PvE
Das Node System erleichtert die Generierung neuer PvE Inhalte sowie Aufträge, Dungeon, Schlachtzüge und Monstermünzen.[5]
Es wird eine Menge PvE-Inhalte für alle Teile der Spielerbasis geben ... Ein Teil dieses Risikos gegenüber der Belohnung: Ihr Risiko ist ihre Zeit, die sie investieren, um eine Chance auf die Belohnung und den erfolgreichen Abschluss zu haben; Und das sollte sich gut anfühlen, je nachdem, wie viel Zeit sie investieren. Jetzt weiß ich, dass es derzeit ein Spektrum an Gelegenheitsspielern und Hardcore-Spielern gibt, was wir tun können, aber deshalb haben wir viele verschiedene Content-Pfade, die sich darauf auswirken, wie man die Welt um sich herum beeinflusst[6] – Steven Sharif
PvE Inhalte passen sich der Entwicklung der Welt, um Wiederholungen zu vermeiden. [4]
Aufträge
Aufträge in Ashes of Creation are divided into three main categories: Events, Commissions, and Story arc quests.[10][11][12][13]
- All three categories of quests will be available from a variety of local, hidden and discovered sources, such as commissions boards and NPC quest givers.[10][14]
- The various questing systems are intended to direct player activity toward content that affects the development of the world.[15]
- Nodes act as a hub; and one of the ways they direct player traffic is obviously through the commissions, the buy orders, things that essentially are supplying that demand of activity or action from the player; and then what the players choose to do is essentially the agency that's provided in helping to dictate how the world state will change.[15] – Steven Sharif
- Every type of quest can be shared with other players in the same party. This may be tuned based on Alpha-2 testing.[16][17]
- Certain quests, such as story arc quests, may not be able to be turned in after a node has advanced or has been destroyed.[18]
- Dialog choices within the quest UI are intended to affect gameplay, such as unlocking side quests and storylines.[19]
- Q: Will dialogue choices have any impact on the quests in regards to how NPCs respond to you or the overall outcome of that quest, or is it more just a role-playing perspective without any major impact?
- A: No. The dialogue choices are intended to provide an impact, both with the response of the NPC, it might also serve as predicates for other systems. If there are certain paths chosen within the dialogue tree it might unlock different side arcs and story lines that other players may not experience. The dialogue trees are not meaningless. They're meant to provide gameplay related context.[19] – Steven Sharif
Dungeon
Dungeon in Ashes of Creation will range in size and will be mostly open-world.[26][27]
- Open-World dungeons will be populated to facilitate multiple groups within the dungeon.[23]
- Instanced dungeons will also be present and will cater for solo and group questlines.[23]
Different tiers and types of dungeon content will be more or less relevant to specific groups or class compositions.[30]
- There are going to be smaller, simpler, linear dungeons. There's going to be bigger, more complex, nonlinear dungeons. So, It's a little bit of both. We want the environment to be a character. In order for the environment to be a character, these places need to be interesting and there needs to be a dynamicism to them.[26] – Jeffrey Bard
Dungeon difficulty will increase the further a player ventures into the dungeon.[31]
- Mobs and mob mechanics will become more difficult.[31]
- Terrain and environmental dangers will increase.[31]
- Deeper darker types of interactions will be found deeper in the dungeon.[31] – Steven Sharif
There were 13 dungeons in Alpha-1.[32] Originally this was estimated to be 6 or 7.[33]
Schlachtzüge
Schlachtzüge will either be based on triggered events or more traditional systems. Traditional world bosses will change based on node development.[36]
- We want things to be more fluid and one of the ways that we make them more fluid is through our triggered event system. That is one of the methods by which we make these more spontaneous. We make them more accessible to a wider audience. You can be just in the city and not normally be a part of a raid team, but now get to participate in this organic event that's popped up around the city and if you are not participating then buildings are gonna get destroyed and NPCs are going to die... It's not just how fast can we do it, how will we get it done in its schedule, but oh my god this thing popped up if we don't kill it we're not going to access to our stables this week and we can't get our animal husbandry certificates... It's that risk versus reward that gives you a sense of adrenaline.[37] – Steven Sharif
Monstermünzen
Monstermünzen enable players to play as monsters within the monster coin event system. This ranges from playing as a horde of zombies, to becoming a massive dragon.[42][43][44]
