Glorious Wiki readers. We are adding the Midnight Magic video and livestream to the wiki. We appreciate your patience as we process the new and updated information! |
Player death: Unterschied zwischen den Versionen
Lex (Diskussion | Beiträge) (Created - DRAFT ONLY) |
K (Text replacement - "|format=«gallery»,%PAGE%¦class="image"" to "|format=«gallery»,%PAGE%¦nocontrols¦class="image"") |
||
(24 dazwischenliegende Versionen von 2 Benutzern werden nicht angezeigt) | |||
Zeile 1: | Zeile 1: | ||
− | {{ | + | {{Player death}} |
+ | |||
+ | == Death penalties == | ||
+ | |||
+ | {{Death penalties}} | ||
+ | |||
+ | === Experience debt === | ||
+ | |||
+ | {{Experience debt}} | ||
+ | |||
+ | == Respawning == | ||
+ | |||
+ | {{Respawn locations}} | ||
+ | |||
+ | === Respawn lore === | ||
+ | |||
+ | {{Respawn lore}} | ||
+ | |||
+ | == Resurrection methods == | ||
+ | |||
+ | {{Resurrection methods}} | ||
+ | |||
+ | === List of resurrection skills === | ||
+ | |||
+ | {{List of resurrection skills}} | ||
+ | |||
+ | == Removing corruption == | ||
+ | |||
+ | {{Removing corruption}} | ||
+ | |||
+ | == Durability loss == | ||
+ | |||
+ | {{Item durability}} | ||
+ | |||
+ | == Player flagging == | ||
+ | |||
+ | {{Player flagging}} | ||
+ | |||
+ | === Affiliations === | ||
+ | |||
+ | {{Affiliations}} | ||
+ | |||
+ | == Mounted combat (death of mounts) == | ||
− | {{ | + | {{Mounted combat}} |
+ | |||
+ | == Full loot == | ||
+ | |||
+ | {{Full loot}} | ||
+ | |||
+ | == Visuals == | ||
+ | |||
+ | {{#dpl:category = {{ROOTPAGENAME}} | ||
+ | |noresultsheader = -- None -- | ||
+ | |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 == | ||
+ | |||
+ | * [[Looting]] | ||
+ | * [[Combat]] | ||
+ | * [[Player flagging]] | ||
+ | * [[Player corruption]] | ||
+ | * [[Item durability]] | ||
+ | |||
+ | == References == | ||
− | + | <references/> | |
[[Category:PvE]][[Category:PvP]] | [[Category:PvE]][[Category:PvP]] |
Aktuelle Version vom 8. April 2024, 02:14 Uhr
When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[2][3][4][5][6]
- PvP-Statuseffekte is not triggered by looting.[7]
- It might even be the case that their particular bag space doesn't have available location for a three-by-one log; and you're a lumberjack and they see you just chopping down these trees and you're like, there's no point in me engaging with this person, because I have nothing to gain due to my capacity.[10] – Steven Sharif
- There will be a period of time following a player's death before their mule despawns. Other players must kill that player's mule to be able to loot it.[11]
- If the mule dies its corpse will contain the same percentage of lootable items according to the player's death penalties.[11][12]
- Players do not lose gold upon death, no matter their corruption level.[13]
- Glint looted from a dead character by any other player, regardless of affiliation, becomes stolen glint. Character's who loot their own bodies will recover their glint in its non-stolen state.[14][15][3]
Bestrafungen für den Tod
- Non-combatant (green players) suffer normal death penalties, which include:[5]
- Experience debt (negative experience). Experience debt scales to approximately 3 to 4 percent of the total XP for that level (subject to change based on testing).[21][22]
- Skill and stat dampening, such as Lower health and mana.[21][23][24][25][26][27]
- Reduction in loot drop rates from mobs.[28]
- Durability loss.[29][30][5]
- When players die and they take durability loss, our durability loss isn't like other games where it's a gold sink so to speak. It's a combination of both a gold sink and a material sink. So in a sense, even if you only have completed items, when you take that durability loss you are losing out on materials. It's just a debt to the materials that you are losing instead of the active loss of that material in your inventory. So now you are accruing a material debt if you want to repair and increase again the performance of those particular items that take that durability loss.[29] – Steven Sharif
- Dropping roughly 20-30% of carried gatherables, materials, and glint. The percentage values are subject to change based on Alpha-2 testing.[21][15][31][6][4][5] Glint drops as stolen glint on death.[15]
