Avance del nodo

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La actividad de los jugadores, ciudadanos y no ciudadanos, como (questear, recolectar, raids, etc.) dentro de la ZOI de un nodo contabiliza para el avance de ese nodo en particular (progresión) a una fase superior.[1][2]

El avance de un nodo desbloquea sus ventajas únicas, aunque puede bloquear el avance de los nodos vecinos hacia sus siguientes fases, al incrementar su anillo de influencia.[3]

  • Los nodos avanzan hacia su primera fase muy rápido. Esto habilita algunos PNJs como vendedores o el almacenamiento de objetos.[4]
  • Cuanto más avanza el nodo, más ámplia se vuelve su ZOI.[5]
  • Los nodos menos evolucionados (conocidos como nodos vasallos) que entran dentro de la ZOI de otros nodos pueden seguir ganando experiencia, pero siempre permanecerán en una fase inferior a la del nodo dominante.[6]
    • El sistema de vasallaje comienza cuando un nodo alcanza la fase de Aldea (fase 3), sin embargo, los nodos vecinos a partir de la fase Expedición (fase 1)también bloquean el avance de sus propios nodos vecinos.[7][8]
  • El algoritmo de expansión de territorio tiene en cuenta la costa más cercana, los nodos vecinos y el "mapa de calor" de los jugadores en las zonas circundantes durante las últimas semanas y meses.[9]
    • Debido la forma en la que el algoritmo calcula la expansión del territorio (ZOI) durante el avance del nodo, hay una pequeña posibilidad de que nodos nodos en la misma fase terminen estando el uno cerca del otro.[10]
The way that the algorithm expands the territories takes into account a few things: One it takes into account the coast like where's the closest coast. Two it takes into account the neighboring nodes so it can take over and essentially vassal state those nodes, but what's more important is essentially the initial population based on like how players choose their races. Because we have nine different races and four different starting points that branch out, each server's population density is going to dictate essentially the first few nodes that are highly populated and then that initial seed is what's going to determine the node structure as it moves inland into the into the world essentially; and based on the performance and successes of different sieges will determine which nodes that got locked out from the previous the initial advancements what nodes can now be available to advance further. So I really think that with so many variables that are present in the equation of how nodes advance and stay existing with the more variables you have, the higher likelihood there is for there to be a significant diversion in world progression.[9]Steven Sharif
Normally the algorithm that's applied to the node territorial expansion will prevent significant nodes from being in close proximity to each other... There could be a perfect storm where all of the algorithmic progression of territory leads to having these nodes very close to each other because there's certain requirements that should that need to be available to satisfy node vassal takeovers; and it's possible that two nodes would never take each other over as vassals and end up close together and spanning their territories in opposite directions: The Tale of Two Cities thing.[10]Steven Sharif
  • Un nodo no recibirá experiencia de los nodos dentro de su ZOI hasta que ese nodo no haya alcanzado su límite.[6]
  • Los ciudadanos de un nodo pueden contribuir al avance de otros.[11]
  • El porcentaje de experiencia que ganan los nodos será equitativa entre los cuatro tipos de nodo.[12]
    • El porcentaje exacto de experiencia que otorga obtener objetos o matar enemigos no se hará público de forma explícita para evitar "explotar" el sistema.[13]
Different people have different resources invested in nodes progressing and it would be a little "gamey" if you could know exactly what was necessary at that point because that would disincentivize people from participating.[13]Steven Sharif



La mejora del nodo mostrará una serie de animaciones y efectos visuales (dentro del área del nodo).[14][1]

  • Los jugadores serán desplazados a zonas seguras si se cruzan con nuevos objetos generados durante el avance del nodo.[14][15]
  • Los recursos aparecerán al rededor del nodo y el sistema mostrará una serie de caravanas llegando al nodo con esos recursos. Estas caravanas no podrán ser atacadas.[14]
  • Algunos PNJs comenzarán con actividades de construcción.[14]
  • Los jugadores fuera del nodo podrán ver como el aspecto del nodo va cambiando a medida que avanza hacia su nuevo nivel.[14]
The Development Area of a Node is where civilization will appear as the Node advances. As the Node Stage increases, different buildings, NPCs, and services will become available in the Development Area. The higher the Node Stage, the more complex and populated the Development Area becomes. Development Areas will also vary depending on the Node Type - Economic, Military, Scientific, or Divine.[1]Margaret Krohn

