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Gameplay: Unterschied zwischen den Versionen
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− | # | + | {{PvX}} |
+ | |||
+ | == PvP == | ||
+ | |||
+ | {{PvP}} | ||
+ | |||
+ | === Caravan PvP === | ||
+ | |||
+ | {{Caravan PvP}} | ||
+ | |||
+ | {{readmore|Caravans}} | ||
+ | |||
+ | === Castle sieges === | ||
+ | |||
+ | {{Castle sieges}} | ||
+ | |||
+ | {{readmore|Castle sieges}} | ||
+ | |||
+ | ==== Alpha-1 castle sieges ==== | ||
+ | |||
+ | {{Alpha-1 castle sieges}} | ||
+ | |||
+ | {{readmore|Castle sieges}} | ||
+ | |||
+ | === Node sieges === | ||
+ | |||
+ | {{Node sieges}} | ||
+ | |||
+ | {{readmore|Node sieges}} | ||
+ | |||
+ | === Guild wars === | ||
+ | |||
+ | {{Guild wars}} | ||
+ | |||
+ | {{readmore|Guild wars}} | ||
+ | |||
+ | === Hunting grounds === | ||
+ | |||
+ | {{Hunting grounds}} | ||
+ | |||
+ | {{readmore|Hunting grounds}} | ||
+ | |||
+ | === Naval PvP === | ||
+ | |||
+ | {{Naval PvP}} | ||
+ | |||
+ | === Arenas === | ||
+ | |||
+ | {{Arenas}} | ||
+ | |||
+ | {{readmore|Arenas}} | ||
+ | |||
+ | == PvE == | ||
+ | |||
+ | {{PvE}} | ||
+ | |||
+ | === Quests === | ||
+ | |||
+ | {{Quests}} | ||
+ | |||
+ | {{readmore|Quests}} | ||
+ | |||
+ | === Dungeons === | ||
+ | |||
+ | {{Dungeons}} | ||
+ | |||
+ | {{readmore|Dungeons}} | ||
+ | |||
+ | === Raids === | ||
+ | |||
+ | {{Raids}} | ||
+ | |||
+ | {{readmore|Raids}} | ||
+ | |||
+ | === World bosses === | ||
+ | |||
+ | {{World bosses}} | ||
+ | |||
+ | {{readmore|World bosses}} | ||
+ | |||
+ | == Gameplay videos == | ||
+ | |||
+ | {{#dpl:category = Livestreams¦Videos | ||
+ | |category = Gameplay | ||
+ | |noresultsheader = - None - | ||
+ | |resultsheader = | ||
+ | |order = descending | ||
+ | |ordermethod = title | ||
+ | |namespace= | ||
+ | }} | ||
+ | |||
+ | == Gameplay screenshots == | ||
+ | |||
+ | {{#dpl:category = Quest¦Dungeons¦Raids¦Bosses¦World bosses¦Monster coins | ||
+ | |category = Screenshots | ||
+ | |mode = gallery | ||
+ | |noresultsheader = - None - | ||
+ | |addeditdate = true | ||
+ | |userdateformat = Y-m-d | ||
+ | |format=«gallery»,%PAGE%¦nocontrols¦class="image" link=File:%TITLE%¦«center»%DATE%«/center»\n,,«/gallery» | ||
+ | |order = descending | ||
+ | |ordermethod = firstedit | ||
+ | |namespace = file | ||
+ | }} | ||
+ | |||
+ | == See also == | ||
+ | |||
+ | * [[PvE]] | ||
+ | * [[PvP]] | ||
+ | * [[Combat]] | ||
+ | |||
+ | == References == | ||
+ | |||
+ | <references/> | ||
+ | |||
+ | [[Category:Development]] |
Aktuelle Version vom 8. April 2024, 02:03 Uhr
Ashes of Creation ist ein PvX Spiel. Die Spieler werden dabei sowohl auf PvP- als auch auf PvE-Elemente treffen.[3][4] Es ist unwahrscheinlich, dass sich ein Spieler ausschließlich auf das reine PvP oder das reine PvE konzentrieren könnte.[4]
