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Open-world PvP
Open-world PvP in Ashes of Creation is subject to the player flagging and corruption systems.[1][2]
- Open-world PvP exists outside of opt-in objective-based PvP systems such as sieges, caravans, guild wars, node wars, and naval PvP.[3][1][4][5]
- Open-world PvP includes contesting dungeons, raids, scarce resources, and hunting grounds in the open world.[6][1][2]
- 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.[6][7]
- 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.[6][7][8]
- 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]
- Players will gank other players, but the intention is for Ashes of Creation to not be a "gank box".[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]
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]
- This also applies to attacks made by combat pets, summons, or any other player-controlled entities.[14][26]
- 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]
- 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]
- 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]
- 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]
- 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
- Objective-based PvP events do not use the flagging system.[1][38]
Corruzione del Giocatore
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
- The goal of the corruption system is to keep risk alive while significantly curtailing or deterring the ability for players to grief other players.[1][43]
- 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 skill and stat dampening applies until the corrupt player ultimately becomes ineffective at combat.[27][1][22][41][45][46] This dampening only affects Pvp combat.[47]
- 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
- The higher chance of dropping of carried raw materials and gear (Armi and Armatura) when the corrupted player dies.[1][36][41][48][45]
- 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
- The wider the level disparity between the players, and the higher the attacker's PK value, the more corruption they gain.[1][22][35][36][17]
- Corruption value from PK'ing a non-combatant is based on level disparity along with the PKer's cumulative PK value.[35] – Steven Sharif
- Corrupt players suffer death penalties at four times the rate of a non-combatant.[1][36]
- Death penalties for corrupt players apply in every location, including naval PvP zones.[52]
- 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 remain corrupted when they enter naval PvP zones.[52][54][55]
- Corrupted players can be attacked regardless of other affiliations. This is something that will be tested during Alpha-2.[42]
- 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]
- Player to player trading, interacting with vendors or NPCs, and the ability to access storage is disabled for corrupted players.[58][1][59]
- Previously it was stated that corrupted players could not store items in public warehouses but could utilize private storage within their freehold.[1][59]
- Corrupted players will still be able to enter and leave their freehold buildings but may not deposit or withdraw items from storage.[58]
- 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
- Players do not lose gold upon death, no matter their corruption level.[62]
- Player corruption is different to the corruption found in corrupted areas.[63][64]
- Corruption has a visible effect on a player’s appearance.[65]
Campi di Caccia
Campi di Caccia are open-world Pvp corruption-enabled areas that encompass most of the map.[67]
- Hunting grounds refer to killing monsters or NPCs in the open-world.[67][68]
- This also refers to contesting resources.[69]
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]
Safe zones
- Players cannot Pvp while inside the footprint of a "home area" of player housing. This includes freehold homesteads, instanced apartments, and inns.[72][73][74]
- 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
- Players are not able to be attacked or robbed while occupying their player stall inside the limits of a node.[79]
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]
- Attivazione PvP del Giocatore is not triggered by looting.[23]
- 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]
- Players do not lose gold upon death, no matter their corruption level.[62]
- Glint looted from a dead character by any other player, regardless of affiliation, becomes stolen glint. Character's who loot their own bodies will recover their glint in its non-stolen state.[90][91][82]
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.[95][22][56][96] 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.[95]
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.[95] – Steven Sharif
- Pvp in Ashes of Creation esiste sia come sistemi ad adesione ed eventi sia come open-world PvP con un sistema di attivazione (e corruzione).[95]
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.[95] – 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]
- Aumentando il livello di corruzione aggiunge livelli sempre più grandi di riduzione delle abilità di combattimento in PvP.[22][56][96][35][36][17]
- Rimuovere la corruzione tramite il guadagno incessante di esperienza richiede molto più tempo che in Lineage II.[22]
