Difference between revisions of "Nodes"
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== Node benefits == | == Node benefits == | ||
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− | == | + | == Zone of influence == |
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== Node advancement == | == Node advancement == | ||
{{Node advancement}} | {{Node advancement}} | ||
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+ | === Zones and progression === | ||
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+ | {{Zones and progression}} | ||
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+ | === Node atrophy === | ||
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+ | {{Node atrophy}} | ||
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+ | === Storyline quests === | ||
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+ | {{Storyline quests}} | ||
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+ | === Trophy park === | ||
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+ | {{Trophy park}} | ||
== Node development == | == Node development == | ||
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{{Node development}} | {{Node development}} | ||
− | == Node | + | === Node buildings === |
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+ | === Racial quests === | ||
− | {{ | + | {{Racial quests}} |
− | + | == Player housing == | |
− | + | {{Player housing}} | |
− | {{ | + | {{Housing types}} |
− | == | + | === Static housing === |
{{Static housing}} | {{Static housing}} | ||
− | === | + | === Apartments === |
− | {{ | + | {{Apartments}} |
− | === | + | === Freeholds === |
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=== Buying and selling (Real estate) === | === Buying and selling (Real estate) === | ||
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{{Real estate}} | {{Real estate}} | ||
− | == Node | + | == Node citizenship == |
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+ | {{Citizenship}} | ||
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+ | == Node sieges == | ||
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+ | {{Node sieges}} | ||
− | {{ | + | {{readmore|Node sieges}} |
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+ | === Node deleveling === | ||
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+ | {{Node deleveling}} | ||
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+ | === Impact on freeholds === | ||
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+ | {{Freehold siege}} | ||
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+ | === Node redevelopment === | ||
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+ | {{Node redevelopment}} | ||
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+ | == Node government == | ||
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+ | {{Node government|1====}} | ||
− | === | + | === Mayors === |
− | {{ | + | {{Mayors}} |
− | === | + | === Leadership powers === |
− | {{ | + | {{Leadership powers}} |
− | == | + | === Node taxes === |
− | {{ | + | {{Node taxes}} |
− | === | + | === Alliances === |
− | {{ | + | {{Alliances}} |
− | == | + | == Underrealm nodes == |
− | {{ | + | {{Underrealm nodes}} |
− | == | + | == Coastal/island nodes == |
− | {{ | + | {{Coastal nodes}} |
− | == | + | == Underwater nodes == |
− | {{ | + | {{Underwater nodes}} |
− | == | + | == Relics == |
− | {{ | + | {{Relics}} |
== Sharemarkets == | == Sharemarkets == | ||
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{{Sharemarkets}} | {{Sharemarkets}} | ||
− | == | + | == Internal conflict == |
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+ | {{Node politics}} | ||
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+ | == Artwork == | ||
− | {{ | + | {{#dpl:category = {{ROOTPAGENAME}} |
+ | |mode = gallery | ||
+ | |namespace= file | ||
+ | }} | ||
== See also == | == See also == | ||
* [[Node sieges]] | * [[Node sieges]] | ||
− | * [[ | + | * [[Player housing]] |
+ | * [[Economy]] | ||
* [[Social organizations]] | * [[Social organizations]] | ||
− | + | == References == | |
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+ | <references/> | ||
[[Category:Reactive world]][[Category:Nodes]] | [[Category:Reactive world]][[Category:Nodes]] |
Revision as of 22:09, 18 March 2019
Encompassing each server are carefully placed points of development called Nodes.[3] There will be 85 regular node locations at launch with 15 additional castle nodes (5 castles x 3 castle nodes each)[4][5][6] for a total of 100 nodes.[7]
- Previously the developers estimated 103 regular node locations with 15 additional castle nodes for a total of 118 nodes.[8][9][4][5][6]
- This decrease in node count does not affect the amount of available player housing, or the estimated server capacity.[10][11]
- 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.[7] – Steven Sharif
- There were 9 node locations in Alpha-1.[12]
- Node locations are subject to change prior to Beta-1.[12]
- Nodes have emblems that can be placed on flags and certain types of armor.[13][14]
- 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.[8] – Margaret Krohn
Nodes are assigned one of four (4) node types, each of which contain unique specializations.[8]
- Players will be able to identify the type of a node at its first stage of development (Expedition) based on its NPC population.[16]
Node type.[8] | Specialization.[8] | NPCs.[8] | Currency.[17][18] |
---|---|---|---|
Divine nodes | Faith and skill/equipment augment focuses | Priests | Favor |
Economic nodes | Trade and merchant focuses | Merchants | - |
Military nodes | Combat and class training focuses | Guards | Honor |
Academic nodes | Artisan and construction focuses | Scholars | - |
Ashes of Creation allows you, the player, to decide the fate of the world around you. With each Node Type, you can change the flow of resources and goods in the world. Will you grow the largest Economic Metropolis and help guide the riches of Verra, or will you choose another path unlocking new stories filled with allies and enemies?[19]
Node types are predetermined and are the same across all servers.[8]
- A node’s type is static. It does not change based on the node’s advancement or destruction.[8]
For example, if a level 4 Scientific Node is destroyed, it will become a Level 0 Scientific Node. It will never be any other Node Type other than a Scientific Node. The location of these Types relates to the influences of the area around the Node.[8] – Margaret Krohn
Node types affect various services and systems at each level of node advancement.[8]
- Node governments
- Narrative
- NPCs
- Node buildings and amenities
Node types will be definitive during the Beta testing stages.[20]
Beta testing will require that the node types be definitive; and that's because of how node types are integrated into the relating and corresponding neighboring points of interest and those quest lines. So it's not something we can swap very easily.[20] – Steven Sharif
Node benefits
Each node type has a superpower (ultimate ability) that becomes unlocked when the node reaches Metropolis (stage 6).[19]
Zone of influence
Every node is given purview over a predefined geographic area called a Zone of influence (ZOI). Player activity within the ZOI is weighted and counted toward a particular node’s advancement.[2]
The main thing that differentiates us from other MMOs is that we have a living, breathing, reactive world... Our world is separated into zones, which are then separated into what we call nodes. Nodes are sort of invisible zones of influence that listen to everything that a player does; so as players gain experience from killing things, gain experience from doing quests, gain experience through crafting things, the node is also gaining that experience. Once a node gains enough experience it levels up and then starts to attract NPCs to it .[22] – Jeffrey Bard
