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Classi

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Ceneri della creazione class list. Primary archetype is on the left. Secondary archetype is on the top.[1]

Classes are the combination of a primary and a secondary archetype.[2][3][1][4]

We have a specific terminology when referring to archetypes and classes. Classes are the combination of your secondary archetype with your primary archetype.[2]Steven Sharif

Icon Archetype Type.[5] Role.[6]
bard symbol.jpg Bard Arcane Support
ClericSymbol.jpg Cleric Arcane Support
fighter icon.png Fighter Martial Damage
MageSymbol.jpg Mage Arcane Damage
ranger thumb.png Ranger Martial Damage
rogue icon.png Rogue Martial Damage
Summoner Class.jpg Summoner Arcane Support
TankSymbol.jpg Tank Martial Tank

Come un giocatore progresses con il suo archetype primario (classe primaria), avranno l'opportunità di scegliere un archetipo secondario per augment le loro abilità primarie con gli effetti dell'archetipo secondario (classe secondaria).[7] La combinazione di archetipi primari and secondari è riferita come una Class.[4][1]

Se un Fighter scegliesse il Mage come archetipo secondario, il combattente diventerebbe uno Spellsword. Questa combinazione sblocca augments che possono essere applicati alle abilità nel loro skill tree primario. I combattenti hanno una abilità Rush che gli permette di scagliarsi contro un bersaglio; ed una volta raggiunto, infliggere del danno con una possibiltà di atterarlo. Un potenziamento Mage's escape può essere applicato all'abilità di carica, che può ora teletrasportare il giocatore verso il bersaglio; eliminando quindi il tempo di carica richiesto per l'abilità.[7]

Ogni abilità nel primary tree avrà diverse opzioni di augment dall'albero secondario. Questo è un esempio di horizontal progression.[7]

I giocatori ricevono skill points quando level. Questi possono essere usati per potenziare le abilità all'interno del loro albero.[8]

  • Non sarà possibile potenziare al massimo tutte le abilità di un albero.[8]

Classes by archetype combination

Con 8 Archetipi da combinare, i giocatori potranno scegliere da 64 combinazioni totali per creare la loro class.[4][1]

Secondary
Bard Cleric Fighter Mage Ranger Rogue Summoner Tank
Bard Minstrel Soul Weaver Tellsword Magician Song Warden Trickster Songcaller Siren
Cleric Scryer High Priest Templar Oracle Protector Shadow Disciple Shaman Apostle
Fighter Bladedancer Highsword Weapon Master Spellsword Hunter Shadowblade Bladecaller Dreadnought
Mage Sorcerer Acolyte Battle Mage Archwizard Spellhunter Shadow Caster Warlock Spellstone
Ranger Bowsinger Soulbow Strider Scion Hawkeye Scout Falconer Sentinel
Rogue Charlatan Cultist Duelist Nightspell Predator Assassin Shadow Lord Shadow Guardian
Summoner Enchanter Necromancer Wild Blade Spellmancer Beastmaster Shadowmancer Conjurer Brood Warden
Tank Argent Paladin Knight Spellshield Warden Nightshield Keeper Guardian

Balancing

The sixty four (64) classes are partitioned into eight primary archetypes. Balancing of active skills only relates to these eight primary archetypes.[2][9]

  • There are four primary groups of augments assigned to each base archetype. Balancing of augments relates to the four augment groups for each of the eight archetypes.[9]

Even though augments do radically change the way your active skills provide you abilities, there's still a primary focus on the base archetype itself and not the 64 whole classes.[2]Steven Sharif

We're not really talking about 64 true classes, we're talking about eight classes with 64 variants... There isn't as much variance between the 64 classes as you might expect. It's not like there are you know 64 different versions of... radically different classes.[2]Jeffrey Bard

Balancing in Ceneri della creazione is group focused not based on 1v1 combat.[2][10]

There will be match ups in 1v1s where one class will be superior to another; and that application should be a rock-paper-scissors dynamic. We want there to be counter-play between the different classes... Instead it's going to be a group focused balance, where as long as you have the diversity of classes present, that's going to be an equal level playing field. It's going to be very dependent on skill and strategy.[10]Steven Sharif

Certain secondary archetypes are capable of "bridging the gap" between their counterpart.[11]

Certain archetypes are capable of moving the gap between their counterpart per-se. If I am a Tank archetype and a Mage is my counter, I can take a Mage secondary and kind of bridge the divide slightly; and then move my identity that direction ever so slightly.[11]Steven Sharif

