玩家房屋
玩家最多可同时拥有每种房屋各一间。[5] 固定房屋和公寓为每伺服器一间〕﹔个人土地房为每帐号一座。
玩家房屋 | 种类 | 解锁条件 | 起始数目 | 拥有限制 |
---|---|---|---|---|
公寓 | 独立区域[4] | 村庄阶段及以上[6] | 5[7] | 每伺服器每名角色一间[8] |
个人土地房 | 开放世界[4] | 村庄阶段及以上[4] | 充足'[7] | 每个帐号一座[8] |
固定房屋 | 节点内[4] | 村庄阶段及以上[4] | 8[7] | 每伺服器每名角色一间[8] |
- 问: 只有个人土地房是限定每帐号一座吗?
- 答: 对。[8] – Steven Sharif
- 问: 在不同伺服器的分身也可以拥有节点内的房屋或至少独立区域的公寓吗?
- 答: 对,是的。[8] – Steven Sharif
好处
玩家房屋有许多好处,[9][10] 而不同种类将有不同好处。[11]
- 可申请成为该节点的公民。[12]
- 同时为节点公民的屋主可拥得额外好处。[11]
- 可摆放家具及其他装饰物品。[13][14][15]
- 储物箱。[15][10]
- 制造台,可制造家具等物品。[14][10]
- 展示奖品。[10]
- 展示成就和战利品 (未定)。[10]
- 社交活动。[10]
- 身处房屋附近时,可获取额外奖励 (未定)。[10]
公民权
- Citizenship tickets may also grant citizenship to certain node stages. This mechanic will be decided based on testing.[18]
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.[18] – Jeffrey Bard
玩家可以申请成为
[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 3)或以上的节点公民。[19]
- A player can only claim citizenship to one node at a time.[20]
- Only one citizenship may be declared per account, per server.[21][22][23]
- This may have changed to one citizenship per account.[24]
- Citizenship is lost if the node is destroyed. A player can then become citizen of another node.[21]
- Node citizenship is not tied to membership of a guild. Guilds don't "own" nodes.[21]
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.[23] – Steven Sharif
Changing citizenship has a cooldown of two weeks.[12]
- This applies to players who renounce their citizenship in a node.[21]
- 玩家房屋 ownership is not affected by citizenship changes.[25]
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.[26] – Steven Sharif
Players can interact with the node board to get a list of citizens of the node.[27]
- Clicking on a citizen will reveal information about their guild, society, religion, and property ownership.[27]
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.[28]
房屋保安
A permissions system will enable an owner/primary tenant to grant access to specific parts of their housing.[29][30][31][32]
- Ability to open the door and enter the home.[33][31][32]
- Access to crops.[34][31]
- Ability to deposit or withdraw items from storage containers.[35][33][31][36][37]
- Permission to use furniture or crafting stations.[33]
A property has a single owner/primary tenant.[29][38][30]
- Marriage enables family size to increase by one so that housing access can be shared.[38][39]
- Access lists can be used to mimic co-ownership.[32]
- Payment of taxes may be via a "gentleman's agreement".[40]
- 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 collaborating and pooling resources in order to achieve certain achievements in the game.[30] – Steven Sharif
公寓
公寓 provide instanced player housing functionality on a rental basis.[41][4]
[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 3) apartment buildings offer 50 rental apartments. Additional apartments can be added at
[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 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.[42][43][41][7][4]
- The number and sizes of available apartments increases as a normal part of node advancement.[41][6]
- It is estimated that the number of apartments available in a
[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 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.[41]
- Prices for apartments will fluctuate depending on the number of units already sold in the node.[4]
- Different price points offer different apartment sizes and types, such as penthouses.[43][4]
- It was previously stated that apartments would be available at
[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 4) or above.[4]
- 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.[6] – Steven Sharif
公寓选项
个人土地房
[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 3) 或以上的影响区域内。[4]
个人土地房位置
Freehold plots require a bound deed (permit/certificate) from the parent
[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 3) or higher node in order to place the plot.[53][50][51][54][55][56]
- Freehold deeds are obtained through completion of a Lord's quest to ascertain worthiness for lordship over an estate.[57][52][50][51][54][55][56]
- 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.[59] – Steven Sharif
- Deeds may only be used to place a freehold if the deed holder successfully wins a freehold auction for an estate.[53][61]
- 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.[52] – 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.[53][61]
- 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.[61] – Kory Rice
- Freehold plots must not be placed in close proximity to any of the following:[53][65][66][61][52][51][54][67][56]
- 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.[75]
- Adjacent freeholds do not share any bonuses with their neighbors, but guild halls owned by partron guilds may confer benefits to surrounding freeholds.[76][71]
个人土地房建筑
