“Nodes”的版本间差异

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{{Node benefits}}
 
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== Zones and progression ==
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{{Zones and progression}}
  
 
== Node advancement ==
 
== Node advancement ==

2017年10月26日 (四) 01:20的版本

節點 are pre-set locations, wrapped in a zone of influence (ZOI).[1]

Encompassing each server are carefully placed points of development called 節點. Every node is given purview over a predefined 影響區域 (ZOI).[2]

節點公民權

房屋授予玩家申請節點公民權[4]

  • Citizenship tickets may also grant citizenship to certain node stages. This mechanic will be decided based on testing.[5]

We want these places to be populated and people to be attracted to them and so right now we think housing is enough for that. But we don't want to design ourselves into a corner where we don't have any other options, so the hope is that yes citizenship will be only gained through housing; with our caveat that if that doesn't work well we'll change it.[5]Jeffrey Bard

玩家可以申請成為

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3)或以上的節點公民[6]

  • A player can only claim citizenship to one node at a time.[7]
  • Only one citizenship may be declared per account, per server.[8][9][10]
    • This may have changed to one citizenship per account.[11]
  • Citizenship is lost if the node is destroyed. A player can then become citizen of another node.[8]
  • Node citizenship is not tied to membership of a guild. Guilds don't "own" nodes.[8]

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.[10]Steven Sharif

Changing citizenship has a cooldown of two weeks.[4]

  • This applies to players who renounce their citizenship in a node.[8]

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.[13]Steven Sharif

Players can interact with the node board to get a list of citizens of the node.[14]

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.[15]

節點優勢

每種節點發展成第六階段 (大都會) 時,也會解鎖一個超能力 (絕招)。[17]

區域與發展

地下城, 大型副本, 世界頭目, Mobs, 任務, Events, 資源, 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.[18][19][20]

  • Portions of the spawn tables (for mobs and resources) are static and other portions are dynamic and adapt to node development.[21]
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.[22]Steven Sharif

節點發展

概念圖 — 位於較高等級的節點的影響區域內時,節點的可發展等級會設有上限。[23] 影響區域的形狀將會是不規則,圖中的圓形只用於方便解說。

從第三階段起,節點升級時,鄰近的節點會被納入成附庸節點。附庸節點是由上級節點擁有,且等級必須低於上級節點一級。這代表上級節點升級後,附庸節點才能升級。附庸節點會提供大量經驗給其上級節點,且同時可以有自己的附庸節點,但條件是這些節點也位於其上級節點的影響區域內。附庸節點受上級節點的政府、同盟、戰爭、稅務和貿易影響,且可以獲取聯邦援助。附庸節點不能對上級節點或自己的附庸節點宣戰。附庸節點的公民亦受上級節點的外交狀態約束。[20]Margaret Krohn

玩家 (公民或非公民) 於節點影響區域內進行活動 (任務採集團隊戰鬥等) 時,將有助該節點發展提升節點至更高階段[24][25]

隨着節點發展,其發展區域將會是出現文明的地方。節點發展至不同階段時,其發展區域內將會出現不同的建築物、NPC 和服務。節點等級愈高,發展區域便會變得愈繁盛,人口亦會變多。發展區域也會根據節點種類 (經濟、軍事、科技、神聖) 而變化。未來我們將會更詳細介紹每種節點種類。[24]Margaret Krohn

隨着節點發展,將會有獨特遊戲內容解鎖,但其影響區域會同時擴大,限制相鄰節點的可發展等級[26]

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) 時生效,但相鄰節點

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 1)便會限制鄰近節點的發展。[29][30]

  • 遊戲的領土擴張算法會考量最鄰近的海岸、相鄰節點、以及過去數週或一個月周邊地區玩家的熱圖。[31]
    • 此算法計算領土 (影響區域) 擴張的方法,最終會導致兩個相同等級的節點位置鄰近,但機會很小。[32]

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.[31]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.[32]Steven Sharif

  • 影響區域內的其他節點達到等級上限後,才會從這些節點獲得經驗值。[23]
  • 玩家在節點升級時,與新出現的建築物處於同一位置的話,會被傳送至安全場所。[33]
  • 某節點的公民仍可以協助其他節點發展。[34]
  • 為了避免出現「為做而做」的情況,玩家不會明確知道節點升級實際需要多少物品或擊死多少隻怪物[35]

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.[35]Steven Sharif

Node development

⧼{{{2}}}⧽]] (階段 3) node on different servers. Dünir Dwarven influence (top). Kaelar Human influence (bottom). Alpha-1 非 NDA 截屏.

