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“Caravans”的版本间差异
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{{Caravan types}} | {{Caravan types}} | ||
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+ | === Mayoral caravans === | ||
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+ | {{Mayoral caravans}} | ||
=== Quest driven caravans === | === Quest driven caravans === | ||
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{{Mayors}} | {{Mayors}} | ||
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== Caravan PvP == | == Caravan PvP == |
2019年7月19日 (五) 17:54的版本
商隊是以機會和風險為中心的開放世界 PvP 系統。希望賺取利潤的玩家可以透過商隊來運輸貨物。[2]
- 商隊可用於運輸多個玩家的貨物。[6]
死亡懲罰將不適用於存在特定目標的活動 (例如商隊、公會戰、節點戰)。[8]
商隊種類
There are different types of 商隊 in Ashes of Creation.[10][11]
- Personal caravans.[12][13][14][15][11]
- Mayoral caravans.[16][17][10]
- System driven caravans.[17][10][11]
Mayoral caravans
Mayoral caravans (also referred to as Trade caravans) are launched by 市長 to obtain needed resources from other nodes.[16][17][10]
- Nodes answering these resource requests must have a trade agreement or alliance with the requesting node.[17][10][18]
- Once the requesting mayor accepts a fill order from another node, a system driven caravan is spawned to transit the goods.[17][10]
- Players can participate in helping to defend the caravan if they wish.[17]
- Trade caravans can initiate world events.[16]
- Mayors who need certain resources that either they don't have enough of, or that they're prospectively investing in: they will initiate a mayor request, and any node that sees that request on the mayoral caravan drop-down menu will have an opportunity to attempt to fulfill the trade request. In order to fulfill a trade request, a node must have a certain level of relationship with that requesting node. At a minimum it has to be a trade agreement relationship; and then there's a limited number of those trade relationships that you can have; and that scales up to eventually alliance perspective. And then, once the node requesting mayor accepts a potential fill order, then a system spawned caravan is generated and the transit is completed. Players can participate in helping to defend that or not.[17] – Steven Sharif
Quest driven caravans
System driven caravans (also referred to as Quest driven caravans) are system spawned caravans that are used for trade routes between nodes.[17][10][11]
- These are initiated by players with a diverse choice of routes and launch windows, making them difficult to zerg.[19]
- Initiating a caravan from one node to another will create a PvP objective that players will need to defend while it moves along its chosen route to the selected destination.[2]
- 维拉 will upgrade as nodes advance. Different roads will dictate the speed and type of caravan required (off road vs on road).[20]
- The caravan system is designed to be initiated by the player. Which means, information of the caravans launch time and route, should be a closely guarded secret. Routes will also be diverse, and the world is large, so it might behoove you to scout the route ahead before a launch. Fast travel in our game is also limited, which means unless the guild had knowledge of your plans before hand, it is likely that they will be unable to organize and travel to a location. As far as mass guilds securing trade routes, there is always a bigger fish in the pond. Also caravans will have limitations on carrying capacity and launch windows that will segment mulitiple caravans by several minutes, which would space out the caravans, making it difficult to "zerg" a defense.[19] – Steven Sharif
Self-directed caravans
Personal caravans (also referred to as Self-directed/player-driven caravans) are utilized by players to transport cargo across Verra. These are land-based and water-based (raft caravans) that a single player drives and directs.[12][13][23][14][15][11]
- Personal caravans are prepared and launched from caravansary buildings at
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) or higher nodes.[24][25]
- Personal caravans can also be summoned in the open-world from caravansaries in nearby nodes.[26]
- Personal caravans are capable of transitioning to/from raft caravans.[15][27]
- Caravan components modify caravan stats and grant passive and active abilities to the caravan. Components can be upgraded to increase a caravan's power.[13][15]
- By default, personal caravans have a racial appearance that influences the types of animals that are moving the caravan.[15]
- Players will be able to apply caravan skins to change the default appearance.[15]
