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Difference between revisions of "Sieges"
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+ | ==== Siege aftermath ==== | ||
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+ | ==== Destructible environments ==== | ||
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+ | ==== Impact on player housing ==== | ||
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+ | {{Housing designs}} | ||
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+ | ==== Impact on in-node housing ==== | ||
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+ | {{Static housing destructibility}} | ||
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+ | ==== Impact on apartments ==== | ||
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+ | {{Apartment destructibility}} | ||
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+ | ==== Impact on freeholds ==== | ||
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+ | {{Freehold destructibility}} | ||
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+ | ==== Node redevelopment ==== | ||
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== Siege alliances == | == Siege alliances == |
Revision as of 17:56, 13 July 2020
Sieges in Ashes of Creation refer to:
- Castle sieges, where guilds battle to occupy one of five Guild castles.[2]
- Node sieges, which are open world battles fought to destroy nodes.[3]
The risk versus reward relationship, when, say for instance, you've dedicated time towards building a node and other players have dedicated that equivalent time towards sieging the node, there's going to be a pitched battle between those players... They spend that time doing this because they care passionately about having access to that content.[4] – Steven Sharif
Castle sieges
Guilds participate in Castle sieges in an effort to capture and occupy one of the five guild castles in Ashes of Creation.[2]
- The minimum goal is for 250x250 players to be on a single battlefield. It is hoped that this can be increased to 500x500 over time.[10][11][12][13]
- There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[14]
- There may be instanced locations within otherwise open-world castle and node sieges, where specific groups can participate in small, short duration objective-based battles that will affect the overall outcome of the siege.[15]
- I love castle-based gameplay. I love trophies. I like rewarding risk a lot; and for me it's very difficult to imagine a MMO that I would want to play where there is not competition of strategic prowess that determines the outcome of these types of events and there is not a meaningful reward both mechanically and from just a bragging rights perspective that players can aim for and try to achieve. I think that it brings a lot to the game when it comes to motivations, to excel, to level, to gain power, to engage those different progression loops when there is an ultimate goal or trophy that is not static and doesn't exist forever once you achieve it, but that you must constantly perform in order to maintain; and that's really the purpose of these castles.[20] – Steven Sharif
A guild that captures a castle will own that castle for a month before it is sieged again.[21][22]
- Each week leading up to the siege week... is a week that's dedicated to one of the three castle dedicated nodes. So around the castle there are three nodes. They represent week, one, two, and three; and then the fourth week is the siege against the castle. Those can only be elevated up to stage three. We've discussed this in the past and there's definitely information out there on the community ran wiki.[21] – Steven Sharif
- In the first three weeks that a guild occupies a castle they will need to level up each of their castle nodes to Village stage through questing.[21][22]
- The fourth week is declaration week, where other guilds have the opportunity to lay down their declaration flag or to sign up as a defender of the castle.[21][22]
- Depending on how well the guild defends their castle nodes results in better defenses for the castle.[22][23]
- Different siege weaponry will grant the attackers the ability to destroy walls, doors and sections of the castle in order to gain access to the inner keep area.[24]
- When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[25]
- There will be benefits to attracting people... even if they're not in your guild or alliance – a feudal like system, where you can attract other players who are just independent of this whole politic. They will have things to do there - benefits to receive - and there will be a reciprocal relationship between who you can attract, what they do for you; and how that benefits you and them.[22] – Steven Sharif
Ashes of Creation Apocalypse castle sieges
Ashes of Creation Apocalypse castle sieges are a planned Ashes of Creation Apocalypse testing mode that aims to test castle siege mechanics.[29]
- Takes place in and around large destructible castles.[30]
- Matches are expected to last thirty to thirty-five minutes. This duration can be modified by control points captured during the match.[31]
- There will be 200 players in a match (100 v 100).[32][29]
- Invite up to 20 guildmates to a match.[30]
- Class kits come into play during the testing of Ashes of Creation Apocalypse castle sieges.[33]
- The ability to host a session and challenge an opponent or guild may be present post-launch of castle siege mode.[34]
