個人土地房
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) 或以上的影響區域內。[4]
個人土地房位置
個人土地房 may be placed anywhere within the ZOI of a stage 3 node (or higher) so long as they are not in close proximity to any of the following:[11]
- Pathing routes (Roadways).[11]
- 地下城 and other points of interest (POIs) regardless of advancement.[11][12][13]
- Events spawn areas.[11]
- Other freehold plots.[11]
- Hard terrain features, such as mountainsides or cliffs.[14]
Freehold plots will require a certificate from the parent node in order to place the plot.[15]
- The current design allows placement of freeholds anywhere in the ZOI of the node that the certificate was purchased from, including its vassal nodes. This may change as the result of testing.[16]
- Depending on where you achieved- where you procured the certificate from, as long as it is either in the parent or the vassal area, it could be a part of either. You give that declaration when you lay down the freehold. But like I said, that may change because we are actively defining a different approach on some of the vassal systems.[16] – Steven Sharif
The more advanced a node is, the more freeholds can be built within its ZOI.[4]
Collections of freeholds placed together are considered part of their parent node and do not become a separate node, other than via roleplay.[18]
個人土地房好處
玩家房屋有許多好處,[8][19] 而不同種類將有不同好處。[20]
- 可申請成為該節點的公民。[21]
- 同時為節點公民的屋主可擁得額外好處。[20]
- 可擺放家具及其他裝飾物品。[22][23][24]
- 儲物箱。[24][19]
- 製造台,可製造家具等物品。[23][19]
- 展示獎品。[19]
- 展示成就和戰利品 (未定)。[19]
- 社交活動。[19]
- 身處房屋附近時,可獲取額外獎勵 (未定)。[19]
個人土地房 offer the following additional benefits.
- Freeholds allow the owner to sell consumables that are only purchasable from specific buildings.[26]
個人土地房建築

Freehold serves three main purposes. The first and foremost is as a location for your home. And so because of that, a portion of the Freehold is dedicated to a home building. And you cannot fill that space with workshops and or processing stations other than to place a home there. The home offers a lot of things and the reasons why it's a core element of the Freeholds is because of storage capability, furniture allotment, and placement. Furniture interacts very closely with processing as well as the crop rotations that exist around the particular housing building. The other portion of the Freehold is dedicated to workshops and these processing stations essentially. And processing stations are of course a necessary component of taking gatherables into usable crafted goods essentially to fulfill what recipes require in order to make items.[28] – Steven Sharif
個人土地房建築 that can be placed on a freehold plot serve three main purposes.[28][4][29]
Freehold buildings require blueprints and materials to construct.[15]
- Some freehold buildings have multiple tiers, with different footprint sizes. For example: Small, medium, large, to mansion-sized homes.[7]
- A mansion sized home may occupy up to 50% of a freehold plot.[7]
- Upgrading a tier will not change the size of the building in terms of footprint, but may increase in height.[7]
- Basements in freehold buildings are to be decided.[31]
Freehold building architecture is based on the blueprint for the building.[32]
- Freehold skins are applied to a blueprint based on the type of building.[32]
- Players are not locked into any particular race for freehold blueprints.[33]
- 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.[32] – Jeffrey Bard
List of freehold buildings
個人土地房建築規劃
個人土地房建築 and other items/props can be placed on freehold plots (by the land owner).[28][34][6][4][29]
- There may be a grid-based system that freehold owners can use to place items/props and buildings on their freehold plot.[34] Players will need to manage how these are arranged to maximize adjacency bonuses.[6]
- A portion of a freehold plot is dedicated to the homestead. This requirement may be scrapped based on testing.[28]
- The number and type of buildings that can be placed on the freehold and the way these buildings get placed are subject to change based on testing and iteration during Alpha-2.[28]