- By undertaking familiar activities, such as questing, gathering and raiding, players have agency in determining which nodes in the world will develop.[23]
Each Node can form into towns, but are limited by their neighbors. The Nodes have different levels of advancement. There can only be so many of each level. Think of this as advanced settlements needing more elbow room. Nodes encompass more land as they grow and will require more effort to be sustained. This system is a main driver for change in the world because it creates scarcity. As Nodes advance in stages of growth they will lock out neighboring Nodes from progressing, and will absorb their zones of influence.[2]
- Zones of influence connect fully across the world without any gaps.[24]
There is not a space where you will move in to do something and no node will get that experience.[24] – Steven Sharif
- Underrealm nodes and nodes directly above them are considered adjacent but do not exist in the same ZOI.[25][26][27]
- Up to one fifth of the world will be encompassed within the ZOI of a Metropolis. The many vassal nodes within a ZOI's "border" could end up looking like a country or nation.[28]
Node advancement
Citizen and non-citizen player activity (questing, gathering, raiding, etc.) within a node's ZOI counts toward that particular node's advancement (progression) to a higher node stage.[30][3]
The advancement of a node unlocks its unique content, which comes at the cost of locking out an increasing ring of neighboring nodes from progressing to the next stage.[31]
- Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.[32]
- The more advanced the node is, the larger its ZOI becomes.[15]
- Less advanced nodes (referred to as vassal nodes) that fall within a more advanced node's ZOI can still gain XP, but must remain at a lower advancement stage than the dominant node.[33]
- The vassal system begins when a node hits Village (stage 3), but neighboring nodes starting from Expedition (stage 1) also block the growth of their immediate neighbors.[34][35]
- Certain quests, such as story arcs, may not be able to be turned in after a node has advanced.[36]
- The territory expansion algorithm takes into account the nearest coast, neighboring nodes, and the heatmap of players in surrounding areas over the last weeks or month.[37]
- Due to the way the progression algorithm calculates territorial (ZOI) expansion during node advancement, there is a small possibility that two nodes of the same stage end up being close to each other.[38]
- 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.[37] – 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.[38] – Steven Sharif
- A node does not receive XP from the nodes within its ZOI until these nodes have reached their cap.[33]
- Node experience gain opportunities will be equitable across the four node types.[40]
- 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.[41] – Steven Sharif
Node advancement spawns a series of animations and visual effects (within the footprint of the node).[42][30]
- Players within the node are teleported to a safe location, likely a respawn area near the node.[42][43]
- Supplies will spawn around the node and system driven caravans are spawned to bring these supplies into the node. These caravans are not able to be attacked.[42]
- NPCs will begin construction activities.[42]
- Players outside the node will see the new facade of the node pop into existence as the node advances in stage.[42]
- 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.[30] – Margaret Krohn
Zones and progression
Dungeons, Raids, World bosses, Mobs, Quests, Events, Resources, Narratives and other content within a node's ZOI will have a diverse level range; but will scale with the advancement of that node and its racial influence.[44][45][8]
- Portions of the spawn tables (for mobs and resources) are static and other portions are dynamic and adapt to node development.[46]
- 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.[47] – Steven Sharif
Node atrophy
Nodes accumulate an experience deficit each day based on the node's level, called node atrophy. The deficit is subtracted from any experience earned that day. If any deficit remains, then this is subtracted from the node’s experience pool.[30]
- An atrophy system may be implemented, where accumulated atrophy points will progressively disable services within a node. The node may be destroyed if a significant points threshold is reached.[38]
- 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.[38] – Steven Sharif
Storyline quests
Story arc quests (Storyline quests/Narrative quests) contain objectives for each chapter of a story arc.[48][49][50][51][52][53]
- Players can progress each chapter by completing story arc quests within the timeframe that each chapter is active.[50]
- Story arcs can branch into different stories with multiple possible endings depending on the quest objectives that players complete during each chapter.[48][49][51]
- You can't really farm the quests in any meaningful way, because once you've done the quests in a chapter, that's it until the next chapter. Whether 1000 people participate or 10, the chapters will stay active for the same length of time, and as long as you participate in the clearly-marked time frame in your quest journal, you're good. The only thing that a concentrated effort can help with is influencing the narrative paths through the arcs.[54] – Skott B
- These quests stages can be failed. The ability to retry a failed quest depends on Node progression.[51]
- 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.[51] – Steven Sharif
- Quests may differ based on the stages of nearby nodes, seasonal influences, and events such as world bosses.[55]
- Quests involving citizens from multiple nodes are unlocked based on the alliances and other relationships between the nodes and their progression.[56]
Trophy park
Trophy park is an area within Town, City 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.[57]
- Server announcements and achievements are designed to encourage groups to experience new content.[57]
Node development
Node layout and style is determined by several factors:[58][59]
- The way that the node system is built is that they can exist across a spread of 18 biomes, but at the same time have to represent the cultural influence of these cultures that are intrinsically a part of a specific biome.[60] – Steven Sharif
- Environment (biome) and location of the node.[60][58][59]
- Nodes will adjust the local topography to fit the aesthetic and mechanical requirements of the node.[61]
- 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.[61] – 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.[59] – Jeffrey Bard
- Race that contributed the highest percentage to the node's advancement will alter the racial appearance of its buildings, NPCs, and props.[62][63][58][30][59][64][65]
- 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.[67] – Steven Sharif
- The rest is determined by the node's mayor.[59]
- It should be possible for a node to complete several building projects within a mayor's one month term in office.[68]
- Q: How long would you say it will take players on average to fill/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.[68] – Steven Sharif
Node buildings
Racial quests
Quests may be based on a character's race.[69]
Different quests may relate to who the primary cultural contributor is to a node. This won't lock out content, but will add flavor to the quests.[69]
There might even be different directories of the quest that exist for specific races, and even though you're sharing a quest to kill a boss, if you're human and I'm an elf, I will have a different arc potentially that leads in a different direction than you, even though we took the same quest; and this can relate to who the primary cultural contributor is to a node unlocking different arcs for cultures that share the primary culture of a node - not that locks out content but it gives a flavor in a different direction so that not everything is so cookie cutter.[69] – Steven Sharif