Nodos vasallos

Vassal node structure.[16]

This vassal mode structure tells you what it looks like for a sovereign at a level six metropolis stage; and what it can control at a maximum vassal network is two level five nodes, of which a level five node can control one level four and one level three as direct vassals; and then the four can control a three; and every three can control a one or a two. Now if the three gets removed through siege, the one or the two is removed as well. So that's an important distinction between the three's vassals, which technically isn't really a vassal relationship because there's no citizenships possible. Those vassals don't exist between three and X, but they do exist between four and three, five and four, and six and five. And what this also allows is that because there are 85 nodes that are within the world, we have a buffer zone of about 20 nodes that lives in a max server state. So if you had maximum five metropolises form in a world, you will have a number about 20 nodes that can live alongside those metropolis networks; and when or if a metropolis falls, that extra cushion of nodes around the five metropolis structures allows for the map to be redistricted in a way that is unique. It doesn't mean that one of the fives is just going to pick up where the last six left off and form the same exact metropolis structure. From a territory perspective it has ancillary nodes to play with and expand towards that redistricts the map, so that if a metropolis falls there's a significant difference in the layout of the world and the layout of these almost nation-like territories.[16]Steven Sharif

Los nodos de nivel aldeas (fase 3) o superior subyugan a los nodos cercanos, convirtiéndolos en nodos vasallos.[17][8]

  • Los nodos vasallos obtienen beneficios de su nodo soberano (nodo padre) incluso si el tipo de nodo padre es diferente al vasallo.[19]
It is not a bad thing to be vasseled, it is a good thing to be vasseled. It brings many benefits from the Sovereign, which is the ultimate parent of that vassal network down to the vassal node itself; and it allows that vassal node to even live outside of its normal mechanics. You get to adopt some of the benefits that the node type of your sovereign is, even if your node type as a vassal node isn't the same.[19]Steven Sharif
  • Los nodos soberanos recogen impuestos de los nodos vasallos. Estos impuestos no pueden ser cogidos por el alcalde u otros jugadores.[20]
  • Los nodos vasallos deben permanecer, al menos, una fase de nodo por debajo de su nodo padre.[17]
  • Los nodos vasallos dan su exceso de experiencia a su nodo padre, y pueden tener sus propios nodos vasallos; siempre y cuando estén dentro de la zona de influencia del nodo padre.[20][17]
    • Si un nodo está bloqueado, y ademas de ser un nodo vasallo tiene sus propios nodos vasallos, cualquier experiencia ganada por el propio nodo o sus vasallos se aplica primero a su propio déficit. La experiencia sobrante a partir de ahí se manda al nodo padre.[1]
When the vassal reaches its cap it overflows experience up to the parent; and so it can be very good early on for parents to get vassal nodes that are very productive- that have a lot of traffic.[20]Steven Sharif
  • Los nodos vasallos están supeditados al gobierno, alianzas, guerras, impuestos, y al comercio de su nodo padre, y pueden recibir ayuda "federal" del mismo.[17]
  • Los nodos vasallos no pueden declarar la guerra a su nodo padre o a cualquiera de sus vasallos.[17]
  • Los ciudadanos de los nodos vasallos están vinculados a las condiciones diplomáticas de su nodo padre.[17]

If a Node is a Vassal Node and is capped from advancing further, it first applies any experience earned to its own deficit (see Node Atrophy section), and then applies excess experience earned to its Parent Node. If the Parent Node advances and the Vassal is able to grow, it becomes uncapped. If a Node is capped and is both a Vassal and has its own Vassals, any experience earned from itself or its Vassals is first applied to their own deficit. Any experience beyond that is then sent to its Parent Node.[1]Margaret Krohn

Las zonas y su progresión

Las mazmorras, raids, jefes de mundo, enemigos, misiones, eventos, recursos, narrativa y cualquier otro contenido dentro de la ZOI de un nodo tendrán un nivel de dificultad variable; pero escalará con el avance de ese nodo y de su influencia racial.[21][22][17]

