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Player housing: Unterschied zwischen den Versionen
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Version vom 26. Juni 2018, 21:02 Uhr
Spielerbehausungen is player-owned accommodation in the form of Apartments, Grundbesitz, Inns, and Statische Behausungen.[4][5]
A player may own up to one of each type of housing simultaneously.[6][7] Statische Behausungen and Apartments are one per server; Grundbesitz are one per account.[8]
Spielerbehausungen | Art. | Verfügbartkeit. | Limit. |
---|---|---|---|
Apartments | Instanziert.[5] | Dorf Stufe und höher.[9] | Eines pro Server.[8] |
Grundbesitz | Open World.[5] | Dorf Stufe und höher.[5] | Einer pro Account.[8] |
Statische Behausungen | In-Node.[5] | Dorf Stufe und höher.[5] | Eine per Server.[8] |
Vorteile
Spielerbehausungen offers a number of benefits.[10][11]
- Ability to claim citizenship to a node.[12][13][14]
- Additional benefits are granted to home owners who are also citizens of that node.[15]
- Ability to place furniture and other decor items.[16][17][18]
- Houses will be empty when purchased. Players will need to place furnishings and decorations in them.[19]
- Each size of player-owned housing determines how many decor items can be placed in it.[10]
- Storage containers.[18][11]
Each different type of housing offers different additional benefits.[15]
- Apartment benefits include placement of pots to grow seeds and other functional furniture items.[20]
- Freehold benefits include the ability to place business and artisan buildings.[21][17][11]
- Static housing benefits include garden sections for farming special types of crops.[22][23][17]
- Players may grow crops in the garden sections of freeholds or static houses.[20][23][17][24]
- Crafting benches are available in freeholds and static houses but not apartments.[20][17][11]
- Prized items can be displayed within a house.[11]
- Erfolge and trophies may be displayed.[11]
- Social activities.[11]
- Housing may provide proximity based bonuses.[11]
Bürgerschaft
Spielerbehausungen grants the ability to claim citizenship of a Dorf (Stufe 3) node or higher.[25][4][12][13][14] Gaining citizenship through player housing is not automatic. It must be claimed.[12]
- There is not a hard cap to node citizenship, but there is a soft cap. Citizens pay dues and property taxes based on the stage of the node when the player became a citizen.[25][4][12][26][27]
- When you become a citizen you enter in at a certain citizenship due structure; and citizens pay taxes to their node in the form of both property taxes based on what type housing as well as citizenship dues, which are necessary. And as you enter later into the stage of a node's development, you will pay a higher value on the citizenship dues or vice-versa: if you own a property later, you will be entered into a property tax that is higher based on where you enter that property ownership within the node's history. So those help to form a soft cap. Now, if payers are willing to pay more to be a citizen of a particular node, they have that option, but at some point it becomes restrictive.[27]
- 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.[27] – 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.[31] – Steven Sharif
- Players lose their node citizenship after their node is destroyed in a node siege without entering into a cooldown period.[32][29][33]
- Apart from node destruction, there is no player driven system that can strip another player of their node citizenship.[34]
- Node citizenship is not tied to membership of a guild. Guilds don't "own" nodes.[29]
- Players can interact with the node board to get a list of citizens of the node. Clicking on a citizen will reveal information about their guild, society, religion, and property ownership.[35]
- Citizenship tickets may also grant citizenship to certain node stages. This mechanic will be decided based on testing.[36]
- 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.[37]
Statische Behausungen
Statische Behausungen provides non-instanced player accommodation within a node, also known as in-node housing.[5]
- Players are able to purchase small one room houses (cottages) starting at the Dorf (Stufe 3).[5][39]
- There will be 8 cottages available for purchase at the village stage.[39]
- The amount of static housing increases as a normal part of node advancement.[9]
- The architecture of static housing is predetermined by the racial influence of the node's layout and style.[40]
- Tavernen and Player shops are not tied to in-node housing.[15]
Static housing development
In-node housing can scale in size with the advancement of its parent node. This may be toggled on or off by the player.[41][5]
- The Dorf stage offers small housing types.[41]
- The Stadt stage introduces medium housing types.[41]
- The Großstadt stage introduces large sized homes.[41]
