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The world will be the same on each server, but Nœuds will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[1][2][3]

To answer your question about "what stops all servers from from progressing the same nodes," the answer to that question is "other players." Certain content is locked behind different nodes that develop. If we assume that at some point all of the information regarding node progression is available, not all players on a server may agree on what content they want access to, or that they want other players to have access to. Even if a certain perks from node progression are considered "best value" to players trying to solve a node meta, that doesn't mean all players on a server benefit from that in the same way. Because of this, some players make act against your best interests, because it isn't their best interest. Nodes define (and redefine) the world around you, influence points of interest, world quest lines, story arcs, drop tables, resource pools, and even spawn tables for NPCs and bosses. The cycle of nodes leveling and triggering events is something we expect to see play out in a variety of different ways, across different servers, based on how players choose to play Ashes of Creation.[1]Ry Schueller
  • There will be a multitude of servers located throughout the various regions of the world.[5]
    • Server selection will show the region where the server is located and/or the ping to that server.[5]
With regards to live launch when the server's go live, you'll be selecting a server to play on; and that will be your character's home; and that server you'll be aware of where that server is located usually by either a ping or a region that's notated on next to the server.[5]Steven Sharif

Regions

Ashes of Creation will launch with the following server regions:[8][9]

At this stage we do not have numbers on how many different servers will exist for different regions. We've said in the past 8-10,000 concurrent users per server is what we'd like to aim for. Obviously, the number of servers that exist in a region are going to be dependent on the population that's playing.[16]Steven Sharif

Other server regions will be considered based on interest.[10][9]

  • South America is under consideration due to traffic from that region.[17]

Once we get closer to launch we'll update this information, which may include additional regions.[10]

Certain regions will have "harmonized" subscription prices that better reflect their local economies. These regions will be segregated from other regions.[18]

  • Players will be able to make characters on any server they wish. There will be no region locking (outside of harmonized regions).[19]

Folks have always been able to make characters on any server they wish. We are not region locking anyone.[19]Margaret Krohn

Localization

Ashes of Creation is aiming to be available in the following languages: English, French, German, Russian, Italian, Polish, Spanish, and Portuguese.[20][21][22][23]

  • Previously it was stated that English, French, German, and Russian will be supported then Italian, Polish and Spanish be added later.[21][24]
  • Other languages are being considered based on interest.[20][22][23]
  • Interface utilisateur localization tools are available in the chat window.[25]

The current plan is for Ashes of Creation to be available in the following languages: English, French, German, Russian, Italian, Polish, Spanish, and Portuguese. Although this may not be the final list of languages we support, we are still looking at which other languages into which the game may be translated.[20]

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.

Serveurs won't be language locked.[22]

  • There may be separate servers in the EU region based on language type.[21]

Alpha-1 servers

Alpha-1 servers were provisioned in the following regions.[26]

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.

Alpha-1 servers will support 1,500 concurrently connected users per server.[28][29][30]

Testing server wipes

Alpha and Beta servers will be wiped prior to launch.[31]

As a general rule, if the testing phase contains the word Alpha, it is safe to assume there will likely be wipes.[34]Steven Sharif

Server population

Des limites de population seront appliquées pour chaque serveur.[35]

  • Environ 8 à 10 000 utilisateurs simultanés par serveur sont anticipés.[16][36][37] Ceci représente environ 50 000 comptes enregistrés par serveur.[38]
  • Les développeurs entendent gérer de manière prudente les populations des serveurs pour éviter d'avoir à les fusionner.[39] Il pourra y avoir des files d'attente pour entrer dans les serveurs à population élevée, mais l'objectif est d'éviter les files d'attente excessivement longues.[38]

Cela fait partie de l'équation que de surveiller en fait, pour s'assurer qu'on ne surpeuple pas la sélection de serveur, mais en même temps faire en sorte qu'il n'y ait pas un système de file d'attente qui soit si long que ça pénalise la volonté des joueurs de jouer simultanément, pour ainsi dire. C'est un numéro d'équilibre difficile.[38]Steven Sharif

Managing population density

Ashes of Creation features a custom network back-end with proprietary Unreal Engine networking code to enable mass combat in the open world: such as JcJ, Sièges de Nœuds, Siège de Château, Donjons and Bosses d'extérieur.[41][42]