- Caravan drivers receive a significant defensive buff while they are driving a caravan. This reduces CC effects and increases damage mitigation significantly.[28]
- The caravan owner is able to grant permissions to allow other players to drive their caravans. If these permissions are not activated by the owner then anyone can drive their caravans. If the caravan driver is killed or otherwise removed from the caravan then any player will be able to drive the caravan for a period of 15 to 20 minutes before the caravan despawns and becomes a wreckage.[28]
- Caravans have collision, so other players could jump on the caravan while it is being driven.[28]
Storage
Storage points exist at warehouses within nodes and in chests (storage containers) that can be placed in freeholds and static in-node housing.[32][33][34]
- Sheds are present on empty freehold plots to provide basic storage for materials needed to construct freehold buildings.[35]
Caravan inventory
库存 capacity has quantity (stacking) limits based on the type of item.[38][39] Backpacks offer varying stack sizes and/or spatial inventory shapes that are optimized for carrying different items.[40][41]
- A player's inventory has sections for different types of items.[42] Quest items for example will not fill a player's regular inventory capacity.[43]
- Materials and resource bags have spatial ("Tetris" style) slots for items with different shapes and sizes.[44][37][45][46][47]
- The spatial inventory system is intended to mitigate the potential for players to diminish land management scores by stripping resources from particular zones as well as provide a challenging gameplay layer for players.[44][48]
- Inventory is split into two separate management systems. The first is your non-material, non-gatherable slots. Those are your standard single slot, not-space-constrained system that's a standard inventory: you just have a single slot, and you can pull completed items and/or consumables and quest items or whatever into that slot. And then, when you're talking about materials, specifically processed goods and gatherables: those exist within the Tetris type uh inventory system.[45] – Steven Sharif
- All those materials actually sorted nicely in the appropriate bags based on your stack sizes.[36] – Alex Khudoliy
- There will be a healthy number of slots for gear in a player's inventory.[49]
- Completed item inventory slots are not space constrained (by the tetris system).[45]
- Completed items, such as gear are also not subject to weight limits.[49]
- Gear loadouts can be swapped using a hotkey when out of combat.[49][50][51]
- Inventory capacity will be relatively limited for new characters.[43] Additional capacity may be increased by obtaining higher quality backpacks from crafters.[52][45][38]
- We want to have very unique progression when it comes to the construction of resource bags; and those resource bags will have certain benefits, like increasing stack size count of particular types of resources; or of having a additional delay time necessary to interface with with your corpse, should a player try to take the resources you might have dropped in PvP; or having passive benefits and unique structures of spacing that makes it more a better bag for wood gathering because woods are three-by-one; or a better bag for mining because mining is always two-by-two. The idea is to make your intent as a gatherer when you go out into the wild specific right not just that you're going out into the wild and gathering everything you can because it's there; and that's what we don't have like a labor system that limits it. We have a space constraint system so when you leave your node and you go out into the wild you need to be conscientious of what you're choosing to interact with and take resources for, because you have a limited space constraint to that degree.[45] – Steven Sharif
- Inventory capacity is subject to quantity rather than weight limits.[38]
- In my opinion, and this is of course subjective, but weight management is not a compelling mechanic for players to have to deal with in an MMO setting.[38] – Steven Sharif
- Players will have the ability to search for items they have stored in various locations (such as personal storage and node warehouses).[53]
- We want you to know where the things are; and then the meaningful aspect of that thing is traveling to those locations to access some of those things, particularly as it relates to materials and raw gatherables.[53] – Steven Sharif
- Inventories will be able to be sorted.[37]
- Q: Why did you go for a spatial inventory system for resources?