Race matters because narratives have paths that also are influenced based on the primary contributing culture to the node... If you're a Niküa and you have you're in a Niküa node that's predominantly Niküa, you're going to have certain services and/or abilities as a member of the Niküa race that other races may not have access to... They may have alternative quest lines, but they won't have specific ones. Now those specific Niküa quests will then relate to the meta-narrative that's present in the world and they'll start to direct some of that meta-narrative; and that'll be beneficial for your kind because it will unlock certain content for your race that other races haven't unlocked yet. So there is an incentive there to see progression along that line now in order to curb the progress of a dominant race.[70] – Steven Sharif
Quests that are race specific, title specific, or guild specific will likely be less than 10% of the total number of quests. 90% of quests should be able to be shared by everybody.[71]
Player housing
Player housing is player-owned accommodation in the form of Apartments, Freeholds, Inns, and Static housing.[75][15]
A player may own up to one of each type of housing simultaneously.[76][77] Static housing and Apartments are one per server; Freeholds are one per account.[78]
Player housing | Type. | Availability. | Starting count. | Limit. |
---|---|---|---|---|
Apartments | Instanced.[15] | Village stage and higher.[79] | 50.[80] | One per character per server.[78] |
Freeholds | Open world.[15] | Village stage and higher.[15] | Low thousands per server.[81][82] | One per account.[78] |
Inns | Instanced.[83] | Starting areas and Nodes.[75] | Most accessible.[75] | - |
Static housing | In-node.[15] | Village stage and higher.[15] | 8.[80] | One per character per server.[78] |
- If you were to think about the level of exclusivity between the different types of housing that we have, obviously the most exclusive when it comes to a quantity is going to be Freeholds, followed by In-node housing, followed by Apartments, then followed by Inns.[84] – Steven Sharif
Static housing
Static housing provides non-instanced player accommodation within a node, also known as in-node housing.[15]
- Players are able to purchase small one room houses (cottages) starting at the Village (stage 3).[15][80]
- There will be 8 cottages available for purchase at the village stage.[80]
- The amount of static housing increases as a normal part of node advancement.[79]
- The architecture of static housing is predetermined by the racial influence of the node's layout and style.[86]
- Taverns and Player shops are not tied to in-node housing.[87]
Apartments
Apartments provide instanced player housing functionality on a rental basis.[88][15]
- Village (stage 3) apartment buildings offer 50 rental apartments. Additional apartments can be added at Town (stage 4) if the mayor chooses to construct them and if there is an available plot for the expansion. This includes different types of apartments, such as penthouses.[89][75][88][80][15]
- The number and sizes of available apartments increases as a normal part of node advancement.[88][79]
- It is estimated that the number of apartments available in a Metropolis (stage 6) node will be in the hundreds, if that node specs into all apartment expansion upgrades. This number is subject to change based on testing.[88]
- Prices for apartments will fluctuate depending on the number of units already sold in the node.[15]
- Different price points offer different apartment sizes and types, such as penthouses.[75][15]
- It was previously stated that apartments would be available at Town (stage 4) or above.[15]
- The mayor may additionally construct apartment buildings when the node hits stage 4 at one of the building plots in the node, along with cities gaining additional static housing and apartments by default as a normal part of the leveling process.[79] – Steven Sharif
Freeholds
Freeholds are sizable player housing plots that can be situated in baronies within the Zone of influence (ZOI) of a Village (stage 3) or higher node, including the ZOI of any of its vassal nodes.[81][93][94][95][96][97][98][15]
- Freehold estates may be purchased from other players,[99] or can be obtained via deeds from completing a quest and winning an auction.[81][93][94][100][95][96][101][98]
- Freehold ownership, whether purchased from players or via a freehold auction, requires the purchaser to have completed a freehold quest, which has a level requirement of 50.[102][103][81][104]
- The seller decides if their freehold should be auctioned or sold directly to other players.[105]
- Some freehold auctions will require node-type-specific bound currencies, others will auction for gold.[106][107][17] This is intended to cater to players with different playstyles, who are progressing through alternate systems.[106][17]
- The idea is that we're not reserving freeholds for the top 10 percent of levelers, we're reserving freeholds for the top 10 percent across the multiple different play paths that exist within the game; and this spreads out that ownership across different playstyles.[106] – Steven Sharif
- Housing takes several forms in the world of Verra. However, Freeholds are the highest tier of player housing available. Acquiring a Freehold is a major accomplishment, and it will take a large amount of effort and strategy to get a Freehold of your own. Since there is a limited amount of space available to place Freeholds in each node’s region, these are symbols of prestige for those who are able to acquire and maintain their Freeholds.[81]
- Freeholds are approximately 1.5 acres in size, or roughly 100m x 60m.[93]
- The footprint of a freehold does not change with node progression.[108]
- Previously it was stated that freeholds were half an acre in size.[109]
- The developers are expecting the number of freehold plots on each server to be in "the low thousands" depending on world state.[81][82][110][111]
- The number of Freeholds on a server will vary on a number of factors, such as how player actions advance nodes. At the moment we are targeting the low thousands for Freeholds on a server, but as we continue to test these systems during Alpha Two, we anticipate making adjustments.[81]
- Freeholds are subject to node taxes.[112]
- Freehold tax is calculated based on the number of permits issued for buildings on a freehold.[112]
- Freehold buildings that require permits will have additional upkeep costs.[81]
- Blueprints are required for the construction of the freehold buildings that are used to process resources into crafting materials.[113][114][115][116][117]
- The best processing can only be carried out on freeholds, so obtaining a freehold will require a large amount of effort.[118]
- If a player wants to achieve a freehold they can achieve the freehold, however the amount of effort resources and time that's required in order to achieve that freehold is a large amount. It is something that is a monumental achievement for you to to get that freehold; and the reason why is because freeholds tie in very heavily to the processing artisanship aspect. Some processing can be done in nodes, but the best processing is done on freeholds; and we want to make sure that there's a little bit of a throttle or gate on the amount of effort that's necessary to achieve that influence over the processing market.[118] – Steven Sharif
- Inns and other player housing options are available that are easier to obtain for players who do not need the benefits of a freehold.[113]
- Just because the freehold is very difficult to attain doesn't mean that you don't have a space for housing and furniture that you can achieve through our apartment system or an inn or the static in-node housing. Those are alternate methods as well but they do not have that aspect of the best processing is done on the freehold.[113] – Steven Sharif
