Donjons

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Les donjons dans Ashes of Creation seront de tailles variées et seront principalement en monde ouvert.[4][5]

l y aura des donjons linéaires plus petits, plus simples. Il y aura des donjons non linéaires plus grands, plus complexes. Donc, c'est un peu des deux. Nous voulons que l'environnement soit un personnage. Pour que l’environnement soit un personnage, il faut que ces lieux soient intéressants et dynamiques.[4]Jeffrey Bard

La moitié du problème ne sera pas seulement de résoudre le donjon, mais il faudra s'occuper des autres joueurs également.[6]Jeffrey Bard

List of notable dungeons

info-orange.pngCette section contient des informations sur les tests Alpha-1. Il sera mis à jour lorsque de nouvelles informations seront disponibles.

Liste des boss de donjon

info-orange.pngCette section contient des informations sur les tests Alpha-1. Il sera mis à jour lorsque de nouvelles informations seront disponibles.

Donjons sous-marins

Les donjons sous-marins font partie du contenu naval de Ashes of Creation .[8]

Harbingers

Dillia's diary concept art.[9]

The Ancients and The Others they found their way to Verra at some point and they came through what we call the Harbingers, which are essentially these celestial bodies- these almost comet-like structures that were traveling through space to find the location of the new creation; and within those harbingers is a very strong source of magic that essentially acts as a bridge between the Void and the Material plane where Verra exists.[10]Steven Sharif

The Harbingers are comet-like celestial bodies powered by a very strong source of magic that essentially acts as a bridge between The Void and the Material plane where Verra exists.[10]

  • The worst thing the Harbingers bought to Verra was corruption, which twists and distorts everything it touches.[14]
The worst thing that the Harbingers brought was not the Others, but the corruption that they spread. It twists and distorts everything it touches. It whispers in the ears of men, and guides their hands toward terrible ends. There does not seem a means to stop it - our prayers do nothing, our spells are ineffectual. The awful truth is that the Others could simply watch as we burned Verra to ash ourselves.[14]

Bosses

Avant-première du boss de donjon "Pyroclastic Wyrm" pendant l'Alpha-1 .[15]
Un lieutenant des "The Ancients" en rendu 3D.[16]

Ces deux modèles particuliers, avec l'alpha un, ils seront animés et présents en tant qu'adversaires dans certains des emplacements de donjon dans Ashes of Creation.[13]Steven Sharif

Les bosses appartiennent aux types suivants, avec des niveaux de difficultés et des tableaux de butin croissants, nécessitant un plus grand nombre de joueurs pour être tuer selon le niveau de difficulté.[17]

Certains bosses et rencontres comporteront des bandes sonores originales spécifiques composées par Bear McCreary.[18]

Open world

Alpha-1 open world dungeon entrance.[19]

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.[20]Steven Sharif

Ashes of Creation will be a seamless open-world experience.[5]

  • No loading time or loading screens between regions.[5]

There will be an approximately 80/20 split between open world vs instanced encounters.[21][22][20][23][24]

  • 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.[21][25][22]
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.[22]Steven Sharif
  • Castle and node sieges may contain instanced locations where specific groups can participate in certain objective-based waypoints.[26]
  • Donjons and raids will maintain an open world feel while also capitalizing on the benefits of instanced mechanics.[27] Instancing is only going to happen in certain dungeons where the desire is to have greater narrative appeal.[22][28] Outside of these and arenas there will not be too much instancing anywhere else.[5]
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.[29]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.[5]Jeffrey Bard

The PvP flagging and corruption system is in place to safeguard against griefing without limiting opportunities for open conflict.[31][22][32]

  • 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.[31][22]
  • 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.[31][22][29]
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.[29]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.[22]Steven Sharif

Échelle de donjon

L'intention est que les donjons vont être 'massifs' à grande échelle.[34]

  • Cavernes massives et espace en monde ouvert.[34]
  • Des endroits pour convenir à des engagements plus grands et plus petits.[34]
    • Où les personnes avec 30 minutes peuvent participer.
  • Les donjons sont vastes et ont de la place pour plusieurs groupes.[35]

Scaling

Levels, stats, or skills will not be scaled to allow low level players to participate in encounters with higher level players or world bosses.[36][37][38]

