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Pvp

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Alfa-1 Open world Pvp alla carovana .[2]

Il combattimento tra giocatori in Ashes of Creation è vasto e intimo. Si spande tra tanti aspetti del gioco stesso. Da grandi battaglie politiche svolte su campi di castelli enormi, a conflitti in Open World combattuti per l'onore dei capi Gilda. Un giocatore può scegliere di partecipare al destino del mondo cambiando le sorti della battaglia con la sua capacità di combattere. Le nostre mecchaniche di PvP seguono un sistema di attivazione, assieme a zone statiche di PvP attorno a certi luoghi d'interesse; combatti per il controllo su città, castelli, carovane, o campi di caccia. Il nostro PvP è studiato per offrire ai giocatori un mondo equo e ben bilanciato da scolpire con penna, o con spada se così vorranno scegliere.[3]

Il Pvp (combattimento "Player versus Player") è il catalista dei cambiamenti in Ashes of Creation.[4] I combattimenti fra giocatori sono considerati importanti, a partire dalle battaglie per le Carovane fino a vasti conflitti nel mondo combattuti per l'orgoglio di Re e Regine.[5]

Siccome i giocatori sono spinti da motivazioni differenti, siccome vogliono qualcosa dal gioco che altri giocatori non vogliono, ciò è causa di scontro tra le persone. Giocatori differenti vorranno esperienze differenti e il confritto fra loro creerà qualcosa di più grande e migliore. Ai conflitti segue la rinascita e questo è il simbolo di base, il tema fulcro ricorrente nel gioco.[6]Jeffrey Bard
Soltanto perchè il nostro sistema di attivazione dà corruzione ai PKers, ciò non vuol dire che il PvP non accadrà. Ci sono un sacco di ragioni per cui "Open World PvP" accade. Risorse scarse, campi di caccia, carovane, assedi, guerre di gilda ecc.[11]Steven Sharif
D: Avete considerato una zona PvP ricca di bottino ad alto rischio in Verra?
R: Non l'abbiamo considerato; e la ragione è perchè il nostro sistema di PvP già consente rischi attraverso il sistema di attivazione o attraverso altri sistemi a ingresso basati su eventi PvP.[20]Steven Sharif

Gli archetipi come Tank e Bardo sono validi in Pvp visto la filosofia di design a sasso-carta-forbice, dove ogni classe è forte contro una certa composizione di abilità.[21]

Contesto

Mentre Ashes of Creation si ispira a Lineage II (e altri giochi), ha anche preso in considerazione parecchi difetti nell'implementazione di quei giochi.[22][23][24][25] 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.[22]

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.[22]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.[22]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.[23][26][27][28][29] All'ottenimento di corruzione delle penalità vengono applicate.[30]
  • 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.[23]

Objective-based PvP battlegrounds

The Event system will also create a variety of PvP situations in the open world. From small skirmishes that lead into sieges to battles over capture points during a node or castle siege, PvP objectives will play a crucial role in determining the tide of battle.[33]

The majority of Ashes of Creation players will experience Pvp through opt-in objective-based battlegrounds (also called sanctioned PvP events).[34][35][8][16] These are high risk and high reward encounters that do not utilize the corruption system.[8][9][10]

The majority of PvP that players will encounter- the vast majority- will be through consensual systems, meaning opt-in systems like sieges, like caravans, like wars, or going out into the open sea. These are conscious decisions that players will make knowing the risk profile- assessing that- and they will opt-in to those things..[8]Steven Sharif
  • Sanctioned PvP events allow players to join different teams during the event.[34][35][8]
There are going to be events with sanctioned PvP, where there are multiple team options to join.[34]Clayton Stamper
In a sanctioned event- sanctioned meaning that this is something you have the option to opt-out of. That's a castle siege, that's a node siege, that's a caravan, that's a guild war, that's a node war. You can drop your citizenship. You can drop your guild tag. You can drop participating in one of those things. In any of those types of opt-in and opt-out events, the death penalties do not exist. These are sanctioned. They're intended to allow people to engage in PvP. Now if I die to an NPC while I'm out hunting, or if I die to another player through the flagging system, those are where death penalties come into play; and that's where debt experience can be earned; and that's where corruption can be had. So it's important to separate those two realms.[35]Steven Sharif
During PvP events such as caravans, guild wars, and sieges, the death penalties are disabled between participating characters on opposing sides. Attacking and killing players on the opposing side doesn't trigger the purple and red flags, nor does dying drop any resources or loot. However, you can't hide in this state as a Red corrupted player either. If you are Red, you'll still be Red in the siege or caravan and open to anyone to kill you and drop your loot, regardless of the side you are on. Being Red trumps everything.[37]
We will have limited functionality where players can spectate from either ghost camera from fixed positions at certain battlefields; some of which might include castles.[38]Steven Sharif
We will have certain systems that won't lend well to streaming, because certain systems have a requirement of secrecy and/or at least some level of strategic ambiguity. So players need to be conscientious of that fact when they're intending to both stream and play Ashes of Creation. Those are things that we cannot solve because intrigue is an intrinsic part of the game.[39]Steven Sharif
Our castle system, our sieges against nodes, the caravan system, battlegrounds that exist, guild wars: We want there to be a meaning to this conflict. We want players to actually have some skin in the game when it comes to participating in PvP.[6]Steven Sharif

PvP Carovana

PvP Carovana in Alpha-2.[40]