Player density is a very important aspect of our custom network layer. Zach and his team have been doing an incredible job of creating a unique network layer that we utilize in Ashes of Creation to facilitate, not just the player density goals, but also the open-world and seamless travel across that world. There's a number of different strategies that we employ when architecting the network layer. Some of those things have to do with the significance of replicated data that the player is receiving as the density gets higher. We mitigate calls and reduce the significance distance- the net relevancy distance. We keep things specifically that need to be known for the player directionality, which direction they're facing. Those are the most pertinent data that we transfer- that we transmit to the player character. So there's a lot of different strategies. It's a relatively complex system but our goal is to satisfy hundreds of players available within a given area; and certain events, especially castle sieges, caravans are one of those types of events, and our architecture facilitates that.[43]Steven Sharif
  • The networking solution dynamically distributes processes and scales up necessary server instances to accommodate player density across the world.[41][44]

Population based scaling

The prices that PNJs sell items for will scale based on the economic activity on a server. Prices will rise to combat inflation and fall as a population diminishes.[45]

The node system allows the developers to scale the experience needed to level a node and the attrition that affects a node based on activity.[45]

Things that NPCs buy and sell scale based on the economic activity that exists on that server... As inflation rises, prices rise and everything ends up being equal, even though there might be a couple of extra zeros. So that can go up and it can also go down so as a population leaves, things become less expensive and players don't have to do as much to earn that. On the other side of things we look at the node system and the node system is set up in this really flexible way that allows us to scale the experience needed to level a node and the attrition that delevels a node to scale based on activity too. So it's just a matter of adjusting a couple of constants and that goes up and down and the server can watch it and change those on the fly as it needs to.[45]Jeffrey Bard

Server reservations

Server reservations allow guild members as well as unaffiliated players to reserve character slots on a server starting in the Beta testing stages of the game.[46]

This would likely be utilized more so by guilds than that would be solo or unaffiliated players; and I believe that the solo player they may have friends that they want to play with. That's fine, they can also still with those friends do the reservation system, but the player who is just joining the game fresh and doesn't have a community that they're part of, I don't think they really mind in that regard and will not utilize that system.[46]Steven Sharif

Name reservations

Name reservations were rewards for backing at the Pioneer level and higher and were previously available through the Voyager plus pre-order pack.[47][48][49]

  • Accounts will have name reservation tokens, that entitle its holder to reserve a name on a specific server when the reservation time comes.[50]

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.[51][52][53]

  • Guild wars and node wars can be declared at any time, but the objectives will only spawn during the prime-time window.[54]

Server transfers

Server transfers, outside of server merges, will not be possible initially.[55][50]

  • The developers intend to assess the impact on housing and other systems closer to launch.[50]

Server instancing

There won't be server channels (sharding) on a server.[56][57]

Dungeons and Raids

Alpha-1 open world dungeon entrance.[58]

80% of the content that will exist in Ashes of Creation is open-world and there's a specific reason for that. So because of the way that friendships and or enemies are forged in the game and people have the opportunity to create their own friends or foes. We want that to play out from a contesting standpoint as well. So a lot of these hunting grounds or raid bosses that people are going to have opportunities to kill, they're going to be essentially contested potentially by your your enemies that you've created in the game or you can work together to create alliances in order to defend those contested zones.[59]Steven Sharif

Ashes of Creation will be a seamless open-world experience.[60]

  • No loading time or loading screens between regions.[60]

There will be an approximately 80/20 split between open world vs instanced encounters.[61][62][59][63][64]