- A: There's a number of different methods that we can use in an effort to mitigate, or again throttle, the amount of success that players can have in any one trip out in the world. Now, we're using a combination of three things: We are using progression gating through your profession level; so you need to have a certain level to access certain resources. We are utilizing the spatial inventory space as a limitation on how much things you can gather before you need to go back to town. And then lastly we have a tool predicate where you need to have a tool that is relevant for the resource you're gathering; and those tools have a decay value after each use. Weight is obviously an approach that we could take if we wanted to limit. However, the spatial system works in concert with a number of other types of systems. For example, we want to have itemization drop on death specifically as it relates to material items; and we want there to be an additional layer above just weight that introduces complexity; and where there is complexity there is choice and there is strategy and there is planning required on behalf of the player in order to set themselves up for the best possible success in certain situations.[44] – Steven Sharif
- 骡子 can carry roughly 10 times more than backpacks. Caravans can carry roughly 10 times more than mules.[54]
- 库存 expansion and weight management training certificates are available in the Galleria at City stage economic nodes.[43][55]
Caravan components
商隊 are constructed from components at caravan master NPCs in caravansary service buildings within
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) nodes or higher.[13][24][57][58]
- Caravan components modify caravan stats and grant passive and active abilities to the caravan. Higher tier components will increase a caravan's power and capabilities.[13]
- If you're a solo player and you don't intend on transiting a lot of materials at once, you may not need the large cargo capacity, but instead you want the faster speed because you intend to outrun any potential adversaries that you might face on the roads. That is a viable strategic option for you when constructing your caravan. In addition, you saw that there are a number of different abilities that caravans can be equipped with based on the loadout of the components that you have for your caravan that is also going to influence how you interact with PvP and potential adversaries.[59] – Steven Sharif
- Caravan components obtained from crafters may have stats according to the skill of the artisan.[24][58]
- If components are missing, default versions with lowest stat values will be applied to the caravan.[24][57][58]
- In order to construct caravan at the caravansary, you go to caravansary and you say hey I've got all these components and I want to construct a caravan; and the caravansary will accept the components that you have: It will use those components. If you don't have components for certain parts of the caravan it will give you default versions, which will be lowest stat value that that caravan can then have.[24] – Steven Sharif
- Caravan components and caravan skins both affect a caravan's appearance.[13]
- Caravan components can be upgraded while the caravan is parked in a caravansary stall at a node.[61]
- Caravan components can be individually destroyed by directional attacks against the caravan. All components are destroyed if the caravan is destroyed.[62]
- Caravan components can affect the proximity radius for the notification of nearby players of caravan PvP events.[59]
Initiating caravans
Caravan initiation in Ashes of Creation may refer to:
- Personal caravan initiation.[13][24][25]
- System driven caravan initiation (such as Mayoral caravans and Quest driven caravans).[17][10]
- Raft caravan initiation.[63][15][27]
市長
市長 are chosen through different election methods according to the node's type.[66][67]
- Only node citizens may be elected mayor.[68]
- Previous mayors won't have any special system driven bonuses to help them get reelected.[70]
- Kings and Queens can also become a mayors.[68]
- Mayoral leadership powers are granted via the use of mandates.[65][71]
- Players will be able to view a historical listing of mayors of a node.[72]
領袖能力
領袖能力 may refer to.
商隊 PvP
商隊週邊會形成一個開放式 PvP 區域,區域內的玩家會被標記成戰鬥員 (紫色)。[75]
- 在決定進攻或防守商隊前,玩家將無法確切看到商隊運輸中的貨物。但會有視覺提示顯示車上的貨物,例如金、銀或鐵。[74]
- 玩家將可以透過介面視窗決定攻擊、防守或無視商隊。[76][77][78]
- 距離商隊多遠視窗才會出現,將取決於玩家先前作為攻擊方或防守方的表現。[76]
- 要成功擊毀一個商隊,將需要一個隊伍。[4][79]
- 在商隊擁有人登出或與伺服器連接中斷 5 至 10 分鐘後,商隊才會消失。[29]
It's still intended from a design standpoint to be a window that is presented to the player based on proximity; and that proximity it can be greater depending on your performance as either a defender or an attacker in previous raids.[76] – Steven Sharif
雙方皆有誘因鼓勵玩家加入,並將於 Alpha 及 Beta 階段測試。[80]
- 大部分誘因都是社交性的,而且是由玩家之間非正式協議而成。[80]
The caravan defender role is going to have its own progression questing and rewards associated with it that are going to attract a certain subset of players and then vice-versa wise we're going to have incentives that appeal to the more highway brigand type players; and you might not always be on one side or the other: that might change depending on what your interests are in the at the time. But obviously those types of systems need to have robust consequential type rewards and benefits associated with them in order to compel the player; and that's something obviously we're going to test in alphas and betas and see how performant it is in actually attracting players to participate and make sure it's not just one-sided so-to-speak.[80] – Steven Sharif
Also the hope would be that the people who are running the caravans can offer their own rewards that "Hey if you come help me defend this thing I'll give you some cut", or that these are my friends or these are my guilds- that a lot of the sort of incentive is social and created between players.[80] – Jeffrey Bard
匠人供應鏈
Artisans within Ashes of Creation must choose a path in their artisan skill tree. This inter-dependency establishes a supply chain from raw materials to finished product.[81][82] Each stage of the chain may require caravans to transport goods from one artisan to another.[83]
