Interface utilisateur
The UI implementation will be highly customizable, whether it be from resizing, a movement, recoloring, different types of UI flavors that will be presented and offered to players as well. We want to have a very very robust UI system so we know that that's something that's more personally oriented in people's preferences rather than something that can be a one-size-fits-all.[2] – Steven Sharif
The Ashes of Creation user interface (UI) and HUD is built with customization in mind, rather than being one-size-fits-all.[4][2][5]
- Users will be able to quickly customize UI elements on-the-fly to suit the PvX nature of the game and different styles of combat.[4]
- Customization of UI elements, especially there on the HUD is a top desired aspect of our UI team.[4] – Steven Sharif
- Users will be able to save and load UI profiles, such as switching to a custom UI profile for raids.[6]
- One of the first things we did when we were starting to block in the very base features of our HUD editor was talking about saving and loading profiles. We're going to have options for, when I'm in a raid automatically change my UI to this UI.[6] – Colby Marchi
- The user interface in Alpha-2 will have options to support hover-over casting and double-tap application of AoE effects on the cursor location.[7]
- One of the big goals of our UI team and our design team is to accommodate a whole host of different types of user options that they're capable of setting, because we all have different play styles; and in that regard those include things like hover-over casting, double-tap application of AoE effects on cursor location- just a lot of different options, because people like to play different ways.[7] – Steven Sharif
- It's very important to note that in Alpha 1 you are not going to see a solid UI presentation and that's because our UI currently is still very placeholder very work-in-progress.[8] – Steven Sharif
Personnage
Plaque nominative du personnage

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.[12] – Steven Sharif
Nameplates are displayed above the head.[13]
- Player character nameplates will have first, and optionally last name (surname).[13]
- The name of the character's guild is displayed next to their name.[14]
- The character's nameplate will deteriorate to give an indication of how much damage they have taken.[15][16][17]
- An icon will identify the character's class.[18]
- Hovering over a player nameplate will show information such as level, class name, and archetype combo.[18]
- A buff icon will indicate the character's gear and grade.[18][19][20]
- The size and priority of nameplates will be relate to their distance (away from the camera).[21]
- 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.[22][23]
- UI settings will enable nameplates to be hidden, resized, and customized.[24]
- Summoner summons' creature type appears in the nameplate above the summon. This cannot be changed by the player.[25]
- Mob nameplates will have indicators that identify resistances, buffs, end elite status.[26]
- A star format may be utilized to indicate hit point allocation.[26]
Nameplates in the party UI indicate the player's choice of secondary archetype.[11]
- A padlock icon indicates that the secondary archetype is not yet unlocked.[11]
Nom de personnage
Les personnages auront un prénom ainsi qu'un patronyme (nom de famille) facultatif.[27]
- La longueur minimale pour le nom d'un personnage sera de trois caractères.[28]
Les noms du personnage apparaîtront sur la feuille de personnage et en option sur la page web de personnage.[13]
- Dans le jeu, le nom du personnage est affiché au-dessus de sa tête. Cela peut être le prénom ou bien le patronyme.[13]
Character page
La Page web du personnage (fiche du personnage) va être disponible près de la lancement tel que vu dans:[29]
- L’apparence du personnage.[29]
- Les succès et les server firsts.[29]
- Les informations sur la classe du personnage.[29]
- L’histoire du personnage dans une page de journal (publiquement partagé par le joueur.).[30][31]
- Des traits qui décrivent l’histoire du personnage.[31]
Vous allez avoir une page d’accueil unique par personnage et cette page d’accueil sera personnalisable par l’utilisateur qui décide ce qu’il affiche. Il aura une petite partie jeu de rôle ou vous pourriez construire un arrière-plan, les traits et des trucs du genre.[31] – Steven Sharif
La page du personnage sera accessible en ouvrant un navigateur depuis l’interface utilisateur.[30]
Cela fait partie du désir de la fiche de personnage, espérons-le, sera également accessible dans le jeu en ouvrant un navigateur dans l’Interface utilisateur ou vous pouvez voir l’historique du personnage et choisir les entrés que vous voulez partager avec s’autres. D’un point de vue jeu de rôle, on veut que les joueurs soient en profondeur avec leur personnage.[30] – Steven Sharif
Le joueur peut décider quelles informations seront visibles sur la page de personnage.[29]
Friends list
A character may add another character to their friends list.[32]
- In the future there may be a web-based or launcher-based capability to add an account as a friend, but this is not definite.[32]
Floating combat text
Damage you take, which is indicated in this red number, floats towards your left-hand side; and when you do damage to a target they float to your right-hand side. Now one of the very important aspects of these floating texts is providing the player with customization options that they can adjust the size of the floating text. They can adjust the color composition on how these texts are represented. They can also include damage icons to indicate the ability that's used for those floating texts; and importantly we also call out the crits that you do in a separate way: how they pop in they're slightly above the other number; and then more so, we also have additional functionality for cumulative damage.[33] – Steven Sharif
