Bosse

These particular two models, with alpha one, they will be animated and present as adversaries in some of the dungeon locations within Ashes of Creation.[5] – Steven Sharif
Endgegner lassen sich in die folgenden Typen einteilen, je nach Schwierigkeit und Loot-Tabellen, wodurch mehr Spieler benötigt werden, um sie zu töten.[6]
Bestimmte Bosse und Gefechte werden einen von Bear McCreary komponierten, einzigartigen Soundtrack haben.[7]
List of boss mobs
- Adolescent Dragon of the Wood
- Adolescent Flame Dragon
- Ancient Stag
- Brood Queen
- Daughter of Depravity
- Death Bite
- Deviant Tidebreaker
- Dreadcrawler
- Elder Dragon of Flame
- Elder Dragon of the Tundra
- Elder Dragon of the Wood
- Father of Fear
- Forest druid
- It Before Whom All Tremble
- It Who Rends The Sky
- It Who Sunders The Land
- Jermaine Torment of Illwind
- Khan
- Lord
- Negalith
- Pyroclastic Wyrm
- Scorpion
- Son of Tundra
- Sorrow's Hunger
- Tersa, Tank of the Maligned
- Timeless Protector
- Tumok the Wretched
Schlachtzugbosse
There will be between 12 to 15 raid bosses in the world.[6]
- Legendary equipment is only dropped by Legendary world bosses.[6]
- A single digit percentage of the population will be capable of defeating certain content.[10]
- There will be some in-depth raiding that has multiple stages that will be extremely difficult and... It would definitely be in the single digits of population that will be capable of defeating certain content... It doesn't mean that there won't be content available for the larger percentages as well... There should be a tiered level of content that players can constantly strive to accomplish. If there is no ladder of progression and everything is flat and all content can be experienced, then there is no drive to excel.[10] – Steven Sharif
List of raid bosses
- Brood Queen
- Elder Dragon of Flame
- Elder Dragon of the Tundra
- Elder Dragon of the Wood
- Negalith
- Tumok the Wretched
Schlachtzugsstufen
Tiers of raid difficulty are in accordance with the world's node structure.[11][12]
The more developed a zone the more challenging the content; and we feel that's a good progression when it comes to actual adventuring class, because it will match both world development and it will also continue to allow for participation for new players, if they may go into a zone that's recently been reset by either a siege or some other event.[12] – Steven Sharif
Weltbosse
Particular world bosses have stages of progression, such as defeating acolytes, then lieutenants, then generals, then the world boss itself.[10]
- At each stage there is increasing difficulty.[10]
- This may be parsed out into different time periods and be behind a wall of development.[10]
- A single digit percentage of the population will be capable of defeating certain content.[10]
- There will be ancillary effects that happen as a result of downing certain world bosses.[14]
Regional bosses
Regional/world bosses will change based on the types and locations of nodes.[6]
List of world bosses
- Adolescent Dragon of the Wood
- Adolescent Flame Dragon
- Daughter of Depravity
- It Before Whom All Tremble
- It Who Rends The Sky
- It Who Sunders The Land
- Son of Tundra
- Sorrow's Hunger
- Tumok the Wretched
Dungeon bosses
Elites
Elites are a tier of mob or boss in Ashes of Creation.[17][18]
- Certain elite monsters that are not assigned any to any particular hunting ground will roam throughout the world.[18] Other mobs will have leashes that will cause the mob to reset if it moves too far from its point of origin.[19]
List of elites
PvE difficulty
The difficulty of PvE content, such as raids and dungeons will adapt based on the performance of the raid or group against previous bosses in that encounter.[20]
- Higher performance in earlier phases will increase the difficulty of subsequent phases of the encounter.[20]
- Certain AI behaviors might activate based on progress within an encounter.[21][22]
- Bosse and mobs will not auto-scale based on group size, but AI behaviors may dynamically adapt to the number and types of combattants in proximity to the encounter.[21][23]
- Raid bosses are aware of the number of combatants within an area in proximity to them and that awareness is part of an indicator to which behaviors they're going to utilize as part of their behavior tree. So as it's assessing the types of combatants that are facing it, the number of those combatants, the position of those combatants, the abilities and totals of those combatants, it weighs certain actions in its behavior tree and then it acts on those actions; and in the scenario where you're bringing overwhelming odds to a particular fight, that might weigh heavier the AoE options that the boss has access to, where they're utilizing a lot more AoE abilities during an engagement due to that overage of of players. So in that sense it's a bit adaptive. It's a bit dynamic based on the encounter scenario.[21] – Steven Sharif
- The higher the difficulty, the better the loot tables will be.[20]
- Q: How challenging will raid boss mechanics be given the given that players may need to simultaneously fight other players while also fighting the boss?
