Open-world PvP

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Open-world PvP in Ashes of Creation is subject to the player flagging and corruption systems.[1][2]

Q: In the open-world PvP system, will there be a "prevent attacking innocent" option that when turned on will prevent me from accidentally attacking a non-corrupted player?
A: The open-world flagging PvP system requires what we call the "Force function" in order to initiate an attack against another player, and by default that's even against players who are already flagged, though not against players who are corrupt; and they're in the settings. You will have options by which you can persist that force function if you wish through another keystroke input. And then additionally you can set your AoEs so that if you initiate an AoE attack against a location and there are flagged players there, you will either- you can set it so that you can automatically hit those flagged players, but by default it doesn't. So, those are options in your in your settings that you will have access to and be able to adjust.[9]Steven Sharif

Attivazione PvP del Giocatore

The open world Pvp flagging system is designed to deter people from griefing other players without limiting opportunities for open conflict.[6][7][10][11]

We do incentivize players to fight back, or to participate in PvP through the flagging system, but not to PK. Not to go corrupt.[10]Steven Sharif
  • Players can participate in open world PvP with one another without having to resort to murder.[12]
  • The penalties are intended to be severe enough to deter any type of spawn camping.[13]
  • Summons follow the same PvP flagging rules as players and share the player's flag status.[14][15]
  • Elementi are not provided to players until crafting or gathering interactions are complete. Players interrupted before completion will not lose these items or resources.[16]

pvp flagging diagram.png

There are three levels of flagging for world PvP in Ashes of Creation.[17]

  • Non-combatant (green)
    • All players start as non-combatants.[18]
    • Non-forced attacks, including AoE and status effects, will not hit non-combatant players.[19][20]
    • Green players killed by mobs (the mob deals the killing blow) do not flag attacking players as corrupt, but since the exact health of another player is not known (outside of the same party, raid, alliance, or guild), attackers run the risk of killing the player and becoming corrupt.[21]
    • Player abilities with CC effects do not apply to non-combatants. The target of a CC ability must be flagged in order to suffer the CC effects. This prevents players from opening attacks that stun non-combatant players during a pull for example.[22]
    • Non-combatants will not be flagged for looting bodies.[23]
    • Players will be able to opt-in (via a checkbox) to allow their beneficial spells, or non-beneficial AoEs to hit combatants.[9][24]
If you have that check-box for flagging with your AOEs and heals available then you will flag. If you do not have that box checked then on completion of the skill it will not flag you because the check was made at the start that there was a flagged party member; and then he will not he or she will not receive the beneficial effect as a result or the damage, if it's an offensive spell.[24]Steven Sharif
  • Combatant (purple)
    • Players are flagged as combatants if they attack another (non-corrupted) player when carrying out a forced attack. If the attacked player fights back, they are also flagged as combatants, otherwise the attacked player will remain flagged as a non-combatant.[9][25][18]
    • Non-combatants entering an open world battleground (PvP event) are automatically flagged as combatants and remain flagged for a period of time after leaving that battleground.[17]
    • Non-combatants who heal, buff, or otherwise interact with combatants or corrupted players will be flagged as combatants.[27][28][29][30]
    • Players can kill combatants without repercussions, and are encouraged to do so, since dying while a combatant has reduced death penalties.[18]
    • Players are not able to manually set their flagging status to combatant.[25]
    • Players remain flagged for a period of 90 seconds following their most recent attack on a non-combatant or another combatant.[31]
    • Players cannot log out while flagged as combatants.[32]
You're not going to see griefing in the game very often; and that's because our flagging system. The corruption mechanics are based around disincentivizing a griefer or PKer but still offering the opportunity, should the occasion arise, where the benefits outweigh the risk, you have the ability to do so. If you gain corruption, which is killing a non-combatant - a player who is not fighting back basically - if you gain that corruption, your world has changed. It is not going to be a very beneficial place to be and you have the potential of losing your gear. Your combat efficacy decreases based on the amount of corruption you accrue. It is a comfortable balance between player agency and grief and basically removing player agency for other players.[33]Steven Sharif
  • Corrupted (red)
    • If a combatant player, or their summon, kills a non-combatant player, including any of their controlled entities, such as their battle pet, mount, or summon, the player's character will be flagged as corrupted.[34][14][11]
      • Corruption gained for killing controlled entities is a lower value than killing the players.[34]
    • A character's PK value increases with each non-combatant player killed over the lifetime of that character.[1][22][35][36][17]
    • The wider the level disparity between the players, and the higher the attacker's PK value, the more corruption score they gain.[1][22][35][36][17]
    • A character's corruption score multiplies their death penalties and reveals a their location to bounty hunters.[11]
    • If a non-combatant attacks a corrupt player, the non-combatant will not flag as a combatant.[18]
    • Corrupted players may kill bounty hunters without acquiring additional corruption score.[37]
    • There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[27][32]
It's important to note that the idea is going to be that, unless a player is in your party, alliance, guild, or raid that you will not have definitive knowledge of their exact hit point values. So when you do something that's sketchy like that, where you want to bring them close to death and let a monster finish him off, you are taking the risk of overhitting and actually gaining the corruption.[21]Steven Sharif

