Servers

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Servers (also referred to as Server realms) in Ashes of Creation are located in various IRL regions of the world.[1][2][3]

  • The game world will be the same on each server realm, but Nodes will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[4][5][6][7]
To answer your question about "what stops all servers from from progressing the same nodes," the answer to that question is "other players." Certain content is locked behind different nodes that develop. If we assume that at some point all of the information regarding node progression is available, not all players on a server may agree on what content they want access to, or that they want other players to have access to. Even if a certain perks from node progression are considered "best value" to players trying to solve a node meta, that doesn't mean all players on a server benefit from that in the same way. Because of this, some players make act against your best interests, because it isn't their best interest. Nodes define (and redefine) the world around you, influence points of interest, world quest lines, story arcs, drop tables, resource pools, and even spawn tables for NPCs and bosses. The cycle of nodes leveling and triggering events is something we expect to see play out in a variety of different ways, across different servers, based on how players choose to play Ashes of Creation.[5]Ry Schueller
  • Servers are named after Gods and champions of the great battles that led up to the fall of Verra.[8][9]
    • Server selection will show the region where the server is located and/or the ping to that server.[1]
With regards to live launch when the server's go live, you'll be selecting a server to play on; and that will be your character's home; and that server you'll be aware of where that server is located usually by either a ping or a region that's notated on next to the server.[1]Steven Sharif

Alpha-2 servers

Over this last week we have been testing a new network configuration that doubles our realm population capacity with improved performance. Things may be chugging a little in Samias Hope and Lionhold, but once you leave those areas things will get better performance wise. We want to leave queues as low as possible, so we will be allowing the starting areas of Samias Hope and Lionhold to reach close to 1k each in player density on those server workers.. It wont look pretty but it will still allow you to interact with NPCs and make your way out of the area. Try not to linger or log out in the starting zone xD.[22]Steven Sharif

Persistent alpha

The intention of Alpha-2 is to be as persistent as possible, but there may be necessary wipes during testing.[29][30][31][32][33][19][20][34] There will be downtime for upgrades and patches.[32][33][35]

I do want to be clear that our goal is to not have server wipes in Alpha-2. We want to have persistence. That is the point of the persistence. We may have times where we come down for updates and things like that, but the goal is to not wipe if we don't have to.[32]Margaret Krohn
We were trying not to wipe during phase one. I think we're going to be good on that front. We saw some database issues over this weekend that was probably affecting anywhere from one to two percent of users, so we didn't feel it was necessary to try to correct that at this stage, given the level of frequency. When it comes to wiping, our intent is for December 20th to be a full wipe day.[29]Steven Sharif
Q: Will Alpha-2 run alongside with Beta-1 and Beta-2?
A: That's correct. So, when Alpha-2 ends, Beta-1 will start; and then you'll see that those realms will change to be more of a test realm that you can see content that's coming up the line. We may even ask people to join that to test things before it goes to the Beta.[39]Steven Sharif
Q: Is Alpha-2 access going to result in PTR access?
A: Alpha 2 is still intended to morph into the PTR. And if you have Alpha 2 access, for any of the phases, you will have access to all subsequent Alpha-2 testing phages, which includes when it becomes the PTR.[17]Steven Sharif

Regions

Ashes of Creation will launch in the following regions:[1][2][3]

At this stage we do not have numbers on how many different servers will exist for different regions. We've said in the past 8-10,000 concurrent users per server is what we'd like to aim for. Obviously, the number of servers that exist in a region are going to be dependent on the population that's playing.[47]Steven Sharif
  • Other server regions will be considered based on interest.[41][3]
    • South America is under consideration due to traffic from that region.[48]
Once we get closer to launch we'll update this information, which may include additional regions.[41]
  • Certain regions will have "harmonized" subscription prices that better reflect their local economies. These regions will be segregated from other regions.[49]
    • Players will be able to make characters on any server they wish. There will be no region locking (outside of harmonized regions).[50]
Folks have always been able to make characters on any server they wish. We are not region locking anyone.[50]Margaret Krohn

