“Progression”的版本间差异
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== Class progression == | == Class progression == | ||
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== See also == | == See also == | ||
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* [[Archetypes]] | * [[Archetypes]] | ||
* [[Combat]] | * [[Combat]] |
2018年3月14日 (三) 02:14的版本
成長 occurs through a variety of pathways.[1][2]
- The objective is to provide both vertical and horizontal progression.[3][4][5][6]
- Having the ability to gain power at a sacrifice... That's a way to reach a horizontal type of progression. It may not be entirely, because there could potentially be a meta if balancing isn't done correctly; but the objective there is to make sure we have both vertical and horizontal progression in the game.[5] – Steven Sharif
- Different progression pathways are designed to suit different playstyles.[1][7][8][2]
- Multiple playstyles should be relevant and viable. Additionally, you have a spread between casual players and hard-core players; and most of us exist somewhere on that spectrum. The progression path in a society or religion is more conducive to the time we have to play. Whereas, someone else may be playing several hours a day, and they have a better opportunity for the raid/level progression that might require some more dedication. So we want to have these different progression paths available to accommodate the different times in our lives that we have to play the game. And all of those types of progressions will make us relevant in some way shape or form to the general world.[8] – Steven Sharif
- Progression pathways in Ashes of Creation are per-character.[9]
- The way that Ashes is constructed is there are multiple paths of progression from a from a PvX perspective, a wide net perspective that players have interest in; and you're not going to be able to become the master of everything. So you're going to have to pick and choose, but even picking and choosing that gives you a place within that aspect of the world at a place that's going to be something that you can build up a reputation around.[1] – Steven Sharif
- The ratio that various progression systems influence player power will evolve over time. In the early game adventuring level may be the dominant influence on player power. 裝備 may become more influential on player power closer toward endgame.[10]
- Q: Could you explain in detail what you mean by 50% of player power when talking about gear influence on player power?
- A: That's just a general allocation of what players can expect to pursue when enhancing their player character power. Now obviously, the distribution and ratio of those types of influences, whether it be itemization, whether it be level, whether it be, augments choices, and/or skill tree choices: those influences and ratios change through the leveling curve. So, at lower levels your character level is going to be more influential over character power than itemization will be, but at endgame or higher levels, or at the end of the adventuring level progression, that's when itemization really gets an emphasis for its ratio of player power.[10] – Steven Sharif
- Repetition will not be part of progression in Ashes of Creation.[11]
- The game hosts a wide array of progression paths, and some of those paths will grant additional paths to augmenting your threat generation. This can be in the form of enchantments and stats ... and even in the form of augments granted from societies and religions. Gear and skills choice are also a big component.[12] – Steven Sharif
水准
水准 won't follow a traditional linear path, although classic mechanics for leveling exist.[4][14]
- Leveling: the act of of going out and adventuring, of killing monsters, and combat in general is the most tactile and moment-to-moment type of gameplay that you're going to experience in Ashes of Creation; and I think at every step of the way in that adventure it should be fun, and it should be something that you enjoy doing, and it should be something that's rewarding, and it should be something that teaches you more about the immersive world that you're in and allows you to follow a compelling storyline.[15] – Steven Sharif
- Players will have the option to rush their vertical progression to level cap or spend time building infrastructure through horizontal progression.[3][4][5][6]
- Experience (XP) is gained through a variety of vertical and horizontal progression paths, such as PvP, PvE, 探索, 採集/加工/製造, Events/任務, Grinding mobs.[16][4][17][18]
- XP will be awarded for participating in objective-based PvP on a diminishing returns basis.[17]
- A character's level is visible to other players.[19]
- Some levels may offer more rewards than others.[20]
