Open-world PvP

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Open-world PvP in Ashes of Creation is subject to the player flagging and corruption systems.[1][2]

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.[9]Steven Sharif

Marquage de joueur

The open world JcJ flagging system is designed to deter people from griefing other players without limiting opportunities for open conflict.[6][7][10][11]

We do incentivize players to fight back, or to participate in PvP through the flagging system, but not to PK. Not to go corrupt.[10]Steven Sharif
  • Players can participate in open world PvP with one another without having to resort to murder.[12]
  • The penalties are intended to be severe enough to deter any type of spawn camping.[13]
  • Summons follow the same PvP flagging rules as players and share the player's flag status.[14][15]
  • Articles are not provided to players until crafting or gathering interactions are complete. Players interrupted before completion will not lose these items or resources.[16]

pvp flagging diagram.png

There are three levels of flagging for world PvP in Ashes of Creation.[17]

  • Non-combatant (green)
    • All players start as non-combatants.[18]
    • Non-forced attacks, including AoE and status effects, will not hit non-combatant players.[19][20]
    • Green players killed by mobs (the mob deals the killing blow) do not flag attacking players as corrupt, but since the exact health of another player is not known (outside of the same party, raid, alliance, or guild), attackers run the risk of killing the player and becoming corrupt.[21]
    • Player abilities with CC effects do not apply to non-combatants. The target of a CC ability must be flagged in order to suffer the CC effects. This prevents players from opening attacks that stun non-combatant players during a pull for example.[22]
    • Non-combatants will not be flagged for looting bodies.[23]
    • Players will be able to opt-in (via a checkbox) to allow their beneficial spells, or non-beneficial AoEs to hit combatants.[9][24]
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.[24]Steven Sharif
  • Combatant (purple)
    • Players are flagged as combatants if they attack another (non-corrupted) player when carrying out a forced attack. If the attacked player fights back, they are also flagged as combatants, otherwise the attacked player will remain flagged as a non-combatant.[9][25][18]
    • Non-combatants entering an open world battleground (PvP event) are automatically flagged as combatants and remain flagged for a period of time after leaving that battleground.[17]
    • Non-combatants who heal, buff, or otherwise interact with combatants or corrupted players will be flagged as combatants.[27][28][29][30]
    • Players can kill combatants without repercussions, and are encouraged to do so, since dying while a combatant has reduced death penalties.[18]
    • Players are not able to manually set their flagging status to combatant.[25]
    • Players remain flagged for a period of 90 seconds following their most recent attack on a non-combatant or another combatant.[31]
    • Players cannot log out while flagged as combatants.[32]
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.[33]Steven Sharif
  • Corrupted (red)
    • If a combatant player, or their summon, kills a non-combatant player, including any of their controlled entities, such as their battle pet, mount, or summon, the player's character will be flagged as corrupted.[34][14][11]
      • Corruption gained for killing controlled entities is a lower value than killing the players.[34]
    • A character's PK value increases with each non-combatant player killed over the lifetime of that character.[1][22][35][36][17]
    • The wider the level disparity between the players, and the higher the attacker's PK value, the more corruption score they gain.[1][22][35][36][17]
    • A character's corruption score multiplies their death penalties and reveals a their location to bounty hunters.[11]
    • If a non-combatant attacks a corrupt player, the non-combatant will not flag as a combatant.[18]
    • Corrupted players may kill bounty hunters without acquiring additional corruption score.[37]
    • There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[27][32]
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.[21]Steven Sharif

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Corruption de joueur

Corrupted player in the Alpha-1 preview.[40]

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.[41]Steven Sharif

If a combatant (purple) character, or their summon, kills a non-combatant (green) character, or any of their controlled entities, in Open-world PvP, they will be flagged as corrupted (red).[34][14][11] Corruption gained for killing controlled entities is a lower value than killing players.[34] Player corruption has been referred to as a status condition.[42]

