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Alpha-1 open world caravan JcJ.[2]

Player combat in Ashes of Creation is both vast and intimate. It spans many aspects of the game itself. From great political battles held on the fields of massive castles, to open world conflicts fought for the pride of Guild Leaders. A player can choose to participate in the fate of the world by swaying the tide of battle with his or her combat prowess. 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.[3]

JcJ (Player versus player combat) is the catalyst for change in Ashes of Creation.[4] Player combat is intended to be meaningful, ranging from Caravan battles to vast open world conflicts fought for the pride of Rois et Reines.[5]

Because players are motivated by different things, because they want something from the game that other players don't want, that's going to cause people to butt heads. Different players are going to want different experiences and the conflict between the two of them will create a bigger and better thing. Out of strife comes rebirth and that's a core symbol, it's a core theme that occurs throughout the game.[6]Jeffrey Bard

There are many reasons to engage in open world PvP in Ashes of Creation.[7]

Just because our flagging system gives corruption to pkers, doesn't mean PvP won't happen. There is plenty of reason for PvP to occur open-world. Scarce resources, open world hunting grounds, caravans, sieges, guild wars etc.[7]Steven Sharif
Q: Have you considered a high-stakes loot drop PvP zone/area in Verra?
A: We have not; and the reason for that is our current PvP systems already allow for material risk essentially that's either through the flagging system or through other event-based pvp opt-in systems as well.[11]Steven Sharif

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.[12][13][14]

  • Guild wars and node wars can be declared at any time, but the objectives will only spawn during the prime-time window.[15]

Remaniement du système de combat

Aperçu du combat avec une arme de mêlée et la séparation du corps lors de l'Alpha 1 [16]

Je peux me déplacer tout en cognant ce gars. Je peux reculer puis continuer à l'attaquer. J'ai un contrôle total sur mon personnage lorsque j'attaque.[16]Steven Sharif

Un remaniement du système de combat sera déployé durant et après le test de l'Alpha 1 basé sur les commentaires des joueurs.[17][18][19]

  • L'objectif est de donner plus d'impact au joueur et de tendre vers un flux de combat plus fluide avec une plus grande mobilité lors de l'utilisation de capacités.[20][21]
  • Le système de combat hybride actuel va être conservé après le remaniement.[20]
  • Ce remaniement ne représentera pas la forme finale du combat, mais définira la direction générale que le combat prendra.[22]
  • Le remaniement emploiera la méthode itérative et sera déployée auprès des testeurs sous différentes phases.[21]

Le remaniement du système de combat comprendra les animations de corps séparés, où le corps supérieure du personnage peut être verrouillé par l'animation des attaques de l'arme pendant que le corps inférieur est libre de continuer de se déplacer.[16][23][24]

Vous serez capable d'avancer tout en frappant avec votre arme; et cela vous permettra d'avoir un contrôle total sur votre arme lors des attaques de mêlées.[16]Steven Sharif

  • Les tests de l'Alpha-1 sont initialement axés sur les fonctionnalités de base plutôt que sur l'équilibrage du combat.[24]
Q: Au vu des récents retours, vers quelle direction tendez-vous concernant la séparation du corps contre l'immobilisation du mouvement ?
R: Nous nous dirigeons vers la séparation du corps.[25]Steven Sharif


Il n'y a pas de factions prédéfinies dans Ashes of Creation.[26]

Nous offrons au joueur ces événements de friction légère et ensuite cela détermine qui sont vos amis et vos ennemis.[27]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.[28]Steven Sharif

Threat assessment

You decide to gank the player, but find out that you have been ambushed![29]

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.[30][31][32]

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.[33]Steven Sharif
  • The border will indicate the level and quality of the tier set.[30][31][34]
    • This also indicates if the gear is enchanted, along with visual effects associated with enchanted items.[31][35][34]
  • The developers believe that inspecting gear to obtain an exact equipment list or gear score may lead to "unwelcome behavior".[36]
When you see a player approaching you and they're wearing a transmog you know 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 you know what they're going up against if they're actively checking that and that will be available.[32]Steven Sharif

Player health

La Santé est une stat dans Ashes of Creation.[37][38]

  • 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.[37][38]
  • La plaque de nom d'un joueur va se détériorer pour donner une indication de la quantité de dommages qu'il a subie.[37][38][39]

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.[38]Steven Sharif

Plaque nominative du personnage

A character's nameplate is displayed above their head.[40]

  • This can be the first, and optionally last name (surname).[40]
  • The name of the character's Guild is displayed next to their name.[41]
  • The character's nameplate will deteriorate to give an indication of how much damage they have taken.[37][38][39]
  • An icon will identify the character's class.[30]
  • Hovering over the user's nameplate will show information such as level, their class name and archetype combo.[30]
  • A buff icon indicates the character's gear and grade.[30][31][32]

Summoner summons' creature type appears in the nameplate above the summon. This cannot be changed by the player.[42]