The layout and architecture within a Node’s development area are determined by influential race. For example, a stage 3 Node with the majority of player contribution being Py'rai would have a Py'rai village with Py'rai architecture. Most NPCs would be Py'rai elves, and offer questlines within the Py'rai narrative.[20]Margaret Krohn

Each player’s contributed experience is flagged with their character race and other identifiers. When a Node advances, the race with the highest experience contribution determines the Node’s style and culture. This style and culture change can happen at every Node Stage. For example, if a Node advances to Level 2 - Encampment Stage and 51% of all experience was earned by Ren’Kai players, the Node will be a Level 2 Ren’Kai Node. If that same Node advances to a Level 3 - Village Stage Node, but the Py'Rai contributed 62% of all the experience earned, then the Node will be a Level 3 Py'Rai Node.[24]Margaret Krohn

節點佈局與風格 is determined by several factors:[36][37]

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.[38]Steven Sharif
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.[39]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.[37]Jeffrey Bard
All nodes, whether they're associated with a castle or associated with normal node structure, has cultural influences that replicate over to the buildings that are produced and the NPCs that are present.[45]Steven Sharif
  • The rest is determined by the node's mayor.[37]
    • It should be possible for a node to complete several building projects within a mayor's one month term in office.[46]
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.[46]Steven Sharif

節點戰

節點戰 (Pre-alpha footage).[47]

As some areas in the world grow, others will fall. This is the foundation of the living, breathing world that is Ashes of Creation, where players will have the ability to make important decisions that matter in the longevity of an area becoming a city, or whether to siege a rival town. Rise above the ashes, create the world around you, and be a part of the story that unfolds because of your actions and decisions.[24]Margaret Krohn

節點戰 enable players to destroy nodes starting at

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3).[24] 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.[25]

  • Sieging nodes will not be an easy task for the attackers. Cities and metropolises will have a considerable defensive advantage.[25]
  • There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[48]
If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![50]Steven Sharif

Read more...

節點政府

Alpha-1 winner of Mayoral election.[52]

There are a number of different seats that can exist within a node, and carry different responsibilities.[53]Steven Sharif

Positions within a node's government are attained through seasonal titles that grant special powers and benefits within the node.[54][53][55][6]

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.[54]Steven Sharif

节点外壳

固定房屋 provides non-instanced player accommodation within a node, also known as in-node housing.[28]

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3).[28][59]

固定房屋發展

固定房屋 furnishings and home decorations in an Alpha-1 village node.[63]

If the node advances players can essentially select an option on their house as they own it that they want it to upgrade to the next stage if the node advances or they can select an option not to upgrade it. So you as the node levels and larger homes become available, the town stage introduces additional medium types housing, the city stage introduces large sized homes, and in the metropolis stage introduces my mansion size houses each of which contain specific... allowances and allotments for different types of furnishings that have gameplay implications.[63]Steven Sharif

In-node housing can scale in size with the advancement of its parent node. This may be toggled on or off by the player.[63][28]

  • The 村莊 stage offers small housing types.[63]
  • The Town stage introduces medium housing types.[63]
  • The City stage introduces large sized homes.[63]
  • The 大都會 stage introduces mansion size houses.[63]

If you choose to keep the same size then the next stage will have an occupied small home. So for instance if at stage three there are 8 small home and you own 1, then at stage 4 there are 10 new small homes of which x are owned by previous owners, and 10 new medium homes of which x are owned by upgraded small home owners.[64]Steven Sharif

New property becomes available at each stage of advancement, but it will be more akin to what was available at the previous stage.[28]

  • Only the houses that existed at the 村莊 stage will become main street mansions at the 大都會 stage.[28]

固定房屋可破壞程度

info-orange.png以下某些信息最近尚未得到开发人员的确认,可能不在当前的开发路线图上。

Following a node siege, static housing will be scaled back or destroyed based on the advancement of the node.[65]

  • 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.