- Items made for final consumption are not dropped, such as consumable items created by the Kochen and Alchemy professions.[31]
- Combatants (purple players) suffer death penalties at half the rate of non-combatants.[5]
- Corrupt players (red players) suffer death penalties at four times the rate of non-combatants.[24][32]
- Corrupt players also have a chance to drop any equipped items based on their current corruption score, including dropping weapons and armor.[32][33][24][32][34][5]
- Any amount of corruption allows a player to drop equipped gear upon death. The higher the corruption the greater the chances.[35] – Steven Sharif
- Corrupt players respawn at random locations in the vicinity of their death, not at regular spawn points.[36] Non-corrupt players always respawn at the closest active respawn point (to their death).[37]
- Corruption penalties occur as the corruption is gained (not just at death).[38]
- Death penalties for corrupt players apply in every location, including naval PvP zones.[39]
Death penalties (mostly) do not apply to objective-based PvP (also called sanctioned events).[40][41][42][43]
- There will not be death penalties applied to event-based deaths. The penalties are in the outcome of the event. So your number of deaths is likely going to impact your ability to win that particular event and that's going to be the penalty. This is it to encourage players to opt in to the events right because the more participation we have the more fun it can be; and we understand that the community at large- there's already a risk versus reward component to these events. We don't need to stack on additional risk versus reward to inhibit kind of- to increase the barrier to entry for players who may not be as interested.[43] – Steven Sharif
- Gear degradation applies on death during Karawanen-PvP.[41][42]
- Previously it was stated that death penalties do not differ between PvP and PvE.[44]
Non-corrupt players suffer reduced death penalties in naval PvP (open seas) zones.[39]
- These penalties will be less than those for a green player.[45]
- Q: We know that the normal death penalty incurs a myriad of penalties for the player, but we don't know the numbers behind this penalty. For instance, what percentage of materials do players drop? What percentage of glint is dropped? How severe is the skill and stat dampening? What is the average time it will take a player to work off XP debt from one death?
- A: You're asking about percentile values. You're asking about time that it takes to recoup the percentage and whatnot. Any time that we're at a stage we're in now, and that in Alpha-2 we're going to be testing this, those values are the most subject to change. So to be clear, we're going to do [a] best-guess balance pass for Alpha-2 with the full expectation and understanding that the purpose is- and take into consideration player interaction with those numbers, and what feels best. So just off the bat, those values are not what we should be focusing on at this stage; but, to give you an idea where we are: First of all, when we're talking about dropping items that are in your material inventory, whether that be glint or that be other material types, we're talking roughly between anywhere from 20 to 30% of a stack is going to be lootable on a per-death basis. Now, that is a value that can change based off of the types of bags that you are using to carry those materials. In addition, there's other progression that can allow you, and some stats I believe, that can allow you to mitigate that value also. When we are talking about the percentage that's lost, or excuse me, not lost, the percentage of your level that is accrued as experience debt from death, generally you can expect that that's going to live around three to four percent of the level in accrued experience debt per death. However, additionally, there is a way to mitigate that percentage debt; and that is through the resurrection ability that's provided to Clerics. So, Clerics have the ability to resurrect their allies, and that resurrection will return a percentage that would have been accrued as experience debt. And that return percentage is predicated on the investment into the resability [sic], as well as the stat of the Cleric that is tied to the resurrection effect as well. So those can return percentages, so you can mitigate that to a degree. How long will it take you to recover that, and what stat dampening occurs? Anywhere within a level, if you acquire 100% experience debt for that level, you max out the experience debt, essentially, you don't ever buy that down, you're probably looking around a 20% stat efficacy dampener. So on average, if you're at 100% debt for a level, and you got to work all that off before you can start progressing at the level again, you're at around 20% overall stat dampening. Time it takes you to regain that debt is predicated on the level you're at and how you exp. So, that's a highly variable value.