Pvp

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Alpha-1 open world caravan Pvp.[1]

O combate entre jogadores no Ashes of Creation é vasto e pessoal. Ele abrange muitos aspectos do jogo em si. Desde grandes batalhas políticas realizadas nos campos de castelos maciços, até conflitos mundiais abertos, lutando pelo orgulho dos Líderes da Guilda. Um jogador pode escolher participar do destino do mundo balançando a maré de batalha com sua destreza de combate. Nossas mecânicas de PvP seguem um sistema de sinalização, bem como zonas estáticas de PvP em certos pontos de interesse; lute pelo controle de cidades, castelos, caravanas, ou locais de caça. Nosso PvP é projetado para oferecer aos jogadores um mundo equilibrado e justo para moldar através da caneta, ou da espada, caso eles escolham.[2]

O Pvp (combate jogador vs jogador) é o catalisador para a mudança no Ashes of Creation.[3] O combate entre jogadores pretende ser significativo, desde batalhas de Caravanas até vastos conflitos mundiais abertos disputados pelo orgulho de Reis e Rainhas.[4]

Os jogadores são motivados por coisas diferentes, porque querem algo do jogo que os outros jogadores não querem, isso vai fazer com que as pessoas tenham desavenças. Jogadores diferentes vão querer experiências diferentes e o conflito entre os dois vai criar uma coisa maior e melhor. Da briga vem o renascimento e isso é um símbolo central, é um tema central que ocorre durante todo o jogo.[5]Jeffrey Bard

Há muitas razões para engajar no PvP de mundo aberto em Ashes of Creation.[6]

Só porque nosso sistema de sinalização dá corrupção aos pkers, não significa que o PvP não vai acontecer. Há muitas razões para o PvP ocorrer em um mundo aberto. Recursos escassos, áreas de caça no mundo aberto, caravanas, cercos, guerras entre guildas, etc.[6]Steven Sharif

As penalidades de morte não se aplicam a eventos baseados em objetivos (tais como caravanas, guerras entre guildas, e cercos de bases).[7]

Background

While Ashes of Creation took inspiration from Lineage II (and other games) it has also addressed several flaws in the implementation of those games.[8][9][10][11] The approach of the flagging system in Ashes of Creation is to further disincentivize griefing while still allowing the system to keep risk relevant in the open-world setting.[8]

First and foremost, PvP in Ashes exists in both opt-in systems and events, as well as our open world flagging system. And while it is true that I enjoyed and took much inspiration from games like Lineage 2, we have innovated and adapted our approach to Ashes’ flagging system in order to further disincentivize griefing while still allowing the system to keep risk relevant in the open world setting. The overwhelming majority of player’s experiences with PvP in Ashes will be through consensual systems like caravans, sieges, wars, the open sea and other events. Players will make a choice to participate in those systems or not. And if they choose to participate there will be significant rewards for success.[8]Steven Sharif
In the open world, when competing for the scarcity of resources, raids, dungeons and or hunting grounds, an important element of risk vs reward is introduced through our flagging system. Players must be aware of their surroundings and the reputation of other players who may be in proximity. The flagging system is intended to always provide an element of risk in all settings, but also architected to ensure that griefing and PK’ing is almost never worth it. The subtleties of this system are complex, which is of course why it will require considerable testing and feedback.[8]Steven Sharif
  • Corruption gain takes into account level disparity between the attacker and the player that was killed. The greater the disparity the higher the corruption accrued.[9][12][13][14][15] Corruption penalties occur as the corruption is gained.[16]
These are all things that I've changed in the system that help to safeguard some of those loopholes. Now of course, as we said, we can't and we don't want to 100% remove the ability for that risk to be alive- for that risk to be realized. But what we do want to do is make sure that those occasions are few and infrequent, and are not the majority of a player experience, let's say in the open world; and we do so by incorporating all of those risks and costs into a decision to gain corruption and then PK another player in the open world. It's just not going to be done often and that is my expectation and opinion. It's also the goal of the system is that griefing is not a viable option or play style. And as a result of that desire for the system, we will fine tune it in such a way through testing that that outcome is achieved. And that is the intent and purpose of the design.[17]Steven Sharif
  • Non-combatants can attack corrupted players without flagging themselves as combatants.[17][24]
  • There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[17][28]

