Spielerbehausungen

Aus Ashes of Creation Wiki
(Weitergeleitet von Housing)
Zur Navigation springen Zur Suche springen
Pre-alpha Empyrean freehold homestead.[1]

Players will have the ability to survey and develop land anywhere in the world. Be a pioneer deep in the wilderness, build the home of your dreams, and work the land to cultivate resources and supplies. Alternatively, stick with civilization and safety in numbers – purchase a home within the confines of a village and watch your investment grow as that village turns into a city. Homeowners in our game will have the ability to develop their plot of land as they see fit. Focus on farming, animal husbandry, or own your very own smithy. You’ll be able to specialize your land to maximize your profits or your comfort – be sure to choose wisely.[2]

Spielerbehausungen is player-owned accommodation in the form of Statische Behausungen, Apartments and Grundbesitz.[4]

A player may own up to 1 of each type of housing simultaneously.[5] Statische Behausungen and Apartments are one per server; Grundbesitz are one per account.

Spielerbehausungen Art. Verfügbartkeit. Limit.
Apartments Instanziert.[4] Dorf Stufe und höher.[6] Eines pro Server.[7]
Grundbesitz Open World.[4] Dorf Stufe und höher.[4] Einer pro Account.[7]
Statische Behausungen In-Node.[4] Dorf Stufe und höher.[4] Eine per Server.[7]
Q: Freeholds specifically are locked one per account?
A: Correct.[7]Steven Sharif
Q: If I put an alt on a different server I could have like in node housing or like at least an instanced house?
A: Correct, yes.[7]Steven Sharif

Vorteile

Spielerbehausungen offers a number of benefits:[8][9] Each different type of housing offers different benefits.[10]

Bürgerschaft

Spielerbehausungen grants the ability to claim citizenship of a Dorf (Stufe 3) node or higher.[11][19]

  • Citizenship tickets may also grant citizenship to certain node stages. This mechanic will be decided based on testing.[20]
  • A player can only claim citizenship to one node at a time.[21]
You can declare citizenship to only one node and when you declare that citizenship. Let's say for example, one guild perhaps wanting to kind of 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 kind of a natural divide: A pseudo faction, so to speak between who is a part of that node and who is not.[22]Steven Sharif
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.[25]Steven Sharif

Housing Security

Ein Rechte-System wird dem Eigentümer ermöglichen Zugriff auf bestimmte Bereiche ihres Heims zu vergeben.[28][29][30]

  • Die Erlaubnis die Türe zu öffnen und das Heim zu betreten.[29][30]
  • Zugang zu Pflanzen.[29]
  • Die Möglichkeit Items in das Lager zu legen oder heraus zu nehmen.[29][31][32]
  • Erlaubnis zu dekorieren, jedoch nicht etwas aus dem Haus zu entfernen.[29]
  • Die Immobilie hat immer nur einen Eigentümer.[28]
    • Zugangslisten können genutzt werden um einen gemeinsamen Besitz zu simulieren.[30]
    • Das Zahlen von Steuern kann dann über eine Abmachung unter den Spielern aufgeteilt werden.[33]
  • Bürgermeister haben die Möglichkeit aus der Stadtkasse NPC Söldner anzuheuern um ihre Node während einer Belagerung zu verteidigen.[34]

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.[28]Steven Sharif

Server merges

The developers intend to carefully manage server populations via the use of character creation throttles to avoid the need to merge servers.[35][36]

  • Only servers that share the same timezone will be merged together.[37]
  • The server with the lower population (weaker server) will be merged into the server with the higher population (stronger server).[37]
  • Players from the weaker server will be provided the opportunity to change their character names during the merger.[37]
  • There are two options for player owned land and property depending on the difference in size of the two servers.[37]
    1. For equal sized servers, property ownership will be reset for both servers, requiring all players to reestablish property ownership when the merge is complete.[37]
    2. For merges into a stronger server, only the players coming from the weaker server will be required to establish property ownership following the merge.[37]
Part of the equation of essentially watching to make sure that we don't over populate the server selection, but at the same time making sure that there's not a queue system in place that's so long it's detrimental to the concurrency of the player's will to play so to speak. It's a tough balancing act.[38]Steven Sharif