- During a Monster Coin Event, players will be able to activate Monster Coins, allowing them to become monsters and wreak havoc! These Events can be triggered in a variety of different ways, and in some cases they may even provide cosmetic rewards.[38]
Monstermünzen-Events are system spawned events.[43][45]
- They are structured in a way to prevent groups from gaming the system.[45]
- Monster coin events are triggered by activity in the world, such as node advancement, defeating a boss or constructing certain types of buildings within a node.[46]
- Server messages appear for players in the vicinity of these dynamic events.[47]
- The player will have a number of potential objectives they can choose to attack during the event. This may include node buildings, points-of-interest, dungeon, NPC, or other open-world objective.[39]
- When you're playing as a as a monster from the monster coin use as part of an NPC event that might be targeting a node, or other some other open-world objective or POI, or dungeon, you get to participate as a monster and your focus is completing objectives that have already been prescribed as part of the event.[39] – Steven Sharif
- Drop tables are disabled for player controlled monsters.[48]
- Monster coins only allow a character to participate in events on their own server.[49]
- NPC hate lists do not affect monster coin events.[39]
Die Uralten are not going to be part of the monster coin system.[50]
- Traditionally, the Ancients are not going to be part of the Monster Coin system. These are the primary antagonists of the story. From a lore perspective, and one of the reasons why they're not a part of the Monster Coin system, is because their souls have really developed almost to the point of perfection in manipulating the Essence for more corrupt uses. They haven't quite gotten there, and who knows if they ever will, but that attunes them out of the possibility: The reason why the monster coin system is possible with other creatures.[51] – Steven Sharif
Weltbosse
- The general philosophy is that respawns will be variable. We don't want to have set specific times in which respawns will occur, so that they can be camped and farmed. But there'll be variable location respawns as well as variable time respawns. And then that provides opportunities for different parties to engage at different times and locations.[54] – Steven Sharif
- World and regional bosses will scale based on the types, locations, and progression of nodes.[57][58]
- World bosses will not scale to adapt to player levels.[57]
- Some world bosses will have stages of progression, such as defeating acolytes, then lieutenants, then generals, then the world boss itself.[59]
- At each stage there is increasing difficulty. This may be parsed out into different time periods and be behind a wall of development.[59]
- A single digit percentage of the population will be capable of defeating certain content.[59]
- There will be ancillary effects that happen as a result of downing certain world bosses.[60]
- This can positively impact the land management in that area.[61]
- 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.[62][63][64][65][66]
Adaptive Inhalte
Neue Points of Interest (wie z.B. Dungeon und World Bosse) spawnen, wenn sich Nodes entwicklen.[67] Dieser Content passt sich an die Entwicklung der Zone an, in der er sich befindet.[68]
- Die Population wird sich verändern.[68]
- Die Schwierigkeit des Contents wird sich ändern.[68]
- Der Content ändert sich vielleicht Grundlegend, abhängig davon, was sich wie entwickelt.[68]
- Verschiedene Arten von Antagonisten mit verschiedenen Storylines.[68]
- Manche Dungeons werden nur freigeschaltet, wenn sich Nodes zu einer bestimmten Stufe entwickeln.[13]
- Die Ziele einer Storyline innerhalb von Dungeons hängen davon ab, welche Story Arcs durch das Node System gewählt wurden.[13]
- Drop Tables in Gebieten und Dungeons werden in die Fortschritt von bestimmten Gebieten eingebunden sein.[13]
Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that scientific node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players.[13]
Schlachtzugstrategien
Schlachtzüge will have elements that can be pre-planned.[4]
Raids will also have dynamic elements that can change from session to session.[4]
- The types and numbers of bosses and mobs present in the raid and their skill repertoire.[4]
- Variables are manifested based on node progression.[4]
- The number of metropolis nodes developed.[4]
- The types of metropolis nodes developed.[4]