- There is going to be a limited allotment of how many workstations you can have stood up at any given time. There's a limited allotment of licenses that can be applied to a freehold in order to make some of those stations reach level two- tier two and tier three. What those particularly are, we have some designs for them now, but that most likely will not survive testing and will need to be changed and adapted and iterated upon based off what the testing results provide.[28] – Steven Sharif
建築命名
Buildings will be able to be named. The custom name will appear as floating text when it is targeted.[35]
房屋裝飾
Players may decorate their player housing and other types of buildings.[38]
- Houses will be empty when purchased.[25]
- Players may be able to upgrade to pre-furnished sets when they purchase their home.[22]
- Pre-furnished sets will be almost entirely visual and aesthetic. Only items crafted by the Carpentry profession will have in-game functionality.[22]
- Players may place furniture, artwork/paintings and other decor items in their player housing.[39][23][24][40][41]
- Each size, grade, and type of player-owned housing determines the number and type of items that can be placed in it.[39][42][8] For example: You can place only the best furniture in mansion grade in-node housing.[39]
- Building skins may change the shape of a homestead but the space available for furnishings should remain consistent.[42]
- When it comes to if you put a cosmetic house on top of your normal house, those cosmetics should be similar in size. The shape will change, so maybe the room layout will be different, but it'll still be like a one-story building.[42] – Margaret Krohn
- Characters will be able to interact with furniture items such as sit in chairs and lay in beds.[43]
- Players will not be able to alter structural aspects such as windows and walls.[22]
- There may be decor items that are representative of unique weapons that are available in the game.[44]
Quality furniture can be crafted in-game based on the skill of the craftsperson and availability of recipes, components and workbenches suitable to craft them.[39][45]
- Furnishing items with in-game functionality will be restricted entirely to those created by the Carpentry profession.[22]
- Your ability to craft more luxurious furniture comes with how much of a master craftsman you've become in the furnishing profession... This isn't like you know, I want my house to look good, I got to fork over 50 bucks in cosmetics... Players can craft in-game based on their dedication and focus in that aspect the artisan tree.[45] – Steven Sharif
- Prized items such as achievements and trophies may be displayed.[19]
個人土地房建築造型
個人土地房建築造型 were offered as Kickstarter and 夏季众筹 rewards and are currently available in pre-order packs.[46][47][48][49]
- Freehold skins are applied to a blueprint based on the type of building.[32]
- 個人土地房建築 serve three main purposes: Homesteads, processing stations, and workshops.[28]
- The vast majority of cosmetic freehold skins are used for the home.[28]
- In Alpha-2 we will have our freeholds available to test; and while we have the designs in place for how processing interacts for gathering and how processing feeds the crafting stations, some of that stuff might change: The allotment of buildings that can be placed on the freehold, the way that the buildings get placed on the freehold, whether or not we even scrapped the idea of dedicating a portion of the Freehold towards the house. And because of that, because of the design limbo that's still pending our testing environment in Alpha 2, we've not wanted to give definitive definition around how those cosmetics will be applied to the freehold buildings in the event that that might change based on iteration. But to give you perspective there, it's mainly going to be focused around the freehold house and then also having the ability to apply the skins to some of the workstations as well.[28] – Steven Sharif
個人土地房專業
- Professions such as 農業 and 釣魚.[52][53]
- 個人土地房建築 can be used to process gathered resources into processed goods, such as Animal husbandry and Metalworking.[54][55][56][57][58][53]
- Crafting stations can be located on freeholds.[59]