[21] – Steven Sharif
- Reduction in gear proficiency.[5]
Experience debt
Experience debt (negative experience) is a death penalty that scales to approximately 3 to 4 percent of the total XP for that level (subject to change based on testing).[21] This was previously stated to be 2 or 3 percent of the total XP for a max level player.[46][47][20][22]
- We don't have deleveling, instead what we have is experience debt. Now the more experience debt you accrue, the greater the detriment to your character; not to the point where you can not get out of the debt. There will always be a way forward to remove your debt.[20] – Steven Sharif
- Characters accumulate experience debt on death. This does not delevel characters, but does have detrimental effects until the debt is paid off.[20]
- Experience debt is the bite of not achieving success. If I die to a monster because my strategy was bad, because my performance was bad, because my planning was bad: all of that means that debt is the cost I pay for the bad choice.[46] – Steven Sharif
- Resurrection skills allow greater recovery of experience debt than resurrection scrolls.[21][48][49]
- When we are talking about... the percentage of your level that is accrued as experience debt from death, generally you can expect that that's going to live around three to four percent of the level in accrued experience debt per death. However, additionally, there is a way to mitigate that percentage debt; and that is through the resurrection ability that's provided to Clerics. So, Clerics have the ability to resurrect their allies, and that resurrection will return a percentage that would have been accrued as experience debt. And that return percentage is predicated on the investment into the resability [sic], as well as the stat of the Cleric that is tied to the resurrection effect as well. So those can return percentages, so you can mitigate that to a degree.[21] – Steven Sharif
- Maxing out experience debt for a level can result in roughly 20% stat dampening for that character. This percentage is expected to be highly variable.[21]
- Talentpunkte accrue at specific XP milestones to avoid creating an imbalance with experience debt.[50]
- Experience debt is paid down by the player gaining experience. This applies even to max-level players. Rested experience will increase the rate that the debt is paid back.[51]
- Q: Does experience debt at max level interact with rested experience? So, let's say I have experience at max level, will I be able to use rested experience to gain the experience back?
- A: Yes. Rested experience is a modifier that occurs when you first receive the experience and then after that modifier happens where that experience goes to buy down the debt is what happens. So, if you have rested experience and you have experience debt and you go out to collect experience, you will be working that debt off faster because of the rested experience.[51] – Steven Sharif
Respawning
Non-corrupt players always respawn at the closest active respawn point (to their death).[37]
- Corrupt players respawn at random locations in the vicinity of their death, not at regular spawn points.[36]
- There will not be custom respawn points that can be placed in the world.[53]
- Events in progress may disable certain respawn points in proximity to those events, which might cause players to respawn further away.[37]
- That has to do with the lore behind death and resurrection and what it means to have your soul connected as a conduit of that spark of life given from the Goddess of Creation, being that phoenix type of avatar; and if corruption has moved into an area and an event has started, the access to those ley line oriented respawn points may be obscured- might not be accessible. So that could create some additional distance that needs to be traveled as part of these types of events.[37] – Steven Sharif
