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Schlachtzüge

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Schlachtzüge will either be based on triggered events or more traditional systems. Traditional world bosses will change based on node development.[3]

We want things to be more fluid and one of the ways that we make them more fluid is through our triggered event system. That is one of the methods by which we make these more spontaneous. We make them more accessible to a wider audience. You can be just in the city and not normally be a part of a raid team, but now get to participate in this organic event that's popped up around the city and if you are not participating then buildings are gonna get destroyed and NPCs are going to die... It's not just how fast can we do it, how will we get it done in its schedule, but oh my god this thing popped up if we don't kill it we're not going to access to our stables this week and we can't get our animal husbandry certificates... It's that risk versus reward that gives you a sense of adrenaline.[4]Steven Sharif

Schlachtzugbosse

There will be between 12 to 15 raid bosses in the world.[7]

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.[8]Steven Sharif

List of raid bosses

info-orange.pngDieser Abschnitt enthält Informationen aus Alpha-1-Tests. Sie wird aktualisiert, sobald neue Informationen verfügbar sind.

Schlachtzugstrategien

Schlachtzüge will have elements that can be pre-planned.[9]

Raids will also have dynamic elements that can change from session to session.[9]

One of the design elements that we're implementing into our raids is that the raid will not be exactly the same every single time. You're going to have variables that can't necessarily be pre-planned out for. You can pre-plan out for a lot of the raid like how many DPS do you need and healers and support; where the key position and all that stuff; but I think the compelling aspect of Ashes raiding will be the difficulty in achieving this content and having that content change from session to session as well. We want there to be variables that get manifested by what type of node got developed elsewhere. Is he going to have acolytes or cultists? What will the acolytes have skills [available] to them? What kit is the boss gonna have? What available skill repertoire will the boss be able to [wield]? ... A lot of those systems are influenced obviously by world development. So the raid takes into account at what stage has the world developed: Are there two metropolises now available in the world? Okay well let's activate this skill in this skill. Now you have five metropolises, well now all these skills have been activated. Are there are they all economic nodes? Are they all military nodes? That we can change things based on that stuff. And it really is a threat assessment from the environment against the players.[9]{{ndash|Steven Sharif}

Schlachtzug-Mechaniken

Boss fights will have fairly intricate mechanics.[11]

Combat itself will be pretty intricate mechanics-wise. We're going to have different phases of the bosses, there's going to be a lot of adds stuff, there's going to be random oriented skill usage. We're not going to have telegraphed templates on the ground, but we will have telegraphed animations, so it's going to be location, mobility, strategic. It will be something that can not be repeatable in the exact same way from raid to raid, but has a variance between the combat, so raiders are going to have to be fluid in thinking on their feet.[11]Steven Sharif
Anytime the boss is telegraphing an ability, that is an opportunity for you to direct the location of that effect; and so in that sense, yes you could use a boss's mechanics in an interesting way to affect an enemy raid.[13]Steven Sharif

Telegraphen

In specific circumstances there will be telegraphs (tells) to communicate something that's happening.[14]

  • Animation tells.
  • Templates.

Fortschritt von Schlachtzügen

Schlachtzugsstufen

Tiers of raid difficulty are in accordance with the world's node structure.[15][16]

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.[16]Steven Sharif

PvE difficulty

Tumok the Wretched Alpha-2 world boss.[17]

Raid-Bosse sind sich der Anzahl der Kämpfer in einem Gebiet in ihrer Nähe bewusst und dieses Bewusstsein ist Teil eines Indikators dafür, welche Verhaltensweisen sie als Teil ihres Verhaltensbaums nutzen werden. Wenn es also die Arten von Kämpfern beurteilt, die ihm gegenüberstehen, die Anzahl dieser Kämpfer, die Position dieser Kämpfer, die Fähigkeiten und Gesamtzahlen dieser Kämpfer, gewichtet es bestimmte Aktionen in seinem Verhaltensbaum und reagiert dann auf diese Aktionen; Und in dem Szenario, in dem Sie überwältigende Chancen in einen bestimmten Kampf bringen, könnte das die AoE-Optionen, auf die der Boss Zugriff hat, schwerer wiegen, da er aufgrund der Überzahl an Spielern während eines Gefechts viel mehr AoE-Fähigkeiten nutzt . In diesem Sinne ist es also ein bisschen anpassungsfähig. Aufgrund des Begegnungsszenarios ist es etwas dynamisch.[18]Steven Sharif

