Glorious wiki readers. We appreciate your patience as we process the vast amount of new and updated information from the release of Alpha-2 phase 1.
Open world battlegrounds
The majority of Ashes of Creation players will experience PvP through opt-in objective-based battlegrounds (also called sanctioned PvP events).[2][3][4][5][6] These are high risk and high reward encounters that do not utilize the corruption system.[5][7][8]
- The majority of PvP that players will encounter- the vast majority- will be through consensual systems, meaning opt-in systems like sieges, like caravans, like wars, or going out into the open sea. These are conscious decisions that players will make knowing the risk profile- assessing that- and they will opt-in to those things..[5] – Steven Sharif
- There are going to be events with sanctioned PvP, where there are multiple team options to join.[3] – Clayton Stamper
- These events will flag participating players as Combatants (purple) and players will remain flagged for a period of time after leaving that battleground.[7][9][10] Corrupted (red) players will remain red during PvP events.[11]
- In a sanctioned event- sanctioned meaning that this is something you have the option to opt-out of. That's a castle siege, that's a node siege, that's a caravan, that's a guild war, that's a node war. You can drop your citizenship. You can drop your guild tag. You can drop participating in one of those things. In any of those types of opt-in and opt-out events, the death penalties do not exist. These are sanctioned. They're intended to allow people to engage in PvP. Now if I die to an NPC while I'm out hunting, or if I die to another player through the flagging system, those are where death penalties come into play; and that's where debt experience can be earned; and that's where corruption can be had. So it's important to separate those two realms.[4] – Steven Sharif
- Objective-based PvP events accumulate lesser amounts of experience debt on death, but other death penalties still apply.[19][20][4]
- There will be limited functionality for spectating battlefields and potentially castle sieges from ghost cameras at fixed positions.[21]
- We will have limited functionality where players can spectate from either ghost camera from fixed positions at certain battlefields; some of which might include castles.[21] – Steven Sharif
- The caravan system and other systems in Ashes of Creation that rely on intrigue do not lend themselves toward livestreaming the game.[22]
- We will have certain systems that won't lend well to streaming, because certain systems have a requirement of secrecy and/or at least some level of strategic ambiguity. So players need to be conscientious of that fact when they're intending to both stream and play Ashes of Creation. Those are things that we cannot solve because intrigue is an intrinsic part of the game.[22] – Steven Sharif
- Open-world skirmishes may lead into sieges or other battles.[1][7]
- Our castle system, our sieges against nodes, the caravan system, battlegrounds that exist, guild wars: We want there to be a meaning to this conflict. We want players to actually have some skin in the game when it comes to participating in PvP.[23] – Steven Sharif
Sieges
Node sieges
Node sieges enable players to destroy nodes starting at Village (stage 3).[26] This paves the way for new development and access to the locked content in surrounding nodes. Due to this dynamic, political strife and intrigue play an important role in the structure of the world.[27][28][29][30][31]
- Sieging nodes will not be an easy task for the attackers. Cities and metropolises will have a considerable defensive advantage.[31]
- There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[32]
- If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![23] – Steven Sharif
- The majority (~80%) of content in Ashes of Creation is open-world but there may be instanced battles within castle and node sieges where specific groups can participate in small, short-duration objective-based battles for specific waypoints.[27][33][34][35][28][36][37][29]
- Node sieges will be released as part of Alpha-2 phase-2.[24][25]
- We will have our first iteration of node sieges available come December 20th. This is going to be obviously an event that can occur based off of players acquiring a siege scroll. It'll be in its functional form to begin with and then we will continue to iterate and expand on it as we move forward.[24] – Steven Sharif
Castle sieges
Guilds participate in Castle sieges in an effort to capture and occupy one of the five guild castles in Ashes of Creation.[40]
- The minimum goal is for 250x250 players to be on a single battlefield. It is hoped that this can be increased to 500x500 over time.[44][45][46][47][48]
- Q: Is 500x500 still the goal for castle sieges?