个人土地房建筑 that can be placed on a freehold plot serve three main purposes.[53][51][78][4][79]
Freehold buildings require blueprints and materials to construct.[53][55]
- Sheds are present on empty freehold plots to provide storage for materials needed to construct freehold buildings.[64]
- Some freehold buildings have multiple tiers, with different footprint sizes.[51][48]
- Upgrading a tier will not change the size of the building in terms of footprint, but may increase in height.[48]
- Basements in freehold buildings are to be decided.[81]
Freehold taxes are calculated based on the number of permits issued for buildings on a freehold.[53][82][83][84][85]
- Buildings that require permits will have additional upkeep costs.[53]
Freehold building architecture is based on the blueprint for the building.[51][86]
- Freehold skins are applied to blueprints matching the type of building: housing, artisanship, and business.[53][51][87][88][86][89]
- The freehold building blueprints must be obtained in-game first before the cosmetic can be applied.[86][89][88]
- Players are not locked to the racial appearance of a freehold building blueprint.[90]
- 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.[86] – Jeffrey Bard
个人土地房建筑规划
个人土地房建筑 and other items/props can be placed on freehold plots (by the land owner).[78][92][47][4][79]
- Freehold building permits to allow for a specific number and type of buildings to be placed on the freehold plot must be acquired from the node where the freehold deed was obtained.[53][82][83][84][93][85]
- Freehold taxes are calculated based on the number of permits issued for buildings on a freehold.[53][83][84][85]
- Currently freeholds have a combined maximum total of six artisan and business buildings that can be placed in addition to a homestead.[53][94]
- On a Freehold you can have your house, and up to six additional buildings. The additional buildings can be artisan and/or business buildings. Larger buildings may take up more room, reducing the total number of buildings that can be built on a single Freehold.[53]
- Space that is not used for freehold buildings can be utilized for other purposes, such as livestock and crop placements.[93]
- Players can manipulate the orientation of freehold buildings and items being placed on their freehold plot.[63]
- There may be a grid-based system that freehold owners can use to place items/props and buildings on their freehold plot.[92]
- Targeting dummies are planned as placeable props with functional mechanics.[95]
- Players are not able to adjust the terrain of their freeholds. Sloped terrain will result in stilts beneath placeable structures (to keep them level).[96]
个人土地房好处
个人土地房 offer the following benefits in addition to other player housing benefits.[51]
- The larger the homestead, the more floors it will have and the more furniture can be placed on the freehold.[53][51]
- Certain furniture may only be able to be placed outside.[51]
- Freehold businesses allow the freehold owner (and authorized individuals) to sell items, consumables and services to players.[97][51][98]
- Freeholds are the only place that master and grandmaster processing is available.[99][51]
- Players can craft up to journeyman level on freeholds.[99][51]
- Lower tier gathering can be done on freehold plots.[100]
个人土地房保安系统
A permissions system will enable an owner/primary tenant to grant access to specific parts of their housing.[29][30][31][32]
- Ability to open the door and enter the home.[33][31][32]
- Access to crops.[34][31]
- Ability to deposit or withdraw items from storage containers.[35][33][31][36][37]
- Permission to use furniture or crafting stations.[33]
A property has a single owner/primary tenant.[29][38][30]
- Marriage enables family size to increase by one so that housing access can be shared.[38][39]
- Access lists can be used to mimic co-ownership.[32]
- Payment of taxes may be via a "gentleman's agreement".[40]
- 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 collaborating and pooling resources in order to achieve certain achievements in the game.[30] – Steven Sharif
Freehold owners are able to set permissions that grant access to their artisan and business buildings' services.[53][101][102][103][51]
- 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.[38] – Steven Sharif
- Freehold permissions are intended to work with the family and guild systems.[53][101][102]
- It is still not determined if freehold permissions will be able to be granted to individuals outside those social structures.[101]
- Freehold permissions may only apply to battalions/micro-structures within a guild.[104]
- Interaction with the guild system will be tested in Alpha-2.[105]
- This includes permission to enter the homestead, interact with furniture, access storage, interact with crafting or processing stations, and harvest resources.[53]
- 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.[53]