Der Schwierigkeitsgrad von PvE Inhalten wie Schlachtzüge und Dungeon passt sich an die Leistung des Schlachtzüge oder Gruppe gegen frühere Bosse dieser Begegnung an.[19]

  • Eine höhere Leistung in früheren Phasen erhöht den Schwierigkeitsgrad nachfolgender Phasen der Begegnung.[19]
  • Es wird Mobs geben, deren Level über dem Levelcap des Spielers liegt.[22]
Sowohl in der Alpha-2 als auch beim Start des Spiels wird es Monster geben, deren technisches Niveau über dem der Obergrenze liegt; und die Absicht besteht offensichtlich wieder darin, ein gewisses Maß an Herausforderung zu bieten, das über eine vergleichbare Level-Herausforderungsbewertung hinausgeht.[22]Steven Sharif
  • Je höher der Schwierigkeitsgrad, desto besser ist die Beute. [19]
Q: Wie anspruchsvoll werden die Raid-Boss-Mechaniken sein, wenn man bedenkt, dass Spieler möglicherweise gleichzeitig gegen andere Spieler und gleichzeitig gegen den Boss kämpfen müssen?
A: Es kommt darauf an. Das Tolle an unserem Begegnungssystem ist, dass es eine große Skalierbarkeit bietet, von Begegnungen, die manche aufgrund ihrer Zusammensetzung als einfach erachten, bis hin zu Begegnungen, die manche für unmöglich halten, bis sie eine bestimmte Ausrüstungsstufe erreicht haben. Der Grad der Interaktion mit anderen Spielern hängt wirklich von der Begegnung selbst ab. Es kann sein, dass wir einige Begegnungen haben, die in Einzelfällen stattfinden, obwohl der überwiegende Teil davon in der offenen Welt stattfinden wird. In diesem Fall haben sie durchaus das Potenzial, umkämpft zu werden. Und diese Begegnungen, vor allem die großen, die im Wettbewerb enden könnten, bieten einige der besten Ausrüstungsgegenstände, die man im Spiel bekommen kann. Deshalb ist es wichtig, dass sie umkämpft werden, denn das ist ein wichtiger Siegpunkt; Und eine unserer Grundpfeiler ist das Verhältnis von Risiko und Ertrag: Je höher das Risiko, desto höher sollte auch der Ertrag sein. Diese beiden Dinge scheinen also zusammenzupassen, und außerdem haben wir noch das Konzept der Gewinner und Verlierer. Nicht jeder in Ashes of Creation wird ein Gewinner sein; Und das ist scheiße, wenn Sie es nicht sind, schätze ich, aber es gibt eine Chance für Sie, sich weiterhin hervorzutun und einer zu werden. Aber es gibt einer Leistung viel mehr Bedeutung, wenn nicht jeder die Leistung erhält. Das ist unsere Philosophie.[23]Steven Sharif
Q: Es ist also so etwas in der Art, wo es sein könnte, wir werden einen Dungeon machen, der nur aus Feuergolems besteht. Wenn also jeder Plattenrüstungen und Feuerresistenz trägt, muss man sich um das magische Feuer keine Sorgen machen : Sie haben die Feuerbeständigkeit dafür. Und wenn man anfängt herumzuschlagen, kommt dann jeder mit Teller rein?
A: Das Designteam für Begegnungen stellt eine besondere Art der Herausforderungsbewertung vor – für diejenigen, die mit dem Spielen von DnD oder was auch immer vertraut sind: Die Herausforderungsbewertung wird durch ein paar verschiedene vertikale Leistungsstufen beeinflusst, aber dann gibt es noch die horizontale Perspektive: Das heißt, was Welche Werkzeuge benötigt Ihre Gruppe, um die Herausforderungsbewertung der Situation zu bewältigen, und ein Teil des horizontalen Fortschritts besteht darin, wie du die Ausrüstungsslots ausstattest? Einige davon können Verstärkungen oder Steine ​​sein, wie es mit der Feuerbeständigkeit besprechen. Bei einigen davon handelt es sich um Basiswerte, die für einen bestimmten Gegenstand vorhanden sind, wie z. B. physische Schadensminderung im Vergleich zu magischer Schadensminderung und welche Unterart des Schadens auf dieser Grundlage entsteht. Auf diese Art und Weise betonen wir, dass es bei der Interaktion mit dem Gleichgewicht mehr Stein-Schere-Papier-Typen gibt, bei denen es in Ordnung ist, ein asymmetrisches Ungleichgewicht zu haben, wenn es horizontale Methoden gibt, mit denen man die Herausforderungsbewertung erreicht.[24]Steven Sharif