One of the most important aspects of caravans is that there is no reward without significant risk in Ashes of Creation; and the caravan system is of particular risk, because it is how materials and commodities are transited within the world of Verra; and it's difficult to navigate the world of Verra: It's a large world and the terrain is not always kind, especially to large vehicles like a caravan.[41]Steven Sharif

UI message when opting in to join the defenders of a caravan PvP event.[42]

Caravan create an objective-based PvP event in the open-world that players can choose to attack, defend, or ignore via a UI window.[42][43][44][45]

  • Only the caravan owner and those in the caravan's raid group will be able to see it on the world map.[46][47]
You will only be able to see the caravan if you are a member of the caravan's raid or if you are the owner of the caravan on the map. If you are not one of those, then you will not see it on the map. If you come within proximity of the caravan you'll be prompted through an event UI to participate if you wish as a defender or an attacker.[46]Steven Sharif
  • Players that choose to attack or defend the caravan will be flagged as combatants.[48]
    • The UI notification will include the caravan owner's name and guild.[49]
    • The proximity that the UI window appears is determined by the player's performance as either a defender or an attacker in previous raids.[43]
    • Once registered as a defender, a player can't switch to attack the caravan.[50]
    • The proximity radius for notification of nearby caravan events can be increased or decreased based on the caravan's components or a player's progression in the highwayman system.[51]
At a certain proximity to the caravan, any player will receive the event notification to participate either as an attacker or as a defender. That proximity radius can be augmented either through players advancement within the Highwaymen system, which is for defenders or attackers you can increase the radius, but also the components can increase and or decrease the radius of that event notification as well.[51]Steven Sharif
  • Players can be registered participants in a caravan event involving multiple caravans.[55][50] It is not possible for a player to participate in more than one caravan event at a time.[56]
As a player you can participate in events that have as many caravans collocated as you want. So if you have 20 Caravans that you're trying to move all in a single caravan raid with all of your players you can join all 20 of those caravans into the same caravan defense group; and that is that is the intent of the system. The same is true for the attackers. The attackers can join against all of those caravans.[55]Steven Sharif
  • Players or mounts trying to block caravans will be pushed out of the way.[59][60]
As it stands currently it would be difficult for players to be able to block the caravan. Now that's not to say that certain types of effects cannot be applied to the caravan through ability use, such as slowing effects, or pause effects, stun effects, against the caravan itself, not the rider. But right now we do have a collision priority system which means that vehicles move players and mounts. Mounts and players cannot stop vehicles from moving the vehicle. Its collision has priority; and then ships have the ultimate priority. Nothing can move ships or block ships.[59]Steven Sharif
  • If a caravan's driver is killed or otherwise removed from the caravan then any player will be able to drive the caravan for a period of 15 to 20 minutes before the caravan despawns and becomes a wreckage.[61] A caravan will persist in the world for a period of 5 to 10 minutes from the time its owner logs out or is disconnected from the server.[62]
info-orange.pngAlcune delle seguenti informazioni non sono state confermate di recente dagli sviluppatori e potrebbero non essere nell'attuale roadmap di sviluppo.
  • A group will be required to successfully attack a caravan.[63][64]

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Assedi

Assedi del castello

Alpha-1 castle siege gameplay.[1]

Throughout Ashes of Creation, the player has an opportunity to participate in massively multiplayer siege warfare. Since castles are likely the world’s most limited resource, it will be a task to secure and hold them. Involving hundreds of players on a single battlefield, our sieges will employ many moving parts and intricate design features. Because of the difficult nature of taking and keeping a castle there are great rewards available to the players for their efforts. Castles will allow players to exert control over nearby lands and allow for the development of unique buildings in the nearby towns.[3]

Gilde participate in Assedi del castello in an effort to capture and occupy one of the five guild castles in Ashes of Creation.[65]

  • The minimum goal is for 250x250 players to be on a single battlefield. It is hoped that this can be increased to 500x500 over time.[69][70][71][72]
  • There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[73]
  • There may be instanced locations within otherwise open-world castle and node sieges, where specific groups can participate in small, short duration objective-based battles that will affect the overall outcome of the siege.[74]
I love castle-based gameplay. I love trophies. I like rewarding risk a lot; and for me it's very difficult to imagine a MMO that I would want to play where there is not competition of strategic prowess that determines the outcome of these types of events and there is not a meaningful reward both mechanically and from just a bragging rights perspective that players can aim for and try to achieve. I think that it brings a lot to the game when it comes to motivations, to excel, to level, to gain power, to engage those different progression loops when there is an ultimate goal or trophy that is not static and doesn't exist forever once you achieve it, but that you must constantly perform in order to maintain; and that's really the purpose of these castles.[78]Steven Sharif

A guild that captures a castle will own that castle for a month before it is sieged again.[79][80]