- Freeholds are intended to work with the family system.[119]
- The spread of corruption in the world does not impact the freehold system.[121]
- Players are not able to adjust the terrain of their freeholds. Sloped terrain will result in stilts beneath placeable structures (to keep them level).[122]
- Expansions and upgrades become available as node progression allows.[109]
Buying and selling (Real estate)
Players buy the deeds for housing from the node itself, or may buy and sell properties from other players.[123][124][125][53][15]
- The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[126] Currently freeholds may be acquired via auction.[81][93][94][100][95][96]
- Housing will have a base price that scales with the number of citizens in the node.[127]
- There is no cap on the price of player-originated housing sales.[87]
- In-node housing will be at a premium, and is expected to be hotly contested.[15]
- The more apartments that have been purchased in a node, the higher the price scales.[128]
- Player housing that is destroyed during a node siege can no longer be sold.[129]
- Freehold plots may be purchased from and sold to other players,[123][99] or can be obtained via deeds issued by a Village (stage 3) or higher node.[81][93][94][100][95][96][101][98]
- We're establishing a real estate market that players can invest in and then sell within the in-game economy, but also they are a resource that's subject to removal through the sieging system as well, so there's a bit of risk implied there but the idea is that this is something for players to strive for.[99] – Steven Sharif
- Housing ownership can default back to the node if the owner fails to pay their property taxes. A balance and penalties will be charged to the new purchaser of the home in the manner of a "foreclosure process".[127]
- Players will not be able to exceed their allotment of housing in the game.[132]
- Rental and leasing concepts are under consideration.[132]
Node citizenship
Player housing grants the ability to claim citizenship of a Village (stage 3) node or higher.[89][75][133][134][53] Gaining citizenship through player housing is not automatic. It must be claimed.[133]
- There is not a hard cap to node citizenship, but there is a soft cap. Citizens pay dues and property taxes based on the stage of the node when the player became a citizen.[89][75][133][135][136]
- When you become a citizen you enter in at a certain citizenship due structure; and citizens pay taxes to their node in the form of both property taxes based on what type housing as well as citizenship dues, which are necessary. And as you enter later into the stage of a node's development, you will pay a higher value on the citizenship dues or vice-versa: if you own a property later, you will be entered into a property tax that is higher based on where you enter that property ownership within the node's history. So those help to form a soft cap. Now, if payers are willing to pay more to be a citizen of a particular node, they have that option, but at some point it becomes restrictive.[136]
- You can declare citizenship to only one node and when you declare that citizenship. Let's say for example, one guild perhaps wanting to take all their members and have them all declare the same citizenship to a location. The longer a node exists the higher the prize it is to take and some systems with regards to crafting progression and/or rewards and bonuses or the reliquary that we haven't really touched on a lot, those systems are going to be so enticing that from an incentive standpoint it will compel other groups to either potentially break alliances or siege the city in order to take the goods that are potentially in it. So, from an incentive standpoint we have that at play. Additionally, we don't have a cap per-se that we've announced yet on the citizenship aspect of being in a node, but we do have soft caps. It becomes costlier the higher number of citizens each time one new person wants to join to be part of a node. So, there is sort of a soft cap on how many citizens one node can have and it might be that not all in the guild can participate in that area. So, there's a natural divide: A pseudo faction, so to speak between who is a part of that node and who is not.[136] – Steven Sharif
- Your account is bound to one declared citizenship per server, which means that if you have two alts and your main character on one server you may only be a citizen of one node between those three... If you have an alt on a different server, it could be a citizen of a node as well.[140] – Steven Sharif
- Players lose their node citizenship after their node is destroyed in a node siege without entering into a cooldown period.[141][138][30]
- Apart from node destruction, there is no player driven system that can strip another player of their node citizenship.[142]
- Node citizenship is not tied to membership of a guild. Guilds don't "own" nodes.[138]
- Players can interact with the node board to get a list of citizens of the node. Clicking on a citizen will reveal information about their guild, society, religion, and property ownership.[143]
- Citizenship tickets may also grant citizenship to certain node stages. This mechanic will be decided based on testing.[144]
- A player does not need to declare citizenship of any node. These players won't need to pay taxes but will miss out on benefits of citizenship.[145]
Node sieges
Node sieges enable players to destroy nodes starting at Village (stage 3).[30] This paves the way for new development and access to the locked content in surrounding nodes. Due to this dynamic, political strife and intrigue play an important role in the structure of the world.[3]
- Sieging nodes will not be an easy task for the attackers. Cities and metropolises will have a considerable defensive advantage.[3]
- There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[147]
- Death penalties do not apply to objective-based events such as node sieges.[148]
- If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![149] – Steven Sharif
- The majority (~80%) of content in Ashes of Creation is open-world but there may be instanced battles within castle and node sieges where specific groups can participate in small, short-duration objective-based battles for specific waypoints.[150]
Node deleveling
Impact on freeholds
Node redevelopment
A node that was successfully destroyed by a node siege may develop differently due to the following influences:[58][151]
- Different races becoming primary contributors.[58][151]
- Design elements determined by different governments.[58][151]
- Reactions and interactions with other nodes in the world.[58][151]
Node government
Positions within a node's government are attained through seasonal titles that grant special powers and benefits within the node.[154][153][155][53]
There are other node-based positions. Most of them relate to social organizational structures like the temple and the social organization building that the node might construct. Those are ladder systems of achievement that players can work through on a seasonal basis to achieve the highest level of that for the particular node; and by doing so they will then have titles bestowed upon them, which grants certain types of powers and benefits.[154] – Steven Sharif
- Mayors.[156]
- Priests, bishops, or acolytes of temples.[154][157][155]
- Social organization positions.[154]
- Patron guild leaders.[155]
- Chief bounty hunter.[155]
Mayors
Mayors are chosen through different election methods according to the node's type.[15][8]
- Only node citizens may be elected mayor.[139]
- Previous mayors won't have any special system driven bonuses to help them get reelected.[160]
- Kings and Queens can also become a mayors.[139]
- Mayoral leadership powers are granted via the use of mandates.[159][156]
- Players will be able to view a historical listing of mayors of a node.[161]
Leadership powers
Leadership powers may refer to.
