Burgbelagerungen

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Alpha-1 castle siege gameplay.[1]

Throughout Ashes of Creation, the player has an opportunity to participate in massively multiplayer siege warfare. Since castles are likely the world’s most limited resource, it will be a task to secure and hold them. Involving hundreds of players on a single battlefield, our sieges will employ many moving parts and intricate design features. Because of the difficult nature of taking and keeping a castle there are great rewards available to the players for their efforts. Castles will allow players to exert control over nearby lands and allow for the development of unique buildings in the nearby towns.[2]

Gilden participate in Burgbelagerungen in an effort to capture and occupy one of the five guild castles in Ashes of Creation.[3]

  • The minimum goal is for 250x250 players to be on a single battlefield. It is hoped that this can be increased to 500x500 over time.[7][8][9][10]
  • There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[11]
  • There may be instanced locations within otherwise open-world castle and node sieges, where specific groups can participate in small, short duration objective-based battles that will affect the overall outcome of the siege.[12]
I love castle-based gameplay. I love trophies. I like rewarding risk a lot; and for me it's very difficult to imagine a MMO that I would want to play where there is not competition of strategic prowess that determines the outcome of these types of events and there is not a meaningful reward both mechanically and from just a bragging rights perspective that players can aim for and try to achieve. I think that it brings a lot to the game when it comes to motivations, to excel, to level, to gain power, to engage those different progression loops when there is an ultimate goal or trophy that is not static and doesn't exist forever once you achieve it, but that you must constantly perform in order to maintain; and that's really the purpose of these castles.[17]Steven Sharif

A guild that captures a castle will own that castle for a month before it is sieged again.[18][19]

Each week leading up to the siege week... is a week that's dedicated to one of the three castle dedicated nodes. So around the castle there are three nodes. They represent week, one, two, and three; and then the fourth week is the siege against the castle. Those can only be elevated up to stage three. We've discussed this in the past and there's definitely information out there on the community ran wiki.[18]Steven Sharif
  • In the first three weeks that a guild occupies a castle they will need to level up each of their castle nodes to Dorf stage through questing.[18][19]
    • Each of the three castle nodes have a siege against it at the end of each of these three weeks.[19][20]
  • The fourth week is declaration week, where other guilds have the opportunity to lay down their declaration flag or to sign up as a defender of the castle.[18][19]
  • Depending on how well the guild defends their castle nodes results in better defenses for the castle.[19][20]
  • Different siege weaponry will grant the attackers the ability to destroy walls, doors and sections of the castle in order to gain access to the inner keep area.[21]
  • When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[22]
There will be benefits to attracting people... even if they're not in your guild or alliance – a feudal like system, where you can attract other players who are just independent of this whole politic. They will have things to do there - benefits to receive - and there will be a reciprocal relationship between who you can attract, what they do for you; and how that benefits you and them.[19]Steven Sharif

Alpha-1 castle sieges

Trebuchets in the Alpha-1 preview castle siege attackers headquarter camp.[24]

Alpha-1 castle sieges are based on Ashes of Creation Apocalypse castle sieges.[26][16]

  • Players will be able to join guilds. These guilds can register for the siege events.[24]
  • Castle siege events will be 100v100 battles that occur daily and will last for three hours.[24]
  • Attackers will start on the opposite end of the map (from the defenders).[24]
  • Attackers will be able to use trebuchets to drive to and assault the castle.[24]
    • Trebuchets have a single primary fire that does a small amount of damage to players and heavy damage to buildings.[24]
    • Trebuchets will be fully physical when they are being driven.[24]
  • When the attackers have breached the castle they will be able to channel a cast on the relic in the throne room to try to capture the castle from the defenders.[24]
  • The victors of castle sieges will receive benefits, such as cloaks, flying mounts for guild leaders and potentially also for guild officers.[24]
  • Alpha-1 castle sieges are in a separate zone that is accessible via a NPC teleporter.[14][15][13]
    Currently the siege zone is actually in the open world, but separated by mountains and off in the sea a bit. There is actually no instancing in A1, although the siege zone will only be accessible in A1 through a registration NPC teleporter.[14]Steven Sharif
  • The opposing team is notified when these raid bosses are being attacked.[26]
  • Teams who get the last hit on these bosses will receive buffs that will help them in the siege battle.[26]