There is no incentive to go corrupt... There's zero incentive for a player to go red. It actually gives you negatives for doing that- very significant downsides.[10]Steven Sharif
It is my expectation that the system will perform very well in keeping risk alive, but significantly curtailing or deterring the ability for players to grief.[43]Steven Sharif
  • A player's corruption score (corruption value) increases with each non-combatant player killed.[1][35][36][17] Corruption score has a scaling impact on the efficacy of a character's skills in JcJ combat.[27][44] The higher the corruption score:
    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.[45]Steven Sharif
    If you go on a murder spree and you have 10 pks under your belt then you might start feeling a significant dampening to your skill effects against other players. I don't want to give necessarily a number or curve for players to extrapolate prior to us having the ability to actually test these ideas and where those numbers are going to lie; but I would say what is the intent behind that dampening: The intent isn't to limit the fun of the player, the intent is to provide a give-and-take or a risk-versus-reward; and the risk of continuing down the road of accruing corruption is not only the loss of your gear and amplified death effects but also your ability to perform in that activity.[49]Steven Sharif
    • Corruption penalties occur as the corruption is gained.[50]
Reward without risk is meaningless... Corruption is just another word for risk.[51]Steven Sharif
Corruption value from PK'ing a non-combatant is based on level disparity along with the PKer's cumulative PK value.[35]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..[53]Steven Sharif
  • Corrupted players may kill bounty hunters without acquiring additional corruption score.[57][37]
    • Corrupted player's combat penalties do not apply when battling bounty hunters.[57]
  • There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[27][32]
Q: Will there be any large-scale consequences when many players in a group guild region religion etc become corrupted frequently or for an extended period of time?
A: There are not group dynamics or mechanics that revolve around mass murdering people in the world. The corruption system is intended to deter mass murdering, not to provide incentives by which players can go out and gain corruption.[60]Steven Sharif
Q: If my guild has no one corrupted and your guild is like always killing people and always corrupted, will your guild have repercussions because they're corrupted versus my guild?
A: No I don't think so either. And the reason why is we want to deter it, but we don't want to make the system meaningless; and if the deterrent becomes too heavy-handed then it's a system without a purpose. And I think that the intent behind the corruption is that like during a rise in passion and like anger and whatever you want to make this decision and do something and you'll suffer the repercussions later. But if those repercussions are just overwhelmingly bad and even anti-social in the sense that like your guild is like hey man you went corrupted and this gives us like corruption points on the guild, and like you're out of here, then people just aren't going to choose to use it; and then at which point might as well just take it out. So I think there's a healthy balance between the type of deterrent used.[61]Steven Sharif
info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.
  • Corruption has a visible effect on a player’s appearance.[65]

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Terrain de chasse

You are on the prowl, and notice an unsuspecting player chopping trees. What would you do?[66]

Terrain de chasse are open-world JcJ corruption-enabled areas that encompass most of the map.[67]

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.[70]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.[69]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.[71]

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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.[73]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.[72]Ry Schueller
info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.
  • Players are not able to be attacked or robbed while occupying their player stall inside the limits of a node.[79]

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Mort du joueur

When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[81][82][83][46][84]

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.[87]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.[88]
    • If the mule dies its corpse will contain the same percentage of lootable items according to the player's death penalties.[88][89]
  • Death by falling is possible.[92]
    • 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.[92]
  • Death by drowning is possible.[93][94]
    • Players that drown will respawn on shore.[93]

Death penalties

Mort du joueur in an open world dungeon in Alpha-1.[95]

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.[33]Steven Sharif

Death penalties (mostly) do not apply to objective-based PvP (also called sanctioned events).[106][107][108][109]

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.[109]Steven Sharif

Non-corrupt players suffer reduced death penalties in naval PvP (open seas) zones.[52]

  • These penalties will be less than those for a green player.[111]
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.[96]Steven Sharif
info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.

