Evasion
Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[2][3][4]
- Ausweichen is a universal skill that is able to be unlocked by all archetypes.[5][6]
- Dodging will not use I-frames (invincibility frames), but it may affect accuracy and mitigation stats when used.[2]
- Previously it was stated that hybrid combat will likely have true evasion skills relating to action-oriented combat and also have I-frames that apply to tab targeting.[4]
- So you see an animation windup that's a telegraph on what's coming; and then you have response actions that you can take as a result of that in order to dodge, weave, move, do whatever. It is both a combination of what your rotation is but also how you have reaction abilities ready to go that you save for certain circumstances that are important.[3] – Steven Sharif
Mobilität
- The revamped combat system features split-body animations, where the character's upper body can be locked by weapon attack animations while the lower body is free to continue moving.[10][11][12][13][14]
- A lot of abilities you have the capability of moving while casting. It's going to decrease your movement speed significantly or depending on the type of ability. We do reserve the cost- and that's really what it is when you tie ability usage to mobility- we do reserve the cost of requiring the character to remain stationary on some big effect type abilities.[10] – Steven Sharif
- Most abilities in Ashes of Creation are capable of being cast while moving. Some abilities may slow the caster down during the cast, but only rarely will the player be rooted in place.[10][15]
- Movement speed can decrease significantly depending on the type of ability.[10]
- Weapon weight can also affect mobility.[11]
- Fähigkeiten with the greatest power may require the caster to remain stationary while channeling them. This is a risk vs. reward mechanic.[10][15][16][17]
- Most abilities you'll find in Ashes of Creation are capable of being cast while moving. Some of those abilities might slow your movement during the cast, but you can continue to move. Very rarely, and depending on obviously the importance of the ability or the power level of that ability, you might be rooted in place. So, for example, the AoE ability [Chains of Restraint] has a lot going on. It has damage ticking over time, it is an area of effect, it also has a status condition application; and in those instances the player character gets rooted.[15] – Steven Sharif
- Ranged archetypes will have gap openers to counter gap closers from archetypes like the Kämpfer.[18]
- That's the cat-and-mouse of these abilities. Like we've seen with the Ranger, they have a backflip, they have their Airdrop [sic] ability. The Mage has teleportation. There are going to be abilities that are tit-for-tat; and managing the resource of those abilities and the timing of when you use them to either correlate to your opponent's use of those things, or to save them for yourself when you want to get away, that's part of what makes the engagements dynamic and different each time.[18] – Steven Sharif
- Unreal Engine 5 has enabled improved forms of locomotion, such as crouching, tilting and mantling.[19][20]
- There's a balance in the game design between your movement speed on attack and the movement speed of your opponent. When you have a game that is both PvE centric as well as PvP centric, you have to make sure that combat is blended for both approaches; and we can always run into problems where, if you're significantly hampered in your movement speed, that has an effect on how we expect player versus player engagements to interact; and we don't want to restrict a player's ability to be mobile if they're the target of an attack. And as a result of that we need to make sure that we don't restrict the movement abilities of the player who is doing the attacking as well. So we want it to be relatively free for you to stay with each other. Your opponents move around the battlefield together and if we're hampering you on the attack action, we have to then implement some type of snare, or slow, or cc effect essentially on your opposing target; and that's not the approach we want to take for for PvP.[24] – Steven Sharif
- Melee archetypes will offer various mobility and CC counters against ranged archetypes, such as the Waldläufer.[25][26]
- If we're talking about Fighter, they're going to have a lot of heavy gap closers. They can probably be a little bit more liberal in the use of their gap closers because they have so many of them, versus let's say a Ranger that needs to choose when to use their escape abilities, because they have fewer of them. The same would be true for a melee character like a rogue. Their approach vector is going to be more stealth-driven than it would be perhaps let's say from a gap-closer perspective.[25] – Steven Sharif
- Q: If a ranger is super mobile, what are the melee's options in order to catch them?
