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Alpha-1 open world caravan PvP.[2]

Die Spielerkämpfe in Ashes of Creation sind sowohl umfangreich als auch intim. Es umfasst viele Aspekte des Spiels selbst. Von großen politischen Schlachten, die auf den Feldern riesiger Burgen ausgetragen werden, bis hin zu Konflikten in der offenen Welt, die um den Stolz der Gildenführer ausgetragen werden. Ein Spieler kann sich dafür entscheiden, am Schicksal der Welt teilzuhaben, indem er mit seiner Kampfkraft den Ausgang der Schlacht beeinflusst. Unsere PvP-Mechaniken folgen einem Flaggensystem sowie statischen PvP-Zonen an bestimmten interessanten Punkten; Kämpfe um die Kontrolle über Städte, Burgen, Karawanen oder Jagdgebiete. Unser PvP soll den Spielern eine ausgewogene und faire Welt bieten, die sie mit der Feder oder dem Schwert gestalten können, je nach Wahl[3]

PvP (Spieler gegen Spieler Kämpfe) ist der Impuls für Wandel in Ashes of Creation.[4] 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.[5]

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.[6]Jeffrey Bard

Es gibt viele Gründe, sich in Ashes of Creation am PvP in der offenen Welt zu beteiligen.[7]

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.[7]Steven Sharif

Zielorientierte Events (z.B. Karawanen, Gildenkriege und Node-Belagerungen) sind von den Bestrafungen für den Tod ausgenommen.[8]

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.[9]Steven Sharif

Background

Während sich Ashes of Creation von Lineage II ((und anderen Spielen)) inspirieren ließ, wurden auch mehrere Mängel bei der Umsetzung dieser Spiele behoben. [10][11][12][13] Der Ansatz des Flagging-System in Ashes of Creation besteht darin, das griefing weiter zu unterbinden und gleichzeitig dem System zu ermöglichen, das Risiko in der Open-World Umgebung relevant zu halten. [10]

In erster Linie gibt es PvP in Ashes sowohl in Opt-in-Systemen und Events als auch in unserem Open-World-Flagging-System. Und obwohl es wahr ist, dass ich Spiele wie Lineage 2 genossen und mir viel Inspiration von ihnen geholt habe, haben wir unseren Ansatz für das Flagging-System von Ashes erneuert und angepasst, um den Anreiz zum Griefing noch weiter zu verringern und gleichzeitig zu ermöglichen, dass das System in der Open-World-Umgebung risikorelevant bleibt . Die überwältigende Mehrheit der Spielererfahrungen mit PvP in Ashes wird durch einvernehmliche Systeme wie Karawanen, Belagerungen, Kriege, das offene Meer und andere Ereignisse erfolgen. Die Spieler werden die Wahl treffen, an diesen Systemen teilzunehmen oder nicht. Und wenn sie sich für die Teilnahme entscheiden, wird der Erfolg erheblich belohnt[10]Steven Sharif

In der offenen Welt, wenn es um die Knappheit von Ressourcen, Raids, Dungeons und/oder Jagdrevieren geht, wird durch unser Flaggingsystem ein wichtiges Risiko-Rendite-Element eingeführt. Spieler müssen sich ihrer Umgebung und des Rufs anderer Spieler, die sich möglicherweise in der Nähe aufhalten, bewusst sein. Das Flagging-System soll in allen Situationen immer ein Risikoelement bieten, ist aber auch so konzipiert, dass sich Griefing und PK'ing fast nie lohnen. Die Feinheiten dieses Systems sind komplex, weshalb es natürlich umfangreiche Tests und Rückmeldungen erfordert.[10]Steven Sharif

  • Der Korruptionsgewinn berücksichtigt die Stufenunterschiede zwischen dem Angreifer und dem getöteten Spieler. Je größer die Ungleichheit, desto höher ist die Korruption. [2] [5] [6] [7] [8] Korruptionsstrafen treten auf, wenn die Korruption erlangt wird. {quote|CC_effects_do_notapply_to_non-combatants.png|link=https://youtu.be/Cvuj0DceOHI}}[14][15][16][17] Korruptionsstrafen treten auf, wenn die Korruption erlangt wird. [18]

Das sind alles Dinge, die ich im System geändert habe, um einige dieser Lücken zu schließen. Natürlich können und wollen wir, wie gesagt, die Möglichkeit, dass dieses Risiko besteht – damit es realisiert wird – nicht zu 100 % aufheben. Wir möchten jedoch sicherstellen, dass diese Gelegenheiten selten und selten sind und nicht den Großteil des Spielerlebnisses ausmachen, sagen wir in der offenen Welt. Und das tun wir, indem wir all diese Risiken und Kosten in die Entscheidung einbeziehen, Korruption zu erlangen und dann einen anderen Spieler in der offenen Welt zu töten. Es wird einfach nicht oft gemacht und das ist meine Erwartung und Meinung. Das Ziel des Systems besteht auch darin, zu verhindern, dass Trauer eine praktikable Option oder Spielweise ist. Und als Ergebnis dieses Wunsches für das System werden wir es durch Tests so verfeinern, dass dieses Ergebnis erreicht wird. Und das ist die Absicht und der Zweck des Designs.[19]Steven Sharif

  • Fähigkeiten mit CC Effecten gelten nicht für Non-Combatants. Dies verhindert, dass Spieler Angriffe starten, die nicht markierte Spieler betäuben.[11]
  • Nichtkombattanten können korrumpierte Spieler angreifen, ohne sich selbst als Kombattanten zu kennzeichnen.[19][21]
  • Es gibt einen 60-Sekunden-Timer zum Abmelden bei Verderbniss. Wenn du die Verbindung zum Client während der Abklingzeit erzwingst, verbleibt der Charakter im Spiel.[19][30]