Alpha-1 testing is initially focused on core functionality rather than combat balance.[12]

Meta

The effectiveness of classes, skills and gear is going to depend on the adversary or the encounter. There will be optimal builds for different challenges and difficulty ratings. This design aims to avoid any obvious meta or "cookie-cutter" builds in Ceneri della creazione.​[13]

  • Increasing difficulty ratings inspire more of a traditional vertical power progression that is common in other MMOs.[13]

Oftentimes you just have a very vertical power scale and that determines chase, but when you have a variety of relevance across certain types of adversaries and that variety changes over time because of player activity- and then that affects the economy and the crafter system and who was producing what for what demand- and everything gets shaken up. That's a very kind of fun uh environment to exist in it presents a more dynamic situation rather than a quote-unquote cookie-cutter type selection.[13]Steven Sharif

Class abilities

Alpha-1 preview primary skills.[14]

If from the eight archetypes whatever you choose as your secondary, you're going to receive a choice of augments that relate to some core ideal of that class. You know like a tank is about controlling the battlefield, is about surviving. The mage is about dealing damage and elements and ability in AoEs. The rogue is going to be about stealth and critical damage. So those augments are going to to play towards those identities.[15]Steven Sharif

The idea behind the system is that you're kind of skirting the line through these augmentations of your role, right. We have the traditional holy trinity that's present in class designs for MMOs and it's often that those either are not deviated at all or completely deviated from entirely. The augment is to kind of offer a balance between that where you still maintain the semblance of that trinity system while offering the opportunity to customize your play experience towards one of the other angles in the triangle.[16]Steven Sharif

Primary skills (class abilities) are based on a player's archetype.[7] Players can personalize their primary skills with augmentation from a secondary archetype.[3][7][17]

The design behind augments is to not just change the flavor so that it reflects the secondary archetype, but it also fundamentally changes the core components of a skill.[18]Steven Sharif

  • Each secondary archetype offers four different schools of augmentation.[3][19] Each augment school affects a primary archetype's skills in different ways.[20]
    There's going to be a certain threshold at which you can no longer augment your active abilities based on the decisions you've augmented previous abilities, so you'll have to pick and choose which ones you want to apply the augments towards; and certain augments will have more expense required on the skill point side.[21]Steven Sharif
  • Choosing the same primary and secondary archetype increases focus on that archetype.[22]
  • Augments to primary skills will fundamentally change the way the ability works: Adapting what the ability once did to incorporate the identity of the secondary archetype.[23]
  • Changing the augmentations on your skills will require you to go to a NPC in a Village node or higher.[25]
  • Some spell colors and general FX change based on augments.[26]
    • Active skills could look totally different after an augment gets applied.[27]

Skill points

Alpha-1 preview skills user interface.[28]

This is where players allocate skill points into either their active skills, their passive abilities- which can augment their usage of weapons and armors and health regeneration and passive stats and stuff like that-- but on the weapons side of things, that's where you will spec into certain types of procs based off of weapon groupings. So we've talked a little bit about this in the past: If you have a dagger, daggers might have a chance to proc a bleed on your weapon attack and that would synergize with an active skills' ability like let's say Backstab that does additional damage if the target is under a bleed effect. Now we have said in the past that players will be able to allocate skill points into their active skills that are more geared towards either action combat or tab targeting.[29]Steven Sharif

Players receive skill points as they level. These can be used to level up skills (increase their rank) within their active, passive or combat/weapon skill trees.[30][31][32][8]

  • It will not be possible to max all skills in a skill tree.[8]
  • In terms of skill progression, players can choose to go "wide" and get a number of different abilities, or go "deep" into a few specific abilities.[33]
  • Players are able to reset and reallocate their skill points.[34]

Making active skills capable of receiving additional skill point allocations and unlocking additional features so that from a player agency standpoint it's going to be up to you whether or not you want to be more diverse but less depth- wider and not taller, in some of these skill choices. Or if you want to be very very tall, that's going to be something that is up to the player in that regard.[35]Steven Sharif

Siege abilities

Eight players of the same primary archetype can band together to create monumental effects during a siege.[37]

These are the types of systems that we want to put in place where groups of a single primary archetype can come together to summon these types of effects that play off of what the identity of that archetype is.[37]Steven Sharif

Changing/switching

Primary

A player's primary archetype cannot be changed.[34][1]