The Castle Siege mode is another example of a playable slice of the MMORPG that Apocalypse is providing early testing for. While it’s a somewhat smaller scale experience than the one you’ll have in the MMO, the overall flow of taking and defending a castle will remain similar. There’s some additional systems you’ll see in the final product, like the influence of Nodes over the available defensive emplacements, the crafting and deploying of custom siege weapons, and the summoning of siege monsters. These are all things that we’ll be adding on top of this mode upon our release of Ashes of Creation.[31] – Margaret Krohn
A potential Alpha-1 implementation of Castle sieges in the MMORPG is based on Ashes of Creation Apocalypse castle sieges.[19]
Node sieges
Node sieges enable players to destroy nodes starting at Village (stage 3).[3] 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.[36]
- Sieging nodes will not be an easy task for the attackers. Cities and metropolises will have a considerable defensive advantage.[36]
- There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[14]
- Death penalties do not apply to objective-based events such as node sieges.[37]
- If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![38] – 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.[15]
Node destruction
Nodes can be destroyed starting at Village (stage 3) following a successful siege against that node.[3]
- It is a normal process of the world to see PvP be a catalyst for change. That is one of the defining elements of our world building approach and being a PvX game is that PvE builds the world and PvP changes the world; and as these nodes get destructed this should be a normal habit that players are accustomed to seeing that landscape changing over time, because it is the breath of renewal that then is allowed as a result of that action.[39] – Steven Sharif
- Players lose their node citizenship after their node is destroyed without entering into a cooldown period.[39][40][3]
- Node destruction may prevent some quests from being completed.[41]
- After a node is destroyed, the footprint of the node will enter a ruined state and will become an open PvP zone for a number of days equal to the node's level. These ruins consist of a debris field of treasures that are lootable by certain players.[42][43][44][45][46][47]
- Which players get to loot the debris field during this period is currently under discussion by the developers.[48] Previously it was stated that any player could loot the debris field.[43] Before that it was stated that only attackers who participated in the siege will have exclusive looting rights.[49]
- Any loot remaining after this period will be open for anyone to loot.[49]
- After a number of days equal to the destroyed node's level, the node will revert back to stage 0 (wilderness) and any modified terrain will revert back to its original state.[43][50][51]
- Those are like open-world battlegrounds that spawn on the footprint of the node after a successful siege. And these are opportunities that previous defenders have to salvage certain materials and/or equipment from the destroyed node, or that attackers have to do the same. And there's interact points that live within that environment that take time in order to interact with, which makes those individuals susceptible to potential ganking or fighting. And you can control those areas; and that exists for some period of time. It's like an open-world arena system.[42] – Steven Sharif
- Treasures in the debris field will take time and tools to uncover.[42][43]
- The warehouse debris will contain a portion of all Materials (crafting components) and Gatherables that were stored in the destroyed node.[43][44][45][46][47]
- The reliquary debris will contain a stockpile of shards of the relics that were stored there.[52][43][44][53][54]
- The town hall debris might contain tax-oriented certificates that were held within the vaults and in the treasury.[44]
- The stables debris might contain mount certificates that can be added to caravans in the future or sold on the auction house.[44]
- Gatherables and crafting materials that were stored in in-node housing and apartment storage chests become lootable. These are not lootable if the node survives the siege- even if the housing buildings are destroyed or damaged during the siege.[45]
Siege aftermath
Rubble will be visible for a period of time following a successful castle siege. This will likely persist until the incumbent guild develops the first defensive node.[56]
Destructible environments
Destructible environments is a core element of how players interact with the world, in Ashes of Creation.[58][59]
- Buildings, siege weapons and other structures (such as walls and gates) during events, such as sieges that have been damaged or destroyed will be able to be repaired or re-crafted.[60][61]
- Destructible props in the open-world will typically respawn after 10 minutes.[62]
- The terrain itself is not destructible.[60]
Impact on player housing
Player housing designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[63][64][65]
- Blueprints for homestead, business, and artisan freehold buildings, including progression and upgrades, are returned to the player.[63][3][64][65]
- A possible design idea is for items such as furnishings to be boxed in crates that are accessible inside the new home.[66]
Impact on in-node housing
Following a node siege, static housing will be scaled back or destroyed based on the advancement of the node.[64]
- If the housing was purchased at a higher advancement than the node currently is then it will be destroyed, otherwise the housing will be scaled back.