- In Ashes of Creation gibt es ein Gleichgewicht zwischen PvP und PvE.[4]
- Einige Server sind möglicherweise stärker auf das PvP ausgerichtet als andere.[3]
- Es wird keine unterschiedlichen Ausrüstungstypen für PvP und PvE geben.[5]
- Der Fortschritt im Spiel kann PvE-Elemente voraussetzen.[4]
- Alle Werte betreffen die Kampfleistung eines Spielers im PvX.[6]
Wir sind uns unserer Zielsetzung und Philosophie des Spiels sehr bewusst und verstehen, dass sie möglicherweise nicht jedermanns Sache sind. Es besteht jedoch eine wichtige wechselseitige Beziehung zwischen den Inhalten, die sich auf PvE beziehen, und den Inhalten, die sich auf PvP beziehen, und sie nähren sich gegenseitig. Sie sind Katalysatoren für Veränderungen: Ihr Fortschritt, ihre Entwicklung. Es sind Dinge, die Menschen wertschätzen können, wenn sie sehen, dass etwas verdient und etwas verloren wird. Das löst beim Spieler eine emotionale Reaktion aus: Dass er Zeit investiert hat, um entweder erfolgreich zu sein oder zu scheitern; und PvP ermöglicht die Einführung dieses Elements in das Gameplay. Und wir sind uns ganz klar darüber im Klaren, dass dies unser Ziel ist: Dieses Risiko-Ertrags-Verhältnis, diese leistungsorientierte Mentalität. Nicht jeder wird ein Gewinner sein und das ist in Ordnung.[7] – Steven Sharif
PvP
PvP (Spieler gegen Spieler Kämpfe) ist der Impuls für Wandel in Ashes of Creation.[11] PvP-Kämpfe sollen Bedeutung haben, von Schlachten um Karawanen bis hin zu riesigen Konflikten in der offenen Welt, welche für den Stolz von Könige und Königinnen ausgefochten werden.[12]
Weil die Spieler durch unterschiedliche Dinge motiviert werden, weil sie etwas vom Spiel wollen, was andere Spieler nicht wollen, wird das dazu führen, dass die Leute aneinander geraten. Unterschiedliche Spieler wollen unterschiedliche Erfahrungen und der Konflikt zwischen den beiden wird etwas Größeres und Besseres schaffen. Aus Streit entsteht Wiedergeburt, und das ist ein zentrales Symbol, ein zentrales Thema, das sich durch das ganze Spiel zieht.[13] – Jeffrey Bard
Es gibt viele Gründe, sich in Ashes of Creation am PvP in der offenen Welt zu beteiligen.[14]
Nur weil unser Flagsystem den Pkern Schaden zufügt, heißt das nicht, dass es kein PvP geben wird. Es gibt viele Gründe dafür, dass PvP in der offenen Welt stattfindet. Knappe Ressourcen, offene Jagdgründe, Karawanen, Belagerungen, Gildenkriege usw.[14] – Steven Sharif
Zielorientierte Events (z.B. Karawanen, Gildenkriege und Node-Belagerungen) sind von den Bestrafungen für den Tod ausgenommen.[15]
- Q: Habt ihr über eine High-Stakes-Loot-Drop-PvP-Zone/einen High-Stakes-Loot-Drop-Bereich in Verra nachgedacht?