When it comes to the the primary archetype, that is a decision you'll want to make and you'll want to make sure it's the right decision, because it's permanent... You are going to create this identity that you can't just change on the fly. This is going to be something that you will know a person and you will know what their base archetype is and they're not just going to change from battle to battle. So that gives some consistency in the engagements and understanding reputation on the server.[34]Steven Sharif

When players choose their primary class, it’s not just dictating how the next several hundred hours of gameplay will go... It’s only the primary class that cannot be changed. And hey, that’s what alts are for![1]

Secondary

The secondary archetype of a class may be changed, but not "on-the-fly".[34][38]

  • Players will likely need to speak to a NPC in a Village node or above to enable them to change their secondary archetype and skill augments.[39]
  • There probably will be a cooldown associated with switching secondary archetype.[40]
    • It may also be possible to swap between multiple specs after the cooldown period.[40]

The secondary class choice, which comes after some time getting used to the world of Verra, will be more fluid. If you choose the Fighter and the Rogue to make a Shadowblade, but eventually want to try your hand at Summoning to make a Bladecaller, you’ll be able to do so.[1]

We don't want you to be able to change your secondary class or the augments you have applied out in the open. We want you to have to make a conscious choice somewhere at a NPC. The level of node necessary for that particular NPC to be available will likely be either at the Village stage or above. So, if you are far out in the wilderness exploring – and we have no instant teleportation in the world – you need to be conscientious of what your choices are; and not be able to change them on-the-fly.[39]Steven Sharif

Class-specific quests

There will be class-specific quests in Ceneri della creazione.[42]

There's going to be a lot of shared quests but there's also going to be class-specific quests; and the reason for that is that some classes are better at others than doing certain things and that'll play itself out through the general community quests. That's fine, but there are certain periods from a designer's perspective where you want to make an encounter be the antithesis of what a player is good at. It also gives them perspective because we have a more fluid class combination system where you can play the line in your traditional role by adding a secondary class that's different from your primary classes role. The benefit of having these class-specific quests early on especially in an archetype is that you can come to a determination and have greater experience for the things you're not good at. So you know how to progress your class in the future with the things you have access to that are different from what you're good at.'[42]Steven Sharif

So you want to give them storyline that's relevant and make sense for them to their class progression. If I'm a fighter I should be going to a barracks and learning from this dude early on. Later on if I want to take on that mage secondary and I'm more arcane in the things I do, or more based in the essence, then yeah it makes sense for my also again for a catered quest to me that lets me focus on that route in the narrative.[43]Steven Sharif

Class trials

There will not be a class trial system in Ceneri della creazione.[44]

Racial benefits

Each race has different base stats.[45][46]

  • Races are not gender or class locked.[45][46]
  • Some classes may work better with certain races but nothing is enforced.[45]

A player's choice of race will influence their racial augments.[46]

You'll have racial augments that are capable of being applied to active skills and those augments are going to be a reflection of the flavor of that specific race. In addition, races will have differing degrees of stats and our game in our class system relies on certain stats to achieve different metrics in the game when it comes to damage, defense, and landing rates and all that kind of stuff.[47]Steven Sharif

Stat growth

Stat growth proceeds in the following order:[45]

  1. The race "seeds" a player's base stats.[45]
  2. The primary archetype grows the base stats.[45]
  3. The secondary archetype (class) does not contribute to stat growth.[48] This is a revision of an earlier statement.[45]

Different races have different stat compositions. Those stats can be important, but we also don't want them to dictate any kind of meta for what classes are best used with different races.[49]Steven Sharif

Choice of profession does not affect a player's stats.[50]

Gear has approximately a 40-50% influence on a players overall power in the game.[31]

Ruoli

Ceneri della creazione has the traditional trinity of Tank, DPS (damage dealers) and Support (healer or non-healer) roles.[51][6][52]

We have our eight base archetypes; and the trinity is a pretty strong influence with regards to the eight base classes. However the area in which we actually begin to play with that line between the trinity is in the secondary classes that you can pick. That's where we begin to blend those spaces and allow people a little bit of influence over their role and whether or not they fit perfectly within a particular category within the trinity.[53]Steven Sharif

Weapons and Armor

Armi and armor are not class locked, but certain classes are more efficient with certain types of weapons or armor.[54][55] Certain abilities require certain items to be equipped.[56]

Weapons are intended to be somewhat agnostic in the sense that you can find a way for a weapon to be utilized by different classes. Not just the rogue is going to be able to use daggers. Because if you restrict equipment through that, it makes the economy more difficult to have sustainability across the market of items.[57]Steven Sharif

