“Servers”的版本间差异

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== Ashes of Creation Apocalypse servers ==
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{{Ashes of Creation Apocalypse servers}}
  
 
== Alpha-1 servers ==
 
== Alpha-1 servers ==

2019年8月15日 (四) 18:31的版本

The world will be the same on each server, but 節點 will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[1][2][3]

To answer your question about "what stops all servers from from progressing the same nodes," the answer to that question is "other players." Certain content is locked behind different nodes that develop. If we assume that at some point all of the information regarding node progression is available, not all players on a server may agree on what content they want access to, or that they want other players to have access to. Even if a certain perks from node progression are considered "best value" to players trying to solve a node meta, that doesn't mean all players on a server benefit from that in the same way. Because of this, some players make act against your best interests, because it isn't their best interest. Nodes define (and redefine) the world around you, influence points of interest, world quest lines, story arcs, drop tables, resource pools, and even spawn tables for NPCs and bosses. The cycle of nodes leveling and triggering events is something we expect to see play out in a variety of different ways, across different servers, based on how players choose to play Ashes of Creation.[1]Ry Schueller
  • There will be a multitude of servers located throughout the various regions of the world.[5]
    • Server selection will show the region where the server is located and/or the ping to that server.[5]
With regards to live launch when the server's go live, you'll be selecting a server to play on; and that will be your character's home; and that server you'll be aware of where that server is located usually by either a ping or a region that's notated on next to the server.[5]Steven Sharif

地區

Ashes of Creation will launch with the following server regions:[8][9]

At this stage we do not have numbers on how many different servers will exist for different regions. We've said in the past 8-10,000 concurrent users per server is what we'd like to aim for. Obviously, the number of servers that exist in a region are going to be dependent on the population that's playing.[16]Steven Sharif

Other server regions will be considered based on interest.[10][9]

  • South America is under consideration due to traffic from that region.[17]

Once we get closer to launch we'll update this information, which may include additional regions.[10]

Certain regions will have "harmonized" subscription prices that better reflect their local economies. These regions will be segregated from other regions.[18]

  • Players will be able to make characters on any server they wish. There will be no region locking (outside of harmonized regions).[19]

Folks have always been able to make characters on any server they wish. We are not region locking anyone.[19]Margaret Krohn

Ashes of Creation Apocalypse servers

Ashes of Creation Apocalypse server selection is driven by the party leader. Whatever region that is selected will apply to their friends and squad.[5][20]

  • North American (East).[20]
  • European (Central).[20]
  • South East Asian (Singapore).[20]

For this play test, no matter where you download and play from, you will be able to queue up and play with your friends from around the world.[20]

Alpha-1 servers

Alpha-1 servers were provisioned in the following regions.[21]

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。

Alpha-1 servers will support 1,500 concurrently connected users per server.[23][24][25]

伺服器人口

Population limits will be enforced on each server.[26]

  • Around 8-10k concurrent users per server is projected.[27][16][28][29]
  • Initially there will be a limited number of registered accounts (approximately 15,000) per server to help mitigate login queues.[30]
    • This limit will increase over time to around 50,000 registered accounts per server.[30][31][32]
  • There may be queues to get into high population servers, but the aim is to avoid excessively long queues.[32]
  • The developers intend to carefully manage server populations via the use of character creation throttles to avoid the need to merge servers.[31][33]
  • The developers may occasionally release stats relating to server populations and archetype/class makeup, but there isn't going to be an official page that surfaces this information.[6]

Population based scaling

The prices that NPCs sell items for will scale based on the economic activity on a server. Prices will rise to combat inflation and fall as a population diminishes.[34]

The node system allows the developers to scale the experience needed to level a node and the attrition that affects a node based on activity.[34]

Things that NPCs buy and sell scale based on the economic activity that exists on that server... As inflation rises, prices rise and everything ends up being equal, even though there might be a couple of extra zeros. So that can go up and it can also go down so as a population leaves, things become less expensive and players don't have to do as much to earn that. On the other side of things we look at the node system and the node system is set up in this really flexible way that allows us to scale the experience needed to level a node and the attrition that delevels a node to scale based on activity too. So it's just a matter of adjusting a couple of constants and that goes up and down and the server can watch it and change those on the fly as it needs to.[34]Jeffrey Bard

Server-wide announcements

⧼{{{2}}}⧽]] (階段 4) node due to a triggered event.[35][36]