- A: It depends. The great thing about our encounter system is that it has a wide scalability from encounters that some might consider easy given their composition to encounters that some might consider impossible until they get their gear level to a certain stage. The level of interaction with other players is really predicated on the encounter itself. We may have some encounters that are in instances although the predominant portion of those will be in the open world, in which case they do have the potential being contested; and these encounters, especially the big ones that might land in contention, are giving some of the best-in-slot gear you can get in the game. So it's important that they are contested because it is a significant victory point; and one of our core pillars is risk versus reward: and the higher that risk the higher that reward should be. So those two things seem fitting and then in addition we do have the concept of winners and losers. Not everybody in Ashes of Creation is going to be a winner; and that sucks if you're not I guess, but there is opportunity for you to continue to excel and become one. But it gives much more meaning to an achievement when not everybody gets the achievement. That's our philosophy.[24] – Steven Sharif
Künstliche Intelligenz

You can see how we utilize some of the different armor pieces- you've probably seen some of these pieces on different outfits like that toast Corvid Castigator cloak is on him.[25] – Margaret Krohn
Ashes of Creation utilizes an adaptive artificial intelligence (AI), which means that different encounters with similar creatures will yield different player experiences.[26]
- Utilizing new AI technology that hasn't been seen in other MMORPG projects.[27]
- Bosse are scripted and make decisions dynamically during boss fights.[28]
- NPCs performing "idle actions" to make the world seem more alive has been discussed by the developers but is not confirmed.[29]
- Certain AI behaviors might activate based on progress within an encounter.[22]
- NPCs in certain encounters may be aware of their local environment and can seek cover behind obstacles, for example; but this will not be prevalent in general AI designs.[31]
There are AI systems that don't relate to controlling NPCs.[32]
- There are some additional AI parameters that are set that don't relate necessarily to controlling NPCs. There are AIs with regards to the development of the borders for nodes in the direction and also the decisions that are made of which lower nodes to enslave as vassal states. There's AI that relates to a little bit of the stock market that's going to be present in the economy. There's some AI systems that are going to be announced also that are pretty innovative I think with regards to the MMORPG genre and that's going to make the triggered event system very interesting I think; and that's you know with regards to how nodes kind of develop and the environment reacts to that development by you know spawning these triggered events of you know a horde of zombies attacking a city or a legendary raid boss coming out of the mountain. I think there's a lot of opportunity for some of the innovations that's been in the AI sector of game development too to come out in Ashes.[32] – Steven Sharif
Stufen-Skalierung
Levels, stats, or skills will not be scaled to allow low level players to participate in encounters with higher level players.[33][34]
Plündern
In the group loot obviously there's a lot of functionality here that parties have the ability to customize. There can be loot master, there can be round-robin, there can be need/greed/pass that's applied on a per rarity basis depending on the party's choices.[35] – Steven Sharif
Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[37][38][39]
- Group loot rules are defined on a per-rarity basis.[35]
- A majority of party members must vote to approve any changes to group loot allocation changes.[36]
- The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[40]