Champs de bataille en monde ouvert

The Event system will also create a variety of PvP situations in the open world. From small skirmishes that lead into sieges to battles over capture points during a node or castle siege, PvP objectives will play a crucial role in determining the tide of battle.[43]

Battlegrounds are objective-based events where JcJ battles occur in the open world.[44][45]

My definition of what a battleground is- and it's non-traditional. It's not typically something that is defined in the same way in other MMORPGS, but I kind of view them as these small skirmishes that might lead up to a siege or to a war and they might have capture points during node and castle fights; and these PvP objectives may be more relevant for smaller groups than for giant raids; and you might have concurrently running objectives during a particular event where you have to dispatch groups simultaneously to go address these objectives in order to complete one particular type of event or one particular type of of success condition.[44]Steven Sharif
We will have limited functionality where players can spectate from either ghost camera from fixed positions at certain battlefields; some of which might include castles.

The following open world PvP events will flag participating players as Combatants (purple).[44][47]

Non-combatant (green) players entering an open world battleground are automatically flagged as combatants and remain flagged for a period of time after leaving that battleground.[54]

Our castle system, our sieges against nodes, the caravan system, battlegrounds that exist, guild wars: We want there to be a meaning to this conflict. We want players to actually have some skin in the game when it comes to participating in PvP.[6]Steven Sharif


Rendu 3D d'une caravane pendant l'Alpha-1 par Adam Will.[55]
Les Caravanes facilitent le transfert de produits pour les joueurs souhaitant faire un profit.[3]

Le système de caravane est un système de JcJ en monde ouvert qui tourne autour de l'opportunité et du risque. Les Caravanes facilitent le transfert de produits pour les joueurs souhaitant faire un profit.[3]

  • Les caravanes ne peuvent partir et arriver que depuis un Nœud à l'étape de village ou au-dessus.[58]
  • Les caravanes peuvent transporter des produits pour plus d'un joueur.[59]

Caravane JcJ

Les Caravanes créent une zone de JcJ ouverte qui marque les joueurs pour le combat (violet).[62]

  • Les joueurs auront la possibilité de déclarer leurs intentions d'attaquer, défendre ou d'ignorer grâce à une Interface utilisateur.[63][64]
  • Un groupe devra attaquer une caravane avec succès.[57][65]
  • Une caravane persistera dans le monde pendant une période de 5 à 10 minutes si son propriétaire se déconnecte ou s'il est déconnecté du serveur.[66]

Destruction de caravane

Si une caravane est détruite (devient une épave) elle fera tomber une partie des Produits qu'elle transportait.[57][67][68]

  • Des composants de caravane peuvent également être ramassés lorsqu'une caravane est détruite. Ces composants peuvent être récupérés par le propriétaire de la caravane ou pas les autres joueurs, dans le cas où il s'agirait de composants de haute qualité.[69]
  • Les caravanes font tomber des certificats pour des articles lourds qui peuvent être échangés au Nœud d'origine contre une partie des articles.[70][68]

Une caravane devient une épave lorsqu'elle est détruite et cette épave devient un objet utilisable et les joueurs peuvent y récupérer des certificats à échanger contre une portion des articles à l'intérieur de la caravane. L'idée, ensuite, avec ces certificats est qu'ils doivent être ramenés au point d'origine, ou au moins une région à l'intérieur de ce point d'origine. Nous verrons à propos de cette dernière partie, car il existe quelques choses que j'aimerais tester dans l'Alpha d'un point de vue jouabilité. La raison étant que, ce qui pourrait se passer, si vous avez une sorte de collaboration à l'intérieur d'une guilde pour abuser du système. Hé ! Je vais suivre cette caravane jusqu'à la frontière de la zone et ensuite on la détruit tous, on ramasse tout et ont l'amène dans les entrepôts de cette région ; en évitant de parcourir tout le reste du chemin en l'escortant. Donc elle devra atteindre sa destination avec succès avant que les produits ne soient comptabilisés pour cette région.[68]Steven Sharif

En savoir plus...


Siège de Château

Alpha-1 castle siege gameplay.[1]

Throughout Ashes of Creation, the player has an opportunity to participate in massively multiplayer siege warfare. Since castles are likely the world’s most limited resource, it will be a task to secure and hold them. Involving hundreds of players on a single battlefield, our sieges will employ many moving parts and intricate design features. Because of the difficult nature of taking and keeping a castle there are great rewards available to the players for their efforts. Castles will allow players to exert control over nearby lands and allow for the development of unique buildings in the nearby towns.[3]

Guildes participate in Siège de Château in an effort to capture and occupy one of the five guild castles in Ashes of Creation.[71]

  • The minimum goal is for 250x250 players to be on a single battlefield. It is hoped that this can be increased to 500x500 over time.[73]
  • There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[74]
  • There may be instanced locations within otherwise open-world castle and node sieges, where specific groups can participate in small, short duration objective-based battles that will affect the overall outcome of the siege.[75]

A guild that captures a castle will own that castle for a month before it is sieged again.[76][77]