Each week leading up to the siege week... is a week that's dedicated to one of the three castle dedicated nodes. So around the castle there are three nodes. They represent week, one, two, and three; and then the fourth week is the siege against the castle. Those can only be elevated up to stage three. We've discussed this in the past and there's definitely information out there on the community ran wiki.[79]Steven Sharif
  • In the first three weeks that a guild occupies a castle they will need to level up each of their castle nodes to Village stage through questing.[79][80]
    • Each of the three castle nodes have a siege against it at the end of each of these three weeks.[80][81]
  • The fourth week is declaration week, where other guilds have the opportunity to lay down their declaration flag or to sign up as a defender of the castle.[79][80]
  • Depending on how well the guild defends their castle nodes results in better defenses for the castle.[80][81]
  • Different siege weaponry will grant the attackers the ability to destroy walls, doors and sections of the castle in order to gain access to the inner keep area.[82]
  • When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[83]
There will be benefits to attracting people... even if they're not in your guild or alliance – a feudal like system, where you can attract other players who are just independent of this whole politic. They will have things to do there - benefits to receive - and there will be a reciprocal relationship between who you can attract, what they do for you; and how that benefits you and them.[80]Steven Sharif

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Assedi al nodo

Assedi al nodo (Pre-alpha footage).[84]

As some areas in the world grow, others will fall. This is the foundation of the living, breathing world that is Ashes of Creation, where players will have the ability to make important decisions that matter in the longevity of an area becoming a city, or whether to siege a rival town. Rise above the ashes, create the world around you, and be a part of the story that unfolds because of your actions and decisions.[85]Margaret Krohn

Assedi al nodo enable players to destroy nodes starting at Village (fase 3).[85] This paves the way for new development and access to the locked content in surrounding nodes. Due to this dynamic, political strife and intrigue play an important role in the structure of the world.[86]

  • Sieging nodes will not be an easy task for the attackers. Cities and metropolises will have a considerable defensive advantage.[86]
  • There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[73]
If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![6]Steven Sharif

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Guerre tra Gilde

Guerre tra Gilde are objective-based PvP events between guilds.[87][88]

  • Guild wars are not permanent. Definitive victory/surrender conditions exist that are based on the level of the warring guilds and the assets that those guilds have.[91][93]
  • Guild wars are considered a core system of Alpha-2.[94]
Q: How do you plan on keeping wars fresh long term? Typically in other games wars become one dimensional in terms of strategy. Will intrepid be looking at map changes every few years, or will you give guilds / node mayors the ability to customize the layout or objectives of the battlefield?
A: Our guild wars have objective-based gameplay that spawn in the world based on several different factors and predicates that might exist. Some of those predicates might be where is your guild a patron guild of? Does your guild have a guild hall? What node is your guild leader and/or officers a citizen of? What was your last completed raid boss? All of those can serve as predicates to then spawn a certain objective within the world that players have to either engage with in a number of different manners. Either they can be kill objectives, they can be control objectives, they can be capture and move objectives. They could be a caravan caravan summons that need to take supplies from those objectives. The idea is to incorporate all of these other ancillary systems that exist within the game in some way shape or form- tie it into the guild war, because we've created those systems for a reason. We want players to engage with those systems, so why not hook those systems into the guild war format? And I think that that creates a very dynamic setting where it is not just about killing and logging out, but rather strategy in both your resource placement, how you respond, and when you respond, the composition of your raid/group teams. Those types of things play a role now in the outcome of those guild wars and I think they keep it fresh because it'll be different per war.[87]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.

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PvP Navale

Navi moving into an open sea naval PvP zone (open waters/deep ocean areas) will automatically flag players as Combatants (purple).[8][14][15] Corrupted (red) players will remain red while in the open sea.[95][96][37]

Another important change that has occurred is the open seas is now an automatic flagged location. So when you move off of land we have a flagging system that protects and the open seas are international waters where you need to be careful; and there is a lot of opportunity at Sea; and because there's a lot of opportunity that's unique to that content- that's unique to that sea: that's treasure finding; that's NPCs; that's a lot of different stuff there needs to be risk associated with opportunity.[14]Steven Sharif
If you are not corrupt and you enter the open seas you will be taking a mitigated form of the death penalties, which means you will have a debuff applied upon death and in addition you will still suffer the gear degradation or gear decay upon death as well. But you will essentially be either significantly reduced in the experience debt accrued through death in the open seas if you're not corrupt, or there won't be experience debt accrued in the open sees if you are not corrupt.[95]Steven Sharif
  • Open sea zones have better resources in more abundance to compensate for the added level of risk.[7]
We have a very intuitive UI that as you approach the border between open sea and coastal area you are notified of that. You are warned ahead of time. There's a countdown when approaching. We interpolate the distance travel and speed you're moving and you get to see "I'm entering open waters"; and when you do you have this big trophy call out on screen that says "You have entered the open sea. Territory fraught."[97]Steven Sharif

Operators of a ship's weapons platform can initiate naval PvP against another ship in the following cases.[15]

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Server prime-time

Gli eventi PvP basati su obiettivi come assedi al nodo, assedi al castello, guerre di gilda, e guerre ai nodi accadranno durante le ore di punta tra le 3 e le 9 di sera orario del server. Tutto ciò deve essere testato.[67][68][98]

  • Le guerre di gilda e le guerre ai nodi possono essere dichiarate in qualunque momento, ma gli obiettivi appariranno soltanto durante le ore di punta.[89]

Open-world PvP

Open-world PvP in Ashes of Creation is subject to the player flagging and corruption systems.[8][11]

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.[102]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.[99][100][103][104]

We do incentivize players to fight back, or to participate in PvP through the flagging system, but not to PK. Not to go corrupt.[103]Steven Sharif
  • Players can participate in open world PvP with one another without having to resort to murder.[105]
  • The penalties are intended to be severe enough to deter any type of spawn camping.[106]
  • Summons follow the same PvP flagging rules as players and share the player's flag status.[107][108]
  • Elementi are not provided to players until crafting or gathering interactions are complete. Players interrupted before completion will not lose these items or resources.[109]

pvp flagging diagram.png

There are three levels of flagging for world PvP in Ashes of Creation.[29]

