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Difference between revisions of "Bosses"
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Revision as of 02:22, 3 June 2023
Bosses fall into the following types, with increasing levels of difficulty and loot tables, requiring greater numbers of players to kill.[4]
- Elites.[5]
- Hunting ground bosses.[5]
- Mini-bosses.[5]
- Dungeon bosses.[5][4]
- Raid bosses.[5][4]
- Regional/world bosses.[5][4]
- Generally in my experiences, when you have a fixed respawn time, you run into the potential situations where the powerhouses of the server can keep a particular boss on lockdown; and you don't want to create that type of a situation; and so one of the ways that we can help to alleviate that is by having windows of respawn times- and we've all experienced this in the MMOs that we've played. It's not necessarily known when exactly to coordinate with your large guild who needs to be online when; and this can give a little bit of a leg up on the competitive advantage front for other guilds that might be more smaller knit, or more niche to organize quickly in response to the time window of a respawn.[7] – Steven Sharif
- Certain bosses and creatures will have voice lines along with other audio cues.[8]
- Some bosses and encounters will feature specific original sound tracks composed by Bear McCreary.[9]
- Named mobs/bosses will usually have a unique character appearance.[5]
Open world
Ashes of Creation will be a seamless open-world experience.[12]
There will be an approximately 80/20 split between open world vs instanced encounters.[13][14][11][15][16]
- 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.[13][17][14]
- In situations where we want to contain a particular type of raid, we will utilize instancing; and that can protect certain engagements with certain bosses. But that's really more on the 20% of the scenarios will have instancing protection like that. Around 80% of the content is open-world, where competition is- healthy competition is an instigator for soft player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. So that's an intended part of the PvX design of Ashes. It's a core philosophical point. And just to be clear, that is not for everyone. We are not trying to make a product that appeals to every MMO gamer. That's impossible; and so we've been very upfront and forthright with what we are trying to accomplish and what our core pillars of philosophical design are.[14] – Steven Sharif
- Castle and node sieges may contain instanced locations where specific groups can participate in certain objective-based waypoints.[18]
- Dungeons and raids will maintain an open world feel while also capitalizing on the benefits of instanced mechanics.[19] Instancing is only going to happen in certain dungeons where the desire is to have greater narrative appeal.[14][20] Outside of these and arenas there will not be too much instancing anywhere else.[12]
- There will be some open dungeons that have bosses at the end of the dungeons. There will be some open dungeons that just have a multitude of dungeon bosses, not necessarily world raids or something; and there will be lots of different rooms and they'll be progressive in the sense that in the earlier parts of the dungeon they'll be lower level and then at the later parts of the dungeons deeper down they'll be higher level and more difficult; and that creates again I think an ecosystem of where players across a multitude of levels have an opportunity to coexist within certain areas of the world; and that's good from a social dynamic. It's good from a recruitment dynamic. It's good from just a liveliness and relevance of particular areas. So that you don't end up with these locations that once you pass a certain level like it's empty.[21] – Steven Sharif
- We're probably going to do instancing only in certain dungeons and in arenas. You probably won't see instancing too much anywhere else. What you see is gonna be what you get.[12] – Jeffrey Bard
The PvP flagging and corruption system is in place to safeguard against griefing without limiting opportunities for open conflict.[23][14][24]
- Healthy competition is seen as an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX design of Ashes of Creation.[23][14]
- This friction presents an opportunity to engage in the political aspects of the game, which is the lifeblood of what keeps players interested and invested in the game.[23][14][21]
- Q: When you reach the bosses in [open world] dungeons can you be jumped?
- A: For the most part if there are bosses at the end of dungeons, it is possible for you to get jumped.[21] – Steven Sharif
- Q: In an open world dungeon, what prevents others from just waiting until you're at the boss and then killing you and taking your boss's loot? What prevents mega guilds from just owning an area and preventing you from accessing or enjoying it?