Last year, I spoke of attempting to incorporate sieges into the Alpha One experience. This has obviously been a goal of mine because it provides considerable data and a consistent event within the world that players can participate in to help stress test the deployment. Well, I am happy to say that it is appearing more and more likely by the day! Initial implementation of the Apocalypse siege code has been migrated into the Alpha One client, and we should begin internal testing next month. I will caveat this expectation with the fact that we are cutting it a bit close from an internal QA standpoint, but I have some confidence that the system will be online and capable of inclusion for the Alpha One test in the month of June. The siege component will obviously not be representative of what the siege system will be at launch, or even in Alpha Two.[16]Steven Sharif

Alpha-1 siege equipment

Template:Alpha-1 siege equipment

Gildenschlösser

Guild castle Alpha-1 early preview.[28]

With five Castles in the world, and each having been owned by different civilizations from the far-flung past of Verra, you can expect that each Castle has its own character. Different terrains and different layouts will result in each Castle having its own advantages and disadvantages. Just because you have managed to take one Castle will not mean that your strategies will pan out in the next. Commanders will have to take into consideration the lay of the land, time of day, weather, and even seasons into account when forming their battle plans.[29]

Sword 01 - with logos.png

Five guild castles exist in Ashes of Creation.[30][29][3]

While the hard structural environment is static and not able to be- you're not building a castle if you own a castle, you're inheriting a historic ruined castle that is representative of the past because it has some tie-in to specific types of powers that we haven't gotten into from a lore perspective yet but we haven't expressed to the community. That's something that we're going to leave for the community to find out when they play. But when you place mercenaries and you place those blockades and you place those traps, that affects the level design of the castle according to the strategy you might use to defend it.[30]Steven Sharif
These Castles are occupied when players arrive on Verra, and their current inhabitants will have to be removed before any player can claim them. Castles will be dangerous and high-level raid zones until they can be cleared, and the first group of players to do so will gain the Castle as their reward.[29]

Burgen-Nodes

Should you be deft enough to take a Castle, you’ll now be responsible for managing it. Castles will have their own Nodes associated with them, and developing and defending those Nodes will determine the state of your Castle during the next siege. If you’ve done a good job managing your kingdom, then you’ll have more and better options available for deployment during the next siege. If you let your populace fall to ruin, you may have to rely solely on your own devices.[29]

Siege preparation.[39]

Gildenburgen haben drei benachbarte Knotenpunkte in unmittelbarer Nähe.[3][21]

Burg-Knotenpunkte steigen durch Aufträge auf, die von der besetzenden Gilde oder Allianz durchgeführt werden.[21]

  • Verglichen mit regulären Knotenpunkten, ist das Leveln von Burg-Knotenpunkten ein beschleunigter Prozess.[19]
  • In den Wochen vor einer Burgbelagerung werden Karawanen verwendet, um Vorräte zu transportieren.[42]
  • Das Abschließen dieser Quests entsperrt nützliche Dienstleistungen und Funktionen für die besetzende Gilde und deren Verbündeten, und verstärkt zusätzlich die Verteidigung der Burg.
  • Rivalisierende Gilden sollten Nachschubs-Karawanen zerstören, um das Aufsteigen der Burg und den umliegenden Knotenpunkten zu verhindern.

Sollten sie es in den drei vorangegangenen Wochen nicht schaffen, das Level der Burg zu erhöhen oder die Quests abzuschließen, wird die Burg einen Nachteil haben.[21]Steven Sharif

Als Mitglied der besetzenden Gilde wirst du automatisch zur Garnison der Burg-Knotenpunkten und der Burg selbst.[3]

  • Ausschließlich die Mitglieder der besetzenden Gilde sind Bürger dieses Knotenpunktes.[20]
  • Diese Staatsbürgerschaft unterscheidet sich von der normalen Knotenpunkt-Staatsbürgerschaft. Burg-Knotenpunkte funktionieren anders als normale Knotenpunkte.