  • Non-combatant (green)
    • All players start as non-combatants.[32]
    • Non-forced attacks, including AoE and status effects, will not hit non-combatant players.[110][111]
    • 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.[112]
    • 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.[23]
    • Non-combatants will not be flagged for looting bodies.[113]
    • Players will be able to opt-in (via a checkbox) to allow their beneficial spells, or non-beneficial AoEs to hit combatants.[102][114]
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.[114]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.[102][115][32]
    • 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.[29]
    • Non-combatants who heal, buff, or otherwise interact with combatants or corrupted players will be flagged as combatants.[117][118][119][120]
    • Players can kill combatants without repercussions, and are encouraged to do so, since dying while a combatant has reduced death penalties.[32]
    • Players are not able to manually set their flagging status to combatant.[115]
    • Players remain flagged for a period of 90 seconds following their most recent attack on a non-combatant or another combatant.[121]
    • Players cannot log out while flagged as combatants.[122]
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.[123]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.[124][107][104]
      • Corruption gained for killing controlled entities is a lower value than killing the players.[124]
    • A character's PK value increases with each non-combatant player killed over the lifetime of that character.[8][23][26][27][29]
    • The wider the level disparity between the players, and the higher the attacker's PK value, the more corruption score they gain.[8][23][26][27][29]
    • A character's corruption score multiplies their death penalties and reveals a their location to bounty hunters.[104]
    • If a non-combatant attacks a corrupt player, the non-combatant will not flag as a combatant.[32]
    • Corrupted players may kill bounty hunters without acquiring additional corruption score.[125]
    • There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[117][122]
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.[112]Steven Sharif

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Corruzione del Giocatore

Corrupted player in the Alpha-1 preview.[128]

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.[129]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).[124][107][104] Corruption gained for killing controlled entities is a lower value than killing players.[124]

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.[103]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.[19]Steven Sharif
  • A player's corruption score (corruption value) increases with each non-combatant player killed.[8][26][27][29] Corruption score has a scaling impact on the efficacy of a character's skills in Pvp combat.[117][28] 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.[130]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.[134]Steven Sharif
    • Corruption penalties occur as the corruption is gained.[30]
Reward without risk is meaningless... Corruption is just another word for risk.[135]Steven Sharif
Corruption value from PK'ing a non-combatant is based on level disparity along with the PKer's cumulative PK value.[26]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..[136]Steven Sharif
  • Corrupted players may kill bounty hunters without acquiring additional corruption score.[138][125]
    • Corrupted player's combat penalties do not apply when battling bounty hunters.[138]
  • There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[117][122]
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.[141]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.[142]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.[146]

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Campi di Caccia

You are on the prowl, and notice an unsuspecting player chopping trees. What would you do?[147]

Campi di Caccia are open-world Pvp corruption-enabled areas that encompass most of the map.[148]

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.[151]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.[150]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.[152]

Read more...

Arene

Arene are instanced Pvp scenarios and are not part of open world PvP.[154][155]

The arena system as we've spoken about before is going to have ladder systems where people can progress within certain seasons based on their win/loss ratios. The importance of arenas are obviously that players have an opportunity to participate [and] practice out certain builds from a PvP perspective and can compete with one another within the system.[154]Steven Sharif

Arena ladder

The arena ladder system records a player's progress within PvP seasons based on their arena win/loss ratios.[154][156]

  • Titles can be received from arena play.[160]
  • Other rewards will be revealed at a later time.[159]
  • Arena points that can be used to buy gear is not currently in the design.[160]

Read more...

PvP quests

There will be PvP quests in Ashes of Creation.[165]

There are quests that interact with PvP. PvP is not a secondary component of the game. PvP is an equitable component of the game. Remember we are a PvX game, which means that we emphasize both PvE quest lines and story modes and content as well as PvP. It is an intended design theory for Ashes of Creation that the world is not filled with just your friends. The world is also filled with adversaries; and because of that we will provide opportunities to encourage social friction; and that may be in the form of these PvP oriented questlines.[165]Steven Sharif

Fazioni

Non ci sono fazioni predefinite in Ashes of Creation.[166]

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.[167]Steven Sharif

Affiliazioni

An affiliation tree determines which entities can participate in attacks against other entities within its hierarchy.[168][169]

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.[168]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.[169]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![170]

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.[171][172][173]

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.[174]Steven Sharif
  • Il bordo indicherà il livello e la qualità del set.[171][172][175]
    • Questo indicherà anche se l'equipaggiamento è incantato, assieme agli effetti visivi associati agli oggetti incantati.[172][176][175]
  • Gli sviluppatori credono che ispezionare l'attrezzatura per ottenere una lista esatta di equipaggiamento o un punteggio dell'equipaggiamento possa portare a "comportamenti indesiderati".[177]
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.[173]Steven Sharif

Salute del giocatore

La salute è una stat in Ashes of Creation.[178][136]

  • 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.[112][178][136]

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.[136]Steven Sharif

Targhetta del personaggio

Una targetta del personaggio viene mostrata sopra la testa.[180]

Player death

Player death in an open world dungeon in Alpha-1.[185]

