Quêtes

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Alpha-1 early quest user interface.[1]

Questing in our world combines the best elements of traditional MMO’s as well as the introduction of our unique player driven experiences. Ashes of Creation offers area quests, public quests, and quest chains that change dynamically and in real time based on the player’s experiences and choices. Players will have the ability to directly alter world events and change the landscape through their actions, as an individual and as a community. Server quests will allow political rivals to compete for the fate of the world.[2]

Les Quêtes dans Ashes of Creation sont divisées en trois catégories : Événements, Tâches et quêtes narratives.[3][4][5]

Nous allons diviser ce qui est traditionnellement appelé « quêtes » en trois différentes catégories : les quêtes narratives, événements, et tâches. Nous voulons éviter d'aller dans une direction qui tente de forcer la part narrative dans le système de jeu là où cela n'est pas vraiment adapté (i.e. du contenu de remplissage qui n'a pas réellement de lien avec ce qui se passe dans le monde).[5]

Evénements

The world of Verra is a dynamic and ever-changing landscape filled with wonder, adventure, and danger. One of the many mechanics that allow us to achieve this adaptability is Events. Events are one of the primary ways that players will experience content. Events focus on delivering a reactive world that keeps players on their toes while changing up gameplay in a fun and unique way, providing challenges, and shaping the world around them. Players will encounter events throughout their entire time on Verra - from early progression to high-level dungeons and raids.[6]Peter Bisulca

Corrupted area in Alpha-1, design by Mia DelCasino.[7]

I think Ashes' whole premise is to incorporate events and changes and evolution that not only represents player activity but also incorporates random story driven interruptions to the normal flow of the world; and whether that be through blocking off specific roadways that are the lifeblood of a particular node's incoming resources, or having random raid boss appear in a zone that never traditionally they did before; and as a result it incurs a complete change of climate that's now affecting crop rotations; and only specific crop can come from that zone; and now the whole economy of the world has been thrown into chaos because no one's been able to down this boss yet, we can't get the corn we need in order to build the reagents on the alchemical side to create this craft- That's the type of domino effect system or event you want that appears in a natural non-injunction way, but it presents a problem to the players to that they have to accomplish something at least if they want to change it back to the status quo. Those I think are compelling events and those I think are ways that the world can introduce an element of randomness that reflects what we experience in the real world.[8]Steven Sharif

Evénements are things that happen in Ashes of Creation as the result of development in the world.[8][9] There are several different types of events that are triggered due to certain conditions (predicates) being met.[10][11][6][12] Events are scaled to fit local, regional, and global needs.[13][5]

Events... can be local, regional or global, and consist of boons or banes. They’re triggered based on a lot of different variables, and some may be one-off Events that occur once, and never again. If an Event is handled successfully, then something good happens to the local, regional, or global area. If it fails, then something bad befalls the local, regional or global area. They’ll relate to the overall Narrative, but don’t fall into its overall structure (for the most part). These are the things that will be written into history, and we imagine that as time grows, each server’s history will diverge more and more.[14]
  • Some events incorporate random story-driven interruptions to the normal flow of the world, such as blocking off specific roadways, having a random raid boss or mobs appear unexpectedly in a zone. Some may lead to wider consequences, such as climate change, plagues, volcanic eruptions, forest fires, or other natural disasters.[15][8][16][17][18]
    • There are events that lead to the spreading of corruption that players will have to fight back against. When these events occur players will need to participate to keep the intrusion on the material plane back.[19][20][21]
  • Events that are taken care of successfully have positive consequences and provide rewards based on the contribution of players during the event.[22][5]
There are certain effects that can happen in a world that does not have a proper response from the player population and that's the whole idea behind these events that can happen; that feel like these are natural world progression events if corruption starts to show itself as a response- as a push back to the player's development of nodes in the world itself.[19]Steven Sharif
There is the ability to fail. I know that is a strange concept for a lot of us nowadays playing more modern games, but there is absolutely a way to fail.[23]Steven Sharif
  • Events have cooldowns in addition to the predicates that are required to trigger them.[23]
Events absolutely do have cooldowns that cannot be forced to spawn repeatedly over and over again. Those cooldowns are not just something that's based on a timer, they're also predicated on certain actions occurring within the world.[24]Steven Sharif
  • If events are not triggered within a certain time period, they could occur randomly.[9]
  • There may be one-off events.[14]