We don’t have a strictly level 25 zone. Instead, that zone might have some level 10 creatures near the road, some level 20 creatures deep in the forest, and some level 30 creatures up the mountain. These ratios will change based on the Nodes that inform them, becoming generally more dangerous as the Node grows. All this civilization attracts the attention of Things-That-Should-Not-Be. This does not mean that wilderness areas are safe, by any means. Some may be safe-er, but all will have dangers that even the most experienced traveler needs to watch out for.[23]Steven Sharif

El gestor del mundo

El gestor del mundo es un algoritmo en Ashes of Creation que controla la dinámica de los elementos del mundo. Actúa como potenciador y sistema de incentivos de varias actividades, para asegurar que ciertos parámetros se mantienen dentro de sus umbrales aceptables.[24]

A world manager is a technical term to define a server process that lives alongside the game server; and when the game server needs to do things- communicating with other game servers within that grid- it tells that manager and that manager sends it down to the appropriate server.[25]Steven Sharif
  • Los precios de los certificados de caza.[26]
  • Un mapa de calor de la experiencia que se gana y se aplica al avance del nodo.[26]
    • El algoritmo de expansión de territorio tiene en cuenta las costas cercanas, los nodos vecinos, así como el mapa de calor de los jugadores en las áreas circundantes durante las últimas semanas o meses.[9]
    • Debido la forma en la que el algoritmo calcula la expansión del territorio (ZOI) durante el avance del nodo, hay una pequeña posibilidad de que nodos nodos en la misma fase terminen estando el uno cerca del otro..[10]
  • El movimiento de recursos y bienes entre regiones para ofrecer misiones de recompensa para los nodos.[26]
For example if you know iron is being used as a raw resource for a specific crafting path that might drive up the price of mithril or silver; and that will incentivize the market to course correct a little bit. The idea is to provide soft incentives that help to alleviate the demand and also to prop up the supply that might not be present from the economic systems.[26]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.[27]

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.[27]

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.[27]Jeffrey Bard

Loot tables

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.[48]

Nodos

Pre-alpha Metropolis node.[5]

Nodes are a pre-set location, wrapped in a zone of influence, in our world that can form into towns of different sizes. These sizes range from a small camp to a sprawling metropolis. The size of the towns depends on the contribution by players and how far they’ve advanced the Node. Players do not create the footprint of a Node, but within that footprint they do have the ability to own land. Players who are part of the government for a specific Node will have the ability to modify building types and services further, but for the most part, a Node will grow along its own specific path (think about this more as NPCs building these towns out, rather than PCs individually putting buildings and walls up). A Node’s contribution area is larger than the actual town itself, allowing for players to adventure while building upon the town. We call the contribution area the Node’s “Zone of Influence,” and it’s the area where players help to advance the Node they are in.[50]

En cada servidor hay localizaciones de desorrollo o evolución cuidadosamente colocados, llamados Nodos.[2]

We have moved from a 103 nodes to 85 nodes; and there's a few reasons for that. One, when we were doing the calculations behind how- in Alpha 2 and in the game- we want these vassal structures to exist, we had more nodes than what felt meaningful and we wanted to condense some of that those curated story arcs and hooks into the environment and realm around the areas to be more bountiful at a lesser node value: meaning bringing down the node count so that we can increase the richness of each of those nodes more than what was at 103.[57]Steven Sharif

Nodes are the heart of the world, they create the ebb and flow of life. At their core, Nodes are pre-set points in the world, wrapped in a Zone of Influence and surrounded by geographic areas that change over time based upon player participation. The world map is divided into regions, with each region containing multiple Nodes. As a Node advances, it influences the types of content within itself and the surrounding areas. Players do not create Nodes, but if they are a part of the government for a specific Node, they have the ability to influence diplomacy, and modify building types/construction and services within that Node. There will be 103 Node locations at launch, each with its own impact on the narrative and development of the world.[17]Margaret Krohn