Each week leading up to the siege week... is a week that's dedicated to one of the three castle dedicated nodes. So around the castle there are three nodes. They represent week, one, two, and three; and then the fourth week is the siege against the castle. Those can only be elevated up to stage three. We've discussed this in the past and there's definitely information out there on the community ran wiki.[76]Steven Sharif
  • In the first three weeks that a guild occupies a castle they will need to level up each of their castle nodes to Village stage through questing.[76][77]
    • Each of the three castle nodes have a siege against it at the end of each of these three weeks.[77][78]
  • The fourth week is declaration week, where other guilds have the opportunity to lay down their declaration flag or to sign up as a defender of the castle.[76][77]
  • Depending on how well the guild defends their castle nodes results in better defenses for the castle.[77][78]
  • Different siege weaponry will grant the attackers the ability to destroy walls, doors and sections of the castle in order to gain access to the inner keep area.[79]
  • When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[80]
There will be benefits to attracting people... even if they're not in your guild or alliance – kind of a feudal like system, where you can attract other players who are just independent of this whole politic. They will have things to do there - benefits to receive - and there will be a reciprocal relationship between who you can attract, what they do for you; and how that benefits you and them.[77]Steven Sharif

En savoir plus...

Sièges de Nœuds

Sièges de Nœuds (Extraits de la Pre-alpha).[81]

Tandis que certaines zones dans le monde vont grandir, d'autres vont tomber. C'est la fondation du monde vivant, respirant qu'est Ashes of Creation, où les joueurs auront la possibilité de prendre des décisions importantes qui impacteront la longévité d'une zone qui se développera en ville, ou au contraire assiéger une ville rivale. Relevez-vous des cendres, créez le monde qui vous entoure, et faites partis de l'histoire qui se déroulera grâce à vos actions et vos décisions.[82]Margaret Krohn

Les Sièges de Nœuds permettent aux joueurs de détruire des nœuds.[82] Cela pavera le chemin pour de nouveaux développements et accéder au contenu verrouillé dans les nœuds alentours. Grâce à cette dynamique, les conflits politiques et les intrigues jouent un rôle important dans la structure du monde.[83]

Assiéger les nœuds ne sera pas une tâche facile pour les attaquants. Les Cités et Métropoles auront un avantage défensif considérable.[83]

Si vous possédez une maison dans un nœud et que vous ne souhaitez pas la voire détruite, vous devriez défendre la ville ![6]Steven Sharif

Les nœuds peuvent régresser en niveau basé sur l'Atrophie de Nœud.[82]

En savoir plus...

Guerres de guilde

Guild war features are currently still in the design stage, but the overall goal is for guild wars to be objective-based with great risk for each side.[84]

  • Guild war objectives are designed to be more fluid than castle siege objectives.[85]
  • Guild wars can be declared at any time, but the objectives will only spawn during server prime-time.[15]
    • Players can kill each other at any time during the war (not only during server prime-time).[15]
  • Guild wars will not be permanent. Definitive victory conditions exist that are based on the level of the warring guilds and the assets that those guilds have.[86]
I can't really define exactly what those features are yet because that design stage is still up in the air from a discussion standpoint. There's a lot of different ideas that relates to how those two can come into play, but I will say that in every MMO I've ever played guild wars are very binary. They're very like 'Okay you've declared, you have a number of kills to deaths and the guild war's over, thank you...' My objective to kind of change that dynamic is to include greater risk for the sides to initiate the war and also to make it more objective-based than just a binary kill death ratio; and the fortresses and guild halls come into that type of facilitating that change.[84]Steven Sharif

Guild war objectives

Guild war objectives spawn in the world based on the level of the guild war and the assets available to the guilds, whether it be a guild hall or guild fortress.[84] There will be default objectives and then there'll be objectives that relate to the activities that a Guild has participated in.[85]

  • For example, if a guild has recently become owners of a guild hall on a freehold, objectives might be related to capturing a quest item in or around the guild hall that is only visible to the warring guild. Capturing this objective may require channeling time.[85]
  • There might be objectives to steal one of the quest items that the guild may have received from completing a raid.[85]
  • There may be bounty objectives to kill a particular guild member. The target may have increased damage mitigation and/or health against the warring guild and can call for help.[85]
If you have a guild hall and a certain type of guild war is declared that is maybe a higher stakes kind of war, some of those objectives will be centralized either at your guild hall, at the opponent's guild hall; could be a progression step towards the guild hall. It might be a specific a period of time that accumulates into into a central battle at the guild hall for an objective.[84]Steven Sharif

Death penalties do not apply to objective-based events (such as caravans, guild wars, and node sieges).[10]

Guild war mechanics

Guild war mechanics include.[87]

  • A war declaration period.[87]
  • Objective based components.[87]
  • Victory and surrender conditions.[88]
  • Guilds may war multiple guilds/alliances at a time.[88]
  • Guild wars operate outside the PvP flagging system.[88]
We're taking guild politics to a whole new direction in regards to playing those conflicts out.[89]Steven Sharif

En savoir plus...

