i'm gonna go investigate that thing. So it might not just be always that UI window represented with a 'participate or not' but I'm going to go investigate and in that sense it could be stage driven. So you might have the more local stage where it is just the visual or audio cues and you get to go participate in that stage; and then when it advances, or if you don't answer the problem in time, then it starts to expand regionally and then it might send out particular notifications to either citizens of the node from which it falls under its purview or even broader than that. It could be global driven events and then it could have things that are are visual cues that are really big like a giant blizzard that's affecting the zone, because the event hasn't been addressed; and that can affect the crop rotations or it can affect passages and roads and how caravans move. There's a lot that the predicate system informs to the event system and then the event system reacts to those types of predicates.[103]Steven Sharif
Whether it be like a siege or a triggered event against a city or like a unique dungeon opportunity... those types of things are going to involve notifications. Especially to the citizens of the city; where you'll be informed of an impending event. Basically it will give you time.[107]Steven Sharif
  • Regional or global events
    • Wider events may be broadcast regionally or even globally.[103][104]

Historia en el servidor

El historial de cada servidor será registrado y se encontrará visible para los jugadores en la biblioteca de los nodos.[114][115]

We're gonna keep track of the history of the world so that we can tell people the story up to the current day. A player who's brand new, who's come in at the six-month mark can take a look at each server, what each server has done, how each server has tackled the storyline; and they can decide for themselves what community they want to join; what version of the world that they want to take part in.[115]Jeffrey Bard
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.
  • Los escribas pueden recopilar y registrar información sobre los acontecimientos del mundo tal y como los han vivido y desde su punto de vista.[116]

Bibliotecas

En la fase de Aldea (fase 3) el edificio exclusivo del nodo científico es la Biblioteca. Los jugadores pueden usar la Biblioteca para acceder a información, incluyendo (pero sin limitarse a) lo siguiente:[114]

Los registros de información en la biblioteca pueden caducar tras un periodo de tiempo (por ejemplo, una semana). Después de lo cual se requerirán nuevos informes para actualizar la información existente.[117]

You'll get that shroud of war functionality for the week after a report but if it doesn't receive a follow-up report after that expiration period then it will not be updating real time.[117]Steven Sharif

Custom network layer

Ashes of Creation features a custom network back-end with proprietary Unreal Engine networking code to enable mass combat in the open world: such as Pvp, Asedios de nodos, Asedios a castillos, Mazmorras and Jefes de mundo.[43][44]

Player density is a very important aspect of our custom network layer. Zach and his team have been doing an incredible job of creating a unique network layer that we utilize in Ashes of Creation to facilitate, not just the player density goals, but also the open-world and seamless travel across that world. There's a number of different strategies that we employ when architecting the network layer. Some of those things have to do with the significance of replicated data that the player is receiving as the density gets higher. We mitigate calls and reduce the significance distance- the net relevancy distance. We keep things specifically that need to be known for the player directionality, which direction they're facing. Those are the most pertinent data that we transfer- that we transmit to the player character. So there's a lot of different strategies. It's a relatively complex system but our goal is to satisfy hundreds of players available within a given area; and certain events, especially castle sieges, caravans are one of those types of events, and our architecture facilitates that.[45]Steven Sharif
  • The networking solution dynamically distributes processes and scales up necessary server instances to accommodate player density across the world.[43][46]

Generación procedimental

Ashes of Creation tendrá principalmente contenido hecho a mano, pero las mecánicas procedimentales se aprovecharán en lugares en los que no parecerán 'procedimentales'.[118]

Wherever we can leverage procedural mechanics in such a way that does not appear procedural we should. There's a healthy blend between the things that we do in having defined parameters for it and then incorporating a procedural component; and in that sense it will be perceived well, but where we the predominance of what we're implementing should be curated or by design.[118]Steven Sharif

Server hosting

Ashes of Creation servers are being hosted by Amazon Web Services (AWS).[125]