- The Metropole stage introduces mansion size houses.[41]
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.[42] – 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.[5]
- Only the houses that existed at the Dorf stage will become main street mansions at the Metropole stage.[5]
Apartments
Apartments sind (instanzierte) Wohnungen in Gebäuden innerhalb einer Node, die eine Housing-Funktion bieten.[5] 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.[39][9]
- Die Anzahl der verfügbaren Apartments erhöht sich automatisch während der Node-Weiterentwicklung.[9]
- Zu einem früheren Zeitpunkt wurde bekannt gegeben, dass Apartments erst ab der Stufe Stadt (Stufe 4) oder höher verfügbar wären .[5]
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.[9] – Steven Sharif
Apartment-Optionen
- 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 are sizable player housing plots that can be situated in baronies within the Einflussbereich (ZOI) of a Dorf (Stufe 3) or higher node, including the ZOI of any of its vassal nodes.[47][48][49][21][50][51][52][5]
- Freehold estates may be purchased from other players,[53] or can be obtained via deeds from completing a quest and winning an auction.[47][48][49][54][21][50][55][52]
- Freehold ownership, whether purchased from players or via a freehold auction, requires the purchaser to have completed a freehold quest, which has a level requirement of 50.[56][57][47][58]
- The seller decides if their freehold should be auctioned or sold directly to other players.[59]
- Some freehold auctions will require node-type-specific bound currencies, others will auction for gold.[60][61][62] This is intended to cater to players with different playstyles, who are progressing through alternate systems.[60][62]
- The idea is that we're not reserving freeholds for the top 10 percent of levelers, we're reserving freeholds for the top 10 percent across the multiple different play paths that exist within the game; and this spreads out that ownership across different playstyles.[60] – Steven Sharif
- Housing takes several forms in the world of Verra. However, Freeholds are the highest tier of player housing available. Acquiring a Freehold is a major accomplishment, and it will take a large amount of effort and strategy to get a Freehold of your own. Since there is a limited amount of space available to place Freeholds in each node’s region, these are symbols of prestige for those who are able to acquire and maintain their Freeholds.[47]
- Freeholds are approximately 1.5 acres in size, or roughly 100m x 60m.[48]
- The footprint of a freehold does not change with node progression.[63]
- Previously it was stated that freeholds were half an acre in size.[64]
- The developers are expecting the number of freehold plots on each server to be in "the low thousands" depending on world state.[47][65][66][67]
- The number of Freeholds on a server will vary on a number of factors, such as how player actions advance nodes. At the moment we are targeting the low thousands for Freeholds on a server, but as we continue to test these systems during Alpha Two, we anticipate making adjustments.[47]
- Freeholds are subject to node taxes.[68]
- Freehold tax is calculated based on the number of permits issued for buildings on a freehold.[68]
- Freehold buildings that require permits will have additional upkeep costs.[47]
- Blueprints are required for the construction of the freehold buildings that are used to process resources into crafting materials.[69][70][71][72][73]
- The best processing can only be carried out on freeholds, so obtaining a freehold will require a large amount of effort.[74]
- 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.[74] – Steven Sharif
- Inns and other player housing options are available that are easier to obtain for players who do not need the benefits of a freehold.[69]
- 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.[69] – Steven Sharif
- Freeholds are intended to work with the family system.[75]
- The spread of corruption in the world does not impact the freehold system.[77]
- Players are not able to adjust the terrain of their freeholds. Sloped terrain will result in stilts beneath placeable structures (to keep them level).[78]
- Expansions and upgrades become available as node progression allows.[64]
Freehold placement
Freehold plots require a bound deed (permit/certificate) from the parent Dorf (Stufe 3) or higher node in order to place the plot.[47][54][21][50][55][52]
- Freehold deeds are obtained through completion of a Lord's quest to ascertain worthiness for lordship over an estate.[79][49][54][21][50][55][52]
- 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.[56] – Steven Sharif
- Deeds may only be used to place a freehold if the deed holder successfully wins a freehold auction for an estate.[47][81]
- 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.[49] – 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.[47][81]