PvP background

While Ashes of Creation took inspiration from Lineage II (and other games) it has also addressed several flaws in the implementation of those games.[112][22][56][113] The approach of the flagging system in Ashes of Creation is to further disincentivize griefing while still allowing the system to keep risk relevant in the open-world setting.[112]

First and foremost, PvP in Ashes exists in both opt-in systems and events, as well as our open world flagging system. And while it is true that I enjoyed and took much inspiration from games like Lineage 2, we have innovated and adapted our approach to Ashes’ flagging system in order to further disincentivize griefing while still allowing the system to keep risk relevant in the open world setting. The overwhelming majority of player’s experiences with PvP in Ashes will be through consensual systems like caravans, sieges, wars, the open sea and other events. Players will make a choice to participate in those systems or not. And if they choose to participate there will be significant rewards for success.[112]Steven Sharif
In the open world, when competing for the scarcity of resources, raids, dungeons and or hunting grounds, an important element of risk vs reward is introduced through our flagging system. Players must be aware of their surroundings and the reputation of other players who may be in proximity. The flagging system is intended to always provide an element of risk in all settings, but also architected to ensure that griefing and PK’ing is almost never worth it. The subtleties of this system are complex, which is of course why it will require considerable testing and feedback.[112]Steven Sharif
  • Corruption gain takes into account level disparity between the attacker and the player that was killed. The greater the disparity the higher the corruption accrued.[22][35][36][44][17] Corruption penalties occur as the corruption is gained.[50]
These are all things that I've changed in the system that help to safeguard some of those loopholes. Now of course, as we said, we can't and we don't want to 100% remove the ability for that risk to be alive- for that risk to be realized. But what we do want to do is make sure that those occasions are few and infrequent, and are not the majority of a player experience, let's say in the open world; and we do so by incorporating all of those risks and costs into a decision to gain corruption and then PK another player in the open world. It's just not going to be done often and that is my expectation and opinion. It's also the goal of the system is that griefing is not a viable option or play style. And as a result of that desire for the system, we will fine tune it in such a way through testing that that outcome is achieved. And that is the intent and purpose of the design.[27]Steven Sharif
  • Non-combatants can attack corrupted players without flagging themselves as combatants.[27][18]
  • There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[27][32]

Duels

Duels may be initiated within a freehold or node.[115][116]

  • Dueling is a self-contained event that requires opt-in by all parties.[115]
    • There will be a way to auto-decline duel requests.[116]
  • Dueling is not considered a part of the flagging system.[115]

Duels won't be considered a part of the flagging system. The duels are going to be a self-contained event that gets opted into by the inviter and the participants.[115]Steven Sharif

Factions

Il n'y a pas de factions prédéfinies dans Ashes of Creation.[117]

Nous offrons au joueur ces événements de friction légère et ensuite cela détermine qui sont vos amis et vos ennemis.[118]Steven Sharif

Parce que nous ne sommes pas basés sur des factions, vous voulez accorder à l'utilisateur la possibilité de faire des choses qui sont soit « mauvaises » soit « bonnes », donc il doit y avoir une pléthore de choix du côté maléfique auxquels participer.[119]Steven Sharif

Affiliations

Un arbre d'affiliation, en cours de développement, détermine quelles entités peuvent participer aux attaques contre d'autres entités, au sein de cette hiérarchie.[120]

Il y a affiliation de guilde, une affiliation de partie, une affiliation de raid, une affiliation d'alliance, une affiliation de citoyenneté, une affiliation de société et il y a une affiliation de religion. Tous ces éléments ont une hiérarchie, et dans cette hiérarchie, il y a la possibilité de participer à certains systèmes. Donc par exemple, si vous avez un nœud qui est tombé entre les mains de votre état vassal et vous être citoyen du nœud parent, alors vous pourrez participer au siège contre le nœud vassal, mais si vous êtes citoyen du nœud vassal, vous ne pourrez pas participer en tant qu'attaquant contre le nœud parent; ainsi il y a une hiérarchie, sauf si vous renoncez à votre citoyenneté.[120]Steven Sharif