- There won't be auto-looting pets.[41]
- Free-for-all.[39]
- Whoever is first to loot gets the loot.[37]
- A master looter (or lootmaster) is a player designated by the party leader to decide how loot is distributed in a dungeon or raid party.[39]
- With round-robin looting, party members take turns looting.[39]
- This is a traditional need before greed system based on dice rolls.[39]
- Since there is very little gear binding in Ashes of Creation, it's left to the party to deal with players who excessively roll Need on loot.[42]
- Bidding system.[39]
- Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[39]
Beute-Tabellen
Beute-Tabellen (drop tables) of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items).[43][44] Monster drop hunting certificates, Gegenstände and crafting materials rather than gold.[45][46]
- There is a much higher chance that materials and unique recipes are dropped that can be used to craft items of equitable value.[43][47][48]
- There is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[49]
- Crafted gear is the best gear in Ashes of Creation.[50]
- Legendary equipment is only dropped by Legendary world bosses.[6]
- Stats on dropped items will vary based on the rarity of the item.[51]
- Loot tables are disabled for player controlled monsters.[52]
- Experience debt decreases the drop rate percentages from monsters.[53]
- Loot tables will likely not be affected by weather conditions.[54] This was previously listed as a possible effect.[55]
Monsterzertifikate
Monsterzertifikate is a term that covers items, such as Pelts that house the value of a mob's death. These certificates are specific to an economic region.[56] These are intended as an alternative mechanic to acquire gold.[57][45][46]
- A wolf is not going to be carrying a sack of gold. It may instead drop "pelts" that can be traded for gold.[46]
- Hunting certificates will also drop on a character's death.[45]
- Hunting certificates can be traded with hunter NPCs within nodes.[45]
- The level of the node and the distance of the node from the drop will determine the value of the certificate. Certificates redeemed from distant economic regions via the caravan system will provide higher returns (4 to 5 times greater in some cases) than certificates collected from the same region.[56][45]
- The value of the certificates are also calculated (by the world manager algorithm) based on the volume of certificates being redeemed in each region.[56]
- Hunting certificates may also be used to pay housing taxes and citizen dues.[57]
- Hunting certificates can also be stored within node warehouses.[45]
- Hunting certificates are not intended as crafting materials.[57]
Players drop hunting certificates and other items upon death, based on their applicable death penalties.[58][59][60][45]
Beutemarkierung
Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[61][38]
- The first party to obtain a tag (on a mob or boss) will gain an approximately 5-10% edge over competing parties in terms of the total damage done when determining looting rights.[61][38]
- These numbers will be balanced based on testing.[61]
- At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[61][38]
- We have a blended approach of damage done and a tag benefit. So if you tag the boss first, or you tag the loot- whatever the loot target is first- you're gonna get a benefit in the damage overall determination. So if you need to have 51% of damage done in order to qualify your raid, or the plurality of damage done if there's even three or four raids, then tagging first might give you a five or ten percent edge. We'll play with that number- balance it based on testing, but generally that's our approach in competing loot rights[61] – Steven Sharif
- Q: If looting rights are based on a blended tag and damage done system, will there be any mechanics in place to ensure roles like tanks and healers have an equal shot even when they haven't dealt as much damage?