Enemies can only really grow stronger as the node grows, becoming outposts essentially for exiled or rivals of the existing order.[37]Steven Sharif

There will be local, regional, or global (server-wide) announcements/notifications of important events.[37][38]

Event notifications will utilize different methods depending on the stage (scope and level) of the event.[37]

  • Local events
    • Local events (such as caravan PvP)[42][43][44] may prompt players via the UI asking if they wish to participate or not.[37]
    • Other local events may offer audible or visual cues without any UI notifications.[37]
    • Local events that have not been addressed may start to expand regionally or even globally.[37]
One important thing to note about events in general is notifications are sent to the players. Players can opt into these events in a similar way that you would into a quest. You're going to be presented with a 'would you like to participate' but they might not always be that way. You might hear trees falling in the forest and that may be an audio cue to tell you something's happening over there. It's out of the ordinary. This is not normally an audio cue that I hear in this area and i'm gonna go investigate that thing. So it might not just be always that UI window represented with a 'participate or not' but I'm going to go investigate and in that sense it could be stage driven. So you might have the more local stage where it is just the visual or audio cues and you get to go participate in that stage; and then when it advances, or if you don't answer the problem in time, then it starts to expand regionally and then it might send out particular notifications to either citizens of the node from which it falls under its purview or even broader than that. It could be global driven events and then it could have things that are are visual cues that are really big like a giant blizzard that's affecting the zone, because the event hasn't been addressed; and that can affect the crop rotations or it can affect passages and roads and how caravans move. There's a lot that the predicate system informs to the event system and then the event system reacts to those types of predicates.[37]Steven Sharif

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 1) and

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 2) nodes will announce within proximity of the node.[45]

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) nodes will have region-wide announcements.[45]

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 4) and higher will likely broadcast world-wide.[45]

Whether it be like a siege or a triggered event against a city or like a unique dungeon opportunity... those types of things are going to involve notifications. Especially to the citizens of the city; where you'll be informed of an impending event. Basically it will give you time.[41]Steven Sharif
  • Regional or global events
    • Wider events may be broadcast regionally or even globally.[37][38]

伺服器歷史

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。

The history of each server will be tracked and visible to players in a node's library.[48][49]

  • This design may have changed.[50]
We're gonna keep track of the history of the world so that we can tell people the story up to the current day. A player who's brand new, who's come in at the six-month mark can take a look at each server, what each server has done, how each server has tackled the storyline; and they can decide for themselves what community they want to join; what version of the world that they want to take part in.[49]Jeffrey Bard
  • Scribes may be able to collect and record information about the events of the world as they see it from their point of view.[51]

Libraries

At

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) the scientific node's unique building is the Library.[48]

In the past we talked about having a library that was capable of facilitating players exchanging information for map data like that, but we've moved a little bit more in a direction of just presenting that information up front to the player, because travel is such a meaningful portion of the game and we don't have fast travel. So, I think that for Alpha-2 what's planned is that we're going to be showcasing the intricate details of services offered at these node locations from just a UI presentation standpoint within the map.[50]Steven Sharif
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。

Players can use the Library to access information, including (but not limited to) the following:[48]

分流

There won't be server channels (sharding) on a server.[52][53]

Dungeons and Raids

Alpha-1 open world dungeon entrance.[54]

80% of the content that will exist in Ashes of Creation is open-world and there's a specific reason for that. So because of the way that friendships and or enemies are forged in the game and people have the opportunity to create their own friends or foes. We want that to play out from a contesting standpoint as well. So a lot of these hunting grounds or raid bosses that people are going to have opportunities to kill, they're going to be essentially contested potentially by your your enemies that you've created in the game or you can work together to create alliances in order to defend those contested zones.[55]Steven Sharif

Ashes of Creation will be a seamless open-world experience.[56]

  • No loading time or loading screens between regions.[56]

There will be an approximately 80/20 split between open world vs instanced encounters.[57][58][55][59][60]