Apartments

Apartments sind (instanzierte) Wohnungen in Gebäuden innerhalb einer Node, die eine Housing-Funktion bieten.[4] Es werden zu Beginn 50 Apartments zum Verkauf stehen, sobald eine Node sich zu einem Dorf (Stufe 3) entwickelt. Weitere Apartment-Gebäude können in einer Stadt (Stufe 4) gebaut werden, wenn der/die Bürgermeister/in sich entscheidet diese auf einem verfügbaren Baugebiet zu errichten.[40][6]

  • Die Anzahl der verfügbaren Apartments erhöht sich automatisch während der Node-Weiterentwicklung.[6]
  • Zu einem früheren Zeitpunkt wurde bekannt gegeben, dass Apartments erst ab der Stufe Stadt (Stufe 4) oder höher verfügbar wären .[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

Apartment-Optionen

Apartment-Optionen.[4]

  • Das Mieten eines Apartments ermöglicht die Annahme einer Staatsbürgerschaft.
  • Verschieden Preiskategorien bieten unterschiedlich große Apartments.
  • Die Preise für Apartments schwanken, je nachdem wie viele Wohungen in der Node bereits verkauft wurden.
  • Apartments sind instanziert und in der Anzahl nur durch den steigenden Preis beschränkt.
  • Apartments können nach den eigenen Vorlieben dekoriert werden.

Grundbesitz

Grundbesitz in Alpha-1.[41]

The whole goal of the freehold system is to give everything a purpose and not just have it be like "oh this is my pretty design", but it's a design towards something for your character- towards something for the world.[42]Jeffrey Bard

Grundbesitz are sizable player housing plots that can be situated within the Einflussbereich (ZOI) of a Dorf (Stufe 3) or higher.[4]

  • Freeholds are limited to one per account.[7]
  • Freeholds are approximately half an acre in size.[44]
  • Expansions and upgrades become available as node progression allows.[44]
  • Freeholds may not be sold to other players.[8]
  • Blueprints are required for the construction of the freehold buildings that are used to process resources into processed goods.[46][47][48][49][50]
    • The best processing can only be carried out on freeholds, so obtaining a freehold will require a large amount of effort.[51]
    If a player wants to achieve a freehold they can achieve the freehold, however the amount of effort resources and time that's required in order to achieve that freehold is a large amount. It is something that is a monumental achievement for you to to get that freehold; and the reason why is because freeholds tie in very heavily to the processing artisanship aspect. Some processing can be done in nodes, but the best processing is done on freeholds; and we want to make sure that there's a little bit of a throttle or gate on the amount of effort that's necessary to achieve that influence over the processing market.[51]Steven Sharif
    Just because the freehold is very difficult to attain doesn't mean that you don't have a space for housing and furniture that you can achieve through our apartment system or an inn or the static in-node housing. Those are alternate methods as well but they do not have that aspect of the best processing is done on the freehold.[46]Steven Sharif

The freehold system interacts with multiple other systems in-game.[52]

Freehold placement

Grundbesitz 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:[54]

Freehold plots will require a certificate from the parent node in order to place the plot.[58]

  • 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.[59]
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.[59]Steven Sharif

The more advanced a node is, the more freeholds can be built within its ZOI.[4]

  • Ample space will be available to place freeholds in the ZOI of a village node.[40]

Collections of freeholds placed together are considered part of their parent node and do not become a separate node, other than via roleplay.[60]

Gebäude auf dem Grundbesitz

Gebäude auf dem Grundbesitz can be placed on a freehold plot.[4][62]

Gebäude will require blueprints and materials.[58]

  • Basements in freehold buildings are to be decided.[63]

Gebäude auf dem Grundbesitz will not change in terms of footprint (within a specific tier of that building) but may increase in height.[45]

  • Certain buildings will have multiple tiers, with different footprint sizes. For example: Small, medium, large, to mansion-sized homes.[45]
    • A mansion sized home may occupy up to 50% of a freehold plot.[45]