- A: Our metrics currently point to a very positive trend when it comes to how the networking backend is facilitating Alpha-2 right now. Given that in order to achieve the types of player versus player scaling that we want to, we are not a far cry off from facilitating those types of numbers. So, I would say that given time and given the ability to inspect the Alpha-2 performance and the data that we collect with Alpha-2 tester participation, we are going to achieve 500 versus 500.[44] – Steven Sharif
- There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[32]
- There may be instanced locations within otherwise open-world castle and node sieges, where specific groups can participate in small, short duration objective-based battles that will affect the overall outcome of the siege.[27][33][34][35][36][37]
- I love castle-based gameplay. I love trophies. I like rewarding risk a lot; and for me it's very difficult to imagine a MMO that I would want to play where there is not competition of strategic prowess that determines the outcome of these types of events and there is not a meaningful reward both mechanically and from just a bragging rights perspective that players can aim for and try to achieve. I think that it brings a lot to the game when it comes to motivations, to excel, to level, to gain power, to engage those different progression loops when there is an ultimate goal or trophy that is not static and doesn't exist forever once you achieve it, but that you must constantly perform in order to maintain; and that's really the purpose of these castles.[52] – Steven Sharif
A guild that captures a castle will own that castle for a month before it is sieged again.[53][54][55]
- Each week leading up to the siege week... is a week that's dedicated to one of the three castle dedicated nodes. So around the castle there are three nodes. They represent week, one, two, and three; and then the fourth week is the siege against the castle. Those can only be elevated up to stage three. We've discussed this in the past and there's definitely information out there on the community ran wiki.[54] – Steven Sharif
- In the first three weeks that a guild occupies a castle they will need to level up each of their castle nodes to Village stage through questing.[54][55]
- The fourth week is declaration week, where other guilds have the opportunity to lay down their declaration flag or to sign up as a defender of the castle.[54][55]
- Depending on how well the guild defends their castle nodes results in better defenses for the castle.[55][56]
- Different siege weaponry will grant the attackers the ability to destroy walls, doors and sections of the castle in order to gain access to the inner keep area.[57]
- When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[58]
- There will be benefits to attracting people... even if they're not in your guild or alliance – a feudal like system, where you can attract other players who are just independent of this whole politic. They will have things to do there - benefits to receive - and there will be a reciprocal relationship between who you can attract, what they do for you; and how that benefits you and them.[55] – Steven Sharif
Caravan PvP
Friendly defender | |
Friendly attacker | |
Enemy defender | |
Enemy attacker |
Caravans create an objective-based PvP event in the open-world that players can choose to attack, defend, or ignore via a UI window.[61][62][63][64]
- Only the caravan owner and those in the caravan's raid group will be able to see it on the world map.[65][66]
- You will only be able to see the caravan if you are a member of the caravan's raid or if you are the owner of the caravan on the map. If you are not one of those, then you will not see it on the map. If you come within proximity of the caravan you'll be prompted through an event UI to participate if you wish as a defender or an attacker.[65] – Steven Sharif
- Players that choose to attack or defend the caravan will be flagged as combatants.[67]
- The UI notification will include the caravan owner's name and guild.[68]
- The proximity that the UI window appears is determined by the player's performance as either a defender or an attacker in previous raids.[62]
- Once registered as a defender, a player can't switch to attack the caravan.[69]
- The proximity radius for notification of nearby caravan events can be increased or decreased based on the caravan's components or a player's progression in the highwayman system.[70]
- At a certain proximity to the caravan, any player will receive the event notification to participate either as an attacker or as a defender. That proximity radius can be augmented either through players advancement within the Highwaymen system, which is for defenders or attackers you can increase the radius, but also the components can increase and or decrease the radius of that event notification as well.[70] – Steven Sharif
- There will be visual hints relating to the cargo being transported on caravans, but players will not be able to see the exact contents of the caravan.[71][72][73] Cargo is represented in this way even if a cosmetic caravan skin has been applied to the caravan.[72][73]
- Players can be registered participants in a caravan event involving multiple caravans.[74][69] It is not possible for a player to participate in more than one caravan event at a time.[75]
- As a player you can participate in events that have as many caravans collocated as you want. So if you have 20 Caravans that you're trying to move all in a single caravan raid with all of your players you can join all 20 of those caravans into the same caravan defense group; and that is that is the intent of the system. The same is true for the attackers. The attackers can join against all of those caravans.[74] – Steven Sharif
- Caravan components can be individually destroyed by directional attacks against the caravan. All components are destroyed if the caravan is destroyed.[76]
- Some defensive abilities may be effective against blocking projectiles from hitting caravans.[77]
- Basic attacks will not slow caravans, but certain slowing abilities may be able to do so.[78]
- As it stands currently it would be difficult for players to be able to block the caravan. Now that's not to say that certain types of effects cannot be applied to the caravan through ability use, such as slowing effects, or pause effects, stun effects, against the caravan itself, not the rider. But right now we do have a collision priority system which means that vehicles move players and mounts. Mounts and players cannot stop vehicles from moving the vehicle. Its collision has priority; and then ships have the ultimate priority. Nothing can move ships or block ships.[78] – Steven Sharif
- If a caravan's driver is killed or otherwise removed from the caravan then any player will be able to drive the caravan for a period of 15 to 20 minutes before the caravan despawns and becomes a wreckage.[80] A caravan will persist in the world for a period of 5 to 10 minutes from the time its owner logs out or is disconnected from the server realm.[81]
- There is no limit to the number of times caravans can be commandeered or the number of times caravans get destroyed and replaced.[82]
- Q: Will there be a limit on the number of times a caravan can change hands if successfully taken over during a journey from one node to another?
