Hybrid combat
Hybridkampf bezieht sich auf die Wahl zwischen Tab und Action Kampf in Ashes of Creation.[3][4][5][6] Eine Umschalttaste (Standard , kann aber an eine andere Taste gebunden werden) erlaubt dem Spieler, zwischen Action- und Tab-Kampfmodi zu wechseln.[7][8][9][10]
- Die Action-Modus-Kamera ist mit dem Fadenkreuz des Spielers verbunden.reticle (crosshair).[11][12]
- Gezielte Fähigkeiten erfordern entweder ein Softoder or hard gesperrtes Ziel. [11]
- 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. [11].
- 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.[14][11]
- Skillvorlagen ermöglichen im Aktionsmodus "blindes Schießen" ohne Ziel . Wenn sich eine Entität in den Angriffspfad bewegt, kann sie getroffen werden.n [15][16][11]
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.[17] – Steven Sharif
Vorlagen und zielgerichtete Versionen von Fähigkeiten haben unterschiedliche Eigenschaften.[2][7][18][19][20]
- 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.[19] – 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. [21]
- Unterschiedliche Ränge des selben Fähigkeiten können die Fertigkeit von Registerkarte zu Aktion oder umgekehrt ändern.[22]
- Die Variablen ändern sich je nachdem, welche Version einer Fertigkeit ausgewählt wird. [20]
- 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.[19]
- Aus Gründen der Ausgewogenheit sind bestimmte Fertigkeitstypen entweder Registerkarten- oder aktionsorientierte Fertigkeiten. [23]
- 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.[20] – Steven Sharif
Targeted skills
Targeted skills require either a soft or hard locked target.[21][11]
- Soft locking is when the reticle moves over a valid target while in action mode. The targeting plate will appear slightly grayed out to indicate that this is a soft-lock target. If the reticle moves away from the target or the target moves away from the reticle, the target is lost.[11].
- Hard locking is when the player uses right-mouse on a soft-locked target in action mode, or when the player selects a valid target in tab mode. The targeting plate will not be grayed-out to indicate that a hard-lock target is selected. Unlike soft locking, if the target moves out of the reticle, the target is not lost. Tab will still cycle between hard-locked targets in action mode based on proximity priority.[14][11]
- Targeted skills will be greyed out if the target is not within a valid range.[21]
- The developers will be testing additional targeting methods, such as target-of-target as well as separate friendly and enemy targets, most likely during Alpha-2.[25]
Skill | Icon | Base skill |
---|---|---|
Arcane Volley | Fires a volley of arcane missiles at your target, dealing arcane damage with each hit.[26][27] | |
Barrage | Fires a continual barrage of arrows at your target for 1.5 seconds, dealing 12% physical damage per arrow.[28] | |
Barrier | Sacrifice 25% of your maximum health to place a health shield on target ally for 10 seconds. Does not stack.[29][30] | |
Bear Trap | Spawn a Trap at the target location, which arms after 1 second. When an enemy triggers the Trap, they take damage and become Rooted for 2 seconds.[31] | |
Bless Weapon | Imbues your target's weapon with radiant light, causing each of their weapon combo attacks to deal additional radiant damage and applies a mana regeneration buff to the caster. Each hit extends the duration of the mana regeneration buff, up to a maximum of 15 seconds. Has a 10% chance to proc bonus radiant damage and apply a stack of Burning to the target.[32][33] | |
Chain Lightning | Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[34][35][36] | |
Condemn | Stun target enemy for 3 seconds.[37][38] | |
Defiant Light | Heal target ally for 50% of their maximum health over 10 seconds. If that target would receive fatal damage while under this effect, this effect is consumed and prevents that target's death, healing them for 25% of their maximum health instead.[39][40] | |
Deliverance | Held ability: Charges up healing energy that heals a target ally upon release, scaling in power the longer it is charged and the more % missing health of the target.[41][42] | |
Fireball | Instantly hurl a ball of fire toward your target, dealing fire damage and applying 1 stack of Burning to target on impact. Burning deals periodic fire damage over time for each stack applied. When the target reaches 5 stacks, they become Conflagrated, dealing extreme fire damage over time.[43] Hitting a conflagrating enemy with a lightning spell causes Fusion, dealing significant damage and removing the Conflagrated effect.[44] | |
Frostbolt | Launch a bolt of frost towards your target, dealing ice damage and applying 2 Chilled stacks to the target on impact. Chilled reduces movement speed of the target for each stack applied. When the target reaches 5 stacks, they become Frozen, rooting them in place for the duration. Hitting a frozen enemy with a lightning spell causes them to Shatter, dealing significant damage and removing the Frozen effect.[45][46] | |
Headshot | Deals 175% physical damage to target enemy.[47] | |
Healing Touch | Heal target ally in melee range for a large amount of health.[48][49] | |
Judgment | Cast a heal on target ally for a large amount of health. If this is cast on an enemy, it instead deals radiant damage to the target and applies 2 stacks of Burning.[50][51] | |