- A: Haben wir nicht; Und der Grund dafür ist, dass unsere aktuellen PvP-Systeme bereits wesentliche Risiken zulassen, im Wesentlichen entweder durch das Flaggensystem oder auch durch andere ereignisbasierte PvP-Opt-in-Systeme.[16] – Steven Sharif
Karawanen-PvP
Karawanen erzeugen eine offene PvP-Zone, welche Spieler für den Kampf markiert (lila).[18]
- Durch eine Benutzeroberfläche können Spieler auswählen, ob sie die Karawane angreifen, verteidigen oder ignorieren möchten.[19][20]
- Um eine Karawane erfolgreich anzugreifen, wird eine Gruppe benötigt.[21][22]
- Die Karawane bleibt für einen Zeitraum von 5 bis 10 Minuten in der Welt, sollte sich ihr Besitzer abmelden oder die Verbindung zum Server trennen.[23]
Burgbelagerungen
Gilden participate in Burgbelagerungen in an effort to capture and occupy one of the five guild castles in Ashes of Creation.[24]
- 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.[28][29][30][31]
- There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[32]
- 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.[33]
- 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.[38] – Steven Sharif
A guild that captures a castle will own that castle for a month before it is sieged again.[39][40]
- 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.[39] – 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.[39][40]
- 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.[39][40]
- Depending on how well the guild defends their castle nodes results in better defenses for the castle.[40][41]
- 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.[42]
- When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[43]
- 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.[40] – Steven Sharif
Alpha-1 castle sieges
Alpha-1 castle sieges are based on Ashes of Creation Apocalypse castle sieges.[47][37]
- Players will be able to join guilds. These guilds can register for the siege events.[45]
- Castle siege events will be 100v100 battles that occur daily and will last for three hours.[45]
- Attackers will start on the opposite end of the map (from the defenders).[45]
- Attackers will be able to use trebuchets to drive to and assault the castle.[45]
- 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.[45]
- The victors of castle sieges will receive benefits, such as cloaks, flying mounts for guild leaders and potentially also for guild officers.[45]
- Alpha-1 castle sieges are in a separate zone that is accessible via a NPC teleporter.[35][36][34]
- 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.[35] – Steven Sharif
- This zone includes the following raid bosses.[47]
- These bosses will also appear in the open-world (outside the siege zone) with slightly different mechanics.[36]
- The opposing team is notified when these raid bosses are being attacked.[47]
- Teams who get the last hit on these bosses will receive buffs that will help them in the siege battle.[47]
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.[37] – Steven Sharif
- Destructible structures (such as walls and gates) are present in Alpha-1 castle sieges.[48]
- The ability to repair structures (and siege weapons) is a long term design goal that will not be present during Alpha-1.[48]
Node-Belagerungen
Node-Belagerungen ermöglichen es Spielern, eine Node zu zerstören.[50] Dies ebnet den Weg für die Neuentwicklung und den Zugriff auf die gesperrten Inhalte in den umliegenden Nodes. Aufgrund dieser Dynamik spielen politische Konflikte und Intrigen eine wichtige Rolle in der Struktur der Welt.[51]
Angriffe auf Nodes werden für die Angreifer eine Herausforderung darstellen. Städte und Metropolen werden einen erheblichen Abwehrvorteil haben. [51]
Wenn du ein Haus in einem Nodepunkt besitzt und nicht möchtest, dass dieses Haus zerstört wird, müsst du diese Stadt verteidigen![13] – Steven Sharif
Der Großteil (~80%) der Inhalte in Ashes of Creation sind open-world, möglicherweise kann es jedoch instanziierte Kämpfe innerhalb von Burg- und Node-Belagerungen geben, bei denen bestimmte Gruppen an kleinen, kurzzeitigen zielbasierten Kämpfen um bestimmte Zwischenziele teilnehmen können.[33]
Bestrafungen für den Tod gelten nicht für zielbasierte Events (wie Karawanen, Gildenkriege, und Node-Belagerungen).[15]
Gildenkriege
Gildenkrieg-Mechaniken beinhalten:[52]
- Einen Kriegserklärungszeitraum.[52]
- Zielorientierte Bestandteile.[52]
- Sieg- und Kapitulationsvereinbarungen.[53]
- Gilden können mehrere andere Gilden/Allianzen zur gleichen Zeit bekriegen.[53]
- Gildenkriege sind nicht vom PvP Flagging System betroffen.[53]