- A: No. There is no limit a caravan can be destroyed. That caravan can be destroyed. The Caravan thereafter could be destroyed. The driver of the Caravan can be killed and commandeered; and done as many times as is permitted through the situation. That is player driven.[82] – Steven Sharif
Caravan PvP incentives and risks
There will be incentives and risks for both caravan attackers and defenders.[6][85] These will be tested and refined during the alpha and beta testing phases.[86]
- There is a level of risk that comes with the attacker. We have progression paths that exist for bandits and that exists for defenders; and if you choose to opt into a caravan attack- you sign up for that attack and you fail that attack- it is detrimental to your path of progression down the bandit area. That's one thing: Two is of course you have gear decay. You have degradation that can be suffered if you die. That is a cost. And then you also have a reputation; and if your reputation precedes you when you want to transit goods across the world; and you see somebody who's doing it and you want to participate as a defender or a participant, they might say hey screw you, you were just murdering my people last week and I saw that you're like on the top of the bandit list for killing caravans. So it has repercussions in the sense that it locks you out of certain player groups. It provides decay to your armor. It has deleterious effects on your progression, and the attacking- and the bandit progression of caravan attacks or defense.[6] – Steven Sharif
- A highwayman system tracks a player's performance in caravan PvP.[70][6][85][86]
- PvP seasons reward performance in the caravan system over the course of the season.[87][88]
- Death penalties (mostly) do not apply to objective-based events (such as caravans, guild wars, and node sieges).[6][85][89][90]
- Gear degradation applies on death during Caravan PvP.[6][85]
Ships moving into an open sea naval PvP zone (open waters/deep ocean areas) will automatically flag players as Combatants (purple).[91][92][5][15][16] Corrupted (red) players will remain red while in the open sea.[93][94][11]
- Another important change that has occurred is the open seas is now an automatic flagged location. So when you move off of land we have a flagging system that protects and the open seas are international waters where you need to be careful; and there is a lot of opportunity at Sea; and because there's a lot of opportunity that's unique to that content- that's unique to that sea: that's treasure finding; that's NPCs; that's a lot of different stuff there needs to be risk associated with opportunity.[15] – Steven Sharif
- Players entering an open seas area will be notified by the UI ahead of time.[95]
- Death penalties for corrupt players apply to every zone in the game, including naval PvP zones.[93]
- Non-corrupt players will suffer reduced death penalties in naval PvP zones.[93]
- If you are not corrupt and you enter the open seas you will be taking a mitigated form of the death penalties, which means you will have a debuff applied upon death and in addition you will still suffer the gear degradation or gear decay upon death as well. But you will essentially be either significantly reduced in the experience debt accrued through death in the open seas if you're not corrupt, or there won't be experience debt accrued in the open sees if you are not corrupt.[93] – Steven Sharif
- Open sea zones have better resources in more abundance to compensate for the added level of risk.[91][96]
- We have a very intuitive UI that as you approach the border between open sea and coastal area you are notified of that. You are warned ahead of time. There's a countdown when approaching. We interpolate the distance travel and speed you're moving and you get to see "I'm entering open waters"; and when you do you have this big trophy call out on screen that says "You have entered the open sea. Territory fraught."[95] – Steven Sharif
- Lawless zones will be present in Alpha-2 until open-sea content is implemented.[91][97]
Operators of a ship's weapons platform can initiate naval PvP against another ship in the following cases.[16]
- The result of events (such as guild wars or node wars) between the parties.[16]
- As the result of open-world PvP, utilizing the flagging and corruption system.[16]
Guild wars
Guild wars are objective-based PvP events between guilds.[98][99] Guild war mechanics are work-in-progress and subject to change.[100]
- Q: How do you plan on keeping wars fresh long term? Typically in other games wars become one dimensional in terms of strategy. Will intrepid be looking at map changes every few years, or will you give guilds / node mayors the ability to customize the layout or objectives of the battlefield?