- Player owned businesses such as taverns can be placed on freehold plots.[60]
Processing stations

Processing stations are of course a necessary component of taking gatherables into usable crafted goods essentially to fulfill what recipes require in order to make items.[28] – Steven Sharif
Processing stations are workstations that are used to process raw materials into processed goods (crafting materials) at nodes or on freeholds.[61][28][30][55]
- Processing stations are distinct from workstations, which are used to craft finished goods.[61]
- Blueprints are required for the construction of these freehold buildings.[62][54][55][57][58]
- The amount of goods that can be processed while unattended by the player is based on the rating of that particular processing station.[55]
- The time spent processing can be reduced by upgrading the capabilities and quality of the processing station via a progression tier system.[55]
- That's going to be very important as you get to very late game processed materials that are required. Because some of these things might have days to process within a station, but if you have spent the time and done the work to advance that processing station you could cut that down considerably, perhaps even greater than 50 percent; and that's going to have a significant impact on your ability to either control markets or to create goods.[55] – Steven Sharif
- There will be a preparatory phase to provide the building with needed fuel or other materials to process the required grade of materials.[54]
- Processing as it stands for Alpha-2's implementation is that there is a certain amount of prep work that's required first for the industry-specific component, which is the building. That prep work might be finding a certain amount of lumber to light the fire in kiln or whatever, to a certain temperature in order for you to process a certain grade of ore; and that grade of ore being malleable then into an ingot; and that produces that ingot so-to-speak. Now, in that process there's a gathering component, there's a preparatory phase, there is a time-related component.[54] – Steven Sharif
- There will also be time-related and gameplay elements that require the player to interact with the processing building. These elements act to throttle for the introduction of processed materials from raw gatherables into the economy.[54]
- There's also possibilities that the machine you're using itself has some type of gameplay layer- should the kiln get overheated, and you have to throw some water on it or something. There are elements there in that process that we want to mimic this gameplay opportunity for players to interact; and not just be a time-sink. But time-sink is also a component of it as well, because that's the throttle for the introduction of processed materials from raw gatherables into the economy.[54] – Steven Sharif
個人土地房發展
個人土地房發展 unlocks new bonuses, abilities and capabilities for freeholds.[63]
- 個人土地房建築 are able to be levelled up based on the length of time and productivity of the freehold.[63]
- We want there to be progression in many systems and part of the freehold progression is that when you establish these base buildings the longer and more productive you are and exist with that freehold, the more opportunity those buildings will have to both level up: offering new bonuses, new abilities, new capabilities; and just surviving in this world is a feat in and of itself, so it's rewarded by allowing progression with those things.[63] – Steven Sharif
連鎖經營
There's no reason why you couldn't license your name to somebody else who also has a freehold and who also has an Inn and work together.[64] – Jeffrey Bard
酒館
酒館 provide tiered services.[60]
- 任務 that might only be gathered from the player-owned taverns.[60]
- Meals that grant buffs for a period of time after a player leaves.[60]
- 配方 that could potentially be sold to cooking professions, that may only be obtained from a player-owned business in a certain area.[65][60]
The longer the tavern is in business and the more patrons served, the faster the tavern will level up.[65][60]
- Q: What benefits do players receive for taking on the role of a tavern owner?