Objective-based PvP battlegrounds

The Event system will also create a variety of PvP situations in the open world. From small skirmishes that lead into sieges to battles over capture points during a node or castle siege, PvP objectives will play a crucial role in determining the tide of battle.[31]

The majority of Ashes of Creation players will experience PvP through opt-in objective-based battlegrounds (also called sanctioned PvP events).[32][33][25][34] These are high risk and high reward encounters that do not utilize the corruption system.[25][35][36]

The majority of PvP that players will encounter- the vast majority- will be through consensual systems, meaning opt-in systems like sieges, like caravans, like wars, or going out into the open sea. These are conscious decisions that players will make knowing the risk profile- assessing that- and they will opt-in to those things..[25]Steven Sharif
  • Sanctioned PvP events allow players to join different teams during the event.[32][33][25]
There are going to be events with sanctioned PvP, where there are multiple team options to join.[32]Clayton Stamper
In a sanctioned event- sanctioned meaning that this is something you have the option to opt-out of. That's a castle siege, that's a node siege, that's a caravan, that's a guild war, that's a node war. You can drop your citizenship. You can drop your guild tag. You can drop participating in one of those things. In any of those types of opt-in and opt-out events, the death penalties do not exist. These are sanctioned. They're intended to allow people to engage in PvP. Now if I die to an NPC while I'm out hunting, or if I die to another player through the flagging system, those are where death penalties come into play; and that's where debt experience can be earned; and that's where corruption can be had. So it's important to separate those two realms.[33]Steven Sharif
During PvP events such as caravans, guild wars, and sieges, the death penalties are disabled between participating characters on opposing sides. Attacking and killing players on the opposing side doesn't trigger the purple and red flags, nor does dying drop any resources or loot. However, you can't hide in this state as a Red corrupted player either. If you are Red, you'll still be Red in the siege or caravan and open to anyone to kill you and drop your loot, regardless of the side you are on. Being Red trumps everything.[38]
We will have limited functionality where players can spectate from either ghost camera from fixed positions at certain battlefields; some of which might include castles.[46]Steven Sharif
We will have certain systems that won't lend well to streaming, because certain systems have a requirement of secrecy and/or at least some level of strategic ambiguity. So players need to be conscientious of that fact when they're intending to both stream and play Ashes of Creation. Those are things that we cannot solve because intrigue is an intrinsic part of the game.[47]Steven Sharif
Our castle system, our sieges against nodes, the caravan system, battlegrounds that exist, guild wars: We want there to be a meaning to this conflict. We want players to actually have some skin in the game when it comes to participating in PvP.[6]Steven Sharif

Karawanen-PvP

Karawanen erzeugen eine offene PvP-Zone, welche Spieler für den Kampf markiert (lila).[49]

  • Durch eine Benutzeroberfläche können Spieler auswählen, ob sie die Karawane angreifen, verteidigen oder ignorieren möchten.[50][51]
  • Um eine Karawane erfolgreich anzugreifen, wird eine Gruppe benötigt.[52][53]
  • 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.[54]

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Belagerungen

Burgbelagerungen

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.[3]

Gilden participate in Burgbelagerungen in an effort to capture and occupy one of the five guild castles in Ashes of Creation.[55]

  • 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.[59][60][61][62]
  • There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[63]
  • 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.[64]
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.[68]Steven Sharif

A guild that captures a castle will own that castle for a month before it is sieged again.[69][70]

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.[69]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.[69][70]
    • Each of the three castle nodes have a siege against it at the end of each of these three weeks.[70][71]
  • 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.[69][70]
  • Depending on how well the guild defends their castle nodes results in better defenses for the castle.[70][71]
  • 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.[72]
  • When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[73]
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.[70]Steven Sharif

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Node-Belagerungen

Node-Belagerungen ermöglichen es Spielern, eine Node zu zerstören.[75] 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.[76]

Angriffe auf Nodes werden für die Angreifer eine Herausforderung darstellen. Städte und Metropolen werden einen erheblichen Abwehrvorteil haben. [76]

Wenn du ein Haus in einem Nodepunkt besitzt und nicht möchtest, dass dieses Haus zerstört wird, müsst du diese Stadt verteidigen![6]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.[64]

Bestrafungen für den Tod gelten nicht für zielbasierte Events (wie Karawanen, Gildenkriege, und Node-Belagerungen).[8]

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Gildenkriege

Gildenkrieg-Mechaniken beinhalten:[77]

  • Einen Kriegserklärungszeitraum.[77]
  • Zielorientierte Bestandteile.[77]
  • Sieg- und Kapitulationsvereinbarungen.[78]
  • Gilden können mehrere andere Gilden/Allianzen zur gleichen Zeit bekriegen.[78]
  • Gildenkriege sind nicht vom PvP Flagging System betroffen.[78]

We're taking guild politics to a whole new direction in regards to playing those conflicts out.[79]Steven Sharif

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Naval PvP

Schiffe moving into an open sea naval PvP zone (open waters/deep ocean areas) will automatically flag players as Combatants (purple).[25][41][42] Corrupted (red) players will remain red while in the open sea.[80][81][38]

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.[41]Steven Sharif
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.[80]Steven Sharif
  • Open sea zones have better resources in more abundance to compensate for the added level of risk.[83]
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."[82]Steven Sharif

Operators of a ship's weapons platform can initiate naval PvP against another ship in the following cases.[42]