Terrain de chasse

You are on the prowl, and notice an unsuspecting player chopping trees. What would you do?[90]

Terrain de chasse are open-world JcJ corruption-enabled areas that encompass most of the map.[91]

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.[93]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.[89]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.[94]

En savoir plus...

Naval PvP

Operators of a ship's weapons platform can initiate naval PvP against another ship in the following three cases.[95]

Another important change that has occurred is the open seas is now an automatic flagged location. So when you move off of land we have a flagging system that protects and the open seas are international waters where you need to be careful; and there is a lot of opportunity at Sea; and because there's a lot of opportunity that's unique to that content- that's unique to that sea: that's treasure finding; that's NPCs; that's a lot of different stuff there needs to be risk associated with opportunity.[48]Steven Sharif
  • When the ships move into an open sea (open waters/deep ocean) area. This will automatically flag players as Combatants (purple).[48][95]
    • Players entering an open seas area will be notified by the UI ahead of time.[96]
We have a very intuitive UI that that as you approach the border between open sea and coastal area you are notified of that. You are warned ahead of time. There's a countdown when approaching. We interpolate the distance travel and speed you're moving and you get to see "I'm entering open waters"; and when you do you have this big trophy call out on screen that says "You have entered the open sea. Territory fraught."[96]Steven Sharif


Arènes are instanced JcJ scenarios and are not part of open world PvP.[98][99]

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.[98]Steven Sharif

En savoir plus...

Marquage de joueur

The open world JcJ flagging system is designed to deter people from griefing other players.[107]

  • Players can participate in open world PvP with one another without having to resort to murder.[108]
  • The penalties are intended to be severe enough to deter any type of spawn camping.[109]
  • Summons follow the same PvP flagging rules as players and share the player's flag status.[110][111]

pvp flagging diagram.png

There are three levels of flagging for world PvP in Ashes of Creation.[54]

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.[114]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.[116][112]
    • 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.[54]
    • Non-combatants who heal, buff, or otherwise (positively) interact with combatants or corrupted players will be flagged as combatants.[118][119]
    • Players can kill combatants without repercussions, and are encouraged to do so, since dying while a combatant has reduced death penalties.[112]
    • Players are not able to manually set their flagging status to combatant.[116]
    • Players remain flagged for a period of 90 seconds following their most recent attack on a non-combatant or another combatant.[120]
    • Players cannot log out while flagged as combatants.[121]
  • Corrupted (red)
    • If a combatant player, or their summon, kills a non-combatant player, the player's character will be flagged as corrupted.[110][107]
    • Corruption multiplies death penalties and reveals a corrupted player's location to bounty hunters.[107]
    • A player’s corruption score increases with each non-combatant player killed.[54]
    • If a non-combatant attacks a corrupt player, the non-combatant will not flag as a combatant.[112]
    • Corrupted players may kill bounty hunters without acquiring additional corruption score.[122]
    • There is a 60 second timer to logout while corrupt.[121]

Players will be able to opt-in (via a checkbox) to allow their beneficial or non-beneficial AoEs to hit flagged players. If this is checked then AoE heals or damage will affect flagged players. If it is not checked then the AoE will not damage or heal any flagged players, and as such will not cause the caster to be flagged themselves (if they are not already).[123]

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.[123]Steven Sharif

A player may not flag on members of the same party, raid, guild or alliance.[124]

Sieges, caravans and guild wars do not use the flagging system.[60]

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.[125]Steven Sharif

En savoir plus...


Un arbre d'affiliation, en cours de développement, détermine quelles entités peuvent participer aux attaques contre d'autres entités, au sein de cette hiérarchie.[126]

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.[126]Steven Sharif

En savoir plus...

Corruption de joueur

Corrupted player in the Alpha-1 preview.[127]

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 you know 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.[128]Steven Sharif

If a combatant (purple) character, or their summon, kills a non-combatant (green) character in Open-world PvP, they will be flagged as corrupt (red).[110][107]

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..[38]Steven Sharif
Reward without risk is meaningless... Corruption is just another word for risk.[132]Steven Sharif
  • The wider the level disparity between the players, and the higher the attacker's PK value, the more corruption they gain.[129][130][54]
Corruption value from PK'ing a non-combatant is based on level disparity along with the PKer's cumulative PK value.[129]Steven Sharif
  • Corruption penalties occur as the corruption is gained.[133] The higher the corruption score:
    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.[137]Steven Sharif
    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.[134]Steven Sharif
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.[142]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.[143]Steven Sharif

Players do not lose gold upon death, no matter their corruption level.[144]

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.[145]

Removing corruption

Concept art de cimetière par Tad Ehrlich.[146]

Le principal moyen de retirer la corruption est par la mort. De multiples morts peuvent être nécessaires pour ôter toute la corruption.