Freehold building architecture is based on the blueprint for the building.[64]

  • Cosmetics can also be applied to a blueprint based on the type of building.[64]
  • Players are not locked into any particular race for freehold blueprints.[65]

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.[64]Jeffrey Bard

Freehold building placement

There may be a grid-based system that freehold owners can use to place items/props and buildings on their freehold plot.[66][44]

  • Players will need to manage how these are arranged to maximize adjacency bonuses.[44]

Depending on where your place you're freehold, you're gonna have different environmental tiles available to you and those will kind of enable or buff existing structures that you place in your Freehold... I don't know that we would put like fish farming just for a freehold that's on a river. What we would probably do is give you a buff to fishing in that area. That kind of a thing. So there'll be more buffs for existing things rather than necessarily a special buildings just for that area. But again we're not fully baked in on that system yet, so it's very possible though we end up going down that direction.[67]Jeffrey Bard

Freehold benefits

Grundbesitz offer the following additional benefits.

Freehold security

Players cannot steal from a freehold under normal circumstances.[69]

  • Items stored in a Freehold may become lootable after a successful siege against their parent Node.

Players cannot PvP while inside (the footprint of)[70] a freehold (except following a successful node siege).[71][72]

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.[71]Steven Sharif
  • NPC-Wachen may be available for hire to defend freeholds after a successful node siege.[74] NPC guards that permanently exist on a freehold are not a planned feature.[72]
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.[70]Steven Sharif

Permission to decorate a freehold is restricted to the owner of the freehold.[75]

  • Previously it was stated that permission to decorate but not take anything from the house would be able to be assigned to other players.[29]

Shared access

Players may grant shared access to certain freehold services to a limited number of other players, such as access to their processing centers.[76]

Statische Behausungen

Statische Behausungen provides non-instanced player accommodation within a node, also known as in-node housing.[4]

Static housing benefits

Statische Behausungen offers the following additional benefits.[13]

Static housing development

Statische Behausungen furnishings and home decorations in an Alpha-1 village node.[79]

If the node advances players can essentially select an option on their house as they own it that they want it to upgrade to the next stage if the node advances or they can select an option not to upgrade it. So you as the node levels and larger homes become available, the town stage introduces additional medium types housing, the city stage introduces large sized homes, and in the metropolis stage introduces my mansion size houses each of which contain specific... allowances and allotments for different types of furnishings that have gameplay implications.[79]Steven Sharif

In-node housing can scale in size with the advancement of its parent node. This may be toggled on or off by the player.[79][4]

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.[80]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]

  • Only the houses that existed at the Dorf stage will become main street mansions at the Metropole stage.[4]

Housing destructibility

Destructible castle.[81]

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.[82]Steven Sharif

Node-Gebäude (including player housing) have hit points and can be damaged or destroyed by different systems.[83][84]

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.[84]

  • Players must repair damaged buildings (or rebuild destroyed ones) in order to reactivate the services from those particular buildings.[83][84][86]
    • Bürger will need to obtain the resources needed to repair and rebuild any damaged infrastructure.[84][86]
    • Larger more advanced buildings will require more resources to repair them. In-node housing will likely require the least resources to repair.[87]

Buildings that take significant damage are destroyed and appear as rubble on the plot they occupied.[83]

Static housing destructibility

info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.

Following a node siege, static housing will be scaled back or destroyed based on the advancement of the node.[92]

  • 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.

Zerstörung von Apartments

Apartments können unter den folgenden Umständen zerstört werden:[92]

  • Falls das Gebäude während einer Belagerung zerstört wurde, selbst wenn die Belagerung nicht erfolgreich war.
  • Falls die Node durch die Belagerung unter Stufe 4 (Stadt) fällt.