Node taxes
Mayors are able to set a generalized node tax rate as well as overrides for different activities within their node. Mayors gain additional taxation controls as their node advances.[162][163]
- Amenities tax override.[162]
- Artisanship tax override.[162]
- Commerce tax override.[162]
- This may include taxes that apply to tavern games.[164][165]
- Property tax override.[162]
- Freehold property taxes scale according to the number of freehold building permits issued for that freehold.[166][112][167]
- Citizenship dues and property taxes scale based on the stage of the node when a player became a citizen.[89][75][133][135][136]
- The goal is to exert financial pressure on node populations by making taxes increasingly expensive as nodes advance, rather than putting in place hard population caps.[133][135]
- Node tax rates will be visible on the world map by hovering over a node location.[168]
- Tax revenue only goes toward funding node development. This cannot be withdrawn by the mayor or any other player.[169][167]
Regent nodes take a cut of taxes from various activities that occur within their vassal node structure.[169][170]
- This tax doesn't necessarily impact the individual citizen, because citizen's tax levels are determined by their node, but the node's finances are affected by the taxation levied by its parent nodes.[170]
Alliances
Ashes of Creation may have specific content that revolves around Alliances.[171]
- Progression pathways within alliances.[171]
- Guilds sharing common services with alliance members.[171]
- Node alliances.[172][171]
- Content that revolves around alliances specifically and progression within the development of that alliance; and the ability to share some common services between guilds that are part of that alliance. I think that additionally allowing alliances to toggle certain relationships with nodes as an interaction is beneficial. That's going to provide an interesting dynamic for players who are either members of the particular node that has the relationship established or members of the Alliance. So I think that obviously building systems is is about creating the channels by which these players can form bonds and the more layers you have around those channels of bonding between the different guilds or players, the more sustainable that relationship.[171] – Steven Sharif
Underrealm nodes
Underrealm nodes and nodes directly above them are considered adjacent but do not exist in the same ZOI.[25][26][27]
- There will be "bleed over" between underrealm nodes and surface nodes in terms of influence and interaction.[26]
- There may be visual cues above ground that indicate influence from underrealm nodes in that area.[26]
That might be a little bit of a departure from our design in the past. I know originally like two-plus years ago we were discussing how those would be independent of each other, but I think as we further defined the layout of the world map itself it made more sense for those to have some interaction and influence that's combined.[26] – Steven Sharif
- Caravan routes will go underground.[173]
- Node sieges occur in the usual manner.[174]
- There will be underrealm Metropolises.[175]
Coastal/island nodes
There will be nodes along the coast and on islands.[178]
- These nodes will have specific water oriented influences, services, and questlines, that relate to the seas.[178]
- The open sea does not contribute to the advancement of coastal nodes, even if it falls within the ZOI of the node. This is subject to change during Alpha-2 testing.[179]
- Coastal nodes change the spawn tables of the nearby water content and can also trigger specific events.[180]
- Coastal nodes are not directly siegeable by sea. Instead, harbors offer objective-based naval gameplay during node sieges.[181][182][183]
- We've gone back and forth a little bit on whether or not the design intent for sieging of nodes is intended to include, for certain nodes, the naval component. The concern there was that it would be a difficult thing to balance around that particular node having accessibility from the water for those types of defenses. So what we've presented as an opportunity where harbors are the focal point of those naval interactions; and during sieges you are aware that nodes have certain objectives, which have ramifications and can influence the outcome and/or the ongoings of a particular against a node. And if one of those objectives is a naval objective, because that node might own a harbor, which is a point of interest that gets adopted by a node which advances far enough around it. So you might have one harbor and five nodes that can own that harbor. And the first to hit the village stage adopts the harbor. Then that can become an objective point during a siege that has naval interaction. So that's the direction we've moved towards, rather than allowing the naval component to interact directly with sieging the node itself as opposed to being a part of the objective-based gameplay that exists for a node siege.[181] – Steven Sharif
- Island chains are part of Ashes of Creation naval content.[184][185]
Underwater nodes
Underwater points of interest that have NPC structures may appear to be like cities, but they will not be nodes.[186]
- There won't be nodes underwater or in the water.[178]
Relics
Relics are achievements for a node that unlock over time. They allow node citizens to craft certain legendary items and progress in certain legendary quest lines.[189][190]
- Relics are embodiments of certain types of achievements. You may have the scale of a dragon that's been defeated- the all-scale aspect of it- and from that every week a citizen might be able to derive one scale material component that can be used across a plethora of high-end types of crafting.[189] – Steven Sharif