Floating combat text shows damage taken, damage dealt, cumulative damage, crits, heals, XP gained, and other important combat indicators.[33]
- Damage taken appears in red and floats to the left.[33]
- Damage dealt appears in yellow and floats to the right.[33]
- Crits appear larger and are slightly above the other numbers.[33]
- XP appears in white and is slightly lower on the UI.[33]
Floating combat text is able to be customized by the player.[33][8]
- Color composition.[33][8]
- Text size and boldness.[33]
- Damage icons to indicate the ability used.[33]
- Providing maximum flexibility and player customization options for these floating texts I think is super important.[33] – Steven Sharif
Action bar
Les joueurs peuvent créer leurs personnages avec les compétences actives de leur choix sur leur barre d'action.[35][36]
- Les joueurs pourront avoir au maximum, environ 15-20 compétences dans leurs barre d'action.[37][38]
- Chaque archétype le choix entre à peu près 35-40 compétences en moyenne.[39]
- Il y aura une option pour inclure de multiple barres d'action additionnelles dans l' interface utilisateur..[40][41][42] Par exemple : un combattant sera différent d'un autre, en fonction des compétences qu'ils auront choisis.[43]
- Certaines personnes préfèrent avoir un nombre de barre d'action limité: ils n'ont pas forcément besoin d'avoir trois, quatre ou cinq barre d'action actives; Cependant certaines personnes aiment cela: Ils veulent avoir listé tous leurs objets leurs compétences, leurs montures, ainsi que tout ce avec quoi ils peuvent interagir, avec une icône[40] – Steven Sharif
- Les compétences ne seront pas directement données aux joueurs, en montant de niveau ils devront choisir lesquelles prendre.[44]
- Il n'y aura pas de livres de compétence ou de mémorisation.[45]
Il y aura bien sûr plusieurs barres d'action disponibles, car vous aurez vos consommables, vos compétences actives, et autres. Mais la quantité de compétences actives ne va pas nécessairement surcharger le personnage et devenir inutile surtout à certains niveaux.[46] – Steven Sharif
UI settings

Player customization options are paramount when it comes to UI. That is a very subjective thing that we've all become- our own flavors we like out of certain components of the UI; and so instead of trying to force down the throat of our players a specific approach to UI, why do that when we can develop options and customization that the players can influence themselves: That includes color compositions, it includes text sizes, includes bolded, it includes options of which informations you're choosing to display, scaling.[48] – Steven Sharif
User interface settings will have solid defaults along with detailed customization of Ashes of Creation for those who wish to customise their UI.[6][2][49][5]
- Our mantra is really solid defaults, so most people won't need to touch anything, but then the customization for everybody who wants to.[6] – Colby Marchi
- Selecting different UI flavors.[2]
- Resizing, moving, recoloring UI components.[48][2]
- There will be an option to include multiple action bars (hotbars) on a player's UI.[40][41][42]
- Text sizes, text boldness.[48]
- Combat text, such as damage, criticals and crowd-control.[33][8]
- Target reticles appearances may be offered.[50]
- Ciblage lors du combat templates and decals may be offered.[51]
- Adjusting screen shake.[52][53][54]
- User interface scale adjustments may be provided.[48][55]
- Nameplates can be hidden, resized, and customized.[24]
- Saving and loading UI profiles, such as switching to a custom UI profile for raids.[6]
- User interface settings are saved locally.[49]
- User interface layouts will likely not be able to be shared between players.[56]
Various display elements can be toggled on or off.[48]
- Personnage names.[57]
- Guild names.[57]
- Enemy names.[57]
- Party names.[57]
- Alliance members.[57]
- Helmet.[58]
Game settings allow players to fine tune performance to suit their preferences and hardware capabilities.[59][60][61]
- Particle effects and rendering.[62]
- Effects bloom and brightness.[59]
- Effect elements and channels.[59]
- Motion blur will be togglable on and off.[63]
- We'll have certain features from a scalability setting standpoint that will allow players to even further tone down both the bloom and brightness of these types of effects has. Also in addition some of the elements and channels of those effects as well.[59] – Steven Sharif
Gameplay actors, such as foliage density will not be able to be adjusted by players.[64]
- Later stages of game polish will address quality-of-life issues, such as foliage blocking the player's camera.[65]
- We will not allow players to to adjust the density of foliage actors in the world. That will be universal... There are going to be areas that are more dense than others. It's meant to be part of the a part of the world that players can utilize for certain purposes, like hiding in for PvP. However, there will be collision with those foliage actors and the player capsule. So as you might see that bush moving and think, "Huh that's odd. That doesn't look like wind. There must be something there." And that's the immersion that we want.[64] – Steven Sharif
Accessibility settings
Des options seront disponibles pour les personnes souffrant de daltonisme.[66][67]
- Les éléments de l'interface utilisateur utiliseront des textures, des icônes ainsi que des couleurs facilement distinguables.