Lightning Strike | Held ability: Charge up a bolt of lightning to unleash upon your target, dealing lightning damage and applying 2 stacks of Electrified to the target. This deals additional damage based on how long it was charged. Electrified reduces the target's magical mitigation for each stack applied. When the target reaches 10 stacks, all Electrified stacks are consumed and they become temporarily Shocked. Whenever a Shocked enemy takes damage, they take additional damage and 1 stack of Shocked is consumed. Shocked is initially applied with 20 stacks.[52][53] | |
Longbow basic attack | A slower, powerful, longer range basic ranged attack. Tapping the basic attack button will shoot normally. Holding the basic attack button will charge the shot (and root the player) to cause added damage.[54][55][56] | |
Mend | Instantly launch a healing projectile toward target ally. Each charge of this ability consumed after the first has no mana cost, and restores an increasing amount of mana to the caster based on the number of missing charges. Consecutive uses of the ability will gain bonus healing.[57][58] | |
Schützen | Intercept attacks that strike your friendly nearby target, redirecting half of the damage taken to you. Must be within 10ys to Protect. If this range is exceeded for more than 5 seconds, the effect ends.[59] | |
Resplendent Beam | Held ability: Fire a beam of healing energy toward a target ally. Charging this spell allows the beam to bounce to up to 5 additional friendly targets closest to the original target, based on how long it was charged. The amount of healing is reduced for each subsequent target.[60][61] | |
Scatter Shot | Fires a spread of projectiles, dealing Physical Damage to every enemy target within a 20m cone in front of the caster.[62] | |
Shortbow basic attack | A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[55][56] | |
Slam | Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[63] | |
Slumber | Applies the sleeping condition to targets affected within a small area around the primary target, rendering them unable to move or take any action. Any damage dealt to a sleeping target will break the effect. Duration is reduced by 20% for each additional target hit, to a minimum of 40% of base duration.[64][65][66] | |
Smite | Smite your target, dealing instant damage and applying a stack of Burning to target enemy. Has no cast time and deals increased damage if activated within melee range of the target. This attack always critically hits on targets under the effect of Condemn.[37][67] | |
Snipe | Charge a powerful ranged attack, dealing large damage after charging for 3 seconds. Deals 300% physical damage.[68] | |
Soothing Glow | Apply a healing over time effect to target ally. Reapplying this effect extends its duration on the target by its base duration value.[69][70] | |
Thundering Shot | Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[71] | |
Wings of Salvation | Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[72][73] An ally is defined as any non-combatant player or non-mob NPC.[74] |
Indirect fire skills
Indirect fire skills are targeted skills where the projectiles may path around obstructions that are not in line-of-sight, so long as the maximum distance travelled for the skill is not exceeded.[76][75][77]
- This is a prototype concept that is subject to testing and balancing.[77]
- A limited number of these may exist throughout different class kits.[77]
- Some abilities might have indirect fire. So, if you have let's say a Archer or Ranger who has the ability to select a Mage as their secondary class; and they might want to augment a Snipe ability in order to go around a corner like an Arcane Archer might have... Some abilities might not care about that line-of-sight. They might care the distance to the target around the corner, or the path that it's taking; and if it's outside that path is too long it might not be able to reach them of course.[76] – Steven Sharif
Skill | Icon | Base skill |
---|---|---|
Chain Lightning | Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[34][35][36] | |
Headshot | Deals 175% physical damage to target enemy.[47] |
Templated skills
Templated skills allow blind firing (free aim) without a target while in action mode. If a player moves into the path of the attack they can be struck.[78][15][16][11]
- One of the differences between tab and action combat mode is you can launch projectiles in action combat mode as a blind fire option, and if a target or if something moves in the way between the time of that projectile launching and impacting either its max distance, or a piece of terrain, or another target, it's possible that players might move into that projectile.[16] – Steven Sharif
- Not all projectiles can be body-blocked.[79]
- Some templated skills may have template indicators, but in general will require the player to assess the correct range for the skill.[21]
- If it is a templated ability, which means it's skill-based to use, you'll need to get a feel for those distances; and that's some skill-based learning where you get an idea for what those distances are. Some of those will have template indicators but they'll be very in-world and immersive. We're not utilizing more UI-centric looking indicators, but generally the AoE templates are meant to be skill-based.[21] – Steven Sharif
- Basic weapon attacks from projectile weapons are capable of blind firing without having a target.[80]
- Q: Why did you move away from arrows being projectiles?