- A: Different class kits will provide different gap closers. They'll provide different mobility skills. They'll have lockdowns. They'll have chains to pull back. They'll have a lot of different things in the rotation. That's part of what an MMORPG experience is. You're not just restricted to three or six skills, you have a rotational suite; and depending on the type of challenges you face is going to help determine which of those rotations you spec into from your skill tree.[26] – Steven Sharif
Skill | Icon | Origin | Description |
---|---|---|---|
Air Strike | Waldläufer | Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing area damage and rooting targets hit for 3 seconds. Rotation control is enabled during cast.[27] The root effect is nature based.[28] | |
Blink | Magier | Instantly teleport a set distance in the direction you are moving.[29][30] | |
Blitz | Kämpfer | Charge directly toward target enemy, dealing Physical damage to the target on arrival.[31] | |
Call of the Wild | Waldläufer | Remove all movement impairing effects and increase movement speed by 20% for 8 seconds. Snares and Roots effects applied to the caster are ignored.[32] | |
Caravan Trail Speed Bonus | Caravan | Minor speed boost for travelling on a simple trail.[33] | |
Exert | Kämpfer | Consume your Combat Momentum rapidly, gaining 20% increased attack and movement speed and immunity to disabling effects while active. Must have at least 20 Combat Momentum to activate, and the effect ends when all Combat Momentum is fully depleted.[34] | |
Form Of Celerity | Kämpfer | While in this form, the caster receives +2% Movement Speed per 10 Combat Momentum, up to a maximum of +20%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[35] | |
Form Of Fluidity | Kämpfer | While in this form, the caster receives +4% Disable Resistance Chance per 10 Combat Momentum, up to a maximum of +40%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[36] | |
Leap Strike | Kämpfer | Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[37] | |
Lunging Assault | Kämpfer | Spend 15 Combat Momentum to lunge in a direction a short distance and perform an upward swing upon arrival, dealing damage to enemies in front of you. You are immune to hard crowd control effects while performing this ability.[38] | |
Recharging Lunging Assault | Kämpfer | Lunging Assault gains an additional charge and generates 5 additional Combat Momentum when dealing damage to one or more enemies.[39] | |
Shield Assault | Tank | Bashes the target with your shield, dealing damage and applying the shaken condition. If the target is already suffering from the shaken condition, stun the target instead.[40] | |
Speed Boost | Caravan | Gives the caravan a temporary speed boost.[41] | |
Unstoppable Exert | Kämpfer | Exert additionally breaks all hard control effects on the caster, and may be used any time while under a hard controlling effect.[42] | |
Whirlwind | Kämpfer | Channeled Ability: Deal physical damage to all enemies around the caster with each spin while channeled, increasing the spin rate the longer it is channeled. The caster is immune to hard disabling effects while spinning. Activate the ability again to end channeling early.[43] | |
Wings of Salvation | Kleriker | Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[44][45] An ally is defined as any non-combatant player or non-mob NPC.[46] |
Player movement
- Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[48]
- I've instructed design to incorporate a mana consumption that's percentage based for sprinting. So it'll be a similar amount of time that each class, regardless of their mana values, will have in order to sprint and it will not be accessible while in a combat.[48] – Steven Sharif
- There is a toggleable walk/run (autorun) capability.[50]
- There is not going to be any "go to waypoint" (auto-pathing) mechanics.[51]
- Double-jumping has been considered as an option for player mounts.[53]
- Unreal Engine 5 mantling was demonstrated by the developers.[19][54]
Collision
There are player and spell/projectile collision mechanics in Ashes of Creation.[55][56][57]