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.[123]Steven Sharif

When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[186][187][188][131][189]

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.[192]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.[193]
    • If the mule dies its corpse will contain the same percentage of lootable items according to the player's death penalties.[193][194]
  • Death by falling is possible.[197]
    • 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.[197]
  • Death by drowning is possible.[198][199]
    • Players that drown will respawn on shore.[198]

Death penalties

Death penalties (mostly) do not apply to objective-based PvP (also called sanctioned events).[35][16][17][18]

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.[18]Steven Sharif

Non-corrupt players suffer reduced death penalties in naval PvP (open seas) zones.[95]

  • These penalties will be less than those for a green player.[211]

Combattimento rinnovato

Anteprima del combattimento split-body corpo a corpo in Alpha-1.[212]

Posso muovermi mentre malmeno questo tipo. Posso indietreggiare e continuare ad attaccare. Semplicemente avere il controllo completo sul mio personaggio mentre attacco.[212]Steven Sharif

Il sistema di combattimento rinnovato verrà rilasciato durante e dopo i test di Alfa-1 basandosi sul feedback dei giocatori.[213][214][215]

Il sistema di combattimento rinnovato avrà animazioni split-body, dove il torso del personaggio può essere bloccato dalle animazioni degli attacchi con l'arma mentre la parte inferiore del corpo può continuare a muoversi.[212][220][221]

Sarai in grado di avanzare mentre brandisci un'arma; e questo ti permetterà di avere completo controllo sulla tua arma o sul corpo a corpo[212]Steven Sharif

Durante l'Alfa-1, il combattimento era più mirato alla funzionalità che al bilanciamento del combattimento.[221] Il combattimento dell'Alfa-2 includerà archetipi, supporto significativo alle abilità, Ottimizzazioni, combattimento split-body, attacchi con le armi, e molti altri oggetti, tra le altre cose.[222]

  • Alfa-2 potrebbe includere cambiamenti che permettono alle abilità template di applicare i prototipi di posizioni 3D in aria o in acqua..[223]

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.[225]Ry Schueller
  • Players are not able to be attacked or robbed while occupying their player stall inside the limits of a node.[230]
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.[224]Ry Schueller

Read more...

PvP seasons

Performance in various Pvp systems (such as Caravan, Arene, Guerre tra Gilde) is measured over the course of 6 month PvP seasons. At the end of each season, a player's cumulative score may unlock various rewards.[154][231]

Metrics

Ashes of Creation gathers tracking data to facilitate achievements, titles and other accolades on a server.[233]

Visibility of those types of things on the server help to promote a competitive atmosphere. If there is an attainable impression that you can work towards, so that others know your success, you have more drive to succeed.[233]Steven Sharif

Leader boards

Players will be able to opt-in to track certain achievements on leaderboards, such as.[235]

Leaderboards may be seasonal.[236]

We have many dreams that we want to do with game-to-web and game-to-mobile in regards to showing stats and being making things shareable for you. We know how social media works; how sharing content with friends works. But those things will come in due time.[235]Margaret Krohn
info-orange.pngAlcune delle seguenti informazioni non sono state confermate di recente dagli sviluppatori e potrebbero non essere nell'attuale roadmap di sviluppo.

Guild ladder

An inter-guild ladder will rank guilds based on their performance within competitive activities:[238][239]

When the guild participates in guild wars or they participate in sieges, you'll be able to climb the ranks of your inter-guild ladder as well so you get bragging rights amongst your friends.[239]Steven Sharif

Duels

Duels may be initiated within a freehold or node.[240][241]

  • Dueling is a self-contained event that requires opt-in by all parties.[240]
    • There will be a way to auto-decline duel requests.[241]
  • Dueling is not considered a part of the flagging system.[240]

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.[240]Steven Sharif

Time to kill

PvP Carovana in Alpha-2.[40]

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.[232]Steven Sharif

Time to kill (TTK) in Ashes of Creation will be a little bit faster than most MMOs.[232]

  • Previously it was stated that the TTK was expected to be around 30 seconds to a minute.[242]
  • The developers do not want one-shots in the final MMORPG.[243]
In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[243]Steven Sharif

Hitboxes

The developers are testing different approaches to accommodate varying hitboxes between the races.[244]

  • There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[244]

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.[244]Jeffrey Bard

There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[244]

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.[244]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.[244][245][246]

Stat growth

Base stats are defined by a character's primary archetype. Stats can be improved based on gear, tattoos, and other enhancements, such as socketed items.[251]

  • Gear has approximately a 40-50% influence on a players overall power in the game.[252]
  • Artisan profession does not affect a player's stats.[253]
  • Previously it was stated that race "seeds" a player's base stats, then the primary archetype grows the base stats.[254][255][256] Any contribution by the secondary archetype was later removed.[254]
  • Waterfall stats are stats that are derived from another stat.[257]
A waterfall stat is a derivative of an attribute. So, if dexterity is your attribute stat and a waterfall from dexterity is critical rate, that would be considered a waterfall stat: the critical rate.[257]

Equalized PvP

There will not be equalized Pvp in the open world. There may be equalized PvP in certain arena battlegrounds under specific circumstances.[258]