- Relics automatically manifest in the node's reliquary when specific conditions are met by that node. For example, it may require a certain number of citizens to accomplish a particular achievement a number of times before the relic is granted to the node.[189][188]
- Let's say for example there is a dragon nearby and this dragon is a large raid boss; and the number of citizens that the node has that participates in that raid the first time- if you have 30 citizens present you may not achieve the relic. And it's not a matter of capturing it at that location taking back to the city. It'll automatically manifest within the reliquary if a number of citizens accomplish a particular achievement a number of times necessary to create the relic. So if you only have 30 citizens present at that raid boss you may need to do that raid boss four or five six times in order to unlock the achievement which grants the relic in the reliquary. So it's essentially incentivizing the citizens to participate in the world events around the node.[189] – Steven Sharif
- Relics can also be awarded for accomplishments that span many different progression paths, such the number of citizens achieving advanced stages of their artisan classes.[189]
- The other component of relics that's important to note is that it's not just adventuring relics, these are accomplishments that span a lot of the different progression paths. So you could have accomplishments get unlocked by how many number of citizens achieve the creation of a particular type of item. You may have now an alchemical genius that is a citizen of your node and as a result there is an alchemical relic that's been granted to your reliquary in a similar fashion to the dragon.[189] – Steven Sharif
- Relics stored in a node's reliquary grant passive and active benefits to node citizens and vassal states.[191]
- Limited access to the relics stored in a node's reliquary are granted to players after a node is destroyed by a node siege.[194][195][189][188][196][197][198] Benefits are also conferred to those who capture, steal, or sabotage relics held the reliquary.[191]
- Looting a relic from a node will create a shard of the relic, which can be used in recipes for certain crafted items and enchantments; or it can be consumed for a single-use buff that reflects the original relic's purpose.[199] These shards can be traded.[200]
- Relics include the four Ancient artifacts of Verra that were originally discovered by King Atrax in his pursuit of the power of The Essence.[201][202]
- These artifacts were in close alignment to The Essence on Verra due to their proximity to the ley lines of Essence spread across the world.[203]
- These artifacts were originally housed in the vault of Fallow's Hold, which is one of the great dungeons of Ashes of Creation, located near the capital city of the ancient Toren empire, Torall.[203]
- Constellations enable the acquisition of certain relics.[204]
- Certain relics can only be discovered through exploration.[205]
Stock exchanges (also called Stock markets and Share markets) enable players to buy and sell shares in Nodes, Guilds and Social organizations.[206][207][208]
- Stock exchanges were a Kickstarter stretch goal unlocked for reaching the $3 million dollar mark.[208]
- This is a planned feature for the launch of Ashes of Creation.[206]
- The value of stocks is influenced by world events and the performance of nodes, Social organizations or guilds.[209]
- Hard metrics, such as quest lines, nearby resources, citizen progression, and purchases of local real estate, will determine the value of purchasable shares.[208]
- There is no regulatory commission to restrict the purchase and sale of stocks.[209]
Internal conflict
There won't be a civil war mechanic within nodes but there will be scope for internal political conflicts; such as undermining the current leadership and disrupting trade.[210]
- The only way to remove an elected mayor prior to the end of their term is by destroying the node.[211]
We want consequences to matter and if that person got elected then you need to work within the means of the mechanics to get them unelected.[211] – Steven Sharif
Artwork
See also
References
- ↑ X.com - Fly on through the Village Node we showed in our August livestream!
- ↑ 2.0 2.1 2.2 2.3 Node series part I
- ↑ 3.0 3.1 3.2 3.3 A reactive world - Nodes.
- ↑ 4.0 4.1 Blog: 10 facts about castle sieges in the MMORPG.
- ↑ 5.0 5.1
- ↑ 6.0 6.1 Podcast, April 23, 2018 (15:14).
- ↑ 7.0 7.1 Livestream, August 26, 2022 (1:05:47).
- ↑ 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 Blog - Know Your Nodes - The Basics.
- ↑ Interview, August 24, 2018 (3:44).
- ↑ Livestream, August 26, 2022 (1:18:54).
- ↑ Livestream, August 26, 2022 (1:06:42).
- ↑ 12.0 12.1 Livestream, November 30, 2020 (37:16).
- ↑ Livestream, October 31, 2023 (1:34:37).
- ↑ Livestream, May 17, 2017 (55:40).
- ↑ 15.00 15.01 15.02 15.03 15.04 15.05 15.06 15.07 15.08 15.09 15.10 15.11 15.12 15.13 15.14 15.15 15.16 15.17 15.18 Node series part II – the Metropolis.
- ↑ 16.0 16.1 Livestream, May 4, 2017 (15:15).
- ↑ 17.0 17.1 17.2 Interview, July 9, 2023 (19:56).
- ↑ Interview, July 18, 2020 (27:11).
- ↑ 19.0 19.1 Know Your Nodes: Economic Node Type.
- ↑ 20.0 20.1 Livestream, August 27, 2021 (1:19:43).
- ↑ Blog: Creative Director's Letter
- ↑ Interview, April 20, 2018 (7:22).
- ↑ Ashes of Creation FAQ.
- ↑ 24.0 24.1 Livestream, July 9, 2018 (39:32).
- ↑ 25.0 25.1 Livestream, March 29, 2019 (58:14).
- ↑ 26.0 26.1 26.2 26.3 26.4 Livestream, March 29, 2019 (29:17).
- ↑ 27.0 27.1 Livestream, May 5, 2017 (37:52).
- ↑ Interview, May 11, 2018 (55:16).
- ↑ Video, February 29, 2024 (33:57).
- ↑ 30.00 30.01 30.02 30.03 30.04 30.05 30.06 30.07 30.08 30.09 30.10 Blog - Know Your Nodes - Advance and Destroy.
- ↑ Video, April 20, 2017 (0:02).
- ↑
- ↑ 33.0 33.1 Livestream, October 16, 2017 (50:20).
- ↑
- ↑
- ↑ Livestream, February 29, 2024 (53:58).
- ↑ 37.0 37.1 Interview, July 18, 2020 (10:04).