PvX

We like to really refer to ourselves as a PvX game, because in those systems of PvP, PvE, crafting they're all intertwined: They're interdependent on each other... Our system of development really requires some interdependence there between those things. You're going to need a crafter to give you the best items. You're going to need PvPers to secure cities and castles. You're gonna need PvErs to take down those world bosses for those materials to craft.[58]Steven Sharif

Ashes is a comprehensive game. It is not a PvP focused or a PvE focused, it is a comprehensive PvX game and as a result these systems are all interconnected and have to coexist with one another with certain types of mechanisms that can provide that give and take, that push and shove.[59]Steven Sharif

Ceneri della creazione is a PvX game. Players will naturally encounter both Pvp and PvE elements.[59][60][61] It is unlikely that a player could purely focus on just Pvp or just PvE.[61]

We're very clear with our objective and philosophy on the game and we understand that they may not appeal to everybody. But you know it is an important reciprocal relationship between the content that's related to PvE and the content that's related to PvP and they feed off of each other. They're catalysts for change: Their progression, their development. It's things that people can value when they see something earned and they see something lost. That elicits an emotional response from the player: That they've invested time in to either succeed or fail; and PvP allows for that element to be introduced into gameplay. And we're very clear that is our objective: That risk versus reward relationship, that achievement-based mentality. Not everybody's going to be a winner and that's okay.[65]Steven Sharif

Alpha-1

Alpha-1 Teaser.[66]

This is a true development alpha. This is not a marketing alpha; and what that means is as you know part of the process here in developing Ashes of Creation is being open with that development so you guys can see that progress; and it is a double-edged sword. There are going to be a spectrum of people that exists who are very involved with the game's development and those who are just completely at an arm's length away in understanding the process; and they may look at alpha one- the people who don't really understand the development process or haven't been a part of it- they may look at it and they may think oh you know this is trash, looks like trash, you know whatever it's the end-product. But at the end of the day what's important for us and what yields the best possible product is for us to include as much as possible the community in that development process with no NDA so that you guys give valuable feedback; and as we go through the iterative process in further defining the game and fleshing out that content were doing so with the player in mind and their voice in our ear. That is I think one of the key distinguishing factors between our development and many developments that you guys may have seen in the past.[67]Steven Sharif

Alpha-1 preview ancients mobs.[68]

What this experience for Alpha one is going to be- that month-long experience- it is not intended to be a content experience... It is not intended to be a game experience. It is not intended to be a fully-fledged content experience. So keep that in mind.[69]Steven Sharif

Alpha-1 is a testing release of the Ashes of Creation MMORPG.[71] Alpha-1 will test:

  • Progressione to level 15.[12][73]
    The composition of class skills or archetype skills has to tread a fine line between two roads: One we wanted to be representative of skills not just that would traditionally be found 1 through 15 but we're actually introducing some skills that might be found later, because we want to test those particular ideas and how the skill functions.[12]Steven Sharif
  • 4 playable races.[72]
    A lot of times people ask well why haven't we seen the other races and stuff? We want to establish the quality bar and process with these races first and then when we move into further content production for the other races we have have those pipelines in place and we have the processes in place and we know how to approach them.[75]
  • The economy present in Alpha-1 is not reflective of the final state of the game.[89]
    We have an economy but it's not really going to be reflective of the final how the economy is going to work. It'll work for alpha one and there'll be plenty of things to trade and buy and exchange, but it's not going to be really super representative what the final state is. So keep that in mind as well it's a stubbed-in system. It's not a complete or really finalized system at all.[89]Jeffrey Bard
  • Navi for "island hopping".[102][103]
    • Temporary teleportation points are present in early tests until ships are introduced later in the alpha testing.[102]
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap for Alpha-1.