- A: Our guild wars have objective-based gameplay that spawn in the world based on several different factors and predicates that might exist. Some of those predicates might be where is your guild a patron guild of? Does your guild have a guild hall? What node is your guild leader and/or officers a citizen of? What was your last completed raid boss? All of those can serve as predicates to then spawn a certain objective within the world that players have to either engage with in a number of different manners. Either they can be kill objectives, they can be control objectives, they can be capture and move objectives. They could be a caravan caravan summons that need to take supplies from those objectives. The idea is to incorporate all of these other ancillary systems that exist within the game in some way shape or form- tie it into the guild war, because we've created those systems for a reason. We want players to engage with those systems, so why not hook those systems into the guild war format? And I think that that creates a very dynamic setting where it is not just about killing and logging out, but rather strategy in both your resource placement, how you respond, and when you respond, the composition of your raid/group teams. Those types of things play a role now in the outcome of those guild wars and I think they keep it fresh because it'll be different per war.[98] – Steven Sharif
- Guild wars are intended to be released in Alpha-2 phase 1.[101][102]
Node wars
Friendly node | |
Enemy node | |
Node war objective | |
Controlled POI |
Mayors may declare war on another node and rally citizens to the cause.[107][17][18]
- Different node war types can be declared by the Mayor.[108][109]
- It costs resources to declare a node war. These are able to be gathered through special mayoral commissions relating to war preparations.[107] Additionally, Mayors may only declare war on nodes with sufficiently low Node-to-node reputation scores. This requirement may be disabled or reduced for Alpha-2 testing. Accordingly the frequency of node wars in Alpha-2 will likely be higher than in the final game.[110][111]
- We don't want mayors running around in Ashes of Creation just perma flagging the whole world into a state of PvP, well it's going to cost you some resources to do that.[107] – Chris Justo
- Node wars can be declared at any time, but node war events will only spawn during server prime-time.[112][113]
- Node wars are structured into phases, and each phase consists of events. Winning phases and events offer long-term and short-term rewards.[117]
- A war contains phases and phases contain events. So, there are conditions to win a phase and then there are conditions to win a war. Winning a phase gets you some amount of in-the-moment rewards and some more long-term rewards. Winning events gets you some amount of in-the-moment rewards and long-term rewards. And then the war is the massive objective that you're competing to towards.[117] – Chris Justo
- Node wars affect reputation between the warring nodes.[118][119]
- We have conditions that you can set between nodes with regards to either nodes being friendly with each other and acting trade alliances, or they can declare war on nodes similar to how guild wars may function in different games, where those citizens become hostile to each other based on the player government that's elected in the particular node. So those systems all cater to allowing a conflict that's meaningful and that also provides a non-imbalanced relationship between stronger guilds and not as strong guilds.[120] – Steven Sharif
- Q: Are there any plans to have upkeep cost to war in addition to the initiation costs? It would be incredibly compelling to know that crafters and gatherers would have to work double time to ensure that the war can go on, or even stop supporting the war if they find it unnecessary.
- A: Not necessarily within the war context, however I think the crux of that question is, how do we include material resource requirements, active artisanship, engagement, all of these other gameplay systems: How are they interconnected with a political event like war? And the way we achieve that is obviously there are things that can enhance your war preparedness or your war efficacy through the use of unique weapons during war. Unique upgrades to your guards by supplying resources to the barracks so that you have stronger guards at your headquarters, or weapons and shields and armors that can be utilized through the barracks system. In addition, vehicle support for sieges. There's a lot of different ways where crafting and artisanship plays a role as enhancing, not necessarily maintaining, a particular war or feature.[121] – Steven Sharif
- Killing the Mayor and other special positions within the opposing node, such as heads of religious or social organizations, will accrue more victory points during the war. These positions may also have powerful abilities that can be used during war and sieges, such as Mayoral skills.[122]
- Q: Will there be a scoreboard detailing the most active participants achievements during the node war. Things like: players KDA, damage, healing done, objectives, etc.