- One of the design elements that we're implementing into our raids is that the raid will not be exactly the same every single time. You're going to have variables that can't necessarily be pre-planned out for. You can pre-plan out for a lot of the raid like how many DPS do you need and healers and support; where the key position and all that stuff; but I think the compelling aspect of Ashes raiding will be the difficulty in achieving this content and having that content change from session to session as well. We want there to be variables that get manifested by what type of node got developed elsewhere. Is he going to have acolytes or cultists? What will the acolytes have skills [available] to them? What kit is the boss gonna have? What available skill repertoire will the boss be able to [wield]? ... A lot of those systems are influenced obviously by world development. So the raid takes into account at what stage has the world developed: Are there two metropolises now available in the world? Okay well let's activate this skill in this skill. Now you have five metropolises, well now all these skills have been activated. Are there are they all economic nodes? Are they all military nodes? That we can change things based on that stuff. And it really is a threat assessment from the environment against the players.[4]{{ndash|Steven Sharif}
Spielergetriebene Erzählung
The world of Verra will be the same on each server, but Nodes will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[70]
- The overarching narrative of Ashes of Creation is that players are the returning children of Verra but they will not be characterized individually as "saviors".[71]
We want as many people as possible to experience the main server Narrative. These will branch at different scales, but largely at the personal level. Where things change is at the Node level – different parts of the story will be unlocked based on where and when Nodes grow. Unlocking a part of the story in a certain way locks out progression of the story in a different way. You’ll see different antagonists, different NPCs, and different calls to action depending on what’s happening with the server at that time.[72]
It redefines what the players will experience in an MMORPG to come into a wilderness that is devoid of really any structure outside of what the community creates themselves; and then what can be created can be changed, if they want to experience a storyline that's been seen on another server, but you're fighting a dragon because you're near a mountain and the other server's fighting a Kraken because they're near the coast and you want to fight that Kraken because of its drop table. If you want to meta it or because you just want that under your belt: to be the server first to take out that Kraken and you have yet to develop the node there, it's incumbent upon you to manifest that in the game.[73] – Steven Sharif
Künstliche Intelligenz
Ashes of Creation utilizes an adaptive artificial intelligence (AI), meaning different encounters with similar mobs and bosses will yield different player experiences.[75][2]
- Some NPC AI behaviors may be randomly selected at the time of initial engagement causing them to make decisions dynamically during an encounter.[75][76][77][78]
- Higher frequency of AoE attacks depending on how many players are participating.[76]
- Unlock rage, recovery effects and buffs.[79][76]
- Supporting other monster types or classes nearby.[79]
- Additional adds and add classes.[76]
- Some NPCs may attempt to seek cover behind obstacles during encounters.[80]
- NPCs performing "idle actions" to make the world seem more alive has been discussed by the developers but is not confirmed.[81]
- Part of the NPC encounter design is not always going to be the same behavior tree. There will be purposefully behaviors that exist for the boss that are rolled at the time of the initial engagement; and so that is in an effort to keep things emergent, to keep things different, to try to not keep a static monotonous engagement idea.[75] – Steven Sharif
There are AI systems that don't relate to controlling NPCs.[82]
- There are some additional AI parameters that are set that don't relate necessarily to controlling NPCs. There are AIs with regards to the development of the borders for nodes in the direction and also the decisions that are made of which lower nodes to enslave as vassal states. There's AI that relates to a little bit of the stock market that's going to be present in the economy. There's some AI systems that are going to be announced also that are pretty innovative I think with regards to the MMORPG genre and that's going to make the triggered event system very interesting I think; and that's with regards to how nodes develop and the environment reacts to that development by spawning these triggered events of a horde of zombies attacking a city or a legendary raid boss coming out of the mountain. I think there's a lot of opportunity for some of the innovations that's been in the AI sector of game development too to come out in Ashes.[82] – Steven Sharif
Gruppendynamik
Gruppendynamik aim to bring players together.[84]
- One of the main philosophical pillars behind our design was that PvE must be impactful and inclusive. We want solo players, small groups and large groups to all have a home within our system.[2]
- Ashes of Creation is in development. These systems could change through playtesting and player feedback.[84]
Gruppengrößen