Metriken

Ashes of Creation gathers tracking data to facilitate achievements, titles and other accolades on a server.[25]

Visibility of those types of things on the server help to promote a competitive atmosphere. If there is an attainable impression that you can work towards, so that others know your success, you have more drive to succeed.[25]Steven Sharif

Trophäen-Park

info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.

Trophäen-Park is an area within Stadt, Großstadt or Metropole nodes that has available spots for trophies. These trophies show the character names of players who are the first to complete world bosses and dungeon bosses that were spawned as the result of the development of that particular node.[27]

  • Server announcements and achievements are designed to encourage groups to experience new content.[27]

Bestenlisten

Players will be able to opt-in to track certain achievements on leaderboards, such as.[28]

Leaderboards may be seasonal.[29]

We have many dreams that we want to do with game-to-web and game-to-mobile in regards to showing stats and being making things shareable for you. We know how social media works; how sharing content with friends works. But those things will come in due time.[28]Margaret Krohn
info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.

Plündern

Alpha-2 looting UI preview.[31]

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.[31]Steven Sharif

Alpha-2 vote to change loot allocation method UI.[32]

Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[33][34][35]

  • Group loot rules are defined on a per-rarity basis.[31]
  • A majority of party members must vote to approve any changes to group loot allocation changes.[32]
  • The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[36]
  • There won't be auto-looting pets.[37]
  • It will be possible to kick a player from a party prior to them acquiring loot.[38]
Yes, technically it would be possible for you to kick a player prior to acquiring loot. However, again because we are a game that relies on social interactions, there are reputations to be had; and if you acquire a reputation as a raid leader, or as a party leader, of doing something dirty like that, then it's unlikely you'll be able to Garner the support of future party members and/or raids to lead efforts against these raid bosses.[38]Steven Sharif
Free-for-all.[35]
  • Whoever is first to loot gets the loot.[33]
Lootmaster.[31][35]
  • 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.[35]
Round-robin.[31][35]
Need or greed.[31][35]
info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.
Bidding system.[35]
  • Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[35]
    • The highest bidder wins the item.[35]
    • The gold then goes into a pool that is split among the rest of the party members.[35]

Beute-Tabellen

Beute-Tabellen (drop tables) of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items).[40][41]

Glint

Glint in a player's inventory in Alpha-2.[58]

You're hovering over an item we call Glint. [It] comes in a few different rarities. It was formerly known as the monster certificates but we have rebranded them.[58]Chris Justo

Glint rarities in Alpha-2.[58]

Glint (previously known as Hunting certificates and Monster certificates) is a bound currency that drops from mobs and players, and is offered as a reward for completing certain quests, events, and achievements. Glint is intended to be the primary method for generating gold in the Ashes of Creation economy.[59][60][45][61][42][43]

Glint serves a very integral role in the economy within Ashes of Creation. It is a material substance that is acquired through various means, but primarily hunting different antagonists within the world; and it is the physical form of Essence within the beasts of Verra. So when you acquire this it is bound to your character, and that is a very important component of the economic systems here because glint will be used to pay for certain services, such as taxation for buildings that you have, or citizenship dues that are necessary.[62]Steven Sharif
  • Glint may be traded with commodities vendors for player commodities. These commodities can then be transported to other nodes (via caravan or merchant ship) where they can be traded for gold.[45][63][42][64][43] The gold value is based on the demand for the commodity at the destination node (over the last seven days) as well as its distance from the originating node.[66][45]

Beutemarkierung

Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[68][34]

  • 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.[68][34]
    • These numbers will be balanced based on testing.[68]
  • At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[68][34]
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[68]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.[69]Steven Sharif
info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.