- A: That's the reason for the blended approach. The reason that we're doing a hybrid system between tag and damage done is for the purposes of those classes who may not be as DPS oriented as other classes. The tag system- all classes are going to have a sprinkling of immediate effects- of instantaneous casts and they can use that to tag a target, and that'll give them a modifier on the looting rights: So plus 10 or plus 15 will balance that, but it'll give them plus 10 to 15 on overall damage done if they tag the target and then their damage will make up the remainder of that percentage completion. So if I do 50 damage to a target but someone else has the tag I'm not going to be able to claim that looting right. They'll have done the other 50 plus 10 or 15.[62] – Steven Sharif
Master gatherers may have the ability to "spoil" a boss' loot.[63]
- If you want to be able to get those mats from the boss, they're just not going to drop for anybody. They will only drop for a master gatherer who is capable of extracting those resources from the creature itself... The reason why we say there's a lot of interdependencies between the crafters of the world and the raiders of the world and our PvPers of the world is because we don't want to house the capability to attain these things all within the adventuring class. We want there to be an influence necessary from the craftsmen's guild to come in to either come and participate and spoil the boss and gather the goods or something along those lines.[63] – Steven Sharif
Hergestellte Gegenstände
Hergestellte Gegenstände (also referred to as Finished goods, or Final products) are items produced by crafter artisans using crafting stations.[64][65][50][66][67]
- Crafted gear is considered best-in-slot in Ashes of Creation.[50]
- Previously it was stated that crafted items will be on-par with boss dropped items.[44][68][69]
- Crafters will be able to assign different skills/abilities and stats on gear.[70][71]
- Master crafters will be able to influence several (but not all) stats on their crafted items.[70][72]
- Crafted gear in the game is the best gear... One thing that I'm not a fan of is that you develop a crafting system in a game and you've spent a lot of time making this from a material and resource perspective. All the tables that you can receive, all the connectivity in the economy and how crafting is associated with the game; and then you undermine the crafting entirely by presenting a separate route of gear acquisition that is on-par with the crafting efforts. So here you have these people who are acquiring all of the resources getting, all the recipes, leveling up their professions and then everything they make is less or equal to anything you could just have chosen the easier path of and gone down the questing and received the best gear. So what we do focus on is that crafters make the best shit. Excuse me, the best things.[50] – Steven Sharif
- The rarity of crafted items will be commensurate with the effort required to gather, process and craft the items.[69]
- Stats on crafted items will vary based on the item's rarity.[51]
- That plays into our crafting system in and of itself. The idea is for those stats to be variables that can be kind of dictated based on the mastery level of the particular crafter; and the higher they become a master of those professions, whether it be for armor or for weapons or for accessories, they're going to have some agency and put their mark on essentially what items they're introducing into the economy.[51] – Steven Sharif
- Crafters are able to influence what their crafted items will look like.[70][73]
- At the moment, harnessing corruption to warp items into demonic or decayed things is not on the cards.[74]
- A crafter's name is embedded in the items they craft.[75]
- We believe that every item that exists in the world should in some way reflect its creator. As such, there will be extreme versatility in our crafting system – giving crafters the ability to create unique items that represent their strengths and weaknesses.[26]
Reit- und Haustier-Beute
Reittiere und Haustiere werden nur sehr selten von Wetbossen gedroppt. [76]
Temporäre Reittiere
Temporäre Reittiere that drop from bosses will age and eventually die.[77]
Adaptive Inhalte
Neue Points of Interest (wie z.B. Dungeon und World Bosse) spawnen, wenn sich Nodes entwicklen.[78] Dieser Content passt sich an die Entwicklung der Zone an, in der er sich befindet.[79]
- Die Population wird sich verändern.[79]
- Die Schwierigkeit des Contents wird sich ändern.[79]
- Der Content ändert sich vielleicht Grundlegend, abhängig davon, was sich wie entwickelt.[79]
- Verschiedene Arten von Antagonisten mit verschiedenen Storylines.[79]
- Manche Dungeons werden nur freigeschaltet, wenn sich Nodes zu einer bestimmten Stufe entwickeln.[80]
- Die Ziele einer Storyline innerhalb von Dungeons hängen davon ab, welche Story Arcs durch das Node System gewählt wurden.[80]
- Drop Tables in Gebieten und Dungeons werden in die Fortschritt von bestimmten Gebieten eingebunden sein.[80]
Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that scientific node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players.[80]
Legendäre Gegenstände
Es gibt eine kleine RNG Chance seltene und legendaräre Gegenstände zu plündern oder Materialen von Mobs herzustellen basierend auf dem Level, Status und Typ des Mobs. Dies gilt auch für das Ernten von Ressourcen mit einem Sammelberuf.[49]
- Es besteht eine viel höhere Chance, dass Materialien und einzigartige Rezepte gedroppt werden, die zur Herstellung von Gegenständen mit angemessenem Wert verwendet werden können. [43][47][48]
- Legendary Ausrüstung wird nur von legendären Worldbossen gedroppt.[6]
- Legendäre Ausrüstung wird eine ungefähr 6-12%ige Verbesserung der Basiswerte haben, vorbehaltlich Tests und Balancing. [81]
Auf jeder Stufe vom Sammler über den Verarbeiter bis zum Handwerker müsst ihr bestimmte Voraussetzungen erfüllen, bevor diese Elite-Materialarten im Wesentlichen gesammelt, verarbeitet oder hergestellt werden können[47] – Steven Sharif
- Sammler müssen hochwertige Werkzeuge haben um seltene Ressourcen zu sammeln.[47]
- Verarbeiter müssen hochwertige Verarbeitungsgebäude in ihrem Besits haben um seltene Materialien zu produzieren.[47]
- Handwerker müssen auch bestimmte Voraussetzungen erfüllen, um legendäre Ausrüstung herzustellen.[47]
Der erforderliche Aufwand und die gegenseitigen Abhängigkeiten zwischen den verschiedenen Spielertypen – zwischen Raidern und PvPers und Handwerkern und sogar Rollenspielern und den Tavernen und Unternehmen: den Verarbeitern und Sammlern – all diese Systeme werden wahrscheinlich eine Komponente haben, die sich zum Erstellen oder Herstellen eignet dieser legendäre Gegenstand ... Wir wollen uns von dem hochrangigen RNGd-System fernhalten und stattdessen unsere vielfältigen Fortschrittspfade nehmen, die wir den Spielern anbieten, und die Konstruktionskomponenten zum Erreichen dieser legendären Gegenstände in sie einbauen, damit die Gemeinschaften ermutigt werden, zusammenzuarbeiten, weil Es wird schwierig sein, wenn nur eine Person alles zusammenträgt. Um nicht zu sagen, dass sie es wirtschaftlich nicht könnten, indem sie diese Komponenten kaufen, das ist möglich.[48] – Steven Sharif
Bestimmte legendäre Gegenstände können jederzeit auf einen pro Server beschränkt sein. [82][83]
- Wenn der Charakter den Server verlässt, wird der Gegenstand für den Erwerb verfügbar, unabhängig davon, auf welche Weise er zuvor erworben wurde. [82]
Es gibt absolut legendäre Gegenstände, und das sind keine Gegenstände, die leicht zu erlangen sind, noch werden sie in einer Menge vergeben. Es kann sogar Elemente geben, bei denen es sich um einzelne Elemente handelt, die zu einem bestimmten Zeitpunkt auf dem Server vorhanden sind.[83]
Eine legendäre Waffe ist leicht durch ihr optisches Erscheinungsbild zu unterscheiden.[48]
Es wird eine sehr kunstvolle und detaillierte Waffe sein, mehr als alle anderen Waffen oder Ausrüstungsgegenstände im Spiel. Es wird auch einige fantastisch aussehende Effekte enthalten, die nicht zu grell sein werden, ihr wisst, dass sie nicht zu hell und glänzend sein werden, damit es nicht gut aussieht, aber sie werden subtil sein und die Leute werden es bemerken und wissen, wow, dieser Typ hat diese Waffe.[48] – Steven Sharif
Legendäre Gegenstände sind nicht dazu gedacht, vorübergehend zu sein. [84]
- Eine bemerkenswerte Ausnahme hiervon sind Royal mounts.[85]
Die Tatsache, dass es nur einen von ihnen gibt ... oder sehr, sehr wenige von ihnen, je nachdem, was es ist. Ich denke, das ist an und für sich eine richtige Balance-Komponente, und Sie müssen sicherstellen, dass die Spieler, die nach diesen legendären Dingen streben und die Zeit, Energie und Ressourcen aufwenden, um sie zu erreichen, angemessen belohnt werden ... Wir tun es nicht die Absicht haben, legendäre Gegenstände zu haben, die vorübergehend sind.[84] – Steven Sharif
Die Entdeckung legendärer Gegenstände wird weitere Kapitel der Überlieferungen freischalten.[86]
Monstermünzen

Let's say for example you have an event- that is the predicate for this event kicking off was that a raid boss was killed in a nearby dungeon; and it was killed for the 50th time, or it was killed by some particular storyline end or whatever the predicate system is in the world state to say "hey kick this event off". Well, when that event kicks off a number of spawners activate around the node and NPCs start moving towards a node. The node is notified, like "hey there's something happening here, you guys should put up your defenses focus on this thing"; and those with monster coins who are within the area and are not a citizen of the node or an affiliated node can choose to activate the monster coin to become one of the monster types that exist within that event; and that event has a number of targets; and let's say for this particular story arc the thing was we need to find artifacts and better weapons in order to defeat these bosses at the bottom of this dungeon; and a lot of players went through that process they found those weapons and