Q: Will world bosses scale when it comes to player levels and is it based on players or the zone itself leveling?
A: They will not scale based on player level, no.[36]Steven Sharif

Mentor program

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 a mentorship program where upper-level players are able to benefit from partying and/or helping lower level players; and getting them situated in the game.[38]

There will be activities that are present for higher level players to mentor lower level players. Let's say you have a friend who joins later on and you still want to do things with them, there will be things to do. Will he be able to enter a dungeon of your level and participate? No, because we don't want to inflate or deflate characters and manipulate that type of skill or power. We want that to be something that makes sense for them in a progression standpoint.[40]Steven Sharif
The mentorship program provides individual quests that can be initiated by the mentor based off of what node that they are part of. So these are like quests that are determined by either certain buildings and/or organizations or the mayor; and there are specific ones that are available for mentors to provide mentees; and they can also participate in some of those quest lines as well: Whether that be leading your mentee through a dungeon or providing a location for them to arrive with you at, or escort quests for the NPC caravans. These types of things, when done together with your mentor, will provide benefits both for the mentor and the mentee as well, so you're incentivized to participate with new players.[39]Steven Sharif

Dungeon locations

Donjons and other points of interest are located throughout the map in-between the 85 node locations.[17]

POIs of this size do not normally attach to just a single node. Usually there are multiple nodes that can potentially influence a large POI. The theming within the node occurs around storylines or NPC spawns and events.[41]Steven Sharif
  • The difficulty level and loot tables of these encounters will change based on this influence.[42][17]

PvE difficulty

La difficulté du contenu JcE, tel que les raids et les dongeons, s'adaptera sur la base de la performance du raid du groupe contre les bosses précédents dans cette confrontation.[43]

  • Une performance élevée dans les premières phases de la confrontation augmentera la difficulté des phases suivantes.[43]
  • Plus élevée est la difficulté, meilleures seront les tables de butin.[43]
  • Les Bosses et monstres se seront pas calibrés automatiquement sur la base de la taille du groupe.[44]

Dungeon content

pasted image at 2017 10 26 07 13 pm.png

Des nouveaux points d'intérêt (tel que des donjons et des Bosses d'extérieur) apparaissent à mesure que les Nœuds avancent.[45] Le contenu s'adapte au développement de la zone dans lequel il se trouve.[46]

  • Les Populations changeront.[46]
  • La difficulté du contenu changera.[46]
  • Le contenu lui-même peut être complètement différent, selon ce qui est développé et comment.[46]
  • Différents types d'adversaires avec différentes histoires.[46]
  • Certains donjons ne se déverrouilleront que si les nœuds sont développés jusqu'à certaines étapes.[47]
  • Les objectifs d'histoires pour les joueurs à l'intérieur d'un donjon dépendront des chemins narratifs choisis à travers le système de nœud.[47]
  • Les Tables de butins dans les zones et dans les donjons seront liées à la progression dans certaines zones.[47]

Certains donjons et autres points d'intérêt sur la carte vont être affectés par le développement des nœuds sur le serveur. Certains donjons ne seront déverrouillés que si les nœuds sont développés jusqu'à certaines étapes. Les objectifs d'histoires pour les joueurs à l'intérieur d'un donjon dépendront des chemins narratifs choisis à travers le système de nœud. Les Tables de butins dans les zones et dans les donjons seront liées à la progression dans certaines zones. Par exemple, admettons que les humains aient développé un nœud dans la Région A, et une histoire s'est ouverte et dirige les joueurs pour qu'ils inspectent les ruines (donjon) d'une zone proche. Et admettons que ce nœud se soit développé en tant que nœud scientifique (artisanat)… Eh bien avant que ce nœud ait été développé, ce donjon était accessible… Mais maintenant le donjon a propagé des nouveaux objets et monstres qui incluent des tables de butin qui répondront à des besoins d'artisanat grâce au développement de ce nœud scientifique. Et peut être qu'un nouveau boss apparaîtra dans différentes pièces du donjon qui inclura des différents départs de quêtes et d'aventures, comme un objet mystérieux avec une histoire propre qui ne peut être avancée que si un nœud s'est développé jusqu'au statut de métropole dans certaines régions, à travers la planète. Notre système est tellement vaste, quand il s'agit d'interconnectivité et de la manière dont le monde réagit aux joueurs.[47]