Event types

There are a variety of different types of events that are triggered due to certain conditions (predicates) being met.[10][11][6][12]

Monster coin events

Monster coin concept art.[6]

Let's say for example you have an event- that is the predicate for this event kicking off was that a raid boss was killed in a nearby dungeon; and it was killed for the 50th time, or it was killed by some particular storyline end or whatever the predicate system is in the world state to say "hey kick this event off". Well, when that event kicks off a number of spawners activate around the node and NPCs start moving towards a node. The node is notified, like "hey there's something happening here, you guys should put up your defenses focus on this thing"; and those with monster coins who are within the area and are not a citizen of the node or an affiliated node can choose to activate the monster coin to become one of the monster types that exist within that event; and that event has a number of targets; and let's say for this particular story arc the thing was we need to find artifacts and better weapons in order to defeat these bosses at the bottom of this dungeon; and a lot of players went through that process they found those weapons and whatnot. Well those things might be stored in three buildings that exist within the node. They might be stored within the armory; they might be stored within the barracks; and they might be stored at a workshop that has access to a workbench that they've chosen to build and that could also potentially serve as a predicate; and when you become the monster those are your three objectives; and you don't need to destroy all three. You potentially just need to destroy one, or you destroy as many as you can if it's a time selected event; and you might have targets that are NPC-related as well, such as the blacksmith that's at the workbench, or the captain of the guard who's at the barracks, or whatever who's at the armory; and you get to go in and you get to kill other players potentially during this who are helping to defend the city; and you can also make it to the objectives and potentially help in destroying the building, or killing the NPCs. That is the type of objectives that would exist within a monster coin system for an event.[35]Steven Sharif

Pre-alpha monster coin system.[36]

Sometimes the disturbed beings could take the form of packs of dire wolves, hordes of zombies roused from their graveyard, or even, rarely, an epic-tier dragon flying out of a volcano once a node reaches its maximum level. In any case, the disturbed monsters have to tackle a series of destructive objectives, which can either be handled by the AI or, more interestingly, by a player. The player in turn would attempt to complete all those actions much as in a multi-objective quest, hopefully before other players brought him or her down.[37]

Pièces de Monstres enable players to play as monsters within the monster coin event system. This ranges from playing as a horde of zombies, to becoming a massive dragon.[38][31][32]

During a Monster Coin Event, players will be able to activate Monster Coins, allowing them to become monsters and wreak havoc! These Events can be triggered in a variety of different ways, and in some cases they may even provide cosmetic rewards.[6]

Monster coin events are system spawned events.[31][39]

  • They are structured in a way to prevent groups from gaming the system.[39]
  • Monster coin events are triggered by activity in the world, such as node advancement, defeating a boss or constructing certain types of buildings within a node.[40]
  • Server messages appear for players in the vicinity of these dynamic events.[41]
  • The player will have a number of potential objectives they can choose to attack during the event. This may include node buildings, points-of-interest, dungeon, NPC, or other open-world objective.[35]
When you're playing as a as a monster from the monster coin use as part of an NPC event that might be targeting a node, or other some other open-world objective or POI, or dungeon, you get to participate as a monster and your focus is completing objectives that have already been prescribed as part of the event.[35]Steven Sharif

The Ancients are not going to be part of the monster coin system.[44]

Traditionally, the Ancients are not going to be part of the Monster Coin system. These are the primary antagonists of the story. From a lore perspective, and one of the reasons why they're not a part of the Monster Coin system, is because their souls have really developed almost to the point of perfection in manipulating the Essence for more corrupt uses. They haven't quite gotten there, and who knows if they ever will, but that attunes them out of the possibility: The reason why the monster coin system is possible with other creatures.[45]Steven Sharif

Tâches

Template:Tasks

Quêtes narratives

Quêtes narratives will focus on gameplay that reflects the story and won't contain "filler".[5]

What you find in the Narratives category is where you’ll find most of what you might call traditional quests. Because we’re jettisoning filler, we’ll have the resources to craft a really excellent story, with gameplay that reflects the scope of that story.[5]