- Permission to decorate a freehold is restricted to the owner of the freehold.[33] Previously it was stated that permission to decorate but not take anything from the house would be able to be assigned to other players.[31]
- Family members may be granted permission to apply their cosmetic skins to freehold buildings.[106]
Players cannot steal from a freehold under normal circumstances.[53][107][34][108]
- Items stored in a freehold become lootable after a successful siege against their parent node.[109][53][108] It has not been decided which players get to loot the debris field during this period.[109]
- 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.[53]
Players cannot PvP while inside the footprint of a freehold homestead even if the doors are unlocked.[53][110] This does not apply for a period of two hours following a successful siege against its parent node.[111][112][113][114]
- Your home building is safe from PvP. While on the footprint of your home, you can not be harmed by damage from other players.[53]
- NPC 守卫 may be available for hire to defend freeholds after a successful node siege.[114] NPC guards that permanently exist on a freehold are not a planned feature.[115]
- 决斗 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.[116]
权限共享
Template:Freehold shared access
固定房屋
固定房屋 provides non-instanced player accommodation within a node, also known as in-node housing.[4]
- Players are able to purchase small one room houses (cottages) starting at the
[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 3).[4][7]
- There will be 8 cottages available for purchase at the village stage.[7]
- The amount of static housing increases as a normal part of node advancement.[6]
- The architecture of static housing is predetermined by the racial influence of the node's layout and style.[118]
- 酒馆 and Player shops are not tied to in-node housing.[11]
固定房屋好处
固定房屋 offers the following benefits in addition to other player housing benefits.[14]
- Small garden sections for farming special types of crops.[120][121][14]
- Crafting benches.[14][10]
固定房屋发展
In-node housing can scale in size with the advancement of its parent node. This may be toggled on or off by the player.[119][4]
- The 村庄 stage offers small housing types.[119]
- The Town stage introduces medium housing types.[119]
- The City stage introduces large sized homes.[119]
- The 大都会 stage introduces mansion size houses.[119]
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.[122] – 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.[4]
房屋可破坏程度
可破坏的环境 is a core element of how players interact with the world, in Ashes of Creation.[124][125]
- Buildings, siege weapons and other structures (such as walls and gates) during events, such as sieges that have been damaged or destroyed will be able to be repaired or re-crafted.[126][127]
- Destructible props in the open-world will typically respawn after 10 minutes.[128]
- The terrain itself is not destructible.[126]
固定房屋可破坏程度
Following a node siege, static housing will be scaled back or destroyed based on the advancement of the node.[129]
- 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.
公寓可破坏程度
公寓 may be destroyed in the following circumstances:[129]
- If their building was destroyed during a node siege, even if the siege was not successful.[130][129]
- If the mayor decides to destroy apartment buildings all items and layouts will be mailed to the owner.[131]
- If a mayor built extra apartment buildings at
[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 4) or higher and the Node deleveled below that stage.[129]
个人土地房可破坏程度
个人土地房 may be attacked by any player for a period of two hours following a successful siege against its parent node.[111][112][113][114] Freeholds can also be lost by foreclosure for not paying property taxes or other fees.[53]
- Players and their allies may defend their freehold for this period of time.[114]
- Structures and guards may be obtained to defend freeholds during this period.[114]
- When it comes to losing Freeholds like this, one person’s loss is another person’s gain. While there aren’t enough Freeholds in the world for everyone to have one at the same time, this cycle of players losing Freeholds creates opportunities for other players to acquire one.[53]
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.[112][113]
- The freehold owner will be required to undertake a quest process to have their freehold adopted by a new node if one exists.[112]
- At the end of the grace period, if the freehold does not reside within the ZOI of a
[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 3) node or above, it will be destroyed.[53][113][112][132]
- 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.[113] – Margaret Krohn
- Q: How many times a year do you suspect that most players will be moving residence based on nodes being eliminated from sieges?