Freehold destructibility

Grundbesitz may be attacked by any player[94] for a period of two hours[95] following a successful siege against its parent node.[74]

  • Players and their allies may defend their freehold for this period of time.[74]
  • Structures and guards may be obtained to defend freeholds during this period.[74]

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.[94][95]

  • The freehold owner will be required to undertake a quest process to have their freehold adopted by a new node if one exists.[94]
  • At the end of the grace period, if the freehold does not reside within the ZOI of a stage three (Dorf) node or above, it will be destroyed.[96]
  • Players who are registered as a defenders of their node cannot loot their own destroyed freeholds.[97]

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.[95]Margaret Krohn

Spielerbehausungen designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[92][93]

  • Blueprints are mailed to the player to utilize for future placement.[95]
  • Destroyed freeholds are subject to material loss.[95]
  • Certificates will track major milestones (such as Furnaces and Homesteads, for example).[92][93]
  • A possible design idea is for items such as furnishings to be boxed in crates that are accessible inside the new home.[98]

Immobilien

Spieler kaufen die Rechte für Spielerbehausungen direkt von der Node.[19] Spieler können Immobilien auch mit anderen Spielern handeln.[4]

  • Behausungen werden einen Grundpreis haben, der mit der Anzahl der Bürger in der Node skaliert.[99]
  • Die entwickler wägen eine auktionsbasierte Methode ab, um neue Immobilien zum Verkauf zu stellen, wenn eine Node sich entwickelt.[100]
    • Es wird einen Zeitpuffer geben, bis die Behausungen zur Auktion zur verfügung stehen.[100]
    • Die akzeptierten Startgebote werden bei einem Mindestpreis starten, der sich an der Anzahl der Bürger orientiert.[100]
    • Am Ende der Auktion gewinnt der Höchstbietende das Haus.[100]
  • Statische Behausungen und Apartments können von anderen Spielern gelistet und verkauft werden.[8][101]
    • Es gibt keine Höchstgrenze für wie viel der Verkauf eines Gebäudes von Spielern einbringen kann.[10]
    • Spielerbehausungen, die während einer Nodebelagerung zerstört werden, können nicht mehr verkauft werden.[91]
    • Grundbesitz kann nicht an andere Spieler verkauft werden.[8] Das kann sich möglicherweise im Verlauf der Testphase noch ändern.[102]

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.[10]Steven Sharif

  • Der Hausbesitz kann wieder an die Node zurückgehen, wenn der Besitzer es versäumt seine Gebäude-Steuern zu zahlen. Die Steuerschulden und Strafgebühren werden dem neuen Besitzer im Rahmen einer Zwangsvollstreckung in Rechnung gestellt.[99]
  • Spieler werden das Limit für die Anzahl ihrer Spielerbehausungen nicht überschreiten können.[103]

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.[103]Steven Sharif

Miete- und Leasingkonzepte befinden sich aktuell in der Begutachtungsphase.[103]

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.[103]Steven Sharif

Taxes

When a node reaches stage 3 (Dorf) and a player run government has formed, all player housing will pay taxes.[104]

  • A player's tax charge will be determined by the number of structures built on their plot.[105]

Wohndekoration

Spieler können ihr Player Housing und andere Arten von Gebäuden dekorieren .[108]

  • Häuser werden nach dem Kauf leer sein.[15]
    • Spieler können eventuell beim Kauf auf eine Möbel-Vorausstattung upgraden.[12]
    • Diese Möbelierung wird fast nur optisch und ästhetisch sein. Nur Items, die durch den Beruf Zimmerei erstellt werden, werden eine ingame-Funktion haben.[12]
  • Spieler können Möbel, Kunstwerke/Bilder und andere Dekorationsstücke in Ihrem Heim platzieren.[13][14][109][110]
    • Items werden nur an Stellen platziert werden können, die für diese Items geeignet sind. Zum Beispiel: Statuen können nur auf dem Außengelände von Grundbesitz und Statischen Behausungen platziert werden.[12]
    • Die Größe des Heims entscheidet, wie viele Dekorationsitems dort platziert werden können.[8]
  • Spezielle Items, wie z.B. durch Erfolge, und Trophäen können ausgestellt werden.[9]
  • Charakter werden die Möglichkeit haben mit Möbeln zu interagieren, wie z.B. auf Stühlen zu sitzen und in Betten zu liegen.[111]
  • Spieler werden strukturelle Aspekte, wie Fenster oder Wände, nicht verändern können.[12]