- A: We are still using projectiles, but we are using a locking mechanism in tab-targeting for those projectiles to home to the target should you have a valid angle in that perspective. The action side of that is that you can blind-fire projectiles.[78] – Steven Sharif
Skill | Icon | Base skill |
---|---|---|
Air Strike | 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.[81] The root effect is nature based.[82] | |
Ball Lightning | Creates a large ball of highly charged electricity that travels slowly forward, dealing rapid periodic lightning damage to enemies it overlaps with and applying 1 Electrified stack to targets with each hit.[83][84][85] | |
Blizzard | Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Each shard impact deals ice damage in a small area around it. All enemies in the blizzard also acquire 1 stack of Chilled periodically. Activate the ability again to end the channel early.[86][87][83] | |
Cone of Cold | Blasts a cone of cold in front of the caster, dealing ice damage and applying 1 stack of Chilled to each enemy hit.[83][88][89] | |
Consecrating Wave | Send forth a cone of radiance that deals radiant damage to all enemies while healing the ten nearest allies.[90][91] | |
Divine Flare | Place a targeted area heal on the ground that heals all targets within after several seconds. Total healing is split between all targets hit.[92][93] | |
Fissure | Call forth a line of jagged earth spikes in front of the[sic] you, dealing earth damage and applying 10 stacks of Stagger to each enemy hit along its path while launching them upwards.[94] | |
Grapple | Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[95][96] | |
Hunt of the Bear | Call forth the spirit of the bear, imbuing yourself with increased physical mitigation.[97] | |
Hunt of the Raven | Call forth the spirit of the raven, imbuing yourself with increased physical penetration.[98] | |
Hunt of the Tiger | Call forth the spirit of the tiger, imbuing yourself with 10% increased critical damage.[99] | |
Inciting Strikes | Slashes twice in a forward cone while adding additional threat.[100] | |
Longbow basic attack | A slower, powerful, longer range basic ranged attack. Tapping the basic attack button will shoot normally. Holding the basic attack button will charge the shot (and root the player) to cause added damage.[54][55][56] | |
Magma Field | Erupts the earth at target location, forming a boiling pool of lava that deals fire damage to enemies per tick while periodically applying a stack of Burning to enemies within the area.[101] | |
Mark of the Bear | Marks the target, reducing their mitigation by 25%.[102] | |
Mark of the Raven | Marks the target, triggering bonus damage every time the target is hit. The lower the health on the target is, the higher the damage.[103] | |
Mark of the Tiger | Marks the target, increasing critical chance versus the target by 50%.[104] | |
Meteor | Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals major fire damage while knocking foes flying, and then continues to roll forward for its remaining distance, dealing additional fire damage while applying stacks of Burning to enemies along its path.[105] | |
Piercing Shot | Fire a projectile that travels in a straight line, piercing through and damaging all enemies in its path.[106] | |
Quake | Held ability: Cast a powerful earthquake that deals more damage the longer it was charged and applies 10 stacks of Staggered to all enemies around the caster. If the spell was fully charged, this applies Tripped instead of Staggered.[107] | |
Raining Death | Fires a dense rain of arrows 20 meters ahead, dealing high damage. Deals more damage to more distant targets.[108] | |
Shield Assault | 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.[109] | |
Shortbow basic attack | A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[55][56] | |
Snipe | Charge a powerful ranged attack, dealing large damage after charging for 3 seconds. Deals 300% physical damage.[68] | |
Tremoring Bellow | Releases a thundering shout in a forward cone, applying the staggered condition on enemy targets. Also stomps the ground dealing damage around the caster and tripping enemies affected by the snared condition.[110] | |
Vine Field | Summons 3 fields of grabbing vines, one at the target location every .5s for 1.5s. Targets hit are damaged for 10% physical damage and snared for 3s, reducing their movement speed by 40%. Targets that have more than 10s of snare duration are rooted. This effect can only trigger once per target.[111] |
Time to kill
Time to kill (TTK) in Ashes of Creation will be a little bit faster than most MMOs.[113]
- Previously it was stated that the TTK was expected to be around 30 seconds to a minute.[114]
- The developers do not want one-shots in the final MMORPG.[115]
- In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[115] – Steven Sharif
Hitboxes
The developers are testing different approaches to accommodate varying hitboxes between the races.[116]
- There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[116]
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.[116] – Jeffrey Bard
There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[116]
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.[116] – Steven Sharif
Kopfschuss-Mechanik
Kopfschuss-Mechanik (where there is a specific hitbox for a player's head) are not planned for the Ashes of Creation MMORPG.[116][117][118]
- Headshots were a part of Ashes of Creation Apocalypse battle royale.[118]
- Previously it was stated that headshot mechanics may be implemented in the MMORPG along the lines of a higher critical chance[119][120] and that they would not be one hit kills.[119]
- Headshots in action combat are equivalent to a critical hit in tab targeted combat.[121]