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Threat assessment

You decide to gank the player, but find out that you have been ambushed![121]

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.[122][123][124]

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.[125]Steven Sharif
  • The border will indicate the level and quality of the tier set.[122][123][126]
  • The developers believe that inspecting gear to obtain an exact equipment list or gear score may lead to "unwelcome behavior".[128]
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.[124]Steven Sharif

Player health

La Santé est une stat dans Ashes of Creation.[129][53]

  • Les joueurs qui ne sont pas dans le même groupe ou raid ne pourront pas voir le pourcentage de santé d'un autre joueur ou la valeur exacte de sa barre de vie.[129][53]
  • La plaque de nom d'un joueur va se détériorer pour donner une indication de la quantité de dommages qu'il a subie.[129][53][130]

Pour ce qui est de voir la santé des autres joueurs : comme vous le savez, leur plaque de nom va se détériorer ou vous donner une indication du type "Eh, ils ont subi des dommages, ils sont sérieusement blessés", mais vous n'obtiendrez pas un pourcentage. Vous n'obtiendrez pas de valeur exacte, sauf si vous êtes dans leur groupe ou leur raid.[53]Steven Sharif

Plaque nominative du personnage

Nameplate in the Alpha-2 party UI.[131]

The icon in the corner next to Steven's nameplate: that little icon is actually his secondary archetype that he hasn't unlocked.[132]Margaret Krohn

Alpha-2 nameplates, targeting plates, and raid frame UI.[133]

There have been some updates to a little bit of the nameplates that Colby and the UI team have implemented, as well as some of the targeting plates as well.[133]Steven Sharif

Nameplates are displayed above the head.[134]

  • Player character nameplates will have first, and optionally last name (surname).[134]
    • The name of the character's guild is displayed next to their name.[135]
    • The character's nameplate will deteriorate to give an indication of how much damage they have taken.[129][53][130]
    • An icon will identify the character's class.[122]
    • Hovering over a player nameplate will show information such as level, class name, and archetype combo.[122]
    • A buff icon will indicate the character's gear and grade.[122][123][124]
  • The size and priority of nameplates will be relate to their distance (away from the camera).[136]
  • The visibility of nameplates can be obscured by in-game objects, such as trees; by utility skills, such as Camouflage or Stealth; or through the use of disguises.[137][138]
  • UI settings will enable nameplates to be hidden, resized, and customized.[139][140]
You can set nameplates to always appear. You can set it to only appear on targets. You can set it to only appear on targets that have taken damage. You can set it to only appear on targets that are aggroing you or your party members. You can set it for your allies, for yourself, for whatever: There's a lot of highly customizable options that are currently in the game.[139]Steven Sharif

Nameplates in the party UI indicate the player's choice of secondary archetype.[132]

  • A padlock icon indicates that the secondary archetype is not yet unlocked.[132]

Durée pour tuer

info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.

Le MMORPG Ashes of Creation aura une durée pour tuer quelqu'un d'environ 30 secondes à 1 minute.[143]

Dans le MMORPG nous ne voulons vraiment pas de one-shots. La durée pour tuer quelqu'un doit relever de la stratégie et de la tactique.[145]Steven Sharif

Hitboxes

Les développeurs essayent différentes approches pour gérer les variations de masque de collision entre les races[146]

  • Il peut y avoir un masque de collision unique avec quelques exceptions ou certaines règles de collision spéciales à la place d'avoir différentes tailles de masques de collision.[146]

C'est plus que probable que nous ayons une sorte de masque de collision unique. Mais de nouveau, il y aura probablement un masque de collision unique avec quelques exceptions ou une sorte de règles spéciales pour les collisions, par opposition à en rendre certaines plus petites qu'une autre.[146]Jeffrey Bard

Il n'y a pas différentes catégories de masque de collision dans le MMORPG Ashes of Creation comme il pouvait avoir dans Ashes of Creation Apocalypse[146]

