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Différences entre les versions de « Mobs »
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{{Mobs}} | {{Mobs}} | ||
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+ | == Mob types == | ||
+ | |||
+ | {{Mob types}} | ||
+ | |||
+ | == Elites == | ||
+ | |||
+ | {{Elites}} | ||
+ | |||
+ | === List of elites === | ||
+ | |||
+ | {{List of elites}} | ||
+ | |||
+ | == NPC variants == | ||
+ | |||
+ | {{NPC variants}} | ||
== Zones and mob levels == | == Zones and mob levels == | ||
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{{Zones and progression}} | {{Zones and progression}} | ||
− | == | + | == Artificial intelligence == |
− | {{ | + | {{Artificial intelligence}} |
− | == | + | === NPC perception === |
− | {{ | + | {{NPC perception}} |
== Adaptive content == | == Adaptive content == | ||
− | {{ | + | {{Points of interest}} |
== Looting == | == Looting == | ||
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{{Loot tables}} | {{Loot tables}} | ||
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+ | === Glint === | ||
+ | |||
+ | {{Glint}} | ||
+ | |||
+ | == Healing mobs == | ||
+ | |||
+ | {{Healing}} | ||
== Telegraphs == | == Telegraphs == | ||
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{{Telegraphs}} | {{Telegraphs}} | ||
− | == Day | + | == Day and night cycle == |
− | {{Day | + | {{Day and night cycle}} |
== Tamable creatures == | == Tamable creatures == | ||
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{{Tamable creatures}} | {{Tamable creatures}} | ||
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− | [[Category:PvE]][[Category:Encounters]][[Category: | + | [[Category:PvE]][[Category:Encounters]][[Category:NPC]] |
Version actuelle datée du 8 avril 2024 à 02:07
There will be a mix of different monsters and difficulty levels throughout the world that are tied to the development of nearby nodes. As nodes advance, mobs will present new and increasing dangers that players can participate in.[4]
- In the world naturally there will be locations that are going to have a mix of different levels of monsters and difficulty levels; and then those spawn tables relate to the development of nearby nodes. So as nodes develop they'll be changing the spawn tables around them to reflect their further development in the world, presenting new and more difficult dangers that the players can participate in.[4] – Steven Sharif
- Not all creatures are immediately hostile to players.[5][6] Some creatures may hunt other creatures.[7]
- We've talked about this a little bit in the past when talking about taming and/or certain types of like creature gatherable resources there are herds that exist out there. There are big game that exist out there, where they're not going to aggro and attack you per-se. Also lower level monsters and certain type of like social monsters may not attack you off the bat.[6] – Steven Sharif
- There will be flying mobs, but not in terms of requiring a flying mount to engage them.[8]
- We will have flying monsters but essentially what that means is there's going to be rotations either in the behavior tree that might make them inaccessible to targets, or they might do some like swooping attacks; they might come and land on the ground and fight you. But generally monsters are going to be accessible from on the ground, so we're not creating content for the limited number of individuals who are going to have access to a flying mount.[8] – Steven Sharif
- Certain world bosses and elite monsters will path/roam throughout the world.[9][1] Other mobs will have leashes that will cause the mob to reset if it moves too far from its point of origin.[10]
- Leashes are relevant. There's other gameplay implications that happen when you're able to actually move populations around. We don't want to really give that to the players perspective.[10] – Steven Sharif
- In general, mobs will not leave footprints or cause screen-shake; but larger monsters and bosses may do.[12][13] Screen shake will be customizable in user interface settings.[12][14][15]