- Players relying on tab skills will have a fixed critical hit chance every time they use an ability or weapon.[121]
- Players using action-based skills are going to rely on getting a head shot or hitting a critical spot on the opponent.[121]
- A Ranger skill called Headshot was introduced leading up to Alpha-2 testing.[47]
Weapon attack cone
Alle Waffen haben einen Vorwärtsangriffskegel, unabhängig davon, ob sie sich im Modus Tab oder Action Modus befiden. [9]
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.[9] – Steven Sharif
Dies wird als Waffenangriff beschrieben, nicht als aktive Fähigkeit.[9]
Floating combat text
Der schwebende Kampftext zeigt erlittenen Schaden, verursachten Schaden, kumulativen Schaden kritische Treffer, Heilungen, gewonnene XP und andere wichtige Kampfindikatoren.[123]
- Der erlittene Schaden wird rot angezeigt und schwebt nach links.[123]
- Der verursachte Schaden wird in Gelb angezeigt und schwebt nach rechts.[123]
- Die kritischen Werte erscheinen größer und liegen leicht über den anderen Zahlen.[123]
- XP erscheint in Weiß und ist auf der Benutzeroberfläche etwas niedriger.[123]
Der schwebende Kampftext kann vom Spieler angepasst werden.[123][124]
- Farbkomposition.[123][124]
- Textgröße und Fettdruck.[123]
- Schadenssymbole zeigen die verwendete Fähigkeiten an.[123]
- Die Bereitstellung maximaler Flexibilität und Player-Anpassungsoptionen für diese schwebenden Texte halte ich für äußerst wichtig.[123] – Steven Sharif
Combat revamp
A revamped combat system will be rolled out during and post Alpha-1 testing based on player feedback.[126][127][128][129]
- 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.[126] – 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.[8][130]
- The current hybrid tab and action combat system will remain after the revamp.[8]
- This revamp will not represent the final form of combat, but will set the general direction that combat will be taking.[131]
- The revamp will be iterative and will be rolled out to testers in different phases.[130]
- The developers will be testing whether or not to use global cooldowns GCDs on different types of abilities during Alpha-2.[132]
- As of July 2023 global cooldowns are not currently in the game.[133]
- Instant cast abilities are referred to as off-global-cooldown or OGCD abilities.[133]
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.[125][134][135]
- You'll be able to move forward while swinging your weapon; and this will allow you complete control over your weapon attacks for melee.[125] – Steven Sharif
Alpha-1 combat was focused on core functionality rather than combat balance.[135] Alpha-2 combat will include archetypes, significant ability support, augments, split-body combat, weapon attacks, and many additional items, among other things.[136]
- 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.[137]
Alpha-1 combat
Hybrid combat was tested in Alpha-1.[5][18]
- 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.[7][8][9][10]
- The action mode utilizes a targeting reticle and is very close to a third-person action game.[5][9][10][138]
- The player does not have to be in reticle mode to use an action combat ability.[139]
- 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.[139] – 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.[5][9]
- 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.[7][5]
- 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.[7] – Steven Sharif
- The tab mode (MMO mode) facilitates tab targeted combat.[9][10] A tab-targeted ability requires a target in order to utilize that skill.[7][138]
- Pressing left-click in tab mode will attack the target (with the currently selected weapon).[9]
- There will be a "target of target" capability on the user interface.[140]
Kampffähigkeiten
The aspiration for combat is for abilities to have corresponding counter-play abilities.[141]
- The goal is to have special animations for parrying, blocking and evading.[142]
They can be a challenge to implement sort of really reliably so you might not see them on every evasion or every block, but we do want that stuff to show up.[142] – Jeffrey Bard
Crowd control
Crowd control (CC/mezzing) abilities include root, snare, stun, sleep and slow.[143][141]
- All archetypes will have their own versions of CC breaks.[144]
- CC effects do not apply to Non-combatant (green) players. 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.[145]
- Melee archetypes will offer various mobility and CC counters against ranged archetypes, such as the Waldläufer.[146][147]
- Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[148]
- There's also going to be effects that just stun the mount or stun you on the mount.[148] – Steven Sharif
- Summoner's summons will be able to use crowd control.[149]
- There will be diminishing returns on stuns, sleep and slows so as to avoid stun locking.[141][150]
- Diminishing returns on CC effects have not yet been implemented in Alpha-1 testing.[151]
- Diminishing returns in regards to crowd control and conditions like stun and sleep and slows and that thing: Yes we will have absolutely diminishing returns. I think it's a necessary component to balance out classes that have high control ability.[141] – Steven Sharif
- Hard CC's are stuns, knock downs, sleeps, paralysis, some roots, some silences.[152]
- Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[23][19]
- Lockdowns won't likely be tab-targeted skills. This is to avoid imbalanced combos with skill shot (action targeted) abilities.[19]
- We're trying to stay away from hard locks as much as we possibly can. We want to have the system be very play, counter-play, counter-counter-play feel.[141] – Jeffrey Bard
- Soft CC's are in the tab-targeted abilities.[153]
Skill | Icon | Base skill |
---|---|---|
Air Strike | 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.[81] The root effect is nature based.[82] | |