- ↑ 38.0 38.1 38.2 38.3 38.4 Interview, July 8, 2020 (1:00:15).
- ↑
- ↑ Livestream, September 24, 2021 (1:21:23).
- ↑ 41.0 41.1 Livestream, May 26, 2017 (28:16).
- ↑ 42.0 42.1 42.2 42.3 42.4 Livestream, October 14, 2022 (55:13).
- ↑ Livestream, November 17, 2017 (55:27).
- ↑ Interview, July 19, 2020 (19:35).
- ↑ Livestream, May 15, 2017 (30:53).
- ↑ Livestream, August 26, 2022 (1:28:50).
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- ↑ 48.0 48.1 Livestream, April 7, 2023 (58:39).
- ↑ 49.0 49.1 49.2 Video, March 31, 2023 (14:20).
- ↑ 50.0 50.1 Video, March 31, 2023 (12:47).
- ↑ 51.0 51.1 51.2 51.3 Interview, October 20, 2018 (2:36:25).
- ↑ Livestream, January 18, 2018 (39:08).
- ↑ 53.0 53.1 53.2 53.3 MMOGames interview, January 2017
- ↑ 54.0 54.1
- ↑ Livestream, March 26, 2021 (1:12:51).
- ↑ Livestream, July 25, 2020 (1:50:20).
- ↑ 57.0 57.1 Podcast, August 4, 2018 (1:35:58).
- ↑ 58.0 58.1 58.2 58.3 58.4 58.5 58.6 Livestream, October 30, 2020 (39:17).
- ↑ 59.0 59.1 59.2 59.3 59.4 59.5 Livestream, September 27, 2018 (53:06).
- ↑ 60.0 60.1 Livestream, February 25, 2022 (41:00).
- ↑ 61.0 61.1 Livestream, February 26, 2021 (1:12:18).
- ↑ Livestream, March 31, 2022 (4:57).
- ↑ Podcast, April 11, 2021 (29:47).
- ↑ Interview, May 11, 2018 (54:34).
- ↑ Livestream, May 26, 2017 (21:23).
- ↑ Podcast, April 11, 2021 (23:36).
- ↑ 67.0 67.1 Interview, May 11, 2018 (47:27).
- ↑ 68.0 68.1 Livestream, July 29, 2022 (1:13:09).
- ↑ 69.0 69.1 69.2 Podcast, April 23, 2018 (29:56).
- ↑ Interview, May 11, 2018 (1:00:19).
- ↑ Livestream, July 26, 2019 (1:13:23).
- ↑ Video, May 25, 2017 (1:07).
- ↑ About Ashes of Creation.
- ↑ Livestream, May 4, 2018 (32:46).
- ↑ 75.0 75.1 75.2 75.3 75.4 75.5 75.6 75.7 75.8 75.9 Livestream, August 31, 2023 (15:51).
- ↑ Interview, July 9, 2023 (42:11).
- ↑
- ↑ 78.0 78.1 78.2 78.3 78.4 Interview, May 11, 2018 (50:47).
- ↑ 79.0 79.1 79.2 79.3 Steven Sharif - Clarification points from today’s stream.
- ↑ 80.0 80.1 80.2 80.3 80.4
- ↑ 81.0 81.1 81.2 81.3 81.4 81.5 81.6 81.7 81.8 81.9 Blog: Exploring the Boundless Opportunities of Freeholds.
- ↑ 82.0 82.1
- ↑ Livestream, August 31, 2023 (22:32).
- ↑ Livestream, August 31, 2023 (18:13).
- ↑ Video, May 31, 2020 (38:50).
- ↑ Livestream, May 19, 2017 (33:57).
- ↑ 87.0 87.1 Interview, July 8, 2020 (33:34).
- ↑ 88.0 88.1 88.2 88.3 Interview, July 9, 2023 (1:50:50).
- ↑ 89.0 89.1 89.2 89.3 89.4 Blog: Development Update with Village Node.
- ↑ Livestream, May 29, 2020 (36:29).
- ↑ Livestream, June 30, 2023 (9:09).
- ↑ 92.0 92.1 Video, June 30, 2023 (5:41).
- ↑ 93.0 93.1 93.2 93.3 93.4 Livestream, June 30, 2023 (1:12:07).
- ↑ 94.0 94.1 94.2 94.3 Livestream, June 30, 2023 (14:09).
- ↑ 95.0 95.1 95.2 95.3 Development Update with Freehold Preview.
- ↑ 96.0 96.1 96.2 96.3 Video, June 30, 2023 (21:22).
- ↑ Livestream, April 29, 2022 (1:03:44).
- ↑ 98.0 98.1 98.2 Livestream, May 19, 2017 (32:23).
- ↑ 99.0 99.1 99.2 99.3 Livestream, June 30, 2023 (1:15:34).
- ↑ 100.0 100.1 100.2 Livestream, June 30, 2023 (13:10).
- ↑ 101.0 101.1
- ↑ Podcast, July 15, 2023 (11:21).
- ↑
- ↑
- ↑ 105.0 105.1
- ↑ 106.0 106.1 106.2 Podcast, July 15, 2023 (15:14).
- ↑
- ↑ Interview, July 8, 2020 (45:23).
- ↑ 109.0 109.1 Livestream, October 16, 2017 (56:42).
- ↑
- ↑ Livestream, June 30, 2023 (30:21).
- ↑ 112.0 112.1 112.2 Livestream, June 30, 2023 (1:45:22).
- ↑ 113.0 113.1 113.2 Livestream, June 30, 2022 (1:09:29).
- ↑ Livestream, February 25, 2022 (1:12:27).
- ↑ Podcast, April 11, 2021 (40:20).
- ↑ Interview, March 27, 2020 (9:00).
- ↑ Livestream, May 5, 2017 (34:15).
- ↑ 118.0 118.1 Livestream, June 30, 2022 (1:08:02).
- ↑ Livestream, June 30, 2023 (26:23).
- ↑ Livestream, April 7, 2023 (37:56).