- I think you can emphasize some levels more than others and that's a great way to do progression. But I think ultimately that you should see a reward for your progress or effort spent.[20] – Steven Sharif
- There will not be level boosts or auto-leveling (AFK leveling).[21][22]
- As part of our ideals as a game we're not going to give boosts away. We're not going to auto-level up a character. You have to spend time acclimating yourself to what this game is, to what the world that you're part of is; and that's an investment- a time investment; and that plays towards our ideas of risk-versus-reward; and I've always said our game's not going to be for everybody and that's okay.[21] – Steven Sharif
- If I have a skill that does a thousand damage to a target of equal level I don't want my skill to do zero damage to a target that's five levels above me.[23] – Steven Sharif
- A player could in theory level to max level at a single node, providing that node was at a high-enough stage, but it would not be the most effective means of leveling.[24]
等級上限
開發者預料玩家需要花費約45天,每天玩4-6小時才能達到滿等 [26][27]
- Lower level characters will have usefulness in mass combat (such as 節點戰) that is not directly dependent on their level, such as manning siege weapons, helping repair fortifications, bringing proximity-based buffs to key positions, using stealth or scaling walls. These types of things are relevant to the tide of battle and do not require the player to be max-level or have high combat stats.[28]
The idea is not to be a game where somebody can essentially no life for a week and be max level. The idea is to incorporate some significant chunk of time but still respect the casual player, because the way we respect the casual player is not everything is driven in our game through the adventuring progression line. Not everything is driven through your class level per-se. There's a lot of different progression paths that are available and make you relevant within certain systems and mechanics within the game; and some of those paths are more casual friendly and some of those paths are more hardcore friendly. So with regards to the adventuring class, the idea is to make sure that investment needs to be pretty significant and that the reward then is respective of that investment.[26] – Steven Sharif
寵物成長
戰鬥寵物 will be levelable and will have gear available to them.[29][30]
- 戰鬥寵物 will incorporate some of their owner's power in a way that keeps the power progression horizontal.[31][32][33]
- Power is delegated to the pet when it is summoned and returned to the player immediately when the pet despawns.[34]
Summoner summons (召喚師 pets) do add to the summoner's power when they are summoned.[31]
Combat pets, which can be acquired by any archetype- and this is essentially an item that exists within your backpack- you cast the item to summon your pet. When it is summoned it's not intended to be a vertical gain of power, because when you make combat pets a vertical power gain, then it becomes a no choice solution: you must have a combat pet if you want to play efficiently- you must have a combat pet; and I wanted to steer clear of that because the way I wanted to approach combat pets was more of a horizontal power choice; meaning: depending on the type of encounter you're facing, depending on the threat assessment you have, a combat pet might be relevant, or it might not. One combat combat pet might be more relevant than another combat pet and that's part of your gear acquisition, your item chase to attain this more comprehensive selection of combat pets that you can have available to you and can be summoned in the event that you want to engage an encounter with a different aspect of your power curve: Not vertical, but horizontal.[31] – Steven Sharif
職業成長
若一名鬥士選擇法師為副原型,其將變成 Spellsword. 組合原型後,玩家可以將主技能樹的技能增強。鬥士的衝鋒能讓他們衝向敵人,對其造成傷害並有機會擊倒敵人。而法師的逃脫增強可以應用於衝鋒,讓衝鋒變成將玩家傳送到目標的位置,移除了本來向敵人衝鋒所需的時間。[36]
世界事件不會直接影響職業的效能,但將可能有一些附帶影響,例如裝備、附魔和紋身的供應。[45]
由原型組成的職業
由八個原型互相組合,職業總數為六十四。[35][38][40]
職業技能
主要技能 (class abilities) are based on a player's archetype.[49][36]
- A player may choose a secondary archetype when they reach level 25.[50][35] The player can then augment their primary skills with effects from their secondary archetype.[49][50][35][36][51]
- Outside of class-specific skills there may be a subset of universal skills, such as active block and dodge.[52]
- Class skills are not affected by the type of weapon that is equipped.[53]
匠人成長
Artisan level | Artisan certification | Profession limit per character |
---|---|---|
1-10.[58][59] | Novice.[55][60] | 22.[55][56] |
10-20.[61][59] | Apprentice.[55] | 5.[55][56] |
20-30.[61] | Journeyman.[55][57] | 4.[55][56] |
30-40.[61] | Master.[55][57] | 3.[55][56] |
40-50.[61][62] | Grandmaster.[55][57] | 2.[55][63][56] |