  • Around 80% of the content is open-world, where healthy competition is an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX design of Ashes of Creation.[57][61][58]
In situations where we want to contain a particular type of raid, we will utilize instancing; and that can protect certain engagements with certain bosses. But that's really more on the 20% of the scenarios will have instancing protection like that. Around 80% of the content is open-world, where competition is- healthy competition is an instigator for soft player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. So that's an intended part of the PvX design of Ashes. It's a core philosophical point. And just to be clear, that is not for everyone. We are not trying to make a product that appeals to every MMO gamer. That's impossible; and so we've been very upfront and forthright with what we are trying to accomplish and what our core pillars of philosophical design are.[58]Steven Sharif
  • Castle and node sieges may contain instanced locations where specific groups can participate in certain objective-based waypoints.[62]
  • 地下城 and raids will maintain an open world feel while also capitalizing on the benefits of instanced mechanics.[63] Instancing is only going to happen in certain dungeons where the desire is to have greater narrative appeal.[58][64] Outside of these and arenas there will not be too much instancing anywhere else.[56]
There will be some open dungeons that have bosses at the end of the dungeons. There will be some open dungeons that just have a multitude of dungeon bosses, not necessarily world raids or something; and there will be lots of different rooms and they'll be progressive in the sense that in the earlier parts of the dungeon they'll be lower level and then at the later parts of the dungeons deeper down they'll be higher level and more difficult; and that creates again I think an ecosystem of where players across a multitude of levels have an opportunity to coexist within certain areas of the world; and that's good from a social dynamic. It's good from a recruitment dynamic. It's good from just a liveliness and relevance of particular areas. So that you don't end up with these locations that once you pass a certain level like it's empty.[65]Steven Sharif
We're probably going to do instancing only in certain dungeons and in arenas. You probably won't see instancing too much anywhere else. What you see is gonna be what you get.[56]Jeffrey Bard

The PvP flagging and corruption system is in place to safeguard against griefing without limiting opportunities for open conflict.[67][58][68]

  • Healthy competition is seen as an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX design of Ashes of Creation.[67][58]
  • This friction presents an opportunity to engage in the political aspects of the game, which is the lifeblood of what keeps players interested and invested in the game.[67][58][65]
Q: When you reach the bosses in [open world] dungeons can you be jumped?
A: For the most part if there are bosses at the end of dungeons, it is possible for you to get jumped.[65]Steven Sharif
Q: In an open world dungeon, what prevents others from just waiting until you're at the boss and then killing you and taking your boss's loot? What prevents mega guilds from just owning an area and preventing you from accessing or enjoying it?
A: In a majority of cases, we do not want to prevent another group from engaging potentially in PvP. We disincentivize it by creating safeguards within the flagging system that make that decision very concerning for the people that might go corrupt; and if you're in the large enough group of numbers I doubt you're going to experience that unless there's some rivalry between guilds. In which case there's apparatuses like Guild Wars that are more opt-in. You can drop guild tag if you want. But anyways, the competitive nature of this environment is a PvX element.[58]Steven Sharif

PvP Arenas

競技場 are instanced PvP scenarios and are not part of open world PvP.[70][71]

The arena system as we've spoken about before is going to have ladder systems where people can progress within certain seasons based on their win/loss ratios. The importance of arenas are obviously that players have an opportunity to participate [and] practice out certain builds from a PvP perspective and can compete with one another within the system.[70]Steven Sharif

Server vs server

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。

The arena system may support cross-server combat.[78]

  • There may be monthly competitions where the winning server and winning team receive beneficial buffs for the month.[80]

We definitely like cross-server play. I think it's cool because it is something that players get to participate in.[81]Steven Sharif

When you're talking about Arena play especially, one server might not be able to support that depending on what's going on with it, but across all the servers then we've got a really great pool for matchmaking.[81]Jeffrey Bard

指標

Ashes of Creation gathers tracking data to facilitate achievements, titles and other accolades on a server.[82]

Visibility of those types of things on the server help to promote a competitive atmosphere. If there is an attainable impression that you can work towards, so that others know your success, you have more drive to succeed.[82]Steven Sharif

排行榜

Players will be able to opt-in to track certain achievements on leaderboards, such as.[84]

Leaderboards may be seasonal.[85]

We have many dreams that we want to do with game-to-web and game-to-mobile in regards to showing stats and being making things shareable for you. We know how social media works; how sharing content with friends works. But those things will come in due time.[84]Margaret Krohn
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。

搶先優驗伺服器

The number of head start servers is estimated to be three. This is subject to change.[87]

  • There will be an OCE headstart server.[88]

Server maintenance

Scheduled server downtime will occur on a weekly basis.[89]

代理商

Intrepid Studios will self-publish Ashes of Creation in the NA (North American), OCE (Oceanic) and SEA (Southeast Asia) regions.[90][91]