Impact on apartments
Apartments may be destroyed in the following circumstances:[64]
- If their building was destroyed during a node siege, even if the siege was not successful.[67][64]
- If the mayor decides to destroy apartment buildings all items and layouts will be mailed to the owner.[68]
- If a mayor built extra apartment buildings at Town (stage 4) or higher and the Node deleveled below that stage.[64]
Impact on freeholds
Freeholds may be attacked by any player for a period of two hours following a successful siege against its parent node.[69][70][3][71] Freeholds can also be lost by foreclosure for not paying property taxes or other fees.[63]
- Players and their allies may defend their freehold for this period of time.[71]
- Structures and guards may be obtained to defend freeholds during this period.[71]
- When it comes to losing Freeholds like this, one person’s loss is another person’s gain. While there aren’t enough Freeholds in the world for everyone to have one at the same time, this cycle of players losing Freeholds creates opportunities for other players to acquire one.[63]
After the two hour period of open combat following a successful node siege, any remaining freeholds will exist under a grace period for roughly 1 week where another node may take over the zone of influence of the freehold.[70][3]
- The freehold owner will be required to undertake a quest process to have their freehold adopted by a new node if one exists.[70]
- At the end of the grace period, if the freehold does not reside within the ZOI of a Village (stage 3) node or above, it will be destroyed.[63][3][70][72]
- If a siege is successful, then the Node is brought down to Level 0, and anyone who was a citizen of that Node is no longer a citizen. Freeholds within the Zone of Influence are subject to a period of vulnerability. These Freeholds can be destroyed by other players during a period of roughly 2 hours after a successful siege. Destroyed Freeholds are subject to material loss, and blueprints for them are mailed to the player to utilize for future placement in order to allow the player to keep their Freehold’s layout and structure. Once the vulnerability period is complete, any remaining Freeholds will exist under a grace period for roughly 1 week where another Node may take over the Zone of Influence of the Freehold.[3] – Margaret Krohn
- Q: How many times a year do you suspect that most players will be moving residence based on nodes being eliminated from sieges?
- A: There are a lot of variables that influence that answer. I'm not sure I can give an average, but what I would say is that depending on the political dynamic of a server: if a server tends to have more combat and/or sieges against nodes, that is going to increase the amount of opportunity for freeholds to be removed from the world and then replaced. I'm not sure I have an average. what I will say is that it is very important to remember that Ashes is not a PvP game and it is not a PvE game. It is a PvX game and that has a very specific meaning. It means that as these systems are developed as they are designed and they are integrated with each other: they are done so from a competitive viewpoint and how that system relates to both PvE and PvP. Freeholds are one of those systems very much so and it's because of the cyclical nature that we're attempting to achieve with the development of nodes and the destruction of nodes, the world is a rapidly and dynamically changing place really. So it's intended to be something that is constantly recycling and is leaking out different types of content and new content that revitalizes the player interest and stimulates new points of conflict or cooperation.[73] – Steven Sharif
Node redevelopment
A node that was successfully destroyed by a node siege may develop differently due to the following influences:[74][75]
- Different races becoming primary contributors.[74][75]
- Design elements determined by different governments.[74][75]
- Reactions and interactions with other nodes in the world.[74][75]
Siege alliances
When a siege begins, temporary alliances are formed among attackers and defenders.[76]
- For node sieges, citizens of the node or provincial nodes being attacked are automatically registered as defenders.[77]
- There are many reasons to participate as an ally in the attack or defence of other nodes.[78]
- Titles.
- Items.
- Materials.
- Money.
- Social bonds.