whatnot. Well those things might be stored in three buildings that exist within the node. They might be stored within the armory; they might be stored within the barracks; and they might be stored at a workshop that has access to a workbench that they've chosen to build and that could also potentially serve as a predicate; and when you become the monster those are your three objectives; and you don't need to destroy all three. You potentially just need to destroy one, or you destroy as many as you can if it's a time selected event; and you might have targets that are NPC-related as well, such as the blacksmith that's at the workbench, or the captain of the guard who's at the barracks, or whatever who's at the armory; and you get to go in and you get to kill other players potentially during this who are helping to defend the city; and you can also make it to the objectives and potentially help in destroying the building, or killing the NPCs. That is the type of objectives that would exist within a monster coin system for an event.[88] – Steven Sharif
Sometimes the disturbed beings could take the form of packs of dire wolves, hordes of zombies roused from their graveyard, or even, rarely, an epic-tier dragon flying out of a volcano once a node reaches its maximum level. In any case, the disturbed monsters have to tackle a series of destructive objectives, which can either be handled by the the AI or, more interestingly, by a player. The player in turn would attempt to complete all those actions much as in a multi-objective quest, hopefully before other players brought him or her down.[90]
Monstermünzen enable players to play as monsters within the monster coin event system. This ranges from playing as a horde of zombies, to becoming a massive dragon.[91][92]
- During a Monster Coin Event, players will be able to activate Monster Coins, allowing them to become monsters and wreak havoc! These Events can be triggered in a variety of different ways, and in some cases they may even provide cosmetic rewards.[87]
Monstermünzen-Events are system spawned events.[91][93]
- They are structured in a way to prevent groups from gaming the system.[93]
- Monster coin events are triggered by activity in the world, such as node advancement, defeating a boss or constructing certain types of buildings within a node.[94]
- Server messages appear for players in the vicinity of these dynamic events.[95]
- The player will have a number of potential objectives they can choose to attack during the event. This may include node buildings, points-of-interest, dungeon, NPC, or other open-world objective.[88]
- When you're playing as a as a monster from the monster coin use as part of an NPC event that might be targeting a node, or other some other open-world objective or POI, or dungeon, you get to participate as a monster and your focus is completing objectives that have already been prescribed as part of the event.[88] – Steven Sharif
- Drop tables are disabled for player controlled monsters.[52]
- Monster coins only allow a character to participate in events on their own server.[96]
- NPC hate lists do not affect monster coin events.[88]
The Ancients are not going to be part of the monster coin system.[97]
- Traditionally, the Ancients are not going to be part of the Monster Coin system. These are the primary antagonists of the story. From a lore perspective, and one of the reasons why they're not a part of the Monster Coin system, is because their souls have really developed almost to the point of perfection in manipulating the Essence for more corrupt uses. They haven't quite gotten there, and who knows if they ever will, but that kind of attunes them out of the possibility: The reason why the monster coin system is possible with other creatures.[98] – Steven Sharif
Auswirkung auf Knotenpunkte
Monster coin events (Bosse) cannot destroy or delevel nodes.[99] They can disable certain buildings, services and NPCs within a node.[100][95] Node-Belagerungen are the chief mechanic for destroying nodes.[99]
- Monster coin events do not occur before sieges.[101]
- Monster coin events do not occur during sieges.[102]
- Destruction of certain buildings during a monster coin event could have local, regional, or even global economic impacts.[103]
- For example, if the service building that got disabled was a blacksmith's building that housed a workbench, which was the only workbench in the region capable of crafting a t5 (or tier 5), or high-tier quality equipment, then of course that would have ramifications economically, as those pieces of equipment that are already readily available would raise in prices; and because there would be a issue within the supply chain of those items being introduced into the economy, you would potentially have some supply and demand changes economically and that could span regions: that could be global even.[103] – Steven Sharif
Visuals
2023-06-02 2023-06-01 2023-01-30 2022-10-31 2022-08-27 2022-07-02 2020-12-24 2020-11-09 2020-03-28
Siehe auch
Einzelnachweise
- ↑ Liveübertragung, 2020-03-28 (1:58:18).