地產買賣

Players buy the deeds for housing from the node itself, or may buy and sell properties from other players.[66][67][68][6][28]

  • The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[69] Currently freeholds may be acquired via auction.[70][71][72][73][74][75]
    • A grace period will occur before the housing becomes available for auction.[69]
    • Bids will then be accepted starting at a minimum reserve value that is based on the number of citizens in that node.[69]
    • At the end of the auction, the highest bidder will win the house.[69]
  • Housing will have a base price that scales with the number of citizens in the node.[76]
    • There is no cap on the price of player-originated housing sales.[62]
    • In-node housing will be at a premium, and is expected to be hotly contested.[28]
    • The more apartments that have been purchased in a node, the higher the price scales.[77]

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) or higher node.[70][71][72][73][74][75][80][81]

    • The seller may decide if their freehold should be auctioned or sold directly to other players.[82]
    • Previously it was stated that freeholds may not be sold to other players.[67][83]
    • Players cannot be denied from buying a freehold.[84]
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.[79]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".[76]
  • Players will not be able to exceed their allotment of housing in the game.[85]
info-orange.png以下某些信息最近尚未得到开发人员的确认,可能不在当前的开发路线图上。
  • Rental and leasing concepts are under consideration.[85]

Node apartments

公寓 provide instanced player housing functionality on a rental basis.[86][28]

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) apartment buildings offer 50 rental apartments. Additional apartments can be added at

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 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.[87][88][86][59][28]

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 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.[86]

  • Prices for apartments will fluctuate depending on the number of units already sold in the node.[28]
  • Different price points offer different apartment sizes and types, such as penthouses.[88][28]
  • It was previously stated that apartments would be available at

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 4) or above.[28]

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.[60]Steven Sharif

公寓選項

Template:Apartment options

公寓可破壞程度

公寓 may be destroyed in the following circumstances:[65]

  • If their building was destroyed during a node siege, even if the siege was not successful.[89][65]
  • If the mayor decides to destroy apartment buildings all items and layouts will be mailed to the owner.[90]
info-orange.png以下某些信息最近尚未得到开发人员的确认,可能不在当前的开发路线图上。

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 4) or higher and the Node deleveled below that stage.[65]

個人土地房

Alpha-1 個人土地房[91]

個人土地房的整個目的就是賦予一切用途。不只可以讓你覺得「噢,我設計得真漂亮」,更是一個對你的角色、對世界有用途的設計。[92]Jeffrey Bard

個人土地房是較大型的玩家房屋,可以建造於

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) 或以上的影響區域內。[28]

個人土地房與遊戲內多個系統相互影響。[97]

個人土地房位置

Alpha-2 freehold placement.[73][74]

There'll be a variety of predetermined parcels of land in each node's zone of influence; and once players acquire their freehold permit they'll be able to lay claim to any available parcel in the issuing node's region so- and by region we mean... the total combined territory of a node and all of its vassal nodes. So, if you acquire a freehold permit in the metropolis of a huge region, almost 20% of the map, you'll be able to lay a claim to an available parcel anywhere within that region. So it gives you a lot of freedom if you're able to acquire the permit from a metropolis.[72]John Collins

Freehold plots require a bound deed (permit/certificate) from the parent

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) or higher node in order to place the plot.[70][73][74][75][80][81]

That was for a time a lively debate on our design team about whether or not there should be a level gate essentially from even preventing the potential for ownership. The reason why I chose to keep it at level 50 for now is because there are alternate systems that provide access at lower levels through permission setting. So it's one thing to own the home, it's is another thing to access the contents and to continue progression. Let's say, in the processing profession, you might want to gain mastery in: that mastery process leaves the nodes at around level 30 in the leveling experience for a processing profession; and so one of the debates on the design team was whether or not we should reduce the level requirement down to level 30 so that there's a seamless transition from node-based processing progression and the Freehold capability of progression.[100]Steven Sharif
You're going to see a little bit of change and this is one of the first ones: that these are predetermined locations that exist around the node or under its vassal structure that you will have the ability to bid on; and to give you a sense there, this allows us to customize a bit of those predetermined parcels, like a Sherwood Forest type of example.[72]Steven Sharif
  • A deed holder who has won an estate auction may then claim the estate from within a barony in that node's ZOI, including the ZOI of any of its vassal nodes. Placement of the plot is enabled by using the deed item in a player's inventory to get a top-down view of the estate, then selecting the desired location for the plot.[70][102]
    • Players can manipulate the orientation of their freehold plot.[104]
    • Successful placement of a deed gives the player access to their empty freehold plot and shed.[70][105][102]
It'll basically be an item in your bag; and once you get to your parcel, you claim that piece of land and then once it's claimed you'll be able to use the item to go into top-down view and layout actually exactly where your freehold will go on that parcel of land. You'll have a lot of freedom, so a lot that will be going through looking at your whole area of land you now own claim to and then deciding where the best spot to put your freehold in there would be.[102]Kory Rice
  • Collections of freeholds placed in close proximity are still considered part of their parent node and do not become a separate node, other than via roleplay.[115]