One of the major goals I feel like we have is to allow player decisions to have consequences and to have meaningful results from the decisions that they make, so it seems like people can really create their own stories.[46]Aimi Watanabe

The world of Verra will be the same on each server, but Nœuds will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[47]

We want as many people as possible to experience the main server Narrative. These will branch at different scales, but largely at the personal level. Where things change is at the Node level – different parts of the story will be unlocked based on where and when Nodes grow. Unlocking a part of the story in a certain way locks out progression of the story in a different way. You’ll see different antagonists, different NPCs, and different calls to action depending on what’s happening with the server at that time.[14]

It redefines what the players will experience in an MMORPG to come into a wilderness that is devoid of really any structure outside of what the community creates themselves; and then what can be created can be changed, if they want to experience a storyline that's been seen on another server, but you're fighting a dragon because you're near a mountain and the other server's fighting a Kraken because they're near the coast and you want to fight that Kraken because of its drop table. If you want to meta it or because you just want that under your belt: to be the server first to take out that Kraken and you have yet to develop the node there, it's incumbent upon you to manifest that in the game.[49]Steven Sharif

#REDIRECT MediaWiki:Story arc quests/fr

Les Quêtes d'histoire peuvent avoir de multiples étapes. Ces étapes de quêtes peuvent être échouées.[50]

Il y aura beaucoup de quêtes différentes qui auront des étapes dans l'histoire ; et ces étapes peuvent être éventuellement échouées. Vous pouvez franchement rater une histoire ; ce qui n'est pas terrible quand on y pense, mais en même temps ce risque rend votre investissement beaucoup plus important.[50]Steven Sharif

Epic/legendary quests

Epic and Légendaire quests affect the narrative of the game.[4] These quests will unlock gated content.[52]

There is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[53]

At each stage from Gatherer to Processor to Crafter you are required to have certain prerequisites before those elite types of materials can be essentially gathered, processed, or crafted.[55]Steven Sharif

The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focussed.[56]Steven Sharif

Certain legendary items may be limited to one per server at any given time.[59][60]

  • If the player character leaves the server then the item will become available for acquisition through whatever means it was acquired previously.[59]

There are absolutely legendary items and they're not items that are attained easily nor are they granted out in a volume. There might even be items that are single items that will exist on the server at any given time.[60]

A legendary weapon is easily distinguished by its visual appearance.[56]

It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon.[56]Steven Sharif

Legendary items are not intended to be temporary.[61]

The fact there is only one of them... or very very few of them depending on what it is. I think that in and of itself is a balance component right and you need to make sure that the players who are striving for those legendary things and who are devoting the time energy, resources in order to achieve them are accurately rewarded... We do not intend on having legendary items that are temporary.[61]Steven Sharif

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

Discovery of legendary items will unlock further chapters of the Histoire et traditions.[63]

Server history

L'histoire de chaque serveur sera suivie et visible par les joueurs.[64]

Nous allons garder la trace de l'histoire du monde afin de pouvoir raconter aux gens le récit jusqu'à ce jour. Un tout nouveau joueur, qui arrive après six mois, peut jeter un œil à chaque serveur, ce que chaque serveur a réalisé, comment le serveur a abordé l'intrigue ; et ils peuvent décider par eux-mêmes quelle communauté ils veulent rejoindre, à quelle version du monde ils veulent prendre part.[64]Jeffrey Bard

Daily quests

Daily quests will not be prevalent in Ashes of Creation.[65][66]

We don't really have dailies.[65]Steven Sharif
I don't think those will be RNG based. Those will be probably- you will see the reward structure for those types of quests. Will they be dailies? No they won't be in the sense of what we've experienced dailies in the past where you feel so obligated to log in and like you'll miss these things. It's more gonna be focused around like how the world is changing and how the changes in the world relate to your opportunities; and then if your location's gonna matter because fast travel is not a thing, where you're located at is going to determine your the risk versus reward opportunities that are present; and then depending on the time that those occur.[66]Steven Sharif

Grinding

Repetition will not be part of progression in Ashes of Creation.[68]

  • There will be no "grindy" quests.[68]
  • There will not be repetitive quest lines through a single dungeon to obtain gear.[69]
  • The aspiration is to have more things to do in the game than a player has time to do.[68]