匠人成長 occurs based on experience (repetition of tasks) as well as achievements of certain benchmarks within each artisan branch (採集, 加工 and 製造).[65][66] Progression in each artisan profession is per-character.[67][68][69][70]
- All 22 professions, the players get to be novice of; and then it starts narrowing from there. So, after that you'll only be able to be apprentice of five things. You can be a journeyman in four things. You can be a master in three things; and you can be a grandmaster in two things. So you'll need to narrow, but you can also diversify to support the professions that you want to first push further in.[56] – Kory Rice
- Progression to each "tier" within a profession grants skill points that can be utilized in a character's artisan skill tree.[72]
- Artisan certification quests must be completed to gain proficiency in that tier of artisan progression.[65] Completing certification unlocks benefits for that profession, such as artisan tools for gathering professions and recipes for crafting professions.[73][74]
- There are limits to the number of professions at each certification tier across the three artisan branches.[55][63][75][56][76] For example: a character may only ever be a Master in up to 3 professions and Grandmaster in up to 2 professions across all artisan branches.[55][63]
- Grandmaster artisans can max out their entire profession skill tree, but a character can only be a grandmaster of up to two professions.[77]
- Achieving an artisan certification in a profession also implies that the character also achieved any lower-tier certifications up to that point.[78]
- If you are grand master in that profession you can max out the entire tree. But you can only grand master 2 things.[77] – Kory Rice
- Choosing a specific path in the skill tree allows the player an opportunity to specialize in a certain area. This encourages player inter-dependency, enhancing the artisan experience.[79]
- Progression within artisan classes does not directly relate to progression in a character's adventuring class, but there are requirements that take into account dangers, locations, toolsets, and surveying options that are dependent on adventuring level.[80][81][44]
- Characters gain XP as they progress their professions.[16][74]
- It should be expected that some artisans will have significantly higher artisan level than their adventuring level.[16][80]
- Q: In regards to character level and artisan level. We know that currently there are two separate things. That being said, what prevents a player from staying level one and partying up with a level 50 player to then gather level 50 resources in the high zones? That way, anyone who wants to take those resources will have to kill the gatherer who is level one and get a large amount of corruption for killing a level one as a level 50.
- A: Gathering higher level resources requires significant advancement within a particular profession for that gatherable resource. So, if I'm a Miner and I want to access the highest possible mineral, I need to be a master miner; and in order to achieve the master minor status I am going to be gaining adventuring level experience through that process, because many of those quest lines, many of those achievements are facilitated through quest lines. Some of those quest lines interface with adventuring difficulties that are out in the wild at certain levels. So that's going to predicate me- that's going to be a predicate for me to achieve a certain level in order to complete some of these quest lines and achieve that master status. So you will you will likely not see the ability of a level one alt character having the access to high level mineral mining, or any other type of gatherable out there.[80] – Steven Sharif
宗教發展
There are player progression paths within a religion.[82][83]
- Players may follow only one religion at a time.[82][83]
- Religious progression is based on quests that are only offered to followers of that religion.[82]
- Religions have a ranking system based on a player's performance in these quests and the number of quests completed.[82][84]
- Changing religion will cause loss of progress in a player's previous religion.[82][83]
- It depends on their dedication to the religion itself; their performance when it comes to certain religion's religious objectives; their contribution to the development of that religion within the world. There's a lot of different markers that we use at each stage to determine how they progress within the religion.[85] – Steven Sharif
Node progression
玩家 (公民或非公民) 於節點的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。[88][89]
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。[88] – 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。[90]
- 第一階段發展需時短,讓玩家可以使用售賣、存放物品等 NPC 功能。[91]
- 節點等級愈高,其影響區域愈大。[92]
- 等級較低的節點 (即附庸節點) 即使位於等級較高的節點的影響區域內,仍會獲得經驗值,但其等級不會超越上級節點。[86]
- 附庸系統將在節點發展至