Camera settings
The aim is to provide a variety of camera options in Ashes of Creation.[68]
- Things will render in the world out of your current vision. While the quality may change between high end and low end systems, and what settings players select, it's important to us to have the game render in an effective manner, that also adds to everyone's immersion while in the game.[69] – Cody Peterson
- Adjustments will be provided for screen shake and other settings that may be nauseating to some users.[53]
- First-person point-of-view may be able to be achieved by zooming the camera, but the game is fundamentally third-person.[71]
- We don't have the first-person zoom in because when you get into first-person there's a different animation set required for the holding of the weapon: The hands that you see in front of you; and we don't have those animations. So we're really focusing on third-person.[71] – Steven Sharif
- Q: What camera distance is Intrepid using for fights? (WoW vs FF14)
- A: Closer to FF14. We want people to have a wide range of view, especially since our battles will be very large. We want people to be able to visually access their surroundings.[72] – Margaret Krohn
The action combat camera is tied to the to the player's targeting reticle.[73][74]
- There will likely be a hotkey that when held down will allow free camera movement in action mode.[74]
- In future the user will have the ability to choose from different reticle appearances.[50]
Later stages of game polish will address quality-of-life issues, such as foliage blocking the player's camera.[65]
- Camera field-of-view (FoV) is customizable.[75]
- Camera mechanics are similar to ArcheAge (hold mouse buttons to move the camera).[76]
Control settings
Players will be able to customize their keyboard control scheme in Ashes of Creation.[78]
- Keybinds were not yet adjustable (in Alpha-1).[79]
- Action targeting can be toggled via a key to enable mouse targeting via a reticle that feels similar to a third-person action game.[79]
- Players will be able to trigger skills with combinations of different keystrokes, and reuse the same keys as part of different combinations.[80]
- Ashes of Creation Apocalypse included hotkey customization.[81]
Controller support
The Ashes of Creation MMO is not designed around controller support.[83]
- Ashes of Creation Apocalypse may have controller support.[84]
Controller support will likely be something we work on closer to launch.[85] – Steven Sharif
Localization
Ashes of Creation is aiming to be available in the following languages: English, French, German, Russian, Italian, Polish, Spanish, and Portuguese.[86][87][88][89]
- Previously it was stated that English, French, German, and Russian will be supported then Italian, Polish and Spanish be added later.[87][90]
- Other languages are being considered based on interest.[86][88][89]
- Interface utilisateur localization tools are available in the chat window.[91]
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.[86]
Serveurs won't be language locked.[88]
Carte du monde

The new world map in all its 1,200 square kilometer glory. So you're gonna see some names here- a little bit of a reveal of some of these locations in these areas- and you're also of course seeing similar biomes that are present as well. But more importantly what you are seeing is the orientation of these continents and these islands that are facilitating specific types of inter-continental trade gameplay; and they support the relevance of these caravans moving across the land mass to locations that will now incorporate these harbor areas, which aren't identified on the map here... But the important part was providing a lot of coastal naval gameplay between these zones and trade routes between land base.[93] – Steven Sharif
The world of Verra features an in-game viewable world map. This map is not randomly generated, and begins covered in a fog of war.[95] Players will not be able to see the world until they have explored it or gathered information about it. The world is also full of imperfect information, which will require the player to act on it for verification.[96]
- For example, you may hear a rumor in a tavern that tells you the location of a cave full of weak Kobolds, but this was not accurate as the rumor was started by well-equipped bandits in order to waylay overconfident adventurers.[96]
- Information about the world will be presented directly to players through the world map UI as it is gathered.[97][98]
- Node tax rates will be visible on the world map by hovering over a node location on the UI.[99]
- The map UI will potentially incorporate player created location markers that are visible by other party members.[100]
- Previously, detailed information about the world was only available through the Bibliothèque unique node building.[101]
- Not every server will share the same map, as player decisions will vary between servers.[102][103][98]
- The map will have geographical choke points caused by non-traversable obstacles (such as Mountains).[104][105][106]