- A: You will get noticeability with regards to your creations because that will be displayed to the characters that consume those things; but, in addition, you can get certain types of itemization rewards depending on the number of patrons that you serve. You can also reap economic rewards, such as gold from the inn that you are selling your goods at. And then you can unlock access to certain types of recipes and or vendors based on the level of reputation you build up in that particular node.[65] – Steven Sharif
農場

Crops are intended in Ashes to be a rotational profession that is dependent on having the appropriate seedlings and/or any of the necessary tools.[52] – Steven Sharif
農場 are workstation plots available for planting crops.[6]
- Artisan freehold features are also affected by adjacent terrain features. For example: building next to a river provides a nearby source of clean freshwater, and will have a positive effect on crops.[66]
漁場

You actually see there a small pond, which is actually another type of farmable area that we're going to have available on the freehold system, which is essentially a fishery so to speak. So you know fish play an important role from a raw gatherables a standpoint, but also again because a lot of the components of the freehold system are intended to be processing of raw materials, you know the fishery allows for a focus on specific type of fish gatherables that may only be gathered through the fishery blueprint.[52] – Steven Sharif
A fishery is a farmable workstation that can be placed on a freehold plot. A fishery allows gathering of fish that are unique to the fishery blueprint.[52]
個人土地房保安系統
A permissions system will enable an owner to grant access to specific parts of their housing.[67][68][69]
- Ability to open the door and enter the home.[70][68][69]
- Access to crops.[68]
- Ability to deposit or withdraw items from storage containers.[71][70][68][72][73]
- Permission to use furniture or crafting stations.[70]
A property has a single owner.[67]
- Marriage enables family size to increase by one so that housing access can be shared.[74]
- Access lists can be used to mimic co-ownership.[69]
- Payment of taxes may be via a "gentleman's agreement".[75]
- 市長 are able to allocate treasury funding to hire mercenary NPCs to defend their node during sieges.[76]
It'll be a single owner based system for those types of properties- for properties in general, but it doesn't prevent players obviously from you know collaborating and pooling resources in order to achieve certain achievements in the game.[67] – Steven Sharif
Players cannot steal from a freehold under normal circumstances.[77]
Players cannot PvP while inside (the footprint of)[78] a freehold (except following a successful node siege).[79][80]
- 決鬥 may be initiated within a freehold or node as they are considered self-contained events that are opt-in by all parties, and do not fall under the player flagging system.[81]
- The freehold is intended to be a protected area unless there is a siege and the town gets destroyed. If the town gets destroyed, the freehold's up for grabs and it becomes a PvP area.[79] – Steven Sharif
- NPC 守衛 may be available for hire to defend freeholds after a successful node siege.[82] NPC guards that permanently exist on a freehold are not a planned feature.[80]
- Q: We were discussing in chat earlier about freeholds and whether or not a person would be safe in their home or within the entirety of their freehold from getting player killed?
- A: I think our initial testing is going to revolve around the footprint of their freehold and then we'll take into consideration the metrics gleaned from that testing.[78] – Steven Sharif
Permission to decorate a freehold is restricted to the owner of the freehold.[70]
- Previously it was stated that permission to decorate but not take anything from the house would be able to be assigned to other players.[68]
權限共享
Players may grant shared access to certain freehold services to a limited number of other players, such as access to their processing centers.[83]
個人土地房可破壞程度
個人土地房 may be attacked by any player[84] for a period of two hours[85] following a successful siege against its parent node.[82]
- Players and their allies may defend their freehold for this period of time.[82]
- Structures and guards may be obtained to defend freeholds during this period.[82]
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.[84][85]
- The freehold owner will be required to undertake a quest process to have their freehold adopted by a new node if one exists.[84]
- At the end of the grace period, if the freehold does not reside within the ZOI of a
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) node or above, it will be destroyed.[86]
- Players who are registered as a defenders of their node cannot loot their own destroyed freeholds.[87]
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.[85] – Margaret Krohn
房屋設計
玩家房屋 designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[88][89]
- Blueprints are mailed to the player to utilize for future placement.[85]
- Destroyed freeholds are subject to material loss.[85]