Qualitativ hochwertige Möbel können ingame basierend auf den Fähigkeiten des Handwerkers hergestellt werden.[112]

  • Items zur Ausstattung mit ingame-Funktionalität werden ausschließlich durch den Beruf Zimmerei herstellbar sein .[12]

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.[112]Steven Sharif

Housing designs/blueprints

Spielerbehausungen designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[92][93]

  • Blueprints are mailed to the player to utilize for future placement.[95]
  • Destroyed freeholds are subject to material loss.[95]
  • Certificates will track major milestones (such as Furnaces and Homesteads, for example).[92][93]
  • A possible design idea is for items such as furnishings to be boxed in crates that are accessible inside the new home.[98]

Housing decoration cosmetics

Node layout and style

Racial architecture of the same Dorf (Stufe 3) node on different servers. Dünir Dwarven influence (top). Kaelar Human influence (bottom). Alpha-1 Nicht NDA Bildschirmfoto.

The layout and architecture within a Node’s development area are determined by influential race. For example, a stage 3 Node with the majority of player contribution being Py'rai would have a Py'rai village with Py'rai architecture. Most NPCs would be Py'rai elves, and offer questlines within the Py'rai narrative.[113]Margaret Krohn

Each player’s contributed experience is flagged with their character race and other identifiers. When a Node advances, the race with the highest experience contribution determines the Node’s style and culture. This style and culture change can happen at every Node Stage. For example, if a Node advances to Level 2 - Encampment Stage and 51% of all experience was earned by Ren’Kai players, the Node will be a Level 2 Ren’Kai Node. If that same Node advances to a Level 3 - Village Stage Node, but the Py'Rai contributed 62% of all the experience earned, then the Node will be a Level 3 Py'Rai Node.[95]Margaret Krohn

Node layout and style is determined by several factors:[114][115]

  • Environment (biome) and location of the node.[116][114][115]
    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.[116]Steven Sharif
    • Nodes will adjust the local topography to fit the aesthetic and mechanical requirements of the node.[117]

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.[117]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.[115]Jeffrey Bard

All nodes whether they're associated with a castle or associated with normal node structure has cultural influences that replicate over to the buildings that are produced and the NPCs that are present.[123]Steven Sharif

  • The rest is determined by the node's mayor.[115]
    • It should be possible for a node to complete several building projects within a mayor's one month term in office.[124]
Q: How long would you say it will take players on average to fill slash 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 kind of 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.[124]Steven Sharif

Räume der Taverne

Besitzer von Tavernen können Räume vermieten. Die Anzahl und Qualität der Räume wird von dem Level der Taverne festgelegt.[125]

Player housing grace period

If a player's subscription runs out, there will be a grace period before player housing is lost.[126]