Respawn lore
Characters entering into the world of Verra are empowered with the spark of life that comes from the Goddess of Creation. This spark houses a portion of what represents their mortal coil/soul and their conduit to Die Essenz.[55][2][3][56] When a character dies they disintegrate into ashes, in accordance with the mythology of the cycle of life, death, and rebirth that is associated with the celestial avatar of the Goddess of Creation, the phoenix.[2][3]
- The ash pile conveys the location of the body, so that the character may be selected for resurrection.[2]
- The ash pile is also interractible to allow players to loot any dropped items.[2][3]
- These ash piles are immediately lootable by any player.[3]
- PvP-Statuseffekte is not triggered by looting.[7]
- This effect applies to players and not mobs.[2]
The reason for why respawning occurs, as you guys know, the avatar of the Goddess of Creation is the phoenix; and the phoenix obviously has some very stable mythological lore to it with regards to the cycle of life and death and rebirth; and that type of thing. As you enter into the world of Verra you are in a way empowered with the spark of life that comes from the Goddess of Creation herself, and in that sense you're able to house a portion of what that represents in your soul and your... conduit to the essence.[3] – Steven Sharif
Resurrection methods
Characters can be resurrected via abilities and scrolls.[48][49][57]
- Class-based resurrection abilities allow greater recovery of experience debt than resurrection scrolls.[48][49]
- There will be scrolls of resurrection available, although there is an element of resurrection that's important as it relates to experience debt and being able to recover portions of that experience debt when utilizing higher grade resurrections that are only available from classes; and then there are lower grade resurrections, which are can be granted through items like scrolls of resurrection that allows for parties who may not have access to a resurrection class.[49] – Steven Sharif
- Mass resurrection abilities may be included in Alpha-2.[58][48]
List of resurrection skills
Skill | Icon | Origin | Description |
---|---|---|---|
Resurrection | Kleriker | Resurrects a dead ally with 25% health and 15% mana.[57][59][60][61] |
Verderbnis entfernen
Das Hauptheilmittel für Spieler Verderbnis ist der Tod. Es ist möglich, dass das vollständige Entfernen der Verderbnis mehrere Tode benötigt.[63][64]
- Erfahrungspunkte reduzieren die Verderbnispunkte eines Spielers auch langsam.[63]
- Dies führt zu einer lustigen Erfahrung für Kopfgeldjäger, während sie dich versuchen zu fangen während du die Verderbnis abarbeitest.[63] – Steven Sharif
- Verderbnisdauer ist in Militärknotenpunkten reduziert.[65]
Durability loss
There is item durability (item decay) in Ashes of Creation.[66]
- Item durability loss occurs on death.[29][30][5]
- Ausrüstung stored in a player's inventory (that is not equipped) does not lose durability when that player dies.[67]
- Item decay does not destroy items, but it acts as an materials sink.[71][29][66]
- If you allow it to get to certain stages, or to get to a destructed stage then it requires a lot of material components in order to return back to its former glory.[68] – Steven Sharif
- Over enchanting an item comes with the risk of durability loss if a safety margin is exceeded.[30][73][74]
- There is durability in the game... It's not going to be a trivial durability. There is a potential to destroy gear (weapons and armor), but there is also an ability to reforge that destroyed gear using a portion of the materials necessary as well as finding an item creator who can reforge it.[66] – Steven Sharif
PvP-Statuseffekte
Das Open-World PvP Flagging-System soll Spieler davon abhalten, anderen Spielern den Spielspaß zu verderben (Griefing).[75]
- Spieler haben die Möglichkeit, am Open-World PvP teilzunehmen, ohne zu morden (siehe Schlachtfelder).[76]
- Spieler werden andere Spieler wiederholt töten (ganken), jedoch soll Ashes of Creation keine "Gank-Box" sein.