Quêtes raciales

Les Quêtes peuvent être basées sur la race d'un personnage.[70]

Différentes quêtes peuvent être en relation avec la culture qui aura contribué le plus dans un Nœud. Cela ne verrouillera pas le contenu, mais au contraire ajoutera de la saveur aux quêtes.[70]

Il pourrait même exister différents répertoires de quêtes qui existent pour des races spécifiques, et même si vous partagez une quête pour tuer un boss, si vous êtes humain et que je suis un elfe, j'aurais un arc narratif différent qui me dirigera potentiellement dans une direction différente de la vôtre, même si on a pris exactement la même quête ; et cela peut être en rapport avec la culture qui aura contribué le plus dans un nœud déverrouillant différents arcs pour les cultures qui partagent la culture principale d'un nœud - Cela ne verrouillera pas le contenu, mais au contraire ajoutera de la saveur dans une direction différente pour ne pas donner la sensation que tout est préfabriqué.[70]Steven Sharif

La race est importante car les histoires ont des chemins qui sont également influencés par la culture qui aura contribué le plus dans un nœud... Si vous êtes un Niküa et que vous vous trouvez dans un nœud Niküa qui est principalement composés de Niküa, vous obtiendrez certains services et/ou compétences en tant que membre de la race Niküa auxquels les autres races n'auront pas forcément accès... Ils auront peut-être des suites de quêtes alternatives, mais ils n'auront pas les quêtes spécifiques. Pour ce qui est des quêtes spécifiques aux Niküa elles seront en rapport à la méta-narration qui sera présente dans le monde et elles commenceront à diriger une partie de cette méta-narration ; et ça sera bénéfique pour votre race car ça débloquera certains contenus pour votre race que d'autres races n'ont pas encore débloqués. Donc il y a une forme de motivation présente pour progresser de cette manière pour atténuer le progrès d'une race dominante.[71]Steven Sharif

Les Quêtes qui sont spécifiques aux Races, Titres, ou aux Guildes composeront sans doute moins de 10% du total de quêtes. 90% des quêtes devront être partageables par tout le monde.[72]

NPC race

Template:NPC race

Ashes of Creation Apocalypse quests

Questing in Ashes of Creation Apocalypse contains lore that gives insight to the happenings on Verra during the fall.[74]

Ashes of Creation Apocalypse progression

The first chapter of Apocalypse is The Exodus. It takes part in the initial stages of the fall and sets the scene for upcoming chapters.[74]

You're going to have an adventuring path and that adventuring path is going to come with weekly quests and daily quests that you can participate in that will be available for the Castle sieges for the Horde and for the Battle Royale; and as you complete these quests you're going to gain experience; and right now you have up to 50 levels, which matches the intended cap for Ashes of Creation. Fifty levels of the adventure path that you can advance in; and as you advance in each of these levels you're going to be unlocking certain assets, such as these weapon skins. Now the great thing about player's progress in Apocalypse is that you will share the same account from Apocalypse to Ashes of Creation the MMORPG and anything that you earn in Apocalypse will be in Ashes of Creation the MMORPG- a unique as a skin exactly: A skin that you will have access to for helping us test write Apocalypse and preparing these different Alpha and Beta stages for Ashes of Creation.[76]Steven Sharif

Histoire et traditions

Ashes of Creation logo.[80]

Ashes of Creation is a direct reference to the storyline. Without giving too much away, the phoenix is going to be a persistent symbol throughout the first phase of the storyline, and the world that the players will be inhabiting is a long-lost world that has suffered devastating calamity.[81]Jeffrey Bard

The Phoenix is the celestial avatar of the Goddess of creation. Her sacrifice protected the people of Verra during the apocalypse.[82]Steven Sharif

There are different parts to the Histoire et traditions in Ashes of Creation.[83]

It is about mythology and discovering what truths mythologies are talking about and finding out what really happened on this world so long ago; and that's part of that discovery process; and we want people to feel that throughout the game, not just in terms of lore but in terms of the world itself.[84]Jeffrey Bard

Arcs Narratifs drive one or more storyline quests within the game.[85][86][87][50][83] Story arcs branch into different stories with multiple possible endings depending on the quest objectives that players complete during each chapter.[85][86][50]