Ancestral Bolas | Throws a magical web of bolas at the target location. All enemies within are snared and build additional hate towards the tank every second. Enemies entering or exiting the radius will be tripped.[154] | |
Chain Lightning | Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[34][35][36] | |
Chains of Restraint | Call forth spectral chains in a target area that stagger enemies within or stun enemies already under the staggered effect, then leave behind an area that deals radiant damage each second over 8 seconds.[155][156] | |
Condemn | Stun target enemy for 3 seconds.[37][38] | |
Fissure | Call forth a line of jagged earth spikes in front of the[sic] you, dealing earth damage and applying 10 stacks of Stagger to each enemy hit along its path while launching them upwards.[94] | |
Grapple | Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[95][96] | |
Imbue Ammo: Weighted | Imbues your ammunition with weight. Enemies hit by your bow attacks suffer the Snared status effect, reducing their movement speed by 50%. Each application applies 3 seconds of duration to the target, up to a maximum of 12 seconds. 10 charges.[157] | |
Quake | Held ability: Cast a powerful earthquake that deals more damage the longer it was charged and applies 10 stacks of Staggered to all enemies around the caster. If the spell was fully charged, this applies Tripped instead of Staggered.[107] | |
Slam | Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[63] | |
Slumber | Applies the sleeping condition to targets affected within a small area around the primary target, rendering them unable to move or take any action. Any damage dealt to a sleeping target will break the effect. Duration is reduced by 20% for each additional target hit, to a minimum of 40% of base duration.[64][65][66] | |
Tremoring Bellow | Releases a thundering shout in a forward cone, applying the staggered condition on enemy targets. Also stomps the ground dealing damage around the caster and tripping enemies affected by the snared condition.[110] |
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.[158]
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.[159][160][125][134][135]
- 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.[159] – 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.[159][161]
- Movement speed can decrease significantly depending on the type of ability.[159]
- Weapon weight can also affect mobility.[160]
- Fähigkeiten with the greatest power may require the caster to remain stationary while channeling them. This is a risk vs. reward mechanic.[159][161][162][163]
- 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.[161] – Steven Sharif
- Unreal Engine 5 has enabled improved forms of locomotion, such as crouching, tilting and mantling.[164][165]
- 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.[169] – Steven Sharif
- Melee archetypes will offer various mobility and CC counters against ranged archetypes, such as the Waldläufer.[146][147]
- 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.[146] – 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.[147] – Steven Sharif
Skill | Icon | Base skill |
---|---|---|
Air Strike | 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.[81] The root effect is nature based.[82] | |
Blink | Instantly teleport a set distance in the direction you are moving.[170][171] | |
Call of the Wild | Remove all movement impairing effects and increase movement speed by 20% for 8 seconds. Snares and Roots effects applied to the caster are ignored.[172] | |
Caravan Trail Speed Bonus | Minor speed boost for travelling on a simple trail.[173] | |
Rush | Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[174] | |
Speed Boost | Gives the caravan a temporary speed boost.[175] | |
Wings of Salvation | Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[72][73] An ally is defined as any non-combatant player or non-mob NPC.[74] |
Player movement
- Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[177]
- 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.[177] – Steven Sharif
- There is a toggleable walk/run (autorun) capability.[179]
- There is not going to be any "go to waypoint" (auto-pathing) mechanics.[180]
- Double-jumping has been considered as an option for player mounts.[182]
- Unreal Engine 5 mantling was demonstrated by the developers.[164][183]
Collision
There are player and spell/projectile collision mechanics in Ashes of Creation.[184][79][185]
- 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.[186][185]
- Reittiere and players cannot stop caravans and other vehicles from moving. Nothing can move or block ships.[187]
- Specific ranged skills will have a pushback effect but this is not inherent to all ranged abilities.[188]
- Player collision inherently limits the number of individuals that can be affected by AoE skills.[184]
- Not all projectiles can be body-blocked.[79]
- 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.[79] – Steven Sharif
Ausweichen
Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[190][191][192]
- The developers are considering the inclusion of dodging in a subset of universal skills that apply to all classes.[193]
- Dodging will not use I-frames (invincibility frames), but it may affect accuracy and mitigation stats when used.[190]
- 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.[192]
- 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.[191] – Steven Sharif
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.[196]
- 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.[197]
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.[197] – 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.[197] – Steven Sharif
Unterbrechungen
Abilities with a cast bar can be interrupted during the cast.[163]
- There are abilities to counter interrupts.