  • Mourir retire une part significative du score de corruption du joueur.[147]
  • Gagner de l'expérience réduira également lentement le score de corruption du joueur.[148]
    Cela crée une expérience plutôt amusante pour les chasseurs de primes qui tentent de vous capturer tandis que vous être en train de la perdre.[148]Steven Sharif
  • Une quête peut être utilisée pour réduire le compte de player kill (PK) d'un joueur corrompu, afin qu'il accumule moins de corruption dans le futur.[149][147]
    • Il s'agit d'un changement de design d'un quête religieuse utilisée pour réduire directement le score de corruption.[150]
  • La durée de la corruption est réduite dans les noeuds militaires.[151]

En savoir plus...

Mort du joueur

Mort du joueur in an open world dungeon in Alpha-1.[152]

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.[125]Steven Sharif

When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[153][154][155][135][156] These ash piles are immediately lootable by any player.[154] Marquage de joueur is not triggered by looting.[115]

  • A non-combatant (green player) who dies suffers normal penalties, which include:[135]
    When players die and they take durability loss, our durability loss isn't like other games where it's a gold sink so to speak. It's a combination of both a gold sink and a material sink. So in a sense, even if you only have completed items, when you take that durability loss you are losing out on materials. It's just a debt to the materials that you are losing instead of the active loss of that material in your inventory. So now you are accruing a material debt if you want to repair and increase again the performance of those particular items that take that durability loss.[159]Steven Sharif
    • Dropping a percentage of carried gatherables and processed goods.[155][135]
      • This also includes a percentage of the certificates a player is carrying.[156]
      • If a player dies there will be a period of time before their mule despawns. Other players must kill that player's mule to be able to loot it.[161]
      • If a player's mule dies its corpse will contain the same percentage of lootable items as the player.[161][162]
  • A combatant (purple player) who dies suffers these same penalties, but at half the rate of a non-combatant.[135]
  • A corrupt (red player) suffers penalties at four times[130] the rate of a non-combatant, and has a chance to drop any carried/equipped items based on their current corruption score. This includes:[130][135]
    Any amount of corruption allows a player to drop equipped gear upon death. The higher the corruption the greater the chances.[163]Steven Sharif

Experience debt will scale to approximately 2 or 3 percent of the total XP for a max level player. These numbers are subject to change based on testing.[168]

Death penalties (mostly) do not apply to objective-based events (such as caravans, guild wars, and node sieges).[8][9][10]

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.[10]Steven Sharif

Death penalties do not differ between JcJ and JcE, but this is subject to change.[169]

Death by falling is possible.[170]

  • 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.[170]

Death by drowning is possible.[171][172]

  • Players that drown will respawn on shore.[171]

If a player dies there will be a period of time before their mule despawns. Other players must kill that player's mule to be able to loot it.[161]

Players do not lose gold upon death, no matter their corruption level.[144]

At the moment, the plan is for players to not lose gold upon death, no matter their corruption level.[144]Cody Peterson

Safe zones

Étals de joueur

Players are not able to be attacked or robbed while occupying a player stall.[176]

Player stalls may not be renewed during a siege declaration.[176]

Habitation de joueur

La sécurité du ménage permettra à un propriétaire d'accorder l'accès à des parties spécifiques de son logement.[177][178][179]

Une propriété a un seul propriétaire.[177]

  • Le marriage permet de créer une famille et permet à ce que l'accès au logement puisse être partagé.[183]
  • Les listes d'accès peuvent être utilisées pour imiter la copropriété.[179]
  • Le paiement des taxes peut être fait via un "accord de gentleman".[184]
  • Les maires sont en mesure d'allouer des ressources pour recruter des PNJ's mercenaires pour défendre leur noeud pendant les sièges.[185]

Ce sera un système basé sur un seul propriétaire pour ces types de propriétés - pour les propriétés en général, cela n'empêche évidemment pas les joueurs que vous connaissez de collaborer et de partager les ressources afin de réaliser certains exploits dans le jeu.[177]Steven Sharif

Propriété privée

Les joueurs ne peuvent pas voler d'une propriété privée dans des circonstances normales.[186]

  • Les objets stockés dans une propriété privée peuvent devenir pillables après une réussite d'un siège de noeud.

Les joueurs ne peuvent pas JcJ à l'intérieur d'une propriété privée (sauf suite au succès d'un siège de noeud).[173][174][175]

La propriété privée est destinée à être une zone protégée à moins qu'il n'y ait un siège et que la ville ne soit détruite. Si la ville est détruite, la propriété privée est à gagner et devient donc une zone PvP.[174]Steven Sharif
  • Les gardes PNJ's qui protège et reste en permanence sur la propriété privée ne sont pas une fonctionnalité prévue.[175]
  • Des mercenaires PNJ's peuvent être missionnés pour défendre les propriétés privées suite à un siège de noeud réussi.[188]
Q: Nous parlions plus tôt dans le chat à propos des propriétés privées et si une personne serait ou non en sécurité dans sa maison ou dans l'intégralité de sa propriété privée contre les players killers (PK)??
A: Je pense que nos tests initiaux vont tourner autour de "l'empreinte" de leur propriété privée, puis nous prendrons en considération les mesures nécessaires à partir de ces tests.[173]Steven Sharif

L'autorisation de décorer une propriété privée est réservée au propriétaire de la propriété privée.[180]