Ver además

Referencias

  1. 1.0 1.1 1.2 Transmisión en vivo, 2017-05-19 (37:03).
  2. roshen servers.png
  3. Official Livestream - May 4th @ 3 PM PST - Q&A
  4. 4.0 4.1 4.2 Transmisión en vivo, 2023-01-27 (4:18).
  5. 5.0 5.1 5.2 5.3 Transmisión en vivo, 2018-09-27 (48:13).
  6. 6.0 6.1 6.2 Transmisión en vivo, 2021-11-19 (52:35).
  7. Entrevista, 2017-05-08 (22:06).
  8. 8.0 8.1 Transmisión en vivo, 2017-05-24 (40:50).
  9. 9.0 9.1 9.2 9.3 9.4 9.5 server-locations.png
  10. 10.0 10.1 na and eu servers.jpg
  11. 11.0 11.1 11.2 11.3 Ashes of Creation FAQ: Where will your servers be?
  12. 12.0 12.1 servers SEA OCE.png
  13. steven-oce-servers.png
  14. Reddit Q&A, 2019-01-8.
  15. 15.0 15.1 Transmisión en vivo, 2018-04-8 (AM) (26:41).
  16. Transmisión en vivo, 2018-07-09 (47:54).
  17. Transmisión en vivo, 2020-07-25 (1:21:03).
  18. 18.0 18.1 margaret-region-locking.png
  19. 19.0 19.1 19.2 What languages will Ashes of Creation be in?
  20. 20.0 20.1 20.2 Entrevista, 2018-08-24 (2:35).
  21. 21.0 21.1 21.2 Transmisión en vivo, 2017-05-17 (1:09:22).
  22. 22.0 22.1 Transmisión en vivo, 2017-05-24 (45:49).
  23. spanish.png
  24. Entrevista, 2018-08-24 (3:19).
  25. 25.00 25.01 25.02 25.03 25.04 25.05 25.06 25.07 25.08 25.09 25.10 25.11 Alpha-1 screenshot.
  26. 26.0 26.1 26.2 26.3 26.4 26.5 26.6 Alpha-1 screenshot.
  27. alpha-1-participation.png
  28. Entrevista, 2020-07-19 (1:21:49).
  29. alpha-1-phase-2.png
  30. server wipe.jpg
  31. Alpha one test schedule, Mar 12, 2021.
  32. Transmisión en vivo, 2020-11-30 (7:27).
  33. 33.0 33.1 server-wipes.png
  34. Transmisión en vivo, 2017-05-17 (59:25).
  35. Transmisión en vivo, 2021-10-29 (1:14:00).
  36. Vídeo, 2018-09-06 (4:25).
  37. server population.png
  38. 38.0 38.1 steven-jahlon-accounts-per-server.jpg
  39. 39.0 39.1 steven-server-accounts.png
  40. 40.0 40.1 Entrevista, 2020-07-18 (12:56).
  41. Entrevista, 2020-07-18 (10:04).
  42. 42.0 42.1 Transmisión en vivo, 2019-12-17 (51:20).
  43. 43.0 43.1 43.2 43.3 Transmisión en vivo, 2023-10-31 (1:37:17).
  44. 44.0 44.1 Transmisión en vivo, 2017-05-03 (26:50).
  45. 45.0 45.1 45.2 45.3 Transmisión en vivo, 2021-12-23 (47:51).
  46. 46.0 46.1 steven-networking.png
  47. 47.0 47.1 47.2 Transmisión en vivo, 2018-06-04 (39:15).
  48. 48.0 48.1 Transmisión en vivo, 2020-07-25 (1:06:43).
  49. Newsletter - Pre-order packages are ending reminder.
  50. Pioneer
  51. Voyager plus pre-order pack
  52. 52.0 52.1 52.2 February 8, 2019 - Questions and Answers.
  53. Entrevista, 2020-07-29 (31:05).
  54. Entrevista, 2020-07-18 (13:13).
  55. Entrevista, 2020-07-08 (22:37).
  56. steven-wars-prime-time.png
  57. Transmisión en vivo, 2022-10-14 (2:53).
  58. Transmisión en vivo, 2017-05-08 (36:26).
  59. Transmisión en vivo, 2017-07-28 (35:42).
  60. Transmisión en vivo, 2020-04-30 (1:05:34).
  61. 61.0 61.1 Entrevista, 2020-07-19 (11:04).
  62. 62.0 62.1 62.2 62.3 Transmisión en vivo, 2017-05-22 (20:59).
  63. openworldinstancedsplit.png