- A: There are a lot of variables that influence that answer. I'm not sure I can give an average, but what I would say is that depending on the political dynamic of a server: if a server tends to have more combat and/or sieges against nodes, that is going to increase the amount of opportunity for freeholds to be removed from the world and then replaced. I'm not sure I have an average. what I will say is that it is very important to remember that Ashes is not a PvP game and it is not a PvE game. It is a PvX game and that has a very specific meaning. It means that as these systems are developed as they are designed and they are integrated with each other: they are done so from a competitive viewpoint and how that system relates to both PvE and PvP. Freeholds are one of those systems very much so and it's because of the cyclical nature that we're attempting to achieve with the development of nodes and the destruction of nodes, the world is a rapidly and dynamically changing place really. So it's intended to be something that is constantly recycling and is leaking out different types of content and new content that revitalizes the player interest and stimulates new points of conflict or cooperation.[133] – Steven Sharif
Player housing designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[53][129][134]
- Blueprints for homestead, business, and artisan freehold buildings, including progression and upgrades, are returned to the player.[53][113][129][134]
- A possible design idea is for items such as furnishings to be boxed in crates that are accessible inside the new home.[135]
房地产
Players buy the deeds for housing from the node itself, or may buy and sell properties from other players.[136][9][137][19][4]
- The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[138] Currently freeholds may be acquired via auction.[53][66][52][50][51][54]
- Housing will have a base price that scales with the number of citizens in the node.[139]
- There is no cap on the price of player-originated housing sales.[11]
- 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.[140]
- 玩家房屋 that is destroyed during a node siege can no longer be sold.[141]
- Freehold plots may be purchased from and sold to other players,[136][106] or can be obtained via deeds issued by a
[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 3) or higher node.[53][66][52][50][51][54][55][56]
- 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.[106] – 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".[139]
- Players will not be able to exceed their allotment of housing in the game.[145]
- Rental and leasing concepts are under consideration.[145]
税务
When a node reaches stage 3 (村庄) and a player run government has formed, all player housing will pay taxes.[146]
- A player's tax charge will be determined by the number of structures built on their plot.[84][85]
- Freehold taxes are calculated based on the number of permits issued for buildings on a freehold.[53][82][83][84][85]
- Buildings that require permits will have additional upkeep costs.[53]
- Maintaining businesses requires licensing and payments to the node your Freehold is associated with. This permitting system allows for a certain number of buildings to be constructed on a Freehold. Permits can be obtained from the same node the Freehold was certified from, and buildings that require permits will have an additional upkeep cost.[53]
- Housing foreclosures result from failing to pay property taxes or other fees.[53]
房屋装饰
房屋设计/蓝图
Player housing designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[53][129][134]
- Blueprints for homestead, business, and artisan freehold buildings, including progression and upgrades, are returned to the player.[53][113][129][134]
- A possible design idea is for items such as furnishings to be boxed in crates that are accessible inside the new home.[135]
房屋装饰外观
节点发展
玩家 (公民或非公民) 于节点的影响区域内进行活动 (任务、采集、团队战斗等) 时,将有助该节点发展,提升节点至更高阶段。[113][149]
随着节点发展,其发展区域将会是出现文明的地方。节点发展至不同阶段时,其发展区域内将会出现不同的建筑物、NPC 和服务。节点等级愈高,发展区域便会变得愈繁盛,人口亦会变多。发展区域也会根据节点种类 (经济、军事、科技、神圣) 而变化。未来我们将会更详细介绍每种节点种类。[113] – Margaret Krohn
随着节点发展,将会有独特游戏内容解锁,但其影响区域会同时扩大,限制相邻节点的可发展等级。[150]
- 第一阶段发展需时短,让玩家可以使用售卖、存放物品等 NPC 功能。[151]
- 节点等级愈高,其影响区域愈大。[4]
- 等级较低的节点 (即附庸节点) 即使位于等级较高的节点的影响区域内,仍会获得经验值,但其等级不会超越上级节点。[147]
- 附庸系统将在节点发展至
[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 3) 时生效,但相邻节点从
[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 1)便会限制邻近节点的发展。[152][153]
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.[154] – 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.[155] – Steven Sharif
- 影响区域内的其他节点达到等级上限后,才会从这些节点获得经验值。[147]
- 玩家在节点升级时,与新出现的建筑物处于同一位置的话,会被传送至安全场所。[156]
- 某节点的公民仍可以协助其他节点发展。[157]
- 为了避免出现“为做而做”的情况,玩家不会明确知道节点升级实际需要多少物品或击死多少只怪物。[158]
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.[158] – Steven Sharif
酒馆房间
Owners of taverns are able to rent out rooms. The quantity and quality of rooms scales with the level of the tavern.[159]
玩家房屋宽限期
If a player's subscription runs out, there will be a grace period before player housing is lost.[160]
Mobile/web interface
美术图
2023-07-10 2023-07-08 2023-07-02 2023-07-01 2023-07-01 2023-07-01 2023-07-01 2023-07-01 2023-07-01 2021-04-15 2021-04-04 2020-05-30 2018-01-19 2018-01-19
社群指南
其他
引用
- ↑ 影片, 2017-05-25 (1:07).