Raid strategies

Raids will have elements that can be pre-planned.[48]

Raids will also have dynamic elements that can change from session to session.[48]

One of the design elements that we're implementing into our raids is that the raid will not be exactly the same every single time. You're going to have variables that can't necessarily be pre-planned out for. You can pre-plan out for a lot of the raid like how many DPS do you need and healers and support; where the key position and all that stuff; but I think the compelling aspect of Ashes raiding will be the difficulty in achieving this content and having that content change from session to session as well. We want there to be variables that get manifested by what type of node got developed elsewhere. Is he going to have acolytes or cultists? What will the acolytes have skills [available] to them? What kit is the boss gonna have? What available skill repertoire will the boss be able to [wield]? ... A lot of those systems are influenced obviously by world development. So the raid takes into account at what stage has the world developed: Are there two metropolises now available in the world? Okay well let's activate this skill in this skill. Now you have five metropolises, well now all these skills have been activated. Are there are they all economic nodes? Are they all military nodes? That we can change things based on that stuff. And it really is a threat assessment from the environment against the players.[48]{{ndash|Steven Sharif}

Group sizes

Party witnessing the beginning of the An Ancient Violence Story arc in Alpha-2.[49]

We're not creating a solo game, but it doesn't mean that we don't offer gameplay that is solo centric as well: It lives in addition to the social aspect of What MMOs provide; and so part of what we do in order to to give that element of gameplay is we have quest lines that are devoted towards solo players. We have hunting grounds. Obviously one of the benefits of being a solo player is you get to keep everything that drops. You don't have to share loot with a party or with friends; that's one benefit of being a solo player. But it's going to be more difficult to overcome challenges; and those individuals who are up to taking that additional level of of difficulty are going to excel perhaps in their character progression a bit faster than those who are more group-centric. It's going to be a little bit of a roll of the dice there because there are loot tables, there are reward tables that accompany that, but it's important to note that from a content perspective Ashes of Creation is looking to fulfill both that solo-oriented mind in gameplay as well as the group and social experience; and a lot of times those paths diverge: They move apart, they come back together; and that process is going to be seen throughout the leveling in Ashes of Creation where you'll have more opportunities for solo gameplay and some opportunities for group gameplay.[50]Steven Sharif

Ashes of Creation is designed for solo players as well as large and small groups.[50][51][52]

The idea behind an 8-person group is to allow us to really amplify party roles, and to create a need for each of the archetypes in every party.[53]
  • Raids will have 40 man groups.[54]
  • Content will be tailored for 40, 16 and 8 person group sizes.[55]
  • Arènes will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[56]
    • There won't specifically be guild vs guild arenas but team-based matchmaking allows teams to face other teams.[57]
  • Siège de Château are expected to have at minimum 250x250 players to be on a single battlefield, with the possibility of increasing this to 500x500 over time.[58][59][60][61]
The minimum goal is 500 players on a single battlefield. I think we will be able to hit 500vs500 but we shall see.[61]Steven Sharif

Ashes of Creation Apocalypse group sizes

Group sizes in Ashes of Creation Apocalypse.[62]

There will be an option in the lobby where you are capable of joining a guild based match that you can link parties together up to a maximum of twenty individuals.[62]Steven Sharif

Tables de Butin

Tables de Butin (drop tables) of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items).[64][55]

Q: Can only one gathering artisan harvest resources from a single boss, or can multiple different artisans harvest different parts from a boss for different resources? For example, a lumberjack gets a special wood from Tumock's tree weapon, while a herbalist gathers the flowers from that same tree.
A: We don't have the concept of harvesting from bosses. NPCs follow a reward table format, where those reward tables are global. They're not unique to particular players. So, once the NPC is vanquished, you have access to the loot container that is its corpse; and it has a static value of either materials or items that get dropped; and whatever the party loot settings are that you might be a part of, or if you're a solo player you will be able to recover those things.[82]

Hunting certificates

Glint in a player's inventory in Alpha-2.[84]