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) 時生效,但相鄰節點從
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 1)便會限制鄰近節點的發展。[93][94]
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.[95] – 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.[96] – 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。[86]
- 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。[97]
- 某節點的公民仍可以協助其他節點發展。[98]
- 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。[99]
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.[99] – Steven Sharif
Node development
節點佈局與風格 is determined by several factors:[100][101]
- 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.[102] – Steven Sharif
- Environment (biome) and location of the node.[102][100][101]
- Nodes will adjust the local topography to fit the aesthetic and mechanical requirements of the node.[103]
- 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.[103] – 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.[101] – Jeffrey Bard
- Race that contributed the highest percentage to the node's advancement will alter the racial appearance of its buildings, NPCs, and props.[104][105][100][88][101][106][107]
- 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.[109] – Steven Sharif
- The rest is determined by the node's mayor.[101]
- It should be possible for a node to complete several building projects within a mayor's one month term in office.[110]
- 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.[110] – Steven Sharif
公會發展
公會發展 occurs through participation in different systems.[111]
Guild progression grants skill points that the guild can allocate to unlock aspects of their skill tree, such as passive skills, augments and membership count.[111][113][114]
- Passive abilities increase certain stats relating to a guild member's ability to perform in combat or in other aspects of the guild, such as the economy.[111]
- 增強 may apply at the upper tiers of guild progression.[111]
- Guild members do not need to be citizens of the same node in order to benefit from passive skills and augments.[115]
- Guild size can be traded off for guild progression.[111][116]
- The higher the guild's member cap, the fewer available skill options will be available to that guild.[117]
- Guild alliances may be a key part in creating a larger "guild".[116]
- 公会大厅 can be unlocked at a certain stage of guild advancement.[113]
- Guilds cannot respec their skill points once allocated. This is subject to testing.[118]
- It's not always going to be combat. You could have an economic focus guild. You could have a trade oriented guild; and there's all sorts of things that you can put together and give your guild its own identity.[111] – Jeffrey Bard
社會組織發展
社會組織發展 is achieved through accomplishing tasks or quests within that social organization.[119]
- Some progression is static, but more competitive achievements will be seasonal, based on a ladder system.[120]
There are hierarchical paths pertaining to specific questlines for the organization's thematic.[119] These quests will either be cooperative with or adversarial against other nodes based on their mutual war status.[121]
- - For example, a Thieves' guild may have objectives and quests toward securing a particular item to enable players to advance within the organization.[119]
- Social organizations are going to have questlines that players participate in which some will include sabotage, espionage, intrigue... While it's not necessarily player versus player in the combat sense, it is player versus player in pitting communities in those organizations against each other in a competitive atmosphere, where only some things can be accomplished by certain communities; and not everybody can succeed at a particular task. So, I think that that's a unique way to involve meaningful conflict that doesn't necessarily have to relate to PvP, because obviously we have a lot of PvP systems in the game and and there are many ways for players to participate in player versus player combat; but we also want to make sure that from a progression standpoint, from a system standpoint there are going to be abilities of individuals to follow these questlines, these tasks that will pit organizations against each other, specifically from an organizational standpoint.[122] – Steven Sharif
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.[123][124][87]
- Portions of the spawn tables (for mobs and resources) are static and other portions are dynamic and adapt to node development.[125]
- 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.[126] – Steven Sharif
其他
引用
- ↑ 1.0 1.1 1.2 直播, 2021-12-23 (1:32:10).
- ↑ 2.0 2.1 直播, 2017-05-19 (51:52).
- ↑ 3.0 3.1 Podcast, 2023-07-15 (13:51).
- ↑ 4.0 4.1 4.2 4.3 直播, 2022-10-14 (23:15).
- ↑ 5.0 5.1 5.2 訪談, 2018-10-20 (2:53:53).
- ↑ 6.0 6.1 訪談, 2018-10-20 (1:55).