Debilitamiento de los nodos

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 nodos acumulan cada día un déficit de experiencia basado en el niveld el nodo, llamado atrofia del nodo. The deficit is subtracted from any experience earned that day. Si queda algún déficit, se resta del reserva de experiencia del nodo.[1]

  • Un diseño anterior consistía en que los nodos podían bajar de nivel en función de la atrofia acumulada.[10][1]
There are intrinsic problems with reducing a nodes level as opposed to removing the node and it may be possible I'm just gonna say now that we don't actually atrophy nodes to delevel but rather accrue atrophy points that must be replenished over time; and if not it begins to disable services and further compound the atrophy problem; at which point when it reaches a certain atrophy point then the node would just disappear.[10]Steven Sharif

#REDIRECT MediaWiki:Story arc quests/es

Las líneas de misiones pueden tener varias fases. Estas fases de cada misión pueden terminar en fallo.[59]

There will be many different quests that actually have stages of the storyline; and these stages can actually be failed. You can actually fail a storyline; which sucks when you think about it, but at the same time that risk makes your investment that much more important.[59]Steven Sharif

Estilo y diseño de los nodos

Racial architecture of the same Aldea (fase 3) node on different servers. Dünir Dwarven influence (top). Kaelar Human influence (bottom). Alpha-1 No NDA captura de pantalla.

The layout and architecture within a Node’s development area are determined by influential race. For example, a stage 3 Node with the majority of player contribution being Py'rai would have a Py'rai village with Py'rai architecture. Most NPCs would be Py'rai elves, and offer questlines within the Py'rai narrative.[17]Margaret Krohn

Each player’s contributed experience is flagged with their character race and other identifiers. When a Node advances, the race with the highest experience contribution determines the Node’s style and culture. This style and culture change can happen at every Node Stage. For example, if a Node advances to Level 2 - Encampment Stage and 51% of all experience was earned by Ren’Kai players, the Node will be a Level 2 Ren’Kai Node. If that same Node advances to a Level 3 - Village Stage Node, but the Py'Rai contributed 62% of all the experience earned, then the Node will be a Level 3 Py'Rai Node.[1]Margaret Krohn

El diseño de un nodo y su estilo es determinado por varios factores:[62]

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.[65]Steven Sharif

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.[62]Jeffrey Bard

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.[70]Steven Sharif

  • El resto es determinado por el alcalde del nodo.[62]
    • Debería ser posible completar varios proyectos de construcción en un nodo durante el mes en el que el alcalde ostenta su cargo.[71]
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.[71]Steven Sharif

Taxation

Los alcaldes pueden establecer los impuestos en sus nodos.[72]

Los alcaldes/gobernantes de los nodos asignan recursos, impuestos, and misiones para ayudar a desarrollar las defensas de los nodos.[75]

  • El dinero de los impuestos solo se puede destinar al desarrollo de los nodos. Este oro no puede ser retirado por el alcalde ni por ningún otro jugador.[20][76]
  • Las tasas de los impuestos varían según el momento en el que el jugador se unió al nodo como ciudadano. el objetivo de esto, es aplicar cierta presión financiera sobre las poblaciones de los nodos, haciendo que los impuestos sean cada vez más altos conforme el nodo avanza en lugar de establecer límites de población.[77]

Los nodos madre (soberanos) se llevan una parte de los impuestos de la vivienda así como de los servicios que se den en cualquier de sus nodos vasallos.[20][78]

  • Estos impuestos no tienen porqué afectar a los ciudadanos, ya que los niveles de impuestos de los ciudadanos vienen impuestos directamente por su nodo,pero las finanzas del nodo si que se ven afectadas por los impuestos recaudados por los nodos madre (soberanos).[78]

Player housing

Pre-alpha Empyrean freehold homestead.[79]

Players will have the ability to survey and develop land anywhere in the world. Be a pioneer deep in the wilderness, build the home of your dreams, and work the land to cultivate resources and supplies. Alternatively, stick with civilization and safety in numbers – purchase a home within the confines of a village and watch your investment grow as that village turns into a city. Homeowners in our game will have the ability to develop their plot of land as they see fit. Focus on farming, animal husbandry, or own your very own smithy. You’ll be able to specialize your land to maximize your profits or your comfort – be sure to choose wisely.[80]

El Player housing es el alojamiento de los jugadores; siendo estos alojamiento persistente, apartamentos y parcelas.[5]

Un jugador puede poseer hasta un alojamiento de cada tipo [82] Uno por servidor en cuanto al alojamiento persistente y los apartamentos; y una parcela por cuenta.