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Corruzione del Giocatore

Corrupted player in the Alpha-1 preview.[40]

When you gain that corruption you have the potential of losing your completed items, your weapon, your armor, stuff that is very difficult to achieve; and then the other aspect of that is, that in order to deter basically players taking alternate characters and saying this is my PK alt, the more players you kill, the more corruption you gain, the higher your combat efficacy in PVP diminishes. If you're out there and you killed 20 players... you will not be able to perform in PVP any longer. You will need to take that character and go work off that corruption. The other aspect of corruption is that if you kill another player, who is a non-combatant and the level disparity between you and that player is great, you will gain a higher amount of corruption from that single kill. To the point where you should not be killing a level one character.[41]Steven Sharif

If a combatant (purple) character, or their summon, kills a non-combatant (green) character, or any of their controlled entities, in Open-world PvP, they will be flagged as corrupted (red).[34][14][11] Corruption gained for killing controlled entities is a lower value than killing players.[34] Player corruption has been referred to as a status condition.[42]

There is no incentive to go corrupt... There's zero incentive for a player to go red. It actually gives you negatives for doing that- very significant downsides.[10]Steven Sharif
It is my expectation that the system will perform very well in keeping risk alive, but significantly curtailing or deterring the ability for players to grief.[43]Steven Sharif
  • A player's corruption score (corruption value) increases with each non-combatant player killed.[1][35][36][17] Corruption score has a scaling impact on the efficacy of a character's skills in Pvp combat.[27][44] The higher the corruption score:
    The more corruption you gain, the less effective you become in PvP and there's going to be a certain period at which point you have gained enough corruption that you're going to be gearless and you're also going to have a massive reduction in your PvP efficacy.[45]Steven Sharif
    If you go on a murder spree and you have 10 pks under your belt then you might start feeling a significant dampening to your skill effects against other players. I don't want to give necessarily a number or curve for players to extrapolate prior to us having the ability to actually test these ideas and where those numbers are going to lie; but I would say what is the intent behind that dampening: The intent isn't to limit the fun of the player, the intent is to provide a give-and-take or a risk-versus-reward; and the risk of continuing down the road of accruing corruption is not only the loss of your gear and amplified death effects but also your ability to perform in that activity.[49]Steven Sharif
    • Corruption penalties occur as the corruption is gained.[50]
Reward without risk is meaningless... Corruption is just another word for risk.[51]Steven Sharif
Corruption value from PK'ing a non-combatant is based on level disparity along with the PKer's cumulative PK value.[35]Steven Sharif
You can't necessarily time perfectly the damage or understand even the health of the player. Unless you were in their party you cannot see an opponent's health as well, so that's another component that adds risk..[53]Steven Sharif
  • Corrupted players may kill bounty hunters without acquiring additional corruption score.[57][37]
    • Corrupted player's combat penalties do not apply when battling bounty hunters.[57]
  • There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[27][32]
Q: Will there be any large-scale consequences when many players in a group guild region religion etc become corrupted frequently or for an extended period of time?
A: There are not group dynamics or mechanics that revolve around mass murdering people in the world. The corruption system is intended to deter mass murdering, not to provide incentives by which players can go out and gain corruption.[60]Steven Sharif
Q: If my guild has no one corrupted and your guild is like always killing people and always corrupted, will your guild have repercussions because they're corrupted versus my guild?
A: No I don't think so either. And the reason why is we want to deter it, but we don't want to make the system meaningless; and if the deterrent becomes too heavy-handed then it's a system without a purpose. And I think that the intent behind the corruption is that like during a rise in passion and like anger and whatever you want to make this decision and do something and you'll suffer the repercussions later. But if those repercussions are just overwhelmingly bad and even anti-social in the sense that like your guild is like hey man you went corrupted and this gives us like corruption points on the guild, and like you're out of here, then people just aren't going to choose to use it; and then at which point might as well just take it out. So I think there's a healthy balance between the type of deterrent used.[61]Steven Sharif
info-orange.pngAlcune delle seguenti informazioni non sono state confermate di recente dagli sviluppatori e potrebbero non essere nell'attuale roadmap di sviluppo.
  • Corruption has a visible effect on a player’s appearance.[65]