- Inertia and momentum physics will help prevent blocking doorways/access points. This is based on a character's direction and movement speed, and can be used to push people out of the way.[58][57]
- Reittiere and players cannot stop caravans and other vehicles from moving. Nothing can move or block ships.[59]
- Specific ranged skills will have a pushback effect but this is not inherent to all ranged abilities.[60]
- Player collision inherently limits the number of individuals that can be affected by AoE skills.[55]
- Not all projectiles can be body-blocked.[56]
- Not all projectiles can be body-blocked. Some potentially can, but there will be certain abilities and effects, like a shield wall, that can that can be brought up and that will obscure line-of-sight to the target as well; and it will restrict some of those attacks from occurring.[56] – Steven Sharif
Animationen
Es wird einige Animationen geben, die bestimmten Völker und Klassen einen besonderen Flair verleihen, aber im Allgemeinen werden die Animationen so oft wie möglich wiederverwendet, um die Entwicklungszeit zu verkürzen..[61]
We will have things that are known as sort of like racial abilities which will key into the class that you've chosen and those will almost certainly have animations that are one-offs that are associated with that class. They'll help you get some more like Ren'Kai flavor or some more Empyrean flavor but we have to reuse animations as much as possible in order to get to the finish line here so it'd be a super nice thing to do but probably not in the cards.[61] – Jeffrey Bard
Animation abbrechen
Animation abbrechen will not be a combat mechanic in Ashes of Creation.[62][63]
- Players will be able to cancel channeled abilities.[62]
Aktives Blocken
Das Paladin's Might Schild in Ashes of Creation Apocalypse hatte eine eigene Hitbox mit Lebenspunkten (HP). Dieser Schild kann Projektile aktiv abwehren.[64]
- Die Entwickler sind sich noch uneinig, ob aktives blocken ein Teil des MMOs sein wird. Derzeit neigen sie eher zur traditionellen buff-orientierten universellen Schadensmilderung aber ziehen auch eine Kombination zwischen action-based blocken und dem Wasserfall Stat system in Betracht.[65]
In APOC gab es ein Schild, welches ein aktives Schildblock aktion basiertes system benutzte; die Daten, die wir daraus sammelten, verrieten uns, dass die Anzahl der Spieler, die dieses Schild wirksam und essenziell benutzten, gering war; es besteht die Sorge, dass das Implementieren eines Aktion begrenzten aktiven Schildblocks im Kontrast zu dem Traditionellem, aktivieren eines Buffs, welches eine adjustierte Schildblockrate gewährt, universell gegen einkommenden Schaden wirkt und mit den Stats der Spieler interagiert, steht. Letzteres ist etwas was wir in das hybrid Kampf System integrieren wollen.[65] – Steven Sharif
Das ist etwas, was wir weiterhin wiederholt und aktiv im unserem hybrid Kampf System testen werden. Natürlich wollen wir, dass Aktions basierte Komponenten mit dem Waterfall Stat System interagieren; es hört sich für manche wie ein Widerspruch an Aktion und Tab Elemente zu kombinieren, aber das muss es nicht. Aktion Elemente können so zum Beispiel angewandt werden - Gehen wir davon aus man benutzt das Schild um ein herangeflogenes Projektil oder eine Fähigkeit, die aus einer gewissen Zone gefeuert wurde, abzufangen. Durch das Blocken des Projektils oder der Fähigkeit erhält man 80% Schadensreduktion oder 80% Bonus physikalische Verteidigung auf das Schild; und wenn das Projektil oder die Fähigkeit außerhalb einer bestimmten Zone abgefeuert wurde und man diese abfängt, erhält man einen geringeren Bonus; und das ist was passieren würde, wenn man beispielsweise den Stat der physikalischen Verteidigung des Schildes in Betracht zieht, man fügt es als reduzierender Faktor zum eingehenden Schaden hinzu aber man erweitert das System mit dem Waterfall Stat, welcher für die Reduktion des Schadens durch Schilden verantwortlich ist, auch genannt Schildrate; dann würde man beispielsweise statt 80% Schadensreduktion 87% Schadenreduktion erhalten, weil man diesmal die persönlichen Stats in Betracht gezogen hat; und wenn ein Projektil oder eine Fähigkeit nicht in einer bestimmten Zone abgefeuert wurde ist es um 50% wirksamer satt nur um 40%. Dieses Beispiel ist nur dazu da um einen Einblick zu gewähren was es erfordert, um Skills festzulegen und um zu zeigen, wie sie Aktions basierend interagieren.[65] – Steven Sharif