- Die Strafen für das Töten von anderen Spielern sollen streng genug sein, um Spawn-Camping zu unterbinden.[77]
- Beschwörungen verwenden das gleiche Flagging-System und teilen den Flagging-Status des Spielers.[78][79]
Das Open-World PvP Flagging-System in Ashes of Creation ist in drei Stufen unterteilt.[80]
- Unbeteiligte (grün)
- Alle Spieler starten als Unbeteiligte.[64]
- Nicht-erzwungene Angriffe (zum Beispiel AoE) treffen keine Unbeteiligten.[81]
- Unbeteiligte, welche von Mobs getötet werden (der Mob setzt den tödlichen letzten Treffer), beeinflussen nicht den Flagging-Status des angreifenden Spielers. Da jedoch die exakte Gesundheit eines Spielers für andere Spieler nicht sichtbar ist (außer sie befinden sich in der selben Gruppe, Raid, Allianz, oder Gilde), besteht für den Angreifer das Risiko, den Spieler ungewollt zu töten und so verdorben zu werden.[82]
- Das Plündern von Spieler-Leichen beeinflusst den Flagging-Status nicht.[7]
It's important to note that the idea is going to be that, unless a player is in your party, alliance, guild, or raid that you will not have definitive knowledge of their exact hit point values. So when you do something that's sketchy like that, where you want to bring them close to death and let a monster finish him off, you are taking the risk of overhitting and actually gaining the corruption.[82] – Steven Sharif
- Kämpfer (lila)
- Spieler werden als Kämpfer markiert, wenn sie oder ihre Beschwörung andere nicht-verdorbene Spieler mit einer erzwungenen Attacke angreifen. Sollte der angegriffene Spieler zurückschlagen, wird er ebenfalls als Kämpfer markiert, anderenfalls bleibt er ein Unbeteiligter.[78][83][64]
- Unbeteiligte, welche ein Open-World Schlachtfeld (PvP-Event) betreten, werden automatisch als Kämpfer markiert und behalten diesen Status auch nach dem Verlassen des Schlachtfelds für eine gewisse Zeit bei.[80]
- Dies betrifft auch Angriffe von Kampfbegleitern (oder andere von Spielern kontrollierten Wesen).[84]
- Unbeteiligte, welche andere Kämpfer oder Verdorbene heilen, verstärken, oder anderweitig mit ihnen (positiv) interagieren, werden als Kämpfer markiert.[85][86]
- Spieler können Kämpfer ohne Konsequenzen töten, und werden dazu auch ermutigt, da Kämpfer geringere Bestrafungen für den Tod haben.[64]
- Spieler können ihren Flagging-Status nicht manuell zu "Kämpfer" setzen.[83]
- Nach der letzten Attacke auf einen Unbeteiligten oder anderen Kämpfer bleiben Spieler für 90 Sekunden als Kämpfer markiert.[87]
- Spieler können sich nicht aus dem Spiel abmelden, solange sie als Kämpfer markiert sind.[88]
- Verdorbene (rot)
- Wenn ein Spieler, oder seine Beschwörung, einen Unbeteiligten tötet, wird er verdorben.[78][75]
- Verderbnis multipliziert die Bestrafungen für den Tod und enthüllt die Position des verdorbenen Spielers für Kopfgeldjäger.[75]
- Die Menge der angesammelten Verderbnis erhöht sich mit jedem getötetem Unbeteiligten.[80]
- Unbeteiligte, welche einen Verdorbenen angreifen, werden nicht als Kämpfer markiert.[64]
- Verdorbene Spieler können Kopfgeldjäger angreifen und töten, ohne zusätzliche Verderbnis zu erhalten.[89]
- Verdorbene Spieler haben einen 60-Sekunden-Timer, bevor sie sich aus dem Spiel abmelden können.[88]
Spieler können (über ein Kontrollkästchen) festlegen, ob ihre AoEs andere markierte Spieler treffen sollen. Ist das Kästchen aktiviert, beeinflusst Flächen-Heilung und -Schaden andere Spieler. Ist das Kästchen deaktiviert treffen AOE-Effekte keine anderen Spieler, und somit wird der ausführende Spieler nicht als Kämpfer markiert.[90]
If you have that check-box for flagging with your AOEs and heals available then you will flag. If you do not have that box checked then on completion of the skill it will not flag you because the check was made at the start that there was a flagged party member; and then he will not he or she will not receive the beneficial effect as a result or the damage, if it's an offensive spell.[90] – Steven Sharif
Spieler können keine Mitglieder aus der selben Gruppe, Raid, Gilde oder Allianz angreifen, um sich so als Kämpfer zu markieren.[91]
Belagerungen, Karawanen und Gildenkriege sind vom Flagging-System ausgenommen.[92]
