Loot tables
- Mobs drop glint, 物品, and crafting materials in preference to gold.[2][3]
- Glint is not bound to a specific region and can be also dropped by players on death as stolen glint, based on applicable death penalties.[4][5][6][7][2][8]
- The rarity of glint increases with the mob's level.[9]
- Loot tables are disabled for player controlled monsters.[10]
- There is a small 隨機性 chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[11]
- Experience debt decreases the drop rate percentages from monsters.[12]
- Loot (loot tables) from world bosses or dungeon bosses has a small 隨機性 chance of dropping gear (completed items).[13][14]
- There is a much higher chance that materials and unique recipes are dropped that can be used to craft items of equitable value.[13][15][16]
- Legendary equipment is only dropped by Legendary world bosses.[17]
- Loot tables will likely not be affected by weather conditions.[19] This was previously listed as a possible effect.[20]
- There won't be specific loot drops for artisans.[21] Previously it was stated that master gatherers may have the ability to "spoil" a boss' loot.[22]
- Q: Can only one gathering artisan harvest resources from a single boss, or can multiple different artisans harvest different parts from a boss for different resources? For example, a lumberjack gets a special wood from Tumock's tree weapon, while a herbalist gathers the flowers from that same tree.
- A: We don't have the concept of harvesting from bosses. NPCs follow a reward table format, where those reward tables are global. They're not unique to particular players. So, once the NPC is vanquished, you have access to the loot container that is its corpse; and it has a static value of either materials or items that get dropped; and whatever the party loot settings are that you might be a part of, or if you're a solo player you will be able to recover those things.[21]
Hunting certificates
Glint (previously known as Hunting certificates and Monster certificates) is a bound currency that drops from mobs and players, and is offered as a reward for completing certain quests, events, and achievements. Glint is intended to be the primary method for generating gold in the Ashes of Creation economy.[24][25][5][26][2][3]
- Glint serves a very integral role in the economy within Ashes of Creation. It is a material substance that is acquired through various means, but primarily hunting different antagonists within the world; and it is the physical form of Essence within the beasts of Verra. So when you acquire this it is bound to your character, and that is a very important component of the economic systems here because glint will be used to pay for certain services, such as taxation for buildings that you have, or citizenship dues that are necessary.[27] – Steven Sharif
- Glint is not localized to specific regions.[4][5][6][7][2][8] Previously it was stated that glint was specific to an economic region.[28][2][29][3]
- Glint occupies space within the spatial inventory system and must be transported via crates when in large quantities.[4]
- Glint can be sold directly to commodities vendors at hunting lodges within nodes to "make some quick money".[30]
- Glint may be traded with commodities vendors for player commodities. These commodities can then be transported to other nodes (via caravan or merchant ship) where they can be traded for gold.[5][28][2][29][3] The gold value is based on the demand for the commodity at the destination node (over the last seven days) as well as its distance from the originating node.[31][5]
- Glint will drop as stolen glint on a character's death, based on applicable death penalties.[5][6][7][2][8] Glint taken from caravan wreckages is also classed as stolen.[32] Stolen glint is not bound and may be redeemed for less than its original value at black market locations.[5][6]
- Glint may be used to pay housing taxes and citizen dues.[27][5][26]
- Glint can be stored within node warehouses.[2]
- Glint is not intended as crafting materials.[26]
拾取模式
Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[34][35][36]
- Group loot rules are defined on a per-rarity basis.[1]
- A majority of party members must vote to approve any changes to group loot allocation changes.[33]
- The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[37]
- There won't be auto-looting pets.[38]
- It will be possible to kick a player from a party prior to them acquiring loot.[39]
- Yes, technically it would be possible for you to kick a player prior to acquiring loot. However, again because we are a game that relies on social interactions, there are reputations to be had; and if you acquire a reputation as a raid leader, or as a party leader, of doing something dirty like that, then it's unlikely you'll be able to Garner the support of future party members and/or raids to lead efforts against these raid bosses.[39] – Steven Sharif
- Free-for-all.[36]
- Whoever is first to loot gets the loot.[34]
- A master looter (or lootmaster) is a player designated by the party leader to decide how loot is distributed in a dungeon or raid party.[36]
- With round-robin looting, party members take turns looting.[36]
- This is a traditional need before greed system based on dice rolls.[36]
- Since there is very little gear binding in Ashes of Creation, it's left to the party to deal with players who excessively roll Need on loot.[40]
- Bidding system.[36]
- Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[36]
Loot tagging
Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[41][35]
- The first party to obtain a tag (on a mob or boss) will gain an approximately 5-10% edge over competing parties in terms of the total damage done when determining looting rights.[41][35]
- These numbers will be balanced based on testing.[41]
- At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[41][35]
- We have a blended approach of damage done and a tag benefit. So if you tag the boss first, or you tag the loot- whatever the loot target is first- you're gonna get a benefit in the damage overall determination. So if you need to have 51% of damage done in order to qualify your raid, or the plurality of damage done if there's even three or four raids, then tagging first might give you a five or ten percent edge. We'll play with that number- balance it based on testing, but generally that's our approach in competing loot rights[41] – Steven Sharif
- Q: If looting rights are based on a blended tag and damage done system, will there be any mechanics in place to ensure roles like tanks and healers have an equal shot even when they haven't dealt as much damage?