- A: You'll be able to see yours for sure and you may be able to see others if they opt-in.[123] – Steven Sharif
- Social organizations quests will either be cooperative or adversarial based on the war status of their parent nodes.[116]
Visuals
2024-02-02 2021-05-29 2021-05-29 2021-05-29 2020-03-28
See also
References
- ↑ 1.0 1.1 Types of Events on Verra.
- ↑ 2.0 2.1 2.2 2.3 2.4 Interview, November 10, 2024 (1:38:02).
- ↑ 3.0 3.1 3.2 Video, September 29, 2023 (2:59).
- ↑ 4.0 4.1 4.2 4.3 Livestream, February 24, 2023 (1:29:45).
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 5.8 5.9 Livestream, October 28, 2022 (24:28).
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5 6.6 6.7 Livestream, June 30, 2022 (1:14:52).
- ↑ 7.0 7.1 7.2 Livestream, April 29, 2022 (41:27).
- ↑ 8.0 8.1 8.2 8.3 Livestream, May 5, 2017 (14:26).
- ↑ Livestream, May 19, 2017 (45:14).
- ↑ MMOGames interview, January 2017
- ↑ 11.0 11.1
- ↑ 12.0 12.1 Podcast, April 11, 2021 (49:40).
- ↑ 13.0 13.1 13.2 13.3
- ↑ Livestream, November 17, 2017 (45:19).
- ↑ 15.0 15.1 15.2 Livestream, August 26, 2022 (1:00:14).
- ↑ 16.0 16.1 16.2 16.3 16.4 Livestream, April 30, 2021 (1:06:41).
- ↑ 17.0 17.1 Livestream, April 29, 2022 (27:42).
- ↑ 18.0 18.1 City hall.
- ↑ Podcast, October 12, 2024 (33:12).
- ↑ Video, May 31, 2024 (1:02:06).
- ↑ 21.0 21.1 Twitch Bustin - PvP Spectating.
- ↑ 22.0 22.1 Livestream, October 31, 2023 (1:14:00).
- ↑ 23.0 23.1 Video, April 30, 2017 (5:31).
- ↑ 24.0 24.1 24.2 Livestream, November 27, 2024 (19:51).
- ↑ 25.0 25.1 2024-11-27 - Development Update with Alpha Two Giants and Demons.
- ↑ 26.0 26.1 Blog - Know Your Nodes - Advance and Destroy.
- ↑ 27.0 27.1 27.2 Interview, November 10, 2024 (13:47).
- ↑ 28.0 28.1 Livestream, April 28, 2023 (1:28:14).
- ↑ 29.0 29.1 Interview, June 13, 2021 (36:38).
- ↑ Interview, May 11, 2018 (44:20).
- ↑ 31.0 31.1 A reactive world - Nodes.
- ↑ 32.0 32.1 Twitch Bustin - Practice Sieges?
- ↑ 33.0 33.1 Livestream, July 3, 2024 (1:59:34).
- ↑ 34.0 34.1
- ↑ 35.0 35.1 Podcast, May 10, 2024 (46:50).
- ↑ 36.0 36.1 Livestream, March 31, 2023 (1:00:16).
- ↑ 37.0 37.1 Livestream, January 28, 2022 (17:50).
- ↑ Video, May 28, 2021 (25:44).
- ↑ About Ashes of Creation.
- ↑ 40.0 40.1
- ↑ Livestream, July 29, 2022 (1:12:14).
- ↑ Interview, July 29, 2020 (31:05).
- ↑ Interview, July 18, 2020 (13:13).
- ↑ 44.0 44.1 Interview, October 16, 2024 (10:18).
- ↑ Livestream, September 24, 2021 (52:48).
- ↑ Interview, July 8, 2021 (57:19).
- ↑ Interview, July 19, 2020 (44:28).
- ↑
- ↑
- ↑ Livestream, April 30, 2021 (41:18).
- ↑ Blog: Creative Director's Letter, April 14 2021
- ↑ Interview, September 10, 2023 (25:14).
- ↑ Livestream, July 31, 2024 (2:40:49).
- ↑ 54.0 54.1 54.2 54.3 Livestream, August 28, 2020 (1:43:03).
- ↑ 55.0 55.1 55.2 55.3 55.4 55.5 Podcast, April 23, 2018 (21:55).
- ↑ 56.0 56.1 Livestream, August 23, 2017 (23:00).