  • Around 80% of the content is open-world, where healthy competition is an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX design of Ashes of Creation.[61][65][62]
In situations where we want to contain a particular type of raid, we will utilize instancing; and that can protect certain engagements with certain bosses. But that's really more on the 20% of the scenarios will have instancing protection like that. Around 80% of the content is open-world, where competition is- healthy competition is an instigator for soft player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. So that's an intended part of the PvX design of Ashes. It's a core philosophical point. And just to be clear, that is not for everyone. We are not trying to make a product that appeals to every MMO gamer. That's impossible; and so we've been very upfront and forthright with what we are trying to accomplish and what our core pillars of philosophical design are.[62]Steven Sharif
  • Castle and node sieges may contain instanced locations where specific groups can participate in certain objective-based waypoints.[66]
  • Donjons and raids will maintain an open world feel while also capitalizing on the benefits of instanced mechanics.[67] Instancing is only going to happen in certain dungeons where the desire is to have greater narrative appeal.[62][68] Outside of these and arenas there will not be too much instancing anywhere else.[60]
There will be some open dungeons that have bosses at the end of the dungeons. There will be some open dungeons that just have a multitude of dungeon bosses, not necessarily world raids or something; and there will be lots of different rooms and they'll be progressive in the sense that in the earlier parts of the dungeon they'll be lower level and then at the later parts of the dungeons deeper down they'll be higher level and more difficult; and that creates again I think an ecosystem of where players across a multitude of levels have an opportunity to coexist within certain areas of the world; and that's good from a social dynamic. It's good from a recruitment dynamic. It's good from just a liveliness and relevance of particular areas. So that you don't end up with these locations that once you pass a certain level like it's empty.[69]Steven Sharif
We're probably going to do instancing only in certain dungeons and in arenas. You probably won't see instancing too much anywhere else. What you see is gonna be what you get.[60]Jeffrey Bard

The PvP flagging and corruption system is in place to safeguard against griefing without limiting opportunities for open conflict.[71][62][72]

  • Healthy competition is seen as an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX design of Ashes of Creation.[71][62]
  • This friction presents an opportunity to engage in the political aspects of the game, which is the lifeblood of what keeps players interested and invested in the game.[71][62][69]
Q: When you reach the bosses in [open world] dungeons can you be jumped?
A: For the most part if there are bosses at the end of dungeons, it is possible for you to get jumped.[69]Steven Sharif
Q: In an open world dungeon, what prevents others from just waiting until you're at the boss and then killing you and taking your boss's loot? What prevents mega guilds from just owning an area and preventing you from accessing or enjoying it?
A: In a majority of cases, we do not want to prevent another group from engaging potentially in PvP. We disincentivize it by creating safeguards within the flagging system that make that decision very concerning for the people that might go corrupt; and if you're in the large enough group of numbers I doubt you're going to experience that unless there's some rivalry between guilds. In which case there's apparatuses like Guild Wars that are more opt-in. You can drop guild tag if you want. But anyways, the competitive nature of this environment is a PvX element.[62]Steven Sharif

PvP Arenas

Arènes are instanced JcJ scenarios and are not part of open world PvP.[74][75]

The arena system as we've spoken about before is going to have ladder systems where people can progress within certain seasons based on their win/loss ratios. The importance of arenas are obviously that players have an opportunity to participate [and] practice out certain builds from a PvP perspective and can compete with one another within the system.[74]Steven Sharif

Server vs server

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.

The arena system may support cross-server combat.[82]

  • There may be monthly competitions where the winning server and winning team receive beneficial buffs for the month.[84]

We definitely like cross-server play. I think it's cool because it is something that players get to participate in.[85]Steven Sharif

When you're talking about Arena play especially, one server might not be able to support that depending on what's going on with it, but across all the servers then we've got a really great pool for matchmaking.[85]Jeffrey Bard

Metrics

Ashes of Creation gathers tracking data to facilitate achievements, titles and other accolades on a server.[86]

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.[86]Steven Sharif

Server firsts

Server-firsts within a server's story arc will be able to be captured and collected on memory fragments that players can collect in-game so they may relive their experiences.[7]

We're going to leverage tech that captures at the moment when something server-first is done in the story arc; and those will be recorded on these memory fragments that players can collect within the game through their experiences and relive potentially.[7]Steven Sharif

Leader boards

Players will be able to opt-in to track certain achievements on leaderboards, such as.[88]

Leaderboards may be seasonal.[89]

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.[88]Margaret Krohn
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.