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Campi di Caccia

You are on the prowl, and notice an unsuspecting player chopping trees. What would you do?[66]

Campi di Caccia are open-world Pvp corruption-enabled areas that encompass most of the map.[67]

One of the interesting components of Ashes of Creation and our flagging system is that it presents the potential for two conflicting parties to have open conflict in the open world over pretty much anything that they may want or disagree with; and if that pertains to a hunting ground, not just the caravan or the castles or the nodes or whatever, it can exist in that area.[70]Steven Sharif

Outside of PvP for certain things like caravans, sieges of nodes and/or castles is that you're going to have those open-world hunting ground fights that may occur. You're going to have resources fights that may occur. You're going to have political fights that may occur between members of guilds; and we're taking the guild politics to a whole new direction in regards to playing those conflicts out.[69]Steven Sharif

Our PvP mechanics follow a flagging system, as well as static PvP zones at certain points of interest; fight for control over cities, castles, caravans, or hunting grounds. Our PvP is designed to offer the players a well-balanced and fair world to shape through the pen, or sword should they choose.[71]

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Safe zones

Currently the plan is when you're on the footprint of a home, you can't be damaged by other players. Like all things that are a work in progress, this can change... which ties to your other question. Where specifically PvP can or can't happen isn't a core pillar. For example, when we said while on the footprint of your home building on a Freehold that you can't be harmed by other players, this doesn't change a core pillar of the game. Alpha Two will be significant moment for us to test, to get feedback, and iterate on things.[73]Ry Schueller
Q: Does 'home' also mean apartment or in-node house?
A: Home is the "home area" of player housing. Instanced apartments and inns are player housing.[72]Ry Schueller
info-orange.pngAlcune delle seguenti informazioni non sono state confermate di recente dagli sviluppatori e potrebbero non essere nell'attuale roadmap di sviluppo.
  • Players are not able to be attacked or robbed while occupying their player stall inside the limits of a node.[79]

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Player death

When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[81][82][83][46][84]

It might even be the case that their particular bag space doesn't have available location for a three-by-one log; and you're a lumberjack and they see you just chopping down these trees and you're like, there's no point in me engaging with this person, because I have nothing to gain due to my capacity.[87]Steven Sharif
  • There will be a period of time following a player's death before their mule despawns. Other players must kill that player's mule to be able to loot it.[88]
    • If the mule dies its corpse will contain the same percentage of lootable items according to the player's death penalties.[88][89]
  • Death by falling is possible.[92]
    • Fall damage that occurs while mounted will be first applied to the mount; and if the mount dies as a result, then the remaining damage may overflow onto the player, but this will be determined based on testing.[92]
  • Death by drowning is possible.[93][94]
    • Players that drown will respawn on shore.[93]

Death penalties

Player death in an open world dungeon in Alpha-1.[95]

We don't have deleveling, instead what we have is experience debt. Now the more experience debt you accrue, the greater the detriment to your character; not to the point where you can not get out of the debt. There will always be a way forward to remove your debt.[33]Steven Sharif

Death penalties (mostly) do not apply to objective-based PvP (also called sanctioned events).[106][107][108][109]

There will not be death penalties applied to event-based deaths. The penalties are in the outcome of the event. So your number of deaths is likely going to impact your ability to win that particular event and that's going to be the penalty. This is it to encourage players to opt in to the events right because the more participation we have the more fun it can be; and we understand that the community at large- there's already a risk versus reward component to these events. We don't need to stack on additional risk versus reward to inhibit kind of- to increase the barrier to entry for players who may not be as interested.[109]Steven Sharif

Non-corrupt players suffer reduced death penalties in naval PvP (open seas) zones.[52]