- ↑ Podcast, April 23, 2018 (15:14).
- ↑
- ↑ Video, January 31, 2024 (5:22).
- ↑ Video, January 31, 2024 (2:19).
- ↑ 61.0 61.1 Video, January 31, 2024 (9:17).
- ↑ 62.0 62.1 Interview, March 27, 2020 (16:19).
- ↑
- ↑ Livestream, May 22, 2017 (40:40).
- ↑ 65.0 65.1 Livestream, January 31, 2024 (1:10:03).
- ↑ Video, January 31, 2024 (10:15).
- ↑
- ↑ Livestream, October 31, 2023 (1:32:54).
- ↑ 69.0 69.1 Video, October 31, 2023 (37:16).
- ↑ 70.0 70.1 70.2 70.3 Livestream, October 31, 2023 (1:11:26).
- ↑ Livestream, January 31, 2024 (1:15:05).
- ↑ 72.0 72.1 Video, October 31, 2023 (29:36).
- ↑ 73.0 73.1 Livestream, January 29, 2021 (1:25:14).
- ↑ 74.0 74.1 Livestream, October 31, 2023 (1:32:04).
- ↑ Livestream, October 28, 2022 (1:36:10).
- ↑ Livestream, October 31, 2023 (1:08:22).
- ↑ Livestream, October 31, 2023 (1:33:48).
- ↑ 78.0 78.1 78.2 Livestream, October 31, 2023 (1:30:52).
- ↑ Livestream, April 28, 2023 (1:21:29).
- ↑ Livestream, October 31, 2023 (1:27:50).
- ↑ Livestream, July 25, 2020 (55:32).
- ↑ 82.0 82.1 Livestream, February 29, 2024 (1:27:36).
- ↑ Livestream, May 15, 2017 (45:20).
- ↑ Livestream, May 22, 2017 (40:41).
- ↑ 85.0 85.1 85.2 85.3 85.4 Livestream, August 27, 2021 (1:22:56).
- ↑ 86.0 86.1 86.2 86.3 Livestream, February 26, 2021 (1:16:21).
- ↑ Livestream, September 24, 2021 (1:22:46).
- ↑ Interview, July 18, 2020 (16:34).
- ↑ Livestream, December 22, 2020 (1:13:51).
- ↑
- ↑ 91.0 91.1 91.2 Interview, November 10, 2024 (1:49:26).
- ↑ Interview, November 10, 2024 (1:46:01).
- ↑ 93.0 93.1 93.2 93.3 Interview, July 9, 2023 (36:56).
- ↑ 95.0 95.1 Livestream, August 26, 2022 (1:03:43).
- ↑ Livestream, October 28, 2022 (1:41:55).
- ↑
- ↑ 98.0 98.1 Interview, September 10, 2023 (18:10).
- ↑ Podcast, August 4, 2018 (1:54:15).
- ↑ Interview, October 16, 2024 (44:49).
- ↑ Livestream, August 16, 2024 (55:12).
- ↑ Livestream, March 31, 2023 (1:24:21).
- ↑ Livestream, May 15, 2017 (17:20).
- ↑ Video, May 31, 2024 (57:56).
- ↑ Video, May 31, 2024 (53:55).
- ↑ Video, May 31, 2024 (50:16).
- ↑ 107.0 107.1 107.2 Video, May 31, 2024 (4:24).
- ↑ Video, May 31, 2024 (21:14).
- ↑ 109.0 109.1 Video, May 31, 2024 (17:03).
- ↑ Livestream, May 31, 2024 (2:19:06).
- ↑ Livestream, May 31, 2024 (1:40:25).
- ↑ 112.0 112.1 Livestream, May 31, 2024 (1:48:21).
- ↑ 113.0 113.1
- ↑ Livestream, May 31, 2024 (2:10:48).
- ↑ Livestream, May 31, 2024 (1:52:02).
- ↑ 116.0 116.1 Interview, July 19, 2020 (24:34).
- ↑ 117.0 117.1 Video, May 31, 2024 (1:04:30).
- ↑ Blog: Development Update with Village Node.
- ↑ Livestream, August 31, 2023 (44:21).
- ↑ Video, April 5, 2018 (41:48).
- ↑ Livestream, May 31, 2024 (1:44:55).
- ↑ Livestream, May 31, 2024 (1:50:04).
- ↑ Livestream, May 31, 2024 (2:12:38).