Kunstwerke

Community guides

Siehe auch

Einzelnachweise

  1. Video, 2017-05-25 (1:07).
  2. About Ashes of Creation.
  3. Liveübertragung, 2018-05-04 (32:46).
  4. 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 Node series part II – the Metropolis.
  5. player housing limits.png
  6. 6.0 6.1 6.2 6.3 6.4 Steven Sharif - Clarification points from today’s stream.
  7. 7.0 7.1 7.2 7.3 7.4 7.5 Interview, 2018-05-11 (50:47).
  8. 8.0 8.1 8.2 8.3 8.4 8.5 Liveübertragung, 2020-06-26 (47:32).
  9. 9.0 9.1 9.2 9.3 9.4 9.5 9.6 9.7 Liveübertragung, 2017-05-10 (30:53).
  10. 10.0 10.1 10.2 10.3 10.4 Interview, 2020-07-08 (33:34).
  11. 11.0 11.1 Citizenship.png
  12. 12.0 12.1 12.2 12.3 12.4 12.5 Interview, 2020-07-08 (40:20).
  13. 13.0 13.1 13.2 13.3 13.4 Liveübertragung, 2020-06-26 (45:32).
  14. 14.0 14.1 14.2 14.3 14.4 Video, 2020-05-31 (47:32).
  15. 15.0 15.1 Liveübertragung, 2020-06-26 (53:20).
  16. Liveübertragung, 2020-10-30 (44:22).
  17. Liveübertragung, 2017-05-05 (32:11).
  18. Liveübertragung, 2020-03-28 (1:02:56).
  19. 19.0 19.1 MMOGames interview, January 2017
  20. Liveübertragung, 2018-07-09 (27:12).
  21. Liveübertragung, 2017-05-19 (53:24).
  22. Video, 2018-04-05 (41:48).
  23. 23.0 23.1 23.2 Interview, 2020-07-29 (17:26).
  24. steven-kings-and-mayors.png
  25. 25.0 25.1 Interview, 2018-05-11 (50:05).
  26. Liveübertragung, 2020-10-30 (1:01:00).
  27. Liveübertragung, 2017-05-26 (44:52).
  28. 28.0 28.1 28.2 Liveübertragung, 2020-06-26 (58:32).
  29. 29.0 29.1 29.2 29.3 29.4 29.5 Liveübertragung, 2020-06-26 (51:58).
  30. 30.0 30.1 30.2 Liveübertragung, 2017-05-19 (26:40).
  31. Liveübertragung, 2019-06-28 (1:23:31).
  32. steven-personal-storage-access.png
  33. Liveübertragung, 2018-02-09 (51:57).
  34. Liveübertragung, 2020-06-26 (59:11).
  35. steven-server-accounts.png
  36. Interview, 2020-07-18 (10:04).
  37. 37.0 37.1 37.2 37.3 37.4 37.5 Liveübertragung, 2022-10-14 (2:53).
  38. Interview, 2020-07-18 (12:56).
  39. 39.0 39.1 Liveübertragung, 2017-05-12 (52:01).
  40. 40.0 40.1 40.2 40.3 steven-housing-numbers.png
  41. Liveübertragung, 2020-05-29 (36:29).
  42. Liveübertragung, 2020-05-29 (42:01).
  43. Liveübertragung, 2020-05-29 (35:36).
  44. 44.0 44.1 44.2 44.3 Liveübertragung, 2017-10-16 (56:42).
  45. 45.0 45.1 45.2 45.3 Interview, 2020-07-08 (45:23).
  46. 46.0 46.1 46.2 Liveübertragung, 2022-06-30 (1:09:29).
  47. Liveübertragung, 2022-02-25 (1:12:27).
  48. Podcast, 2021-04-11 (40:20).
  49. Interview, 2020-03-27 (9:00).
  50. Liveübertragung, 2017-05-05 (34:15).
  51. 51.0 51.1 Liveübertragung, 2022-06-30 (1:08:02).
  52. 52.0 52.1 52.2 52.3 52.4 52.5 Liveübertragung, 2017-10-16 (56:38).
  53. Video, 2017-05-25 (0:02).
  54. 54.0 54.1 54.2 54.3 54.4 Liveübertragung, 2017-05-19 (32:23).
  55. Liveübertragung, 2020-06-26 (1:52:33).
  56. Liveübertragung, 2018-05-09 (40:24).
  57. Freeholds.png
  58. 58.0 58.1 stevenclarification.png
  59. 59.0 59.1 Liveübertragung, 2022-04-29 (1:03:44).
  60. Liveübertragung, 2017-05-26 (34:21).
  61. Ashes of Creation Store: Velkor's Eye.
  62. Liveübertragung, 2017-05-24 (9:58).