- Even though we're an open-world that doesn't mean that from a design perspective, especially with the way our economic systems work, that we will want to create Geographic choke points.[105] – Steven Sharif
- Zones in Ashes of Creation will cater to all levels.[107]
Mini map
There is an in-game minimap and compass user interface in Ashes of Creation.[108][109][110]
- The goal is to allow pings and other forms of communication tools via the mini-map.[111]
In-game chat
Text chat channels
Channel | Command |
---|---|
Local chat.[113][114] | /say .[115]
|
Shout.[113][114] | /yell .[115]
|
Party.[113][114][113][114] | /party .[115]
|
Raid.[113][114] | |
Guild.[113][114] | |
Private message (PM).[113][114][116] | /tell (playername) .[115]
|
Tavern.[96] | |
Node citizen chat.[117][118][113][114][119] | |
Global (Enabled for Alpha-1 testing).[115] | /global .[115]
|
- Trade chat.[113][114]
- Alliance chat.[113][114]
- Social organization chat.[118][113][114]
- Religion chat.[118]
- Chat initiated with people on a player's friend list.[116]
- User created chat channels.[116]
Voice communications
Channel | VOIP | Proximity-based |
---|---|---|
Open-world.[120] | - | No.[120] |
Party.[121][122] | Yes.[123][122] | No.[123] |
Raid.[121][122] | Yes.[123][122] | No.[123] |
Guild.[122] | Yes.[122] | No.[123] |
Tavern voice chat.[96] | Yes.[96] | Maybe - based on testing.[123] |
Marchés/Stall districts.[123] | - | Maybe - based on testing.[123] |
Donjons (limited rooms).[123] | - | Maybe - based on testing.[123] |
Points d'intérêt.[123] | - | Maybe - based on testing.[123] |
Voice chat will have fully functional mute and chat preferences.[122]
Chat bubbles
Chat bubbles will be able to be toggled on or off by players. There will be options to manage the bubbles to reduce visual clutter.[124][125]
We do want to include chat bubbles. We do want to include a host of options that will allow you to manage those bubbles so you can turn them on, you don't see just a field of bubbles.[125] – Jeffrey Bard
Voice controls
Raid and party leaders are able to control Voice chat.[100][126]
- Toggle (global) mute on the entire raid.[126]
- Define who has global speech capacity across the entire raid.[127]
- Granting administrative functions to raid and party members.[100]
If you are joined in raid where you have multiple squads that have connected into a raid for the castle sieges, the leaders of those squads will be able to communicate across all members of squad. So let's say you have five teams of four, for a total of twenty people within a particular raid... there are five that have global speech capacity; and then in those individual parties they'll also have their own inter-voice communication. So party leader will be able to hear their party members and the party members will hear each other, but they'll also be able to hear other party leaders speak as well.[127] – Steven Sharif
Tavern communications
Tavernes offer private chat and voice communications for all patrons within the building.[96]
- Tavern proximity voice chat may be available based on testing.[123]
User interface commands
Command | Function |
---|---|
/say
|
Chat command.[115] |
/party
|
Chat command.[115] |
/yell
|
Chat command.[115] |
/global
|
Chat command.[115] |
/tell (playername)
|
Chat command.[115] |
/roll
|
Simulates a dice roll.[128] |
/e , /emote , /me [129]
|
Textual emote.[130] Example: /me chuckles
|
Invite a character to join your guild.[131] | |
Add a character to your friends list.[131] |
Macros
The issue with macros is that from an anti cheat metric perspective it's difficult to define what a macro is against a script. And in order to catch all scripts sometimes you have to prevent the macro usage. So really that's a that's a data issue. If we allow for macros then we lose our ability to precisely ban script users, botters.[132] – Steven Sharif
Créateur de personnages

The cool thing about this character creator is that it's not just intended for your character. It has application with NPCs that you might hire.[134] – Steven Sharif
We're gonna use similar tech for implementing things like Animal husbandry.[135] – Zachary Mallet
This tech is 100% created in-house at Intrepid and is not metahuman.[137] – Steven Sharif
We'll be adding many, many more customization options to the character creator.[138] – Cody Peterson
The character creator (or character customization system) allows players to define the look of their in-game characters, hired PNJs; and potentially creatures raised by the animal husbandry profession.[134][139]
- Character appearance can be adjusted through a wide range of presets and sliders.[134][139][140]
- Character blending provides easy to use customization by morphing together two or more character presets.[141]
- Character sculpting allows detailed customization of every aspect of the body.[142]
The Ashes of Creation character creator is 100% developed in-house by Intrepid Studios and is not MetaHuman.[137]
Additional character creator features include.