- Obtaining raw materials:[84]
- Refining the raw materials with the 加工 profession.[82]
- 製造 the finished product using its crafting recipe.[82]
As a crafter you're going to want to know where certain recipes can be fulfilled; which nodes have the capability of creating what you've processed material that you've gathered for; and then you're going to want to plan out your route to either transit the goods there or make sure that you're situated in the area so that you can go out collect and build in that area as well. So there's a lot of planning that's going to be necessary.[87] – Steven Sharif
Trade ships
Raft caravans (also referred to as Naval caravans) allow the transportation of cargo over the water.[89][90][24][27]
- Unlike merchant ships, raft caravans are capable of transitioning to and from land caravans at the point of intersection of land and water.[90][24][63][15][27]
- Raft caravans may only be used in rivers.[91]
- Currently the stats of the raft are informed by the components of the caravan. This may be changed based on testing.[92][15]
- By default, raft caravans have a racial appearance. Players will be able to apply caravan skins to change this appearance.[15]
Hijacking ships
Certain ships can be hijacked, destroyed and looted, but the ships themselves cannot be permanently captured.[93][94]
- The cargo on a merchant ship will be similar to caravans in that the ship must be destroyed in order to capture the loot from its wreckage.[94]
Caravan skins
Caravan skins ("Pimp my caravan") were available in the cash shop (cosmetic store).[96]
- The skin changes the appearance of an in-game mount and in-game caravan that are hooked up to each other.[97][98]
- The caravan and mount components of the skin are not able to be utilized separately.[97][98]
- Building, ship, caravan and mount cosmetics require an in-game item to be obtained first to apply the cosmetic.[99][100]
You'll need your own creature and caravan hooked up to each other, and then the caravan cosmetic skin goes over all of them to make it look like what's pictured. you're not able to split out separately that caravan mount skin, hence why you'd want the separate mount skin if you wanted to ride it independently.[97] – Sarah Flanagan
List of caravan skins
Zergs
Zergs are empowered by fast-travel. Meaningful travel times are intended to prevent zerg play from being so much of an influence.[103]
Encounters are designed to have meaning in terms of how boss skills and abilities relate to group compositions, tactics and strategies. Zerging is not experiencing content.[104] There are different ways to make a fight more difficult for larger sized groups without relying solely on stat buffs or making the boss a "damage sponge".[105]
- Raid and dungeon bosses have specific mechanics and abilities that players need to learn and react to.[105] Zergs that are not aware of these mechanics or react to them appropriately will be wiped.[104]
- There may be environmental hazards and AoE effects that cause more damage based on the number of players present.[105]
- There is a give-and-take for guilds that want to see a larger number of members as opposed to a more focused group that may be a part of an alliance.[106]
We're very cognizant of the fact that we don't want to see zerging be a mechanic that's utilized by guilds to accomplish content or just to steamroll over sieges... There are specific mechanics that we are working on that will be seen through the testing phases that relate to a degree of understanding of certain systems that can't just be overrun with numbers.[106] – Steven Sharif
Mechanics that encourage political intrigue will play a role in destabilizing zergs.[107]
The best way that I found in games I played previously to take down a zerg is to cause drama from within... It's that conflict inside of the politicking that happens in that big organization. If we provide opportunities for division to occur then it also provides stability to keep a server healthy away from that zerg mentality also... If we approach the castle siege and we've destroyed the walls and we're in the throne room and we're about to cast on the penultimate thing and I at this time am just so excited from what's happening that I'm like "screw it I'm gonna go for it". It's gonna be mine. I'm gonna take the taxes for the next month. I'm gonna take all the gear from the castle. I'm gonna take everything... We want that political intrigue to be present in the game.[107] – Steven Sharif
Objective-based game play helps to balance the zerg mentality.[108]
I always feel that if you balance based on groups that in your balance focus is to incorporate features that play well from a player versus player perspective as well as a player versus environment perspective: Having support classes, having DPS and tanks that can obstruct movement and/or create bottlenecks on the field and stuff like that. I think a well-rounded raid it will perform better against a non well-rounded raid, however then you incorporate the second aspect of numbers; and that's where again mobility, organization, leadership tactics. Having objectives in gameplay that make those important helps to balance the zerg mentality that a lot of guilds can tend to have.[108] – Steven Sharif
Instancing doesn't play a major role in limiting zergs, due to 80% of content in Ashes of Creation being open-world.[109]
- There may be instanced locations within castle and node sieges where specific groups can participate in certain objective-based waypoints.[109]
Zerging is always a problem in a lot of these MMORPGs where you really can't control the number of participants in certain open-world systems; and in that sense instancing is a great tool that designers can sometimes use to curate a particular number of participants that you want. But the predominant amount of content within Ashes of Creation, over 80% of which is is open-world content, so instancing is very limited.[109] – Steven Sharif
美術圖
其他
引用
- ↑ 直播, 2020-05-29 (1:03:35).