Master gatherers may have the ability to "spoil" a boss' loot.[70]

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.[70]Steven Sharif

Chat bubbles

Chat-Blasen können von den Spielern ein- oder ausgeschaltet werden. Es wird Optionen zum Verwalten der Blasen geben, um die visuelle Unordnung zu reduzieren. [71][72]

Wir möchten Chat-Blasen einbinden. Wir möchten eine Vielzahl von Optionen hinzufügen, mit denen ihr diese Blasen verwalten könnt, damit ihr sie einschalten könnt und nicht nur ein Blasenfeld seht.[72]Jeffrey Bard

Raid party controls

Raid party controls include:

Raid voice controls

Raid und Partyleader können den Voice chat steuern.[74][75]

  • Schalten die (globale) Stummschaltung für den gesamten Raid ein. [75]
  • Definieren, wer während des gesamten Raids über globale Sprachkapazität verfügt. [76]
  • Gewähren administrative Funktionen Raid- und Gruppenmitgliedern. [74]

Wenn ihr an einem Raid teilnehmt, bei dem sich mehrere Trupps zu einem Raid für Burgbelagerungen zusammengeschlossen haben, können die Anführer dieser Trupps mit allen Truppmitgliedern kommunizieren. Nehmen wir also an, ihr habt fünf Viererteams, also insgesamt zwanzig Leute in einem bestimmten Raid … Es gibt fünf, die über globale Sprachkapazität verfügen; und dann habt ihr in diese einzelnen Parteien und ihre eigene Kommunikation zwischen den anderen. So können Parteiführer ihre Parteimitglieder hören und die Parteimitglieder können sich gegenseitig hören, aber sie können auch andere Partyführer sprechen hören.[76]Steven Sharif

Raid target markers

The UI will potentially incorporate target marker symbols above player's heads that are visible by other party members.[74]

Adaptive Inhalte

pasted image at 2017 10 26 07 13 pm.png

Neue Points of Interest (wie z.B. Dungeon und World Bosse) spawnen, wenn sich Nodes entwicklen.[77] Dieser Content passt sich an die Entwicklung der Zone an, in der er sich befindet.[78]

  • Die Population wird sich verändern.[78]
  • Die Schwierigkeit des Contents wird sich ändern.[78]
  • Der Content ändert sich vielleicht Grundlegend, abhängig davon, was sich wie entwickelt.[78]
  • Verschiedene Arten von Antagonisten mit verschiedenen Storylines.[78]
  • Manche Dungeons werden nur freigeschaltet, wenn sich Nodes zu einer bestimmten Stufe entwickeln.[79]
  • Die Ziele einer Storyline innerhalb von Dungeons hängen davon ab, welche Story Arcs durch das Node System gewählt wurden.[79]
  • Drop Tables in Gebieten und Dungeons werden in die Fortschritt von bestimmten Gebieten eingebunden sein.[79]

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.[79]

Gruppengrößen

We're not creating a solo game, but it doesn't mean that we don't offer gameplay that is solo centric as well: It lives in addition to the social aspect of What MMOs provide; and so part of what we do in order to to give that element of gameplay is we have quest lines that are devoted towards solo players. We have hunting grounds. Obviously one of the benefits of being a solo player is you get to keep everything that drops. You don't have to share loot with a party or with friends; that's one benefit of being a solo player. But it's going to be more difficult to overcome challenges; and those individuals who are up to taking that additional level of of difficulty are going to excel perhaps in their character progression a bit faster than those who are more group-centric. It's going to be a little bit of a roll of the dice there because there are loot tables, there are reward tables that accompany that, but it's important to note that from a content perspective Ashes of Creation is looking to fulfill both that solo-oriented mind in gameplay as well as the group and social experience; and a lot of times those paths diverge: They move apart, they come back together; and that process is going to be seen throughout the leveling in Ashes of Creation where you'll have more opportunities for solo gameplay and some opportunities for group gameplay.[80]Steven Sharif