Combat revamp
A revamped combat system will be rolled out during and post Alpha-1 testing based on player feedback.[66][67][68][9]
- I just want to give kudos to the combat team, because in my opinion having played this and watched this and seen the community's response to it, they've done a great job in moving away from what was our direction prior to Alpha-1 to now having developed for Alpha-2 a significantly revamped combat experience; and I think it feels good and it plays well and it's fun.[66] – Steven Sharif
- The goal is to give more agency to the player and achieve a more fluid flow of combat with greater mobility when using abilities.[69][8]
- The current hybrid tab and action combat system will remain after the revamp.[69]
- This revamp will not represent the final form of combat, but will set the general direction that combat will be taking.[70]
- The revamp will be iterative and will be rolled out to testers in different phases.[8]
- The developers will be testing whether or not to use global cooldowns GCDs on different types of abilities during Alpha-2.[71]
- As of July 2023 global cooldowns are not currently in the game.[72]
- Instant cast abilities are referred to as off-global-cooldown or OGCD abilities.[72]
The revamped combat system will feature split-body animations, where the character's upper body can be locked by weapon attack animations while the lower body is free to continue moving.[12][13][14]
- You'll be able to move forward while swinging your weapon; and this will allow you complete control over your weapon attacks for melee.[12] – Steven Sharif
Alpha-1 combat was focused on core functionality rather than combat balance.[14] Alpha-2 combat will include archetypes, significant ability support, augments, split-body combat, weapon attacks, and many additional items, among other things.[73]
- Changes that allow templated abilities to apply to 3D positions in the air or water will be prototyped and may be included in Alpha-2.[74]
Zielen im Kampf
Hybridkampf bezieht sich auf die Wahl zwischen Tab und Action Kampf in Ashes of Creation.[77][78][79][80] Eine Umschalttaste (Standard , kann aber an eine andere Taste gebunden werden) erlaubt dem Spieler, zwischen Action- und Tab-Kampfmodi zu wechseln.[81][69][82][83]
- Die Action-Modus-Kamera ist mit dem Fadenkreuz des Spielers verbunden.reticle (crosshair).[84][85]
- Gezielte Fähigkeiten erfordern entweder ein Softoder or hard gesperrtes Ziel. [84]
- Soft locking ist, wenn sich das Fadenkreuz im Aktionsmodus über ein gültiges Ziel bewegt . Die Zieltafel erscheint leicht ausgegraut, um anzuzeigen, dass es sich um ein Soft-Lock-Ziel handelt. Bewegt sich das Fadenkreuz vom Ziel weg oder bewegt sich das Ziel vom Fadenkreuz weg, geht das Ziel verloren. [84].
- Hard locking ist, wenn der Spieler die rechte Maustaste auf einem weich gesperrten Ziel im Aktionsmodus verwendet oder wenn der Spieler ein gültiges Ziel im Tab-Modus auswählt . Die Zieltafel wird nicht ausgegraut, um anzuzeigen, dass ein fest fixiertes Ziel ausgewählt ist. Anders als beim Soft Lock geht das Ziel nicht verloren, wenn es sich aus dem Fadenkreuz bewegt. Tabwechselt im Aktionsmodus basierend auf der Annäherungspriorität weiterhin zwischen hart gesperrten Zielen. Tab will still cycle between hard-locked targets in action mode based on proximity priority.[87][84]
- Skillvorlagen ermöglichen im Aktionsmodus "blindes Schießen" ohne Ziel . Wenn sich eine Entität in den Angriffspfad bewegt, kann sie getroffen werden.n [88][89][84]
Q: Was sind die Vorteile von Tab versus Action? Ich habe das Gefühl, dass viele Leute denken, dass Tab einfach einfacher ist, also warum sollte ich Aktion verwenden?