- ↑ About Ashes of Creation.
- ↑ 直播, 2018-05-04 (32:46).
- ↑ 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 4.12 4.13 4.14 4.15 4.16 4.17 4.18 4.19 4.20 4.21 4.22 4.23 4.24 Node series part II – the Metropolis.
- ↑
- ↑ 6.0 6.1 6.2 6.3 Steven Sharif - Clarification points from today’s stream.
- ↑ 7.0 7.1 7.2 7.3 7.4 7.5 7.6
- ↑ 8.0 8.1 8.2 8.3 8.4 8.5 访谈, 2018-05-11 (50:47).
- ↑ 9.0 9.1 9.2 9.3 9.4 直播, 2020-06-26 (47:32).
- ↑ 10.0 10.1 10.2 10.3 10.4 10.5 10.6 10.7 直播, 2017-05-10 (30:53).
- ↑ 11.0 11.1 11.2 11.3 访谈, 2020-07-08 (33:34).
- ↑ 12.0 12.1 12.2
- ↑ 访谈, 2020-07-08 (40:20).
- ↑ 14.0 14.1 14.2 14.3 14.4 直播, 2020-06-26 (45:32).
- ↑ 15.0 15.1 15.2 15.3 影片, 2020-05-31 (47:32).
- ↑ 直播, 2020-06-26 (53:20).
- ↑ 直播, 2020-03-28 (1:02:56).
- ↑ 18.0 18.1 直播, 2018-07-09 (27:12).
- ↑ 19.0 19.1 MMOGames interview, January 2017
- ↑ 直播, 2017-05-19 (53:24).
- ↑ 21.0 21.1 21.2 21.3 访谈, 2020-07-29 (17:26).
- ↑
- ↑ 23.0 23.1 访谈, 2018-05-11 (50:05).
- ↑ 访谈, 2018-10-20 (2:36).
- ↑
- ↑ 影片, 2018-04-05 (41:48).
- ↑ 27.0 27.1 直播, 2020-10-30 (1:01:00).
- ↑ 直播, 2017-05-26 (44:52).
- ↑ 29.0 29.1 29.2 29.3 直播, 2023-08-31 (22:32).
- ↑ 30.0 30.1 30.2 30.3 30.4 30.5 直播, 2020-06-26 (58:32).
- ↑ 31.0 31.1 31.2 31.3 31.4 31.5 31.6 31.7 31.8 直播, 2020-06-26 (51:58).
- ↑ 32.0 32.1 32.2 32.3 32.4 32.5 直播, 2017-05-19 (26:40).
- ↑ 33.0 33.1 33.2 33.3 33.4 33.5 33.6 直播, 2021-04-30 (1:12:33).
- ↑ 34.0 34.1 34.2 直播, 2023-06-30 (1:19:01).
- ↑ 35.0 35.1 直播, 2021-07-30 (1:14:33).
- ↑ 36.0 36.1 直播, 2019-06-28 (1:23:31).
- ↑ 37.0 37.1
- ↑ 38.0 38.1 38.2 38.3 38.4 直播, 2023-06-30 (1:24:16).
- ↑ 39.0 39.1 直播, 2021-01-29 (1:13:04).
- ↑ 40.0 40.1 直播, 2018-02-09 (51:57).