- A: In a majority of cases, we do not want to prevent another group from engaging potentially in PvP. We disincentivize it by creating safeguards within the flagging system that make that decision very concerning for the people that might go corrupt; and if you're in the large enough group of numbers I doubt you're going to experience that unless there's some rivalry between guilds. In which case there's apparatuses like Guild Wars that are more opt-in. You can drop guild tag if you want. But anyways, the competitive nature of this environment is a PvX element.[14] – Steven Sharif
Raid bosses
- There will initially be between 12 to 15 raid bosses in the world.[4]
- Legendary equipment is only dropped by Legendary world bosses.[4]
- A single digit percentage of the population will be capable of defeating certain content.[27]
- There will be some in-depth raiding that has multiple stages that will be extremely difficult and... It would definitely be in the single digits of population that will be capable of defeating certain content... It doesn't mean that there won't be content available for the larger percentages as well... There should be a tiered level of content that players can constantly strive to accomplish. If there is no ladder of progression and everything is flat and all content can be experienced, then there is no drive to excel.[27] – Steven Sharif
List of raid bosses
This section contains potentially outdated information from Alpha-1 testing. |
- Brood Queen
- Elder Dragon of Flame
- Elder Dragon of the Tundra
- Elder Dragon of the Wood
- Negalith
- Tumok the Wretched
World/regional bosses
- World bosses will spawn at variable locations at variable times.[29][6][7]
- 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.[6] – Steven Sharif
- World and regional bosses will scale based on the types, locations, and progression of nodes.[31][4]
- World bosses will not scale to adapt to player levels.[31]
- Some world bosses will have stages of progression, such as defeating acolytes, then lieutenants, then generals, then the world boss itself.[27]
- At each stage there is increasing difficulty. This may be parsed out into different time periods and be behind a wall of development.[27]
- A single digit percentage of the population will be capable of defeating certain content.[27]
- There will be ancillary effects that happen as a result of downing certain world bosses.[32]
- This can positively impact the land management in that area.[33]
- 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.[17][34][14][35][36]
List of world/regional bosses
This section contains potentially outdated information from Alpha-1 testing. |
- Adolescent Dragon of the Wood
- Adolescent Flame Dragon
- Daughter of Depravity
- It Before Whom All Tremble
- It Who Rends The Sky
- It Who Sunders The Land
- Son of Tundra
- Sorrow's Hunger
- Tumok the Wretched
- Yuna
Dungeon bosses
List of dungeon bosses
This section contains potentially outdated information from Alpha-1 testing. |
Elites
Elites are a tier of mob or boss in Ashes of Creation.[5][30]
- Certain elite monsters that are not assigned any to any particular hunting ground will roam throughout the world.[30] Other mobs will have leashes that will cause the mob to reset if it moves too far from its point of origin.[39]
List of elites
PvE difficulty
The difficulty of PvE content, such as raids and dungeons will adapt based on the performance of the raid or group against previous bosses in that encounter.[42]
- Higher performance in earlier phases will increase the difficulty of subsequent phases of the encounter.[42]
- Certain AI behaviors might activate based on progress within an encounter.[41][43]
- Bosses and mobs will not auto-scale based on group size, but AI behaviors may dynamically adapt to the number and types of combatants in proximity to the encounter.[41][44]
- Both in Alpha-2 and when the game launches, there will be monsters whose technical level is above that of the cap; and the intent there is obviously again to provide some level of challenge that exceeds a comparable level challenge rating.{livestream|2023-11-30|1h53m50|V9F_AJl9ozY}} – Steven Sharif
- The higher the difficulty, the better the loot tables will be.[42]
- Q: How challenging will raid boss mechanics be given the given that players may need to simultaneously fight other players while also fighting the boss?
- A: It depends. The great thing about our encounter system is that it has a wide scalability from encounters that some might consider easy given their composition to encounters that some might consider impossible until they get their gear level to a certain stage. The level of interaction with other players is really predicated on the encounter itself. We may have some encounters that are in instances although the predominant portion of those will be in the open world, in which case they do have the potential being contested; and these encounters, especially the big ones that might land in contention, are giving some of the best-in-slot gear you can get in the game. So it's important that they are contested because it is a significant victory point; and one of our core pillars is risk versus reward: and the higher that risk the higher that reward should be. So those two things seem fitting and then in addition we do have the concept of winners and losers. Not everybody in Ashes of Creation is going to be a winner; and that sucks if you're not I guess, but there is opportunity for you to continue to excel and become one. But it gives much more meaning to an achievement when not everybody gets the achievement. That's our philosophy.[46] – Steven Sharif
- Q: So it's the sort of thing where it might be, we're going do a dungeon that's oops, all fire golems, so if everybody straps up with plate armor and fire resistance, you don't have to worry about the magic fire: you've got the fire resistance for. And when you start getting punched around, that's why everyone's come in with plate?