Localization

Ashes of Creation is aiming to be available in the following languages: English, French, German, Russian, Italian, Polish, Spanish, and Portuguese.[51][52][53][54]

  • Previously it was stated that English, French, German, and Russian will be supported then Italian, Polish and Spanish be added later.[52][55]
  • Other languages are being considered based on interest.[51][53][54]
  • User interface localization tools are available in the chat window.[56]
  • The AI voiceover solution is expected to be able to adapt to localization into multiple languages.[57]
The current plan is for Ashes of Creation to be available in the following languages: English, French, German, Russian, Italian, Polish, Spanish, and Portuguese. Although this may not be the final list of languages we support, we are still looking at which other languages into which the game may be translated.[51]
info-orange.png
Some of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Servers won't be language locked.[53]

  • There may be separate servers in the EU region based on language type.[52]

Server meshing

Server meshing illustration.[12]

In the image to right, you can see the Riverlands. Each cell in the grid is a game server. All the game servers combined are on one realm.[12]Hunter Ovadia

Server meshing breaks up geographical parts of a single server realm into multiple game servers (also called server workers). This greatly improves performance and stability, while also facilitating large-scale open-world battles such as Sieges and Wars.[58][59][12][13][14]

Instead of a realm being a singular server, it is now made up of MANY game servers. With server meshing, we no longer need to worry about simulating and replicating an entire world on one game-server, therefore shrinking the problem area.[12]Hunter Ovadia
  • Game servers that crash are able to be replaced automatically, allowing players who were connected to that server to relog without affecting players connected to other game servers on that server realm.[59]
Q: When talking about hot fixing faulty servers, having a system that detects and replaces them automatically is that possible?
A: Yes. So that automatically happens whenever a server crashes, a new one takes its place and players get to relog in within a few seconds of that. This can happen at any time and it doesn't affect the broader server realm.[59]Steven Sharif

Server population

Population limits will be enforced on each server realm.[63][64]

That district grid right now is relative to the starting temple and that starting area just outside of it; and then Lion Hold is on a completely separate worker. So, even if players move out of the starting temple and into Lion Hold, they're now on a separate worker, but it still contributes to informing the queue and how people get trickled in. Because again, we take into account all the worker's populations, and we even weight the relevancy of that worker population based on proximity to the starting worker.[75]Steven Sharif
  • The developers intend to carefully manage realm populations via the use of character creation throttles to avoid the need to merge servers.[77][71][78]
We heat map player movement and progression through the world. A lot of player progression stays relatively sticky to the center of the Riverlands; and we know that that's in-part because a lot of the initial content is more dense in those locations; and the leveling experience and time to level keeps those locations more relevant. So. part of what we've been doing on the world design side of things over the last few weeks has been to introduce safe corridors, or safe paths, that lead out to the node locations to better alleviate the network constraints that exist within the density of the central's Riverlands, so that we can ferry, players out of that zone a little bit quicker.[79]Steven Sharif
  • The developers may occasionally release stats relating to realm populations and archetype/class makeup, but there isn't going to be an official page that surfaces this information.[10]
Q: What is your plan and what systems are in place to avoid the first few months of server queues and congestion; and when players drop off, how do you plan on handling that when the time comes?
A: I think that obviously is a problem that every MMO launch suffers. That is the balance between your active users your expected peak concurrencies: where that fall-off begins and how you consolidate servers. You don't want to expand too much at the beginning to alleviate server queues and then end up with like 30% pop servers that you have to consolidate later. The same is going to be true for Alpha-2. So, we're going to be leveraging- obviously we know how many users we have available when it comes to Alpha-2 entrance and then as we allow additional people to purchase in with these new key sales that we'll be doing later, we're going to get an idea of what that is. Generally I would expect we're going to see 30 to 40% peak concurrencies when it comes to opening the servers, when it comes to prime-time, when it comes to events that happen. And, so when we talk about server queuing server congestion, we want to make sure that we have healthy Alpha-2 servers, so we're going to leverage server queuing as much as possible. That means that sometimes those server queues might get into the thousands during those peak times, during the servers spinning up, or during those prime times or events; and that's okay. It's not going to be the most fun for a lot of players to have to sit in a queue. Obviously, we've all done that before in MMOs that we played, but the alternative is that we have too many servers available, we don't have those queues during peak times; and then when it's not peak times those server populations dilapidate and that's not what we want to have obviously.[77]Steven Sharif