- There will be unlockable features for character customization.[143]
- You have that scar because you participated in this siege, or these many sieges; or you have this tattoo because of your of a cultural background, or because of a quest that was accomplished where you're able to get that.[143] – Steven Sharif
- The beauty of it is that you can save your character- and we already have some of those features available- and load them; and in the future we want people to be able to share those characters amongst each other.[133] – Margaret Krohn
- The ability to undo changes (Ctrl + Z) will be supported, including undoing changes that were made several edits earlier.[145][146]
- Choosing base idle animations of characters will be possible in future.[147]
- Certain animations, such as blinking, will be present when they don't interfere with the customization process.[148]
- Adjusting the background scene and lighting is a planned feature.[148]
- There's going to be a lot of environmental controls that are offered to the character creator so that people can set it up their scene the way they want to grab screenshots or to grab recordings or whatever they want to do.[149] – Steven Sharif
- Asymmetry in terms of manipulating different components of the body or different body features such as hair, beard, and eyes.[150]
- Asymmetry is going to be functionality that's possible in manipulating either different components of the body or different features like hair. The beard we saw a little bit of that blending with highlights that you can do. Margaret talked a little bit about the eye asymmetry that you can include. Obviously those are going to exist within certain parameters that we want to define on a per-race basis, but it is something that we think is cool.[150] – Steven Sharif
- Body adornments, such as piercings will be possible within cultural limits.[151]
- The developers are considering whether to allow custom tattoos to be uploaded by users.[152]
The aim is for the character creator to be on par if not much better than that of BDO.[153][154]
Addons/mods
En général, les addons ne seront pas autorisés.[155]
- Les développeurs ne veulent pas que les addons/mods soient nécessaire pour vivre une bonne expérience de jeu.[156]
- Les développeurs pensent que les DPS Meters peuvent avoir des effets négatifs.[155]
- Il y aura des tableaux de scores.[157]
- Le design de l'API du jeu est toujours en développement.[158]
- Il y aura des outils disponible pour le streaming notamment pour Twitch et quelques autres services, mais ces outils ne seront pas accessibles depuis un API.[159]
nous voulons rendre l'UI et la représentation des données customisables, mais nous ne voulons pas rendre le jeu moddable pour l'instant. Nous changerons peut-être d'avis, mais ce n'est pas prévu à la sortie.[159] – Steven Sharif
Nous voulons que le studio puisse offrir le plus possible par lui-même... Nous ne voulons pas d'addons.[156] – Steven Sharif
Journal de combat
There are combat logs in Ashes of Creation.[160]
We will be providing combat data for individual players in their chat window, that players can filter and analyze for themselves. The goal is to mitigate and make the practice less prevalent through the ease that DPS meters provide. Also to place actionable enforcement for players who attempt to circumvent the decision by use of 3rd party programs, for which we will be monitoring.[161] – Steven Sharif
Emblem, logo and symbol editor
The user interface will allow emblems, logos and symbols to be designed in-game.[163][164][165]
- Q: Do nodes provide their citizens some kind of clothes or ornaments, capes, tabards, or something that they can basically represent their node?