- 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.[81] – Kory Rice
- Freehold plots must not be placed in close proximity to any of the following:[47][85][48][81][49][21][50][51][52]
- 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.[92]
- Adjacent freeholds do not share any bonuses with their neighbors, but guild halls owned by partron guilds may confer benefits to surrounding freeholds.[93][89]
Gebäude auf dem Grundbesitz
Gebäude auf dem Grundbesitz that can be placed on a freehold plot serve three main purposes.[47][21][95][5][96]
Freehold buildings require blueprints and materials to construct.[47][55]
- Sheds are present on empty freehold plots to provide storage for materials needed to construct freehold buildings.[84]
- Some freehold buildings have multiple tiers, with different footprint sizes.[21][63]
- Upgrading a tier will not change the size of the building in terms of footprint, but may increase in height.[63]
- Basements in freehold buildings are to be decided.[98]
Freehold taxes are calculated based on the number of permits issued for buildings on a freehold.[47][99][100][68][101]
- Buildings that require permits will have additional upkeep costs.[47]
Freehold building architecture is based on the blueprint for the building.[21][102]
- Freehold skins are applied to blueprints matching the type of building: housing, artisanship, and business.[47][21][103][104][102][105]
- The freehold building blueprints must be obtained in-game first before the cosmetic can be applied.[102][105][104]
- Players are not locked to the racial appearance of a freehold building blueprint.[106]
- 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.[102] – Jeffrey Bard
Freehold benefits
Grundbesitz offer the following benefits in addition to other player housing benefits.[21]
- The larger the homestead, the more floors it will have and the more furniture can be placed on the freehold.[47][21]
- Certain furniture may only be able to be placed outside.[21]
- Freehold businesses allow the freehold owner (and authorized individuals) to sell items, consumables and services to players.[107][21][108]
- Freeholds are the only place that master and grandmaster processing is available.[109][21]
- Players can craft up to journeyman level on freeholds.[109][21]
- Lower tier gathering can be done on freehold plots.[110]
Freehold security
Freehold owners are able to set permissions that grant access to their artisan and business buildings' services.[47][111][75][112][21]
- 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.[113] – Steven Sharif
- Freehold permissions are intended to work with the family and guild systems.[47][111][75]
- It is still not determined if freehold permissions will be able to be granted to individuals outside those social structures.[111]
- Freehold permissions may only apply to battalions/micro-structures within a guild.[114]
- Interaction with the guild system will be tested in Alpha-2.[115]
- This includes permission to enter the homestead, interact with furniture, access storage, interact with crafting or processing stations, and harvest resources.[47]
- 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.[47]
- Permission to decorate a freehold is restricted to the owner of the freehold.[116] Previously it was stated that permission to decorate but not take anything from the house would be able to be assigned to other players.[117]
- Family members may be granted permission to apply their cosmetic skins to freehold buildings.[53]
Players cannot steal from a freehold under normal circumstances.[47][118][119][120]
- Items stored in a freehold become lootable after a successful siege against their parent node.[121][47][120] It has not been decided which players get to loot the debris field during this period.[121]
- 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.[47]
Players cannot PvP while inside the footprint of a freehold homestead even if the doors are unlocked.[47][122] This does not apply for a period of two hours following a successful siege against its parent node.[123][124][33][125]
- Your home building is safe from PvP. While on the footprint of your home, you can not be harmed by damage from other players.[47]
- NPC-Wachen may be available for hire to defend freeholds after a successful node siege.[125] NPC guards that permanently exist on a freehold are not a planned feature.[126]
- Duelle 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.[127]
Housing destructibility
Static housing destructibility
Following a node siege, static housing will be scaled back or destroyed based on the advancement of the node.[128]
- 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:[128]
- 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 for a period of two hours following a successful siege against its parent node.[123][124][33][125] Freeholds can also be lost by foreclosure for not paying property taxes or other fees.[47]