  • Auparavant, il était indiqué que l'autorisation de décorer une habitation pouvait être accordée à un autre joueur que le propriétaire. Mais il était interdit pour le joueur ayant obtenu cette autorisation de pouvoir retirer les décorations pour s'attribuer cette dernière.[178]

PvP seasons

Performance in various JcJ systems (such as Caravanes, Arènes, Guerres de guilde) is measured over the course of 6 month PvP seasons. At the end of each season, a player's cumulative score may unlock various rewards.[98][189]

Gear enhancement rewards

Des améliorations d'équipement (pierres de puissance / runes) peuvent être appliquées aux armes pour ajouter des types de dégâts élémentaires ou énergétiques.[190][191]

Nous allons très probablement avoir un système de runes et ensuite nous aurons la possibilité d'enchanter des armes en dehors de cela aussi... Ce ne sera pas toujours comme une progression verticale... Une partie demandera d’abandonner quelque chose pour obtenir autre chose ; alors peut-être que je fais moins de dégâts physiques mais plus de dégâts magiques, ce genre de chose.[191]Jeffrey Bard

Ce n'est pas comme si vous alliez nécessairement les acquérir une fois et ensuite vous êtes prêt pour vos enchantements PvP, mais au lieu de cela, vous devrez continuellement performer mois après mois afin de continuer à avoir ces enchantements.[189]


Ashes of Creation gathers tracking data to facilitate achievements, titles and other accolades on a server.[194]

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.[194]Steven Sharif

Leader boards

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.

There will be dungeon and raid leader boards.[196]

Arena ladder

The arena ladder system records a player's progress within PvP seasons based on their arena win/loss ratios.[98][100]

  • Titres can be received from arena play.[103]
  • Other rewards will be revealed at a later time.[102]
  • Arena points that can be used to buy gear is not currently in the design.[103]

Guild ladder

An inter-guild ladder will rank guilds based on their performance within competitive activities:[199][200]

When the guild participates in guild wars or they participate in sieges, you'll be able to climb the ranks of your inter-guild ladder as well so you get bragging rights amongst your friends.[200]Steven Sharif

Parc des trophées

Le Parc des trophées est une zone à l'intérieur d'un Nœud Ville, Cité ou Métropole qui a des emplacements dédiés aux trophées. Ces trophées montrent le nom des personnages joueurs qui ont été les premiers à compléter des Bosses d'extérieur et des bosses de donjon qui sont apparus à l'issu de l'avancement de ce nœud en particulier.[201]

  • Les annonces serveurs et les Hauts faits sont conçus pour encourager les groupes à se frotter au nouveau contenu.[201]


Duels may be initiated within a freehold or node.[187][202]

  • Dueling is a self-contained event that requires opt-in by all parties.[187]
    • There will be a way to auto-decline duel requests.[202]
  • Dueling is not considered a part of the flagging system.[187]

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.[187]Steven Sharif

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.[203]

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.[205]Steven Sharif


Les développeurs essayent différentes approches pour gérer les variations de masque de collision entre les races[206]

  • 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.[206]

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.[206]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[206]

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.[206]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.[206][207][208]

Stat growth

L'évolution des stats se fait selon cet ordre:[212]

  1. La race établit les stats de base du joueur.[212]
  2. L'archétype principal fait évoluer les stats de base.[212]
  3. L'archétype secondaire (classe) n'affecte pas l'évolution des stats.[213]
    • Il s'agit d'une correction de n'annonce précédente.[212]

Les différentes races n'auront pas les mêmes stats. Celles-ci peuvent être importantes, mais nous ne voulons pas non plus imposer une méta pour les meilleures combinaisons de classes et races.[214]Steven Sharif

Le choix de la profession n'affecte pas les stats du joueur.[215]

L'équipement a environ 40-50% d'impact sur la puissance totale du joueur.[216]

Equalized PvP

There will not be equalized JcJ in the open world. There may be equalized PvP in certain arena battlegrounds under specific circumstances.[217]

Chasseurs de primes

Players can acquire the bounty hunter title through a quest available to citizens of Military Stage 4 (Town) nodes and potentially their vassals or affiliated nodes.[218][54]

  • Bounty hunters can activate their Pathfinding ability to reveal corrupted player locations on their map.[219][165]
    • This will flag the bounty hunter for combat only to corrupted players for a period of one hour from the time of activation.[219]
    • The pathfinding ability can be toggled on or off.[219][220]
    • It is possible that bounty hunters will be permanently flagged versus corrupted players with the pathfinding ability toggled off. This design change will be decided based on testing.[221]
  • The accuracy of bounty hunter maps is determined by a player's progression in the bounty hunter system.[222]
  • Corrupted players may kill bounty hunters without acquiring additional corruption score.[140][122]
    • Corrupted player's combat penalties do not apply when battling bounty hunters.[140]
  • Chief bounty hunter is a node government title that grants special access to PNJs in a node.[223]
  • Credit for killing a corrupted player goes to the bounty hunter who lands the last hit (killing blow). This may be changed to damage contribution in future.[224]