- ↑ Interview, July 9, 2023 (49:48).
- ↑ Livestream, January 31, 2024 (1:24:57).
- ↑ 123.0 123.1
- ↑ 124.0 124.1 Livestream, June 26, 2020 (47:32).
- ↑ Livestream, June 26, 2020 (54:03).
- ↑ 126.0 126.1 126.2 126.3 Livestream, May 12, 2017 (55:01).
- ↑ 127.0 127.1 Livestream, June 26, 2020 (53:41).
- ↑ Livestream, May 12, 2017 (52:01).
- ↑ Livestream, June 26, 2020 (1:02:12).
- ↑ Livestream, June 26, 2020 (56:08).
- ↑ Livestream, June 30, 2023 (1:20:20).
- ↑ 132.0 132.1 Livestream, May 30, 2019 (1:23:41).
- ↑ 133.0 133.1 133.2 133.3 133.4 133.5 133.6 Interview, July 9, 2023 (38:14).
- ↑
- ↑ 135.0 135.1 135.2 Interview, March 27, 2020 (0:30).
- ↑ 136.0 136.1 136.2 136.3 Video, April 5, 2018 (41:48).
- ↑ Livestream, May 19, 2017 (53:24).
- ↑ 138.0 138.1 138.2 Interview, July 29, 2020 (17:26).
- ↑ 139.0 139.1 139.2 139.3
- ↑ 140.0 140.1 140.2 Interview, May 11, 2018 (50:05).
- ↑ Livestream, August 31, 2023 (20:54).
- ↑ Livestream, August 31, 2023 (2:22:01).
- ↑ Livestream, October 30, 2020 (1:01:00).
- ↑ Livestream, July 9, 2018 (27:12).
- ↑ Livestream, May 26, 2017 (44:52).
- ↑ Video, December 4, 2016 (0:02).
- ↑ Twitch Bustin - Practice Sieges?
- ↑ Livestream, December 22, 2020 (1:13:51).
- ↑ Video, April 30, 2017 (5:31).
- ↑ Livestream, January 28, 2022 (17:50).
- ↑ 151.0 151.1 151.2 151.3 Livestream, May 24, 2017 (52:39).
- ↑ Livestream, March 28, 2020 (1:02:46).
- ↑ 153.0 153.1
- ↑ 154.0 154.1 154.2 154.3 Livestream, September 29, 2023 (1:07:01).
- ↑ 155.0 155.1 155.2 155.3 Livestream, July 26, 2019 (1:20:48).
- ↑ 156.0 156.1 Livestream, November 17, 2017 (9:49).
- ↑ Livestream, July 25, 2020 (1:52:45).
- ↑
- ↑ 159.0 159.1 Livestream, August 31, 2023 (31:44).
- ↑ Livestream, August 31, 2023 (37:35).
- ↑ Livestream, September 29, 2023 (1:05:44).
- ↑ 162.0 162.1 162.2 162.3 162.4 162.5 162.6 162.7 Video, August 31, 2023 (28:04).
- ↑ Livestream, March 28, 2020 (1:03:38).
- ↑
- ↑
- ↑ Interview, July 9, 2023 (54:46).
- ↑ 167.0 167.1
- ↑ Livestream, September 29, 2023 (1:11:22).
- ↑ 169.0 169.1 Livestream, August 26, 2022 (1:10:16).
- ↑ 170.0 170.1 Interview, May 11, 2018 (57:02).
- ↑ 171.0 171.1 171.2 171.3 171.4 Podcast, May 11, 2018 (21:07).
- ↑ Livestream, August 31, 2023 (2:10:23).
- ↑ Livestream, May 26, 2017 (31:44).
- ↑ Livestream, May 26, 2017 (42:45).
- ↑ Livestream, May 24, 2017 (31:39).
- ↑ Livestream, August 17, 2018 (58:53).
- ↑ 177.0 177.1
- ↑ 178.0 178.1 178.2 Livestream, 2018-04-8 (PM) (1:01:28).
- ↑ Livestream, March 29, 2024 (2:26:40).
- ↑ Interview, July 19, 2020 (48:05).
- ↑ 181.0 181.1 Interview, July 9, 2023 (1:18:49).
- ↑ Livestream, October 14, 2022 (58:46).
- ↑ Livestream, May 19, 2017 (37:51).
- ↑ Livestream, May 17, 2017 (30:53).
- ↑ Kickstarter - We Just Broke $1,500,000!
- ↑ Livestream, 2018-04-8 (AM) (18:29).
- ↑
- ↑ 188.0 188.1 188.2 Interview, July 18, 2020 (56:11).
- ↑ 189.0 189.1 189.2 189.3 189.4 189.5 189.6 Podcast, September 29, 2021 (10:49).
- ↑ Livestream, February 9, 2018 (29:26).
- ↑ 191.0 191.1 Livestream, April 29, 2022 (27:00).
- ↑ Livestream, July 25, 2020 (1:22:40).
- ↑ Livestream, June 26, 2020 (1:33:10).
- ↑ Livestream, October 14, 2022 (52:31).
- ↑ Podcast, September 29, 2021 (14:21).
- ↑ Interview, July 8, 2020 (57:46).
- ↑ Livestream, April 30, 2020 (1:14:44).
- ↑
- ↑
- ↑
- ↑ Livestream, November 8, 2020 (15:01).
- ↑ Livestream, November 8, 2020 (00:49).
- ↑ 203.0 203.1 Livestream, November 8, 2020 (07:58).
- ↑ Video, December 2, 2022 (11:11).
- ↑ Livestream, February 24, 2023 (6:51).
- ↑ 206.0 206.1
- ↑ 207.0 207.1 Livestream, May 17, 2017 (11:27).
- ↑ 208.0 208.1 208.2
- ↑ 209.0 209.1 Interview, October 20, 2018 (5:51).
- ↑ Livestream, May 24, 2017 (40:50).
- ↑ 211.0 211.1 Livestream, June 28, 2019 (1:26:14).