- A: I mean technically the node does have a sigil or insignia and there will be certain armors that you can customize insignia and/or symbols on, so yes you could probably achieve that.[166] – Steven Sharif
- Emblem editor functionality is tentatively planned for Alpha-2.[165]
Mobile/web application
A companion app (mobile app/web interface) allows players who are not logged into the game to have authority over certain services and mechanics.[170][171] Some functionality may come post-launch.[172]
- Crop rotations.[171][172][173]
- Étals de joueur (Kiosks).[172]
- Mayoral duties.[172][174]
- Pay taxes.[172]
- Fishing (potentially).[172]
- Jeux de salon (Tavern games).[172][175]
- World event notifications.[172]
- Node citizenship notifications.[172]
- Habitation de joueur notifications.[172]
- Guild leadership tools such as calendar notifications is a possible feature.[176]
- Specific dates that you can have running as reminders in your guild UI, this will also be something that I would like to be available on the mobile companion app as well. So essentially you can receive notifications via a calendar update on guild events that the leaders or the officers have the ability to pin within the game will also give you notifications on the mobile app as well. That's my intention at least.[176] – Steven Sharif
- Some of it may come post-launch... but we do want people to interact with the game on their phones when they're away from the computer; and we're going to do as much as we can to make that cool.[172] – Jeffrey Bard
Logging out
There will be a logout delay to prevent players from immediately logging out of combat.[177]
Screenshots
2023-12-04 2023-11-08 2023-09-19 2023-09-05 2023-07-30 2023-01-30 2023-01-30 2022-07-01 2022-07-01 2021-09-25 2020-05-13 2019-12-17 2019-10-08 2018-11-21
Voir également
Les références
- ↑ Vidéo, 2023-07-28 (37:19).
- ↑ 2.0 2.1 2.2 2.3 2.4 Direct, 2020-08-28 (1:27:01).
- ↑ Vidéo, 2023-05-31 (0:37).
- ↑ 4.0 4.1 4.2 Direct, 2022-10-28 (3:34).
- ↑ 5.0 5.1 Direct, 2017-05-05 (20:02).
- ↑ 6.0 6.1 6.2 6.3 6.4 Direct, 2023-02-24 (28:45).
- ↑ 7.0 7.1 Direct, 2022-12-02 (1:00:30).
- ↑ 8.0 8.1 8.2 8.3 8.4 Direct, 2021-06-25 (29:09).
- ↑ Blog: Creative Director's Letter, October 16 2020
- ↑ Vidéo, 2023-03-31 (10:09).
- ↑ 11.0 11.1 11.2 Direct, 2023-03-31 (56:44).
- ↑ 12.0 12.1 Vidéo, 2023-05-31 (11:13).
- ↑ 13.0 13.1 13.2 13.3 Entrevue, 2018-05-11 (2:45).
- ↑ Direct, 2017-05-22 (51:00).
- ↑ Direct, 2020-07-25 (1:33:37).
- ↑ Direct, 2020-01-30 (1:40:48).
- ↑
- ↑ 18.0 18.1 18.2 Direct, 2020-08-28 (2:07:26).
- ↑ Direct, 2020-07-25 (53:08).
- ↑ Direct, 2020-06-26 (1:28:10).
- ↑ Direct, 2023-01-27 (1:08:45).
- ↑ Direct, 2022-10-14 (48:45).
- ↑ Direct, 2022-09-30 (1:23:28).
- ↑ 24.0 24.1 Direct, 2022-12-02 (1:03:28).
- ↑ Direct, 2021-01-29 (1:21:01).
- ↑ 26.0 26.1 Direct, 2023-01-27 (1:09:36).
- ↑ Direct, 2017-05-08 (48:39).
- ↑ Direct, 2017-10-31 (48:39).
- ↑ 29.0 29.1 29.2 29.3 29.4 Direct, 17 Novembre 2017 (13:59).
- ↑ 30.0 30.1 30.2 Entrevue, 8 Août 2018 (28:50).
- ↑ 31.0 31.1 31.2 Entrevue, 24 Août 2018 (6:30).
- ↑ 32.0 32.1 Direct, 2020-12-22 (1:10:16).
- ↑ 33.00 33.01 33.02 33.03 33.04 33.05 33.06 33.07 33.08 33.09 33.10 33.11 33.12 Vidéo, 2022-06-30 (16:39).
- ↑ Direct, 28 Août 2020 (1:21:03).
- ↑ Direct, 3 Mai 2017 (15:15).
- ↑ Direct, 2023-03-29 (1:41:42).
- ↑ Direct, 2022-10-14 (57:45).
- ↑ Direct, 2017-05-03 (17:59).
- ↑ Direct, 2022-10-14 (9:02).
- ↑ 40.0 40.1 40.2 Direct, 2023-02-24 (53:48).
- ↑ 41.0 41.1 Direct, 2020-08-28 (1:24:29).
- ↑ 42.0 42.1 Direct, 2020-03-28 (1:41:42).
- ↑ Direct, 3 Mai 2017 (17:59).
- ↑ Direct, 16 Novembre 2017 (30:02).
- ↑ Direct, 19 Mai 2017 (43:09).
- ↑ Direct, 28 Août 2020 (1:19:24).
- ↑ Direct, 2023-02-24 (20:11).