Ashes of Creation is designed for solo players as well as large and small groups.[86][87][88]
- The idea behind an 8-person group is to allow us to really amplify party roles, and to create a need for each of the archetypes in every party.[84]
- Schlachtzüge will have 40 man groups.[89]
- Content will be tailored for 40, 16 and 8 person group sizes.[90]
- Arenen will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[91]
- Burgbelagerungen are expected to have at minimum 250x250 players to be on a single battlefield, with the possibility of increasing this to 500x500 over time.[93][94][95][96]
- The minimum goal is 500 players on a single battlefield. I think we will be able to hit 500vs500 but we shall see.[96] – Steven Sharif
Alpha-1 Gruppengrößen
Gruppengrößen in Ashes of Creation Apocalypse.[97]
- Ashes of Creation Apocalypse battle royale will have party sizes of up to 5.[97]
- Guild mode will have parties of raids of up to 20.[97]
- Ashes of Creation Apocalypse castle sieges will have parties of 5 within a raid, with 5 raids for each of the two teams.[97]
- Ashes of Creation Apocalypse horde mode will have a party size of 5 with a total of ten groups, making for 50 players.[97]
There will be an option in the lobby where you are capable of joining a guild based match that you can link parties together up to a maximum of twenty individuals.[97] – Steven Sharif
Looting rules
Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[100][101][84]
- Group loot rules are defined on a per-rarity basis.[98]
- A majority of party members must vote to approve any changes to group loot allocation changes.[99]
- The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[102]
- There won't be auto-looting pets.[103]
- It will be possible to kick a player from a party prior to them acquiring loot.[104]
- Yes, technically it would be possible for you to kick a player prior to acquiring loot. However, again because we are a game that relies on social interactions, there are reputations to be had; and if you acquire a reputation as a raid leader, or as a party leader, of doing something dirty like that, then it's unlikely you'll be able to Garner the support of future party members and/or raids to lead efforts against these raid bosses.[104] – Steven Sharif
- Free-for-all.[84]
- Whoever is first to loot gets the loot.[100]
- A master looter (or lootmaster) is a player designated by the party leader to decide how loot is distributed in a dungeon or raid party.[84]
- With round-robin looting, party members take turns looting.[84]
- This is a traditional need before greed system based on dice rolls.[84]
- Since there is very little gear binding in Ashes of Creation, it's left to the party to deal with players who excessively roll Need on loot.[105]
- Bidding system.[84]
- Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[84]
Party roles
In Ashes of Creation wird es das traditionelle Trippel aus den Rollen Tank, DD und Support/Heiler geben.[84][106]
- Obwohl traditionelle Rollen vorhanden sind, sollten sich die Spieler nicht durch ihren primären Archetypen geprägt fühlen.
- Die im Klassensystem verfügbaren Fähigkeitserweiterungen ermöglichen es, Charaktere außerhalb ihrer Hauptrolle zu personalisieren.
- Spieler können auch ihre Wahl des Archetyps verdeutlichen, um ihre Hauptrolle zu stärken.
PvX
Ashes of Creation ist ein PvX Spiel. Die Spieler werden dabei sowohl auf PvP- als auch auf PvE-Elemente treffen.[109][110] Es ist unwahrscheinlich, dass sich ein Spieler ausschließlich auf das reine PvP oder das reine PvE konzentrieren könnte.[110]
- In Ashes of Creation gibt es ein Gleichgewicht zwischen PvP und PvE.[110]
- Einige Server sind möglicherweise stärker auf das PvP ausgerichtet als andere.[109]
- Es wird keine unterschiedlichen Ausrüstungstypen für PvP und PvE geben.[111]
- Der Fortschritt im Spiel kann PvE-Elemente voraussetzen.[110]
- Alle Werte betreffen die Kampfleistung eines Spielers im PvX.[112]
Wir sind uns unserer Zielsetzung und Philosophie des Spiels sehr bewusst und verstehen, dass sie möglicherweise nicht jedermanns Sache sind. Es besteht jedoch eine wichtige wechselseitige Beziehung zwischen den Inhalten, die sich auf PvE beziehen, und den Inhalten, die sich auf PvP beziehen, und sie nähren sich gegenseitig. Sie sind Katalysatoren für Veränderungen: Ihr Fortschritt, ihre Entwicklung. Es sind Dinge, die Menschen wertschätzen können, wenn sie sehen, dass etwas verdient und etwas verloren wird. Das löst beim Spieler eine emotionale Reaktion aus: Dass er Zeit investiert hat, um entweder erfolgreich zu sein oder zu scheitern; und PvP ermöglicht die Einführung dieses Elements in das Gameplay. Und wir sind uns ganz klar darüber im Klaren, dass dies unser Ziel ist: Dieses Risiko-Ertrags-Verhältnis, diese leistungsorientierte Mentalität. Nicht jeder wird ein Gewinner sein und das ist in Ordnung.[113] – Steven Sharif
Kunstwerke
Siehe auch
Einzelnachweise
- ↑ Video, 2021-05-28 (5:40).