- Esiste anche un sistema di taglie che rivela la posizione dei giocatori corrotti sulla mappa.[22][56][97][18]
- 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.[98][99]
- Dueling is a self-contained event that requires opt-in by all parties.[98]
- There will be a way to auto-decline duel requests.[99]
- Dueling is not considered a part of the flagging system.[98]
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.[98] – Steven Sharif
Fazioni
Non ci sono fazioni predefinite in Ashes of Creation.[100]
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.[101] – Steven Sharif
Affiliazioni
An affiliation tree determines how entities are flagged against other entities within its hierarchy.[42][102][103]
- Corrupted players can be attacked (or killed) regardless of other affiliations. This is something that will be tested during Alpha-2.[42]
- Node citizenship.[42][102][103]
- Alliances.[42][102][103]
- Gilde.[42][102][103]
- Parties.[42][102][103]
- Incursioni.[42][102][103]
- Family.[102]
- Religion.[103]
- Society.[103]
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.[102] – 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.[103] – Steven Sharif
Valutazione delle minacce
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.[105][106][107]
- Questa icona indicherà il tipo di armatura (tessuto, pelle, metallo) che stanno indossando.[108][106]
- 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.[108] – Steven Sharif
- Il bordo indicherà il livello e la qualità del set.[105][106][109]
- Gli sviluppatori credono che ispezionare l'attrezzatura per ottenere una lista esatta di equipaggiamento o un punteggio dell'equipaggiamento possa portare a "comportamenti indesiderati".[111]
- 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.[107] – Steven Sharif
Salute del giocatore
La salute è una stat in Ashes of Creation.[112][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][112][53]
- La targhetta giocatore di un giocatore deteriorerò per dare indicazione di quanto danno ha ricevuto.[112][53][113]
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.[114]
- Questa può contenere il nome, o facoltativamente anche il cognome.[114]
- Il nome della Gilda del personaggio è posizionato affianco del nome.[115]
- La targhetta del personaggio deteriorerà per dare un'idea di quanto danno ha ricevuto.[112][53][113]
- Una icona indentificherà la classe del personaggio.[105]
- Passando il mouse sulla targhetta mostrerà informazioni del personaggio come il livello, il nome della classe e la combinazione di archetipi.[105]
- Un buff indicherà l'equipaggiamento e grado del personaggio.[105][106][107]
- La visibilità della targhetta può essere oscurata da oggetti in gioco, come alberi; da abilità di utilità, come Camuffamento o Stealth; o attraverso l'uso di travestimenti.[116][117]
- I tipi di creatura delle evocazioni dell'Evocatore appaiono nelle targhette sopra alle evocazioni. Questo non può essere cambiato dal giocatore.[118]
Time to kill
Time to kill (TTK) in Ashes of Creation will be a little bit faster than most MMOs.[120]
- Previously it was stated that the TTK was expected to be around 30 seconds to a minute.[121]
- The developers do not want one-shots in the final MMORPG.[122]
- Average non-elite mob time-to-kill for a solo player is intended to be around 6 seconds.[123]
- In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[122] – Steven Sharif
Hitboxes
The developers are testing different approaches to accommodate varying hitboxes between the races.[124]
- There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[124]
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.[124] – Jeffrey Bard
There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[124]
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.[124] – 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.[124][125][126]
- Headshots were a part of Ashes of Creation Apocalypse battle royale.[126]
- Previously it was stated that headshot mechanics may be implemented in the MMORPG along the lines of a higher critical chance[127][128] and that they would not be one hit kills.[127]
- Headshots in action combat are equivalent to a critical hit in tab targeted combat.[129]
- Players relying on tab skills will have a fixed critical hit chance every time they use an ability or weapon.[129]
- Players using action-based skills are going to rely on getting a head shot or hitting a critical spot on the opponent.[129]
- A Ranger skill called Headshot was introduced leading up to Alpha-2 testing.[130]
Immagini
2024-02-02 2022-09-29 2022-09-29 2022-08-11 2021-05-29 2021-05-29 2021-05-29 2021-03-02 2020-03-28
See also
Riferimenti
- ↑ 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 Trasmissione in diretta, 2022-10-28 (24:28).
- ↑ 2.0 2.1
- ↑ Trasmissione in diretta, 2022-10-28 (1:41:55).
- ↑ Trasmissione in diretta, 2022-04-29 (41:27).
- ↑ Trasmissione in diretta, 2017-05-05 (14:26).
- ↑ 6.0 6.1 6.2 6.3 Trasmissione in diretta, 2023-04-28 (2:06).
- ↑ 7.0 7.1 7.2 Trasmissione in diretta, 2023-03-31 (1:00:16).
- ↑ Podcast, 2021-09-29 (35:17).
- ↑ 9.0 9.1 9.2 Trasmissione in diretta, 2022-12-02 (2:41).
- ↑ 10.0 10.1 10.2 Trasmissione in diretta, 2023-05-31 (1:30:45).
- ↑ 11.0 11.1 11.2 11.3 11.4
- ↑ 12.0 12.1 Trasmissione in diretta, 2017-05-12 (24:52).