Many incentives exist that can benefit your node and yourself personally by participating in the attack or defense of cities. These range from titles, to items, to materials, to money. Additionally, aiding others may help you strengthen bonds when your assets are threatened.[78] – Steven Sharif
Siege participation
Non-registered combatants are not permitted on the siege field in castle or node sieges.[79]
- Alpha-1 castle sieges are located in a separate zone that is accessible via a NPC teleporter.[17][18][16][19]
- Castle sieges (in the final game) may or may not be instanced.[16][80]
- Players could potentially intercept stragglers with the guild war or flagging system en route to the siege field.[82]
Lower level characters will have usefulness in mass combat that does not depend on their level, such as manning siege weapons, helping repair fortifications, bringing proximity-based buffs to key positions, using stealth or scaling walls. These types of things are relevant to the tide of battle and do not require the player to be max-level or have high combat stats.[83]
Siege defenses
Siege defenses in Ashes of Creation may refer to.
Siege mechanics
A siege occurs over several phases.[88]
- Certain siege mechanics may be gated for specific size groups during sieges.[89]
- There will not be a deserter debuff for leaving a siege before it is complete.[90]
- More will be revealed in an upcoming blog entry.[88]
Siege weapons
Siege weapons and siege vehicles are able to be utilized during sieges.[84]
- Siege equipment is able to be crafted or purchased from NPCs. Crafting will require materials, recipes and craftsmanship.[93][94]
- Part of this endeavor of sieging a player-held location (or non-player-held location) is time to prepare; and that includes gathering and crafting these mega weapons or collecting the resources: Whether it be gold or specific quest items to purchase from NPCs.[94] – Steven Sharif
- There will be ways to repair destructible structures (such as walls and gates) and also repair (or re-craft) siege weapons that were damaged during sieges.[95]
- Anything that you want to bring into existence in the world is going to be built by players: Whether that is Ships, Siege engines, Weapons, Armor, etc.[96] – Jeffrey Bard
Siege PvP
Sieges don't use the PvP flagging system.[97]
Death penalties do not apply to objective-based events (such as caravans, guild wars, and node sieges).[37]
Siege NPCs
Siege NPCs, NPC guards, and mercenary NPCs serve as defense points during sieges and other events.[98][99]
- Only combat NPCs are killable during a siege. Non-combat NPCs, such as merchants, will despawn and will respawn if the siege is unsuccessful.[98][100]
- Upgrades to the node's Barracks may allow a garrison of siege NPCs to be spawned in the event of an attack.[98]
- Mercenary NPCs can be hired in advance.[98] They are intended to be a significant presence but not the main line of defense in a siege.[101]
Mercenary NPCs
Mercenary NPCs can be hired to participate in objective-based situations.[103][104][105]
- Varying tiers of mercenary NPCs may be unlocked based on the investment made in their progression. Highest tier NPC mercenaries are referred to as heros.[106][107][103][104]
- Mayors are able to allocate treasury funding to hire mercenary NPCs to defend their node during sieges.[104][105]
- Nodes can invest in upgrade paths that give a greater selection of roles and quality (gear level) of NPC mercenaries used for caravan defense.[106]
- NPC mercenaries can be hired to participate in castle sieges based on the allocation made by the governing castle and how successful they have been defending their castle nodes.[107][103]
- These mechanics are subject to change based on testing and priorities.[106][107]
- Players can assign mercenary NPCs, but won't micromanage them, in a similar manner to pets.[105]
- There are mercenary NPCs that can be assigned to players. We've discussed about that before and those will follow generically... a pet system even adopted majority of the pet system with the added bonus of objective based points of interest that you can assign them to. But we don't want to inundate the field with these mercenaries they'll be few and far between. They'll be assigned specifically like let's say for example as the mayor of a node during a siege you'll be able to assign these two specific players that are citizens within your node and then they'll have those they'll spawn during the during the node siege; or vice versa and the castle siege guild leaders can assign mercenaries that are available based on the progress of those subsidiary nodes around the castle siege whether or not you have those available to your defense or your attack.[105] – Steven Sharif
Siege objectives
Each node has a number of districts, depending on its stage.[88]
- Districts are taken by defeating a "raid boss" guard NPC in that district.[88]
- If attackers take over a district, they gain that district as a respawn location.[88]
- Attackers can kill the quartermasters to increase the respawn times of the defenders while reducing their own respawn times.[108][88]