We're keeping lore very close to the chest and the reason for that is because it is very rich. It is diverse. It will have applications outside of just the MMORPG. We intend to take it much further, but I want it to be something that the players get to reveal themselves, that's not just handed to them and then the experience is lost. They should feel when they're experiencing this that it relates to them on a personal level.[89]Steven Sharif

Arcs Narratifs

Alpha-2 early preview of the story arc UI.[90]

Story arcs are like a pre-packaged tabletop campaign. They contain all of the NPCs and quests and monsters- all the things you need to make a cool fantasy story. They're not procedurally generated... We write all the dialogue and we construct all the narrative beats and everything like that, but they will enter the world dynamically depending on the state that the world is currently in; how players have built up specific nodes, what races control various nodes. We have plans to include lots of different things on top of that, but we don't have any quest hubs or anything like that in this game, because players build up all the cities. So we had to get a system that looks at what players are doing and can inject content into the world that makes sense for what they're doing.[91]Skott B

The Blood Still Due story arc unlocking at The Tower of Carphin.[92]

When story arcs come online, they change a lot the environment. They update what monsters are in the world. They create quest NPCs... and then new Pathways can open up through the environment.[93]Skott B

Arcs Narratifs are unlocked by multiple types of player activity within each server.[94][92][91][95]

Every stage a node develops it's unlocking narratives, storylines, it's changing the spawn population of the area around it, changing what bosses exist, it's triggering events where you may have legendary dragons attack the city. It's basically writing the story of the server based on the actions and determination of the players. So, you may experience a dungeon one month earlier and have a completely different story that relates to this location the next month, because something has changed either geopolitically or from the node standpoint.[95]Steven Sharif
Even player driven mechanics will still have story components. There will be a reason why the player driven mechanic is available or required of the player; so every system that's created touches a story.[102]Steven Sharif
  • If there are too many other major arcs happening at the same time in the same zone, a story arc may need to wait its turn, even if conditions are right for it to be unlocked.[94]
  • Arcs Narratifs drive one or more storyline quests within the game.[85][86][87][50][83]
    • Story arcs can branch into different stories with multiple possible endings depending on the quest objectives that players complete during each chapter.[85][86]
    • The developers will try to ensure that story arcs in future expansions flow on from existing story arcs, regardless of the different possible outcomes.[85]
  • There will be a variety of different types of story arc content at different scales, with different cooldowns to suit different types of players in the game.[104]
We must provide enough of this content at varying scales such that it isn't worthwhile or economical to control every single story arc in the world. Some will be smaller in scale and production value, and thus, will move faster and have shorter cooldowns before they're reintroduced.[104]Skott B
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.

Certain story arcs can be unlocked through the bulletin board system. Certain requirements would need to be met in order to access story arc quests.[108]

Soloable quests

Template:Soloable quests

Collection quests

There will be collection quests.[109]

Quest markers

Il y aura des moyens subtils par lesquels les joueurs vont acquérir la connaissance que quelque chose est à faire dans un zone.[110]

  • Il n'y aura pas de marqueurs de quête flagrants tels que des points d'interrogation ou d'exclamation pour dire aux joueurs où tourner.

Quest sponsorship

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

Players can sponsor quests on a bulletin board.[111]

Zones et progression

Donjons, Raids, Bosses d'extérieur, Monstres, Quêtes, Événements, Ressources, Narration et tout autre contenu à l'intérieur d'une ZI d'un nœud auront des niveaux divers et variés ; mais avanceront en même temps que l'avancement de ce nœud et seront dépendants de l'influence raciale.[112][113][114]

Nous n'avons pas de zone de niveau 25 à strictement parler. A la place, cette zone pourra avoir des créatures de niveau 10 près de la route, des créatures de niveau 20 au plus profond de la forêt, et d'autres créatures de niveau 30 en haut de la montagne. Ces ratios changeront en fonction des informations reçues par leurs Nœuds, devenant en général plus dangereux tandis que le nœud évolue. Toute cette civilisation attire l'attention de Choses-Qui-Ne-Devraient-Pas-Être. Cela ne veut pas dire que les zones sauvages sont sans danger, en aucun cas. Certaines seront moins dangereuse, mais toutes auront des dangers que même le voyageur le plus expérimenté devra surveiller.[14]Steven Sharif