- ↑ Liveübertragung, 2018-05-04 (21:20).
- ↑ Liveübertragung, 2017-09-03 (25:44).
- ↑ Liveübertragung, 2020-11-08 (12:40).
- ↑ Liveübertragung, 2020-11-08 (12:47).
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5 6.6 6.7 6.8 6.9 Liveübertragung, 2020-07-25 (46:08).
- ↑ Interview, 2021-06-13 (11:15).
- ↑ Liveübertragung, 2022-03-31 (1:10:43).
- ↑ Video, 2021-05-28 (5:40).
- ↑ 10.0 10.1 10.2 10.3 10.4 10.5 Podcast, 2018-08-04 (1:42:14).
- ↑
- ↑ 12.0 12.1 Podcast, 2018-08-04 (1:39:47).
- ↑ Video, 2020-05-31 (17:20).
- ↑ Liveübertragung, 2021-11-19 (55:31).
- ↑ Liveübertragung, 2017-05-22 (1:53:32).
- ↑ Video, 2023-01-27 (27:47).
- ↑ Liveübertragung, 2023-01-27 (1:10:12).
- ↑ 18.0 18.1 Liveübertragung, 2021-03-26 (54:26).
- ↑ Liveübertragung, 2022-05-27 (1:00:23).
- ↑ 20.0 20.1 20.2 Interview, 2020-07-19 (14:51).
- ↑ 21.0 21.1 21.2 Liveübertragung, 2023-01-27 (1:34:06).
- ↑ 22.0 22.1 22.2 22.3 22.4 Interview, 2021-06-13 (22:20).
- ↑ Interview, 2020-07-19 (17:12).
- ↑ Liveübertragung, 2022-05-27 (1:20:35).
- ↑ 25.0 25.1 Liveübertragung, 2021-06-25 (21:24).
- ↑ 26.0 26.1 About Ashes of Creation.
- ↑ Liveübertragung, 2017-05-05 (11:55).
- ↑ Liveübertragung, 2017-07-28 (43:57).
- ↑ Liveübertragung, 2018-04-8 (PM) (3:56).
- ↑ 30.0 30.1 Liveübertragung, 2022-07-29 (1:23:56).
- ↑ Liveübertragung, 2022-02-25 (1:03:32).
- ↑ 32.0 32.1 32.2 32.3 32.4 Podcast, 2018-05-11 (24:23).
- ↑ Interview, 2021-06-13 (24:14).
- ↑ Video, 2018-04-05 (40:08).
- ↑ 35.0 35.1 35.2 35.3 35.4 35.5 35.6 Video, 2023-01-27 (16:44).
- ↑ 36.0 36.1 Video, 2023-01-27 (32:01).
- ↑ 37.0 37.1 Liveübertragung, 2020-11-30 (1:01:40).
- ↑ 38.0 38.1 38.2 38.3 Liveübertragung, 2020-07-25 (1:24:56).
- ↑ 39.00 39.01 39.02 39.03 39.04 39.05 39.06 39.07 39.08 39.09 39.10 39.11 Group dynamics blog.
- ↑ Liveübertragung, 2023-01-27 (1:08:06).
- ↑ Liveübertragung, 2022-04-29 (1:04:52).
- ↑ Liveübertragung, 2020-11-30 (1:12:03).
- ↑ 43.0 43.1 43.2 Interview, 2020-07-19 (8:43).
- ↑ 44.0 44.1 February 8, 2019 - Questions and Answers.