Defenders can assault the outposts of the attackers to hinder them.[88]
- Destroying the headquarters of the attacking army is a victory condition for the defenders.[108][109]
Attackers may not be capable of deleveling a node. Instead they may carry out precision attacks to disable specific service-oriented buildings within the node. These buildings can be targeted with siege weapons and bombs.[67]
As the attackers are sieging a city they have obviously a win condition- a win objective- but additionally there can be casualties from a structural standpoint during that process. So let's say if the... attackers were to not succeed in completely destroying the node they could still affect damage across multiple types of buildings that are present within the node, which disables services for that those citizens and also will require some type of reconstruction effort on behalf of the citizens.[110] – Steven Sharif
Destructible environments
Destructible environments is a core element of how players interact with the world, in Ashes of Creation.[58][59]
- Buildings, siege weapons and other structures (such as walls and gates) during events, such as sieges that have been damaged or destroyed will be able to be repaired or re-crafted.[60][61]
- Destructible props in the open-world will typically respawn after 10 minutes.[62]
- The terrain itself is not destructible.[60]
Siege abilities
Group summons are activated by a party leader with that ability in their class kit along with additive components from other classes that are part of the group.[112]
Up to eight players of the same primary archetype can band together to create monumental effects during a siege.[113]
- These are the types of systems that we want to put in place where groups of a single primary archetype can come together to summon these types of effects that play off of what the identity of that archetype is.[113] – Steven Sharif
Summoner
Summoners can collaborate together during sieges to summon larger creatures, such as Golems.[114][115][116]
- We do have the concept of siege summons being a thing with multiple summoners being required in order to create that siege summon. In those situations your character becomes the summon. So you don't have an AI that takes over your previous character but instead the recipient of those additional spell effects becomes the actual summon itself.[114] – Steven Sharif
- The target of the group summon becomes the summon itself.[114][116]
- Previously it was stated that the party-leader becomes the summon.[115]
- A siege summon will have an incremental size based on the number of summoners participating in that summon activity, with a maximum of eight.[117]
- The number of summoners participating in the summon will determine its overall size.[117]
- All summoners must be in the same party and the party leader must be a summoner.[115]
Tank
- If eight Tank archetypes each use one of their summon wall abilities it might construct a larger wall that can divide two raids in a moment; and would require damage and block skills and abilities for a momentary lapse of battle between those two raids.[113] – Steven Sharif
Deserter debuff
Metrics
Ashes of Creation gathers tracking data to facilitate achievements, titles and other accolades on a server.[119]
- Number of successful siege defenses.[119]
- Number of successful siege assaults.[119]
- Number of PvP kills.[120][119]
- Number of PvP deaths.[120]
- Raid participation points.[119]
- Number of firsts.[119]
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.[119] – Steven Sharif
Leader boards
Players will be able to opt-in to track certain achievements on leaderboards, such as.[121]
- Dungeons completed.[121][122]
- Raids completed.[121][122]
- PvP kills.[121]
- Caravans raided.[121]
- Gathering activity.[121]
Leaderboards may be seasonal.[122]
- We have many dreams that we want to do with game-to-web and game-to-mobile in regards to showing stats and being making things shareable for you. We know how social media works; how sharing content with friends works. But those things will come in due time.[121] – Margaret Krohn
Spectating battles
The ability to spectate battles, such as Sieges is being looked into.[124]
One of the issues I did have about that system in Lineage 2, was like certain people just have alt accounts logged in and tuned into that thing; and like they would then utilize that information. Which, I guess is a means of information gathering. But it's maybe too easy of one. So we're - like i said - we're just looking into that. I haven't decided on that yet.[124] – Steven Sharif
Artwork
See also
References
- ↑ Interview, August 8, 2018 (13:42).
- ↑ 2.0 2.1 2.2
- ↑ 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 Blog - Know Your Nodes - Advance and Destroy.
- ↑ Livestream, May 22, 2017 (38:44).
- ↑ Video, May 28, 2021 (25:44).
- ↑ About Ashes of Creation.
- ↑ Livestream, July 29, 2022 (1:12:14).
- ↑ Interview, July 29, 2020 (31:05).
- ↑ Interview, July 18, 2020 (13:13).