- ↑ 2.0 2.1 2.2 2.3 About Ashes of Creation.
- ↑ Video, 2021-04-30 (4:51).
- ↑ 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 Podcast, 2018-07-09 (22:24).
- ↑ Ashes of Creation FAQ.
- ↑ Liveübertragung, 2018-04-8 (PM) (1:14:01).
- ↑ Video, 2020-05-31 (6:25).
- ↑ Video, 2023-01-27 (9:43).
- ↑ Liveübertragung, 2023-02-24 (42:20).
- ↑ 10.0 10.1 Video, 2024-02-29 (2:19).
- ↑ Video, 2020-05-31 (5:25).
- ↑ Liveübertragung, 2017-05-15 (20:58).
- ↑ 13.0 13.1 13.2 13.3 13.4 MMOGames interview, January 2017
- ↑ Liveübertragung, 2021-09-24 (1:22:01).
- ↑ 15.0 15.1 Video, 2024-02-29 (13:11).
- ↑ Liveübertragung, 2024-02-29 (54:42).
- ↑ Liveübertragung, 2024-02-29 (51:51).
- ↑ Liveübertragung, 2024-02-29 (53:58).
- ↑ 19.0 19.1 Liveübertragung, 2023-04-07 (1:10:08).
- ↑ Blog: Creative Director's Letter, October 16 2020
- ↑ Twitter - The way is shut! Trapped in this dwarven crypt.
- ↑ 23.0 23.1 23.2 Liveübertragung, 2018-09-27 (43:21).
- ↑ Liveübertragung, 2018-01-18 (16:34).
- ↑ Liveübertragung, 2018-02-09 (4:42).
- ↑ 26.0 26.1 Liveübertragung, 2017-06-01 (39:21).
- ↑ Liveübertragung, 2017-05-22 (20:59).
- ↑ 28.0 28.1
- ↑ 29.0 29.1 Liveübertragung, 2020-03-28 (1:48:36).
- ↑ Liveübertragung, 2023-04-28 (1:15:22).
- ↑ 31.0 31.1 31.2 31.3 Liveübertragung, 2020-04-30 (1:32:06).
- ↑ Alpha-1 map.
- ↑ Liveübertragung, 2021-03-26 (39:08).
- ↑ Video, 2020-05-31 (1:40:18).
- ↑ Video, 2020-05-31 (1:17:42).
- ↑
- ↑ Podcast, 2018-04-23 (27:14).
- ↑ 38.0 38.1 Types of Events on Verra.
- ↑ 39.0 39.1 39.2 39.3 Liveübertragung, 2022-07-29 (1:20:24).
- ↑ Video, 2017-05-25 (0:02).
- ↑ IGN: Ashes of Creation first look: An MMO that lets you be the boss.
- ↑ Liveübertragung, 2023-06-30 (1:50:52).
- ↑ 43.0 43.1 Liveübertragung, 2022-04-29 (39:00).
- ↑
- ↑ 45.0 45.1
- ↑ Liveübertragung, 2017-05-26 (22:19).
- ↑ Liveübertragung, 2017-05-03 (36:25).
- ↑ Liveübertragung, 2017-05-03 (35:25).
- ↑ Liveübertragung, 2021-06-25 (1:36:05).
- ↑ Podcast, 2020-11-15 (47:12).
- ↑ Podcast, 2020-11-15 (51:22).
- ↑ Video, 2020-05-31 (17:20).
- ↑ 53.0 53.1 53.2 Interview, 2023-09-10 (28:15).
- ↑ 54.0 54.1 Liveübertragung, 2023-05-31 (41:16).
- ↑ 55.0 55.1 Liveübertragung, 2023-03-31 (1:20:41).
- ↑ Liveübertragung, 2021-03-26 (54:26).
- ↑ 57.0 57.1 Liveübertragung, 2023-05-31 (43:55).
- ↑ Liveübertragung, 2020-07-25 (46:08).