個人土地房建築

Freehold building types.[117][74]

After you build your house, you can build other buildings on your Freehold. Each building needs the blueprint to start the process. If you have a cosmetic skin you want to use on a building, this is used after placing the blueprint. Once this has been placed, the building will be shown in a non-functional, construction state. Players will need to provide the required materials needed to complete the building construction, for each building on their Freehold. No Freehold has room for every possible option, so players will need to choose how to develop their Freehold by choosing to build specific artisan buildings, business buildings, and creating room for livestock and crops.[70]

個人土地房建築 that can be placed on a freehold plot serve three main purposes.[70][74][118][28][119]

Freehold buildings require blueprints and materials to construct.[70][80]

  • Sheds are present on empty freehold plots to provide storage for materials needed to construct freehold buildings.[105]
  • Some freehold buildings have multiple tiers, with different footprint sizes.[74][96]
  • Upgrading a tier will not change the size of the building in terms of footprint, but may increase in height.[96]
  • Basements in freehold buildings are to be decided.[121]

Freehold taxes are calculated based on the number of permits issued for buildings on a freehold.[70][122][123][124][125]

  • Buildings that require permits will have additional upkeep costs.[70]

Freehold building architecture is based on the blueprint for the building.[74][126]

The way we look at it is the freehold is your space so we want you to be able to make it look the way you want it to.[126]Jeffrey Bard

個人土地房好處

Homestead size dictates how much furniture can be placed on a freehold.[74]

個人土地房 offer the following benefits in addition to other player housing benefits.[74]

個人土地房保安系統

Freehold owners are able to set permissions that grant access to their artisan and business buildings' services.[70][135][136][137][74]

Freehold ownership is designated by one account only and then the family system is the system that facilitates multiple accounts having permission basis within that freehold.[138]Steven Sharif
  • Freehold permissions are intended to work with the family and guild systems.[70][135][136]
    • It is still not determined if freehold permissions will be able to be granted to individuals outside those social structures.[135]
    • Freehold permissions may only apply to battalions/micro-structures within a guild.[139]
    • Interaction with the guild system will be tested in Alpha-2.[140]
Permissions to help manage your home are handled through affiliations like your Guild and family system. When setting permissions for your Freehold to do things like enter the house, interact with furniture, access Freehold storage, interact with crafting and processing stations, and harvesting gatherables on a Freehold, you can set if your Guild or family members should be able to do these things.[70]

Players cannot steal from a freehold under normal circumstances.[70][143][144][145]

  • Items stored in a freehold become lootable after a successful siege against their parent node.[146][70][145] It has not been decided which players get to loot the debris field during this period.[146]
Only players given permission to do so will be able to do things like access your Freehold storage, and harvest crops and animals on your Freehold. These permissions are capable of being individually assigned per interaction. Note that if the node associated with your Freehold is successfully destroyed during a siege event, attackers will be able to assault Freeholds, and have a chance to pillage them for their resources.[70]

Players cannot PvP while inside the footprint of a freehold homestead even if the doors are unlocked.[70][147] This does not apply for a period of two hours following a successful siege against its parent node.[148][149][24][150]

Your home building is safe from PvP. While on the footprint of your home, you can not be harmed by damage from other players.[70]
  • NPC 守衛 may be available for hire to defend freeholds after a successful node siege.[150] NPC guards that permanently exist on a freehold are not a planned feature.[151]

個人土地房可破壞程度

Template:Freehold siege

股票市場

Stock exchanges (also called Stock markets and Share markets) enable players to buy and sell shares in 節點, 行会 and 社会组织.[153][154][155]

info-orange.png以下某些信息最近尚未得到开发人员的确认,可能不在当前的开发路线图上。
  • There is no regulatory commission to restrict the purchase and sale of stocks.[156]

地底節點

地底節點 and nodes directly above them are considered adjacent but do not exist in the same ZOI.[157][158][159]

  • There will be "bleed over" between underrealm nodes and surface nodes in terms of influence and interaction.[158]
    • There may be visual cues above ground that indicate influence from underrealm nodes in that area.[158]

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.[158]Steven Sharif

其他

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