- There is something to be had there about those types of screen-shake effects. We want them to be present when we're emphasizing certain things, but we don't want them to be a nuisance, or annoying, or too plentiful; and having screen-shake apply to every step would probably be too abundant. Will players have control over those on-screen type effects? Yeah I think so. I think that's something we want to provision as a customizable option for players to be able to turn off, because it can be somewhat nauseating for certain groups of people and a distraction from what's happening in the world.[12] – Steven Sharif
- Average non-elite mob time-to-kill for a solo player is intended to be around 6 seconds.[16]
- Certain bosses and creatures will have voice lines along with other audio cues.[17]
Mob types
Mob types will have different resistances.[18][19]
- Animated Armor Mobs
- Arachnids
- Avian
- Bandits
- Bears
- Bloomeria
- Bosses
- Cats
- Cultists
- Cyclops
- Deer
- Demons
- Dogs
- Dragons
- Druids
- Elementals
- Flangglers
- Forsaken Blade
- Goblins
- Golems
- Gryphons
- Haunted Armor
- Highwaymen
- Kirin
- Living statues
- Minotaurs
- Mushroom (mobs)
- Mushrooms
- Najash
- Otters
- Plant mobs
- Rabbids
- Raptors
- Rock Elementals
- Scorpions
- Shifting Coin Bandits
- Skeletons
- Sladeborne
- Snakes
- Spirits
- Stags
- The Ancients
- Treants
- Trolls
- Undead
- Verran Hoarders
- Wolves
- Zombies
Elites
Elites are a tier of mob or boss in Ashes of Creation.[11][1]
- Certain elite monsters that are not assigned any to any particular hunting ground will roam throughout the world.[1] Other mobs will have leashes that will cause the mob to reset if it moves too far from its point of origin.[10]
List of elites
NPC variants
There will be variants of the monthly cosmetics for PNJs and Monstres.[22][23]
We've mentioned this before about what the cosmetics do, but all of those pre-order pack items allow us to create the world. They're the NPCs in the world. They help us make NPC variants. The clothing and costumes are costumes that we'll be putting on NPCs. You're actually helping us create the world.[24] – Margaret Krohn
Zones and mob levels
Donjons, Raids, Bosses d'extérieur, Monstres, Quêtes, Événements, Ressources, Narration et tout autre contenu à l'intérieur d'une ZI d'un nœud auront des niveaux divers et variés ; mais avanceront en même temps que l'avancement de ce nœud et seront dépendants de l'influence raciale.[25][26][27]
Nous n'avons pas de zone de niveau 25 à strictement parler. A la place, cette zone pourra avoir des créatures de niveau 10 près de la route, des créatures de niveau 20 au plus profond de la forêt, et d'autres créatures de niveau 30 en haut de la montagne. Ces ratios changeront en fonction des informations reçues par leurs Nœuds, devenant en général plus dangereux tandis que le nœud évolue. Toute cette civilisation attire l'attention de Choses-Qui-Ne-Devraient-Pas-Être. Cela ne veut pas dire que les zones sauvages sont sans danger, en aucun cas. Certaines seront moins dangereuse, mais toutes auront des dangers que même le voyageur le plus expérimenté devra surveiller.[28] – Steven Sharif
Artificial intelligence
Ashes of Creation utilise une intelligence artificielle(IA) évolutive, ce qui signifie que des rencontres différentes pourront se produire avec des créatures similaires, ce qui donnera lieu à des expériences différentes pour le joueur.[30]
- Utilisation d'une nouvelle technologie d'IA qui n'a pas encore été vue dans d'autres projets de MMORPG.[31]
- Les boss sont scriptés et prennent des décisions de manière dynamique pendant les combats de boss.[32]
- Les développeurs ont évoqué la possibilité que des PNJ effectue des "actions d'inactivité" pour rendre le monde plus vivant, mais cela n'a pas été confirmé.[33]
- Certains comportements de l'IA peuvent s'activer en fonction de la progression du joueur lors d'une rencontre.[34]
- Les PNJ lors de certaines rencontres peuvent être conscients de leur environnement local et peuvent se mettre à l'abri derrière des obstacles, par exemple. Mais cela ne sera pas très répandu dans les conceptions générales de l'IA.[35]
Il existe des systèmes d'intelligence artificielle qui ne sont pas liés au contrôle des PNJ.[36]