Gameplay videos

Immagini

Community guides

See also

Riferimenti

  1. 1.0 1.1 Video, 2021-05-28 (25:44).
  2. Video, 2020-05-31 (1:09:50).
  3. 3.0 3.1 About Ashes of Creation.
  4. pvp catalyst.png
  5. Ashes of Creation FAQ.
  6. 6.0 6.1 6.2 Video, 2017-04-30 (5:31).
  7. 7.0 7.1 7.2 7.3 Trasmissione in diretta, 2022-10-28 (1:41:55).
  8. 8.00 8.01 8.02 8.03 8.04 8.05 8.06 8.07 8.08 8.09 8.10 8.11 8.12 8.13 8.14 8.15 8.16 8.17 8.18 8.19 8.20 8.21 8.22 8.23 8.24 8.25 8.26 8.27 8.28 8.29 8.30 8.31 8.32 8.33 Trasmissione in diretta, 2022-10-28 (24:28).
  9. 9.0 9.1 9.2 9.3 9.4 Trasmissione in diretta, 2022-04-29 (41:27).
  10. 10.0 10.1 10.2 10.3 10.4 10.5 10.6 10.7 10.8 10.9 Trasmissione in diretta, 2017-05-05 (14:26).
  11. 11.00 11.01 11.02 11.03 11.04 11.05 11.06 11.07 11.08 11.09 11.10 11.11 11.12 11.13 pvp meaningful.png
  12. 12.0 12.1 12.2 12.3 Podcast, 2021-04-11 (49:40).
  13. 13.0 13.1 Trasmissione in diretta, 2017-11-17 (45:19).
  14. 14.0 14.1 14.2 14.3 Trasmissione in diretta, 2022-08-26 (1:00:14).
  15. 15.0 15.1 15.2 15.3 15.4 15.5 Trasmissione in diretta, 2021-04-30 (1:06:41).
  16. 16.00 16.01 16.02 16.03 16.04 16.05 16.06 16.07 16.08 16.09 16.10 Trasmissione in diretta, 2022-06-30 (1:14:52).
  17. 17.0 17.1 17.2 17.3 17.4 17.5 17.6 17.7 17.8 17.9 Trasmissione in diretta, 2021-08-27 (1:22:56).
  18. 18.0 18.1 18.2 18.3 18.4 18.5 18.6 18.7 Trasmissione in diretta, 2020-12-22 (1:13:51).
  19. 19.0 19.1 19.2 Trasmissione in diretta, 2022-10-28 (13:53).
  20. Trasmissione in diretta, 2022-03-31 (1:12:27).
  21. Trasmissione in diretta, 2022-10-14 (51:25).
  22. 22.0 22.1 22.2 22.3 22.4 steven-asmon-open-world-pvp.png
  23. 23.00 23.01 23.02 23.03 23.04 23.05 23.06 23.07 23.08 23.09 23.10 23.11 CC effects do notapply to non-combatants.png
  24. 24.0 24.1 24.2 24.3 steven-l2.png
  25. 25.0 25.1 Colloquio, 2018-08-24 (8:35).
  26. 26.0 26.1 26.2 26.3 26.4 26.5 26.6 steven-corruption-value.png
  27. 27.00 27.01 27.02 27.03 27.04 27.05 27.06 27.07 27.08 27.09 27.10 27.11 Colloquio, 2020-07-18 (41:54).
  28. 28.0 28.1 steven-corruption-score.png
  29. 29.0 29.1 29.2 29.3 29.4 29.5 29.6 29.7 29.8 MMOGames interview, January 2017
  30. 30.0 30.1 30.2 corruption.jpg
  31. Colloquio, 2020-07-18 (44:35).
  32. 32.0 32.1 32.2 32.3 32.4 32.5 Colloquio, 2017-04-27 (0:17).
  33. 33.0 33.1 Types of Events on Verra.
  34. 34.0 34.1 34.2 Video, 2023-09-29 (2:59).
  35. 35.0 35.1 35.2 35.3 35.4 35.5 35.6 35.7 Trasmissione in diretta, 2023-02-24 (1:29:45).
  36. Trasmissione in diretta, 2017-05-19 (45:14).
  37. 37.0 37.1 37.2 37.3 jindrack-pvp-events.png
  38. 38.0 38.1 Twitch Bustin - PvP Spectating.
  39. 39.0 39.1 Trasmissione in diretta, 2023-10-31 (1:14:00).
  40. 40.0 40.1 Video, 2024-01-31 (5:22).
  41. Video, 2024-01-31 (2:19).
  42. 42.0 42.1 Video, 2024-01-31 (9:17).
  43. 43.0 43.1 Colloquio, 2020-03-27 (16:19).
  44. caravan UI.png
  45. Trasmissione in diretta, 2017-05-22 (40:40).
  46. 46.0 46.1 Trasmissione in diretta, 2024-01-31 (1:10:03).
  47. Video, 2024-01-31 (10:15).
  48. caravan zone.png
  49. Trasmissione in diretta, 2023-10-31 (1:32:54).
  50. 50.0 50.1 Video, 2023-10-31 (37:16).
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  61. Trasmissione in diretta, 2023-10-31 (1:27:50).
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  63. Trasmissione in diretta, 2017-05-15 (45:20).
  64. Trasmissione in diretta, 2017-05-22 (40:41).
  65. 65.0 65.1 castle nodes.png
  66. Trasmissione in diretta, 2022-07-29 (1:12:14).
  67. 67.0 67.1 Colloquio, 2020-07-29 (31:05).
  68. 68.0 68.1 Colloquio, 2020-07-18 (13:13).
  69. Trasmissione in diretta, 2021-09-24 (52:48).
  70. Colloquio, 2021-07-08 (57:19).
  71. Colloquio, 2020-07-19 (44:28).
  72. castle-siege-scale.png
  73. 73.0 73.1 Twitch Bustin - Practice Sieges?
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  75. steven-siege-zone.png