- ↑ 41.0 41.1 41.2 41.3 访谈, 2023-07-09 (1:50:50).
- ↑ Blog: Development Update with Village Node.
- ↑ 43.0 43.1 直播, 2023-08-31 (15:51).
- ↑ 直播, 2020-05-29 (36:29).
- ↑ 直播, 2020-05-29 (42:01).
- ↑ 直播, 2020-05-29 (35:36).
- ↑ 47.0 47.1 47.2 直播, 2017-10-16 (56:42).
- ↑ 48.0 48.1 48.2 访谈, 2020-07-08 (45:23).
- ↑ 49.0 49.1 49.2 49.3 49.4 49.5 直播, 2017-10-16 (56:38).
- ↑ 50.0 50.1 50.2 50.3 50.4 直播, 2023-06-30 (13:10).
- ↑ 51.00 51.01 51.02 51.03 51.04 51.05 51.06 51.07 51.08 51.09 51.10 51.11 51.12 51.13 51.14 51.15 51.16 51.17 51.18 51.19 51.20 51.21 Development Update with Freehold Preview.
- ↑ 52.0 52.1 52.2 52.3 52.4 52.5 52.6 52.7 直播, 2023-06-30 (14:09).
- ↑ 53.00 53.01 53.02 53.03 53.04 53.05 53.06 53.07 53.08 53.09 53.10 53.11 53.12 53.13 53.14 53.15 53.16 53.17 53.18 53.19 53.20 53.21 53.22 53.23 53.24 53.25 53.26 53.27 53.28 53.29 53.30 53.31 53.32 53.33 53.34 53.35 53.36 53.37 53.38 53.39 Blog: Exploring the Boundless Opportunities of Freeholds.
- ↑ 54.0 54.1 54.2 54.3 54.4 54.5 影片, 2023-06-30 (21:22).
- ↑ 55.0 55.1 55.2 55.3
- ↑ 56.0 56.1 56.2 56.3 56.4 56.5 56.6 56.7 直播, 2017-05-19 (32:23).
- ↑ 57.0 57.1
- ↑ 58.0 58.1 直播, 2023-07-28 (1:33:58).
- ↑ 59.0 59.1 Podcast, 2023-07-15 (11:21).
- ↑
- ↑ 61.0 61.1 61.2 61.3 61.4 直播, 2023-06-30 (16:14).
- ↑
- ↑ 63.0 63.1 直播, 2023-06-30 (1:36:52).
- ↑ 64.0 64.1 直播, 2023-06-30 (18:45).
- ↑ 65.0 65.1 65.2 65.3 访谈, 2023-07-09 (29:53).
- ↑ 66.0 66.1 66.2 直播, 2023-06-30 (1:12:07).
- ↑ 直播, 2022-04-29 (1:03:44).
- ↑ 直播, 2020-06-26 (1:52:33).
- ↑ 直播, 2018-05-09 (40:24).
- ↑
- ↑ 71.0 71.1 访谈, 2023-07-09 (32:53).
- ↑
- ↑
- ↑
- ↑ 直播, 2017-05-26 (34:21).
- ↑
- ↑ 直播, 2023-06-30 (12:11).
- ↑ 78.0 78.1 78.2 78.3 78.4 78.5 78.6 直播, 2023-04-07 (31:49).
- ↑ 79.0 79.1 直播, 2017-05-24 (9:58).
- ↑ 影片, 2023-06-30 (15:34).
- ↑ 直播, 2019-06-28 (1:09:22).
- ↑ 82.0 82.1 82.2
- ↑ 83.0 83.1 83.2 83.3 访谈, 2023-07-09 (54:46).
- ↑ 84.0 84.1 84.2 84.3 84.4 直播, 2023-06-30 (1:45:22).
- ↑ 85.0 85.1 85.2 85.3 85.4
- ↑ 86.0 86.1 86.2 86.3 直播, 2020-08-28 (2:14:06).
- ↑ 直播, 2023-06-30 (22:05).
- ↑ 88.0 88.1 直播, 2020-11-30 (57:50).
- ↑ 89.0 89.1
- ↑ 直播, 2017-05-26 (44:11).
- ↑ 91.0 91.1 直播, 2023-06-30 (7:36).
- ↑ 92.0 92.1 直播, 2020-05-29 (41:27).