Il existe d'autre types d'IA qui ne sont pas nécessairement liés au contrôle des PNJ. Il y a des IA concernant le développement des frontières des nœuds, dans la direction et aussi les décisions qui sont prises sur les nœuds inférieurs à asservir en tant qu'États vassaux. Il y a une IA qui s'occupe un peu du marché boursier qui sera présent dans l'économie. Il y a des systèmes d'IA qui vont être annoncés et qui sont je pense assez innovants en ce qui concerne le genre des MMORPG et qui vont rendre le système d'événements déclenchés très intéressant, je pense ; et cela concerne la façon dont les nœuds se développent et l'environnement réagit à ce développement en faisant apparaître ces événements déclenchés, comme une horde de zombies qui attaque une ville ou un boss de raid légendaire qui sort de la montagne. Je pense qu'il y a beaucoup d'opportunités pour que certaines des innovations dans le secteur de l'IA du développement de jeux vidéos se retrouvent dans Ashes.[36] – Steven Sharif
NPC perception
NPC perception is intended to have different sensory types, ranges, and angles.[37][38][39]
- We are talking about things like unique abilities played by characters that extend the perception radius, or sounds and different types of walking that are angular from the mob's perception perspective to be unique, different types of creatures that might be of three-dimensional in space, whether it is in water or birds in the sky that have a downward cone angle type perception as well. Those are things we want to do, but we haven't yet spent the time on the AI behaviors there.[38] – Steven Sharif
- Social aggro will vary based on NPC types and NPC factions.[37]
- Q: How far away from hostile targets will be before they act aggressively towards us? More specifically, will creatures watch us murder their friends in the open world with no reaction, will they try to kill us in retaliation, or will they run away in sheer terror?
- A: Obviously as MMO Gamers we're accustomed to the concept of social aggro. When I hit a target out in the field, they're going to aggro other creatures nearby. We have similar functionality. Obviously however we also have this concept of a more puzzle-oriented level design, where you have different patrollers that might be moving around the world. So that dynamic is always changing the creatures that are near each other might be something that you need to be cognizant of as you begin to navigate those areas. And there might even be certain faction types, where you may have dedicated aggro social tags between certain creature types; and that might be like goblins with their goblin dogs. They could be far away but they send off an alert to those nearby enemies when you aggro another target. And then you also have these perception radiuses; and there's a number of different perception radius types that we incorporate as part of our AI. Those things might be a forward-looking perception cone that represents sight-based perception; and then you might also have a rear perception radius that might represent kind of sound; and those perception types might even interact with unique stats. So, as a Rogue you might have a stealth ability, or as a Ranger you might have camouflage ability: Those are going to dampen those stats which are checked by those perception radiuses; and then you might even have different creature types that fly above the battlefield, or beneath the battlefield, and they may have downward cone type angles. The whole idea is that that navigating the world should be like a puzzle as you move throughout.[37] – Steven Sharif
- Compétences such as Stealth and Camouflage can dampen NPC perception.[37]
- NPCs in certain encounters may be aware of their local environment and can seek cover behind obstacles, for example; but this will not be prevalent in general AI designs.[35]
Contenu adaptatif
Des nouveaux points d'intérêt (tel que des donjons et des Bosses d'extérieur) apparaissent à mesure que les Nœuds avancent.[40] Le contenu s'adapte au développement de la zone dans lequel il se trouve.[41]
- Les Populations changeront.[41]
- La difficulté du contenu changera.[41]
- Le contenu lui-même peut être complètement différent, selon ce qui est développé et comment.[41]
- Différents types d'adversaires avec différentes histoires.[41]
- Certains donjons ne se déverrouilleront que si les nœuds sont développés jusqu'à certaines étapes.[42]
- Les objectifs d'histoires pour les joueurs à l'intérieur d'un donjon dépendront des chemins narratifs choisis à travers le système de nœud.[42]
- Les Tables de butins dans les zones et dans les donjons seront liées à la progression dans certaines zones.[42]