Managing population density

IntrepidNET is the custom networking back-end developed by Intrepid Studios that enables large scale open-world battles such as Sieges and Wars in Ashes of Creation.[12][13][81]

  • Server meshing breaks up geographical parts of a single server realm into multiple game servers to greatly improve performance and stability.[82][59][12][13][14]
    • Game servers that crash are able to be replaced automatically, allowing players who were connected to that server to relog without affecting players connected to other game servers on that server realm.[59]
The brilliance of this approach from the server architecture perspective is that work is delegated to the multiple servers: Each server has its own multi-threaded replicator.[59]Steven Sharif
Server meshing tech along with our dynamic gridding is now going to be capable of essentially reducing the scope of a particular server's authority and spinning up new servers to add to the grid to facilitate that high player density.[90]Steven Sharif
  • The IntrepidNET replication graph is custom code that optimizes network communication for each player based on what data is relevant to that player.[91][86]
Player density is a very important aspect of our custom network layer. Zach and his team have been doing an incredible job of creating a unique network layer that we utilize in Ashes of Creation to facilitate, not just the player density goals, but also the open-world and seamless travel across that world. There's a number of different strategies that we employ when architecting the network layer. Some of those things have to do with the significance of replicated data that the player is receiving as the density gets higher. We mitigate calls and reduce the significance distance- the net relevancy distance. We keep things specifically that need to be known for the player directionality, which direction they're facing. Those are the most pertinent data that we transfer- that we transmit to the player character. So there's a lot of different strategies. It's a relatively complex system but our goal is to satisfy hundreds of players available within a given area; and certain events, especially castle sieges, caravans are one of those types of events, and our architecture facilitates that.[86]Steven Sharif
We have our server gridding, which exists on a plane across the world. We need to separate that and have separate server grids for the Underrealm as well. And there's some additional tech development that's required on the networking side in order to facilitate that. You also notice that in the starting city, that there is a whole under section of the starting city that you can jump off of the wall. We blocked the ability to jump off of, but the intent there is that that would exist on a separate server worker as well, so as not to bog down the introductory locations so that we can funnel players back to those locations. And we're not doubling down on player density within these starting areas.[93]Steven Sharif

Population based scaling

Dynamic World populations and reward tables is those monster settings within the playable space changing based off of those world state predicates, so keeping in mind that that system being up and running is a very important part to feeling like the world is different.[95]Steven Sharif
  • Prices that NPCs sell items for will scale based on the economic activity on a server realm. Prices will rise to combat inflation and fall as a population diminishes.[96]
  • The node system allows the developers to scale the experience needed to level a node and the attrition that affects a node based on activity.[96]
Things that NPCs buy and sell scale based on the economic activity that exists on that server... As inflation rises, prices rise and everything ends up being equal, even though there might be a couple of extra zeros. So that can go up and it can also go down so as a population leaves, things become less expensive and players don't have to do as much to earn that. On the other side of things we look at the node system and the node system is set up in this really flexible way that allows us to scale the experience needed to level a node and the attrition that delevels a node to scale based on activity too. So it's just a matter of adjusting a couple of constants and that goes up and down and the server can watch it and change those on the fly as it needs to.[96]Jeffrey Bard

Server reservations

Server reservations allow guild members as well as unaffiliated players to reserve character slots on a server realm starting in the Beta testing stages of the game.[97]

This would likely be utilized more so by guilds than that would be solo or unaffiliated players; and I believe that the solo player they may have friends that they want to play with. That's fine, they can also still with those friends do the reservation system, but the player who is just joining the game fresh and doesn't have a community that they're part of, I don't think they really mind in that regard and will not utilize that system.[97]Steven Sharif