  • These penalties will be less than those for a green player.[111]
Q: We know that the normal death penalty incurs a myriad of penalties for the player, but we don't know the numbers behind this penalty. For instance, what percentage of materials do players drop? What percentage of glint is dropped? How severe is the skill and stat dampening? What is the average time it will take a player to work off XP debt from one death?
A: You're asking about percentile values. You're asking about time that it takes to recoup the percentage and whatnot. Any time that we're at a stage we're in now, and that in Alpha-2 we're going to be testing this, those values are the most subject to change. So to be clear, we're going to do [a] best-guess balance pass for Alpha-2 with the full expectation and understanding that the purpose is- and take into consideration player interaction with those numbers, and what feels best. So just off the bat, those values are not what we should be focusing on at this stage; but, to give you an idea where we are: First of all, when we're talking about dropping items that are in your material inventory, whether that be glint or that be other material types, we're talking roughly between anywhere from 20 to 30% of a stack is going to be lootable on a per-death basis. Now, that is a value that can change based off of the types of bags that you are using to carry those materials. In addition, there's other progression that can allow you, and some stats I believe, that can allow you to mitigate that value also. When we are talking about the percentage that's lost, or excuse me, not lost, the percentage of your level that is accrued as experience debt from death, generally you can expect that that's going to live around three to four percent of the level in accrued experience debt per death. However, additionally, there is a way to mitigate that percentage debt; and that is through the resurrection ability that's provided to Clerics. So, Clerics have the ability to resurrect their allies, and that resurrection will return a percentage that would have been accrued as experience debt. And that return percentage is predicated on the investment into the resability [sic], as well as the stat of the Cleric that is tied to the resurrection effect as well. So those can return percentages, so you can mitigate that to a degree. How long will it take you to recover that, and what stat dampening occurs? Anywhere within a level, if you acquire 100% experience debt for that level, you max out the experience debt, essentially, you don't ever buy that down, you're probably looking around a 20% stat efficacy dampener. So on average, if you're at 100% debt for a level, and you got to work all that off before you can start progressing at the level again, you're at around 20% overall stat dampening. Time it takes you to regain that debt is predicated on the level you're at and how you exp. So, that's a highly variable value.[96]Steven Sharif
info-orange.pngAlcune delle seguenti informazioni non sono state confermate di recente dagli sviluppatori e potrebbero non essere nell'attuale roadmap di sviluppo.

PvP background

Mentre Ashes of Creation si ispira a Lineage II (e altri giochi), ha anche preso in considerazione parecchi difetti nell'implementazione di quei giochi.[112][22][56][113] L'approccio verso il sistema di attivazione in Ashes of Creation è di disincentivare maggiornmente il griefing ma nel contempo mantenere il rischio rilevante nell'ambiente open-world.[112]

Innanzitutto, PvP in Ashes esiste sia tamite adesione ed eventi, sia con il nostro sistema di attivazione in Open World. E mentre è vero che mi è piaciuto e mi sono ispirato fortemente a Lineage 2, abbiamo innovato e adattato il nostro approccio al sistema di attivazione di Ashes per disincentivare il Griefing ma nel contempo mantenere il rischio rilevante nell'ambiente Open World. La stragrande maggioranza delle esperienze PvP in Ashes sarà tramite sistemi a consenso come carovane, assedi, guerre, il mare aperto ed altri eventi. I giocatori faranno una scelta se partecipare in quei sistemi o no. E se decideranno di partecipare ci saranno ricompense significative per vince.[112]Steven Sharif

In Open World, quando c'è competizione per le risorse, raid, dungeon e campi di caccia, il nostro sistema di attivazione introduce un elemento importante di rischio contro ricompensa. I giocatori devono tener conto di ciò che è attorno a loro e la reputazione degli altri giocatori che possono essere nelle vicinanze. Il sistema di attivazione è mirato a dare un elemento di rischio in qualsiasi situazione, ma anche strutturato per assicurare che il Griefing e il PK'ing non valgono quasi mai la pena.[112]Steven Sharif

  • L'incremento di Corruzione tiene in considerazione la disparità dei livelli tra l'assalitore e il giocatore che è stato ucciso. Più grande è la disparità e più grande è la corruzione attribuita.[22][35][36][44][17] All'ottenimento di corruzione delle penalità vengono applicate.[50]
  • Le abilità di Crowd Control non hanno effetto su giocatori non combattenti. Questo è per prevenire che i giocatori inizino l'ingaggio con attacchi che stordiscono giocatori non attivati per PvP.[22]