- ↑ 2.0 2.1 2.2 About Ashes of Creation.
- ↑ 影片, 2019-07-16 (0:00).
- ↑ 4.0 4.1 直播, 2017-05-15 (45:20).
- ↑ 訪談, 2017-01-20 (4:19).
- ↑ 訪談, 2018-05-11 (28:21).
- ↑
- ↑ 直播, 2020-12-22 (1:13:51).
- ↑ 影片, 2023-10-31 (27:40).
- ↑ 10.0 10.1 10.2 10.3 10.4 10.5 10.6 10.7 10.8 影片, 2019-07-15 (2:12).
- ↑ 11.0 11.1 11.2 11.3 11.4 直播, 2017-07-28 (19:43).
- ↑ 12.0 12.1 影片, 2023-10-31 (13:32).
- ↑ 13.0 13.1 13.2 13.3 13.4 13.5 13.6 13.7 13.8 13.9 影片, 2023-10-31 (10:13).
- ↑ 14.0 14.1
- ↑ 15.00 15.01 15.02 15.03 15.04 15.05 15.06 15.07 15.08 15.09 15.10 直播, 2020-04-30 (58:05).
- ↑ 16.0 16.1 16.2 影片, 2023-09-29 (2:59).
- ↑ 17.0 17.1 17.2 17.3 17.4 17.5 17.6 17.7 17.8 直播, 2023-08-31 (2:10:23).
- ↑ City hall.
- ↑ 19.0 19.1
- ↑ 直播, 2018-02-09 (45:48).
- ↑ 21.0 21.1 影片, 2023-10-31 (20:17).
- ↑ 影片, 2023-10-31 (17:20).
- ↑ 影片, 2023-10-31 (1:52).
- ↑ 24.0 24.1 24.2 24.3 24.4 24.5 24.6 24.7 直播, 2022-08-26 (1:20:17).
- ↑ 25.0 25.1 直播, 2022-07-29 (3:21).
- ↑ 影片, 2023-10-31 (16:25).
- ↑ 27.0 27.1 27.2 27.3 直播, 2018-04-8 (AM) (15:46).
- ↑ 28.0 28.1 28.2 直播, 2023-10-31 (1:27:50).
- ↑ 29.0 29.1 直播, 2020-07-25 (55:32).
- ↑ 直播, 2023-10-31 (1:30:52).
- ↑ 直播, 2023-04-28 (1:21:29).
- ↑ 32.0 32.1 影片, 2023-06-30 (19:20).
- ↑ 訪談, 2018-12-06 (20:30).
- ↑ 影片, 2020-05-31 (47:32).
- ↑ 直播, 2023-06-30 (18:45).
- ↑ 36.0 36.1 36.2 影片, 2023-11-30 (30:19).
- ↑ 37.0 37.1 37.2 Twitter - Steven Sharif - Spatial inventory slots.
- ↑ 38.0 38.1 38.2 38.3 直播, 2023-02-24 (54:55).
- ↑ 直播, 2020-05-29 (1:27:18).
- ↑ 影片, 2023-11-30 (13:38).
- ↑
- ↑ 直播, 2023-02-24 (22:57).
- ↑ 43.0 43.1 43.2 直播, 2020-07-25 (1:14:13).