- Players and their allies may defend their freehold for this period of time.[125]
- Structures and guards may be obtained to defend freeholds during this period.[125]
- 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.[47]
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.[124][33]
- The freehold owner will be required to undertake a quest process to have their freehold adopted by a new node if one exists.[124]
- At the end of the grace period, if the freehold does not reside within the ZOI of a Dorf (Stufe 3) node or above, it will be destroyed.[47][33][124][129]
- 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.[33] – 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.[130] – Steven Sharif
Immobilien
Spieler kaufen die Rechte für Spielerbehausungen direkt von der Node.[14] Spieler können Immobilien auch mit anderen Spielern handeln.[5]
- Behausungen werden einen Grundpreis haben, der mit der Anzahl der Bürger in der Node skaliert.[131]
- In-Node Behausungen werden teuer und vermutlich sehr umkämpft sein.[5]
- Je mehr Apartments in einer Node gekauft wurden, desto höher skaliert der Preis.[43]
- Die entwickler wägen eine auktionsbasierte Methode ab, um neue Immobilien zum Verkauf zu stellen, wenn eine Node sich entwickelt.[132]
- Statische Behausungen und Apartments können von anderen Spielern gelistet und verkauft werden.[10][133]
- Es gibt keine Höchstgrenze für wie viel der Verkauf eines Gebäudes von Spielern einbringen kann.[15]
- Spielerbehausungen, die während einer Nodebelagerung zerstört werden, können nicht mehr verkauft werden.[134]
- Grundbesitz kann nicht an andere Spieler verkauft werden.[10] Das kann sich möglicherweise im Verlauf der Testphase noch ändern.[135]
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.[15] – 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.[131]
- Spieler werden das Limit für die Anzahl ihrer Spielerbehausungen nicht überschreiten können.[136]
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.[136] – Steven Sharif
Miete- und Leasingkonzepte befinden sich aktuell in der Begutachtungsphase.[136]
Some concepts that we have is going to be rental or leases that could be had allowing players to 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 stuff.[136] – Steven Sharif
Taxes
When a node reaches stage 3 (Dorf) and a player run government has formed, all player housing will pay taxes.[137]
- A player's tax charge will be determined by the number of structures built on their plot.[68][101]
- Freehold taxes are calculated based on the number of permits issued for buildings on a freehold.[47][99][100][68][101]
- Buildings that require permits will have additional upkeep costs.[47]
- 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.[47]
- Housing foreclosures result from failing to pay property taxes or other fees.[47]
Wohndekoration
Housing designs/blueprints
Player housing designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[47][128][138]
- Blueprints for homestead, business, and artisan freehold buildings, including progression and upgrades, are returned to the player.[47][33][128][138]
- A possible design idea is for items such as furnishings to be boxed in crates that are accessible inside the new home.[139]
Räume der Taverne
Besitzer von Tavernen können Räume vermieten. Die Anzahl und Qualität der Räume wird von dem Level der Taverne festgelegt.[140]
Player housing grace period
If a player's subscription runs out, there will be a grace period before player housing is lost.[141]
Mobile/web interface
Kunstwerke
Siehe auch
Einzelnachweise
- ↑ Video, 2017-05-25 (1:07).
- ↑ About Ashes of Creation.
- ↑ Liveübertragung, 2018-05-04 (32:46).
- ↑ 4.0 4.1 4.2 4.3 4.4 Liveübertragung, 2023-08-31 (15:51).
- ↑ 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 5.11 5.12 5.13 5.14 5.15 5.16 5.17 5.18 5.19 5.20 Node series part II – the Metropolis.
- ↑ Interview, 2023-07-09 (42:11).
- ↑
- ↑ 8.0 8.1 8.2 8.3 8.4 Interview, 2018-05-11 (50:47).
- ↑ 9.0 9.1 9.2 9.3 9.4 Steven Sharif - Clarification points from today’s stream.
- ↑ 10.0 10.1 10.2 10.3 Liveübertragung, 2020-06-26 (47:32).
- ↑ 11.0 11.1 11.2 11.3 11.4 11.5 11.6 11.7 Liveübertragung, 2017-05-10 (30:53).
- ↑ 12.0 12.1 12.2 12.3 12.4 12.5 Interview, 2023-07-09 (38:14).
- ↑ 13.0 13.1
- ↑ 14.0 14.1 14.2 MMOGames interview, January 2017
- ↑ 15.0 15.1 15.2 15.3 15.4 Interview, 2020-07-08 (33:34).
- ↑ Interview, 2020-07-08 (40:20).
- ↑ 17.0 17.1 17.2 17.3 17.4 Liveübertragung, 2020-06-26 (45:32).
- ↑ 18.0 18.1 18.2 18.3 Video, 2020-05-31 (47:32).
- ↑ Liveübertragung, 2020-06-26 (53:20).
- ↑ 20.0 20.1 20.2 Interview, 2023-07-09 (41:22).
- ↑ 21.00 21.01 21.02 21.03 21.04 21.05 21.06 21.07 21.08 21.09 21.10 21.11 21.12 21.13 21.14 21.15 21.16 21.17 21.18 21.19 21.20 Development Update with Freehold Preview.
- ↑ Interview, 2021-02-07 (42:41).
- ↑ 23.0 23.1 Liveübertragung, 2020-10-30 (44:22).