- A: The encounters design team presents a particular type of challenge rating- for those you're familiar with playing DnD or whatever, challenge rating gets informed by a few different vertical power levels, but then there's also the horizontal perspective: That is, what tools does your party have to address the challenge rating of the situation and some of the horizontal progression exists within how you kit your equipment slots. Some of those can be enhancements or stones, as you're discussing with fire resistance. Some of those are base stats that exist on a particular item, such as physical damage mitigation versus magical damage mitigation and what subtype of damage is incoming based on that. These are the ways that we emphasize that more rock-paper-scissors type of interaction with balance to where it's okay to have asymmetric imbalance if there are horizontal methods by which you achieve the challenge rating.[47] – Steven Sharif
Level scaling
Levels, stats, or skills will not be scaled to allow low level players to participate in encounters with higher level players or world bosses.[31][48][49]
- Q: Will world bosses scale when it comes to player levels and is it based on players or the zone itself leveling?
- A: They will not scale based on player level, no.[31] – Steven Sharif
Looting
Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[52][53][54]
- Group loot rules are defined on a per-rarity basis.[50]
- A majority of party members must vote to approve any changes to group loot allocation changes.[51]
- The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[55]
- There won't be auto-looting pets.[56]
- It will be possible to kick a player from a party prior to them acquiring loot.[57]
- 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.[57] – Steven Sharif
- Free-for-all.[54]
- Whoever is first to loot gets the loot.[52]
- 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.[54]
- With round-robin looting, party members take turns looting.[54]
- This is a traditional need before greed system based on dice rolls.[54]
- 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.[58]
- Bidding system.[54]
- Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[54]
Loot tables
- Mobs drop glint, Items, and crafting materials in preference to gold.[59][60]
- Glint is not bound to a specific region and can be also dropped by players on death as stolen glint, based on applicable death penalties.[61][62][63][64][59][65]
- The rarity of glint increases with the mob's level.[66]
- Loot tables are disabled for player controlled monsters.[67]
- There is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[68]
- Experience debt decreases the drop rate percentages from monsters.[69]
- Loot (loot tables) from world bosses or dungeon bosses has a small RNG chance of dropping gear (completed items).[70][71]
- There is a much higher chance that materials and unique recipes are dropped that can be used to craft items of equitable value.[70][72][73]
- Legendary equipment is only dropped by Legendary world bosses.[4]
- Loot tables will likely not be affected by weather conditions.[75] This was previously listed as a possible effect.[76]
- There won't be specific loot drops for artisans.[77] Previously it was stated that master gatherers may have the ability to "spoil" a boss' loot.[78]
- Q: Can only one gathering artisan harvest resources from a single boss, or can multiple different artisans harvest different parts from a boss for different resources? For example, a lumberjack gets a special wood from Tumock's tree weapon, while a herbalist gathers the flowers from that same tree.
- A: We don't have the concept of harvesting from bosses. NPCs follow a reward table format, where those reward tables are global. They're not unique to particular players. So, once the NPC is vanquished, you have access to the loot container that is its corpse; and it has a static value of either materials or items that get dropped; and whatever the party loot settings are that you might be a part of, or if you're a solo player you will be able to recover those things.[77]
Loot tagging
Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[79][53]
- The first party to obtain a tag (on a mob or boss) will gain an approximately 5-10% edge over competing parties in terms of the total damage done when determining looting rights.[79][53]
- These numbers will be balanced based on testing.[79]
- At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[79][53]
- We have a blended approach of damage done and a tag benefit. So if you tag the boss first, or you tag the loot- whatever the loot target is first- you're gonna get a benefit in the damage overall determination. So if you need to have 51% of damage done in order to qualify your raid, or the plurality of damage done if there's even three or four raids, then tagging first might give you a five or ten percent edge. We'll play with that number- balance it based on testing, but generally that's our approach in competing loot rights[79] – Steven Sharif
- Q: If looting rights are based on a blended tag and damage done system, will there be any mechanics in place to ensure roles like tanks and healers have an equal shot even when they haven't dealt as much damage?