- Some interrupts are better than others.
Skill | Icon | Base skill |
---|---|---|
Bulwark | Bash enemies in front of you twice. The second attack temporarily increases block chance. You must have a shield equipped to block.[198][199][200][201] | |
Rush | Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[174] |
Animation abbrechen
Animation abbrechen will not be a combat mechanic in Ashes of Creation.[202][203]
- Players will be able to cancel channeled abilities.[202]
Combat stances
The use of weapon stances in game is likely.[204]
RNG
RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[205]
- RNG plays a role in both PvP or PvE.[206]
- Action combat is far less dependent on RNG.[206]
RNG is always going to play a role in Ashes of Creation whether that be in PvP or PvE, but one way to mitigate that is through the action system. The action system is going to be far less sort of dependent on those dice rolls and there'll be far more in your own hands. They won't ever completely eliminate that but it's a way for us to sort of reward skilled play versus sort of tactical strategies type play.[206] – Jeffrey Bard
Siehe auch
Einzelnachweise
- ↑ Video, 2022-09-30 (17:03).
- ↑ 2.0 2.1 2.2 2.3 2.4 Liveübertragung, 2022-09-30 (41:06).
- ↑
- ↑ Liveübertragung, 2021-08-27 (1:16:04).
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 Liveübertragung, 2021-06-25 (22:34).
- ↑ Liveübertragung, 2017-11-16 (30:45).
- ↑ 7.0 7.1 7.2 7.3 7.4 7.5 Liveübertragung, 2021-06-25 (27:43).
- ↑ 8.0 8.1 8.2 8.3
- ↑ 9.00 9.01 9.02 9.03 9.04 9.05 9.06 9.07 9.08 9.09 9.10 9.11 9.12 9.13 Liveübertragung, 2020-08-28 (1:15:39).
- ↑ 10.0 10.1 10.2 10.3 Liveübertragung, 2020-04-30 (1:09:51).
- ↑ 11.0 11.1 11.2 11.3 11.4 11.5 11.6 11.7 11.8 Video, 2022-09-30 (17:00).
- ↑ 12.0 12.1 Liveübertragung, 2021-03-26 (59:21).
- ↑ Liveübertragung, 2021-06-25 (26:11).
- ↑ 14.0 14.1 Liveübertragung, 2022-09-30 (49:16).
- ↑ 15.0 15.1 Liveübertragung, 2022-09-30 (52:33).
- ↑ 16.0 16.1 16.2 Liveübertragung, 2022-09-30 (48:10).
- ↑ Liveübertragung, 2022-09-30 (54:35).
- ↑ 19.0 19.1 19.2 19.3 19.4 19.5 Liveübertragung, 2018-04-8 (PM) (37:57).
- ↑ 20.0 20.1 20.2 20.3 20.4 20.5 Podcast, 2018-08-04 (1:07:59).
- ↑ 21.0 21.1 21.2 21.3 21.4 Liveübertragung, 2023-01-27 (1:11:07).
- ↑ Liveübertragung, 2020-08-28 (1:12:50).
- ↑ 23.0 23.1 23.2 23.3 23.4 23.5 23.6 Podcast, 2018-08-04 (1:11:05).
- ↑
- ↑ Liveübertragung, 2023-07-28 (59:56TpBSGYWxd38).
- ↑
- ↑ Video, 2023-04-28 (22:13).
- ↑
- ↑ Video, 2023-07-28 (19:50).
- ↑
- ↑
- ↑ Video, 2023-07-28 (14:03).
- ↑
- ↑ 34.0 34.1 34.2
- ↑ 35.0 35.1 35.2 Video, 2023-05-31 (12:12).
- ↑ 36.0 36.1 36.2 Video, 2023-04-28 (17:50).