A: Wenn die dich in einer massiven Schlägerei befindest, könnte die Fähigkeit, Ziele auszuwählen, die weit hinten liegen, für Benutzer von Tab-Zielen vorteilhafter sein, da sie klicken können, aber die Reaktionszeit, um ein Ziel zu erreichen Ziel für einen Cursor im Vergleich zum Erfassen eines Ziels für ein Fadenkreuz ist viel schneller und weniger umständlich, da es nicht so viele Aktionen seitens des Benutzers erfordert.[90] – Steven Sharif
Vorlagen und zielgerichtete Versionen von Fähigkeiten haben unterschiedliche Eigenschaften.[76][81][91][92][93]
- Skill-Fortschritte, die Zuweisung von Skillpunkten wird vom Spieler bestimmt. Der Spieler wird in der Lage sein, entweder eher Tab-Target-orientierte Fähigkeiten oder mehr aktionsbasierte Fähigkeiten zu wählen und sein spielbares Erlebnis an seine Vorlieben anzupassen. Aus balancierender Sicht müssen wir für uns Entwickler sicherstellen, dass bestimmte Fähigkeiten bestimmte Funktionen beherbergen, damit es ein Gleichgewicht zwischen Skillshots und Tab-Target-Fähigkeiten gibt.[92] – Steven Sharif
- Zielfertigkeiten werden ausgegraut, wenn sich das Ziel nicht innerhalb einer gültigen Reichweite befindet, aber bei Skillvorlagen muss der Spieler im Allgemeinen die richtige Reichweite für die Fertigkeit einschätzen. [94]
- Unterschiedliche Ränge des selben Fähigkeiten können die Fertigkeit von Registerkarte zu Aktion oder umgekehrt ändern.[95]
- Die Variablen ändern sich je nachdem, welche Version einer Fertigkeit ausgewählt wird. [93]
- Es ist möglicherweise nicht möglich, nur aktions- oder tabellarische Fähigkeiten vollständig zu spezifizieren. Es kann eine Obergrenze von 75 % für die Auswahl von Fähigkeiten eines beliebigen Typs geben.[92]
- Aus Gründen der Ausgewogenheit sind bestimmte Fertigkeitstypen entweder Registerkarten- oder aktionsorientierte Fertigkeiten. [96]
- Als Beispiel: Sagen wir, du spielst eine Fernkampfklasse. Du könntest einen aktionsorientierten Power-Shot in deinem Fähigkeitsbaum haben oder einen Power-Shot auf ein einzelnes Ziel haben, der ansteigt und mehr Schaden anrichtet.[93] – Steven Sharif
Alpha-1 combat
Hybrid combat was tested in Alpha-1.[79][91]
- A toggle button (default Z, but can be re-bound to another key) allows the player to switch between action and tab targeted combat modes.[81][69][82][83]
- The action mode utilizes a targeting reticle and is very close to a third-person action game.[79][82][83][98]
- The player does not have to be in reticle mode to use an action combat ability.[99]
- If you use an action combat ability that's going to be directional focused, you do not have to be in reticle mode to use that. It will fire where that reticle would be. So if you play by feel and you're in tab target camera mode, you can still utilize your action-oriented skills and abilities.[99] – Steven Sharif
- The reticle will highlight/change color (to red) to indicate if the current target is able to be hit with the currently prepared skill.[79][82]
- Action combat abilities will not have a lock-on feature but pressing Q while in action mode will lock on to the current target to enable the use of tab-oriented skills in action mode.[81][79]
- Action combat abilities will not have a lock-on feature so to speak. Some of those are going to be skill shot only. However because you can have a mix and match of tab abilities that require a target, you will be able to target lock in action mode as well. Right now that's delegated to the Q key as default, but you can obviously set that up you could put it on your left mouse button, or you could put it wherever you want; and when your reticle hovers over a target, it rapidly swaps your target ability and when you press your target lock it will then lock that target; and if you have tab-oriented skills, you can use your tab oriented skills and they will be used against that target.[81] – Steven Sharif
- The tab mode (MMO mode) facilitates tab targeted combat.[82][83] A tab-targeted ability requires a target in order to utilize that skill.[81][98]
- Pressing left-click in tab mode will attack the target (with the currently selected weapon).[82]
- There will be a "target of target" capability on the user interface.[100]
Hitboxes
The developers are testing different approaches to accommodate varying hitboxes between the races.[101]
- There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[101]
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.[101] – Jeffrey Bard
There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[101]
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.[101] – Steven Sharif
Directional attacks
There will be directional attacks (back attacks, flanking attacks, frontal attacks) that deal additional damage depending on the positional context of the attack.[102]
Spalten
Alle Waffen haben einen Vorwärtsangriffskegel, unabhängig davon, ob sie sich im Modus Tab oder Action Modus befiden. [82]
Stangenwaffen zum Beispiel haben einen viel breiteren Bogen und viel weiter nach außen. Dolche haben einen feiner abgestimmten Bogen, also musst du in dieser Hinsicht präziser sein.[82] – Steven Sharif
Dies wird als Waffenangriff beschrieben, nicht als aktive Fähigkeit.[82]
Siehe auch
Einzelnachweise
- ↑ 1.0 1.1 1.2 Liveübertragung, 2020-08-28 (1:19:24).