We're taking guild politics to a whole new direction in regards to playing those conflicts out.[54] – Steven Sharif
Jagdgebiete
Jagdgebiete are open-world PvP corruption-enabled areas that encompass most of the map.[56]
- Hunting grounds refer to killing monsters or NPCs in the open-world.[56][57]
- This also refers to contesting resources.[58]
One of the interesting components of Ashes of Creation and our flagging system is that it presents the potential for two conflicting parties to have open conflict in the open world over pretty much anything that they may want or disagree with; and if that pertains to a hunting ground, not just the caravan or the castles or the nodes or whatever, it can exist in that area.[59] – Steven Sharif
Outside of PvP for certain things like caravans, sieges of nodes and/or castles is that you're going to have those open-world hunting ground fights that may occur. You're going to have resources fights that may occur. You're going to have political fights that may occur between members of guilds; and we're taking the guild politics to a whole new direction in regards to playing those conflicts out.[58] – Steven Sharif
Our PvP mechanics follow a flagging system, as well as static PvP zones at certain points of interest; fight for control over cities, castles, caravans, or hunting grounds. Our PvP is designed to offer the players a well-balanced and fair world to shape through the pen, or sword should they choose.[60]
Schiffe moving into an open sea naval PvP zone (open waters/deep ocean areas) will automatically flag players as Combatants (purple).[61][62][63] Corrupted (red) players will remain red while in the open sea.[64][65][66]
- Another important change that has occurred is the open seas is now an automatic flagged location. So when you move off of land we have a flagging system that protects and the open seas are international waters where you need to be careful; and there is a lot of opportunity at Sea; and because there's a lot of opportunity that's unique to that content- that's unique to that sea: that's treasure finding; that's NPCs; that's a lot of different stuff there needs to be risk associated with opportunity.[62] – Steven Sharif
- Players entering an open seas area will be notified by the UI ahead of time.[67]
- Bestrafungen für den Tod for corrupt players apply to every zone in the game, including naval PvP zones.[64]
- Non-corrupt players will suffer reduced death penalties in naval PvP zones.[64]
- If you are not corrupt and you enter the open seas you will be taking a mitigated form of the death penalties, which means you will have a debuff applied upon death and in addition you will still suffer the gear degradation or gear decay upon death as well. But you will essentially be either significantly reduced in the experience debt accrued through death in the open seas if you're not corrupt, or there won't be experience debt accrued in the open sees if you are not corrupt.[64] – Steven Sharif
- Open sea zones have better resources in more abundance to compensate for the added level of risk.[68]
- We have a very intuitive UI that as you approach the border between open sea and coastal area you are notified of that. You are warned ahead of time. There's a countdown when approaching. We interpolate the distance travel and speed you're moving and you get to see "I'm entering open waters"; and when you do you have this big trophy call out on screen that says "You have entered the open sea. Territory fraught."[67] – Steven Sharif
Operators of a ship's weapons platform can initiate naval PvP against another ship in the following cases.[63]
- The result of events (such as guild wars or node wars) between the parties.[63]
- As the result of open-world PvP, utilizing the flagging and corruption system.[63]
Arenen
Arenen sind instanzierte PvP-Szenarien und somit kein Teil des Open World PvPs.[70]
- In den Arenen wird es 1-Man, 3-Man, 5-Man, und möglicherweise 20-Man Free-For-All (Deathmatch) Gruppengrößen geben.[71]
- Es wird verschiedene Arena-Stufen (Ranglistensystem) geben.[71]
- Bürgermeister von Militär-Nodes werden von den Bürgern durch einen Last Man Standing (Gladiatoren-Style) Kampf gewählt.[75][74]
- Das Arena-System könnte Serverübergreifende Kämpfe ermöglichen.[76]
- Kämpfe in der Arena sind instanziert, aber Zuschauer könnten über ein Interface möglich sein.[77]
PvE
Das Node System erleichtert die Generierung neuer PvE Inhalte sowie Aufträge, Dungeon, Schlachtzüge und Monstermünzen.[12]