- ↑
- ↑ 14.0 14.1 14.2 14.3
- ↑
- ↑ Trasmissione in diretta, 2023-07-28 (3:58).
- ↑ 17.0 17.1 17.2 17.3 17.4 17.5 17.6 17.7 MMOGames interview, January 2017
- ↑ 18.0 18.1 18.2 18.3 18.4 18.5 Colloquio, 2017-04-27 (0:17).
- ↑ Trasmissione in diretta, 2022-10-28 (1:34:52).
- ↑
- ↑ 21.0 21.1 21.2 21.3 Trasmissione in diretta, 2021-07-30 (1:10:34).
- ↑ 22.00 22.01 22.02 22.03 22.04 22.05 22.06 22.07 22.08 22.09 22.10 22.11
- ↑ 23.0 23.1 Podcast, 2021-04-11 (34:41).
- ↑ 24.0 24.1 Colloquio, 2020-07-08 (1:05:27).
- ↑ 25.0 25.1 Trasmissione in diretta, 2020-11-30 (1:09:06).
- ↑ Trasmissione in diretta, 2018-10-31 (44:12).
- ↑ 27.0 27.1 27.2 27.3 27.4 27.5 27.6 Trasmissione in diretta, 2022-10-28 (26:48).
- ↑ 28.0 28.1
- ↑ 29.0 29.1 Colloquio, 2019-04-22 (54:40).
- ↑ 30.0 30.1 Trasmissione in diretta, 2017-11-17 (29:45).
- ↑
- ↑ 32.0 32.1 32.2
- ↑ Podcast, 2018-04-23 (49:21).
- ↑ 34.0 34.1 34.2 34.3 Trasmissione in diretta, 2022-10-28 (1:35:36).
- ↑ 35.0 35.1 35.2 35.3 35.4 35.5 35.6
- ↑ 36.0 36.1 36.2 36.3 36.4 36.5 36.6 36.7 36.8 Colloquio, 2020-07-18 (41:54).
- ↑ 37.0 37.1 Colloquio, 2017-04-27 (1:18).
- ↑
- ↑
- ↑ Video, 2020-05-31 (5:29).
- ↑ 41.0 41.1 41.2 Podcast, 2018-04-23 (51:31).
- ↑ 42.0 42.1 42.2 42.3 42.4 42.5 42.6 42.7 42.8 Trasmissione in diretta, 2022-07-29 (1:07:20).
- ↑ 43.0 43.1 Trasmissione in diretta, 2022-10-28 (13:53).
- ↑ 44.0 44.1
- ↑ 45.0 45.1 45.2 Trasmissione in diretta, 2017-05-22 (42:33).
- ↑ 46.0 46.1 Podcast, 2017-05-05 (43:05).
- ↑ Colloquio, 2018-05-11 (5:05).
- ↑ Trasmissione in diretta, 2017-11-17 (35:20).
- ↑ Podcast, 2021-04-11 (38:31).
- ↑ 50.0 50.1
- ↑
- ↑ 52.0 52.1 Colloquio, 2023-07-09 (36:56).
- ↑ 53.0 53.1 53.2 53.3 53.4 53.5 Trasmissione in diretta, 2020-01-30 (1:40:48).
- ↑
- ↑ 56.0 56.1 56.2 56.3
- ↑ 57.0 57.1
- ↑ 58.0 58.1 Trasmissione in diretta, 2023-02-24 (1:12:24).
- ↑ 59.0 59.1 Trasmissione in diretta, 2021-04-30 (1:14:49).
- ↑ Trasmissione in diretta, 2021-08-27 (1:20:09).
- ↑ Trasmissione in diretta, 2021-08-27 (1:20:51).
- ↑ 62.0 62.1
- ↑ Trasmissione in diretta, 2023-03-31 (54:22).
- ↑ Trasmissione in diretta, 2021-06-25 (1:32:24).
- ↑ Colloquio, 2017-02-01 (39:33).
- ↑ Twitter - What a glorious day for ganking!
- ↑ 67.0 67.1 Trasmissione in diretta, 2018-07-09 (44:56).
- ↑ Trasmissione in diretta, 2017-11-17 (45:17).
- ↑ 69.0 69.1 Trasmissione in diretta, 2017-06-01 (35:42).
- ↑ Trasmissione in diretta, 2017-05-19 (24:17).
- ↑
- ↑ 72.0 72.1
- ↑ 73.0 73.1
- ↑ 74.0 74.1 Trasmissione in diretta, 2023-06-30 (1:49:00).