- ↑ 2.0 2.1 Liveübertragung, 2023-01-27 (1:06:02).
- ↑ 3.0 3.1 Liveübertragung, 2022-06-30 (51:17).
- ↑ 4.0 4.1 Liveübertragung, 2020-01-30 (1:34:12).
- ↑ Liveübertragung, 2023-12-19 (1:49:56).
- ↑ Liveübertragung, 2021-11-19 (50:38).
- ↑ Liveübertragung, 2020-06-26 (1:24:06).
- ↑ 8.0 8.1 8.2 8.3 Liveübertragung, 2021-02-26 (27:41).
- ↑ 9.0 9.1 Video, 2021-02-26 (6:17).
- ↑ 10.0 10.1 10.2 10.3 10.4 Liveübertragung, 2023-07-28 (1:02:23).
- ↑ 11.0 11.1 Liveübertragung, 2022-06-30 (46:30).
- ↑ 12.0 12.1 12.2 12.3 12.4 Liveübertragung, 2021-07-30 (31:22).
- ↑ 13.0 13.1 Interview, 2021-06-13 (4:12).
- ↑ 14.0 14.1 14.2 Liveübertragung, 2021-05-28 (1:13:05).
- ↑ 15.0 15.1 15.2 Liveübertragung, 2022-12-02 (59:47).
- ↑ Liveübertragung, 2020-04-30 (1:17:13).
- ↑ Liveübertragung, 2017-05-08 (43:30).
- ↑ 18.0 18.1 Liveübertragung, 2024-03-29 (2:01:57).
- ↑ 19.0 19.1 Liveübertragung, 2021-12-23 (55:32).
- ↑ Video, 2021-12-23 (23:53).
- ↑ 21.0 21.1 Liveübertragung, 2022-10-14 (48:45).
- ↑ 22.0 22.1
- ↑ Liveübertragung, 2020-06-26 (1:30:40).
- ↑ 24.0 24.1 Liveübertragung, 2022-06-30 (49:42).
- ↑ 25.0 25.1 Liveübertragung, 2023-12-19 (1:16:19).
- ↑ 26.0 26.1 Liveübertragung, 2022-09-30 (51:28).
- ↑
- ↑ Video, 2022-09-30 (15:28).
- ↑
- ↑ Video, 2023-04-28 (4:40).
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ Video, 2023-01-27 (5:07).
- ↑
- ↑
- ↑
- ↑ Video, 2023-07-28 (24:03).
- ↑
- ↑ Video, 2023-07-28 (24:16).
- ↑ Video, 2017-05-25 (0:02).
- ↑ 48.0 48.1 Liveübertragung, 2021-07-30 (1:11:29).
- ↑ Reddit - Developer response to unique ability visuals.
- ↑
- ↑ Liveübertragung, 2018-05-04 (51:57).
- ↑ Liveübertragung, 2017-12-15 (1:35:38).