Nous n'avons pas de différentes catégories de masque de collision. Par exemple, il n'y a pas de tir à la tête dans le MMORPG comme il pouvait y avoir dans APOC. Par conséquence, d'un point de vue critique, vous n'aurez pas plus de risque de subir un coup critique à cause d'un masque de collision plus large.[146]Steven Sharif

Mécanique de tir à la tête

Il n'y a pas de mécanisme de tir à la tête dans le MMORPG Ashes of Creation.[146][147][148]

Visuels

Voir également

Les références

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 Direct, 2022-10-28 (24:28).
  2. 2.0 2.1 pvp meaningful.png
  3. Direct, 2022-10-28 (1:41:55).
  4. Direct, 2022-04-29 (41:27).
  5. Direct, 2017-05-05 (14:26).
  6. 6.0 6.1 6.2 6.3 Direct, 2023-04-28 (2:06).
  7. 7.0 7.1 7.2 Direct, 2023-03-31 (1:00:16).
  8. Podcast, 2021-09-29 (35:17).
  9. 9.0 9.1 9.2 Direct, 2022-12-02 (2:41).
  10. 10.0 10.1 10.2 Direct, 2023-05-31 (1:30:45).
  11. 11.0 11.1 11.2 11.3 11.4 pvp flagging.png
  12. 12.0 12.1 Direct, 2017-05-12 (24:52).
  13. pvp camping.png
  14. 14.0 14.1 14.2 14.3 steven-summons-pvp-1.png
  15. steven-summons-pvp-2.png
  16. Direct, 2023-07-28 (3:58).
  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 18.3 18.4 18.5 18.6 Entrevue, 2017-04-27 (0:17).
  19. Direct, 2022-10-28 (1:34:52).
  20. PvP.jpg
  21. 21.0 21.1 Direct, 2021-07-30 (1:10:34).
  22. 22.00 22.01 22.02 22.03 22.04 22.05 22.06 22.07 22.08 22.09 22.10 22.11 22.12 CC effects do notapply to non-combatants.png
  23. 23.0 23.1 Podcast, 2021-04-11 (34:41).
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  28. 28.0 28.1 28.2 steven-healing-corrupt.png
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  30. 30.0 30.1 30.2 Direct, 2017-11-17 (29:45).
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  38. flagging.jpg
  39. pvp flagging lockouts.png
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  44. 44.0 44.1 steven-corruption-score.png
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  51. corruption2.jpg
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  53. 53.0 53.1 53.2 53.3 53.4 53.5 Direct, 2020-01-30 (1:40:48).
  54. jindrack-naval-pvp.png
  55. jindrack-pvp-events.png
  56. 56.0 56.1 56.2 56.3 steven-l2.png
  57. 57.0 57.1 steven-bounty-hunters-1.png
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  62. 62.0 62.1 vaknar-gold.png
  63. Direct, 2023-03-31 (54:22).
  64. Direct, 2021-06-25 (1:32:24).
  65. Entrevue, 2017-02-01 (39:33).
  66. Twitter - What a glorious day for ganking!
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  68. Direct, 2017-11-17 (45:17).
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  71. pvp about.png
  72. 72.0 72.1 ry-home.png
  73. 73.0 73.1 ry-safe-zones.png
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  75. Direct, 2021-11-19 (54:26).
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  85. Podcast, 2023-07-15 (26:31).
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  98. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
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  100. Entrevue, 2020-07-29 (16:46).
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  102. Entrevue, 2018-05-11 (15:41).
  103. steven-corruption-gear-drop.png
  104. Entrevue, 2017-04-27 (9:28).
  105. Direct, 2021-06-25 (1:15:37).
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  114. Entrevue, 2020-07-18 (44:35).
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  117. Direct, 2017-05-26 (39:36).
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  148. 148.0 148.1 steven-headshots-2.png
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