- ↑ 37.0 37.1 37.2 Video, 2023-07-28 (29:23).
- ↑ 38.0 38.1
- ↑ Video, 2023-07-28 (22:12).
- ↑
- ↑ Video, 2023-07-28 (7:34).
- ↑
- ↑
- ↑
- ↑
- ↑ Video, 2023-04-28 (15:35).
- ↑ 47.0 47.1 47.2
- ↑ Video, 2023-07-28 (23:28).
- ↑
- ↑ Video, 2023-07-28 (15:15).
- ↑
- ↑
- ↑ Video, 2023-04-28 (13:40).
- ↑ 54.0 54.1 Liveübertragung, 2022-09-30 (26:42).
- ↑ 55.0 55.1 55.2 55.3 Video, 2022-09-30 (19:32).
- ↑ 56.0 56.1 56.2 56.3 Video, 2022-09-30 (10:44).
- ↑ Video, 2023-07-28 (5:16).
- ↑
- ↑
- ↑ Video, 2023-07-28 (12:04).
- ↑
- ↑
- ↑ 63.0 63.1
- ↑ 64.0 64.1 Video, 2023-04-28 (17:22).
- ↑ 65.0 65.1
- ↑ 66.0 66.1 Video, 2023-09-29 (11:23).
- ↑
- ↑ 68.0 68.1
- ↑ Video, 2023-07-28 (9:22).
- ↑
- ↑
- ↑ 72.0 72.1 Video, 2023-07-28 (24:03).
- ↑ 73.0 73.1
- ↑ 74.0 74.1 Video, 2023-07-28 (24:16).
- ↑ 75.0 75.1 Video, 2023-04-28 (20:57).
- ↑ 76.0 76.1 Liveübertragung, 2023-04-28 (59:52).
- ↑ 77.0 77.1 77.2
- ↑ 78.0 78.1 Liveübertragung, 2023-12-19 (1:18:49).
- ↑ 79.0 79.1 79.2 79.3 Liveübertragung, 2023-12-19 (1:20:09).
- ↑ Liveübertragung, 2023-04-28 (55:55).
- ↑ 81.0 81.1 81.2
- ↑ 82.0 82.1 82.2 Video, 2022-09-30 (15:28).
- ↑ 83.0 83.1 83.2 Video, 2023-09-29 (11:29).
- ↑
- ↑ Video, 2023-04-28 (7:15).
- ↑ Video, 2023-04-28 (9:22).
- ↑
- ↑
- ↑ Video, 2023-04-28 (11:22).
- ↑ Video, 2023-07-28 (17:32).
- ↑
- ↑ Video, 2023-07-28 (18:26).
- ↑
- ↑ 94.0 94.1
- ↑ 95.0 95.1 Video, 2023-03-31 (9:55).
- ↑ 96.0 96.1 Video, 2023-01-27 (10:27).
- ↑
- ↑
- ↑
- ↑ Video, 2023-01-27 (6:41).
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ 107.0 107.1
- ↑
- ↑ Video, 2023-01-27 (5:07).
- ↑ 110.0 110.1 Video, 2023-01-27 (7:28).
- ↑
- ↑ Video, 2024-01-31 (5:22).
- ↑ 113.0 113.1 Liveübertragung, 2024-01-31 (59:45).
- ↑ Interview, 2018-10-20 (3:25:46).
- ↑ 115.0 115.1 Interview, 2018-10-20 (9:10).
- ↑ 116.0 116.1 116.2 116.3 116.4 116.5 Liveübertragung, 2020-10-30 (1:15:59).
- ↑
- ↑ 118.0 118.1
- ↑ 119.0 119.1 Interview, 2018-10-21 (9:10).
- ↑ Interview, 2018-10-20 (3:25:31).
- ↑ 121.0 121.1 121.2 Liveübertragung, 2018-09-27 (34:49).
- ↑
- ↑ 123.00 123.01 123.02 123.03 123.04 123.05 123.06 123.07 123.08 123.09 123.10 123.11 Video, 2022-06-30 (16:39).
- ↑ 124.0 124.1 Liveübertragung, 2021-06-25 (29:09).
- ↑ 125.0 125.1 125.2 125.3 125.4 Liveübertragung, 2021-07-30 (31:22).
- ↑ 126.0 126.1 Liveübertragung, 2023-12-19 (1:30:29).
- ↑ Liveübertragung, 2021-05-28 (1:14:50).
- ↑
- ↑ 129.0 129.1 Video, 2021-02-26 (6:17).
- ↑ 130.0 130.1 130.2 130.3 Liveübertragung, 2021-02-26 (27:41).
- ↑ Interview, 2021-02-07 (49:18).