- A: That's the reason for the blended approach. The reason that we're doing a hybrid system between tag and damage done is for the purposes of those classes who may not be as DPS oriented as other classes. The tag system- all classes are going to have a sprinkling of immediate effects- of instantaneous casts and they can use that to tag a target, and that'll give them a modifier on the looting rights: So plus 10 or plus 15 will balance that, but it'll give them plus 10 to 15 on overall damage done if they tag the target and then their damage will make up the remainder of that percentage completion. So if I do 50 damage to a target but someone else has the tag I'm not going to be able to claim that looting right. They'll have done the other 50 plus 10 or 15.[42] – Steven Sharif
Crafted items
Crafted items (also referred to as Completed items, Finished goods, or Final products) are items produced by crafter artisans using crafting stations.[43][44][45][46][47][48]
- Completed items can be accessed by players in warehouses at any node regardless of citizenship or housing ownership.[49][43][50]
- Crafted gear is considered best-in-slot in Ashes of Creation.[46]
- Previously it was stated that crafted items will be on-par with boss dropped items.[14][51][52]
- Crafters will be able to assign different skills/abilities and stats on gear.[53][54]
- Master crafters will be able to influence several (but not all) stats on their crafted items.[53][55]
- Crafted gear in the game is the best gear... One thing that I'm not a fan of is that you develop a crafting system in a game and you've spent a lot of time making this from a material and resource perspective. All the tables that you can receive, all the connectivity in the economy and how crafting is associated with the game; and then you undermine the crafting entirely by presenting a separate route of gear acquisition that is on-par with the crafting efforts. So here you have these people who are acquiring all of the resources getting, all the recipes, leveling up their professions and then everything they make is less or equal to anything you could just have chosen the easier path of and gone down the questing and received the best gear. So what we do focus on is that crafters make the best shit. Excuse me, the best things.[46] – Steven Sharif
- The rarity of crafted items will be commensurate with the effort required to gather, process and craft the items.[52]
- 數值 on crafted items will vary based on the item's rarity.[18]
- 裝備外觀 is influenced by the rarity of the crafted item.[56]
- That plays into our crafting system in and of itself. The idea is for those stats to be variables that can be dictated based on the mastery level of the particular crafter; and the higher they become a master of those professions, whether it be for armor or for weapons or for accessories, they're going to have some agency and put their mark on essentially what items they're introducing into the economy.[18] – Steven Sharif
- Crafters are able to influence what their crafted items will look like.[53][57]
- At the moment, harnessing corruption to warp items into demonic or decayed things is not on the cards.[58]
- A crafter's name is embedded in the items they craft.[59]
- We believe that every item that exists in the world should in some way reflect its creator. As such, there will be extreme versatility in our crafting system – giving crafters the ability to create unique items that represent their strengths and weaknesses.[60]
Item rarities
Item rarities in Ashes of Creation.