- ↑ 44.0 44.1 44.2 直播, 2023-11-30 (1:29:18).
- ↑ 45.0 45.1 45.2 45.3 45.4 直播, 2023-06-30 (1:24:42).
- ↑ 直播, 2023-06-30 (46:17).
- ↑ 影片, 2023-06-30 (8:54).
- ↑ Podcast, 2023-07-15 (22:57).
- ↑ 49.0 49.1 49.2 訪談, 2023-09-10 (47:13).
- ↑ 直播, 2023-02-24 (46:15).
- ↑ 直播, 2021-11-19 (40:53).
- ↑ 直播, 2023-11-30 (1:34:08).
- ↑ 53.0 53.1 直播, 2022-07-29 (1:17:33).
- ↑ 直播, 2017-07-18 (44:57).
- ↑ Know Your Nodes: Economic Node Type.
- ↑ X.com - Caravan appearances.
- ↑ 57.0 57.1 直播, 2020-05-29 (46:36).
- ↑ 58.0 58.1 58.2 直播, 2017-07-28 (20:56).
- ↑ 59.0 59.1 59.2 直播, 2023-10-31 (1:11:26).
- ↑ 影片, 2023-10-31 (21:47).
- ↑ 影片, 2023-10-31 (33:50).
- ↑ 直播, 2023-10-31 (1:08:22).
- ↑ 63.0 63.1 直播, 2020-05-29 (1:28:38).
- ↑
- ↑ 65.0 65.1 直播, 2023-08-31 (31:44).
- ↑ Node series part II – the Metropolis.
- ↑ Blog - Know Your Nodes - The Basics.
- ↑ 68.0 68.1 68.2
- ↑ 訪談, 2018-05-11 (50:05).
- ↑ 直播, 2023-08-31 (37:35).
- ↑ 直播, 2017-11-17 (9:49).
- ↑ 直播, 2023-09-29 (1:05:44).
- ↑ 直播, 2020-03-28 (1:27:28).
- ↑ 74.0 74.1 74.2 直播, 2021-01-29 (1:25:14).
- ↑
- ↑ 76.0 76.1 76.2 訪談, 2020-03-27 (16:19).
- ↑
- ↑ 直播, 2017-05-22 (40:40).
- ↑ 直播, 2017-05-22 (40:41).
- ↑ 80.0 80.1 80.2 80.3 直播, 2021-02-26 (1:16:21).
- ↑ 訪談, 2020-07-20 (20:17).
- ↑ 82.0 82.1 82.2 82.3 直播, 2017-05-10 (8:22).
- ↑ 直播, 2017-05-10 (6:12).
- ↑ 84.0 84.1 84.2 84.3 84.4 直播, 2017-05-08 (20:41).
- ↑ 直播, 2017-07-18 (38:30).
- ↑ 直播, 2017-05-26 (26:00).
- ↑ 訪談, 2018-05-11 (24:18).
- ↑ 影片, 2024-01-31 (15:35).
- ↑ 影片, 2024-01-31 (15:27).
- ↑ 90.0 90.1 影片, 2023-10-31 (28:06).
- ↑ 直播, 2024-01-31 (1:07:587).
- ↑ 直播, 2024-01-31 (1:08:47).
- ↑ 直播, 2022-05-27 (1:12:33).
- ↑ 94.0 94.1 直播, 2018-04-8 (PM) (1:20:03).
- ↑ Ashes of Creation Store: Ramstone Hauler.
- ↑
- ↑ 97.0 97.1 97.2
- ↑ 98.0 98.1
- ↑
- ↑ 直播, 2020-11-30 (57:50).
- ↑
- ↑ Blog: 10 facts about castle sieges in the MMORPG.
- ↑ 直播, 2017-05-05 (23:26).
- ↑ 104.0 104.1 直播, 2017-05-19 (25:18).
- ↑ 105.0 105.1 105.2 直播, 2020-11-30 (1:16:09).
- ↑ 106.0 106.1 直播, 2017-05-22 (57:37).
- ↑ 107.0 107.1 訪談, 2018-05-11 (44:20).
- ↑ 108.0 108.1 訪談, 2018-08-08 (11:52).
- ↑ 109.0 109.1 109.2 直播, 2022-01-28 (17:50).