  63. Liveübertragung, 2019-06-28 (1:09:22).
  64. 64.0 64.1 64.2 Liveübertragung, 2020-08-28 (2:14:06).
  65. Liveübertragung, 2017-05-26 (44:11).
  66. Liveübertragung, 2020-05-29 (41:27).
  67. Liveübertragung, 2018-12-06 (44:14).
  68. Freehold buildings.png
  69. Liveübertragung, 2017-05-17 (1:03:23).
  70. 70.0 70.1 Interview, 2018-08-08 (6:44).
  71. 71.0 71.1 Liveübertragung, 2021-11-19 (54:26).
  72. 72.0 72.1 Liveübertragung, 2018-01-18 (31:05).
  73. Liveübertragung, 2021-12-23 (1:29:27).
  74. 74.0 74.1 74.2 74.3 Liveübertragung, 2017-05-19 (28:04).
  75. Liveübertragung, 2021-04-30 (1:12:33).
  76. Interview, 2018-05-11 (28:21).
  77. Video, 2020-05-31 (38:50).
  78. Liveübertragung, 2017-05-19 (33:57).
  79. 79.0 79.1 79.2 79.3 79.4 79.5 79.6 79.7 79.8 Video, 2020-05-31 (47:32).
  80. steven-static-housing-same-size.png
  81. Liveübertragung, 2019-10-31 (36:20).
  82. 82.0 82.1 Liveübertragung, 2019-11-22 (16:56).
  83. 83.0 83.1 83.2 83.3 83.4 83.5 83.6 83.7 Liveübertragung, 2022-03-31 (1:13:00).
  84. 84.0 84.1 84.2 84.3 84.4 Interview, 2020-07-08 (57:46).
  85. Forums - Livestream Q&A 2022-08-26.
  86. 86.0 86.1 Liveübertragung, 2019-11-22 (17:59).
  87. Interview, 2020-07-08 (59:38).
  88. Podcast, 2021-09-29 (14:21).
  89. Liveübertragung, 2020-04-30 (1:14:44).
  90. siege spoils.png
  91. 91.0 91.1 91.2 Liveübertragung, 2020-06-26 (1:02:12).
  92. 92.0 92.1 92.2 92.3 92.4 92.5 92.6 Liveübertragung, 2017-07-18 (40:14).
  93. 93.0 93.1 93.2 93.3 93.4 Liveübertragung, 2017-11-17 (47:10).
  94. 94.0 94.1 94.2 Liveübertragung, 2020-08-28 (2:04:00).
  95. 95.0 95.1 95.2 95.3 95.4 95.5 95.6 95.7 95.8 95.9 Blog - Know Your Nodes - Advance and Destroy.
  96. Liveübertragung, 2017-05-19 (29:34).
  97. Liveübertragung, 2021-02-26 (1:11:13).
  98. 98.0 98.1 Liveübertragung, 2020-06-26 (1:00:57).
  99. 99.0 99.1 Liveübertragung, 2020-06-26 (53:41).
  100. 100.0 100.1 100.2 100.3 Liveübertragung, 2017-05-12 (55:01).
  101. Liveübertragung, 2020-06-26 (54:03).
  102. Liveübertragung, 2020-06-26 (56:08).
  103. 103.0 103.1 103.2 103.3 Liveübertragung, 2019-05-30 (1:23:41).
  104. House Tax.png
  105. Tax spending.png
  106. Liveübertragung, 2020-05-29 (36:18).
  107. screenshot 261.png
  108. Liveübertragung, 2017-11-17 (26:22).
  109. Liveübertragung, 2017-05-24 (29:54).
  110. Liveübertragung, 2020-05-29 (38:04).
  111. Liveübertragung, 2017-05-22 (56:31).
  112. 112.0 112.1 Liveübertragung, 2018-08-17 (10:54).
  113. Blog - Know Your Nodes - The Basics.
  114. 114.0 114.1 114.2 Liveübertragung, 2020-10-30 (39:17).
  115. 115.0 115.1 115.2 115.3 115.4 115.5 Liveübertragung, 2018-09-27 (53:06).
  116. 116.0 116.1 Liveübertragung, 2022-02-25 (41:00).
  117. 117.0 117.1 Liveübertragung, 2021-02-26 (1:12:18).
  118. Liveübertragung, 2022-03-31 (4:57).
  119. Podcast, 2021-04-11 (29:47).
  120. Interview, 2018-05-11 (54:34).
  121. Liveübertragung, 2017-05-26 (21:23).
  122. Podcast, 2021-04-11 (23:36).
  123. 123.0 123.1 Interview, 2018-05-11 (47:27).
  124. 124.0 124.1 Liveübertragung, 2022-07-29 (1:13:09).
  125. The mighty beard!
  126. Liveübertragung, 2017-05-24 (42:22).