Bounty hunter maps

Players with a high enough corruption score will be visible on the world and mini maps. These players will have markers posted on the map by an NPC from a Military node of at least stage 4 (Town), and will only be granted to players who have the Bounty hunter title.[225] The accuracy of bounty hunter maps is determined by a player's progression in the bounty hunter system.[222]

Tavernes are one of the locations that bounties will be posted. As players gain corruption, taverns may offer bounties to eliminate those players; or have a specific area cleared of problem players, thus giving a POI (point of interest) on the world map.[226]

Bounty hunter Pathfinding ability

Skill Icon Rank 1 Rank 2 Rank 3
Pathfinding Reveals corrupted player locations on the bounty hunter's map.[219][227] Activating this ability will flag the bounty hunter for combat only to corrupted players for a period of one hour from the time of activation.[219] The pathfinding ability can be toggled on or off.[219][220] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[228] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[228]

Corrupt players killing bounty hunters

Corrupted players potentially gain rewards for killing bounty hunters.[229]

PvP/PvE gear

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.[230]Steven Sharif

Ashes of Creation est un jeu JcX.[231] Les joueurs seront naturellement confrontés au éléments JcJ et JcE.[108][232] Il est très peu probable qu'un joueur puisse se concentrer uniquement sur le JcJ ou le JcE.[232]