You're hovering over an item we call Glint. [It] comes in a few different rarities. It was formerly known as the monster certificates but we have rebranded them.[84]Chris Justo

Glint rarities in Alpha-2.[84]

Glint (previously known as Hunting certificates and Monster certificates) is a bound currency that drops from mobs and players, and is offered as a reward for completing certain quests, events, and achievements. Glint is intended to be the primary method for generating gold in the Ashes of Creation economy.[85][86][68][87][65][66]

Glint serves a very integral role in the economy within Ashes of Creation. It is a material substance that is acquired through various means, but primarily hunting different antagonists within the world; and it is the physical form of Essence within the beasts of Verra. So when you acquire this it is bound to your character, and that is a very important component of the economic systems here because glint will be used to pay for certain services, such as taxation for buildings that you have, or citizenship dues that are necessary.[88]Steven Sharif
  • Glint may be traded with commodities vendors for player commodities. These commodities can then be transported to other nodes (via caravan or merchant ship) where they can be traded for gold.[68][89][65][90][66] The gold value is based on the demand for the commodity at the destination node (over the last seven days) as well as its distance from the originating node.[92][68]

Zergs

For every play, there should be a counterplay. We often see Castle Sieges turn into zerg-fests, which really doesn’t capture the epic, back-and-forth battles we wish to see in Ashes of Creation. One of our key pillars is that Choice Matters[94], and that applies to tactics and strategy as well. A well-formulated battle plan should win out over stat sheets and bodies. Zergs will generally be difficult to pull off, and will be eminently counterable through siege weapons, traps, and other battlefield tricks.[95]

Zergs are empowered by fast-travel. Meaningful travel times are intended to prevent zerg play from being so much of an influence.[96]

Encounters are designed to have meaning in terms of how boss skills and abilities relate to group compositions, tactics and strategies. Zerging is not experiencing content.[97] There are different ways to make a fight more difficult for larger sized groups without relying solely on stat buffs or making the boss a "damage sponge".[98]

  • Raid and dungeon bosses have specific mechanics and abilities that players need to learn and react to.[98] Zergs that are not aware of these mechanics or react to them appropriately will be wiped.[97]
  • There may be environmental hazards and AoE effects that cause more damage based on the number of players present.[98]
  • There is a give-and-take for guilds that want to see a larger number of members as opposed to a more focused group that may be a part of an alliance.[99]

We're very cognizant of the fact that we don't want to see zerging be a mechanic that's utilized by guilds to accomplish content or just to steamroll over sieges... There are specific mechanics that we are working on that will be seen through the testing phases that relate to a degree of understanding of certain systems that can't just be overrun with numbers.[99]Steven Sharif

Mechanics that encourage political intrigue will play a role in destabilizing zergs.[100]

The best way that I found in games I played previously to take down a zerg is to cause drama from within... It's that conflict inside of the politicking that happens in that big organization. If we provide opportunities for division to occur then it also provides stability to keep a server healthy away from that zerg mentality also... If we approach the castle siege and we've destroyed the walls and we're in the throne room and we're about to cast on the penultimate thing and I at this time am just so excited from what's happening that I'm like "screw it I'm gonna go for it". It's gonna be mine. I'm gonna take the taxes for the next month. I'm gonna take all the gear from the castle. I'm gonna take everything... We want that political intrigue to be present in the game.[100]Steven Sharif

Objective-based game play helps to balance the zerg mentality.[101]

I always feel that if you balance based on groups that in your balance focus is to incorporate features that play well from a player versus player perspective as well as a player versus environment perspective: Having support classes, having DPS and tanks that can obstruct movement and/or create bottlenecks on the field and stuff like that. I think a well-rounded raid it will perform better against a non well-rounded raid, however then you incorporate the second aspect of numbers; and that's where again mobility, organization, leadership tactics. Having objectives in gameplay that make those important helps to balance the zerg mentality that a lot of guilds can tend to have.[101]Steven Sharif

Instanciation doesn't play a major role in limiting zergs, due to 80% of content in Ashes of Creation being open-world.[26]

  • There may be instanced locations within castle and node sieges where specific groups can participate in certain objective-based waypoints.[26]

Zerging is always a problem in a lot of these MMORPGs where you really can't control the number of participants in certain open-world systems; and in that sense instancing is a great tool that designers can sometimes use to curate a particular number of participants that you want. But the predominant amount of content within Ashes of Creation, over 80% of which is is open-world content, so instancing is very limited.[26]Steven Sharif

Leader boards

Players will be able to opt-in to track certain achievements on leaderboards, such as.[102]

Leaderboards may be seasonal.[103]

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.[102]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.