You're not going to see griefing in the game very often; and that's because our flagging system. The corruption mechanics are based around disincentivizing a griefer or PKer but still offering the opportunity, should the occasion arise, where the benefits outweigh the risk, you have the ability to do so. If you gain corruption, which is killing a non-combatant - a player who is not fighting back basically - if you gain that corruption, your world has changed. It is not going to be a very beneficial place to be and you have the potential of losing your gear. Your combat efficacy decreases based on the amount of corruption you accrue. It is a comfortable balance between player agency and grief and basically removing player agency for other players.[20] – Steven Sharif
Zugehörigkeiten
Ein Zugehörigkeiten-Baum wird entwickelt, welcher bestimmt, welche Einheiten an Attacken gegen andere Einheiten in der Hierarchie teilnehmen könnnen.[93]
- Allianzen.[93]
- Bürgerschaft.[93]
- Gilden.[93]
- Gruppen.[93]
- Schlachtzüge.[93]
- Religionen.[93]
- Gesellschaft.[93]
There is guild affiliation, there's party affiliation, there's a raid affiliation, alliance affiliation, there's a citizenship affiliation, there's society affiliation, there's religious affiliation. All of these things have some hierarchy; and within that hierarchy there's the ability to participate within certain systems. So for example, if you have a node that has fallen under your vassal state and you're a citizen of the parent node, then you could participate in a siege against the vassal node but if you're a citizen of the vassal node you could not participate as an attacker against the parent node; so there's a hierarchy, unless you were to renounce your citizenship.[93] – Steven Sharif
Mounted combat (death of mounts)
Bestimmte Reittiere haben Kampffähigkeiten.[94][95][96]
- Spieler können ihre Klassenfertigkeiten nicht verwenden, während sie auf einem Reittier sitzen.[95]
- Reittiere werden eine Vielzahl von effektiven PvP-Fähigkeiten haben, von denen einige bei richtiger Organisation in größeren Begegnungen brauchbar sind.[97] – Steven Sharif
- Reittiere haben je nach Rasse und Seltenheit KampfKampffähigkeiten. Es wird auch RNG für die Reittier-Fertigkeiten geben. [98]
- Angreifen durch Gegner (um sie niederzuschlagen).[98]
- Die Fähigkeit, eine Lanze zu erschaffen, während sie montiert ist, wurde als mögliche Designidee diskutiert. [98]
- Spezifische Waffensysteme können an verschiedenen Reitpunkten auf Gruppenreittieren existieren. .[99]
Einige Crowd-Control - Fähigkeiten können einen berittenen Spieler absteigen lassen. [100] In diesem Fall würde das Reittier mit seinem eigenen Leben und anderen Werten am Leben bleiben. [101]
- Es besteht Gefahr beim Durchqueren von Gebieten mit Feinden in der Nähe und es gibt spezielle Fähigkeiten, die einen Reiter von seinem Reittier stoßen, wenn er sich zu nahe an Feinde heranwagen sollte.[100] – Steven Sharif
Reittiere können von Spielern getötet werden, können aber nach einer bestimmten Abklingzeit wiederbelebt werden. [102][103][104]
- Tränke aus dem Alchemieberuf können verwendet werden, um die Abklingzeit zu verringern. [102][68][103]
- Reittiere, die innerhalb eines festgelegten Zeitraums eine bestimmte Anzahl von Malen sterben, können einen Debuff erhalten, der eine andere materielle Komponente erfordert, um ihre Wiederbelebung zu unterstützen. [68]
- Fallschäden, die während des Reitens auftreten, werden zuerst auf das Reittier angewendet; und wenn das Reittier infolgedessen stirbt, kann der verbleibende Schaden auf den Spieler überfließen, aber dies wird anhand von Tests bestimmt. [16]
Reittiere können unabhängig vom Spieler anvisiert werden, während man auf dem Pferd reitet.[103]
- Wenn ein Spieler stirbt , vergeht eine gewisse Zeit, bevor sein Maultier despawnt. Andere Spieler müssen das Maultier dieses Spielers töten, um es plündern zu können. [11]
- Wenn das Maultier eines Spielers stirbt, enthält seine Leiche den gleichen Prozentsatz an plünderbaren Gegenständen wie der Spieler. [11][12]
Full loot
There will not be a full loot (full drop) system in Ashes of Creation.[105]
There will not be a full drop and the reason for that is because our intention when it comes to progression within the world is we want it to be meaningful and take some investment on behalf of the player; and if even if from a design standpoint we're like yeah but they have to choose to go to the area; we don't want a choice that a player can make where they delete their character so to speak.[105] – Steven Sharif
Bildmaterial
2024-03-18 2024-03-03 2023-09-05 2021-09-25 2021-03-28
Siehe auch
Einzelnachweise
- ↑ 1.0 1.1 Video, 2024-02-29 (19:35).