- ↑ 45.0 45.1 45.2 45.3 45.4 45.5 45.6 Interview, 2020-07-18 (27:11).
- ↑ 46.0 46.1 46.2 Liveübertragung, 2017-05-24 (44:14).
- ↑ 47.0 47.1 47.2 47.3 47.4 47.5 Interview, 2020-07-20 (21:57).
- ↑ 48.0 48.1 48.2 48.3 48.4 Liveübertragung, 2018-04-8 (PM) (55:49).
- ↑ 49.0 49.1 Interview, 2020-07-18 (1:00:15).
- ↑ 50.0 50.1 50.2 50.3 Liveübertragung, 2022-06-30 (1:18:55).
- ↑ 51.0 51.1 51.2 Liveübertragung, 2020-12-22 (1:15:01).
- ↑ 52.0 52.1 Liveübertragung, 2017-05-03 (35:25).
- ↑ Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- ↑ Liveübertragung, 2022-05-27 (1:14:46).
- ↑ Video, 2022-05-27 (2:21).
- ↑ 56.0 56.1 56.2 Interview, 2020-07-19 (1:08:22).
- ↑ 57.0 57.1 57.2 Liveübertragung, 2021-10-29 (1:06:31).
- ↑ Liveübertragung, 2021-03-26 (1:07:33).
- ↑
- ↑ Podcast, 2017-05-05 (43:05).
- ↑ 61.0 61.1 61.2 61.3 61.4 Liveübertragung, 2022-03-31 (1:23:06).
- ↑ Liveübertragung, 2022-06-30 (1:16:22).
- ↑ 63.0 63.1 Podcast, 2018-08-04 (1:44:54).
- ↑
- ↑ Liveübertragung, 2023-04-07 (31:49).
- ↑ Liveübertragung, 2020-01-30 (1:38:26).
- ↑ Liveübertragung, 2017-05-12 (1:00:18).
- ↑
- ↑ 69.0 69.1 Liveübertragung, 2017-05-10 (14:45).
- ↑ 70.0 70.1 70.2 Liveübertragung, 2020-11-30 (1:05:22).
- ↑ Podcast, 2018-08-04 (59:58).
- ↑
- ↑ Liveübertragung, 2017-05-24 (24:19).
- ↑
- ↑
- ↑
- ↑
- ↑ Liveübertragung, 2017-11-17 (36:22).
- ↑ 79.0 79.1 79.2 79.3 79.4 Liveübertragung, 2017-11-17 (18:29).
- ↑ 80.0 80.1 80.2 80.3 MMOGames interview, January 2017
- ↑ Liveübertragung, 2021-03-26 (1:02:06).
- ↑ 82.0 82.1 Liveübertragung, 2022-03-31 (1:15:02).
- ↑ 83.0 83.1 Liveübertragung, 2017-05-15 (38:08).
- ↑ 84.0 84.1 Liveübertragung, 2018-07-09 (25:34).
- ↑ Liveübertragung, 2018-04-8 (PM) (51:49).
- ↑ Liveübertragung, 2017-05-19 (44:18).
- ↑ 87.0 87.1 Types of Events on Verra.
- ↑ 88.0 88.1 88.2 88.3 Liveübertragung, 2022-07-29 (1:20:24).
- ↑ Video, 2017-05-25 (0:02).
- ↑ IGN: Ashes of Creation first look: An MMO that lets you be the boss.
- ↑ 91.0 91.1 Liveübertragung, 2022-04-29 (39:00).
- ↑
- ↑ 93.0 93.1
- ↑ Liveübertragung, 2017-05-26 (22:19).
- ↑ 95.0 95.1 Liveübertragung, 2017-05-03 (36:25).
- ↑ Liveübertragung, 2021-06-25 (1:36:05).
- ↑ Podcast, 2020-11-15 (47:12).
- ↑ Podcast, 2020-11-15 (51:22).
- ↑ 99.0 99.1 Liveübertragung, 2017-05-24 (22:30).
- ↑
- ↑
- ↑
- ↑ 103.0 103.1 Liveübertragung, 2022-04-29 (1:07:20).