- A: That's the reason for the blended approach. The reason that we're doing a hybrid system between tag and damage done is for the purposes of those classes who may not be as DPS oriented as other classes. The tag system- all classes are going to have a sprinkling of immediate effects- of instantaneous casts and they can use that to tag a target, and that'll give them a modifier on the looting rights: So plus 10 or plus 15 will balance that, but it'll give them plus 10 to 15 on overall damage done if they tag the target and then their damage will make up the remainder of that percentage completion. So if I do 50 damage to a target but someone else has the tag I'm not going to be able to claim that looting right. They'll have done the other 50 plus 10 or 15.[80] – Steven Sharif
Monster coins
Monster coins 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.[85][86][87]
- 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.[81]
Monster coin events are system spawned events.[86][88]
- They are structured in a way to prevent groups from gaming the system.[88]
- 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.[89]
- Server messages appear for players in the vicinity of these dynamic events.[90]
- 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.[82]
- 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.[82] – Steven Sharif
- Drop tables are disabled for player controlled monsters.[67]
- Monster coins only allow a character to participate in events on their own server.[91]
- NPC hate lists do not affect monster coin events.[82]
The Ancients are not going to be part of the monster coin system.[92]
- 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.[93] – Steven Sharif
Impact on nodes
Monster coin events (Bosses) cannot destroy or delevel nodes.[94] They can disable certain buildings, services and NPCs within a node.[95][90] Node sieges are the chief mechanic for destroying nodes.[94]
- Monster coin events do not occur before sieges.[96]
- Monster coin events do not occur during sieges.[97]
- Destruction of certain buildings during a monster coin event could have local, regional, or even global economic impacts.[98]
- For example, if the service building that got disabled was a blacksmith's building that housed a workbench, which was the only workbench in the region capable of crafting a t5 (or tier 5), or high-tier quality equipment, then of course that would have ramifications economically, as those pieces of equipment that are already readily available would raise in prices; and because there would be a issue within the supply chain of those items being introduced into the economy, you would potentially have some supply and demand changes economically and that could span regions: that could be global even.[98] – Steven Sharif
Visuals
2023-06-02 2023-06-01 2023-01-30 2022-10-31 2022-08-27 2022-07-02 2020-12-24 2020-11-09 2020-03-28
See also
References
- ↑ Livestream, March 28, 2020 (1:58:18).
- ↑ Livestream, November 8, 2020 (12:40).
- ↑ Livestream, November 8, 2020 (12:47).
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 Livestream, July 25, 2020 (46:08).
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 Livestream, January 27, 2023 (1:10:12).
- ↑ 6.0 6.1 6.2 Livestream, May 31, 2023 (41:16).
- ↑ 7.0 7.1 7.2 7.3 7.4 Livestream, March 31, 2023 (1:20:41).
- ↑ Livestream, May 31, 2023 (45:26).
- ↑ Interview, June 13, 2021 (11:15).
- ↑ Livestream, April 30, 2020 (1:05:34).
- ↑ 11.0 11.1 Interview, July 19, 2020 (11:04).
- ↑ 12.0 12.1 12.2 12.3 Livestream, May 22, 2017 (20:59).
- ↑ 13.0 13.1 Interview, September 10, 2023 (58:47).
- ↑ 14.0 14.1 14.2 14.3 14.4 14.5 14.6 14.7 14.8 Livestream, March 31, 2023 (1:00:16).
- ↑
- ↑ Livestream, March 28, 2020 (1:48:36).
- ↑ 17.0 17.1 Livestream, May 31, 2023 (45:47).
- ↑ Livestream, January 28, 2022 (17:50).
- ↑
- ↑ Podcast, September 29, 2021 (34:11).
- ↑ 21.0 21.1 21.2 Podcast, September 29, 2021 (35:17).
- ↑
- ↑ 23.0 23.1 23.2 Livestream, April 28, 2023 (2:06).
- ↑ Livestream, May 19, 2017 (24:17).
- ↑ Livestream, March 31, 2022 (1:10:43).
- ↑ Video, May 28, 2021 (5:40).
- ↑ 27.0 27.1 27.2 27.3 27.4 Podcast, August 4, 2018 (1:42:14).
- ↑ Video, May 31, 2020 (17:20).
- ↑ 29.0 29.1 29.2 Interview, September 10, 2023 (28:15).
- ↑ 30.0 30.1 30.2 Livestream, March 26, 2021 (54:26).
- ↑ 31.0 31.1 31.2 31.3 Livestream, May 31, 2023 (43:55).