Ashes of Creation is designed for solo players as well as large and small groups.[80][81][82]

The idea behind an 8-person group is to allow us to really amplify party roles, and to create a need for each of the archetypes in every party.[35]
  • Schlachtzüge will have 40 man groups.[83]
  • Content will be tailored for 40, 16 and 8 person group sizes.[41]
  • Arenen will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[84]
    • There won't specifically be guild vs guild arenas but team-based matchmaking allows teams to face other teams.[85]
  • Burgbelagerungen are expected to have at minimum 250x250 players to be on a single battlefield, with the possibility of increasing this to 500x500 over time.[86][87][88][89]
The minimum goal is 500 players on a single battlefield. I think we will be able to hit 500vs500 but we shall see.[89]Steven Sharif

Zergs

For every play, there should be a counterplay. We often see Castle Sieges turn into zerg-fests, which really doesn’t capture the epic, back-and-forth battles we wish to see in Ashes of Creation. One of our key pillars is that Choice Matters[90], and that applies to tactics and strategy as well. A well-formulated battle plan should win out over stat sheets and bodies. Zergs will generally be difficult to pull off, and will be eminently counterable through siege weapons, traps, and other battlefield tricks.[91]

Zergs are empowered by fast-travel. Meaningful travel times are intended to prevent zerg play from being so much of an influence.[92]

Encounters are designed to have meaning in terms of how boss skills and abilities relate to group compositions, tactics and strategies. Zerging is not experiencing content.[93] There are different ways to make a fight more difficult for larger sized groups without relying solely on stat buffs or making the boss a "damage sponge".[94]

  • Raid and dungeon bosses have specific mechanics and abilities that players need to learn and react to.[94] Zergs that are not aware of these mechanics or react to them appropriately will be wiped.[93]
  • There may be environmental hazards and AoE effects that cause more damage based on the number of players present.[94]
  • There is a give-and-take for guilds that want to see a larger number of members as opposed to a more focused group that may be a part of an alliance.[95]

We're very cognizant of the fact that we don't want to see zerging be a mechanic that's utilized by guilds to accomplish content or just to steamroll over sieges... There are specific mechanics that we are working on that will be seen through the testing phases that relate to a degree of understanding of certain systems that can't just be overrun with numbers.[95]Steven Sharif

Mechanics that encourage political intrigue will play a role in destabilizing zergs.[96]

The best way that I found in games I played previously to take down a zerg is to cause drama from within... It's that conflict inside of the politicking that happens in that big organization. If we provide opportunities for division to occur then it also provides stability to keep a server healthy away from that zerg mentality also... If we approach the castle siege and we've destroyed the walls and we're in the throne room and we're about to cast on the penultimate thing and I at this time am just so excited from what's happening that I'm like "screw it I'm gonna go for it". It's gonna be mine. I'm gonna take the taxes for the next month. I'm gonna take all the gear from the castle. I'm gonna take everything... We want that political intrigue to be present in the game.[96]Steven Sharif

Objective-based game play helps to balance the zerg mentality.[97]

I always feel that if you balance based on groups that in your balance focus is to incorporate features that play well from a player versus player perspective as well as a player versus environment perspective: Having support classes, having DPS and tanks that can obstruct movement and/or create bottlenecks on the field and stuff like that. I think a well-rounded raid it will perform better against a non well-rounded raid, however then you incorporate the second aspect of numbers; and that's where again mobility, organization, leadership tactics. Having objectives in gameplay that make those important helps to balance the zerg mentality that a lot of guilds can tend to have.[97]Steven Sharif