  64. Transmisión en vivo, 2020-03-28 (1:48:36).
  65. Transmisión en vivo, 2022-01-28 (17:50).
  66. dungeon open.png
  67. Pódcast, 2021-09-29 (34:11).
  68. 68.0 68.1 Pódcast, 2021-09-29 (35:17).
  69. steven-siege-zone.png
  70. Transmisión en vivo, 2017-05-19 (24:17).
  71. Vídeo, 2017-07-16 (0:01).
  72. 72.0 72.1 72.2 Transmisión en vivo, 2021-09-24 (1:22:46).
  73. Transmisión en vivo, 2017-05-05 (16:53).
  74. 74.0 74.1 partysize.png
  75. Transmisión en vivo, 2017-05-26 (48:12).
  76. 76.0 76.1 76.2 Transmisión en vivo, 2022-10-28 (1:38:33).
  77. arena rewards.png
  78. 78.0 78.1 78.2 Pódcast, 2018-05-11 (52:20).
  79. gladiators.jpg
  80. 80.0 80.1 Transmisión en vivo, 2017-05-26 (29:13).
  81. Entrevista, 2020-03-27 (11:04).
  82. Transmisión en vivo, 2018-04-8 (PM) (36:21).
  83. 83.0 83.1 Transmisión en vivo, 2017-05-26 (29:05).
  84. 84.0 84.1 84.2 84.3 84.4 84.5 84.6 Pódcast, 2018-08-04 (1:47:21).
  85. 85.0 85.1 steven-pvp-metrics.png
  86. Transmisión en vivo, 2017-07-18 (58:50).
  87. Transmisión en vivo, 2017-05-15 (44:10).
  88. Transmisión en vivo, 2017-05-10 (35:27).
  89. 89.0 89.1 MMORPG Interview, 2016-12-12.
  90. Vídeo, 2018-04-16 (1:32).
  91. 91.0 91.1 Pódcast, 2021-04-11 (38:31).
  92. 92.0 92.1 92.2 Transmisión en vivo, 2017-05-12 (24:52).
  93. 93.0 93.1 93.2 93.3 Transmisión en vivo, 2017-05-05 (33:25).
  94. pvx stats.png
  95. Transmisión en vivo, 2017-05-15 (14:05).
  96. Transmisión en vivo, 2017-06-01 (37:39).
  97. Entrevista, 2018-08-08 (25:53).
  98. head-start-oce-2018-8-8.png
  99. seasons.png
  100. 100.0 100.1 Transmisión en vivo, 2022-06-30 (1:13:23).
  101. Types of Events on Verra.
  102. Transmisión en vivo, 2022-04-29 (32:29).
  103. 103.0 103.1 103.2 103.3 103.4 103.5 103.6 103.7 103.8 Transmisión en vivo, 2022-04-29 (42:31).
  104. 104.0 104.1 104.2 104.3 104.4 104.5 Transmisión en vivo, 2018-05-04 (48:14).
  105. Transmisión en vivo, 2022-04-29 (39:00).
  106. Transmisión en vivo, 2021-06-25 (1:13:30).
  107. 107.0 107.1 107.2 107.3 Entrevista, 2018-08-17 (24:48).
  108. Entrevista, 2020-03-27 (16:19).
  109. caravan UI.png
  110. Transmisión en vivo, 2017-05-22 (40:40).
  111. 111.0 111.1 111.2 111.3 Transmisión en vivo, 2021-04-30 (1:01:10).
  112. 112.0 112.1 Transmisión en vivo, 2020-10-30 (1:01:00).
  113. Kickstarter packages.
  114. 114.0 114.1 114.2 114.3 114.4 114.5 114.6 114.7 Blog: Know Your Nodes - Scientific Node Type
  115. 115.0 115.1 Entrevista, 2018-04-20 (9:20).
  116. Transmisión en vivo, 2017-05-26 (51:37).
  117. 117.0 117.1 117.2 Pódcast, 2021-04-11 (27:34).
  118. 118.0 118.1 118.2 Transmisión en vivo, 2022-02-25 (1:07:36).
  119. procedural generation.png
  120. Blog - Know Your Nodes - The Basics.
  121. A reactive world - Nodes.
  122. Transmisión en vivo, 2020-10-30 (39:17).
  123. Transmisión en vivo, 2018-09-27 (53:06).
  124. Transmisión en vivo, 2021-01-29 (1:13:04).
  125. server-hosting.png
  126. microsoftservers.png
  127. google servers.jpg