- Certificates will track major milestones (such as Furnaces and Homesteads, for example).[88][89]
- A possible design idea is for items such as furnishings to be boxed in crates that are accessible inside the new home.[90]
Node building destruction

You could be more precision oriented in the decision to attack a city. Let's say it's a rival node that's trying to reach you know a node stage five or something and you want to disable their ability for the religious system to progress so you target the temple during the attack, or you want to disable their scholars academy from reaching a higher level so that your nodes can; or you want to disable multiple buildings that allow for experience and quests to be undertaken by its citizenship, which prevents them from keeping up in pace of experience gained with your node. These can be more precision oriented and don't have to effectualize an actual takeover of the node.[92] – Steven Sharif
節點建築 (including player housing) have hit points and can be damaged or destroyed by different systems.[93][94]
- NPC-driven events that are a response to story arcs or node atrophy.[93]
- 節點戰 and node wars.[93]
- Attackers may not be capable of destroying a node during a siege. 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.[92]
- Hazardous events such as tornadoes or hurricanes.[95][93]
If buildings suffer more than approximately 25% damage, any NPCs or services offered by that building will not be available until the building is repaired.[94]
- Players must repair damaged buildings (or rebuild destroyed ones) in order to reactivate the services from those particular buildings.[93][94][96]
Buildings that take significant damage are destroyed and appear as rubble on the plot they occupied.[93]
- Node governments must clear any rubble on plots before any buildings can be reconstructed. Any prerequisites for the building reconstruction must be satisfied beforehand.[93]
- Buildings also live within a prerequisite system. So in order to build down the tech tree of what these buildings provide, as the node grows larger to access stronger building types, you may get a kink in that chain if it's destroyed and you'll have to stand that back up in order to support the service again.[93] – Steven Sharif
- If the node is destroyed by a node siege, the debris field will contain spoils that are lootable to the victors of the siege.[98][94][99][100]
- 玩家房屋 that is destroyed during a node siege can no longer be sold.[101] Furnishing and decorations are retained and can be placed again later.[101][88][89]
公會土地房
When a guild reaches a certain level, its guild master is granted a guild freehold certificate to enable placement of a guild hall.[102]
- Some freehold cosmetics may be applicable to guild freeholds.[103]
地底個人土地房
資源 will be different in the Underrealm, including unique species of fish.[104][105][53]
- This will affect professions such as fishing, farming, and animal husbandry.[104][53]
- Since players may only have one Freehold, they must choose their Artisan specializations accordingly if they wish to place it in the Underrealm.[53]
房屋種類
玩家房屋 | 種類 | 解鎖條件 | 起始數目 | 擁有限制 |
---|---|---|---|---|
公寓 | 獨立區域[4] | 村莊階段及以上[106] | 5[17] | 每伺服器每名角色一間[5] |
個人土地房 | 開放世界[4] | 村莊階段及以上[4] | 充足'[17] | 每個帳號一座[5] |
固定房屋 | 節點內[4] | 村莊階段及以上[4] | 8[17] | 每伺服器每名角色一間[5] |
房地產
Players buy the deeds for housing from the node itself.[107] Players can also buy and sell properties from other players.[4]
- Housing will have a base price that scales with the number of citizens in the node.[108]
- In-node housing will be at a premium, and is expected to be hotly contested.[4]
- The more apartments that have been purchased in a node, the higher the price scales.[109]
- The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[110]
- 固定房屋 and apartments can be listed and sold to other players.[8][111]
There's no cap essentially in player originated sales. Those are determined essentially by supply and demand as it is within the game and there's no artificial barrier to how high that demand can go.[20] – 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".[108]
- Players will not be able to exceed their allotment of housing in the game.[113]
This will allow players to transfer real property goods. This includes ... static housing, this includes apartments that they may own; and they can sell those because those will have a limited and finite quantity.[113] – Steven Sharif
Rental and leasing concepts are currently under consideration.[113]
Some concepts that we have is going to be rental or leases that could be had allowing players to kind of lease a property for a period of time where they will have control rights over utilizing storage based on the area, controlling the furniture or access point; all that kind of stuff.[113] – Steven Sharif
视觉效果
2021-04-15 2021-04-04 2020-05-30 2018-01-19
其他
引用
- ↑ 直播, 2020-05-29 (36:29).
- ↑ 直播, 2020-05-29 (42:01).
- ↑ 3.0 3.1 3.2 直播, 2020-05-29 (35:36).
- ↑ 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 Node series part II – the Metropolis.
- ↑ 5.0 5.1 5.2 5.3 訪談, 2018-05-11 (50:47).
- ↑ 6.0 6.1 6.2 6.3 6.4 直播, 2017-10-16 (56:42).
- ↑ 7.0 7.1 7.2 7.3 訪談, 2020-07-08 (45:23).