Ashes of Creation Apocalypse classes

Sei classi sono presenti in Ashes of Creation Apocalypse castle sieges e Ashes of Creation Apocalypse horde mode.[108]

Queste classi si riferiscono alla trinità delle classi: Tank, DPS e Support.[108][109]

  • Weapon skills sono applicate per aumentare le abilità di base di una classe.[110]
  • Le abilità della classe base possono essere selezionate da una serie di abilità disponibili per quella classe in base alla progressione di un giocatore durante quella stagione.[110][111]

Abbiamo avuto un po' di idee che esploreremo per quanto riguarda ciascuna delle classi che hanno una vasta scelta di abilità che i giocatori possono personalizzare il loro kit di abilità in base alla loro progressione entro una stagione, diciamo; quella progressione può essere ottenuta da una qualsiasi modalità e ti darebbe la possibilità di personalizzare quel kit di abilità per la modalità prima dell'assedio o la modalità orda. Ma è qualcosa che potrebbe venire in un secondo momento.[111]Steven Sharif

Ashes of Creation Apocalypse classes sono applicate solo a Ashes of Creation Apocalypse castle sieges e Ashes of Creation Apocalypse horde mode.[112]

Ashes of Creation Apocalypse healing

Healing in Ashes of Creation Apocalypse will be reticle based (action targeted).[113]

We have a few design theories on action combat and healing to began with phase one. Part of that will be the implementation of a class system into the castle siege and horde mode of phase one. Those will be kits that play out as skills available from an action perspective. You'll be able to target in proximity, basically so positioning is going to matter. Importantly, for healers being close to the individual party members you wish to heal. Additionally, you'll have reticle based healing methods. This would be a template that could be launched in that direction as a pulse of heels or augments. So there's a lot of different systems are playing with that you'll see more of when we get to those when we get to the castle siege system and the Ashes of Creation Apocalypse horde mode.[113]Steven Sharif