Certains donjons et autres points d'intérêt sur la carte vont être affectés par le développement des nœuds sur le serveur. Certains donjons ne seront déverrouillés que si les nœuds sont développés jusqu'à certaines étapes. Les objectifs d'histoires pour les joueurs à l'intérieur d'un donjon dépendront des chemins narratifs choisis à travers le système de nœud. Les Tables de butins dans les zones et dans les donjons seront liées à la progression dans certaines zones. Par exemple, admettons que les humains aient développé un nœud dans la Région A, et une histoire s'est ouverte et dirige les joueurs pour qu'ils inspectent les ruines (donjon) d'une zone proche. Et admettons que ce nœud se soit développé en tant que nœud scientifique (artisanat)… Eh bien avant que ce nœud ait été développé, ce donjon était accessible… Mais maintenant le donjon a propagé des nouveaux objets et monstres qui incluent des tables de butin qui répondront à des besoins d'artisanat grâce au développement de ce nœud scientifique. Et peut être qu'un nouveau boss apparaîtra dans différentes pièces du donjon qui inclura des différents départs de quêtes et d'aventures, comme un objet mystérieux avec une histoire propre qui ne peut être avancée que si un nœud s'est développé jusqu'au statut de métropole dans certaines régions, à travers la planète. Notre système est tellement vaste, quand il s'agit d'interconnectivité et de la manière dont le monde réagit aux joueurs.[42]
Pillage
Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[45][46][47]
- Group loot rules are defined on a per-rarity basis.[43]
- A majority of party members must vote to approve any changes to group loot allocation changes.[44]
- The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[48]
- There won't be auto-looting pets.[49]
- It will be possible to kick a player from a party prior to them acquiring loot.[50]
- Yes, technically it would be possible for you to kick a player prior to acquiring loot. However, again because we are a game that relies on social interactions, there are reputations to be had; and if you acquire a reputation as a raid leader, or as a party leader, of doing something dirty like that, then it's unlikely you'll be able to Garner the support of future party members and/or raids to lead efforts against these raid bosses.[50] – Steven Sharif
- Free-for-all.[47]
- Whoever is first to loot gets the loot.[45]
- A master looter (or lootmaster) is a player designated by the party leader to decide how loot is distributed in a dungeon or raid party.[47]
- With round-robin looting, party members take turns looting.[47]
- This is a traditional need before greed system based on dice rolls.[47]
- Since there is very little gear binding in Ashes of Creation, it's left to the party to deal with players who excessively roll Need on loot.[51]
- Bidding system.[47]
- Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[47]
Tables de Butin
- Monstres drop glint, Articles, and crafting materials in preference to gold.[52][53]
- Glint is not bound to a specific region and can be also dropped by players on death as stolen glint, based on applicable death penalties.[54][55][56][57][52][58]
- The rarity of glint increases with the mob's level.[59]
- Loot tables are disabled for player controlled monsters.[60]
- There is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[61]
- Experience debt decreases the drop rate percentages from monsters.[62]
- Loot (loot tables) from world bosses or dungeon bosses has a small RNG chance of dropping gear (completed items).[63][64]
- There is a much higher chance that materials and unique recipes are dropped that can be used to craft items of equitable value.[63][65][66]
- Legendary equipment is only dropped by Legendary world bosses.[67]
- Statistiques on dropped items will vary based on the rarity of the item.[68]
- Loot tables will likely not be affected by weather conditions.[69] This was previously listed as a possible effect.[70]
- There won't be specific loot drops for artisans.[71] Previously it was stated that master gatherers may have the ability to "spoil" a boss' loot.[72]
- Q: Can only one gathering artisan harvest resources from a single boss, or can multiple different artisans harvest different parts from a boss for different resources? For example, a lumberjack gets a special wood from Tumock's tree weapon, while a herbalist gathers the flowers from that same tree.