Instanzierung doesn't play a major role in limiting zergs, due to 80% of content in Ashes of Creation being open-world.[98]

  • There may be instanced locations within castle and node sieges where specific groups can participate in certain objective-based waypoints.[98]

Zerging is always a problem in a lot of these MMORPGs where you really can't control the number of participants in certain open-world systems; and in that sense instancing is a great tool that designers can sometimes use to curate a particular number of participants that you want. But the predominant amount of content within Ashes of Creation, over 80% of which is is open-world content, so instancing is very limited.[98]Steven Sharif

Bildmaterial

Siehe auch

Einzelnachweise

  1. Video, 2020-05-31 (1:40:18).
  2. Video, 2020-05-31 (1:17:42).
  3. raid events.png
  4. Podcast, 2018-04-23 (27:14).
  5. Liveübertragung, 2022-03-31 (1:10:43).
  6. Video, 2021-05-28 (5:40).
  7. 7.0 7.1 7.2 Liveübertragung, 2020-07-25 (46:08).
  8. 8.0 8.1 Podcast, 2018-08-04 (1:42:14).
  9. 9.0 9.1 9.2 9.3 9.4 9.5 9.6 9.7 9.8 Podcast, 2018-07-09 (22:24).
  10. Forums - Dev Discussion #52 - Boss Mechanics
  11. 11.0 11.1 11.2 11.3 11.4 11.5 11.6 Liveübertragung, 2018-04-8 (PM) (1:14:01).
  12. 12.0 12.1 Liveübertragung, 2022-05-27 (1:14:46).
  13. 13.0 13.1 13.2 Interview, 2023-09-10 (32:16).
  14. Liveübertragung, 2017-05-22 (49:38).
  15. raid event tiers.png
  16. 16.0 16.1 Podcast, 2018-08-04 (1:39:47).
  17. Newsletter - June 2023.
  18. 18.0 18.1 18.2 Liveübertragung, 2023-01-27 (1:34:06).
  19. 19.0 19.1 19.2 Interview, 2020-07-19 (14:51).
  20. Interview, 2021-06-13 (22:20).
  21. Interview, 2020-07-19 (17:12).
  22. 22.0 22.1 Liveübertragung, 2023-11-30 (1:53:50).
  23. Liveübertragung, 2022-05-27 (1:20:35).
  24. Interview, 2023-07-09 (1:40:41).
  25. 25.0 25.1 25.2 25.3 25.4 25.5 25.6 Podcast, 2018-08-04 (1:47:21).
  26. 26.0 26.1 steven-pvp-metrics.png
  27. 27.0 27.1 Podcast, 2018-08-04 (1:35:58).
  28. 28.0 28.1 28.2 28.3 28.4 28.5 28.6 Liveübertragung, 2023-05-31 (2:21).
  29. 29.0 29.1 29.2 Liveübertragung, 2017-07-18 (58:50).
  30. Liveübertragung, 2017-05-15 (44:10).
  31. 31.0 31.1 31.2 31.3 31.4 31.5 31.6 Video, 2023-01-27 (16:44).
  32. 32.0 32.1 Video, 2023-01-27 (32:01).
  33. 33.0 33.1 Liveübertragung, 2020-11-30 (1:01:40).
  34. 34.0 34.1 34.2 34.3 Liveübertragung, 2020-07-25 (1:24:56).
  35. 35.00 35.01 35.02 35.03 35.04 35.05 35.06 35.07 35.08 35.09 35.10 35.11 35.12 35.13 Group dynamics blog.
  36. Liveübertragung, 2023-01-27 (1:08:06).
  37. Liveübertragung, 2022-04-29 (1:04:52).
  38. 38.0 38.1 Liveübertragung, 2023-05-31 (1:07:45).
  39. Liveübertragung, 2020-11-30 (1:12:03).
  40. 40.0 40.1 Interview, 2020-07-19 (8:43).