- ↑ Livestream, September 24, 2021 (52:48).
- ↑ Interview, July 8, 2021 (57:19).
- ↑ Interview, July 19, 2020 (44:28).
- ↑
- ↑ 14.0 14.1 Twitch Bustin - Practice Sieges?
- ↑ 15.0 15.1 Livestream, January 28, 2022 (17:50).
- ↑ 16.0 16.1 16.2 16.3 16.4 16.5 Podcast, April 11, 2021 (49:40).
- ↑ 17.0 17.1
- ↑ 18.0 18.1 Livestream, April 30, 2021 (41:18).
- ↑ 19.0 19.1 19.2 Blog: Creative Director's Letter, April 14 2021
- ↑ Interview, September 10, 2023 (25:14).
- ↑ 21.0 21.1 21.2 21.3 Livestream, August 28, 2020 (1:43:03).
- ↑ 22.0 22.1 22.2 22.3 22.4 22.5 Podcast, April 23, 2018 (21:55).
- ↑ 23.0 23.1 Livestream, August 23, 2017 (23:00).
- ↑ Podcast, April 23, 2018 (15:14).
- ↑
- ↑ Video, March 8, 2019 (0:00).
- ↑ Livestream, October 31, 2019 (11:05).
- ↑
- ↑ 29.0 29.1 Livestream, August 17, 2018 (30:29).
- ↑ 30.0 30.1 Livestream, September 1, 2018 (54:06).
- ↑ 31.0 31.1 Castle Siege Overview.
- ↑ Interview, August 24, 2018 (13:17).
- ↑ Interview, August 17, 2018 (8:16).
- ↑ Interview, December 6, 2018 (38:10).
- ↑ Video, December 4, 2016 (0:02).
- ↑ 36.0 36.1 A reactive world - Nodes.
- ↑ 37.0 37.1 Livestream, December 22, 2020 (1:13:51).
- ↑ Video, April 30, 2017 (5:31).
- ↑ 39.0 39.1 Livestream, August 31, 2023 (20:54).
- ↑ Interview, July 29, 2020 (17:26).
- ↑ Livestream, February 29, 2024 (53:58).
- ↑ 42.0 42.1 42.2 Interview, July 9, 2023 (1:36:24).
- ↑ 43.0 43.1 43.2 43.3 43.4 43.5 Livestream, October 14, 2022 (52:31).
- ↑ 44.0 44.1 44.2 44.3 44.4 Podcast, September 29, 2021 (14:21).
- ↑ 45.0 45.1 45.2 Interview, July 8, 2020 (57:46).
- ↑ 46.0 46.1 Livestream, April 30, 2020 (1:14:44).
- ↑ 47.0 47.1
- ↑ 48.0 48.1 Livestream, July 28, 2023 (1:26:16).
- ↑ 49.0 49.1 Podcast, September 29, 2021 (15:46).
- ↑ Livestream, June 26, 2020 (1:48:43).
- ↑
- ↑
- ↑ Podcast, September 29, 2021 (10:49).
- ↑ Interview, July 18, 2020 (56:11).
- ↑ 55.0 55.1 Blog: 10 facts about castle sieges in the MMORPG.
- ↑ Livestream, July 9, 2018 (42:48).
- ↑ 57.0 57.1 Video, March 29, 2024 (1:09:52).
- ↑ 58.0 58.1 Livestream, March 31, 2022 (1:13:00).
- ↑ 59.0 59.1 Livestream, June 28, 2019 (31:15).
- ↑ 60.0 60.1 60.2 60.3 Livestream, March 31, 2023 (1:33:05).
- ↑ 61.0 61.1 Livestream, May 28, 2021 (1:04:29).
- ↑ 62.0 62.1 Livestream, March 29, 2024 (2:04:00).
- ↑ 63.0 63.1 63.2 63.3 63.4 63.5 Blog: Exploring the Boundless Opportunities of Freeholds.
- ↑ 64.0 64.1 64.2 64.3 64.4 64.5 Livestream, July 18, 2017 (40:14).
- ↑ 65.0 65.1 Livestream, November 17, 2017 (47:10).