- A: We don't have the concept of harvesting from bosses. NPCs follow a reward table format, where those reward tables are global. They're not unique to particular players. So, once the NPC is vanquished, you have access to the loot container that is its corpse; and it has a static value of either materials or items that get dropped; and whatever the party loot settings are that you might be a part of, or if you're a solo player you will be able to recover those things.[71]
Glint
Glint (previously known as Hunting certificates and Monster certificates) is a bound currency that drops from mobs and players, and is offered as a reward for completing certain quests, events, and achievements. Glint is intended to be the primary method for generating gold in the Ashes of Creation economy.[74][75][55][76][52][53]
- Glint serves a very integral role in the economy within Ashes of Creation. It is a material substance that is acquired through various means, but primarily hunting different antagonists within the world; and it is the physical form of Essence within the beasts of Verra. So when you acquire this it is bound to your character, and that is a very important component of the economic systems here because glint will be used to pay for certain services, such as taxation for buildings that you have, or citizenship dues that are necessary.[77] – Steven Sharif
- Glint is not localized to specific regions.[54][55][56][57][52][58] Previously it was stated that glint was specific to an economic region.[78][52][79][53]
- Glint occupies space within the spatial inventory system and must be transported via crates when in large quantities.[54]
- Glint can be sold directly to commodities vendors at hunting lodges within nodes to "make some quick money".[80]
- Glint may be traded with commodities vendors for player commodities. These commodities can then be transported to other nodes (via caravan or merchant ship) where they can be traded for gold.[55][78][52][79][53] The gold value is based on the demand for the commodity at the destination node (over the last seven days) as well as its distance from the originating node.[81][55]
- Glint will drop as stolen glint on a character's death, based on applicable death penalties.[55][56][57][52][58] Glint taken from caravan wreckages is also classed as stolen.[82] Stolen glint is not bound and may be redeemed for less than its original value at black market locations.[55][56]
- Glint may be used to pay housing taxes and citizen dues.[77][55][76]
- Glint can be stored within node warehouses.[52]
- Glint is not intended as crafting materials.[76]
Healing mobs
- Cleric classes are the only classes that can fill the role of a primary healer.[85] Classes with Cleric as a secondary archetype will have self-healing benefits as well as limited healing benefits to other players.[85][86][87][88]
- No one is going to fill the role of a primary healer other than the healer archetype; but there will be secondary class options that you can select, which will provide you with some level of sustainability under restoration, most of that will be centralized to yourself, especially in the case of a Paladin.[85] – Steven Sharif
- In general, templated AoE heals will heal any non-combatant players.[89]
- Q: Will AoE and action heals also heal raid and alliance members?
- A: Depending on the type, if it's a templated AoE, yes it would heal any non-combatants essentially.[89] – Steven Sharif
- You cannot heal enemy mobs. There's just really not a a relevant use-case for that when it comes to the design mechanics of such a thing, other than its primary use, which would be to grief other players.[90] – Steven Sharif
- Certain healing abilities, such as Communal Restoration, can overheal. This is indicated by a blue temporary health bar overlay on top of a player's health bar.[83][84] If the temporary health points expire without being consumed they do not count as effective heals.[83]
- Q: Do you plan to add any sort of counters for healing? For example, a debuff that applies a reduced healing effect or maybe even cause damage upon healing?
- A: Ashes aims to be a more difficult leveling experience than perhaps we have been accustomed to over the past decade of MMO gameplay. And with that in mind, when it comes to balancing during Alpha-2 and thereafter, there is not going to be an overage of healing that's available. We will tune those things. We'll have an opportunity to balance those things... Some of the debuff options that the fighter class has within their class kit are debuffs that can reduce received healing on the target.[91] – Steven Sharif
Télégraphes
In specific circumstances there will be telegraphs (tells) to communicate something that's happening.[92]
- Animation tells.
- Templates.
Day and night cycle
There is a day/night cycle in Ashes of Creation.[95][96]
- The day night cycle is tied to server time, yes. So there is a number of hours that exist between each of the cycles. That's something that we'll be fine-tuning of course during Alpha 2 as well, but it is intended for players to interact with certain systems even based on in-game time as well.[100] – Steven Sharif
- The developers requested feedback on the intensity of illumination and darkness that will be present in Alpha-2.[101][102]
- Based on feedback the developers increased the nighttime darkness.[97]
- Some resources are only gatherable at specific times of the day or night.[103]
- PNJs and mobs may be awake or have varying behaviors at different times of the day. This might also influence abilities and/or buff/debuff vulnerabilities.[104][105][96]
- Different monsters will spawn at different times.[106]
- Different emissive effects may be more prevalent on night creatures.[96]
- Certain creatures will react differently. Certain spawns react differently during night times and different day/night cycles. Those might also influence things like abilities and/or buff/debuff vulnerabilities. You'll have to find out based on the type of creature you're experiencing.[104] – Steven Sharif
- Constellations and moons rotate and change throughout the night.[107]
Tamable creatures
Montures and combat pets can be found in the wild and tamed.[108][109][110]
- Tamable creatures may fit creature templates with pre-defined behaviors.[111]
- For example: A wolf or a dog may look different but may be balanced to the same templated behavior.[111]
Visuels
2024-04-05 2024-03-19 2024-01-02 2024-01-02 2023-10-30 2023-01-31 2023-01-30 2023-01-19 2022-12-15 2022-12-05 2022-11-01 2022-11-01 2022-10-31 2022-10-03 2022-10-03 2022-10-03 2022-09-09 2022-07-02 2021-03-29 2021-03-29 2020-08-01 2020-08-01 2018-04-29
Voir également
Les références
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Direct, 2021-03-26 (54:26).