Duels

Duels may be initiated within a freehold or node.[115][116]

  • Dueling is a self-contained event that requires opt-in by all parties.[115]
    • There will be a way to auto-decline duel requests.[116]
  • Dueling is not considered a part of the flagging system.[115]

Duels won't be considered a part of the flagging system. The duels are going to be a self-contained event that gets opted into by the inviter and the participants.[115]Steven Sharif

Fazioni

Non ci sono fazioni predefinite in Ashes of Creation.[117]

Siccome il gioco è privo di fazioni, vogliamo dare agli utenti la possibilità di fare cose "malvagie" o "buone", quindi ci deve essere una pletora di scelte per la parte malvagia che loro possano prendere.[118]Steven Sharif

Affiliazioni

An affiliation tree determines how entities are flagged against other entities within its hierarchy.[42][119][120]

There's node citizenship. There's guild. There's alliance. There's party. There's raid. There's family. All of these types of affiliations have a hierarchy. The highest of which is your node affiliation: So your citizenship is your greatest superceding relationship, which means if you were a part of a guild and the guild has multiple nodes in which its members are citizens of, if there was a war between two of those nodes, the members of those nodes would be first and foremost citizens who defend that node, even against their own guild members.[119]Steven Sharif

All of these things have some hierarchy; and within that hierarchy there's the ability to participate within certain systems. So for example, if you have a node that has fallen under your vassal state and you're a citizen of the parent node, then you could participate in a siege against the vassal node but if you're a citizen of the vassal node you could not participate as an attacker against the parent node; so there's a hierarchy, unless you were to renounce your citizenship.[120]Steven Sharif

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Valutazione delle minacce

Hai deciso di gankare un giocatore, ma hai scoperto di esser stato tratto in una imboscata![121]

I giocatori avranno un buff nella loro targhetta che indica quale set d'equipaggiamento stanno indossando. Gli altri giocatori potranno vedere questo buff da lontano selezinando il giocatore.[122][123][124]

Puoi selezionare un giocatore. Potrai vedere che tipo di armatura possiedono basandoti sul buff che possiedono poichè le cosmetiche possono cambiare l'apparenza. Potresti avere delle silhouette differenti come risultato di ciò.[125]Steven Sharif
  • Il bordo indicherà il livello e la qualità del set.[122][123][126]
    • Questo indicherà anche se l'equipaggiamento è incantato, assieme agli effetti visivi associati agli oggetti incantati.[123][127][126]
  • Gli sviluppatori credono che ispezionare l'attrezzatura per ottenere una lista esatta di equipaggiamento o un punteggio dell'equipaggiamento possa portare a "comportamenti indesiderati".[128]
Quando vedi un giocatore che si avvicina e indossano un'armatura trasformata in apparenza (transmog) non sai se quella persona ha un'alta mitigazione di danno fisico o magico e il modo in cui risolviamo questo problema è che quando selezioni un giocatore da lontano ci sarà un buff presente che potrai vedere, che indica essenzialmente quale set stanno indossando. Per i giocatori , da un punto di vista di valutazione delle minacce, è importante sapere riconoscere a cosa vanno incontro se controllano di proposito e questo sarà possibile.[124]Steven Sharif

Salute del giocatore

La salute è una stat in Ashes of Creation.[129][53]

  • GIocatori che non sono nello stesso party, raid, alleanza, o guilda non saranno in grado di vedere le percentuali di salute degli altri giocatori nè il valore esatto della barra di salute.[21][129][53]
    • Questo non è implementato al momento in alfa-1.[21]

Riguardo al vedere la salute di un'altro giocatore: come si sa la targhetta giocatore deteriorerà per dare un'idea che "hey hanno ricevuto danno e sono danneggiati in maniera significativa", ma non avrai una percentuale. Non avrai un misura su barra esatta, a meno che non sei nel loro party o raid.[53]Steven Sharif

Targhetta del personaggio

Una targetta del personaggio viene mostrata sopra la testa.[131]

Time to kill

PvP Carovana in Alpha-2.[136]

Generally when it comes to finger in the wind we're around where we want to be for TTK and that's probably on the bit faster side of TTK for MMOs that we're accustomed to, but we're a PvX game.[137]Steven Sharif