Jumping mechanics

Jumping puzzles will occasionally feature in the world.[106]

Announcements/Notifications

Il y aura une annonce/notification globale (sur tout le serveur) lors d'évènements importants.[109]

Les avancements de noeud seront annoncés sur une zone selon le niveau du noeud.[111]

Les nouveaux citoyens d'un noeud seront peut-être annoncés dans un chat de citoyen de noeud.[112]

  • Les notifications d'élection dans le noeud seront envoyées aux comptes de tous les citoyens[112]

Les évènements de noeuds locaux, comme les caravanes ne seront pas annoncés. À la place, ils dépendront du bouche-à-oreille des joueurs.[109]

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.[110]Steven Sharif

Vidéos

Artwork

Voir également

Les références

  1. Direct, 2018-01-18 (16:34).
  2. Direct, 2018-02-09 (4:42).
  3. Direct, 2017-11-17 (17:50).
  4. 4.0 4.1 Direct, 2017-06-01 (39:21).
  5. 5.0 5.1 5.2 5.3 5.4 Direct, 2017-05-22 (20:59).
  6. 6.0 6.1 6.2 Direct, 2018-09-27 (43:21).
  7. steven-underwater-dungeon-leak.png
  8. Direct, 2017-05-17 (30:53).
  9. Dillias diary.
  10. 10.0 10.1 10.2 Direct, 2020-11-08 (0:00:00).
  11. Direct, 2020-11-08 (11:48).
  12. Vidéo, 2023-03-31 (7:41).
  13. 13.0 13.1 Direct, 2020-11-08 (12:47).
  14. 14.0 14.1 Week 1, entry 1.
  15. Direct, 2020-03-28 (1:58:18).
  16. Direct, 2020-11-08 (12:40).
  17. 17.0 17.1 17.2 17.3 17.4 17.5 17.6 17.7 17.8 Direct, 2020-07-25 (46:08).
  18. Entrevue, 2021-06-13 (11:15).
  19. Direct, 2020-04-30 (1:05:34).
  20. 20.0 20.1 Entrevue, 2020-07-19 (11:04).
  21. 21.0 21.1 Entrevue, 2023-09-10 (58:47).
  22. 22.0 22.1 22.2 22.3 22.4 22.5 22.6 22.7 Direct, 2023-03-31 (1:00:16).
  23. openworldinstancedsplit.png
  24. Direct, 2020-03-28 (1:48:36).
  25. Direct, 2023-05-31 (45:47).
  26. 26.0 26.1 26.2 26.3 Direct, 2022-01-28 (17:50).
  27. dungeon open.png
  28. Podcast, 2021-09-29 (34:11).
  29. 29.0 29.1 29.2 Podcast, 2021-09-29 (35:17).
  30. steven-siege-zone.png
  31. 31.0 31.1 31.2 Direct, 2023-04-28 (2:06).
  32. Direct, 2017-05-19 (24:17).
  33. Direct, 2020-03-28 (1:53:18).
  34. 34.0 34.1 34.2 Direct, 2017-05-19 (23:00).
  35. Direct, 2018-02-09 (45:30).
  36. 36.0 36.1 Direct, 2023-05-31 (43:55).
  37. Entrevue, 2021-06-13 (24:14).
  38. 38.0 38.1 Vidéo, 2018-04-05 (40:08).
  39. 39.0 39.1 39.2 39.3 39.4 Direct, 2020-09-30 (1:07:22).
  40. Entrevue, 2018-08-24 (8:52).
  41. 41.0 41.1 steven-pois.png
  42. steven-dungeons.png
  43. 43.0 43.1 43.2 Entrevue, 2020-07-19 (14:51).
  44. Entrevue, 2020-07-19 (17:12).
  45. Direct, 2017-11-17 (36:22).
  46. 46.0 46.1 46.2 46.3 46.4 Direct, 2017-11-17 (18:29).
  47. 47.0 47.1 47.2 47.3 MMOGames interview, January 2017