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.[235]Steven Sharif

PvP/PvE servers

Gameplay videos


Guides de la communauté

Voir également

Les références

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  2. Vidéo, 2020-05-31 (1:09:50).
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  4. pvp catalyst.png
  5. Ashes of Creation FAQ.
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  7. 7.0 7.1 7.2 7.3 7.4 7.5 7.6 pvp meaningful.png
  8. 8.0 8.1 8.2 8.3 8.4 8.5 Direct, 2022-06-30 (1:14:52).
  9. 9.0 9.1 9.2 9.3 9.4 9.5 Direct, 2021-08-27 (1:22:56).
  10. 10.0 10.1 10.2 10.3 10.4 Direct, 2020-12-22 (1:13:51).
  11. Direct, 2022-03-31 (1:12:27).
  12. 12.0 12.1 Entrevue, 2020-07-29 (31:05).
  13. 13.0 13.1 Entrevue, 2020-07-18 (13:13).
  14. Entrevue, 2020-07-08 (22:37).
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  17. Direct, 2021-05-28 (1:14:50).
  18. steven-combat-revamp-update.png
  19. Vidéo, 2021-02-26 (6:17).
  20. 20.0 20.1 steven-combat-revamp-update-2.png
  21. 21.0 21.1 Direct, 2021-02-26 (27:41).
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  28. Direct, 2018-04-8 (PM) (11:27).
  29. Twitter - Better luck next time.
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  39. 39.0 39.1 steven-health-nameplate.png
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  42. Direct, 2021-01-29 (1:21:01).
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  63. caravan UI.png
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  73. castle-siege-scale.png
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  102. 102.0 102.1 arena rewards.png
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  109. pvp camping.png
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  111. steven-summons-pvp-2.png
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  135. 135.0 135.1 135.2 135.3 135.4 135.5 135.6 135.7 135.8 135.9 Podcast, 2017-05-05 (43:05).
  136. Entrevue, 2018-05-11 (5:05).
  137. Podcast, 2021-04-11 (38:31).
  138. 138.0 138.1 Direct, 2017-11-17 (35:20).
  139. Direct, 2022-07-29 (1:07:20).
  140. 140.0 140.1 140.2 140.3 steven-bounty-hunters-1.png
  141. 141.0 141.1 Direct, 2021-04-30 (1:14:49).
  142. Direct, 2021-08-27 (1:20:09).
  143. Direct, 2021-08-27 (1:20:51).
  144. 144.0 144.1 144.2 vaknar-gold.png
  145. Entrevue, 2017-02-01 (39:33).
  146. Direct, 2018-07-09 (20:41).
  147. 147.0 147.1 Entrevue, 2020-07-19 (30:51).
  148. 148.0 148.1 Entrevue, 2020-07-18 (44:35).
  149. steven-removing-corruption.png
  150. Direct, 2018-06-04 (2:18).
  151. pvp corruption duration.png
  152. Direct, 2020-03-28 (1:58:24).
  153. Direct, 2021-09-24 (51:20).
  154. 154.0 154.1 Direct, 2021-03-26 (1:07:33).
  155. 155.0 155.1 a419c5398b542a713545e4f393d67215.png
  156. 156.0 156.1 Entrevue, 2020-07-18 (27:11).
  157. Direct, 2017-05-19 (13:37).
  158. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  159. 159.0 159.1 Entrevue, 2021-02-07 (13:14).
  160. Entrevue, 2020-07-29 (16:46).
  161. 161.0 161.1 161.2 161.3 Direct, 2021-01-29 (1:24:27).
  162. 162.0 162.1 Direct, 2018-09-27 (47:46).
  163. steven-corruption-gear-drop.png
  164. Entrevue, 2018-05-11 (15:41).
  165. 165.0 165.1 Entrevue, 2017-04-27 (9:28).
  166. Direct, 2021-06-25 (1:15:37).
  167. Entrevue, 2018-05-11 (3:43).
  168. Direct, 2021-05-28 (1:50:50).
  169. Direct, 2017-05-15 (36:23).
  170. 170.0 170.1 Direct, 2022-02-25 (1:06:45).
  171. 171.0 171.1 Direct, 2022-04-29 (1:08:27).
  172. Direct, 2017-07-28 (50:22).
  173. 173.0 173.1 173.2 Entrevue, 2018-08-08 (6:44).
  174. 174.0 174.1 174.2 Direct, 2021-11-19 (54:26).
  175. 175.0 175.1 175.2 Direct, 2018-01-18 (31:05).
  176. 176.0 176.1 176.2 Direct, 2017-10-16 (59:39).
  177. 177.0 177.1 177.2 Direct, 2020-06-26 (58:32).
  178. 178.0 178.1 178.2 178.3 178.4 Direct, 2020-06-26 (51:58).
  179. 179.0 179.1 179.2 Direct, 2017-05-19 (26:40).
  180. 180.0 180.1 180.2 180.3 Direct, 2021-04-30 (1:12:33).
  181. Direct, 2019-06-28 (1:23:31).
  182. steven-personal-storage-access.png
  183. Direct, 2021-01-29 (1:13:04).
  184. Direct, 2018-02-09 (51:57).
  185. Direct, 2020-06-26 (59:11).
  186. Direct, 2017-05-17 (1:03:23).
  187. 187.0 187.1 187.2 187.3 187.4 Direct, 2021-12-23 (1:29:27).
  188. Direct, 2017-05-19 (28:04).
  189. 189.0 189.1 189.2 189.3 189.4 189.5 189.6 189.7 189.8 Entrevue, 2020-07-18 (16:34).
  190. Direct, 2018-06-04 (1:11:19).
  191. 191.0 191.1 Direct, 2018-06-04 (21:37).
  192. Direct, 2021-03-26 (1:15:57).
  193. Entrevue, 2020-07-18 (14:22).
  194. 194.0 194.1 194.2 194.3 194.4 194.5 194.6 Podcast, 2018-08-04 (1:47:21).
  195. 195.0 195.1 steven-pvp-metrics.png
  196. Direct, 2017-07-18 (58:50).
  197. Direct, 2017-05-15 (44:10).
  198. Direct, 2017-08-23 (16:44).
  199. 199.0 199.1 199.2 199.3 Direct, 2021-06-25 (1:12:37).
  200. 200.0 200.1 200.2 200.3 Entrevue, 2020-07-29 (14:28).
  201. 201.0 201.1 Podcast, 2018-08-04 (1:35:58).
  202. 202.0 202.1 duels.jpg
  203. 203.0 203.1 Entrevue, 2018-10-20 (3:25:46).
  204. Direct, 2019-11-22 (5:51).
  205. 205.0 205.1 Entrevue, 2018-10-20 (9:10).
  206. 206.0 206.1 206.2 206.3 206.4 206.5 Direct, 2020-10-30 (1:15:59).
  207. steven-headshots-1.png
  208. 208.0 208.1 steven-headshots-2.png
  209. 209.0 209.1 Entrevue, 2018-10-21 (9:10).
  210. Entrevue, 2018-10-20 (3:25:31).
  211. 211.0 211.1 211.2 Direct, 2018-09-27 (34:49).
  212. 212.0 212.1 212.2 212.3 Direct, 2017-07-18 (35:58).
  213. Direct, 2019-11-22 (1:4:56).
  214. Direct, 2018-04-8 (AM) (25:52).
  215. Direct, 2017-07-18 (37:25).
  216. Entrevue, 2020-07-19 (53:59).
  217. Direct, 2017-05-15 (34:59).
  218. Direct, 2020-06-26 (1:50:24).
  219. 219.0 219.1 219.2 219.3 219.4 219.5 steven-bounty-hunters-2.png
  220. 220.0 220.1 corruption toggle.png
  221. steven-bounty-hunters-3.png
  222. 222.0 222.1 Direct, 2017-05-24 (48:00).
  223. Direct, 2019-07-26 (1:20:48).
  224. Direct, 2021-06-25 (1:06:22).
  225. Entrevue, 2017-01-20 (06:12).
  226. The mighty beard!
  227. Entrevue, 2017-04-27 (9:28).
  228. 228.0 228.1 Direct, 2017-05-24 (48:00).
  229. Entrevue, 2018-10-20 (15:51).
  230. Vidéo, 2018-04-16 (1:32).
  231. PvX definition.
  232. 232.0 232.1 232.2 232.3 Direct, 2017-05-05 (33:25).
  233. Direct, 2017-05-15 (14:05).
  234. pvx stats.png
  235. Direct, 2017-06-01 (37:39).
  236. Direct, 2017-05-05 (35:27).
  237. MMORPG Interview, 2016-12-12.