  41. 41.0 41.1 February 8, 2019 - Questions and Answers.
  42. 42.0 42.1 42.2 42.3 42.4 42.5 42.6 42.7 Interview, 2020-07-18 (27:11).
  43. 43.0 43.1 43.2 43.3 Liveübertragung, 2017-05-24 (44:14).
  44. 44.0 44.1 44.2 steven-glint.png
  45. 45.0 45.1 45.2 45.3 45.4 45.5 45.6 45.7 Interview, 2023-09-10 (53:47).
  46. 46.0 46.1 46.2 46.3 Liveübertragung, 2021-03-26 (1:07:33).
  47. 47.0 47.1 47.2 a419c5398b542a713545e4f393d67215.png
  48. 48.0 48.1 48.2 Podcast, 2017-05-05 (43:05).
  49. 49.0 49.1 steven-glint-rarity-level.png
  50. Interview, 2020-07-20 (21:57).
  51. Liveübertragung, 2018-04-8 (PM) (55:49).
  52. Interview, 2020-07-18 (1:00:15).
  53. Liveübertragung, 2022-06-30 (1:18:55).
  54. Liveübertragung, 2020-12-22 (1:15:01).
  55. Liveübertragung, 2017-05-03 (35:25).
  56. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  57. Video, 2022-05-27 (2:21).
  58. 58.0 58.1 58.2 Video, 2023-10-31 (4:45).
  59. Liveübertragung, 2023-10-31 (1:06:32).
  60. Video, 2023-10-31 (3:34).
  61. 61.0 61.1 61.2 Liveübertragung, 2021-10-29 (1:06:31).
  62. 62.0 62.1 62.2 Video, 2023-10-31 (5:06).
  63. 63.0 63.1 Interview, 2020-07-19 (1:08:22).
  64. 64.0 64.1 Interview, 2019-04-17 (49:55).
  65. Video, 2023-10-31 (6:07).
  66. Video, 2023-10-31 (8:05).
  67. steven-stolen-glint.png
  68. 68.0 68.1 68.2 68.3 68.4 Liveübertragung, 2022-03-31 (1:23:06).
  69. Liveübertragung, 2022-06-30 (1:16:22).
  70. 70.0 70.1 Podcast, 2018-08-04 (1:44:54).
  71. Interview, 2021-02-07 (55:22).
  72. 72.0 72.1 Liveübertragung, 2021-01-29 (1:20:05).
  73. 73.0 73.1 73.2 73.3 Raid Party Options.png
  74. 74.0 74.1 74.2 74.3 Liveübertragung, 2022-05-27 (2:33).
  75. 75.0 75.1 75.2 Liveübertragung, 2017-05-17 (57:27).
  76. 76.0 76.1 Interview, 2018-12-06 (2:57).
  77. Liveübertragung, 2017-11-17 (36:22).
  78. 78.0 78.1 78.2 78.3 78.4 Liveübertragung, 2017-11-17 (18:29).
  79. 79.0 79.1 79.2 79.3 MMOGames interview, January 2017
  80. 80.0 80.1 Liveübertragung, 2022-09-30 (2:40).
  81. Liveübertragung, 2020-11-30 (1:20:25).
  82. solo2.png
  83. Liveübertragung, 2017-05-09 (34:38).
  84. partysize.png
  85. Liveübertragung, 2017-05-26 (48:12).
  86. Liveübertragung, 2021-09-24 (52:48).
  87. Interview, 2021-07-08 (57:19).
  88. Interview, 2020-07-19 (44:28).
  89. 89.0 89.1 castle-siege-scale.png
  90. pillars-confusion.png
  91. Blog: 10 facts about castle sieges in the MMORPG.
  92. Liveübertragung, 2017-05-05 (23:26).
  93. 93.0 93.1 Liveübertragung, 2017-05-19 (25:18).
  94. 94.0 94.1 94.2 Liveübertragung, 2020-11-30 (1:16:09).
  95. 95.0 95.1 Liveübertragung, 2017-05-22 (57:37).
  96. 96.0 96.1 Interview, 2018-05-11 (44:20).
  97. 97.0 97.1 Interview, 2018-08-08 (11:52).
  98. 98.0 98.1 98.2 Liveübertragung, 2022-01-28 (17:50).