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Server prime-time

Objective-based PvP events such as node sieges, castle sieges, guild wars, and node wars will occur within a prime-time window somewhere between 3PM and 9PM server time. This is subject to testing.[57][58][84]

  • Guild wars and node wars can be declared at any time, but the objectives will only spawn during the prime-time window.[85]

Open-world PvP

Open-world PvP in Ashes of Creation is subject to the player flagging and corruption systems.[25][7]

Q: In the open-world PvP system, will there be a "prevent attacking innocent" option that when turned on will prevent me from accidentally attacking a non-corrupted player?
A: The open-world flagging PvP system requires what we call the "Force function" in order to initiate an attack against another player, and by default that's even against players who are already flagged, though not against players who are corrupt; and they're in the settings. You will have options by which you can persist that force function if you wish through another keystroke input. And then additionally you can set your AoEs so that if you initiate an AoE attack against a location and there are flagged players there, you will either- you can set it so that you can automatically hit those flagged players, but by default it doesn't. So, those are options in your in your settings that you will have access to and be able to adjust.[89]Steven Sharif

PvP-Statuseffekte

Das Open-World PvP Flagging-System soll Spieler davon abhalten, anderen Spielern den Spielspaß zu verderben (Griefing).[90]

  • Spieler haben die Möglichkeit, am Open-World PvP teilzunehmen, ohne zu morden (siehe Schlachtfelder).[91]
  • Die Strafen für das Töten von anderen Spielern sollen streng genug sein, um Spawn-Camping zu unterbinden.[92]
  • Beschwörungen verwenden das gleiche Flagging-System und teilen den Flagging-Status des Spielers.[93][94]

pvp flagging diagram DE.png

Das Open-World PvP Flagging-System in Ashes of Creation ist in drei Stufen unterteilt.[17]

  • Unbeteiligte (grün)
    • Alle Spieler starten als Unbeteiligte.[21]
    • Nicht-erzwungene Angriffe (zum Beispiel AoE) treffen keine Unbeteiligten.[95]
    • 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.[96]
    • Das Plündern von Spieler-Leichen beeinflusst den Flagging-Status nicht.[97]

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.[96]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.[93][98][21]
    • 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.[17]
      • Dies betrifft auch Angriffe von Kampfbegleitern (oder andere von Spielern kontrollierten Wesen).[99]
    • Unbeteiligte, welche andere Kämpfer oder Verdorbene heilen, verstärken, oder anderweitig mit ihnen (positiv) interagieren, werden als Kämpfer markiert.[23][24]
    • Spieler können Kämpfer ohne Konsequenzen töten, und werden dazu auch ermutigt, da Kämpfer geringere Bestrafungen für den Tod haben.[21]
    • Spieler können ihren Flagging-Status nicht manuell zu "Kämpfer" setzen.[98]
    • Nach der letzten Attacke auf einen Unbeteiligten oder anderen Kämpfer bleiben Spieler für 90 Sekunden als Kämpfer markiert.[100]
    • Spieler können sich nicht aus dem Spiel abmelden, solange sie als Kämpfer markiert sind.[30]
  • Verdorbene (rot)
    • Wenn ein Spieler, oder seine Beschwörung, einen Unbeteiligten tötet, wird er verdorben.[93][90]
    • Verderbnis multipliziert die Bestrafungen für den Tod und enthüllt die Position des verdorbenen Spielers für Kopfgeldjäger.[90]
    • Die Menge der angesammelten Verderbnis erhöht sich mit jedem getötetem Unbeteiligten.[17]
    • Unbeteiligte, welche einen Verdorbenen angreifen, werden nicht als Kämpfer markiert.[21]
    • Verdorbene Spieler können Kopfgeldjäger angreifen und töten, ohne zusätzliche Verderbnis zu erhalten.[101]
    • Verdorbene Spieler haben einen 60-Sekunden-Timer, bevor sie sich aus dem Spiel abmelden können.[30]

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.[102]

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.[102]Steven Sharif

Spieler können keine Mitglieder aus der selben Gruppe, Raid, Gilde oder Allianz angreifen, um sich so als Kämpfer zu markieren.[103]

Belagerungen, Karawanen und Gildenkriege sind vom Flagging-System ausgenommen.[104]

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.[105]Steven Sharif

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Spieler Verderbnis

When you gain that corruption you have the potential of losing your completed items, your weapon, your armor, stuff that is very difficult to achieve; and then the other aspect of that is, that in order to deter basically players taking alternate characters and saying this is my PK alt, the more players you kill, the more corruption you gain, the higher your combat efficacy in PVP diminishes. If you're out there and you killed 20 players... you will not be able to perform in PVP any longer. You will need to take that character and go work off that corruption. The other aspect of corruption is that if you kill another player, who is a non-combatant and the level disparity between you and that player is great, you will gain a higher amount of corruption from that single kill. To the point where you should not be killing a level one character.[26]Steven Sharif


Wenn ein Kampfteilnehmer (violett) einen Nicht-Kampfteilnehmer (grün) in PvP tötet, wird er als verdorben markiert (rot).[90]

  • Die Verderbnispunkte eines Spielers nehmen mit jeder Tötung eines Nicht-Kampfteilnehmers zu.[15][17]
  • Je grösser der Levelunterschied der Spieler, desto mehr Verderbnispunkte werden verteilt.[15][17]
  • Verderbnisstrafen tauchen auf, sowie die Anzahl an Verderbnispunkte eines Spielers zunimmt.[18] Je mehr Verderbnispunkte:
  • Verderbnis hat einen sichtbaren Effekt auf das Aussehen eines Spielers.[107]
  • Wenn ein Nicht-Kampfteilnehmer einen verdorbenen Spieler angreift, wird er nicht als Kampfteilnehmer markiert.[21]
  • Der Aufenthaltsort eines verdorbenen Spielers wird Kopfgeldjägern auf ihrer Weltkarte preisgegeben.[15][90]
  • Verdorbene Spieler können Kopfgeldjäger töten, ohne zusätzliche Verderbnispunkte zu erhalten.[108][101]
    • Verderbnisstrafen werden im Kampf gegen Kopfgeldjäger negiert.[108]