- ↑ Podcast, 2021-04-11 (18:35).
- ↑ 8.0 8.1 直播, 2018-04-8 (PM) (28:38).
- ↑ 直播, 2021-04-30 (1:17:40).
- ↑ 10.0 10.1 直播, 2023-10-31 (1:36:15).
- ↑ 直播, 2017-05-12 (42:17).
- ↑ Official Livestream - May 4th @ 3 PM PST - Q&A
- ↑ 13.0 13.1 直播, 2020-07-31 (1:05:58).
- ↑
- ↑ 直播, 2023-10-31 (5:27).
- ↑ 16.0 16.1 16.2 Podcast, 2023-12-03 (15:05).
- ↑ 17.0 17.1 直播, 2022-05-27 (1:11:10).
- ↑ 直播, 2017-05-24 (46:27).
- ↑ 直播, 2020-07-25 (1:33:37).
- ↑ 20.0 20.1 直播, 2022-07-29 (1:24:58).
- ↑ 21.0 21.1 訪談, 2021-06-13 (48:27).
- ↑ 直播, 2018-09-27 (52:41).
- ↑ 23.0 23.1 直播, 2020-07-25 (1:34:55).
- ↑ 直播, 2022-04-29 (1:06:34).
- ↑ 直播, 2017-12-15 (58:48).
- ↑ 26.0 26.1 訪談, 2020-07-08 (1:07:59).
- ↑ 直播, 2017-05-24 (19:25).
- ↑ 訪談, 2020-07-08 (1:12:51).
- ↑ 29.0 29.1 直播, 2020-11-30 (1:26:00).
- ↑
- ↑ 31.0 31.1 31.2 訪談, 2022-01-14 (42:18).
- ↑ 直播, 2020-10-30 (1:21:14).
- ↑ 直播, 2019-06-28 (1:24:27).
- ↑ 直播, 2021-07-30 (1:15:29).
- ↑ 35.0 35.1 35.2 35.3 35.4 35.5 35.6 訪談, 2020-07-18 (1:05:04).
- ↑ 36.0 36.1 36.2 36.3 36.4 36.5
- ↑ 37.0 37.1 訪談, 2020-07-29 (54:44).
- ↑ 38.0 38.1 38.2 Ashes of Creation class list.
- ↑ 39.0 39.1 直播, 2017-07-28 (19:05).
- ↑ 40.0 40.1
- ↑ 直播, 2017-05-03 (50:50).
- ↑ 直播, 2017-07-18 (37:43).
- ↑ February 8, 2019 - Questions and Answers.
- ↑ 44.0 44.1 直播, 2020-07-31 (1:31:11).
- ↑ Podcast, 2021-04-11 (54:35).
- ↑
- ↑ 直播, 2017-10-16 (1:00:44).
- ↑ 訪談, 2018-08-08 (22:27).
- ↑ 49.0 49.1 直播, 2023-12-19 (1:20:41).
- ↑ 50.0 50.1 直播, 2023-07-28 (1:04:27).
- ↑
- ↑ 直播, 2021-11-19 (50:38).
- ↑ 影片, 2022-09-30 (17:00).
- ↑ 直播, 2021-09-24 (1:18:06).
- ↑ 55.00 55.01 55.02 55.03 55.04 55.05 55.06 55.07 55.08 55.09 55.10 55.11 55.12 55.13
- ↑ 56.0 56.1 56.2 56.3 56.4 56.5 56.6 56.7 56.8 56.9 影片, 2023-11-30 (37:12).
- ↑ 57.0 57.1 57.2 57.3 Development Update with Freehold Preview.
- ↑
- ↑ 59.0 59.1 影片, 2023-11-30 (9:36).
- ↑ 直播, 2023-06-30 (50:07).
- ↑ 61.0 61.1 61.2 61.3 Podcast, 2023-12-03 (14:14).
- ↑ Podcast, 2023-12-03 (2:53).
- ↑ 63.0 63.1 63.2
- ↑ 影片, 2023-11-30 (23:20).