Time to kill (TTK) in Ashes of Creation will be a little bit faster than most MMOs.[137]

  • Previously it was stated that the TTK was expected to be around 30 seconds to a minute.[138]
  • The developers do not want one-shots in the final MMORPG.[139]
  • Average non-elite mob time-to-kill for a solo player is intended to be around 6 seconds.[140]
In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[139]Steven Sharif

Hitboxes

The developers are testing different approaches to accommodate varying hitboxes between the races.[141]

  • There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[141]

More than likely we'll have some sort of unified or unified-ish hitbox. But again it's going to probably have a unified hitbox with some exceptions or some special sort of collision rules based on them as opposed to just making it smaller for one and not the other.[141]Jeffrey Bard

There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[141]

We don't have separate types of hitbox categories, for example. There's no head hit box in the MMORPG like there was in APOC. So from a critical standpoint you're not going to see a greater risk of critting for a larger hitbox.[141]Steven Sharif

Headshot mechanics

Headshot mechanics (where there is a specific hitbox for a player's head) are not planned for the Ashes of Creation MMORPG.[141][142][143]

Immagini

See also

Riferimenti

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 Trasmissione in diretta, 2022-10-28 (24:28).
  2. 2.0 2.1 pvp meaningful.png
  3. Trasmissione in diretta, 2022-10-28 (1:41:55).
  4. Trasmissione in diretta, 2022-04-29 (41:27).
  5. Trasmissione in diretta, 2017-05-05 (14:26).
  6. 6.0 6.1 6.2 6.3 Trasmissione in diretta, 2023-04-28 (2:06).
  7. 7.0 7.1 7.2 Trasmissione in diretta, 2023-03-31 (1:00:16).
  8. Podcast, 2021-09-29 (35:17).
  9. 9.0 9.1 9.2 Trasmissione in diretta, 2022-12-02 (2:41).
  10. 10.0 10.1 10.2 Trasmissione in diretta, 2023-05-31 (1:30:45).
  11. 11.0 11.1 11.2 11.3 11.4 pvp flagging.png
  12. 12.0 12.1 Trasmissione in diretta, 2017-05-12 (24:52).
  13. pvp camping.png
  14. 14.0 14.1 14.2 14.3 steven-summons-pvp-1.png
  15. steven-summons-pvp-2.png
  16. Trasmissione in diretta, 2023-07-28 (3:58).
  17. 17.0 17.1 17.2 17.3 17.4 17.5 17.6 17.7 MMOGames interview, January 2017
  18. 18.0 18.1 18.2 18.3 18.4 18.5 Colloquio, 2017-04-27 (0:17).
  19. Trasmissione in diretta, 2022-10-28 (1:34:52).
  20. PvP.jpg
  21. 21.0 21.1 21.2 21.3 Trasmissione in diretta, 2021-07-30 (1:10:34).
  22. 22.00 22.01 22.02 22.03 22.04 22.05 22.06 22.07 22.08 22.09 22.10 22.11 22.12 CC effects do notapply to non-combatants.png
  23. 23.0 23.1 Podcast, 2021-04-11 (34:41).
  24. 24.0 24.1 Colloquio, 2020-07-08 (1:05:27).
  25. 25.0 25.1 Trasmissione in diretta, 2020-11-30 (1:09:06).
  26. Trasmissione in diretta, 2018-10-31 (44:12).
  27. 27.0 27.1 27.2 27.3 27.4 27.5 27.6 27.7 Trasmissione in diretta, 2022-10-28 (26:48).
  28. 28.0 28.1 steven-healing-corrupt.png
  29. 29.0 29.1 Colloquio, 2019-04-22 (54:40).
  30. 30.0 30.1 Trasmissione in diretta, 2017-11-17 (29:45).
  31. steven-flagging-duration.png
  32. 32.0 32.1 32.2 steven-flagging-logout.png
  33. 33.0 33.1 Podcast, 2018-04-23 (49:21).
  34. 34.0 34.1 34.2 34.3 Trasmissione in diretta, 2022-10-28 (1:35:36).
  35. 35.0 35.1 35.2 35.3 35.4 35.5 35.6 steven-corruption-value.png
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  54. jindrack-naval-pvp.png
  55. jindrack-pvp-events.png
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  147. Headshot Description Ranger2.png