- ↑ Liveübertragung, 2017-05-05 (32:11).
- ↑ 25.0 25.1 25.2 Blog: Development Update with Village Node.
- ↑ Interview, 2020-03-27 (0:30).
- ↑ 27.0 27.1 27.2 Video, 2018-04-05 (41:48).
- ↑ Liveübertragung, 2017-05-19 (53:24).
- ↑ 29.0 29.1 29.2 Interview, 2020-07-29 (17:26).
- ↑
- ↑ 31.0 31.1 Interview, 2018-05-11 (50:05).
- ↑ Liveübertragung, 2023-08-31 (20:54).
- ↑ 33.0 33.1 33.2 33.3 33.4 33.5 33.6 33.7 Blog - Know Your Nodes - Advance and Destroy.
- ↑ Liveübertragung, 2023-08-31 (2:22:01).
- ↑ Liveübertragung, 2020-10-30 (1:01:00).
- ↑ Liveübertragung, 2018-07-09 (27:12).
- ↑ Liveübertragung, 2017-05-26 (44:52).
- ↑ Video, 2020-05-31 (38:50).
- ↑ 39.0 39.1 39.2 39.3
- ↑ Liveübertragung, 2017-05-19 (33:57).
- ↑ 41.0 41.1 41.2 41.3 41.4 41.5 41.6 Video, 2020-05-31 (47:32).
- ↑
- ↑ 43.0 43.1 Liveübertragung, 2017-05-12 (52:01).
- ↑ Liveübertragung, 2020-05-29 (36:29).
- ↑ Liveübertragung, 2023-06-30 (9:09).
- ↑ 46.0 46.1 Video, 2023-06-30 (5:41).
- ↑ 47.00 47.01 47.02 47.03 47.04 47.05 47.06 47.07 47.08 47.09 47.10 47.11 47.12 47.13 47.14 47.15 47.16 47.17 47.18 47.19 47.20 47.21 47.22 47.23 47.24 47.25 47.26 47.27 47.28 47.29 47.30 47.31 47.32 47.33 47.34 47.35 47.36 47.37 47.38 Blog: Exploring the Boundless Opportunities of Freeholds.
- ↑ 48.0 48.1 48.2 48.3 Liveübertragung, 2023-06-30 (1:12:07).
- ↑ 49.0 49.1 49.2 49.3 49.4 49.5 49.6 49.7 Liveübertragung, 2023-06-30 (14:09).
- ↑ 50.0 50.1 50.2 50.3 50.4 50.5 Video, 2023-06-30 (21:22).
- ↑ 51.0 51.1 Liveübertragung, 2022-04-29 (1:03:44).
- ↑ 52.0 52.1 52.2 52.3 52.4 52.5 52.6 52.7 52.8 Liveübertragung, 2017-05-19 (32:23).
- ↑ 53.0 53.1 53.2 Liveübertragung, 2023-06-30 (1:15:34).
- ↑ 54.0 54.1 54.2 54.3 Liveübertragung, 2023-06-30 (13:10).
- ↑ 55.0 55.1 55.2 55.3
- ↑ 56.0 56.1 56.2 Podcast, 2023-07-15 (11:21).
- ↑ 57.0 57.1
- ↑
- ↑
- ↑ 60.0 60.1 60.2 Podcast, 2023-07-15 (15:14).
- ↑
- ↑ 62.0 62.1 Interview, 2023-07-09 (19:56).
- ↑ 63.0 63.1 63.2 Interview, 2020-07-08 (45:23).
- ↑ 64.0 64.1 Liveübertragung, 2017-10-16 (56:42).
- ↑
- ↑ 66.0 66.1
- ↑ Liveübertragung, 2023-06-30 (30:21).
- ↑ 68.0 68.1 68.2 68.3 68.4 Liveübertragung, 2023-06-30 (1:45:22).
- ↑ 69.0 69.1 69.2 Liveübertragung, 2022-06-30 (1:09:29).
- ↑ Liveübertragung, 2022-02-25 (1:12:27).
- ↑ Podcast, 2021-04-11 (40:20).
- ↑ Interview, 2020-03-27 (9:00).
- ↑ Liveübertragung, 2017-05-05 (34:15).
- ↑ 74.0 74.1 Liveübertragung, 2022-06-30 (1:08:02).
- ↑ 75.0 75.1 75.2 Liveübertragung, 2023-06-30 (26:23).