  76. Trasmissione in diretta, 2021-04-30 (41:18).
  77. Blog: Creative Director's Letter, April 14 2021
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  106. pvp camping.png
  107. 107.0 107.1 107.2 107.3 steven-summons-pvp-1.png
  108. steven-summons-pvp-2.png
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  111. PvP.jpg
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  118. 118.0 118.1 steven-healing-corrupt.png
  119. 119.0 119.1 Colloquio, 2019-04-22 (54:40).
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  121. steven-flagging-duration.png
  122. 122.0 122.1 122.2 steven-flagging-logout.png
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  126. flagging.jpg
  127. pvp flagging lockouts.png
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  131. 131.0 131.1 131.2 131.3 131.4 131.5 131.6 131.7 131.8 131.9 Podcast, 2017-05-05 (43:05).
  132. Colloquio, 2018-05-11 (5:05).
  133. 133.0 133.1 Trasmissione in diretta, 2017-11-17 (35:20).
  134. Podcast, 2021-04-11 (38:31).
  135. corruption2.jpg
  136. 136.0 136.1 136.2 136.3 136.4 136.5 Trasmissione in diretta, 2020-01-30 (1:40:48).
  137. 137.0 137.1 Trasmissione in diretta, 2022-07-29 (1:07:20).
  138. 138.0 138.1 steven-bounty-hunters-1.png
  139. 139.0 139.1 Trasmissione in diretta, 2023-02-24 (1:12:24).
  140. 140.0 140.1 Trasmissione in diretta, 2021-04-30 (1:14:49).
  141. Trasmissione in diretta, 2021-08-27 (1:20:09).
  142. Trasmissione in diretta, 2021-08-27 (1:20:51).
  143. 143.0 143.1 vaknar-gold.png
  144. Trasmissione in diretta, 2023-03-31 (54:22).
  145. Trasmissione in diretta, 2021-06-25 (1:32:24).
  146. Colloquio, 2017-02-01 (39:33).
  147. Twitter - What a glorious day for ganking!
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  149. Trasmissione in diretta, 2017-11-17 (45:17).
  150. 150.0 150.1 Trasmissione in diretta, 2017-06-01 (35:42).
  151. Trasmissione in diretta, 2017-05-19 (24:17).
  152. pvp about.png
  153. Video, 2017-07-16 (0:01).
  154. 154.0 154.1 154.2 154.3 154.4 Trasmissione in diretta, 2021-09-24 (1:22:46).
  155. Trasmissione in diretta, 2017-05-05 (16:53).
  156. 156.0 156.1 156.2 partysize.png
  157. Trasmissione in diretta, 2017-05-26 (48:12).
  158. 158.0 158.1 158.2 Trasmissione in diretta, 2022-10-28 (1:38:33).
  159. 159.0 159.1 arena rewards.png
  160. 160.0 160.1 160.2 160.3 160.4 Podcast, 2018-05-11 (52:20).
  161. gladiators.jpg
  162. Trasmissione in diretta, 2017-05-26 (29:13).
  163. Colloquio, 2020-03-27 (11:04).
  164. Trasmissione in diretta, 2017-08-23 (16:44).
  165. 165.0 165.1 Trasmissione in diretta, 2023-05-31 (1:06:47).
  166. Trasmissione in diretta, 2017-05-26 (39:36).
  167. Trasmissione in diretta, 2018-04-8 (PM) (11:27).
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  169. 169.0 169.1 169.2 169.3 169.4 169.5 169.6 169.7 169.8 Colloquio, 2018-05-11 (58:07).
  170. Twitter - Better luck next time.
  171. 171.0 171.1 171.2 171.3 171.4 Trasmissione in diretta, 2020-08-28 (2:07:26).
  172. 172.0 172.1 172.2 172.3 172.4 Trasmissione in diretta, 2020-07-25 (53:08).
  173. 173.0 173.1 173.2 Trasmissione in diretta, 2020-06-26 (1:28:10).
  174. 174.0 174.1 Podcast, 2021-09-29 (52:58).
  175. 175.0 175.1 Trasmissione in diretta, 2017-07-28 (1:34:55).
  176. Official Livestream - May 4th @ 3 PM PST - Q&A
  177. Trasmissione in diretta, 2017-07-28 (23:20).
  178. 178.0 178.1 178.2 178.3 Trasmissione in diretta, 2020-07-25 (1:33:37).
  179. 179.0 179.1 steven-health-nameplate.png
  180. 180.0 180.1 Colloquio, 2018-05-11 (2:45).
  181. Trasmissione in diretta, 2017-05-22 (51:00).
  182. Trasmissione in diretta, 2022-10-14 (48:45).
  183. Trasmissione in diretta, 2022-09-30 (1:23:28).
  184. Trasmissione in diretta, 2021-01-29 (1:21:01).
  185. Trasmissione in diretta, 2020-03-28 (1:58:24).
  186. Trasmissione in diretta, 2021-09-24 (51:20).