Server types

PvX

Nous préférons grandement nous qualifier de jeu JcX, car dans ce systèmes JcJ, JcE et artisanat sont tous interconnectés: ils sont co-dépendants l'un avec l'autre... Notre système nécessite réellement quelques co-dépendances entre ces éléments. Vous aurez besoin d'un artisan pour vous fournir les meilleurs objets. Vous aurez besoin de JcJ pour sécuriser les villes et châteaux. vous aurez besoin de JcE pour vaincre les world bosses pour les ressources d'artisanat.[93]Steven Sharif

Ashes of Creation est un jeu JcX.[94] Les joueurs seront naturellement confrontés au éléments JcJ et JcE.[95][96] Il est très peu probable qu'un joueur puisse se concentrer uniquement sur le JcJ ou le JcE.[96]

Nous sommes très clair sur notre objectif et philosophie sur le jeu et nous comprenons que ça ne plaira peut être pas à tout le monde. Mais vous savez que c'est une relation réciproque importante entre le contenu qui est orienté JcE et celui orienté JcJ et qu'ils s'alimentent l'un l'autre. Ils sont les catalyseurs pour un changement: leur progression, leur développement. Ce sont des choses que les gens apprécient quand ils voient quelque chose de gagné et quelque chose de perdu. Cela entraine une réponse émotionnelle des joueurs: le fait qu'ils aient investis du temps pour réussir ou échouer; et le JcJ permet à cet élément d'être introduit dans la partie. Et nous sommes très clair que c'est notre objectif: cette relation entre le risque et la récompense, cette mentalité basée sur les succès. tout le monde ne sera pas un gagnant et c'est normal.[99]Steven Sharif

Headstart servers

The number of head start servers is estimated to be three. This is subject to change.[100]

  • There will be an OCE headstart server.[101]

Server maintenance

Scheduled server downtime will occur on a weekly basis.[102]

Server rollbacks

Server rollbacks will only be carried out as a last-ditch effort. The preference would be to prevent or remedy any unforeseen issues directly.[103]

Server rollbacks are emergency scenarios. Are we open to taking emergency action if it's necessary? Yes, of course we're open to doing whatever is necessary to address unforeseen problems, but it should be a last a last-ditch option.[103]Steven Sharif

Server-wide announcements

Il y aura une annonce/notification globale (sur tout le serveur) lors d'évènements importants.[104]

Les avancements de noeud seront annoncés sur une zone selon le niveau du noeud.[106]

Les nouveaux citoyens d'un noeud seront peut-être annoncés dans un chat de citoyen de noeud.[107]

  • Les notifications d'élection dans le noeud seront envoyées aux comptes de tous les citoyens[107]

Les évènements de noeuds locaux, comme les caravanes ne seront pas annoncés. À la place, ils dépendront du bouche-à-oreille des joueurs.[104]

Que ce soit un siège ou un évènement déclenché contre une ville, ou même une opportunité unique pour un donjon... Ce genre de choses impliqueront des notifications. Surtout pour les citoyens de la ville, qui seront informés d'un évènement imminent, pour leur donner assez de temps.[105]Steven Sharif

Server history

L'histoire de chaque serveur sera suivie et visible par les joueurs.[108]

Nous allons garder la trace de l'histoire du monde afin de pouvoir raconter aux gens le récit jusqu'à ce jour. Un tout nouveau joueur, qui arrive après six mois, peut jeter un œil à chaque serveur, ce que chaque serveur a réalisé, comment le serveur a abordé l'intrigue ; et ils peuvent décider par eux-mêmes quelle communauté ils veulent rejoindre, à quelle version du monde ils veulent prendre part.[108]Jeffrey Bard

Libraries

At Village (organiser 3) the scientific node's unique building is the Bibliothèque.[109]

In the past we talked about having a library that was capable of facilitating players exchanging information for map data like that, but we've moved a little bit more in a direction of just presenting that information up front to the player, because travel is such a meaningful portion of the game and we don't have fast travel. So, I think that for Alpha-2 what's planned is that we're going to be showcasing the intricate details of services offered at these node locations from just a UI presentation standpoint within the map.[110]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.