- ↑ 8.0 8.1 8.2 8.3 8.4 8.5 直播, 2020-06-26 (47:32).
- ↑ 9.0 9.1 9.2 9.3 9.4 9.5 直播, 2017-10-16 (56:38).
- ↑ 影片, 2017-05-25 (0:02).
- ↑ 11.0 11.1 11.2 11.3 11.4 直播, 2017-05-19 (32:23).
- ↑ 直播, 2020-06-26 (1:52:33).
- ↑ 直播, 2018-05-09 (40:24).
- ↑
- ↑ 15.0 15.1
- ↑ 16.0 16.1 直播, 2022-04-29 (1:03:44).
- ↑ 17.0 17.1 17.2 17.3
- ↑ 直播, 2017-05-26 (34:21).
- ↑ 19.0 19.1 19.2 19.3 19.4 19.5 19.6 19.7 直播, 2017-05-10 (30:53).
- ↑ 20.0 20.1 20.2 20.3 訪談, 2020-07-08 (33:34).
- ↑
- ↑ 22.0 22.1 22.2 22.3 22.4 22.5 訪談, 2020-07-08 (40:20).
- ↑ 23.0 23.1 23.2 直播, 2020-06-26 (45:32).
- ↑ 24.0 24.1 24.2 24.3 24.4 影片, 2020-05-31 (47:32).
- ↑ 25.0 25.1 直播, 2020-06-26 (53:20).
- ↑
- ↑ Ashes of Creation Store: Dünthol’s Forge.
- ↑ 28.00 28.01 28.02 28.03 28.04 28.05 28.06 28.07 28.08 28.09 28.10 28.11 28.12 28.13 直播, 2023-04-07 (31:49).
- ↑ 29.0 29.1 直播, 2017-05-24 (9:58).
- ↑ 30.0 30.1 直播, 2022-06-30 (1:08:02).
- ↑ 直播, 2019-06-28 (1:09:22).
- ↑ 32.0 32.1 32.2 32.3 直播, 2020-08-28 (2:14:06).
- ↑ 直播, 2017-05-26 (44:11).
- ↑ 34.0 34.1 直播, 2020-05-29 (41:27).
- ↑ 直播, 2018-10-31 (46:18).
- ↑ 直播, 2020-05-29 (36:18).
- ↑
- ↑ 直播, 2017-11-17 (26:22).
- ↑ 39.0 39.1 39.2 39.3 直播, 2023-01-27 (1:35:45).
- ↑ 直播, 2017-05-24 (29:54).
- ↑ 直播, 2020-05-29 (38:04).
- ↑ 42.0 42.1 42.2 直播, 2022-01-28 (1:13:55).
- ↑ 直播, 2017-05-22 (56:31).
- ↑ 直播, 2021-06-25 (1:31:04).
- ↑ 45.0 45.1 直播, 2018-08-17 (10:54).
- ↑
- ↑ What is included with my Pre-Order package?
- ↑
- ↑
- ↑
- ↑ 直播, 2020-11-30 (57:50).
- ↑ 52.0 52.1 52.2 52.3 直播, 2020-05-29 (39:47).
- ↑ 53.0 53.1 53.2 53.3 53.4 直播, 2017-06-01 (24:30).
- ↑ 54.0 54.1 54.2 54.3 54.4 54.5 直播, 2022-02-25 (1:12:27).
- ↑ 55.0 55.1 55.2 55.3 55.4 55.5 Podcast, 2021-04-11 (40:20).
- ↑ 訪談, 2020-07-18 (41:03).
- ↑ 57.0 57.1 訪談, 2020-03-27 (9:00).
- ↑ 58.0 58.1 58.2 直播, 2017-05-05 (34:15).
- ↑ 直播, 2017-05-12 (1:00:18).
- ↑ 60.0 60.1 60.2 60.3 60.4 60.5 Podcast, 2018-04-23 (29:56).