- ↑ 93.0 93.1 直播, 2023-06-30 (1:21:48).
- ↑ 94.0 94.1 访谈, 2023-07-09 (33:55).
- ↑
- ↑ 直播, 2024-01-31 (1:24:57).
- ↑
- ↑
- ↑ 99.0 99.1 直播, 2023-06-30 (33:26).
- ↑
- ↑ 101.0 101.1 101.2 访谈, 2023-07-09 (53:08).
- ↑ 102.0 102.1 直播, 2023-06-30 (26:23).
- ↑ 访谈, 2018-05-11 (28:21).
- ↑
- ↑
- ↑ 106.0 106.1 106.2 直播, 2023-06-30 (1:15:34).
- ↑
- ↑ 108.0 108.1 直播, 2017-05-17 (1:03:23).
- ↑ 109.0 109.1 109.2 直播, 2023-07-28 (1:26:16).
- ↑ 直播, 2023-06-30 (1:49:00).
- ↑ 111.0 111.1 直播, 2021-11-19 (54:26).
- ↑ 112.0 112.1 112.2 112.3 112.4 直播, 2020-08-28 (2:04:00).
- ↑ 113.0 113.1 113.2 113.3 113.4 113.5 113.6 113.7 113.8 113.9 Blog - Know Your Nodes - Advance and Destroy.
- ↑ 114.0 114.1 114.2 114.3 114.4 直播, 2017-05-19 (28:04).
- ↑ 直播, 2018-01-18 (31:05).
- ↑ 直播, 2021-12-23 (1:29:27).
- ↑ 影片, 2020-05-31 (38:50).
- ↑ 直播, 2017-05-19 (33:57).
- ↑ 119.0 119.1 119.2 119.3 119.4 119.5 119.6 119.7 影片, 2020-05-31 (47:32).
- ↑ 访谈, 2021-02-07 (42:41).
- ↑ 直播, 2020-10-30 (44:22).
- ↑
- ↑ 影片, 2024-03-29 (1:09:52).
- ↑ 直播, 2022-03-31 (1:13:00).
- ↑ 直播, 2019-06-28 (31:15).
- ↑ 126.0 126.1 直播, 2023-03-31 (1:33:05).
- ↑ 直播, 2021-05-28 (1:04:29).
- ↑ 直播, 2024-03-29 (2:04:00).
- ↑ 129.0 129.1 129.2 129.3 129.4 129.5 129.6 129.7 直播, 2017-07-18 (40:14).
- ↑ 直播, 2019-11-22 (17:59).
- ↑ 直播, 2021-03-26 (59:21).
- ↑ 直播, 2017-05-19 (29:34).
- ↑ 直播, 2023-06-30 (1:39:22).
- ↑ 134.0 134.1 134.2 134.3 直播, 2017-11-17 (47:10).
- ↑ 135.0 135.1 直播, 2020-06-26 (1:00:57).
- ↑ 136.0 136.1
- ↑ 直播, 2020-06-26 (54:03).
- ↑ 138.0 138.1 138.2 138.3 直播, 2017-05-12 (55:01).
- ↑ 139.0 139.1 直播, 2020-06-26 (53:41).
- ↑ 直播, 2017-05-12 (52:01).
- ↑ 直播, 2020-06-26 (1:02:12).
- ↑
- ↑ 直播, 2020-06-26 (56:08).
- ↑ 直播, 2023-06-30 (1:20:20).
- ↑ 145.0 145.1 直播, 2019-05-30 (1:23:41).
- ↑
- ↑ 147.0 147.1 147.2 直播, 2017-10-16 (50:20).
- ↑ Blog - Know Your Nodes - The Basics.
- ↑ A reactive world - Nodes.
- ↑ 影片, 2017-04-20 (0:02).
- ↑
- ↑
- ↑
- ↑ 154.0 154.1 访谈, 2020-07-18 (10:04).
- ↑ 155.0 155.1 访谈, 2020-07-08 (1:00:15).
- ↑ 直播, 2017-11-17 (55:27).
- ↑
- ↑ 158.0 158.1 直播, 2017-05-26 (28:16).
- ↑ 159.0 159.1 159.2 159.3 The mighty beard!
- ↑ 直播, 2017-05-24 (42:22).