  187. 187.0 187.1 187.2 Trasmissione in diretta, 2021-03-26 (1:07:33).
  188. 188.0 188.1 a419c5398b542a713545e4f393d67215.png
  189. 189.0 189.1 Colloquio, 2020-07-18 (27:11).
  190. Podcast, 2023-07-15 (26:31).
  191. Trasmissione in diretta, 2023-04-28 (1:18:48).
  192. Podcast, 2023-07-15 (28:28).
  193. 193.0 193.1 Trasmissione in diretta, 2021-01-29 (1:24:27).
  194. Trasmissione in diretta, 2018-09-27 (47:46).
  195. Trasmissione in diretta, 2023-11-30 (1:52:37).
  196. Colloquio, 2023-09-10 (53:47).
  197. 197.0 197.1 Trasmissione in diretta, 2022-02-25 (1:06:45).
  198. 198.0 198.1 Trasmissione in diretta, 2022-04-29 (1:08:27).
  199. Trasmissione in diretta, 2017-07-28 (50:22).
  200. Trasmissione in diretta, 2017-05-19 (13:37).
  201. Trasmissione in diretta, 2021-05-28 (1:50:50).
  202. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
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  204. Colloquio, 2020-07-29 (16:46).
  205. 205.0 205.1 Trasmissione in diretta, 2022-12-02 (1:26:02).
  206. Colloquio, 2018-05-11 (15:41).
  207. steven-corruption-gear-drop.png
  208. Colloquio, 2017-04-27 (9:28).
  209. Trasmissione in diretta, 2021-06-25 (1:15:37).
  210. Trasmissione in diretta, 2017-05-15 (36:23).
  211. Colloquio, 2023-07-09 (38:03).
  212. 212.0 212.1 212.2 212.3 Trasmissione in diretta, 2021-07-30 (31:22).
  213. Trasmissione in diretta, 2021-05-28 (1:14:50).
  214. steven-combat-revamp-update.png
  215. Video, 2021-02-26 (6:17).
  216. 216.0 216.1 steven-combat-revamp-update-2.png
  217. 217.0 217.1 Trasmissione in diretta, 2021-02-26 (27:41).
  218. Colloquio, 2021-02-07 (49:18).
  219. Trasmissione in diretta, 2022-07-29 (1:05:20).
  220. Colloquio, 2021-06-13 (4:12).
  221. 221.0 221.1 Trasmissione in diretta, 2021-05-28 (1:13:05).
  222. Trasmissione in diretta, 2022-05-27 (1:11:41).
  223. Trasmissione in diretta, 2022-05-27 (1:16:17).
  224. 224.0 224.1 ry-home.png
  225. 225.0 225.1 ry-safe-zones.png
  226. 226.0 226.1 Trasmissione in diretta, 2023-06-30 (1:49:00).
  227. Trasmissione in diretta, 2021-11-19 (54:26).
  228. Trasmissione in diretta, 2020-08-28 (2:04:00).
  229. Trasmissione in diretta, 2017-05-19 (28:04).
  230. Trasmissione in diretta, 2017-10-16 (59:39).
  231. 231.0 231.1 231.2 231.3 Colloquio, 2020-07-18 (16:34).
  232. 232.0 232.1 232.2 Trasmissione in diretta, 2024-01-31 (59:45).
  233. 233.0 233.1 233.2 233.3 233.4 233.5 233.6 Podcast, 2018-08-04 (1:47:21).
  234. 234.0 234.1 steven-pvp-metrics.png
  235. 235.0 235.1 235.2 235.3 235.4 235.5 235.6 Trasmissione in diretta, 2023-05-31 (2:21).
  236. 236.0 236.1 236.2 Trasmissione in diretta, 2017-07-18 (58:50).
  237. Trasmissione in diretta, 2017-05-15 (44:10).
  238. 238.0 238.1 238.2 238.3 Trasmissione in diretta, 2021-06-25 (1:12:37).
  239. 239.0 239.1 239.2 239.3 Colloquio, 2020-07-29 (14:28).
  240. 240.0 240.1 240.2 240.3 Trasmissione in diretta, 2021-12-23 (1:29:27).
  241. 241.0 241.1 duels.jpg
  242. Colloquio, 2018-10-20 (3:25:46).
  243. 243.0 243.1 Colloquio, 2018-10-20 (9:10).
  244. 244.0 244.1 244.2 244.3 244.4 244.5 Trasmissione in diretta, 2020-10-30 (1:15:59).
  245. steven-headshots-1.png
  246. 246.0 246.1 steven-headshots-2.png
  247. 247.0 247.1 Colloquio, 2018-10-21 (9:10).
  248. Colloquio, 2018-10-20 (3:25:31).
  249. 249.0 249.1 249.2 Trasmissione in diretta, 2018-09-27 (34:49).
  250. Headshot Description Ranger2.png
  251. Trasmissione in diretta, 2023-01-27 (1:27:42).
  252. Colloquio, 2020-07-19 (53:59).
  253. Trasmissione in diretta, 2017-07-18 (37:25).
  254. 254.0 254.1 Trasmissione in diretta, 2019-11-22 (1:4:56).
  255. Trasmissione in diretta, 2017-07-18 (35:58).
  256. Trasmissione in diretta, 2017-05-08 (43:30).
  257. 257.0 257.1 Trasmissione in diretta, 2023-09-29 (1:17:44).
  258. Trasmissione in diretta, 2017-05-15 (34:59).