Objective-based PvP battlegrounds

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.[29]

The majority of Ashes of Creation players will experience Pvp through opt-in objective-based battlegrounds (also called sanctioned PvP events).[30][31][18][32] These are high risk and high reward encounters that do not utilize the corruption system.[18][33][34]

The majority of PvP that players will encounter- the vast majority- will be through consensual systems, meaning opt-in systems like sieges, like caravans, like wars, or going out into the open sea. These are conscious decisions that players will make knowing the risk profile- assessing that- and they will opt-in to those things..[18]Steven Sharif
  • Sanctioned PvP events allow players to join different teams during the event.[30][31][18]
There are going to be events with sanctioned PvP, where there are multiple team options to join.[30]Clayton Stamper
In a sanctioned event- sanctioned meaning that this is something you have the option to opt-out of. That's a castle siege, that's a node siege, that's a caravan, that's a guild war, that's a node war. You can drop your citizenship. You can drop your guild tag. You can drop participating in one of those things. In any of those types of opt-in and opt-out events, the death penalties do not exist. These are sanctioned. They're intended to allow people to engage in PvP. Now if I die to an NPC while I'm out hunting, or if I die to another player through the flagging system, those are where death penalties come into play; and that's where debt experience can be earned; and that's where corruption can be had. So it's important to separate those two realms.[31]Steven Sharif
During PvP events such as caravans, guild wars, and sieges, the death penalties are disabled between participating characters on opposing sides. Attacking and killing players on the opposing side doesn't trigger the purple and red flags, nor does dying drop any resources or loot. However, you can't hide in this state as a Red corrupted player either. If you are Red, you'll still be Red in the siege or caravan and open to anyone to kill you and drop your loot, regardless of the side you are on. Being Red trumps everything.[36]
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.[44]Steven Sharif
We will have certain systems that won't lend well to streaming, because certain systems have a requirement of secrecy and/or at least some level of strategic ambiguity. So players need to be conscientious of that fact when they're intending to both stream and play Ashes of Creation. Those are things that we cannot solve because intrigue is an intrinsic part of the game.[45]Steven Sharif
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.[5]Steven Sharif

Caravan PvP

Caravan PvP in Alpha-2.[46]

One of the most important aspects of caravans is that there is no reward without significant risk in Ashes of Creation; and the caravan system is of particular risk, because it is how materials and commodities are transited within the world of Verra; and it's difficult to navigate the world of Verra: It's a large world and the terrain is not always kind, especially to large vehicles like a caravan.[47]Steven Sharif

Caravan PvP party icons
Friendly Defender IconAlpha.png Friendly defender
Friendly Attacker IconAlpha.png Friendly attacker
Enemy Defender IconAlpha.png Enemy defender
Enemy Attacker IconAlpha.png Enemy attacker
UI message when opting in to join the defenders of a caravan PvP event.[48]

Caravanas create an objective-based PvP event in the open-world that players can choose to attack, defend, or ignore via a UI window.[48][49][50][51]