The more corruption you gain, the less effective you become in PvP and there's going to be a certain period at which point you have gained enough corruption that you're going to be gearless and you're also going to have a massive reduction in your PvP efficacy.[27]Steven Sharif

Reward without risk is meaningless... Corruption is just another word for risk.[109]Steven Sharif

You can't necessarily time perfectly the damage or understand even the health of the player. Unless you were in their party you cannot see an opponent's health as well, so that's another component that adds risk..[110]Steven Sharif

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Jagdgebiete

You are on the prowl, and notice an unsuspecting player chopping trees. What would you do?[111]

Jagdgebiete are open-world PvP corruption-enabled areas that encompass most of the map.[112]

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.[115]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.[114]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.[116]

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Arenen

Arenen sind instanzierte PvP-Szenarien und somit kein Teil des Open World PvPs.[118]

Arena-Stufen

Es wird verschiedene Arena-Stufen (Ranglistensystem) geben.[119]

  • Belohnungen für das Erreichen der Arena-Stufen werden zu einem späteren Zeitpunkt enthüllt.[121]
  • Titel können durch das Voranschreiten in der Arena freigeschaltet werden.[122]
  • Arenapunkte, mit denen man Ausrüstung kaufen kann, sind aktuell nicht in der Entwicklung.[122]

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PvP quests

There will be PvP quests in Ashes of Creation.[126]

There are quests that interact with PvP. PvP is not a secondary component of the game. PvP is an equitable component of the game. Remember we are a PvX game, which means that we emphasize both PvE quest lines and story modes and content as well as PvP. It is an intended design theory for Ashes of Creation that the world is not filled with just your friends. The world is also filled with adversaries; and because of that we will provide opportunities to encourage social friction; and that may be in the form of these PvP oriented questlines.[126]Steven Sharif

Fraktionen

Es gibt keine vordefinierten Fraktionen in Ashes of Creation].[127]

Da wir nicht-fraktionsbasiert sind, möchten wir dem Spieler die Möglichkeit geben, entweder Dinge zu tun die "böse" oder "gut" sind, so dass es auf der bösen Seite eine Fülle von Möglichkeiten geben muss, an denen er teilnehmen kann.[128]Steven Sharif

Zugehörigkeiten

Ein Zugehörigkeiten-Baum wird entwickelt, welcher bestimmt, welche Einheiten an Attacken gegen andere Einheiten in der Hierarchie teilnehmen könnnen.[129]

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.[129]Steven Sharif

Read more...

Threat assessment

You decide to gank the player, but find out that you have been ambushed![130]

Players will have a buff on their nameplate that indicates the gear set they are wearing. Other players will be able to see this buff by targeting that player at a distance.[131][132][133]

You can target a player. You're going to see what type of armor they have based on a buff they have available to them because obviously cosmetics can change appearance. You might have different silhouettes as a result of that.[134]Steven Sharif
  • The border will indicate the level and quality of the tier set.[131][132][135]
  • The developers believe that inspecting gear to obtain an exact equipment list or gear score may lead to "unwelcome behavior".[137]
When you see a player approaching you and they're wearing a transmog you don't know if that person is a high damage mitigation against physical damage or against magical damage and essentially the way we overcome that is through you being able to target a player at a distance and they will have a buff that's present on them that you will see, which indicates that essentially the piece set that they are wearing. It is important for players to be able to ascertain from a threat assessment standpoint what they're going up against if they're actively checking that, and that will be available.[133]Steven Sharif

Player health

During PvP, detailed information about your opponent's HP is obscured. This means you will not know the exact HP percentage an opponent has.[138]

Gesundheit is a stat in Ashes of Creation.[139][110]

If you are targeting another player specifically, another player not an NPC. If you're targeting another player and that player is not a member of your guild, alliance, raid, or party- those are the four affiliation factors. If they're not a part of those four groups you will not have specific information of their HP level. You will have quarters of information to their [HP] level and you may progress to get that a bit more granular, perhaps to sixths or eighths. You're not going to have exact information about what amount of hit points they have available to them. That level of obfuscation protects a bit of that engagement, that TTK interaction. So you might overshoot a target if you don't know exactly if they're down to their last 20% or 25%. That I think is a very healthy thing to have in PvP, but it is not a normal game design mechanic.[140]Steven Sharif

Namensschild eines Charakters

Das Namensschild eines Charakters wird über dessen Kopf angezeigt.[142]

  • Dies kann der Vor-, sowie optional der Nachname sein.[142]
  • Der Gildenname des Charakters wird neben seinem Namen angezeigt.[143]
  • Das Namensschild des Charakters verändert sich, um als Indikator zu dienen, wie viel Schaden der Charakter genommen hat.[139][110][141]
  • Ein Icon wird die Class des Charakters anzeigen.[131]
  • Mit der Maus über das Namensschild eines Charakters zu fahren, zeigt sein Stufe, seinen Klassennamen, sowie seine Archetypen-Kombination.[131]
  • Ein Buff-Icon zeigt die Ausrüstung des Charakters.[131][132][133]

Die Art der von Beschwörern beschworenen Kreaturen wird in dem Nameplates über der Kreatur angezeigt. Dies kann von einem Spieler nicht geändert werden.[144]