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 Liveübertragung, 2021-09-24 (51:20).
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 Liveübertragung, 2021-03-26 (1:07:33).
- ↑ 4.0 4.1
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 Podcast, 2017-05-05 (43:05).
- ↑ 6.0 6.1 Interview, 2020-07-18 (27:11).
- ↑ 7.0 7.1 7.2 Podcast, 2021-04-11 (34:41).
- ↑ Podcast, 2023-07-15 (26:31).
- ↑ Liveübertragung, 2023-04-28 (1:18:48).
- ↑ Podcast, 2023-07-15 (28:28).
- ↑ 11.0 11.1 11.2 11.3 Liveübertragung, 2021-01-29 (1:24:27).
- ↑ 12.0 12.1 Liveübertragung, 2018-09-27 (47:46).
- ↑
- ↑ Liveübertragung, 2023-11-30 (1:52:37).
- ↑ 15.0 15.1 15.2 Interview, 2023-09-10 (53:47).
- ↑ 16.0 16.1 16.2 Liveübertragung, 2022-02-25 (1:06:45).
- ↑ 17.0 17.1 Liveübertragung, 2022-04-29 (1:08:27).
- ↑ Liveübertragung, 2017-07-28 (50:22).
- ↑ Liveübertragung, 2020-03-28 (1:58:24).
- ↑ 20.0 20.1 20.2 20.3 20.4 Podcast, 2018-04-23 (49:21).
- ↑ 21.0 21.1 21.2 21.3 21.4 21.5 21.6 21.7 Liveübertragung, 2024-03-29 (3:21).
- ↑ 22.0 22.1 Liveübertragung, 2017-05-19 (13:37).
- ↑ Liveübertragung, 2022-10-28 (26:48).
- ↑ 24.0 24.1 24.2 Liveübertragung, 2022-10-28 (24:28).
- ↑
- ↑ Podcast, 2018-04-23 (51:31).
- ↑ Liveübertragung, 2017-05-22 (42:33).
- ↑ 28.0 28.1 Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- ↑ 29.0 29.1 29.2 29.3 29.4 Interview, 2021-02-07 (13:14).
- ↑ 30.0 30.1 30.2 30.3 30.4 Interview, 2020-07-29 (16:46).
- ↑ 31.0 31.1 Liveübertragung, 2022-12-02 (1:26:02).
- ↑ 32.0 32.1 32.2 Interview, 2020-07-18 (41:54).
- ↑ Liveübertragung, 2017-11-17 (35:20).
- ↑ Interview, 2018-05-11 (15:41).
- ↑
- ↑ 36.0 36.1 Interview, 2017-04-27 (9:28).
- ↑ 37.0 37.1 37.2 37.3 Liveübertragung, 2021-06-25 (1:15:37).
- ↑
- ↑ 39.0 39.1 Interview, 2023-07-09 (36:56).
- ↑ Liveübertragung, 2023-02-24 (1:29:45).
- ↑ 41.0 41.1 Liveübertragung, 2022-06-30 (1:14:52).
- ↑ 42.0 42.1 Liveübertragung, 2021-08-27 (1:22:56).
- ↑ 43.0 43.1 Liveübertragung, 2020-12-22 (1:13:51).
- ↑ Liveübertragung, 2017-05-15 (36:23).