- ↑ 48.0 48.1 48.2 48.3 48.4 Direct, 2022-06-30 (48:03).
- ↑ 49.0 49.1 Direct, 2017-05-26 (5:06).
- ↑ 50.0 50.1 Direct, 2021-06-25 (26:11).
- ↑ Direct, 2021-06-25 (1:31:47).
- ↑ Direct, 2023-05-31 (43:04).
- ↑ 53.0 53.1 Vidéo, 2022-06-30 (24:18).
- ↑
- ↑ Direct, 2019-06-28 (1:22:48).
- ↑ Direct, 2023-02-24 (53:05).
- ↑ 57.0 57.1 57.2 57.3 57.4 Direct, 2017-09-03 (58:29).
- ↑
- ↑ 59.0 59.1 59.2 59.3 Direct, 2023-04-28 (1:03:41).
- ↑ Direct, 2023-01-27 (1:07:12).
- ↑ Direct, 2018-08-17 (1:07:51).
- ↑
- ↑ Direct, 2018-05-04 (43:35).
- ↑ 64.0 64.1 Direct, 2022-06-30 (1:10:19).
- ↑ 65.0 65.1 Direct, 2023-04-28 (53:09).
- ↑ Direct, 2020-10-30 (30:36).
- ↑ Direct, 2017-07-18 (52:42).
- ↑ Direct, 2017-05-17 (35:41).
- ↑ 69.0 69.1 Forums - Livestream Q&A 2022-08-26.
- ↑ Direct, 2022-06-30 (52:08).
- ↑ 71.0 71.1 Entrevue, 2018-08-17 (4:31).
- ↑ Reddit Q&A, 2019-01-8.
- ↑ Vidéo, 2022-09-30 (17:00).
- ↑ 74.0 74.1 Direct, 2021-03-26 (59:21).
- ↑
- ↑
- ↑
- ↑ Direct, 2017-05-26 (38:30).
- ↑ 79.0 79.1
- ↑ Direct, 2021-07-30 (1:10:22).
- ↑ Entrevue, 2018-08-08 (27:38).
- ↑ Intrepid Studios Snapchat, 2018-11-30.
- ↑ Direct, 2017-11-17 (21:24).
- ↑
- ↑ Direct, 2018-04-8 (AM) (18:04).
- ↑ 86.0 86.1 86.2 What languages will Ashes of Creation be in?
- ↑ 87.0 87.1 87.2 Entrevue, 2018-08-24 (2:35).
- ↑ 88.0 88.1 88.2 Direct, 2017-05-17 (1:09:22).
- ↑ 89.0 89.1 Direct, 2017-05-24 (45:49).
- ↑
- ↑ Entrevue, 2018-08-24 (3:19).
- ↑ Blog - Development Update with New Map and Feature Discussions.
- ↑ 93.0 93.1 Direct, 2022-08-26 (46:52).
- ↑ Vidéo, 2023-01-27 (4:39).
- ↑ Entrevue, 2017-05-22 (22:54).
- ↑ 96.0 96.1 96.2 96.3 96.4 96.5 The mighty beard!
- ↑ Direct, 2023-09-29 (1:14:29).
- ↑ 98.0 98.1 MMOGames interview, January 2017
- ↑ Direct, 2023-09-29 (1:11:22).
- ↑ 100.0 100.1 100.2 Direct, 2022-05-27 (2:33).
- ↑ Blog: Know Your Nodes - Scientific Node Type
- ↑
- ↑ Direct, 2017-05-19 (37:03).
- ↑ Direct, 2022-08-26 (53:26).
- ↑ 105.0 105.1 Direct, 2020-06-26 (1:25:11).
- ↑ Direct, 2020-10-30 (1:19:13).
- ↑ Direct, 2017-05-15 (30:53).
- ↑ 108.0 108.1 Vidéo, 2023-11-30 (16:58).
- ↑
- ↑ Direct, 2017-12-15 (1:09:36).
- ↑ Direct, 2021-01-29 (1:23:23).
- ↑ 112.0 112.1
- ↑ 113.00 113.01 113.02 113.03 113.04 113.05 113.06 113.07 113.08 113.09 113.10 Direct, 2017-05-17 (56:50).
- ↑ 114.00 114.01 114.02 114.03 114.04 114.05 114.06 114.07 114.08 114.09 114.10 Direct, 2017-07-18 (48:09).