- ↑ Liveübertragung, 2023-05-31 (1:10:08).
- ↑ Video, 2021-12-23 (7:05).
- ↑ 55.0 55.1 Liveübertragung, 2023-12-19 (1:52:02).
- ↑ 56.0 56.1 56.2 Liveübertragung, 2023-12-19 (1:20:09).
- ↑ 57.0 57.1
- ↑ Interview, 2020-03-27 (15:20).
- ↑ Liveübertragung, 2023-10-31 (1:30:52).
- ↑ Liveübertragung, 2023-12-19 (1:17:45).
- ↑ 61.0 61.1 Liveübertragung, 2020-12-22 (1:12:56).
- ↑ 62.0 62.1 Liveübertragung, 2019-11-22 (1:09:37).
- ↑ Liveübertragung, 2017-05-17 (1:05:11).
- ↑
- ↑ 65.0 65.1 65.2 Liveübertragung, 2020-06-26 (1:19:50).
- ↑ 66.0 66.1 Liveübertragung, 2023-12-19 (1:30:29).
- ↑ Liveübertragung, 2021-05-28 (1:14:50).
- ↑
- ↑ 69.0 69.1 69.2 69.3
- ↑ Interview, 2021-02-07 (49:18).
- ↑ Liveübertragung, 2022-07-29 (1:05:20).
- ↑ 72.0 72.1 Video, 2023-07-28 (10:18).
- ↑ Liveübertragung, 2022-05-27 (1:11:41).
- ↑ Liveübertragung, 2022-05-27 (1:16:17).
- ↑ Video, 2022-09-30 (17:03).
- ↑ 76.0 76.1 76.2 76.3 76.4 Liveübertragung, 2022-09-30 (41:06).
- ↑
- ↑ Liveübertragung, 2021-08-27 (1:16:04).
- ↑ 79.0 79.1 79.2 79.3 79.4 79.5 79.6 Liveübertragung, 2021-06-25 (22:34).
- ↑ Liveübertragung, 2017-11-16 (30:45).
- ↑ 81.0 81.1 81.2 81.3 81.4 81.5 Liveübertragung, 2021-06-25 (27:43).
- ↑ 82.00 82.01 82.02 82.03 82.04 82.05 82.06 82.07 82.08 82.09 82.10 82.11 82.12 82.13 Liveübertragung, 2020-08-28 (1:15:39).
- ↑ 83.0 83.1 83.2 83.3 Liveübertragung, 2020-04-30 (1:09:51).
- ↑ 84.0 84.1 84.2 84.3 84.4 Video, 2022-09-30 (17:00).
- ↑ 85.0 85.1 Liveübertragung, 2021-03-26 (59:21).
- ↑ Liveübertragung, 2021-06-25 (26:11).
- ↑ Liveübertragung, 2022-09-30 (49:16).
- ↑ Liveübertragung, 2022-09-30 (52:33).
- ↑ Liveübertragung, 2022-09-30 (48:10).
- ↑ Liveübertragung, 2022-09-30 (54:35).
- ↑ 92.0 92.1 92.2 92.3 Liveübertragung, 2018-04-8 (PM) (37:57).
- ↑ 93.0 93.1 93.2 93.3 93.4 93.5 Podcast, 2018-08-04 (1:07:59).
- ↑ Liveübertragung, 2023-01-27 (1:11:07).
- ↑ Liveübertragung, 2020-08-28 (1:12:50).
- ↑ 96.0 96.1 96.2 96.3 96.4 96.5 Podcast, 2018-08-04 (1:11:05).
- ↑
- ↑ 98.0 98.1 Interview, 2019-04-15 (38:03).
- ↑ 99.0 99.1 Liveübertragung, 2021-06-25 (27:10).
- ↑ Liveübertragung, 2020-04-30 (40:19).
- ↑ 101.0 101.1 101.2 101.3 101.4 Liveübertragung, 2020-10-30 (1:15:59).
- ↑ 102.0 102.1 Liveübertragung, 2021-03-26 (1:11:25).
- ↑