Es wird eine Menge PvE-Inhalte für alle Teile der Spielerbasis geben ... Ein Teil dieses Risikos gegenüber der Belohnung: Ihr Risiko ist ihre Zeit, die sie investieren, um eine Chance auf die Belohnung und den erfolgreichen Abschluss zu haben; Und das sollte sich gut anfühlen, je nachdem, wie viel Zeit sie investieren. Jetzt weiß ich, dass es derzeit ein Spektrum an Gelegenheitsspielern und Hardcore-Spielern gibt, was wir tun können, aber deshalb haben wir viele verschiedene Content-Pfade, die sich darauf auswirken, wie man die Welt um sich herum beeinflusst[81] – Steven Sharif
PvE Inhalte passen sich der Entwicklung der Welt, um Wiederholungen zu vermeiden. [80]
Aufträge
Aufträge in Ashes of Creation are divided into three main categories: Events, Commissions, and Story arc quests.[85][86][87][88]
- All three categories of quests will be available from a variety of local, hidden and discovered sources, such as commissions boards and NPC quest givers.[85][89]
- The various questing systems are intended to direct player activity toward content that affects the development of the world.[90]
- Nodes act as a hub; and one of the ways they direct player traffic is obviously through the commissions, the buy orders, things that essentially are supplying that demand of activity or action from the player; and then what the players choose to do is essentially the agency that's provided in helping to dictate how the world state will change.[90] – Steven Sharif
- Every type of quest can be shared with other players in the same party. This may be tuned based on Alpha-2 testing.[91][92]
- Story arc quests and events can be shared within a raid group.[93]
- Other types of quests, or commissions, if allowed within a raid group, may be selectively distributed with members of that raid.[93] For example: kill objectives may be shared, but drop objectives may go to the first member looting the drop.[94]
- If we do allow progression within narrative systems like a quest or commission, I think that's going to be distributed based on the number of raid or party participants. So, killing a particular monster is not going to get everybody a check mark on their progress towards killing 20. It's going to be one person's going to get that progression; and then it'll continue to the next person and so on and so forth. If we're talking about some questlines, like story arcs or events that have phases, or that have overall participation by many members then that progress can be shared at a party raid level. So there's different settings depending on what objective there is within a quest. Some of them will share, some of them will be distributed.[93] – Steven Sharif
- Certain quests, such as story arc quests, may not be able to be turned in after a node has advanced or has been destroyed.[95]
- Dialog choices within the quest UI are intended to affect gameplay, such as unlocking side quests and storylines.[96]
- Q: Will dialogue choices have any impact on the quests in regards to how NPCs respond to you or the overall outcome of that quest, or is it more just a role-playing perspective without any major impact?
- A: No. The dialogue choices are intended to provide an impact, both with the response of the NPC, it might also serve as predicates for other systems. If there are certain paths chosen within the dialogue tree it might unlock different side arcs and story lines that other players may not experience. The dialogue trees are not meaningless. They're meant to provide gameplay related context.[96] – Steven Sharif
Dungeon
Dungeon in Ashes of Creation will range in size and will be mostly open-world.[103][104]
- Open-World dungeons will be populated to facilitate multiple groups within the dungeon.[100]
- Instanced dungeons will also be present and will cater for solo and group questlines.[100]
Different tiers and types of dungeon content will be more or less relevant to specific groups or class compositions.[107]
- There are going to be smaller, simpler, linear dungeons. There's going to be bigger, more complex, nonlinear dungeons. So, It's a little bit of both. We want the environment to be a character. In order for the environment to be a character, these places need to be interesting and there needs to be a dynamicism to them.[103] – Jeffrey Bard
Dungeon difficulty will increase the further a player ventures into the dungeon.[108]
- Mobs and mob mechanics will become more difficult.[108]
- Terrain and environmental dangers will increase.[108]
- Deeper darker types of interactions will be found deeper in the dungeon.[108] – Steven Sharif
There were 13 dungeons in Alpha-1.[109] Originally this was estimated to be 6 or 7.[110]
Schlachtzüge