- ↑ Interview, 2023-07-09 (38:03).
- ↑ 46.0 46.1 Liveübertragung, 2023-04-07 (40:30).
- ↑ Liveübertragung, 2021-05-28 (1:50:50).
- ↑ 48.0 48.1 48.2 48.3 Liveübertragung, 2023-07-28 (1:01:30).
- ↑ 49.0 49.1 49.2 49.3 Liveübertragung, 2023-04-28 (1:22:57).
- ↑ Liveübertragung, 2023-07-28 (1:03:27).
- ↑ 51.0 51.1 Liveübertragung, 2023-09-29 (1:18:04).
- ↑ Video, 2022-12-02 (16:29).
- ↑ Liveübertragung, 2023-05-31 (1:08:39).
- ↑ Video, 2023-08-31 (4:01).
- ↑ Liveübertragung, 2023-04-28 (1:19:56).
- ↑ Podcast, 2018-05-11 (51:39).
- ↑ 57.0 57.1
- ↑ 58.0 58.1 58.2 Liveübertragung, 2024-01-31 (1:25:35).
- ↑
- ↑ Video, 2020-11-01 (0:55).
- ↑
- ↑ Liveübertragung, 2018-07-09 (20:41).
- ↑ 63.0 63.1 63.2 Interview, 2020-07-18 (44:35).
- ↑ 64.0 64.1 64.2 64.3 64.4 Interview, 2017-04-27 (0:17).
- ↑
- ↑ 66.0 66.1 66.2 Podcast, 2017-05-13 (25:55).
- ↑ Liveübertragung, 2020-08-28 (2:05:07).
- ↑ 68.0 68.1 68.2 68.3 Podcast, 2021-09-29 (32:35).
- ↑
- ↑ Interview, 2020-07-19 (51:11).
- ↑ Liveübertragung, 2021-05-28 (1:53:04).
- ↑
- ↑ Interview, 2020-07-29 (15:04).
- ↑ Liveübertragung, 2017-05-05 (20:41).
- ↑ 75.0 75.1 75.2
- ↑ Liveübertragung, 2017-05-12 (24:52).
- ↑
- ↑ 78.0 78.1 78.2
- ↑
- ↑ 80.0 80.1 80.2 MMOGames interview, January 2017
- ↑
- ↑ 82.0 82.1 Liveübertragung, 2021-07-30 (1:10:34).
- ↑ 83.0 83.1 Liveübertragung, 2020-11-30 (1:09:06).
- ↑ Liveübertragung, 2018-10-31 (44:12).
- ↑ Interview, 2019-04-22 (54:40).
- ↑ Liveübertragung, 2017-11-17 (29:45).
- ↑
- ↑ 88.0 88.1
- ↑ Interview, 2017-04-27 (1:18).
- ↑ 90.0 90.1 Interview, 2020-07-08 (1:05:27).
- ↑
- ↑
- ↑ 93.0 93.1 93.2 93.3 93.4 93.5 93.6 93.7 93.8 Interview, 2018-05-11 (58:07).
- ↑ Liveübertragung, 2022-01-28 (1:16:02).
- ↑ 95.0 95.1 Liveübertragung, 2017-05-05 (22:44).
- ↑ Liveübertragung, 2018-04-8 (AM) (12:34).
- ↑
- ↑ 98.0 98.1 98.2 Liveübertragung, 2022-01-28 (1:15:30).
- ↑ Liveübertragung, 2022-01-28 (1:11:40).
- ↑ 100.0 100.1 Liveübertragung, 2022-07-29 (1:01:02).
- ↑ Liveübertragung, 2021-04-30 (1:08:10).
- ↑ 102.0 102.1 Liveübertragung, 2022-04-29 (1:11:24).
- ↑ 103.0 103.1 103.2 Interview, 2020-07-19 (1:05:41).
- ↑ Liveübertragung, 2017-05-10 (38:27).
- ↑ 105.0 105.1 Liveübertragung, 2019-07-26 (1:22:50).