Player death

When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[146][147][148][28][149]

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.[152]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.[153]
    • If the mule dies its corpse will contain the same percentage of lootable items according to the player's death penalties.[153][154]
  • Death by falling is possible.[158]
    • Fall damage that occurs while mounted will be first applied to the mount; and if the mount dies as a result, then the remaining damage may overflow onto the player, but this will be determined based on testing.[158]
  • Death by drowning is possible.[159][160]
    • Players that drown will respawn on shore.[159]

Bestrafungen für den Tod

Player death in an open world dungeon in Alpha-1.[161]

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.[105]Steven Sharif

Death penalties (mostly) do not apply to objective-based PvP (also called sanctioned events).[33][34][45][8]

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.[8]Steven Sharif

Non-corrupt players suffer reduced death penalties in naval PvP (open seas) zones.[80]

  • These penalties will be less than those for a green player.[173]
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.[162]Steven Sharif
info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.

Combat revamp

Alpha-1 split-body melee weapon combat sneak peek.[174]

I can move while swinging on this guy. I can back up then continue to attack him. Just have complete control over my character while attacking.[174]Steven Sharif

A revamped combat system will be rolled out during and post Alpha-1 testing based on player feedback.[175][176][177][178]

I just want to give kudos to the combat team, because in my opinion having played this and watched this and seen the community's response to it, they've done a great job in moving away from what was our direction prior to Alpha-1 to now having developed for Alpha-2 a significantly revamped combat experience; and I think it feels good and it plays well and it's fun.[175]Steven Sharif

The revamped combat system will feature split-body animations, where the character's upper body can be locked by weapon attack animations while the lower body is free to continue moving.[174][184][185]

You'll be able to move forward while swinging your weapon; and this will allow you complete control over your weapon attacks for melee.[174]Steven Sharif

Alpha-1 combat was focused on core functionality rather than combat balance.[185] Alpha-2 combat will include archetypes, significant ability support, augments, split-body combat, weapon attacks, and many additional items, among other things.[186]

Safe zones

Currently the plan is when you're on the footprint of a home, you can't be damaged by other players. Like all things that are a work in progress, this can change... which ties to your other question. Where specifically PvP can or can't happen isn't a core pillar. For example, when we said while on the footprint of your home building on a Freehold that you can't be harmed by other players, this doesn't change a core pillar of the game. Alpha Two will be significant moment for us to test, to get feedback, and iterate on things.[189]Ry Schueller
Q: Does 'home' also mean apartment or in-node house?
A: Home is the "home area" of player housing. Instanced apartments and inns are player housing.[188]Ry Schueller
info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.
  • Players are not able to be attacked or robbed while occupying their player stall inside the limits of a node.[194]

Read more...

PvP seasons

Performance in various PvP systems (such as Karawanen, Arenen, Gildenkriege) is measured over the course of 6 month PvP seasons. At the end of each season, a player's cumulative score may unlock various rewards.[195][196]

Metriken

Ashes of Creation gathers tracking data to facilitate achievements, titles and other accolades on a server.[197]

Visibility of those types of things on the server help to promote a competitive atmosphere. If there is an attainable impression that you can work towards, so that others know your success, you have more drive to succeed.[197]Steven Sharif

Bestenlisten

Players will be able to opt-in to track certain achievements on leaderboards, such as.[199]

Leaderboards may be seasonal.[200]

We have many dreams that we want to do with game-to-web and game-to-mobile in regards to showing stats and being making things shareable for you. We know how social media works; how sharing content with friends works. But those things will come in due time.[199]Margaret Krohn
info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.

Guild ladder

An inter-guild ladder will rank guilds based on their performance within competitive activities:[202][203]

When the guild participates in guild wars or they participate in sieges, you'll be able to climb the ranks of your inter-guild ladder as well so you get bragging rights amongst your friends.[203]Steven Sharif

Duelle

Es wird eine Duell-Mechanik geben.[204]

  • Es wird möglich sein, Duell-Einladungen automatisch abzulehnen.[204]

Time to kill

Karawanen-PvP in Alpha-2.[205]

Generally when it comes to finger in the wind we're around where we want to be for TTK and that's probably on the bit faster side of TTK for MMOs that we're accustomed to, but we're a PvX game.[140]Steven Sharif

Time to kill (TTK) in Ashes of Creation will be a little bit faster than most MMOs.[140]

  • Previously it was stated that the TTK was expected to be around 30 seconds to a minute.[206]
  • The developers do not want one-shots in the final MMORPG.[207]
  • Average non-elite mob time-to-kill for a solo player is intended to be around 6 seconds.[208]
In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[207]Steven Sharif

Hitboxes

The developers are testing different approaches to accommodate varying hitboxes between the races.[209]

  • There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[209]

More than likely we'll have some sort of unified or unified-ish hitbox. But again it's going to probably have a unified hitbox with some exceptions or some special sort of collision rules based on them as opposed to just making it smaller for one and not the other.[209]Jeffrey Bard

There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[209]

We don't have separate types of hitbox categories, for example. There's no head hit box in the MMORPG like there was in APOC. So from a critical standpoint you're not going to see a greater risk of critting for a larger hitbox.[209]Steven Sharif

Kopfschuss-Mechanik

Kopfschuss-Mechanik (where there is a specific hitbox for a player's head) are not planned for the Ashes of Creation MMORPG.[209][210][211]

Werte-Zuwachs

Das Wachstum der Werte erfolgt in der folgenden Reihenfolge:[216]

  1. Die Rasse setzt die Basiswerte eines Spielers.
  2. Der primäre Archetyp erhöht die Basiswerte.
  3. Der sekundäre Archetyp (Klasse) erhöht die Werte zusätzlich.