Removing player corruption

Concept art de cimetière par Tad Ehrlich.[115]

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.[116]
  • Gagner de l'expérience réduira également lentement le score de corruption du joueur.[117]
    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.[117]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.[118][116]
    • Il s'agit d'un changement de design d'un quête religieuse utilisée pour réduire directement le score de corruption.[119]
  • La durée de la corruption est réduite dans les noeuds militaires.[120]

Screenshots

Voir également

Les références

  1. Vidéo, 2020-05-31 (6:25).
  2. About Ashes of Creation.
  3. Vidéo, 2020-05-31 (5:25).
  4. 4.0 4.1 Direct, 2017-05-15 (20:58).
  5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 MMOGames interview, January 2017
  6. 6.00 6.01 6.02 6.03 6.04 6.05 6.06 6.07 6.08 6.09 6.10 6.11 Types of Events on Verra.
  7. Direct, 2021-03-26 (23:33).
  8. 8.0 8.1 8.2 8.3 Podcast, 2021-04-11 (23:36).
  9. 9.0 9.1 Direct, 2017-05-03 (46:18).
  10. 10.0 10.1 10.2 10.3 Vidéo, 2023-09-29 (2:59).
  11. 11.0 11.1 11.2 Direct, 2023-04-07 (37:56).
  12. 12.0 12.1 12.2 12.3 kickstarter events.png
  13. Direct, 2022-04-29 (44:13).
  14. 14.0 14.1 14.2 14.3 Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
  15. Direct, 2022-04-29 (32:29).
  16. Direct, 2020-06-26 (1:29:06).
  17. Our immersive world - Environments.
  18. Direct, 2017-05-08 (20:27).
  19. 19.0 19.1 19.2 19.3 Direct, 2021-06-25 (1:13:30).
  20. Direct, 2021-03-26 (50:03).
  21. Direct, 2020-11-08 (12:47).
  22. Vidéo, 2023-09-29 (9:40).
  23. 23.0 23.1 23.2 Direct, 2023-09-29 (42:55).
  24. Direct, 2023-09-29 (43:47).
  25. skotty-story-arc-3.png
  26. Podcast, 2021-04-11 (54:35).
  27. vak-map.png
  28. Direct, 2022-04-29 (36:51).
  29. Direct, 2017-05-10 (40:36).
  30. Vidéo, 2023-10-31 (34:12).
  31. 31.0 31.1 31.2 31.3 Direct, 2022-04-29 (39:00).
  32. 32.0 32.1 kickstarter monster coins.png
  33. 33.0 33.1 33.2 Direct, 2022-04-29 (40:21).
  34. Direct, 2022-04-29 (41:30).
  35. 35.0 35.1 35.2 35.3 Direct, 2022-07-29 (1:20:24).
  36. Vidéo, 2017-05-25 (0:02).
  37. IGN: Ashes of Creation first look: An MMO that lets you be the boss.
  38. Direct, 2023-06-30 (1:50:52).
  39. 39.0 39.1 monster event spawned.png
  40. Direct, 2017-05-26 (22:19).
  41. Direct, 2017-05-03 (36:25).
  42. Direct, 2017-05-03 (35:25).
  43. Direct, 2021-06-25 (1:36:05).
  44. Podcast, 2020-11-15 (47:12).
  45. Podcast, 2020-11-15 (51:22).
  46. Vidéo, 2023-03-31 (28:11).
  47. Direct, 2017-05-19 (37:03).
  48. Direct, 2019-12-17 (1:10:30).
  49. Direct, 2017-05-22 (28:02).
  50. 50.0 50.1 50.2 50.3 50.4 50.5 Entrevue, 2018-10-20 (2:36:25).
  51. Direct, 2020-07-25 (1:50:20).
  52. Direct, 2017-05-08 (50:32).