Declaring a castle siege

Siege preparation.[39]

Gilden are able to sign up to either siege or defend a castle over a week long declaration period.[43][21]

  • Once a guild registers for the siege a scroll creation quest is initiated that guild members may participate in, and it becomes possible to lay the declaration scroll down as soon as the quest is completed.[44]
    • Multiple guilds may register to attack and the first to complete the scroll and lay down the declaration may begin to have their members register to attack (there will be a cap).[44]
    • The siege scroll deployment is a 5 min rooted cast that alerts the region at the cast initiation and names the caster that must be the guild leader.[44][45]
    • If the guild leader is killed, the casting is interrupted.[46] The scroll will remain until it is recast. It will disappear if it is not cast within the declaration period.[47]
    • The scroll may only be placed in a ring around the castle.[48] The quality of the scroll determines the proximity to the castle.[49]
  • Players don't need to be in the guild that owns a castle in order to sign up for the defense of the castle.[21]
  • The guild leader that owns the castle is able to approve guilds that have applied to defend at the castle.[21]
  • Following declaration, the defender has a week grace period to approve defenders, hire mercenary NPCs and set up defensible positions.[43][21]

Ankündigungen/Benachrichtigungen

Goblins attacking a Stadt (Stufe 4) node due to a triggered event.[50][51]

Enemies can only really grow stronger as the node grows, becoming outposts essentially for exiled or rivals of the existing order.[52]Steven Sharif

There will be local, regional, or global (server-wide) announcements/notifications of important events.[52][53]

Event notifications will utilize different methods depending on the stage (scope and level) of the event.[52]

  • Local events
    • Local events (such as caravan PvP)[57][58][59] may prompt players via the UI asking if they wish to participate or not.[52]
    • Other local events may offer audible or visual cues without any UI notifications.[52]
    • Local events that have not been addressed may start to expand regionally or even globally.[52]
One important thing to note about events in general is notifications are sent to the players. Players can opt into these events in a similar way that you would into a quest. You're going to be presented with a 'would you like to participate' but they might not always be that way. You might hear trees falling in the forest and that may be an audio cue to tell you something's happening over there. It's out of the ordinary. This is not normally an audio cue that I hear in this area and i'm gonna go investigate that thing. So it might not just be always that UI window represented with a 'participate or not' but I'm going to go investigate and in that sense it could be stage driven. So you might have the more local stage where it is just the visual or audio cues and you get to go participate in that stage; and then when it advances, or if you don't answer the problem in time, then it starts to expand regionally and then it might send out particular notifications to either citizens of the node from which it falls under its purview or even broader than that. It could be global driven events and then it could have things that are are visual cues that are really big like a giant blizzard that's affecting the zone, because the event hasn't been addressed; and that can affect the crop rotations or it can affect passages and roads and how caravans move. There's a lot that the predicate system informs to the event system and then the event system reacts to those types of predicates.[52]Steven Sharif
Whether it be like a siege or a triggered event against a city or like a unique dungeon opportunity... those types of things are going to involve notifications. Especially to the citizens of the city; where you'll be informed of an impending event. Basically it will give you time.[56]Steven Sharif
  • Regional or global events
    • Wider events may be broadcast regionally or even globally.[52][53]

Castle siege objectives

As a Siege rages on, there is a sense of territory and progression through the battle. These are represented through Control Points, and each side starts with a few already owned. Others are present, but neutral. As Control Points are captured by one side, that side gains a temporary buff and an increase to their spawn rate. The other side will find that their spawn rate has decreased and their ultimate victory condition has been pushed just a little bit further from their reach. The spawn areas also have a portal which will allow the side that owns it to teleport to any Control Point that side owns - perfect for backdoor shenanigans.[29]