Player housing Tipo. Disponibilidad. Disponibilidad inicial. Límite.
Apartamentos Instanciado.[5] Fase de Aldea o superior.[83] 50.[84] Uno por personaje character por server.[85]
Parcelas Mundo abierto.[5] Fase de Aldea o superior.[5] Abundante.[84] Uno por cuenta.[85]
Alojamiento persistente Dentro del nodo.[5] Fase de Aldea o superior.[5] 8.[84] Uno por personaje por servidor.[85]

Leer más...

Trophy park

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.

Trophy park is an area within Pueblo, Ciudad or Metropolis nodes that has available spots for trophies. These trophies show the character names of players who are the first to complete world bosses and dungeon bosses that were spawned as the result of the development of that particular node.[86]

  • Server announcements and achievements are designed to encourage groups to experience new content.[86]

Adaptive content

Alpha-1 preview pirate themed dynamic point of interest.[87]

This is actually a dynamic POI. This one will evolve as players evolve the node that it's attached to. So this is its final state.[87]Jeffrey Bard

Los nuevos puntos de interés (como las mazmorras, jefes de mundo, y zonas corruptas) aparecen conforme los nodos se desarrollan.[88][89]Este contenido se adapta a la progresión del nodo de la zone donde se encuentra.[87][90]

Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that academic node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players.[91]