Players can use the Library to access information, including (but not limited to) the following:[109]

Unreal engine 4 (Custom back-end)

Unreal Engine 5 walkthrough.[111]

Lumen has done a great job in really bringing to to life this area. As you can see, there's light bouncing off of the surfaces and casting into the rest of the cave... I love how you can also see the detail in the costume and the cloth that we have now.[111]Steven Sharif

unreal-engine-logo.png

Unreal Engine 5 is the graphical engine for Ashes of Creation.[111][112] The game was originally developed in Unreal Engine 4.[113] Migrating to UE5 required early is expected to save time the long run compared to upgrading closer to release, or post-release.[114][115]

What it provides in my opinion as person who enjoys PvP is it adds additional dynamics to what is possible from your opponent or from yourself. You know, if there is a ledge and jumping off that ledge is going to deal a lot of damage to me when I hit the ground and that puts me at a significant disadvantage, maybe I have an option to jump off the ledge at a point where I can mantle onto the side of a cliff or something. Now the give and take there is I won't be able to use my skills while I'm mantled. I won't be able to react easily, but I didn't have to take the fall damage per-se. Or if there's an obstruction and I'm going to take a significant reduction in speed so that I can crouch and make it past that, and now I have a effective line of sight has been obstructed as a result of that decision. I think it adds interesting elements to the battlefield and the key here is going to be making sure that it's not cumbersome- that it doesn't feel opposite of the flow of combat.[118]Steven Sharif
Lumen is going to greatly improve the visual fidelity and performance of the game with the reduced work and effort that's required by the art team, making Ashes of Creation much more beautiful than in UE4.[120]Steven Sharif
Nanite brings us really an entirely new approach to rendering and art workflows. Now we can render more actors with extremely high detail while eliminating the need to bake out normal map textures. For artists essentially what this means is that they can import high quality sculpted meshes directly into Unreal 5 without really having to reduce the poly count, making the workflow more efficient while simultaneously improving the quality of the art.[123]Steven Sharif
  • Features (such as World partitions and One file per actor) make it much easier for multiple developers to work together.[114]
    • World partitions also enable Unreal Engine 5 maps to exceed the map size constraints of UE4 (~20 kilometers squared).[114]
Q: How does this upgrade to UE5 affect the Ashes of Creation release timeline?[114]
A: While UE4 is a great engine, there are certain focuses and technological endeavors that Epic is doing on UE5 that won't necessarily be supported by UE4; and we want to make sure given the lifespan of Ashes and how long we intend this MMO to last, that when we made this decision early on during the development process that we weren't going to exacerbate the amount of effort it would take to move over later in the lifespan or after launch.[114]Steven Sharif
  • As of January 24, 2022 all teams have moved over to Unreal Engine 5.[124]
    • The developers were able to transition to Unreal Engine 5.1.1 in February 2023 as part of milestone 4.[125][126][127]
    • The upgrade to Unreal Engine 5.2 was completed. The developers expect to start upgrading to 5.3 around the end of 2023.[128][129]
    • At some point the developers intend to stop updating Unreal Engine until post-launch. This decision will be based on careful consideration of potential delays and other risks.[130]
Q: What is your stance in regards to focusing on delivering an MVP versus continuously upgrading your tools and engine to deliver a better product with new tech, even if that results in delays or additional years of development like UE 5.2, maybe 5.3 etc?
A: Our technical teams, especially our network team, our ICS teams, our gameplay engineering teams, they convene and weigh when our next update should be on the engine side: What new technologies might bring benefit overall. My perspective on how we balance the need for integration of new technology versus the responsibility we have in a timely manner to provide testing sessions that get us closer to the launch date; that's a delicate balance. I would say generally our disposition is not to incorporate new technologies that yield some significant amount of delay on the development side. We very much take the perspective that we're capable of adjusting and/or integrating those new technologies post-milestone, post-launch if necessary. At some point we'll stop updating the Unreal Engine in development until launch. That point hasn't come yet, but of course the larger the project grows and on the more custom we make the engine for our back-end needs; and for whatever else merge conflicts can occur- those mergers can become big and painful; and the update process gets more painful. So to answer your question shortly, we have a team that evaluates what direction we need to take there; and at the top of my mind is always, let's not incorporate delays as a result of leveraging new technologies.[130]Steven Sharif

Procedural generation

Ashes of Creation will predominantly have curated content, but procedural mechanics will be leveraged in a places where they don't appear to be 'procedural'.[131]

Wherever we can leverage procedural mechanics in such a way that does not appear procedural we should. There's a healthy blend between the things that we do in having defined parameters for it and then incorporating a procedural component; and in that sense it will be perceived well, but where we the predominance of what we're implementing should be curated or by design.[131]Steven Sharif

Server hosting

Ashes of Creation servers are being hosted by Amazon Web Services (AWS).[138]

Voir également

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