  • Burgen will initially be occupied by an NPC adversary. Gilden have a period of time to level up in order to siege these castles.[36][19]
    • The attacking guilds need to fight the NPCs and kill a raid boss at the center of the castle. Whichever guild had highest contributing DPS against the raid boss will capture the castle.[36][38][37][38][19]
    • Burgen-Nodes around NPC run castles will not be present.[19]
The key to not making it a "zerg fest" is by emphasizing the the strategic relevance of those objectives and then catering objectives to group play versus raid play. So you have a spreading of different types of objectives where only a group can compete for it, versus a raid at the choke point. Having that distribution, it makes it so that smaller guilds have a vital role to play and can perform in environments where numbers are not always the deciding factor.[17]Steven Sharif
  • Castles that are occupied by guilds have the following objectives.[17]
    • Attackers capture waypoints/control points in the castle's architecture to diminish their respawn timer and increase the respawn timer of the defenders.[21]
    • Defenders can counter-play by attacking the siege headquarters of the attackers to diminish their declaration flags and increase their respawn timers.[21]
    • Legendary NPCs will be present as commanders that act like mini raid bosses within the defending and attacking armies. Killing these provides added benefits, such as certain types of drops that grant battlefield benefits to either side.[21]
    • The ultimate objective for the defenders is to survive during the timed period of the siege, which is approximately 90 minutes in its first iteration.[21]
    • If the attackers reach the inner keep of the castle, a guild leader (or one other delegated officer) must cast a 3 to 5 minute cast at a specific channel point in order to seal ownership of the castle.[17][21] It may be possible for defenders to decide on the location where the channel point is located.[17]
      • Channelling time is diminished based on the number of waypoints captured during the siege.[21]
      • There's an opportunity for any guild leader in the attacking alliance to capture the castle for themselves, despite what may have been agreed upon prior to the siege.[62]
There's an opportunity there for perhaps backstabbing in the throne room where one guild is like yeah we agreed to get to this area but we had a change of heart in the middle of the battle.[62]Steven Sharif

Siege alliances

When a siege begins, temporary alliances are formed among attackers and defenders.[63]

  • For node sieges, citizens of the node or provincial nodes being attacked are automatically registered as defenders.[64]
  • There are many reasons to participate as an ally in the attack or defence of other nodes.[65]
    • Titles.
    • Items.
    • Materials.
    • Money.
    • Social bonds.

Many incentives exist that can benefit your node and yourself personally by participating in the attack or defense of cities. These range from titles, to items, to materials, to money. Additionally, aiding others may help you strengthen bonds when your assets are threatened.[65]Steven Sharif

Siege mechanics

A siege occurs over several phases.[66]

  • Certain siege mechanics may be gated for specific size groups during sieges.[67]
  • There will not be a deserter debuff for leaving a siege before it is complete.[68]
  • More will be revealed in an upcoming blog entry.[66]

Siege weapons

Trebuchet siege weapon in Alpha-1 castle sieges preview.[69]

It wouldn’t be a castle siege without siege weapons. These are massive machines of war that enable attackers to bring down the walls, and defenders to keep their keep safe. Crafters can bring their own powerful schematics to the battlefield, or you can order baseline siege weapons from your friendly neighborhood siege master NPC. The Castle’s defenders will be able to deploy their own defensive weapons and turrets based on how well they maintained and defended their own Nodes. The sky will be illuminated with fire and fury.[29]

Siege weapons and siege vehicles are able to be utilized during sieges.[30]

Part of this endeavor of sieging a player-held location (or non-player-held location) is time to prepare; and that includes gathering and crafting these mega weapons or collecting the resources: Whether it be gold or specific quest items to purchase from NPCs.[37]Steven Sharif
Anything that you want to bring into existence in the world is going to be built by players: Whether that is Schiffe, Siege engines, Waffen, Rüstung, etc.[73]Jeffrey Bard

Siege PvP

Sieges don't use the PvP flagging system.[74]

Bestrafungen für den Tod do not apply to objective-based events (such as caravans, guild wars, and node sieges).[75]

Siege NPCs

Siege NPCs, NPC-Wachen, and mercenary NPCs serve as defense points during sieges and other events.[76][77]

  • Only combat NPCs are killable during a siege. Non-combat NPCs, such as merchants, will despawn and will respawn if the siege is unsuccessful.[76][78]
  • Mercenary NPCs can be hired in advance.[76] They are intended to be a significant presence but not the main line of defense in a siege.[79]

Drachen

Drachen sind epische fliegende Reittiere mit starken Kampffähigkeiten wie AoE-Atemangriffen, vorbeifliegenden Sturzflugangriffen und anderen Attacken.[80][81]

Der Drache wird im PvP eine Menge Fähigkeiten haben. Dies ist in erster Linie sein Zweck, denn er bezieht sich auf Castle und Node Belagerungen, in denen sich die Spieler befinden. Wir möchten, dass Drachen weitreichende Auswirkungen auf Spielerraids haben.[81]Steven Sharif