Name reservations

Name reservations were rewards for backing at the Pioneer level and higher and were previously available through the Voyager plus pre-order pack.[98][99][100]

  • Accounts will have name reservation tokens, that entitle its holder to reserve a name on a specific server realm when the reservation time comes. These will be able to be entered into a player's account page to secure a name for a specific realm following a wipe.[101][102]
It would be a field essentially that you fill out in the back end of your account page for the website that would preserve based on a realm basis. So you would select a realm. You would input your reservation token essentially; and then that space would be reserved after the wipe.[101]Steven Sharif

Server prime-time

Objective-based PvP events such as node sieges, castle sieges, guild wars, and node wars will occur within a prime-time window somewhere between 3PM and 9PM server realm time. This is subject to testing.[103][104][105]

  • Guild wars and node wars can be declared at any time, but the objectives will only spawn during the prime-time window.[106][107]
The key about the server prime time is that events cater to prime time. So, these inflection points where our expectation from a gameplay design is to allow or afford players an opportunity to participate in highly impactful events within the game: Those get delegated to prime time.[106]Steven Sharif

Server transfers

Server transfers, outside of server merges, will not be possible initially.[108][102]

  • The developers intend to assess the impact on housing and other systems closer to launch.[102]

Server instancing

There won't be server channels (sharding/layers) or phasing in Ashes of Creation.[65][60][61][62]

Server vs server

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Some of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

The arena system may support cross-server realm combat.[109]

  • There may be monthly competitions where the winning server and winning team receive beneficial buffs for the month.[110]

We definitely like cross-server play. I think it's cool because it is something that players get to participate in.[111]Steven Sharif

When you're talking about Arena play especially, one server might not be able to support that depending on what's going on with it, but across all the servers then we've got a really great pool for matchmaking.[111]Jeffrey Bard

Metrics

Ashes of Creation gathers tracking data to facilitate achievements, titles and other accolades on a server realm.[112]

Visibility of those types of things on the server help to promote a competitive atmosphere. If there is an attainable impression that you can work towards, so that others know your success, you have more drive to succeed.[112]Steven Sharif

Server firsts

Server-firsts within a server's story arc will be able to be captured and collected on memory fragments that players can collect in-game so they may relive their experiences.[11]

We're going to leverage tech that captures at the moment when something server-first is done in the story arc; and those will be recorded on these memory fragments that players can collect within the game through their experiences and relive potentially.[11]Steven Sharif

Leader boards

Players will be able to opt-in to track certain achievements on leaderboards, such as.[114]

Leaderboards may be seasonal.[115]

We have many dreams that we want to do with game-to-web and game-to-mobile in regards to showing stats and being making things shareable for you. We know how social media works; how sharing content with friends works. But those things will come in due time.[114]Margaret Krohn
info-orange.png
Some of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Server types

  • There won't be separate PvE and PvP servers but some servers may be more PvP focused than others.[117][118][119]

Headstart servers

The number of head start server realms is estimated to be three. This is subject to change.[121]

  • There will be an OCE headstart server.[122]

Server maintenance

Scheduled server downtime will occur on a weekly basis.[123]

Server rollbacks

Server rollbacks will only be carried out as a last-ditch effort. The preference would be to prevent or remedy any unforeseen issues directly.[124]

Server rollbacks are emergency scenarios. Are we open to taking emergency action if it's necessary? Yes, of course we're open to doing whatever is necessary to address unforeseen problems, but it should be a last a last-ditch option.[124]Steven Sharif

Server-wide announcements

Goblins attacking a Town (stage 4) node due to a triggered event.[125][126]

Enemies can only really grow stronger as the node grows, becoming outposts essentially for exiled or rivals of the existing order.[127]Steven Sharif

There will be local, regional, or global (server-wide) announcements/notifications of important events.[127][128]

Event notifications will utilize different methods depending on the stage (scope and level) of the event.[127]