Ver además

Referencias

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  2. 2.0 2.1 A reactive world - Nodes.
  3. Vídeo, 2017-04-20 (0:02).
  4. Npc vending.jpg
  5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 Node series part II – the Metropolis.
  6. 6.0 6.1 Transmisión en vivo, 2017-10-16 (50:20).
  7. 7.0 7.1 steven-quote-neighboring-nodes.png
  8. 8.0 8.1 8.2 jahlon-steven-vassal-nodes-quote.png
  9. 9.0 9.1 9.2 Entrevista, 2020-07-18 (10:04).
  10. 10.0 10.1 10.2 10.3 10.4 10.5 Entrevista, 2020-07-08 (1:00:15).
  11. node xp.png
  12. Transmisión en vivo, 2021-09-24 (1:21:23).
  13. 13.0 13.1 Transmisión en vivo, 2017-05-26 (28:16).
  14. 14.0 14.1 14.2 14.3 14.4 Transmisión en vivo, 2022-10-14 (55:13).
  15. Transmisión en vivo, 2017-11-17 (55:27).
  16. 16.0 16.1 16.2 Transmisión en vivo, 2022-08-26 (1:07:34).
  17. 17.00 17.01 17.02 17.03 17.04 17.05 17.06 17.07 17.08 17.09 17.10 17.11 Blog - Know Your Nodes - The Basics.
  18. steven-stream-clarifications-august-2022.png
  19. 19.0 19.1 Transmisión en vivo, 2022-08-26 (1:04:35).
  20. 20.0 20.1 20.2 20.3 20.4 Transmisión en vivo, 2022-08-26 (1:10:16).
  21. Entrevista, 2020-07-19 (19:35).
  22. Transmisión en vivo, 2017-05-15 (30:53).
  23. Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
  24. Entrevista, 2020-07-19 (1:10:55).
  25. Transmisión en vivo, 2022-10-14 (57:22).
  26. 26.0 26.1 26.2 26.3 Entrevista, 2020-07-19 (1:08:22).
  27. 27.0 27.1 27.2 Transmisión en vivo, 2018-06-04 (39:15).
  28. Vídeo, 2023-01-27 (16:44).
  29. 29.0 29.1 Entrevista, 2020-07-18 (27:11).
  30. Transmisión en vivo, 2017-05-24 (44:14).
  31. steven-glint.png
  32. Entrevista, 2023-09-10 (53:47).
  33. Transmisión en vivo, 2021-03-26 (1:07:33).
  34. a419c5398b542a713545e4f393d67215.png
  35. Pódcast, 2017-05-05 (43:05).
  36. steven-glint-rarity-level.png
  37. Transmisión en vivo, 2017-05-03 (35:25).
  38. Entrevista, 2020-07-18 (1:00:15).
  39. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  40. 40.0 40.1 Entrevista, 2020-07-19 (8:43).
  41. February 8, 2019 - Questions and Answers.
  42. Entrevista, 2020-07-20 (21:57).
  43. Transmisión en vivo, 2018-04-8 (PM) (55:49).
  44. 44.0 44.1 Transmisión en vivo, 2020-07-25 (46:08).
  45. Transmisión en vivo, 2020-12-22 (1:15:01).
  46. Transmisión en vivo, 2022-05-27 (1:14:46).
  47. Vídeo, 2022-05-27 (2:21).
  48. 48.0 48.1 Transmisión en vivo, 2024-02-29 (1:22:09).
  49. Pódcast, 2018-08-04 (1:44:54).
  50. Node series part I
  51. 51.0 51.1 Blog: 10 facts about castle sieges in the MMORPG.
  52. 52.0 52.1 castle nodes.png
  53. 53.0 53.1 Pódcast, 2018-04-23 (15:14).
  54. 54.0 54.1 Entrevista, 2018-08-24 (3:44).
  55. Transmisión en vivo, 2022-08-26 (1:18:54).
  56. Transmisión en vivo, 2022-08-26 (1:06:42).
  57. Transmisión en vivo, 2022-08-26 (1:05:47).
  58. 58.0 58.1 Transmisión en vivo, 2020-11-30 (37:16).
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  60. Transmisión en vivo, 2020-07-25 (1:50:20).
  61. Transmisión en vivo, 2021-03-26 (1:12:51).
  62. 62.0 62.1 62.2 62.3 62.4 62.5 Transmisión en vivo, 2018-09-27 (53:06).
  63. 63.0 63.1 Transmisión en vivo, 2022-02-25 (41:00).
  64. 64.0 64.1 Transmisión en vivo, 2020-10-30 (39:17).
  65. 65.0 65.1 Transmisión en vivo, 2021-02-26 (1:12:18).
  66. Pódcast, 2021-04-11 (29:47).
  67. Entrevista, 2018-05-11 (54:34).
  68. Transmisión en vivo, 2017-05-26 (21:23).
  69. Pódcast, 2021-04-11 (23:36).
  70. 70.0 70.1 Entrevista, 2018-05-11 (47:27).
  71. 71.0 71.1 Transmisión en vivo, 2022-07-29 (1:13:09).
  72. 72.0 72.1 Transmisión en vivo, 2020-03-28 (1:03:38).
  73. steven-tavern-games-1.png
  74. steven-tavern-games-2.png
  75. siege equipment.png
  76. Tax spending.png
  77. Entrevista, 2020-03-27 (0:30).
  78. 78.0 78.1 Entrevista, 2018-05-11 (57:02).
  79. Vídeo, 2017-05-25 (1:07).
  80. About Ashes of Creation.
  81. Transmisión en vivo, 2018-05-04 (32:46).
  82. player housing limits.png
  83. Steven Sharif - Clarification points from today’s stream.
  84. 84.0 84.1 84.2 steven-housing-numbers.png
  85. 85.0 85.1 85.2 Entrevista, 2018-05-11 (50:47).
  86. 86.0 86.1 Pódcast, 2018-08-04 (1:35:58).
  87. 87.0 87.1 87.2 87.3 87.4 87.5 87.6 Transmisión en vivo, 2021-03-26 (50:33).
  88. Transmisión en vivo, 2021-03-26 (22:53).
  89. Transmisión en vivo, 2017-11-17 (36:22).
  90. 90.0 90.1 90.2 90.3 90.4 Transmisión en vivo, 2017-11-17 (18:29).
  91. 91.0 91.1 91.2 91.3 MMOGames interview, January 2017
  92. steven-pois.png
  93. steven-dungeons.png
  94. Transmisión en vivo, 2022-04-29 (40:21).
  95. jindrack-pois.png