Belagerungsfähigkeiten

Acht Spieler desselben primären Archetyps können sich zusammenschließen, um während einer Belagerung monumentale Effekte zu erzielen.[82]

These are the types of systems that we want to put in place where groups of a single primary archetype can come together to summon these types of effects that play off of what the identity of that archetype is.[82]Steven Sharif

Beschwörer

Summoners can collaborate together during sieges to summon larger creatures, such as Golems.[83][84][85]

We do have the concept of siege summons being a thing with multiple summoners being required in order to create that siege summon. In those situations your character becomes the summon. So you don't have an AI that takes over your previous character but instead the recipient of those additional spell effects becomes the actual summon itself.[83]Steven Sharif
  • The target of the group summon becomes the summon itself.[83][85]
    • Previously it was stated that the party-leader becomes the summon.[84]
info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.
  • A siege summon will have an incremental size based on the number of summoners participating in that summon activity, with a maximum of eight.[86]
  • The number of summoners participating in the summon will determine its overall size.[86]
  • All summoners must be in the same party and the party leader must be a summoner.[84]
    • The party leader initiates the summon and then takes control of it.[84]
    • Once summoned, the party leader cannot be changed.[84]
    • If the party disbands, the summon ends. There will be a grace period to handle disconnects.[84]
    • The party may also contain non-Summoners.[84]

Tank

info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.
Pre-alpha castle siege combat featuring a Tank siege ability.[87]
If eight Tank archetypes each use one of their summon wall abilities it might construct a larger wall that can divide two raids in a moment; and would require damage and block skills and abilities for a momentary lapse of battle between those two raids.[88]Steven Sharif

Siege aftermath

We’re working on a destruction engine that should help us to make a Castle Siege that feels cinematic and visceral. Having shards of the walls tumble to the ground after a trebuchet scores a hit will feel satisfying in a way no other Castle Siege has been able to offer in an MMORPG like this. Maybe you don’t need to take down the whole wall, maybe if you blow open a big enough hole, that’ll be enough to turn the tides.[29]

Rubble will be visible for a period of time following a successful castle siege. This will likely persist until the incumbent guild develops the first defensive node.[89]

Alpha-1 castle siege mode

Trebuchets in the Alpha-1 preview castle siege attackers headquarter camp.[24]

Alpha-1 castle sieges are based on Ashes of Creation Apocalypse castle sieges.[26][16]

  • Players will be able to join guilds. These guilds can register for the siege events.[24]
  • Castle siege events will be 100v100 battles that occur daily and will last for three hours.[24]
  • Attackers will start on the opposite end of the map (from the defenders).[24]
  • Attackers will be able to use trebuchets to drive to and assault the castle.[24]
    • Trebuchets have a single primary fire that does a small amount of damage to players and heavy damage to buildings.[24]
    • Trebuchets will be fully physical when they are being driven.[24]
  • When the attackers have breached the castle they will be able to channel a cast on the relic in the throne room to try to capture the castle from the defenders.[24]
  • The victors of castle sieges will receive benefits, such as cloaks, flying mounts for guild leaders and potentially also for guild officers.[24]
  • Alpha-1 castle sieges are in a separate zone that is accessible via a NPC teleporter.[14][15][13]
    Currently the siege zone is actually in the open world, but separated by mountains and off in the sea a bit. There is actually no instancing in A1, although the siege zone will only be accessible in A1 through a registration NPC teleporter.[14]Steven Sharif
  • The opposing team is notified when these raid bosses are being attacked.[26]
  • Teams who get the last hit on these bosses will receive buffs that will help them in the siege battle.[26]

Last year, I spoke of attempting to incorporate sieges into the Alpha One experience. This has obviously been a goal of mine because it provides considerable data and a consistent event within the world that players can participate in to help stress test the deployment. Well, I am happy to say that it is appearing more and more likely by the day! Initial implementation of the Apocalypse siege code has been migrated into the Alpha One client, and we should begin internal testing next month. I will caveat this expectation with the fact that we are cutting it a bit close from an internal QA standpoint, but I have some confidence that the system will be online and capable of inclusion for the Alpha One test in the month of June. The siege component will obviously not be representative of what the siege system will be at launch, or even in Alpha Two.[16]Steven Sharif