  48. 48.0 48.1 48.2 48.3 48.4 48.5 48.6 48.7 48.8 Podcast, 2018-07-09 (22:24).
  49. Vidéo, 2024-02-29 (33:57).
  50. 50.0 50.1 Direct, 2022-09-30 (2:40).
  51. Direct, 2020-11-30 (1:20:25).
  52. solo2.png
  53. 53.0 53.1 Group dynamics blog.
  54. Direct, 2017-05-09 (34:38).
  55. 55.0 55.1 February 8, 2019 - Questions and Answers.
  56. partysize.png
  57. Direct, 2017-05-26 (48:12).
  58. Direct, 2021-09-24 (52:48).
  59. Entrevue, 2021-07-08 (57:19).
  60. Entrevue, 2020-07-19 (44:28).
  61. 61.0 61.1 castle-siege-scale.png
  62. 62.0 62.1 62.2 62.3 62.4 62.5 Entrevue, 2018-08-17 (18:53).
  63. Vidéo, 2023-01-27 (16:44).
  64. 64.0 64.1 Entrevue, 2020-07-19 (8:43).
  65. 65.0 65.1 65.2 65.3 65.4 65.5 65.6 65.7 Entrevue, 2020-07-18 (27:11).
  66. 66.0 66.1 66.2 66.3 Direct, 2017-05-24 (44:14).
  67. 67.0 67.1 67.2 steven-glint.png
  68. 68.0 68.1 68.2 68.3 68.4 68.5 68.6 68.7 Entrevue, 2023-09-10 (53:47).
  69. 69.0 69.1 69.2 69.3 Direct, 2021-03-26 (1:07:33).
  70. 70.0 70.1 70.2 a419c5398b542a713545e4f393d67215.png
  71. 71.0 71.1 71.2 Podcast, 2017-05-05 (43:05).
  72. 72.0 72.1 steven-glint-rarity-level.png
  73. Entrevue, 2020-07-20 (21:57).
  74. Direct, 2018-04-8 (PM) (55:49).
  75. Entrevue, 2020-07-18 (1:00:15).
  76. Direct, 2022-06-30 (1:18:55).
  77. Direct, 2020-12-22 (1:15:01).
  78. Direct, 2017-05-03 (35:25).
  79. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  80. Direct, 2022-05-27 (1:14:46).
  81. Vidéo, 2022-05-27 (2:21).
  82. 82.0 82.1 Direct, 2024-02-29 (1:22:09).
  83. Podcast, 2018-08-04 (1:44:54).
  84. 84.0 84.1 84.2 Vidéo, 2023-10-31 (4:45).
  85. Direct, 2023-10-31 (1:06:32).
  86. Vidéo, 2023-10-31 (3:34).
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  88. 88.0 88.1 88.2 Vidéo, 2023-10-31 (5:06).
  89. 89.0 89.1 Entrevue, 2020-07-19 (1:08:22).
  90. 90.0 90.1 Entrevue, 2019-04-17 (49:55).
  91. Vidéo, 2023-10-31 (6:07).
  92. Vidéo, 2023-10-31 (8:05).
  93. steven-stolen-glint.png
  94. pillars-confusion.png
  95. Blog: 10 facts about castle sieges in the MMORPG.
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  99. 99.0 99.1 Direct, 2017-05-22 (57:37).
  100. 100.0 100.1 Entrevue, 2018-05-11 (44:20).
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  104. Direct, 2017-05-15 (44:10).
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  106. Direct, 2017-07-28 (39:49).
  107. Vidéo, 2023-03-31 (8:47).
  108. Direct, 2018-02-09 (10:42).
  109. 109.0 109.1 109.2 109.3 109.4 Direct, 4 Mai 2018 (48:14).
  110. 110.0 110.1 110.2 Entrevue, 17 Août 2018 (24:48).
  111. 111.0 111.1 111.2 111.3 Direct, 30 Avril 2021 (1:01:10).
  112. 112.0 112.1 Direct, 30 Octobre 2020 (1:01:00).