- ↑ Direct, 2020-07-31 (1:45:40).
- ↑ Direct, 2020-06-26 (1:14:42).
- ↑ 4.0 4.1 Direct, 2017-05-26 (24:33).
- ↑ Vidéo, 2023-05-31 (4:17).
- ↑ 6.0 6.1 Direct, 2023-02-24 (1:22:04).
- ↑ Vidéo, 2023-05-31 (5:01).
- ↑ 8.0 8.1 Direct, 2021-06-25 (1:28:02).
- ↑ Entrevue, 2023-09-10 (28:15).
- ↑ 10.0 10.1 10.2 Direct, 2022-05-27 (1:00:23).
- ↑ 11.0 11.1 Direct, 2023-01-27 (1:10:12).
- ↑ 12.0 12.1 12.2 Direct, 2023-05-31 (43:04).
- ↑ Direct, 2023-05-31 (40:52).
- ↑ Vidéo, 2022-06-30 (24:18).
- ↑
- ↑
- ↑ Direct, 2023-05-31 (45:26).
- ↑ Twitter - Creature resistances.
- ↑ Direct, 2021-06-25 (1:08:23).
- ↑ Vidéo, 2023-01-27 (27:47).
- ↑ 21.0 21.1 Direct, 2021-05-28 (1:49:24).
- ↑
- ↑
- ↑ Direct, 2021-04-30 (6:46).
- ↑ Entrevue, 2020-07-19 (19:35).
- ↑ Direct, 2017-05-15 (30:53).
- ↑ Blog - Know Your Nodes - The Basics.
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- ↑ 29.0 29.1 Direct, 2021-06-25 (21:24).
- ↑ About Ashes of Creation.
- ↑ Direct, 2017-05-05 (11:55).
- ↑ Direct, 2017-07-28 (43:57).
- ↑ Direct, 2018-04-8 (PM) (3:56).
- ↑ 34.0 34.1 34.2 34.3 Entrevue, 2021-06-13 (22:20).
- ↑ 35.0 35.1 Direct, 2022-02-25 (1:03:32).
- ↑ 36.0 36.1 36.2 36.3 36.4 Podcast, 2018-05-11 (24:23).
- ↑ 37.0 37.1 37.2 37.3 37.4 Direct, 2024-02-29 (3:12).
- ↑ 38.0 38.1 38.2 Direct, 2023-11-30 (1:36:32).
- ↑ 39.0 39.1 Direct, 2018-06-04 (29:28).
- ↑ Direct, 2017-11-17 (36:22).
- ↑ 41.0 41.1 41.2 41.3 41.4 Direct, 2017-11-17 (18:29).
- ↑ 42.0 42.1 42.2 42.3 MMOGames interview, January 2017
- ↑ 43.0 43.1 43.2 43.3 43.4 43.5 43.6 Vidéo, 2023-01-27 (16:44).
- ↑ 44.0 44.1 Vidéo, 2023-01-27 (32:01).
- ↑ 45.0 45.1 Direct, 2020-11-30 (1:01:40).
- ↑ Direct, 2020-07-25 (1:24:56).
- ↑ 47.00 47.01 47.02 47.03 47.04 47.05 47.06 47.07 47.08 47.09 47.10 47.11 Group dynamics blog.
- ↑ Direct, 2023-01-27 (1:08:06).
- ↑ Direct, 2022-04-29 (1:04:52).
- ↑ 50.0 50.1 Direct, 2023-05-31 (1:07:45).
- ↑ Direct, 2020-11-30 (1:12:03).