- ↑ Liveübertragung, 2022-07-29 (1:05:20).
- ↑ 133.0 133.1 Video, 2023-07-28 (10:18).
- ↑ 134.0 134.1 Interview, 2021-06-13 (4:12).
- ↑ 135.0 135.1 135.2 Liveübertragung, 2021-05-28 (1:13:05).
- ↑ Liveübertragung, 2022-05-27 (1:11:41).
- ↑ Liveübertragung, 2022-05-27 (1:16:17).
- ↑ 138.0 138.1 Interview, 2019-04-15 (38:03).
- ↑ 139.0 139.1 Liveübertragung, 2021-06-25 (27:10).
- ↑ Liveübertragung, 2020-04-30 (40:19).
- ↑ 141.0 141.1 141.2 141.3 141.4 Liveübertragung, 2017-05-24 (45:12).
- ↑ 142.0 142.1 Liveübertragung, 2020-06-26 (1:50:01).
- ↑ Liveübertragung, 2017-10-16 (25:56).
- ↑ Video, 2023-12-19 (27:14).
- ↑
- ↑ 146.0 146.1 146.2 Liveübertragung, 2023-12-19 (1:16:19).
- ↑ 147.0 147.1 147.2 Liveübertragung, 2022-09-30 (51:28).
- ↑ 148.0 148.1 148.2 Liveübertragung, 2021-04-30 (1:08:10).
- ↑
- ↑ Liveübertragung, 2018-02-09 (28:17).
- ↑ Liveübertragung, 2019-11-22 (1:06:25).
- ↑
- ↑ Podcast, 2018-08-04 (1:11:52).
- ↑
- ↑ Video, 2023-07-28 (20:50).
- ↑
- ↑
- ↑ 158.0 158.1 Liveübertragung, 2021-03-26 (1:11:25).
- ↑ 159.0 159.1 159.2 159.3 159.4 Liveübertragung, 2023-07-28 (1:02:23).
- ↑ 160.0 160.1 Liveübertragung, 2022-06-30 (46:30).
- ↑ 161.0 161.1 161.2 Liveübertragung, 2022-12-02 (59:47).
- ↑ Liveübertragung, 2020-04-30 (1:17:13).
- ↑ 163.0 163.1 Liveübertragung, 2017-05-08 (43:30).
- ↑ 164.0 164.1 Liveübertragung, 2021-12-23 (55:32).
- ↑ Video, 2021-12-23 (23:53).
- ↑ 166.0 166.1 Liveübertragung, 2022-10-14 (48:45).
- ↑ 167.0 167.1
- ↑ Liveübertragung, 2020-06-26 (1:30:40).
- ↑ 169.0 169.1 Liveübertragung, 2022-06-30 (49:42).
- ↑
- ↑ Video, 2023-04-28 (4:40).
- ↑
- ↑
- ↑ 174.0 174.1
- ↑
- ↑ Video, 2017-05-25 (0:02).
- ↑ 177.0 177.1 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).
- ↑ 184.0 184.1 Liveübertragung, 2023-12-19 (1:52:02).
- ↑ 185.0 185.1
- ↑ Interview, 2020-03-27 (15:20).
- ↑ Liveübertragung, 2023-10-31 (1:30:52).
- ↑ Liveübertragung, 2023-12-19 (1:17:45).
- ↑ 189.0 189.1 189.2 Liveübertragung, 2020-08-28 (1:19:24).
- ↑ 190.0 190.1 Liveübertragung, 2023-01-27 (1:06:02).
- ↑ 191.0 191.1 Liveübertragung, 2022-06-30 (51:17).
- ↑ 192.0 192.1 Liveübertragung, 2020-01-30 (1:34:12).
- ↑ Liveübertragung, 2021-11-19 (50:38).
- ↑ Liveübertragung, 2020-06-26 (1:24:06).
- ↑ Liveübertragung, 2022-12-02 (1:05:08).
- ↑
- ↑ 197.0 197.1 197.2 Liveübertragung, 2020-06-26 (1:19:50).
- ↑ Alpha-1 screenshot.
- ↑
- ↑ Video, 2021-02-09 (0:37).
- ↑ Liveübertragung, 2020-07-31 (1:14:26).
- ↑ 202.0 202.1 Liveübertragung, 2019-11-22 (1:09:37).
- ↑ Liveübertragung, 2017-05-17 (1:05:11).
- ↑ Liveübertragung, 2019-06-28 (1:19:00).
- ↑ Liveübertragung, 2017-05-30 (16:25).
- ↑ 206.0 206.1 206.2 Liveübertragung, 2018-12-06 (48:52).