- ↑ Livestream, June 26, 2020 (1:00:57).
- ↑ 67.0 67.1 Livestream, November 22, 2019 (17:59).
- ↑ Livestream, March 26, 2021 (59:21).
- ↑ Livestream, November 19, 2021 (54:26).
- ↑ 70.0 70.1 70.2 70.3 Livestream, August 28, 2020 (2:04:00).
- ↑ 71.0 71.1 71.2 Livestream, May 19, 2017 (28:04).
- ↑ Livestream, May 19, 2017 (29:34).
- ↑ Livestream, June 30, 2023 (1:39:22).
- ↑ 74.0 74.1 74.2 74.3 Livestream, October 30, 2020 (39:17).
- ↑ 75.0 75.1 75.2 75.3 Livestream, May 24, 2017 (52:39).
- ↑
- ↑
- ↑ 78.0 78.1 Official Livestream - May 4th @ 3 PM PST - Q&A
- ↑
- ↑
- ↑
- ↑
- ↑ Interview, July 8, 2020 (1:12:51).
- ↑ 84.0 84.1 Interview, September 10, 2023 (22:29).
- ↑ 85.0 85.1 Livestream, April 29, 2022 (27:42).
- ↑ 86.0 86.1 Livestream, July 25, 2020 (1:22:40).
- ↑ 87.0 87.1 Livestream, June 26, 2020 (1:33:10).
- ↑ 88.0 88.1 88.2 88.3 88.4 88.5 88.6
- ↑
- ↑ Livestream, May 24, 2017 (37:05).
- ↑ Video, May 28, 2021 (25:44).
- ↑ Video, May 28, 2021 (11:55).
- ↑ Interview, August 8, 2018 (20:49).
- ↑ 94.0 94.1 Livestream, January 18, 2018 (37:05).
- ↑ 95.0 95.1 Livestream, May 28, 2021 (1:04:29).
- ↑ Livestream, May 24, 2017 (17:08).
- ↑ Livestream, May 19, 2017 (45:14).
- ↑ 98.0 98.1 98.2 98.3 Livestream, August 31, 2023 (2:09:32).
- ↑
- ↑
- ↑ Livestream, July 28, 2017 (36:51).
- ↑ Livestream, May 31, 2023 (58:25).
- ↑ 103.0 103.1 103.2 Livestream, August 28, 2020 (1:41:24).
- ↑ 104.0 104.1 104.2 Livestream, June 26, 2020 (59:11).
- ↑ 105.0 105.1 105.2 105.3 Livestream, November 22, 2019 (1:14:23).
- ↑ 106.0 106.1 106.2 Livestream, May 27, 2022 (1:18:09).
- ↑ 107.0 107.1 107.2 Livestream, April 30, 2021 (1:01:10).
- ↑ 108.0 108.1 Interview, July 19, 2020 (37:58).
- ↑ Livestream, May 19, 2017 (47:07).
- ↑ Livestream, November 22, 2019 (15:48).
- ↑ Livestream, November 22, 2019 (41:02).
- ↑ Livestream, January 27, 2023 (1:33:42).
- ↑ 113.0 113.1 113.2 113.3 Podcast, May 11, 2018 (49:20).
- ↑ 114.0 114.1 114.2 Livestream, March 31, 2023 (1:22:21).
- ↑ 115.0 115.1 115.2 115.3 115.4 115.5 115.6 Interview, August 17, 2018 (14:59).
- ↑ 116.0 116.1 Livestream, May 19, 2017 (10:06).
- ↑ 117.0 117.1 Livestream, 2018-04-8 (AM) (28:01).
- ↑
- ↑ 119.0 119.1 119.2 119.3 119.4 119.5 119.6 Podcast, August 4, 2018 (1:47:21).
- ↑ 120.0 120.1
- ↑ 121.0 121.1 121.2 121.3 121.4 121.5 121.6 Livestream, May 31, 2023 (2:21).
- ↑ 122.0 122.1 122.2 Livestream, July 18, 2017 (58:50).
- ↑ Livestream, May 15, 2017 (44:10).
- ↑ 124.0 124.1 Interview, August 17, 2018 (26:38).