Different races have different stat compositions. Those stats can be important, but we also don't want them to dictate any meta for what classes are best used with different races.[217]Steven Sharif

Die Wahl des Berufes hat keinen Einfluss auf die Werte eines Spielers.[218]

Gleichberechtigtes PvP

Es wird kein gleichberechtigtes PvP in der Open World geben. In gewissen Arena-Schlachtfeldern kann es unter bestimmten Umständen gleichberechtigtes PvP geben.[219]

Gameplay Videos

Bildmaterial

Community guides

Siehe auch

Einzelnachweise

  1. 1.0 1.1 Video, 2021-05-28 (25:44).
  2. Video, 2020-05-31 (1:09:50).
  3. 3.0 3.1 About Ashes of Creation.
  4. pvp catalyst.png
  5. Ashes of Creation FAQ.
  6. 6.0 6.1 6.2 Video, 2017-04-30 (5:31).
  7. 7.00 7.01 7.02 7.03 7.04 7.05 7.06 7.07 7.08 7.09 7.10 7.11 7.12 pvp meaningful.png
  8. 8.0 8.1 8.2 8.3 8.4 Liveübertragung, 2020-12-22 (1:13:51).
  9. Liveübertragung, 2022-03-31 (1:12:27).
  10. 10.0 10.1 10.2 10.3 10.4 steven-asmon-open-world-pvp.png
  11. 11.0 11.1 11.2 11.3 11.4 11.5 11.6 CC effects do notapply to non-combatants.png
  12. 12.0 12.1 12.2 steven-l2.png
  13. 13.0 13.1 Interview, 2018-08-24 (8:35).
  14. 14.0 14.1 steven-corruption-value.png
  15. 15.0 15.1 15.2 15.3 15.4 15.5 15.6 15.7 15.8 Interview, 2020-07-18 (41:54).
  16. 16.0 16.1 steven-corruption-score.png
  17. 17.0 17.1 17.2 17.3 17.4 17.5 17.6 17.7 MMOGames interview, January 2017
  18. 18.0 18.1 18.2 corruption.jpg
  19. 19.0 19.1 19.2 19.3 19.4 19.5 Liveübertragung, 2022-10-28 (26:48).
  20. Interview, 2020-07-18 (44:35).
  21. 21.0 21.1 21.2 21.3 21.4 21.5 21.6 Interview, 2017-04-27 (0:17).
  22. steven-healing-corrupt.png
  23. 23.0 23.1 Interview, 2019-04-22 (54:40).
  24. 24.0 24.1 Liveübertragung, 2017-11-17 (29:45).
  25. 25.00 25.01 25.02 25.03 25.04 25.05 25.06 25.07 25.08 25.09 25.10 25.11 25.12 25.13 25.14 25.15 25.16 25.17 Liveübertragung, 2022-10-28 (24:28).
  26. 26.0 26.1 26.2 Podcast, 2018-04-23 (51:31).
  27. 27.0 27.1 27.2 Liveübertragung, 2017-05-22 (42:33).
  28. 28.0 28.1 28.2 28.3 28.4 28.5 28.6 28.7 28.8 28.9 Podcast, 2017-05-05 (43:05).
  29. 29.0 29.1 Interview, 2018-05-11 (5:05).
  30. 30.0 30.1 30.2 steven-flagging-logout.png
  31. 31.0 31.1 Types of Events on Verra.
  32. 32.0 32.1 32.2 Video, 2023-09-29 (2:59).
  33. 33.0 33.1 33.2 33.3 33.4 33.5 Liveübertragung, 2023-02-24 (1:29:45).
  34. 34.0 34.1 34.2 34.3 34.4 Liveübertragung, 2022-06-30 (1:14:52).
  35. 35.0 35.1 35.2 35.3 Liveübertragung, 2022-04-29 (41:27).
  36. 36.0 36.1 36.2 36.3 36.4 36.5 Liveübertragung, 2017-05-05 (14:26).
  37. Liveübertragung, 2017-05-19 (45:14).
  38. 38.0 38.1 38.2 jindrack-pvp-events.png
  39. 39.0 39.1 39.2 Podcast, 2021-04-11 (49:40).
  40. Liveübertragung, 2017-11-17 (45:19).
  41. 41.0 41.1 41.2 Liveübertragung, 2022-08-26 (1:00:14).
  42. 42.0 42.1 42.2 42.3 42.4 Liveübertragung, 2021-04-30 (1:06:41).
  43. Liveübertragung, 2022-04-29 (27:42).
  44. City hall.
  45. 45.0 45.1 45.2 45.3 Liveübertragung, 2021-08-27 (1:22:56).
  46. 46.0 46.1 Twitch Bustin - PvP Spectating.
  47. 47.0 47.1 Liveübertragung, 2023-10-31 (1:14:00).
  48. Liveübertragung, 2020-03-28 (1:27:28).
  49. caravan zone.png
  50. caravan UI.png
  51. Liveübertragung, 2017-05-22 (40:40).
  52. Liveübertragung, 2017-05-15 (45:20).
  53. Liveübertragung, 2017-05-22 (40:41).
  54. Liveübertragung, 2020-07-25 (55:32).
  55. 55.0 55.1 castle nodes.png
  56. Liveübertragung, 2022-07-29 (1:12:14).
  57. 57.0 57.1 Interview, 2020-07-29 (31:05).
  58. 58.0 58.1 Interview, 2020-07-18 (13:13).
  59. Liveübertragung, 2021-09-24 (52:48).
  60. Interview, 2021-07-08 (57:19).
  61. Interview, 2020-07-19 (44:28).
  62. castle-siege-scale.png
  63. Twitch Bustin - Practice Sieges?