- ↑ Trasmissione in diretta, 2021-11-19 (54:26).
- ↑ Trasmissione in diretta, 2020-08-28 (2:04:00).
- ↑ Blog - Know Your Nodes - Advance and Destroy.
- ↑ Trasmissione in diretta, 2017-05-19 (28:04).
- ↑ Trasmissione in diretta, 2017-10-16 (59:39).
- ↑ 80.0 80.1 Video, 2024-02-29 (19:35).
- ↑ Trasmissione in diretta, 2021-09-24 (51:20).
- ↑ 82.0 82.1 82.2 Trasmissione in diretta, 2021-03-26 (1:07:33).
- ↑
- ↑ Colloquio, 2020-07-18 (27:11).
- ↑ Podcast, 2023-07-15 (26:31).
- ↑ Trasmissione in diretta, 2023-04-28 (1:18:48).
- ↑ Podcast, 2023-07-15 (28:28).
- ↑ 88.0 88.1 Trasmissione in diretta, 2021-01-29 (1:24:27).
- ↑ Trasmissione in diretta, 2018-09-27 (47:46).
- ↑ Trasmissione in diretta, 2023-11-30 (1:52:37).
- ↑ Colloquio, 2023-09-10 (53:47).
- ↑ 92.0 92.1 Trasmissione in diretta, 2022-02-25 (1:06:45).
- ↑ 93.0 93.1 Trasmissione in diretta, 2022-04-29 (1:08:27).
- ↑ Trasmissione in diretta, 2017-07-28 (50:22).
- ↑ 95.0 95.1 95.2 95.3 95.4
- ↑ 96.0 96.1 Colloquio, 2018-08-24 (8:35).
- ↑ Colloquio, 2020-07-18 (44:35).
- ↑ 98.0 98.1 98.2 98.3 Trasmissione in diretta, 2021-12-23 (1:29:27).
- ↑ 99.0 99.1
- ↑ Trasmissione in diretta, 2017-05-26 (39:36).
- ↑ Trasmissione in diretta, 2018-04-8 (PM) (11:27).
- ↑ 102.0 102.1 102.2 102.3 102.4 102.5 102.6 102.7 Trasmissione in diretta, 2019-03-29 (17:10).
- ↑ 103.0 103.1 103.2 103.3 103.4 103.5 103.6 103.7 103.8 Colloquio, 2018-05-11 (58:07).
- ↑ Twitter - Better luck next time.
- ↑ 105.0 105.1 105.2 105.3 105.4 Trasmissione in diretta, 2020-08-28 (2:07:26).
- ↑ 106.0 106.1 106.2 106.3 106.4 Trasmissione in diretta, 2020-07-25 (53:08).
- ↑ 107.0 107.1 107.2 Trasmissione in diretta, 2020-06-26 (1:28:10).
- ↑ 108.0 108.1 Podcast, 2021-09-29 (52:58).
- ↑ 109.0 109.1 Trasmissione in diretta, 2017-07-28 (1:34:55).
- ↑ Official Livestream - May 4th @ 3 PM PST - Q&A
- ↑ Trasmissione in diretta, 2017-07-28 (23:20).
- ↑ 112.0 112.1 112.2 112.3 Trasmissione in diretta, 2020-07-25 (1:33:37).
- ↑ 113.0 113.1
- ↑ 114.0 114.1 Colloquio, 2018-05-11 (2:45).
- ↑ Trasmissione in diretta, 2017-05-22 (51:00).
- ↑ Trasmissione in diretta, 2022-10-14 (48:45).
- ↑ Trasmissione in diretta, 2022-09-30 (1:23:28).
- ↑ Trasmissione in diretta, 2021-01-29 (1:21:01).
- ↑ Video, 2024-01-31 (5:22).
- ↑ 120.0 120.1 Trasmissione in diretta, 2024-01-31 (59:45).
- ↑ Colloquio, 2018-10-20 (3:25:46).
- ↑ 122.0 122.1 Colloquio, 2018-10-20 (9:10).
- ↑
- ↑ 124.0 124.1 124.2 124.3 124.4 124.5 Trasmissione in diretta, 2020-10-30 (1:15:59).
- ↑
- ↑ 126.0 126.1
- ↑ 127.0 127.1 Colloquio, 2018-10-21 (9:10).
- ↑ Colloquio, 2018-10-20 (3:25:31).
- ↑ 129.0 129.1 129.2 Trasmissione in diretta, 2018-09-27 (34:49).
- ↑