Siege equipment

Template:Alpha-1 siege equipment

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.[29]

Zergs are empowered by fast-travel. Meaningful travel times are intended to prevent zerg play from being so much of an influence.[91]

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.[92] 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".[93]

  • Raid and dungeon bosses have specific mechanics and abilities that players need to learn and react to.[93] Zergs that are not aware of these mechanics or react to them appropriately will be wiped.[92]
  • There may be environmental hazards and AoE effects that cause more damage based on the number of players present.[93]
  • 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.[94]

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.[94]Steven Sharif

Mechanics that encourage political intrigue will play a role in destabilizing zergs.[95]

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.[95]Steven Sharif

Objective-based game play helps to balance the zerg mentality.[96]

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.[96]Steven Sharif

Instanzierung doesn't play a major role in limiting zergs, due to 80% of content in Ashes of Creation being open-world.[12]

  • There may be instanced locations within castle and node sieges where specific groups can participate in certain objective-based waypoints.[12]

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.[12]Steven Sharif

Kunstwerke

Siehe auch

Einzelnachweise

  1. Video, 2021-05-28 (25:44).
  2. About Ashes of Creation.
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 castle nodes.png
  4. Liveübertragung, 2022-07-29 (1:12:14).
  5. Interview, 2020-07-29 (31:05).
  6. Interview, 2020-07-18 (13:13).
  7. Liveübertragung, 2021-09-24 (52:48).
  8. Interview, 2021-07-08 (57:19).
  9. Interview, 2020-07-19 (44:28).
  10. castle-siege-scale.png
  11. Twitch Bustin - Practice Sieges?
  12. 12.0 12.1 12.2 12.3 Liveübertragung, 2022-01-28 (17:50).
  13. 13.0 13.1 13.2 13.3 13.4 13.5 Podcast, 2021-04-11 (49:40).
  14. 14.0 14.1 14.2 14.3 14.4 14.5 steven-siege-zone.png
  15. 15.0 15.1 15.2 15.3 15.4 15.5 Liveübertragung, 2021-04-30 (41:18).
  16. 16.0 16.1 16.2 16.3 16.4 16.5 Blog: Creative Director's Letter, April 14 2021
  17. 17.0 17.1 17.2 17.3 17.4 Interview, 2023-09-10 (25:14).
  18. 18.0 18.1 18.2 18.3 Liveübertragung, 2020-08-28 (1:43:03).
  19. 19.00 19.01 19.02 19.03 19.04 19.05 19.06 19.07 19.08 19.09 19.10 19.11 19.12 Podcast, 2018-04-23 (21:55).
  20. 20.0 20.1 20.2 Liveübertragung, 2017-08-23 (23:00).
  21. 21.00 21.01 21.02 21.03 21.04 21.05 21.06 21.07 21.08 21.09 21.10 21.11 21.12 21.13 21.14 21.15 Podcast, 2018-04-23 (15:14).
  22. castle-taxes5.png
  23. 23.0 23.1 Video, 2021-05-28 (24:44).
  24. 24.00 24.01 24.02 24.03 24.04 24.05 24.06 24.07 24.08 24.09 24.10 24.11 24.12 24.13 24.14 24.15 24.16 24.17 Video, 2021-04-30 (19:25).
  25. 25.0 25.1 Video, 2021-05-28 (19:04).
  26. 26.0 26.1 26.2 26.3 26.4 26.5 26.6 26.7 Video, 2021-04-30 (13:02).
  27. 27.0 27.1 27.2 27.3 Liveübertragung, 2021-05-28 (1:04:29).
  28. Liveübertragung, 2020-08-28 (1:39:02).