We have learned a lot from our partnership with MY.GAMES, and we wish our friends there all the best as we have mutually decided to part ways. Looking ahead, we’re excited to announce that Intrepid Studios will be opening European offices in Amsterdam to help support our publishing operations in the EU/CIS regions. We have recently posted open positions for our new EU offices, and look forward to hiring the best and brightest in true Intrepid fashion.[92]Steven Sharif

The Ashes of Creation MMORPG will not be published on the Steam platform.[93]

Payments

Q: What does this mean for my Ashes of Creation account with MY.GAMES moving forward?
A: In the coming weeks, we will announce the migration steps for moving your account to Intrepid Studios, rest assured all purchases and achievements will remain with your account.[92]
Q: What happens to my purchases on my MY.GAMES account moving forward?
A: The purchases and achievements you have on your MY.GAMES account will be migrated to the Intrepid Studios account management system.[92]
Q: What happens if I already have both a MY.GAMES account and an Ashes of Creation account?
A: If you currently own both an Intrepid Account and MY.GAMES account that you intend to migrate, you will be able to submit a support ticket and we will help to consolidate your accounts into one, if you so desire.[92]
Q: If I was a MY.GAMES customer, how can I purchase the individual monthly cosmetics that were not available through their website?
A: If you owned a pre-order package during the time of a desired individual monthly cosmetic, you will be able to submit a ticket through our customer support system, where we will then verify your eligibility to purchase the cosmetics and help to facilitate that purchase.[92]
Q: What will I need to do to play on European or Russian servers in the future?
A: You will need to ensure your migration in the coming weeks, and use your Intrepid account to access the game.[92]
Q: What does this mean for your regional and language support moving forward?
A: Intrepid Studios will be working to ensure proper localization in our supported languages as we build out our publishing operations in the EU.[92]
Q: If I don't want to transfer or migrate my MY.GAMES account, can I get a refund?
A: Any players who previously purchased their pre-order through MY.GAMES can submit a support request through MY.GAMES for a full refund.[92]
Q: What happens to my personal information associated with my MY.GAMES account?
A: When you migrate your account to Intrepid Studios, you will also be migrating the personal information associated with your account. If you would like to request that MY.GAMES removes your personal information, please reach out to their support team directly here.[92]

Read more...

伺服器種類

PvX

We like to really refer to ourselves as a PvX game, because in those systems of PvP, PvE, crafting they're all intertwined: They're interdependent on each other... Our system of development really requires some interdependence there between those things. You're going to need a crafter to give you the best items. You're going to need PvPers to secure cities and castles. You're gonna need PvErs to take down those world bosses for those materials to craft.[97]Steven Sharif

Ashes is a comprehensive game. It is not a PvP focused or a PvE focused, it is a comprehensive PvX game and as a result these systems are all interconnected and have to coexist with one another with certain types of mechanisms that can provide that give and take, that push and shove.[98]Steven Sharif

Ashes of Creation 是一款 PvX 遊戲。 PvPPvE 的要素都會自然接觸得到,[98][99][100] 而玩家將不太可能「純玩」PvPPvE[100]

我們有很清晰的目標和理念,也明白不會得到所有人的歡心。然而 PvE 和 PvP 內容相輛相成,它們都是玩家投放時間成長發展的方向,也讓玩家重視隨之而來的得失,從而誘發玩家的感情,而這樣的元素正是由 PvP 帶來的。因此我們很清楚我們的目標就是:風險與回報的關係、以及追求成就的思維。不會每個人都是贏家,而這是沒問題的。[103]Steven Sharif

Procedural generation

Ashes of Creation will predominantly have curated content, but procedural mechanics will be leveraged in a places where they don't appear to be 'procedural'.[104]

Wherever we can leverage procedural mechanics in such a way that does not appear procedural we should. There's a healthy blend between the things that we do in having defined parameters for it and then incorporating a procedural component; and in that sense it will be perceived well, but where we the predominance of what we're implementing should be curated or by design.[104]Steven Sharif

伺服器轉移

伺服器轉移, outside of server merges, will not be possible initially.[111][112]

  • The developers intend to assess the impact on housing and other systems closer to launch.[112]

Testing server wipes

Alpha and Beta servers will be wiped prior to launch.[113]

As a general rule, if the testing phase contains the word Alpha, it is safe to assume there will likely be wipes.[116]Steven Sharif

Server hosting

Ashes of Creation servers are being hosted by Amazon Web Services (AWS).[117]

其他

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