  64. 64.0 64.1 Liveübertragung, 2022-01-28 (17:50).
  65. steven-siege-zone.png
  66. Liveübertragung, 2021-04-30 (41:18).
  67. Blog: Creative Director's Letter, April 14 2021
  68. Interview, 2023-09-10 (25:14).
  69. 69.0 69.1 69.2 69.3 Liveübertragung, 2020-08-28 (1:43:03).
  70. 70.0 70.1 70.2 70.3 70.4 70.5 Podcast, 2018-04-23 (21:55).
  71. 71.0 71.1 Liveübertragung, 2017-08-23 (23:00).
  72. Podcast, 2018-04-23 (15:14).
  73. castle-taxes5.png
  74. Video, 2016-12-04 (0:02).
  75. 75.0 75.1 Blog - Know Your Nodes - Advance and Destroy.
  76. 76.0 76.1 A reactive world - Nodes.
  77. 77.0 77.1 77.2 Liveübertragung, 22. Mai 2017 (52:01).
  78. 78.0 78.1 78.2 Liveübertragung, 15. Mai 2017 (17:20).
  79. Liveübertragung, 2024-06-01 (35:42).
  80. 80.0 80.1 80.2 80.3 80.4 80.5 Interview, 2023-07-09 (36:56).
  81. jindrack-naval-pvp.png
  82. 82.0 82.1 Liveübertragung, 2022-08-26 (1:03:43).
  83. 83.0 83.1 Liveübertragung, 2022-10-28 (1:41:55).
  84. Interview, 2020-07-08 (22:37).
  85. steven-wars-prime-time.png
  86. 86.0 86.1 86.2 Liveübertragung, 2023-04-28 (2:06).
  87. 87.0 87.1 Liveübertragung, 2023-03-31 (1:00:16).
  88. Podcast, 2021-09-29 (35:17).
  89. Liveübertragung, 2022-12-02 (2:41).
  90. 90.0 90.1 90.2 90.3 90.4 pvp flagging.png
  91. Liveübertragung, 2017-05-12 (24:52).
  92. pvp camping.png
  93. 93.0 93.1 93.2 steven-summons-pvp-1.png
  94. steven-summons-pvp-2.png
  95. PvP.jpg
  96. 96.0 96.1 96.2 Liveübertragung, 2021-07-30 (1:10:34).
  97. 97.0 97.1 Podcast, 2021-04-11 (34:41).
  98. 98.0 98.1 Liveübertragung, 2020-11-30 (1:09:06).
  99. Liveübertragung, 2018-10-31 (44:12).
  100. steven-flagging-duration.png
  101. 101.0 101.1 Interview, 2017-04-27 (1:18).
  102. 102.0 102.1 Interview, 2020-07-08 (1:05:27).
  103. pvp flagging lockouts.png
  104. flagging.jpg
  105. 105.0 105.1 Podcast, 2018-04-23 (49:21).
  106. 106.0 106.1 Liveübertragung, 2017-11-17 (35:20).
  107. Interview, 2017-02-01 (39:33).
  108. 108.0 108.1 steven-bounty-hunters-1.png
  109. corruption2.jpg
  110. 110.0 110.1 110.2 110.3 110.4 Liveübertragung, 2020-01-30 (1:40:48).
  111. Twitter - What a glorious day for ganking!
  112. 112.0 112.1 Liveübertragung, 2018-07-09 (44:56).
  113. Liveübertragung, 2017-11-17 (45:17).
  114. 114.0 114.1 Liveübertragung, 2017-06-01 (35:42).
  115. Liveübertragung, 2017-05-19 (24:17).
  116. pvp about.png
  117. Liveübertragung, 2017-08-23 (16:44).
  118. Liveübertragung, 2017-05-05 (16:53).
  119. 119.0 119.1 119.2 partysize.png
  120. Liveübertragung, 2017-05-26 (48:12).
  121. 121.0 121.1 arena rewards.png
  122. 122.0 122.1 122.2 122.3 122.4 Podcast, 2018-05-11 (52:20).
  123. gladiators.jpg
  124. Liveübertragung, 2017-05-26 (29:13).
  125. Interview, 2020-03-27 (11:04).
  126. 126.0 126.1 Liveübertragung, 2023-05-31 (1:06:47).
  127. Liveübertragung, 2017-05-26 (39:36).
  128. Liveübertragung, 2018-04-8 (PM) (11:27).
  129. 129.0 129.1 129.2 129.3 129.4 129.5 129.6 129.7 129.8 Interview, 2018-05-11 (58:07).
  130. Twitter - Better luck next time.
  131. 131.0 131.1 131.2 131.3 131.4 Liveübertragung, 2020-08-28 (2:07:26).
  132. 132.0 132.1 132.2 132.3 132.4 Liveübertragung, 2020-07-25 (53:08).
  133. 133.0 133.1 133.2 Liveübertragung, 2020-06-26 (1:28:10).
  134. 134.0 134.1 Podcast, 2021-09-29 (52:58).
  135. 135.0 135.1 Liveübertragung, 2017-07-28 (1:34:55).
  136. Official Livestream - May 4th @ 3 PM PST - Q&A
  137. Liveübertragung, 2017-07-28 (23:20).
  138. 138.0 138.1 [X.com - Hidden HP Values. X.com - Hidden HP Values.]
  139. 139.0 139.1 139.2 139.3 Liveübertragung, 2020-07-25 (1:33:37).
  140. 140.0 140.1 140.2 140.3 140.4 140.5 Liveübertragung, 2024-01-31 (59:45).
  141. 141.0 141.1 steven-health-nameplate.png