  29. 29.0 29.1 29.2 29.3 29.4 29.5 29.6 29.7 Blog: 10 facts about castle sieges in the MMORPG.
  30. 30.0 30.1 30.2 30.3 Interview, 2023-09-10 (22:29).
  31. Liveübertragung, 2022-04-29 (27:42).
  32. Liveübertragung, 2020-07-25 (1:22:40).
  33. Liveübertragung, 2020-06-26 (1:33:10).
  34. Liveübertragung, 2022-10-14 (58:46).
  35. steven-island-castle.png
  36. 36.0 36.1 36.2 36.3 Interview, 2023-09-10 (24:15).
  37. 37.0 37.1 37.2 37.3 Liveübertragung, 2018-01-18 (37:05).
  38. 38.0 38.1 38.2 Liveübertragung, 2020-08-28 (1:31:11).
  39. 39.0 39.1 Video, 2017-04-20 (8:20).
  40. castle-systems.png
  41. Liveübertragung, 2019-07-26 (1:29:00).
  42. castle-node-caravans.png
  43. 43.0 43.1 Liveübertragung, 2020-08-28 (1:41:24).
  44. 44.0 44.1 44.2 Steven Sharif - Clarification points from today’s stream.
  45. steven-castle-siege-declaration-2.png
  46. steven-castle-siege-declaration-1.png
  47. steven-castle-siege-declaration-5.png
  48. steven-castle-siege-declaration-3.png
  49. steven-castle-siege-declaration-4.png
  50. Types of Events on Verra.
  51. Liveübertragung, 2022-04-29 (32:29).
  52. 52.0 52.1 52.2 52.3 52.4 52.5 52.6 52.7 52.8 Liveübertragung, 2022-04-29 (42:31).
  53. 53.0 53.1 53.2 53.3 53.4 53.5 Liveübertragung, 2018-05-04 (48:14).
  54. Liveübertragung, 2022-04-29 (39:00).
  55. Liveübertragung, 2021-06-25 (1:13:30).
  56. 56.0 56.1 56.2 56.3 Interview, 2018-08-17 (24:48).
  57. Interview, 2020-03-27 (16:19).
  58. caravan UI.png
  59. Liveübertragung, 2017-05-22 (40:40).
  60. 60.0 60.1 60.2 60.3 Liveübertragung, 2021-04-30 (1:01:10).
  61. 61.0 61.1 Liveübertragung, 2020-10-30 (1:01:00).
  62. 62.0 62.1 Interview, 2018-05-11 (44:20).
  63. siege alliances.png
  64. siege auto defenders.png
  65. 65.0 65.1 Official Livestream - May 4th @ 3 PM PST - Q&A
  66. 66.0 66.1 siege more info.png
  67. siege mechanics.png
  68. Liveübertragung, 2017-05-24 (37:05).
  69. Video, 2021-05-28 (25:44).
  70. Video, 2021-05-28 (11:55).
  71. Interview, 2018-08-08 (20:49).
  72. 72.0 72.1 Liveübertragung, 2021-05-28 (1:04:29).
  73. Liveübertragung, 2017-05-24 (17:08).
  74. Liveübertragung, 2017-05-19 (45:14).
  75. Liveübertragung, 2020-12-22 (1:13:51).
  76. 76.0 76.1 76.2 76.3 Liveübertragung, 2023-08-31 (2:09:32).
  77. siege success.png
  78. siege npcs killable.png
  79. Liveübertragung, 2017-07-28 (36:51).
  80. dragon abilities.png
  81. 81.0 81.1 81.2 Liveübertragung, 2018-04-8 (PM) (51:49).
  82. 82.0 82.1 82.2 Podcast, 11. Mai 2018 (49:20).
  83. 83.0 83.1 83.2 Liveübertragung, 2023-03-31 (1:22:21).
  84. 84.0 84.1 84.2 84.3 84.4 84.5 84.6 Interview, 2018-08-17 (14:59).
  85. 85.0 85.1 Liveübertragung, 2017-05-19 (10:06).
  86. 86.0 86.1 Liveübertragung, 2018-04-8 (AM) (28:01).
  87. steven-a1-leak-1.png
  88. Podcast, 2018-05-11 (49:20).
  89. Liveübertragung, 2018-07-09 (42:48).
  90. pillars-confusion.png
  91. Liveübertragung, 2017-05-05 (23:26).
  92. 92.0 92.1 Liveübertragung, 2017-05-19 (25:18).
  93. 93.0 93.1 93.2 Liveübertragung, 2020-11-30 (1:16:09).
  94. 94.0 94.1 Liveübertragung, 2017-05-22 (57:37).
  95. 95.0 95.1 Interview, 2018-05-11 (44:20).
  96. 96.0 96.1 Interview, 2018-08-08 (11:52).