- Poor.[61]
- Common.[62][63]
- Uncommon.[62][64]
- Rare.[62][65]
- Heroic.[62][66]
- Epic.[62][67]
- Legendary.[62][68]
- Artifact.[62]
傳說物品
There is a small 隨機性 chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[11]
- There is a much higher chance that materials and unique recipes are dropped that can be used to craft items of equitable value.[13][15][16]
- Legendary equipment is only dropped by Legendary world bosses.[17]
- Legendary equipment will have a roughly 6-12% improvement in base stats, subject to testing and balancing.[69]
At each stage from Gatherer to Processor to Crafter you are required to have certain prerequisites before those elite types of materials can be essentially gathered, processed, or crafted.[15] – Steven Sharif
- Gatherers must have high quality tools to gather rare resources.[15]
- Processors must have high tier processing buildings on their freehold to produce rare materials.[15]
- Crafters must also satisfy certain prerequisites to craft legendary equipment.[15]
The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focussed.[16] – Steven Sharif
Certain legendary items may be limited to one per server at any given time.[70][71]
- If the player character leaves the server then the item will become available for acquisition through whatever means it was acquired previously.[70]
There are absolutely legendary items and they're not items that are attained easily nor are they granted out in a volume. There might even be items that are single items that will exist on the server at any given time.[71]
A legendary weapon is easily distinguished by its visual appearance.[16]
It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon.[16] – Steven Sharif
Legendary items are not intended to be temporary.[72]
- A notable exception to this is Royal mounts.[73]
The fact there is only one of them... or very very few of them depending on what it is. I think that in and of itself is a balance component right and you need to make sure that the players who are striving for those legendary things and who are devoting the time energy, resources in order to achieve them are accurately rewarded... We do not intend on having legendary items that are temporary.[72] – Steven Sharif
Discovery of legendary items will unlock further chapters of the 世界觀.[74]
AoE looting
AoE (Area of effect) looting is not included in the looting mechanics at the time of writing. It may be added based on feedback.[75]
Caravan looting
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)。[78]
- 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。[77]
- 玩家將可以透過介面視窗決定攻擊、防守或無視商隊。[79][80][81]
- 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。[79]
- 要成功擊毀一個商隊,將需要一個隊伍。[82][83]
- 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。[84]
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.[79] – Steven Sharif
雙方皆有誘因鼓勵玩家加入,並將於 Alpha 及 Beta 階段測試。[85]
- 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。[85]
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.[85] – 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.[85] – Jeffrey Bard
摧毀商隊
商隊被摧毀時 (變成殘骸),將掉落一部分運輸中的貨物。[82][86][87] 其餘貨物將會消失。[88]
- 任何人都可以撿拾商隊殘骸。[88]
The caravan becomes a wreckage upon destruction and that wreckage is an interfaceable item that players can come up to and they can receive certificates for a portion of the goods inside the caravan. Now the idea with that certificate is that it must be taken back to the point of origin, or at least a region within that point of origin. We'll see about that last part because there's a few things I want to test in the Alpha from a gameability standpoint. The reason why for this is because what might happen is you may have some type of collaboration within a guild to game that system. Hey I'm gonna reach this caravan just to the border of the region and then we're all destroy it, collect the goods and take it to that region's warehouse; and have to skip out on the last half of the way. So it must successfully reach its destination before the goods can be considered a part of that region.[87] – Steven Sharif
Currency
Currency may refer to:
- Gold is the general in-game currency in Ashes of Creation.[91][2][3]
- Bound currencies are progression-based currencies that cannot be traded.[91][92][2]
- Embers is a virtual currency that can be used to purchase cosmetic items within Ashes of Creation.[93]
- Intrepid Bucks are earned through the Referral program.[94]
Mount and pet drops
坐騎 and pets are dropped by world bosses on a very rare basis.[95]
Temporary mounts
Temporary mounts that drop from bosses will age and eventually die.[96]
角色死亡
玩家死亡時會化為灰燼。灰燼中包含玩家因死亡懲罰而掉落的物品。[6][7][8][2] 任何玩家都可以即時拾取灰燼。[6] 拾取灰燼不會觸發玩家標記。[99]
- 非戰鬥員 (綠色玩家) 死亡時,將遭受一般懲罰,包括:[8]
- When players die and they take durability loss, our durability loss isn't like other games where it's a gold sink so to speak. It's a combination of both a gold sink and a material sink. So in a sense, even if you only have completed items, when you take that durability loss you are losing out on materials. It's just a debt to the materials that you are losing instead of the active loss of that material in your inventory. So now you are accruing a material debt if you want to repair and increase again the performance of those particular items that take that durability loss.[101] – Steven Sharif
滿等角色死亡時將損失約 2-3% 總經驗值 (未定)。[111]
- As of May 28, 2021, the experience debt in Alpha-1 testing is "completely off mark" and will either be changed or disabled prior to the next spot test.[111]
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)。[112]
- There will not be death penalties applied to event-based deaths. The penalties are in the outcome of the event. So your number of deaths is likely going to impact your ability to win that particular event and that's going to be the penalty. This is it to encourage players to opt in to the events right because the more participation we have the more fun it can be; and we understand that the community at large- there's already a risk versus reward component to these events. We don't need to stack on additional risk versus reward to inhibit kind of- to increase the barrier to entry for players who may not be as interested.[112] – Steven Sharif
Dropped items
世界管理員
The 世界管理員 is an algorithm in Ashes of Creation that controls dynamic world elements. It acts as both a throttle and an incentive system for various activities to ensure certain parameters are within acceptable thresholds.[117]
- A world manager is a technical term to define a server process that lives alongside the game server; and when the game server needs to do things- communicating with other game servers within that grid- it tells that manager and that manager sends it down to the appropriate server.[118] – Steven Sharif
- Prices of glint.[28]
- A heatmap of experience being gained to apply to node advancement.[28]
- 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.[119]
- 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.[120]
- Transit of resources and goods between regions to drive quest rewards for nodes.[28]
- For example if you know iron is being used as a raw resource for a specific crafting path that might drive up the price of mithril or silver; and that will incentivize the market to course correct a little bit. The idea is to provide soft incentives that help to alleviate the demand and also to prop up the supply that might not be present from the economic systems.[28] – Steven Sharif
其他
引用
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 影片, 2023-01-27 (16:44).
- ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 訪談, 2020-07-18 (27:11).
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 直播, 2017-05-24 (44:14).
- ↑ 4.0 4.1 4.2
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 5.8 訪談, 2023-09-10 (53:47).
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5 直播, 2021-03-26 (1:07:33).
- ↑ 7.0 7.1 7.2 7.3 7.4
- ↑ 8.00 8.01 8.02 8.03 8.04 8.05 8.06 8.07 8.08 8.09 8.10 8.11 Podcast, 2017-05-05 (43:05).
- ↑ 9.0 9.1
- ↑ 直播, 2017-05-03 (35:25).
- ↑ 11.0 11.1 訪談, 2020-07-18 (1:00:15).
- ↑ 12.0 12.1 Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- ↑ 13.0 13.1 13.2 訪談, 2020-07-19 (8:43).
- ↑ 14.0 14.1 February 8, 2019 - Questions and Answers.
- ↑ 15.0 15.1 15.2 15.3 15.4 15.5 訪談, 2020-07-20 (21:57).
- ↑ 16.0 16.1 16.2 16.3 16.4 直播, 2018-04-8 (PM) (55:49).
- ↑ 17.0 17.1 直播, 2020-07-25 (46:08).
- ↑ 18.0 18.1 18.2 直播, 2020-12-22 (1:15:01).
- ↑ 直播, 2022-05-27 (1:14:46).
- ↑ 影片, 2022-05-27 (2:21).
- ↑ 21.0 21.1 直播, 2024-02-29 (1:22:09).
- ↑ Podcast, 2018-08-04 (1:44:54).
- ↑ 23.0 23.1 23.2 影片, 2023-10-31 (4:45).
- ↑ 24.0 24.1 直播, 2023-10-31 (1:06:32).
- ↑ 25.0 25.1 影片, 2023-10-31 (3:34).
- ↑ 26.0 26.1 26.2 26.3 直播, 2021-10-29 (1:06:31).
- ↑ 27.0 27.1 27.2 影片, 2023-10-31 (5:06).
- ↑ 28.0 28.1 28.2 28.3 28.4 28.5 訪談, 2020-07-19 (1:08:22).
- ↑ 29.0 29.1 訪談, 2019-04-17 (49:55).
- ↑ 影片, 2023-10-31 (6:07).
- ↑ 影片, 2023-10-31 (8:05).
- ↑
- ↑ 33.0 33.1 影片, 2023-01-27 (32:01).
- ↑ 34.0 34.1 直播, 2020-11-30 (1:01:40).
- ↑ 35.0 35.1 35.2 35.3 直播, 2020-07-25 (1:24:56).
- ↑ 36.00 36.01 36.02 36.03 36.04 36.05 36.06 36.07 36.08 36.09 36.10 36.11 Group dynamics blog.
- ↑ 直播, 2023-01-27 (1:08:06).
- ↑ 直播, 2022-04-29 (1:04:52).
- ↑ 39.0 39.1 直播, 2023-05-31 (1:07:45).
- ↑ 直播, 2020-11-30 (1:12:03).
- ↑ 41.0 41.1 41.2 41.3 41.4 直播, 2022-03-31 (1:23:06).
- ↑ 直播, 2022-06-30 (1:16:22).
- ↑ 43.0 43.1
- ↑
- ↑ 直播, 2023-04-07 (31:49).