- ↑ Livestream, November 19, 2021 (55:31).
- ↑ Livestream, May 31, 2023 (42:06).
- ↑ Livestream, April 7, 2023 (55:22).
- ↑ Livestream, October 28, 2022 (32:52).
- ↑ Livestream, June 1, 2017 (37:39).
- ↑ Livestream, May 22, 2017 (1:53:32).
- ↑ Video, January 27, 2023 (27:47).
- ↑ Livestream, May 27, 2022 (1:00:23).
- ↑ Newsletter - June 2023.
- ↑ 41.0 41.1 41.2 Livestream, January 27, 2023 (1:34:06).
- ↑ 42.0 42.1 42.2 Interview, July 19, 2020 (14:51).
- ↑ Interview, June 13, 2021 (22:20).
- ↑ Interview, July 19, 2020 (17:12).
- ↑ Livestream, November 30, 2023 (1:53:50).
- ↑ Livestream, May 27, 2022 (1:20:35).
- ↑ Interview, July 9, 2023 (1:40:41).
- ↑ Interview, June 13, 2021 (24:14).
- ↑ Video, April 5, 2018 (40:08).
- ↑ 50.0 50.1 50.2 50.3 50.4 50.5 50.6 Video, January 27, 2023 (16:44).
- ↑ 51.0 51.1 Video, January 27, 2023 (32:01).
- ↑ 52.0 52.1 Livestream, November 30, 2020 (1:01:40).
- ↑ 53.0 53.1 53.2 53.3 Livestream, July 25, 2020 (1:24:56).
- ↑ 54.00 54.01 54.02 54.03 54.04 54.05 54.06 54.07 54.08 54.09 54.10 54.11 Group dynamics blog.
- ↑ Livestream, January 27, 2023 (1:08:06).
- ↑ Livestream, April 29, 2022 (1:04:52).
- ↑ 57.0 57.1 Livestream, May 31, 2023 (1:07:45).
- ↑ Livestream, November 30, 2020 (1:12:03).
- ↑ 59.0 59.1 Interview, July 18, 2020 (27:11).
- ↑ Livestream, May 24, 2017 (44:14).
- ↑
- ↑ Interview, September 10, 2023 (53:47).
- ↑ Livestream, March 26, 2021 (1:07:33).
- ↑
- ↑ Podcast, May 5, 2017 (43:05).
- ↑
- ↑ 67.0 67.1 Livestream, May 3, 2017 (35:25).
- ↑ Interview, July 18, 2020 (1:00:15).
- ↑ Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- ↑ 70.0 70.1 Interview, July 19, 2020 (8:43).
- ↑ February 8, 2019 - Questions and Answers.
- ↑ Interview, July 20, 2020 (21:57).
- ↑ Livestream, 2018-04-8 (PM) (55:49).
- ↑ Livestream, December 22, 2020 (1:15:01).
- ↑ Livestream, May 27, 2022 (1:14:46).
- ↑ Video, May 27, 2022 (2:21).
- ↑ 77.0 77.1 Livestream, February 29, 2024 (1:22:09).
- ↑ Podcast, August 4, 2018 (1:44:54).
- ↑ 79.0 79.1 79.2 79.3 79.4 Livestream, March 31, 2022 (1:23:06).
- ↑ Livestream, June 30, 2022 (1:16:22).
- ↑ 81.0 81.1 Types of Events on Verra.
- ↑ 82.0 82.1 82.2 82.3 Livestream, July 29, 2022 (1:20:24).
- ↑ Video, May 25, 2017 (0:02).
- ↑ IGN: Ashes of Creation first look: An MMO that lets you be the boss.
- ↑ Livestream, June 30, 2023 (1:50:52).
- ↑ 86.0 86.1 Livestream, April 29, 2022 (39:00).
- ↑
- ↑ 88.0 88.1
- ↑ Livestream, May 26, 2017 (22:19).
- ↑ 90.0 90.1 Livestream, May 3, 2017 (36:25).
- ↑ Livestream, June 25, 2021 (1:36:05).
- ↑ Podcast, November 15, 2020 (47:12).
- ↑ Podcast, November 15, 2020 (51:22).
- ↑ 94.0 94.1 Livestream, May 24, 2017 (22:30).
- ↑
- ↑
- ↑
- ↑ 98.0 98.1 Livestream, April 29, 2022 (1:07:20).