Schlachtzüge will either be based on triggered events or more traditional systems. Traditional world bosses will change based on node development.[113]
- 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.[114] – Steven Sharif
Weltbosse
- The general philosophy is that respawns will be variable. We don't want to have set specific times in which respawns will occur, so that they can be camped and farmed. But there'll be variable location respawns as well as variable time respawns. And then that provides opportunities for different parties to engage at different times and locations.[117] – Steven Sharif
- World and regional bosses will scale based on the types, locations, and progression of nodes.[120][121]
- World bosses will not scale to adapt to player levels.[120]
- Some world bosses will have stages of progression, such as defeating acolytes, then lieutenants, then generals, then the world boss itself.[122]
- At each stage there is increasing difficulty. This may be parsed out into different time periods and be behind a wall of development.[122]
- A single digit percentage of the population will be capable of defeating certain content.[122]
- There will be ancillary effects that happen as a result of downing certain world bosses.[123]
- This can positively impact the land management in that area.[124]
- Around 80% of the content is open-world, where healthy competition is an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX design of Ashes of Creation.[125][126][127][128][129]
Gameplay Videos
- 2024-04-30 Video - Ashes of Creation Alpha Two Midnight Magic Preview
- 2024-04-30 Livestream
- 2024-02-29 Video - Ashes of Creation Alpha Two Commissions Preview
- 2024-01-31 Video - Ashes of Creation Alpha Two Caravan PvP Update
- 2023-11-30 Video - Ashes of Creation Alpha Two Artisanship Preview
- 2023-10-31 Video - Ashes of Creation Alpha Two Caravan Preview
- 2023-09-29 Video - Ashes of Creation Alpha Two Event Update
- 2023-08-31 Video - Ashes of Creation Alpha Two Village Nodes Update
- 2023-05-31 Video - Alpha Two Cyclops Combat Preview
- 2023-04-28 Video - Alpha Two Mage Archetype Preview
- 2023-03-31 Video - Alpha Two Story Arc Systems Preview and the Lore of Carphin
- 2023-01-27 Video - Alpha Two Tank Preview
- 2022-12-02 Video - Ashes of Creation Alpha Two Night and Day and Other Heavenly Things
- 2022-10-28 Video - Ashes of Creation Alpha Two Gathering Updates
- 2022-09-30 Video - Ashes of Creation Alpha Two Basic Ranged Weapon Attack Update
- 2022-06-30 Video - Ashes of Creation Alpha Two Basic Melee Weapon Attack Update
- 2022-06-30 Livestream
- 2021-12-27 Video - Ashes of Creation Unreal Engine 5 Preview
- 2021-12-23 Video - Ashes of Creation Unreal Engine 5 Walkthrough
- 2021-07-30 Livestream
- 2021-07-14 Guide to Alpha-1
- 2021-05-28 Video - Early Siege Gameplay in 4K
- 2021-05-28 Livestream
- 2021-04-30 Video - 4K - Alpha One Raid Boss - April Update
- 2021-04-30 Livestream
- 2021-03-26 Livestream
- 2021-02-26 Video - 4K - Alpha One Gameplay Update
- 2021-02-26 Livestream
- 2020-12-22 Video - 4K Alpha-1 Preview - Level 10 Boss Fight Footage
- 2020-12-22 Livestream
- 2020-10-30 Livestream
- 2020-09-30 Video - 4K Footage of Aquatic Mounts
- 2020-05-31 Video - Pre-Alpha Gameplay in 4K
- 2020-04-30 Livestream
- 2020-03-27 Development Update + Alpha One Early Preview Livestream
- 2020-03-23 Ashes of Creation - Alpha One Early Preview
- 2019-10-12 Apocalypse gaming session with some lite QnA Livestream
- 2019-10-02 Apocalypse QnA and Gaming Session Late Night Edition Livestream
- 2019-09-30 Apocalypse Gaming Session Late Night Edition Livestream (Part II)
- 2019-09-30 Apocalypse Gaming Session Late Night Edition Livestream (Part I)
- 2019-09-24 Video - Ashes of Creation Apocalypse early access trailer
- 2019-08-21 Video - Ashes of Creation MMORPG Teaser
- 2019-03-08 Video - Ashes of Creation Apocalypse Castle Siege Gameplay
- 2019-03-08 Livestream
- 2018-12-13 Livestream
- 2018-12-06 Video - Ashes of Creation Apocalypse
- 2018-12-06 Livestream
- 2018-10-31 Livestream
- 2018-09-27 Livestream
- 2018-09-01 Video - Ashes of Creation Apocalypse Alpha Gameplay
- 2018-08-17 Video - Ashes of Creation Apocalypse - First Look at Action Combat
- 2018-04-04 Video - PAX East Pre-Alpha Gameplay
- 2018-02-09 Livestream
- 2017-12-15 Livestream
- 2017-05-30 Video - Pre-alpha Mage gameplay
- 2017-05-25 Video - Monster coin system
Gameplay screenshots
2023-01-30
Siehe auch
Einzelnachweise
- ↑ Video, 2018-04-16 (1:32).
- ↑ Podcast, 2021-04-11 (38:31).
- ↑ 3.0 3.1 Liveübertragung, 12. Mai 2017 (24:52).
- ↑ 4.0 4.1 4.2 4.3 Liveübertragung, 5. Mai 2017 (33:25).
- ↑ Liveübertragung, 15. Mai 2017 (14:05).