- ↑ 115.00 115.01 115.02 115.03 115.04 115.05 115.06 115.07 115.08 115.09 115.10
- ↑ 116.0 116.1 116.2 Direct, 2017-05-24 (34:45).
- ↑ Direct, 2023-08-31 (35:23).
- ↑ 118.0 118.1 118.2 Direct, 2020-11-30 (1:20:25).
- ↑ Direct, 2020-10-30 (1:01:00).
- ↑ 120.0 120.1
- ↑ 121.0 121.1 Entrevue, 2020-07-18 (1:10:24).
- ↑ 122.0 122.1 122.2 122.3 122.4 122.5 122.6
- ↑ 123.00 123.01 123.02 123.03 123.04 123.05 123.06 123.07 123.08 123.09 123.10 123.11 123.12
- ↑ Entrevue, 2021-02-07 (55:22).
- ↑ 125.0 125.1 Direct, 2021-01-29 (1:20:05).
- ↑ 126.0 126.1 Direct, 2017-05-17 (57:27).
- ↑ 127.0 127.1 Entrevue, 2018-12-06 (2:57).
- ↑ Direct, 2017-05-24 (39:48).
- ↑ The specific implementation of the / command is TBD.
- ↑ Direct, 2022-04-29 (1:02:22).
- ↑ 131.0 131.1 Direct, 2020-12-22 (1:09:38).
- ↑ Entrevue, 2018-08-08 (27:53).
- ↑ 133.0 133.1 133.2 Vidéo, 2022-03-31 (34:16).
- ↑ 134.0 134.1 134.2 Vidéo, 2022-03-31 (18:47).
- ↑ Vidéo, 2022-03-31 (19:14).
- ↑ Vidéo, 2022-03-31 (0:00).
- ↑ 137.0 137.1
- ↑
- ↑ 139.0 139.1 Direct, 2017-06-30 (09:43).
- ↑ Direct, 2017-05-08 (48:49).
- ↑ Vidéo, 2022-03-31 (29:14).
- ↑ Vidéo, 2022-03-31 (16:23).
- ↑ 143.0 143.1 Direct, 2022-04-29 (5:05).
- ↑ Direct, 2017-05-24 (28:22).
- ↑ Ashes of Creation Reddit - Ctrl + Z in the Character Creator (1).
- ↑ Ashes of Creation Reddit - Ctrl + Z in the Character Creator (2).
- ↑ Direct, 2022-01-28 (39:30).
- ↑ 148.0 148.1 Direct, 2022-03-31 (56:40).
- ↑ Direct, 2022-03-31 (4:57).
- ↑ 150.0 150.1 Direct, 2022-03-31 (58:47).
- ↑ Direct, 2022-03-31 (59:36).
- ↑ Direct, 2022-03-31 (1:01:08).
- ↑ Direct, 2020-07-25 (1:11:52).
- ↑
- ↑ 155.0 155.1 Direct, 2017-05-10 (20:02).
- ↑ 156.0 156.1 Entrevue, 2018-10-20 (6:29).
- ↑ Direct, 2017-05-10 (43:27).
- ↑ Direct, 2017-05-10 (21:41).
- ↑ 159.0 159.1 Entrevue, 2018-05-11 (49:03).
- ↑ Ashes of Creation Forums - No Damage Meter?
- ↑ Ashes of Creation Forums - No participation trophy.
- ↑ Direct, 2021-07-30 (53:15).
- ↑ 163.0 163.1 163.2 163.3 163.4 Direct, 2017-05-17 (55:40).
- ↑ 164.0 164.1
- ↑ 165.0 165.1 Direct, 2018-10-31 (47:44).
- ↑ 166.0 166.1 166.2 Direct, 2023-10-31 (1:34:37).
- ↑ 167.0 167.1 167.2 Entrevue, 2018-10-20 (3:35:54).
- ↑ Direct, 2022-07-29 (1:06:39).
- ↑ Direct, 2022-07-29 (1:06:15).
- ↑ Direct, 2018-01-18 (30:18).
- ↑ 171.0 171.1 Direct, 2017-11-17 (11:00).
- ↑ 172.00 172.01 172.02 172.03 172.04 172.05 172.06 172.07 172.08 172.09 172.10 Direct, 2018-05-04 (54:09).
- ↑ Direct, 2017-05-09 (28:57).
- ↑ Direct, 2017-11-17 (9:49).
- ↑ Direct, 2017-11-17 (11:53).
- ↑ 176.0 176.1 Podcast, 2020-11-15 (52:50).
- ↑ Direct, 2017-05-10 (42:09).