  • Local events
    • Local events (such as caravan PvP)[132][133][134] may prompt players via the UI asking if they wish to participate or not.[127]
    • Other local events may offer audible or visual cues without any UI notifications.[127]
    • Local events that have not been addressed may start to expand regionally or even globally.[127]
One important thing to note about events in general is notifications are sent to the players. Players can opt into these events in a similar way that you would into a quest. You're going to be presented with a 'would you like to participate' but they might not always be that way. You might hear trees falling in the forest and that may be an audio cue to tell you something's happening over there. It's out of the ordinary. This is not normally an audio cue that I hear in this area and i'm gonna go investigate that thing. So it might not just be always that UI window represented with a 'participate or not' but I'm going to go investigate and in that sense it could be stage driven. So you might have the more local stage where it is just the visual or audio cues and you get to go participate in that stage; and then when it advances, or if you don't answer the problem in time, then it starts to expand regionally and then it might send out particular notifications to either citizens of the node from which it falls under its purview or even broader than that. It could be global driven events and then it could have things that are are visual cues that are really big like a giant blizzard that's affecting the zone, because the event hasn't been addressed; and that can affect the crop rotations or it can affect passages and roads and how caravans move. There's a lot that the predicate system informs to the event system and then the event system reacts to those types of predicates.[127]Steven Sharif
Whether it be like a siege or a triggered event against a city or like a unique dungeon opportunity... those types of things are going to involve notifications. Especially to the citizens of the city; where you'll be informed of an impending event. Basically it will give you time.[131]Steven Sharif
  • Regional or global events
    • Wider events may be broadcast regionally or even globally.[127][128]

Server history

info-orange.png
Some of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

The history of each server realm will be tracked and visible to players in a node's library.[138][139]

  • This design may have changed.[140]
We're gonna keep track of the history of the world so that we can tell people the story up to the current day. A player who's brand new, who's come in at the six-month mark can take a look at each server, what each server has done, how each server has tackled the storyline; and they can decide for themselves what community they want to join; what version of the world that they want to take part in.[139]Jeffrey Bard
  • Scribes may be able to collect and record information about the events of the world as they see it from their point of view.[141]

Server hosting

Ashes of Creation server realms are being hosted by Amazon Web Services (AWS).[142]

See also

References

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  116. Livestream, May 15, 2017 (44:10).
  117. Livestream, March 29, 2024 (2:27:46).
  118. Livestream, May 12, 2017 (24:52).
  119. MMORPG Interview, 2016-12-12.
  120. Livestream, May 10, 2017 (35:27).
  121. Interview, August 8, 2018 (25:53).
  122. head-start-oce-2018-8-8.png
  123. seasons.png
  124. 124.0 124.1 Livestream, June 30, 2022 (1:13:23).
  125. Types of Events on Verra.
  126. Livestream, April 29, 2022 (32:29).
  127. 127.0 127.1 127.2 127.3 127.4 127.5 127.6 127.7 127.8 Livestream, April 29, 2022 (42:31).
  128. 128.0 128.1 128.2 128.3 128.4 128.5 Livestream, May 4, 2018 (48:14).
  129. Livestream, April 29, 2022 (39:00).
  130. Livestream, June 25, 2021 (1:13:30).
  131. 131.0 131.1 131.2 131.3 Interview, August 17, 2018 (24:48).
  132. Interview, March 27, 2020 (16:19).
  133. caravan UI.png
  134. Livestream, May 22, 2017 (40:40).
  135. 135.0 135.1 135.2 135.3 Livestream, April 30, 2021 (1:01:10).
  136. 136.0 136.1 Livestream, October 30, 2020 (1:01:00).
  137. Kickstarter packages.
  138. Blog: Know Your Nodes - Scientific Node Type
  139. 139.0 139.1 Interview, April 20, 2018 (9:20).
  140. Livestream, September 29, 2023 (1:14:29).
  141. Livestream, May 26, 2017 (51:37).
  142. server-hosting.png
  143. microsoftservers.png
  144. google servers.jpg