- ↑ 52.0 52.1 52.2 52.3 52.4 52.5 52.6 52.7 Entrevue, 2020-07-18 (27:11).
- ↑ 53.0 53.1 53.2 53.3 Direct, 2017-05-24 (44:14).
- ↑ 54.0 54.1 54.2
- ↑ 55.0 55.1 55.2 55.3 55.4 55.5 55.6 55.7 Entrevue, 2023-09-10 (53:47).
- ↑ 56.0 56.1 56.2 56.3 Direct, 2021-03-26 (1:07:33).
- ↑ 57.0 57.1 57.2
- ↑ 58.0 58.1 58.2 Podcast, 2017-05-05 (43:05).
- ↑ 59.0 59.1
- ↑ Direct, 2017-05-03 (35:25).
- ↑ Entrevue, 2020-07-18 (1:00:15).
- ↑ Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- ↑ 63.0 63.1 Entrevue, 2020-07-19 (8:43).
- ↑ February 8, 2019 - Questions and Answers.
- ↑ Entrevue, 2020-07-20 (21:57).
- ↑ Direct, 2018-04-8 (PM) (55:49).
- ↑ Direct, 2020-07-25 (46:08).
- ↑ Direct, 2020-12-22 (1:15:01).
- ↑ Direct, 2022-05-27 (1:14:46).
- ↑ Vidéo, 2022-05-27 (2:21).
- ↑ 71.0 71.1 Direct, 2024-02-29 (1:22:09).
- ↑ Podcast, 2018-08-04 (1:44:54).
- ↑ 73.0 73.1 73.2 Vidéo, 2023-10-31 (4:45).
- ↑ Direct, 2023-10-31 (1:06:32).
- ↑ Vidéo, 2023-10-31 (3:34).
- ↑ 76.0 76.1 76.2 Direct, 2021-10-29 (1:06:31).
- ↑ 77.0 77.1 77.2 Vidéo, 2023-10-31 (5:06).
- ↑ 78.0 78.1 Entrevue, 2020-07-19 (1:08:22).
- ↑ 79.0 79.1 Entrevue, 2019-04-17 (49:55).
- ↑ Vidéo, 2023-10-31 (6:07).
- ↑ Vidéo, 2023-10-31 (8:05).
- ↑
- ↑ 83.0 83.1 83.2 Vidéo, 2023-07-28 (16:02).
- ↑ 84.0 84.1 Vidéo, 2023-07-28 (33:49).
- ↑ 85.0 85.1 85.2 Direct, 2022-12-02 (1:02:54).
- ↑ Direct, 2020-07-25 (58:38).
- ↑ Entrevue, 2018-05-11 (51:11).
- ↑ Direct, 2018-10-31 (47:18).
- ↑ 89.0 89.1 Direct, 2023-07-28 (59:33).
- ↑ 90.0 90.1 Direct, 2022-12-02 (1:01:15).
- ↑ 91.0 91.1 Entrevue, 2023-09-10 (9:52).
- ↑ Direct, 2017-05-22 (49:38).
- ↑ Direct, 2020-11-30 (41:49).
- ↑ 94.0 94.1 Vidéo, 2022-12-02 (11:11).
- ↑ Direct, 2021-06-25 (29:58).
- ↑ 96.0 96.1 96.2 Direct, 2017-05-12 (57:41).
- ↑ 97.0 97.1 Vidéo, 2023-11-30 (35:28).
- ↑ Direct, 2022-05-27 (1:13:39).
- ↑
- ↑ 100.0 100.1 Direct, 2022-12-02 (1:07:29).
- ↑ Direct, 2022-12-02 (1:08:06).
- ↑ Direct, 2022-12-02 (53:01).
- ↑ Vidéo, 2023-11-30 (34:36).
- ↑ 104.0 104.1 Direct, 2022-12-02 (1:10:14).
- ↑ Podcast, 2021-04-11 (15:55).
- ↑
- ↑ Direct, 2022-12-02 (1:09:42).
- ↑
- ↑ Direct, 2018-01-18 (33:09).
- ↑ Direct, 2018-01-18 (34:08).
- ↑ 111.0 111.1 Direct, 2018-01-18 (33:07).