  53. Entrevue, 2020-07-18 (1:00:15).
  54. Entrevue, 2020-07-19 (8:43).
  55. 55.0 55.1 55.2 55.3 55.4 Entrevue, 2020-07-20 (21:57).
  56. 56.0 56.1 56.2 56.3 Direct, 2018-04-8 (PM) (55:49).
  57. Direct, 2020-07-25 (46:08).
  58. Direct, 2021-03-26 (1:02:06).
  59. 59.0 59.1 Direct, 2022-03-31 (1:15:02).
  60. 60.0 60.1 Direct, 2017-05-15 (38:08).
  61. 61.0 61.1 Direct, 2018-07-09 (25:34).
  62. Direct, 2018-04-8 (PM) (51:49).
  63. Direct, 2017-05-19 (44:18).
  64. 64.0 64.1 Entrevue, 2018-04-20 (9:20).
  65. 65.0 65.1 steven-dailies.png
  66. 66.0 66.1 66.2 66.3 66.4 66.5 Entrevue, 2018-08-17 (23:47).
  67. Direct, 2017-05-30 (9:34).
  68. 68.0 68.1 68.2 Direct, 2017-05-15 (26:13).
  69. Entrevue, 2018-08-24 (4:15).
  70. 70.0 70.1 70.2 Podcast, 2018-04-23 (29:56).
  71. Entrevue, 2018-05-11 (1:00:19).
  72. Direct, 2019-07-26 (1:13:23).
  73. Direct, 2019-09-30 (55:33).
  74. 74.0 74.1 Direct, 2018-12-06 (28:45).
  75. 75.0 75.1 75.2 75.3 2018-12-08 Newsletter.
  76. 76.0 76.1 76.2 76.3 Direct, 2018-12-06 (26:12).
  77. Weekly.PNG
  78. weekly2.png
  79. Direct, 2018-12-06 (33:55).
  80. Ashes of Creation Press Kit.
  81. Interview, 2016-12-7.
  82. steven-phoenix.png
  83. 83.0 83.1 83.2 83.3 83.4 83.5 83.6 83.7 83.8 83.9 Direct, 2018-01-18 (39:08).
  84. Vidéo, 2018-04-05 (37:13).
  85. 85.0 85.1 85.2 85.3 85.4 Direct, 2023-04-07 (58:39).
  86. 86.0 86.1 86.2 86.3 Vidéo, 2023-03-31 (14:20).
  87. 87.0 87.1 Vidéo, 2023-03-31 (12:47).
  88. Direct, 2017-05-26 (15:37).
  89. Vidéo, 2018-04-05 (37:50).
  90. Vidéo, 2023-03-31 (14:14).
  91. 91.0 91.1 91.2 91.3 Vidéo, 2023-03-31 (3:32).
  92. 92.0 92.1 Vidéo, 2023-03-31 (1:22).
  93. Vidéo, 2023-03-31 (6:30).
  94. 94.0 94.1 skotty-story-arc-2.png
  95. 95.0 95.1 95.2 Vidéo, 2018-04-05 (35:01).
  96. 96.0 96.1 96.2 96.3 Direct, 2022-04-29 (1:05:37).
  97. 97.0 97.1 97.2 Direct, 2022-03-31 (1:15:29).
  98. Direct, 2023-04-07 (55:22).
  99. Direct, 2023-03-31 (1:00:16).
  100. Direct, 2022-10-28 (32:52).
  101. Direct, 2017-06-01 (37:39).
  102. 102.0 102.1 Direct, 2019-05-30 (1:18:16).
  103. Direct, 2017-05-26 (15:37).
  104. 104.0 104.1 104.2 skotty-story-arc-1.png
  105. Entrevue, 2023-07-09 (47:05).
  106. Direct, 2023-03-31 (59:10).
  107. Vidéo, 2023-03-31 (16:42).
  108. 108.0 108.1 108.2 108.3 Direct, 2017-10-31 (29:50).
  109. Direct, 2017-05-26 (48:48).
  110. Direct, 2017-05-22 (52:39).
  111. Direct, 2017-10-31 (30:34).
  112. Entrevue, 2020-07-19 (19:35).
  113. Direct, 2017-05-15 (30:53).
  114. Blog - Know Your Nodes - The Basics.
  115. Direct, 2018-07-09 (20:41).
  116. 116.0 116.1 Entrevue, 2020-07-19 (30:51).
  117. 117.0 117.1 Entrevue, 2020-07-18 (44:35).
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  119. Direct, 2018-06-04 (2:18).
  120. pvp corruption duration.png