- ↑ 59.0 59.1 59.2 Podcast, 2018-08-04 (1:42:14).
- ↑ Liveübertragung, 2021-11-19 (55:31).
- ↑ Liveübertragung, 2023-05-31 (42:06).
- ↑ Liveübertragung, 2023-05-31 (45:47).
- ↑ Liveübertragung, 2023-04-07 (55:22).
- ↑ Liveübertragung, 2023-03-31 (1:00:16).
- ↑ Liveübertragung, 2022-10-28 (32:52).
- ↑ Liveübertragung, 2017-06-01 (37:39).
- ↑ Liveübertragung, 2017-11-17 (36:22).
- ↑ 68.0 68.1 68.2 68.3 68.4 Liveübertragung, 2017-11-17 (18:29).
- ↑ Video, 2023-03-31 (28:11).
- ↑ Liveübertragung, 2017-05-19 (37:03).
- ↑ Liveübertragung, 2019-12-17 (1:10:30).
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- ↑ Liveübertragung, 2017-05-22 (28:02).
- ↑ 74.0 74.1 Liveübertragung, 2021-06-25 (21:24).
- ↑ 75.0 75.1 75.2 Interview, 2023-09-10 (34:51).
- ↑ 76.0 76.1 76.2 76.3 Interview, 2021-06-13 (22:20).
- ↑ Liveübertragung, 2017-07-28 (43:57).
- ↑ Liveübertragung, 2017-05-05 (11:55).
- ↑ 79.0 79.1 Liveübertragung, 2022-07-29 (1:23:56).
- ↑ Liveübertragung, 2022-02-25 (1:03:32).
- ↑ Liveübertragung, 2018-04-8 (PM) (3:56).
- ↑ 82.0 82.1 82.2 82.3 82.4 Podcast, 2018-05-11 (24:23).
- ↑ Video, 2024-02-29 (19:35).
- ↑ 84.00 84.01 84.02 84.03 84.04 84.05 84.06 84.07 84.08 84.09 84.10 84.11 84.12 84.13 84.14 84.15 84.16 Group dynamics blog.
Referenzfehler: Ungültiges
<ref>
-Tag. Der Name „https://www.ashesofcreation.com/news/group-dynamics/“ wurde mehrere Male mit einem unterschiedlichen Inhalt definiert. - ↑ Video, 2024-02-29 (33:57).
- ↑ 86.0 86.1 Liveübertragung, 2022-09-30 (2:40).
- ↑ Liveübertragung, 2020-11-30 (1:20:25).
- ↑
- ↑ Liveübertragung, 2017-05-09 (34:38).
- ↑ February 8, 2019 - Questions and Answers.
- ↑
- ↑ Liveübertragung, 2017-05-26 (48:12).
- ↑ Liveübertragung, 2021-09-24 (52:48).
- ↑ Interview, 2021-07-08 (57:19).
- ↑ Interview, 2020-07-19 (44:28).
- ↑ 96.0 96.1
- ↑ 97.0 97.1 97.2 97.3 97.4 97.5 Interview, 2018-08-17 (18:53).
- ↑ 98.0 98.1 98.2 98.3 98.4 98.5 Video, 2023-01-27 (16:44).
- ↑ 99.0 99.1 Video, 2023-01-27 (32:01).
- ↑ 100.0 100.1 Liveübertragung, 2020-11-30 (1:01:40).
- ↑ Liveübertragung, 2020-07-25 (1:24:56).
- ↑ Liveübertragung, 2023-01-27 (1:08:06).
- ↑ Liveübertragung, 2022-04-29 (1:04:52).
- ↑ 104.0 104.1 Liveübertragung, 2023-05-31 (1:07:45).
- ↑ Liveübertragung, 2020-11-30 (1:12:03).
- ↑ Liveübertragung, 22. Mai 2017 (46:04).
- ↑ Video, 2018-04-16 (1:32).
- ↑ Podcast, 2021-04-11 (38:31).
- ↑ 109.0 109.1 Liveübertragung, 12. Mai 2017 (24:52).
- ↑ 110.0 110.1 110.2 110.3 Liveübertragung, 5. Mai 2017 (33:25).
- ↑ Liveübertragung, 15. Mai 2017 (14:05).
- ↑
- ↑ Liveübertragung, 2024-06-01 (37:39).