Community guides

See also

Riferimenti

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Ashes of Creation class list.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Livestream, 2020-10-30 (33:26).
  3. 3.0 3.1 3.2 3.3 Interview, 2020-07-18 (1:05:04).
  4. 4.0 4.1 4.2 archetypeclass.png
  5. Interview, 2020-07-29 (49:53).
  6. 6.0 6.1 6.2 6.3 6.4 Group dynamics blog.
  7. 7.0 7.1 7.2 7.3 7.4 progression.png
  8. 8.0 8.1 8.2 8.3 Livestream, 2017-07-28 (19:05).
  9. 9.0 9.1 Interview, 2018-10-20 (2:40:17).
  10. 10.0 10.1 10.2 Podcast, 2018-04-23 (59:28).
  11. 11.0 11.1 Podcast, 2018-04-23 (1:01:01).
  12. 12.0 12.1 12.2 Livestream, 2021-05-28 (1:13:05).
  13. 13.0 13.1 13.2 13.3 Podcast, 2021-04-11 (54:35).
  14. toast-keybinds-skills.png
  15. Livestream, 2017-10-16 (1:00:44).
  16. Interview, 2018-08-08 (22:27).
  17. class secondary.png
  18. Livestream, 2020-07-25 (1:47:55).
  19. Livestream, 2018-02-09 (41:56).
  20. 20.0 20.1 Livestream, 2019-12-17 (1:13:14).
  21. 21.0 21.1 Interview, 2020-07-18 (1:07:06).
  22. class same.png
  23. February 8, 2019 - Questions and Answers.
  24. Livestream, 2019-07-26 (1:09:22).
  25. Livestream, 8 April 2018 (PM) (20:45).
  26. augmentcolors.png
  27. Interview, 2018-05-11 (53:15).
  28. Livestream, 2021-06-25 (23:08).
  29. Livestream, 2020-08-28 (1:12:50).
  30. Interview, 2020-07-29 (55:44).
  31. 31.0 31.1 Interview, 2020-07-19 (53:59).
  32. Interview, 2020-07-18 (1:07:51).
  33. Livestream, 2017-11-16 (30:02).
  34. 34.0 34.1 34.2 34.3 Interview, 2020-07-29 (54:44).
  35. Livestream, 2020-08-28 (1:19:24).
  36. Livestream, 2019-11-22 (41:02).
  37. 37.0 37.1 37.2 Podcast, 2018-05-11 (49:20).
  38. Livestream, 2017-07-18 (37:43).
  39. 39.0 39.1 Livestream, 8 April 2018 (PM) (20:07).
  40. 40.0 40.1 40.2 Livestream, 2020-10-30 (1:06:53).
  41. Podcast, 2017-05-04 (17:02).
  42. 42.0 42.1 42.2 Podcast, 2021-04-11 (44:29).
  43. Podcast, 2021-04-11 (46:10).
  44. Livestream, 8 April 2018 (AM) (21:21).
  45. 45.0 45.1 45.2 45.3 45.4 45.5 45.6 Livestream, 2017-07-18 (35:58).
  46. 46.0 46.1 46.2 Livestream, 2017-05-08 (43:30).
  47. Livestream, 2017-05-08 (43:28).
  48. Livestream, 2019-11-22 (1:4:56).
  49. Livestream, 8 April 2018 (AM) (25:52).
  50. Livestream, 2017-07-18 (37:25).
  51. Podcast, 2021-04-11 (13:30).
  52. 52.0 52.1 52.2 52.3 Livestream, 2017-05-22 (46:04).
  53. 53.0 53.1 Interview, 2018-10-20 (2:40:16).
  54. weapon augments.png
  55. class weapons.png
  56. Livestream, 2018-02-09 (47:05).
  57. Livestream, 2018-05-04 (45:37).
  58. Video, 2018-04-16 (1:32).
  59. 59.0 59.1 Podcast, 2021-04-11 (38:31).
  60. 60.0 60.1 Livestream, 2017-05-12 (24:52).
  61. 61.0 61.1 61.2 61.3 Livestream, 2017-05-05 (33:25).
  62. pvx stats.png
  63. MMORPG Interview, 12 December 2016.
  64. Livestream, 2017-05-15 (14:05).
  65. Livestream, 2017-06-01 (37:39).
  66. Video, 2021-07-14 (0:01).
  67. Livestream, 2020-10-30 (15:35).
  68. steven-a1-testing-leaks.png
  69. Livestream, 2021-03-26 (40:19).
  70. Livestream, 2020-03-28 (54:48).
  71. Video, 2018-04-05 (1:01:40).
  72. 72.0 72.1 72.2 72.3 72.4 72.5 72.6 72.7 72.8 Newsletter, 7 August 2018
  73. 73.0 73.1 73.2 73.3 73.4 73.5 73.6 73.7 73.8 Livestream, 2021-04-30 (41:18).
  74. Interview, 2021-06-13 (31:24).
  75. Livestream, 2021-05-28 (1:48:14).
  76. 76.0 76.1 Interview, 2020-10-17 (53:50).
  77. 77.0 77.1 steven-ranger.png
  78. Livestream, 2020-03-28 (1:41:11).
  79. Interview, 2018-10-20 (12:38).
  80. Livestream, 2020-11-30 (22:43).
  81. alpha-1-map-size.png
  82. steven-a1-map.png
  83. steven-alpha-1-map.png
  84. 84.0 84.1 84.2 Livestream, 2021-03-26 (44:30).
  85. 85.0 85.1 Livestream, 2018-09-01 (1:02:99).
  86. 86.0 86.1 Livestream, 2020-11-30 (37:16).
  87. alpha-1-nodes.png
  88. alpha-1-zoi.png
  89. 89.0 89.1 89.2 Livestream, 2021-03-26 (43:55).
  90. Interview, 2018-08-08 (19:02).
  91. 91.0 91.1 91.2 Livestream, 2021-03-26 (42:28).
  92. 92.0 92.1 92.2 Interview, 2021-02-07 (35:30).
  93. Podcast, 2018-05-11 (59:25).
  94. 94.0 94.1 Blog: Creative Director's Letter, October 16 2020
  95. 95.0 95.1 95.2 Video, 2021-04-30 (13:02).
  96. 96.0 96.1 steven-siege-zone.png
  97. Blog: Creative Director's Letter, April 14 2021
  98. Livestream, 2020-10-30 (20:40).
  99. Livestream, 2020-08-28 (1:29:17).
  100. Livestream, 2020-01-30 (35:12).
  101. 101.0 101.1 101.2 Livestream, 2021-03-26 (39:08).
  102. 102.0 102.1 Livestream, 2020-11-30 (24:51).
  103. steven-naval.png
  104. steven-launcher-leak.png
  105. Livestream, 2019-07-26 (1:10:44).
  106. Livestream, 2021-06-25 (29:09).
  107. Interview, 2018-08-08 (18:55).
  108. 108.0 108.1 108.2 Livestream, 2019-01-11 (41:20).
  109. Interview, 2018-10-20 (11:38).
  110. 110.0 110.1 110.2 Interview, 2018-08-17 (8:16).
  111. 111.0 111.1 Livestream, 2019-01-11 (58:40).
  112. Reddit Q&A, 8 January 2019.
  113. 113.0 113.1 Interview, 2018-08-08 (19:40).
  114. 114.0 114.1 Interview, 2018-08-17 (12:05).
  115. 115.0 115.1 Interview, 2018-12-06 (2:04).