- ↑ Liveübertragung, 2023-04-07 (37:56).
- ↑ Interview, 2023-07-09 (49:48).
- ↑ Liveübertragung, 2024-01-31 (1:24:57).
- ↑ 79.0 79.1
- ↑ 80.0 80.1 Liveübertragung, 2023-07-28 (1:33:58).
- ↑ 81.0 81.1 81.2 81.3 81.4 Liveübertragung, 2023-06-30 (16:14).
- ↑
- ↑ Liveübertragung, 2023-06-30 (1:36:52).
- ↑ 84.0 84.1 Liveübertragung, 2023-06-30 (18:45).
- ↑ 85.0 85.1 85.2 85.3 Interview, 2023-07-09 (29:53).
- ↑ Liveübertragung, 2020-06-26 (1:52:33).
- ↑ Liveübertragung, 2018-05-09 (40:24).
- ↑
- ↑ 89.0 89.1 Interview, 2023-07-09 (32:53).
- ↑
- ↑
- ↑ Liveübertragung, 2017-05-26 (34:21).
- ↑
- ↑ Liveübertragung, 2023-06-30 (12:11).
- ↑ 95.0 95.1 95.2 Liveübertragung, 2023-04-07 (31:49).
- ↑ Liveübertragung, 2017-05-24 (9:58).
- ↑ Video, 2023-06-30 (15:34).
- ↑ Liveübertragung, 2019-06-28 (1:09:22).
- ↑ 99.0 99.1
- ↑ 100.0 100.1 Interview, 2023-07-09 (54:46).
- ↑ 101.0 101.1 101.2
- ↑ 102.0 102.1 102.2 102.3 Liveübertragung, 2020-08-28 (2:14:06).
- ↑ Liveübertragung, 2023-06-30 (22:05).
- ↑ 104.0 104.1 Liveübertragung, 2020-11-30 (57:50).
- ↑ 105.0 105.1
- ↑ Liveübertragung, 2017-05-26 (44:11).
- ↑
- ↑
- ↑ 109.0 109.1 Liveübertragung, 2023-06-30 (33:26).
- ↑
- ↑ 111.0 111.1 111.2 Interview, 2023-07-09 (53:08).
- ↑ Interview, 2018-05-11 (28:21).
- ↑ Liveübertragung, 2023-06-30 (1:24:16).
- ↑
- ↑
- ↑ Liveübertragung, 2021-04-30 (1:12:33).
- ↑ Liveübertragung, 2020-06-26 (51:58).
- ↑
- ↑ Liveübertragung, 2023-06-30 (1:19:01).
- ↑ 120.0 120.1 Liveübertragung, 2017-05-17 (1:03:23).
- ↑ 121.0 121.1 121.2 Liveübertragung, 2023-07-28 (1:26:16).
- ↑ Liveübertragung, 2023-06-30 (1:49:00).
- ↑ 123.0 123.1 Liveübertragung, 2021-11-19 (54:26).
- ↑ 124.0 124.1 124.2 124.3 124.4 Liveübertragung, 2020-08-28 (2:04:00).
- ↑ 125.0 125.1 125.2 125.3 125.4 Liveübertragung, 2017-05-19 (28:04).
- ↑ Liveübertragung, 2018-01-18 (31:05).
- ↑ Liveübertragung, 2021-12-23 (1:29:27).
- ↑ 128.0 128.1 128.2 128.3 Liveübertragung, 2017-07-18 (40:14).
- ↑ Liveübertragung, 2017-05-19 (29:34).
- ↑ Liveübertragung, 2023-06-30 (1:39:22).
- ↑ 131.0 131.1 Liveübertragung, 2020-06-26 (53:41).
- ↑ 132.0 132.1 132.2 132.3 Liveübertragung, 2017-05-12 (55:01).
- ↑ Liveübertragung, 2020-06-26 (54:03).
- ↑ Liveübertragung, 2020-06-26 (1:02:12).
- ↑ Liveübertragung, 2020-06-26 (56:08).
- ↑ 136.0 136.1 136.2 136.3 Liveübertragung, 2019-05-30 (1:23:41).
- ↑
- ↑ 138.0 138.1 Liveübertragung, 2017-11-17 (47:10).
- ↑ Liveübertragung, 2020-06-26 (1:00:57).
- ↑ The mighty beard!
- ↑ Liveübertragung, 2017-05-24 (42:22).