  142. 142.0 142.1 Interview, 2018-05-11 (2:45).
  143. Liveübertragung, 2017-05-22 (51:00).
  144. Liveübertragung, 2021-01-29 (1:21:01).
  145. 145.0 145.1 Video, 2024-02-29 (19:35).
  146. Liveübertragung, 2021-09-24 (51:20).
  147. 147.0 147.1 147.2 Liveübertragung, 2021-03-26 (1:07:33).
  148. 148.0 148.1 a419c5398b542a713545e4f393d67215.png
  149. 149.0 149.1 Interview, 2020-07-18 (27:11).
  150. Podcast, 2023-07-15 (26:31).
  151. Liveübertragung, 2023-04-28 (1:18:48).
  152. Podcast, 2023-07-15 (28:28).
  153. 153.0 153.1 Liveübertragung, 2021-01-29 (1:24:27).
  154. Liveübertragung, 2018-09-27 (47:46).
  155. vaknar-gold.png
  156. Liveübertragung, 2023-11-30 (1:52:37).
  157. 157.0 157.1 157.2 Interview, 2023-09-10 (53:47).
  158. 158.0 158.1 Liveübertragung, 2022-02-25 (1:06:45).
  159. 159.0 159.1 Liveübertragung, 2022-04-29 (1:08:27).
  160. Liveübertragung, 2017-07-28 (50:22).
  161. Liveübertragung, 2020-03-28 (1:58:24).
  162. 162.0 162.1 162.2 162.3 Liveübertragung, 2024-03-29 (3:21).
  163. Liveübertragung, 2017-05-19 (13:37).
  164. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  165. 165.0 165.1 Interview, 2021-02-07 (13:14).
  166. Interview, 2020-07-29 (16:46).
  167. 167.0 167.1 Liveübertragung, 2022-12-02 (1:26:02).
  168. Interview, 2018-05-11 (15:41).
  169. steven-corruption-gear-drop.png
  170. Interview, 2017-04-27 (9:28).
  171. Liveübertragung, 2021-06-25 (1:15:37).
  172. Liveübertragung, 2017-05-15 (36:23).
  173. Interview, 2023-07-09 (38:03).
  174. 174.0 174.1 174.2 174.3 Liveübertragung, 2021-07-30 (31:22).
  175. 175.0 175.1 Liveübertragung, 2023-12-19 (1:30:29).
  176. Liveübertragung, 2021-05-28 (1:14:50).
  177. steven-combat-revamp-update.png
  178. Video, 2021-02-26 (6:17).
  179. 179.0 179.1 steven-combat-revamp-update-2.png
  180. 180.0 180.1 Liveübertragung, 2021-02-26 (27:41).
  181. Interview, 2021-02-07 (49:18).
  182. Liveübertragung, 2022-07-29 (1:05:20).
  183. 183.0 183.1 Video, 2023-07-28 (10:18).
  184. Interview, 2021-06-13 (4:12).
  185. 185.0 185.1 Liveübertragung, 2021-05-28 (1:13:05).
  186. Liveübertragung, 2022-05-27 (1:11:41).
  187. Liveübertragung, 2022-05-27 (1:16:17).
  188. 188.0 188.1 ry-home.png
  189. 189.0 189.1 ry-safe-zones.png
  190. 190.0 190.1 Liveübertragung, 2023-06-30 (1:49:00).
  191. Liveübertragung, 2021-11-19 (54:26).
  192. Liveübertragung, 2020-08-28 (2:04:00).
  193. Liveübertragung, 2017-05-19 (28:04).
  194. Liveübertragung, 2017-10-16 (59:39).
  195. Liveübertragung, 2021-09-24 (1:22:46).
  196. 196.0 196.1 196.2 196.3 Interview, 2020-07-18 (16:34).
  197. 197.0 197.1 197.2 197.3 197.4 197.5 197.6 Podcast, 2018-08-04 (1:47:21).
  198. 198.0 198.1 steven-pvp-metrics.png
  199. 199.0 199.1 199.2 199.3 199.4 199.5 199.6 Liveübertragung, 2023-05-31 (2:21).
  200. 200.0 200.1 200.2 Liveübertragung, 2017-07-18 (58:50).
  201. Liveübertragung, 2017-05-15 (44:10).
  202. 202.0 202.1 202.2 202.3 Liveübertragung, 2021-06-25 (1:12:37).
  203. 203.0 203.1 203.2 203.3 Interview, 2020-07-29 (14:28).
  204. 204.0 204.1 duels.jpg
  205. Video, 2024-01-31 (5:22).
  206. Interview, 2018-10-20 (3:25:46).
  207. 207.0 207.1 Interview, 2018-10-20 (9:10).
  208. steven-mob-ttk.png
  209. 209.0 209.1 209.2 209.3 209.4 209.5 Liveübertragung, 2020-10-30 (1:15:59).
  210. steven-headshots-1.png
  211. 211.0 211.1 steven-headshots-2.png
  212. 212.0 212.1 Interview, 2018-10-21 (9:10).
  213. Interview, 2018-10-20 (3:25:31).
  214. 214.0 214.1 214.2 Liveübertragung, 2018-09-27 (34:49).
  215. Headshot Description Ranger2.png
  216. Liveübertragung, 2024-07-18 (35:58).
  217. Liveübertragung, 8. April 2018 (AM) (25:52).
  218. Liveübertragung, 2024-07-18 (37:25).
  219. Liveübertragung, 2017-05-15 (34:59).