- ↑
- ↑ Liveübertragung, 2024-06-01 (37:39).
- ↑ 8.0 8.1 Video, 2021-05-28 (25:44).
- ↑ Video, 2020-05-31 (1:09:50).
- ↑ 10.0 10.1 10.2 10.3 About Ashes of Creation.
- ↑
- ↑ 12.0 12.1 Ashes of Creation FAQ.
- ↑ 13.0 13.1 Video, 2017-04-30 (5:31).
- ↑ 14.0 14.1 14.2 14.3 14.4 14.5 14.6
- ↑ 15.0 15.1 Liveübertragung, 2020-12-22 (1:13:51).
- ↑ Liveübertragung, 2022-03-31 (1:12:27).
- ↑ Liveübertragung, 2020-03-28 (1:27:28).
- ↑
- ↑
- ↑ Liveübertragung, 2017-05-22 (40:40).
- ↑ Liveübertragung, 2017-05-15 (45:20).
- ↑ Liveübertragung, 2017-05-22 (40:41).
- ↑ Liveübertragung, 2020-07-25 (55:32).
- ↑ 24.0 24.1
- ↑ Liveübertragung, 2022-07-29 (1:12:14).
- ↑ Interview, 2020-07-29 (31:05).
- ↑ Interview, 2020-07-18 (13:13).
- ↑ Liveübertragung, 2021-09-24 (52:48).
- ↑ Interview, 2021-07-08 (57:19).
- ↑ Interview, 2020-07-19 (44:28).
- ↑
- ↑ Twitch Bustin - Practice Sieges?
- ↑ 33.0 33.1 Liveübertragung, 2022-01-28 (17:50).
- ↑ 34.0 34.1 34.2 Podcast, 2021-04-11 (49:40).
- ↑ 35.0 35.1 35.2
- ↑ 36.0 36.1 36.2 Liveübertragung, 2021-04-30 (41:18).
- ↑ 37.0 37.1 37.2 Blog: Creative Director's Letter, April 14 2021
- ↑ Interview, 2023-09-10 (25:14).
- ↑ 39.0 39.1 39.2 39.3 Liveübertragung, 2020-08-28 (1:43:03).
- ↑ 40.0 40.1 40.2 40.3 40.4 40.5 Podcast, 2018-04-23 (21:55).
- ↑ 41.0 41.1 Liveübertragung, 2017-08-23 (23:00).
- ↑ Podcast, 2018-04-23 (15:14).
- ↑
- ↑ Video, 2021-05-28 (24:44).
- ↑ 45.0 45.1 45.2 45.3 45.4 45.5 45.6 45.7 45.8 Video, 2021-04-30 (19:25).
- ↑ Video, 2021-05-28 (19:04).
- ↑ 47.0 47.1 47.2 47.3 Video, 2021-04-30 (13:02).
- ↑ 48.0 48.1 Liveübertragung, 2021-05-28 (1:04:29).
- ↑ Video, 2016-12-04 (0:02).
- ↑ Blog - Know Your Nodes - Advance and Destroy.
- ↑ 51.0 51.1 A reactive world - Nodes.
- ↑ 52.0 52.1 52.2 Liveübertragung, 22. Mai 2017 (52:01).
- ↑ 53.0 53.1 53.2 Liveübertragung, 15. Mai 2017 (17:20).
- ↑ Liveübertragung, 2024-06-01 (35:42).
- ↑ Twitter - What a glorious day for ganking!
- ↑ 56.0 56.1 Liveübertragung, 2018-07-09 (44:56).
- ↑ Liveübertragung, 2017-11-17 (45:17).
- ↑ 58.0 58.1 Liveübertragung, 2017-06-01 (35:42).
- ↑ Liveübertragung, 2017-05-19 (24:17).
- ↑
- ↑ Liveübertragung, 2022-10-28 (24:28).
- ↑ 62.0 62.1 Liveübertragung, 2022-08-26 (1:00:14).
- ↑ 63.0 63.1 63.2 63.3 Liveübertragung, 2021-04-30 (1:06:41).
- ↑ 64.0 64.1 64.2 64.3 Interview, 2023-07-09 (36:56).
- ↑
- ↑ 67.0 67.1 Liveübertragung, 2022-08-26 (1:03:43).