- ↑ 65.0 65.1 影片, 2023-11-30 (16:40).
- ↑ 訪談, 2021-02-07 (36:38).
- ↑
- ↑ 直播, 2022-04-29 (1:13:00).
- ↑ 直播, 2019-07-26 (1:09:46).
- ↑ 直播, 2017-05-24 (32:07).
- ↑ Podcast, 2023-12-03 (10:22).
- ↑ 影片, 2023-11-30 (26:38).
- ↑ Podcast, 2023-12-03 (17:10).
- ↑ 74.0 74.1 影片, 2023-11-30 (36:00).
- ↑
- ↑
- ↑ 77.0 77.1 Podcast, 2023-12-03 (6:23).
- ↑
- ↑ 直播, 2017-05-10 (6:12).
- ↑ 80.0 80.1 80.2 直播, 2023-04-07 (1:00:55).
- ↑ 直播, 2022-10-28 (1:32:38).
- ↑ 82.0 82.1 82.2 82.3 82.4 直播, 2020-07-25 (57:02).
- ↑ 83.0 83.1 83.2 直播, 2017-05-08 (44:51).
- ↑
- ↑ 直播, 2017-06-01 (33:40).
- ↑ 86.0 86.1 86.2 直播, 2017-10-16 (50:20).
- ↑ 87.0 87.1 87.2 Blog - Know Your Nodes - The Basics.
- ↑ 88.0 88.1 88.2 88.3 88.4 Blog - Know Your Nodes - Advance and Destroy.
- ↑ A reactive world - Nodes.
- ↑ 影片, 2017-04-20 (0:02).
- ↑
- ↑ Node series part II – the Metropolis.
- ↑
- ↑
- ↑ 95.0 95.1 訪談, 2020-07-18 (10:04).
- ↑ 96.0 96.1 訪談, 2020-07-08 (1:00:15).
- ↑ 直播, 2017-11-17 (55:27).
- ↑
- ↑ 99.0 99.1 直播, 2017-05-26 (28:16).
- ↑ 100.0 100.1 100.2 直播, 2020-10-30 (39:17).
- ↑ 101.0 101.1 101.2 101.3 101.4 101.5 直播, 2018-09-27 (53:06).
- ↑ 102.0 102.1 直播, 2022-02-25 (41:00).
- ↑ 103.0 103.1 直播, 2021-02-26 (1:12:18).
- ↑ 直播, 2022-03-31 (4:57).
- ↑ Podcast, 2021-04-11 (29:47).
- ↑ 訪談, 2018-05-11 (54:34).
- ↑ 直播, 2017-05-26 (21:23).
- ↑ Podcast, 2021-04-11 (23:36).
- ↑ 109.0 109.1 訪談, 2018-05-11 (47:27).
- ↑ 110.0 110.1 直播, 2022-07-29 (1:13:09).
- ↑ 111.00 111.01 111.02 111.03 111.04 111.05 111.06 111.07 111.08 111.09 111.10 111.11 直播, 2018-09-27 (55:39).
- ↑ 112.0 112.1 112.2 直播, 2017-05-19 (22:10).
- ↑ 113.0 113.1 訪談, 2020-07-19 (36:07).
- ↑
- ↑ 直播, 2020-06-26 (1:31:53).
- ↑ 116.0 116.1 直播, 2017-05-05 (23:26).
- ↑ 訪談, 2018-08-08 (9:36).
- ↑ 直播, 2020-10-30 (1:11:13).
- ↑ 119.0 119.1 119.2 直播, 2017-05-17 (7:27).
- ↑ 直播, 2023-09-29 (1:07:50).
- ↑ 訪談, 2020-07-19 (24:34).
- ↑ 122.0 122.1 122.2 122.3 Podcast, 2018-05-11 (18:52).
- ↑ 訪談, 2020-07-19 (19:35).
- ↑ 直播, 2017-05-15 (30:53).
- ↑ 直播, 2022-08-26 (1:28:50).
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.