- ↑ 61.0 61.1
- ↑ 直播, 2022-06-30 (1:09:29).
- ↑ 63.0 63.1 63.2 Podcast, 2018-05-11 (48:29).
- ↑ 直播, 2017-05-26 (50:00).
- ↑ 65.0 65.1 65.2 直播, 2022-12-02 (1:22:30).
- ↑ 直播, 2017-05-05 (15:47).
- ↑ 67.0 67.1 67.2 直播, 2020-06-26 (58:32).
- ↑ 68.0 68.1 68.2 68.3 68.4 直播, 2020-06-26 (51:58).
- ↑ 69.0 69.1 69.2 直播, 2017-05-19 (26:40).
- ↑ 70.0 70.1 70.2 70.3 直播, 2021-04-30 (1:12:33).
- ↑ 直播, 2021-07-30 (1:14:33).
- ↑ 直播, 2019-06-28 (1:23:31).
- ↑
- ↑ 直播, 2021-01-29 (1:13:04).
- ↑ 直播, 2018-02-09 (51:57).
- ↑ 直播, 2020-06-26 (59:11).
- ↑ 直播, 2017-05-17 (1:03:23).
- ↑ 78.0 78.1 訪談, 2018-08-08 (6:44).
- ↑ 79.0 79.1 直播, 2021-11-19 (54:26).
- ↑ 80.0 80.1 直播, 2018-01-18 (31:05).
- ↑ 直播, 2021-12-23 (1:29:27).
- ↑ 82.0 82.1 82.2 82.3 直播, 2017-05-19 (28:04).
- ↑ 訪談, 2018-05-11 (28:21).
- ↑ 84.0 84.1 84.2 直播, 2020-08-28 (2:04:00).
- ↑ 85.0 85.1 85.2 85.3 85.4 Blog - Know Your Nodes - Advance and Destroy.
- ↑ 直播, 2017-05-19 (29:34).
- ↑ 直播, 2021-02-26 (1:11:13).
- ↑ 88.0 88.1 88.2 直播, 2017-07-18 (40:14).
- ↑ 89.0 89.1 89.2 直播, 2017-11-17 (47:10).
- ↑ 直播, 2020-06-26 (1:00:57).
- ↑ 直播, 2019-10-31 (36:20).
- ↑ 92.0 92.1 直播, 2019-11-22 (16:56).
- ↑ 93.0 93.1 93.2 93.3 93.4 93.5 93.6 93.7 直播, 2022-03-31 (1:13:00).
- ↑ 94.0 94.1 94.2 94.3 94.4 訪談, 2020-07-08 (57:46).
- ↑ Forums - Livestream Q&A 2022-08-26.
- ↑ 96.0 96.1 直播, 2019-11-22 (17:59).
- ↑ 訪談, 2020-07-08 (59:38).
- ↑ Podcast, 2021-09-29 (14:21).
- ↑ 直播, 2020-04-30 (1:14:44).
- ↑
- ↑ 101.0 101.1 101.2 直播, 2020-06-26 (1:02:12).
- ↑ 訪談, 2019-04-21 (45:45).
- ↑ 直播, 2021-04-30 (1:14:12).
- ↑ 104.0 104.1 直播, 2023-04-07 (27:30).
- ↑ 成绩单, 2022-11-05 (10:46:47).
- ↑ Steven Sharif - Clarification points from today’s stream.
- ↑ MMOGames interview, January 2017
- ↑ 108.0 108.1 直播, 2020-06-26 (53:41).
- ↑ 直播, 2017-05-12 (52:01).
- ↑ 110.0 110.1 110.2 110.3 直播, 2017-05-12 (55:01).
- ↑ 直播, 2020-06-26 (54:03).
- ↑ 直播, 2020-06-26 (56:08).
- ↑ 113.0 113.1 113.2 113.3 直播, 2019-05-30 (1:23:41).