- ↑ Liveübertragung, 2022-10-28 (1:41:55).
- ↑ Liveübertragung, 2017-08-23 (16:44).
- ↑ Liveübertragung, 2017-05-05 (16:53).
- ↑ 71.0 71.1
- ↑ Liveübertragung, 2017-05-26 (48:12).
- ↑
- ↑ 74.0 74.1 74.2 Podcast, 2018-05-11 (52:20).
- ↑
- ↑ Liveübertragung, 2017-05-26 (29:13).
- ↑ Interview, 2020-03-27 (11:04).
- ↑ Video, 2021-05-28 (5:40).
- ↑ Video, 2021-04-30 (4:51).
- ↑ 80.0 80.1 Podcast, 2018-07-09 (22:24).
- ↑ Liveübertragung, 2018-04-8 (PM) (1:14:01).
- ↑ Video, 2020-05-31 (6:25).
- ↑ Video, 2023-01-27 (9:43).
- ↑ Liveübertragung, 2023-02-24 (42:20).
- ↑ 85.0 85.1 Video, 2024-02-29 (2:19).
- ↑ Video, 2020-05-31 (5:25).
- ↑ Liveübertragung, 2017-05-15 (20:58).
- ↑ MMOGames interview, January 2017
- ↑ Liveübertragung, 2021-09-24 (1:22:01).
- ↑ 90.0 90.1 Video, 2024-02-29 (13:11).
- ↑ Liveübertragung, 2024-02-29 (54:42).
- ↑ Liveübertragung, 2024-02-29 (51:51).
- ↑ 93.0 93.1 93.2 Liveübertragung, 2024-03-29 (2:34:43).
- ↑ Liveübertragung, 2024-03-29 (2:37:02).
- ↑ Liveübertragung, 2024-02-29 (53:58).
- ↑ 96.0 96.1 Liveübertragung, 2023-04-07 (1:10:08).
- ↑ Blog: Creative Director's Letter, October 16 2020
- ↑ Twitter - The way is shut! Trapped in this dwarven crypt.
- ↑ 100.0 100.1 100.2 Liveübertragung, 2018-09-27 (43:21).
- ↑ Liveübertragung, 2018-01-18 (16:34).
- ↑ Liveübertragung, 2018-02-09 (4:42).
- ↑ 103.0 103.1 Liveübertragung, 2017-06-01 (39:21).
- ↑ Liveübertragung, 2017-05-22 (20:59).
- ↑ 105.0 105.1
- ↑ 106.0 106.1 Liveübertragung, 2020-03-28 (1:48:36).
- ↑ Liveübertragung, 2023-04-28 (1:15:22).
- ↑ 108.0 108.1 108.2 108.3 Liveübertragung, 2020-04-30 (1:32:06).
- ↑ Alpha-1 map.
- ↑ Liveübertragung, 2021-03-26 (39:08).
- ↑ Video, 2020-05-31 (1:40:18).
- ↑ Video, 2020-05-31 (1:17:42).
- ↑
- ↑ Podcast, 2018-04-23 (27:14).
- ↑ Video, 2020-05-31 (17:20).
- ↑ 116.0 116.1 116.2 Interview, 2023-09-10 (28:15).
- ↑ 117.0 117.1 Liveübertragung, 2023-05-31 (41:16).
- ↑ 118.0 118.1 Liveübertragung, 2023-03-31 (1:20:41).
- ↑ Liveübertragung, 2021-03-26 (54:26).
- ↑ 120.0 120.1 Liveübertragung, 2023-05-31 (43:55).
- ↑ Liveübertragung, 2020-07-25 (46:08).
- ↑ 122.0 122.1 122.2 Podcast, 2018-08-04 (1:42:14).
- ↑ Liveübertragung, 2021-11-19 (55:31).
- ↑ Liveübertragung, 2023-05-31 (42:06).
- ↑ Liveübertragung, 2023-05-31 (45:47).
- ↑ Liveübertragung, 2023-04-07 (55:22).
- ↑ Liveübertragung, 2023-03-31 (1:00:16).
- ↑ Liveübertragung, 2022-10-28 (32:52).
- ↑ Liveübertragung, 2017-06-01 (37:39).