- ↑ 46.0 46.1 46.2 直播, 2022-06-30 (1:18:55).
- ↑ 直播, 2020-01-30 (1:38:26).
- ↑ 直播, 2017-05-12 (1:00:18).
- ↑
- ↑ 訪談, 2023-09-10 (47:13).
- ↑
- ↑ 52.0 52.1 直播, 2017-05-10 (14:45).
- ↑ 53.0 53.1 53.2 直播, 2020-11-30 (1:05:22).
- ↑ Podcast, 2018-08-04 (59:58).
- ↑
- ↑ 直播, 2023-11-30 (1:40:11).
- ↑ 直播, 2017-05-24 (24:19).
- ↑
- ↑
- ↑ About Ashes of Creation.
- ↑ Alpha-1 screenshot.
- ↑ 62.0 62.1 62.2 62.3 62.4 62.5 62.6 Podcast, 2023-12-03 (11:28).
- ↑ Alpha-1 screenshot.
- ↑ Alpha-1 screenshot.
- ↑ Alpha-1 screenshot.
- ↑ Alpha-2 screenshot.
- ↑ Alpha-1 screenshot.
- ↑ Alpha-1 screenshot.
- ↑ 直播, 2021-03-26 (1:02:06).
- ↑ 70.0 70.1 直播, 2022-03-31 (1:15:02).
- ↑ 71.0 71.1 直播, 2017-05-15 (38:08).
- ↑ 72.0 72.1 直播, 2018-07-09 (25:34).
- ↑ 直播, 2018-04-8 (PM) (51:49).
- ↑ 直播, 2017-05-19 (44:18).
- ↑ 直播, 2017-05-15 (48:30).
- ↑ 直播, 2020-03-28 (1:27:28).
- ↑ 77.0 77.1 77.2 直播, 2021-01-29 (1:25:14).
- ↑
- ↑ 79.0 79.1 79.2 訪談, 2020-03-27 (16:19).
- ↑
- ↑ 直播, 2017-05-22 (40:40).
- ↑ 82.0 82.1 直播, 2017-05-15 (45:20).
- ↑ 直播, 2017-05-22 (40:41).
- ↑ 直播, 2020-07-25 (55:32).
- ↑ 85.0 85.1 85.2 85.3 直播, 2021-02-26 (1:16:21).
- ↑ 直播, 2017-12-15 (1:04:25).
- ↑ 87.0 87.1 87.2 訪談, 2019-04-15 (26:59).
- ↑ 88.0 88.1 直播, 2021-04-30 (1:04:23).
- ↑ 訪談, 2019-04-15 (28:28).
- ↑
- ↑ 91.0 91.1 Podcast, 2023-07-15 (15:14).
- ↑
- ↑ Zendesk - What are Embers and how do I use them?
- ↑ Ashes of Creation referral program.
- ↑
- ↑
- ↑ 直播, 2020-03-28 (1:58:24).
- ↑ Podcast, 2018-04-23 (49:21).
- ↑ Podcast, 2021-04-11 (34:41).
- ↑ 直播, 2017-05-19 (13:37).
- ↑ 101.0 101.1 訪談, 2021-02-07 (13:14).
- ↑ 訪談, 2020-07-29 (16:46).
- ↑ 103.0 103.1 直播, 2021-01-29 (1:24:27).
- ↑ 直播, 2018-09-27 (47:46).
- ↑ 105.0 105.1 105.2 訪談, 2020-07-18 (41:54).
- ↑ 直播, 2017-11-17 (35:20).
- ↑ 訪談, 2018-05-11 (15:41).
- ↑ 訪談, 2017-04-27 (9:28).
- ↑ 直播, 2021-06-25 (1:15:37).
- ↑ 訪談, 2018-05-11 (3:43).
- ↑ 111.0 111.1 直播, 2021-05-28 (1:50:50).
- ↑ 112.0 112.1 直播, 2020-12-22 (1:13:51).
- ↑ 直播, 2017-05-15 (36:23).
- ↑ 直播, 2017-07-28 (50:22).
- ↑ 115.0 115.1 直播, 2021-04-30 (1:14:49).
- ↑ 直播, 2017-05-24 (13:19).
- ↑ 訪談, 2020-07-19 (1:10:55).
- ↑ 直播, 2022-10-14 (57:22).
- ↑ 訪談, 2020-07-18 (10:04).
- ↑ 訪談, 2020-07-08 (1:00:15).