  • Only the caravan owner and those in the caravan's raid group will be able to see it on the world map.[52][53]
You will only be able to see the caravan if you are a member of the caravan's raid or if you are the owner of the caravan on the map. If you are not one of those, then you will not see it on the map. If you come within proximity of the caravan you'll be prompted through an event UI to participate if you wish as a defender or an attacker.[52]Steven Sharif
  • Players that choose to attack or defend the caravan will be flagged as combatants.[54]
    • The UI notification will include the caravan owner's name and guild.[55]
    • The proximity that the UI window appears is determined by the player's performance as either a defender or an attacker in previous raids.[49]
    • Once registered as a defender, a player can't switch to attack the caravan.[56]
    • The proximity radius for notification of nearby caravan events can be increased or decreased based on the caravan's components or a player's progression in the highwayman system.[57]
At a certain proximity to the caravan, any player will receive the event notification to participate either as an attacker or as a defender. That proximity radius can be augmented either through players advancement within the Highwaymen system, which is for defenders or attackers you can increase the radius, but also the components can increase and or decrease the radius of that event notification as well.[57]Steven Sharif
  • Players can be registered participants in a caravan event involving multiple caravans.[61][56] It is not possible for a player to participate in more than one caravan event at a time.[62]
As a player you can participate in events that have as many caravans collocated as you want. So if you have 20 Caravans that you're trying to move all in a single caravan raid with all of your players you can join all 20 of those caravans into the same caravan defense group; and that is that is the intent of the system. The same is true for the attackers. The attackers can join against all of those caravans.[61]Steven Sharif
  • Players or mounts trying to block caravans will be pushed out of the way.[65][66]
As it stands currently it would be difficult for players to be able to block the caravan. Now that's not to say that certain types of effects cannot be applied to the caravan through ability use, such as slowing effects, or pause effects, stun effects, against the caravan itself, not the rider. But right now we do have a collision priority system which means that vehicles move players and mounts. Mounts and players cannot stop vehicles from moving the vehicle. Its collision has priority; and then ships have the ultimate priority. Nothing can move ships or block ships.[65]Steven Sharif
  • If a caravan's driver is killed or otherwise removed from the caravan then any player will be able to drive the caravan for a period of 15 to 20 minutes before the caravan despawns and becomes a wreckage.[67] A caravan will persist in the world for a period of 5 to 10 minutes from the time its owner logs out or is disconnected from the server.[68]
  • There is no limit to the number of times caravans can be commandeered or the number of times caravans get destroyed and replaced.[69]
Q: Will there be a limit on the number of times a caravan can change hands if successfully taken over during a journey from one node to another?
A: No. There is no limit a caravan can be destroyed. That caravan can be destroyed. The Caravan thereafter could be destroyed. The driver of the Caravan can be killed and commandeered; and done as many times as is permitted through the situation. That is player driven.[69]Steven Sharif
info-orange.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.
  • A group will be required to successfully attack a caravan.[70][71]

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Sieges

Cercos do castelo

Alpha-1 castle siege gameplay.[72]

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.[2]

Guildas participate in Cercos do castelo in an effort to capture and occupy one of the five guild castles in Ashes of Creation.[73]

  • 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.[77][78][79][80]
  • There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[81]
  • 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.[82]
I love castle-based gameplay. I love trophies. I like rewarding risk a lot; and for me it's very difficult to imagine a MMO that I would want to play where there is not competition of strategic prowess that determines the outcome of these types of events and there is not a meaningful reward both mechanically and from just a bragging rights perspective that players can aim for and try to achieve. I think that it brings a lot to the game when it comes to motivations, to excel, to level, to gain power, to engage those different progression loops when there is an ultimate goal or trophy that is not static and doesn't exist forever once you achieve it, but that you must constantly perform in order to maintain; and that's really the purpose of these castles.[86]Steven Sharif

A guild that captures a castle will own that castle for a month before it is sieged again.[87][88]

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.[87]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 Vilarejo stage through questing.[87][88]
    • Each of the three castle nodes have a siege against it at the end of each of these three weeks.[88][89]
  • 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.[87][88]
  • Depending on how well the guild defends their castle nodes results in better defenses for the castle.[88][89]
  • 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.[90]
  • When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[91]
There will be benefits to attracting people... even if they're not in your guild or alliance – 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.[88]Steven Sharif

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Cercos de base

Cercos de base (vídeo do Pre-alpha).[92]

À medida que certas áreas do mundo crescem, outras cairão. Essa é a fundação do mundo vívido e ativo que é Ashes of Creation, onde os jogadores tem a habilidade de tomar decisões cruciais que importam para a longevidade de uma área se tornar uma cidade, ou a decisão de cercear uma cidade rival. Erga-se das cinzas, crie o mundo ao seu redor, e seja parte da história que é escrita através das suas ações e decisões.[93]Margaret Krohn

Cercos de base permitem que os jogadores destruam bases.[93] Isso abre o caminho para novos desenvolvimentos e o acesso a conteúdos bloqueados nas bases próximas. Devido a essa dinâmica, o conflito político e a intriga fazem um papel importante na estrutura do mundo.[94]

Cercear uma base não será uma tarefa fácil para os atacantes. Cidades e metrópoles terão uma vantagem defensiva considerável.[94]

Se você possui um lar em uma base e não quer que ele seja destruído, terá que defender a cidade![5]Steven Sharif

Bases podem cair de nível de acordo com a Atrofia de Base.[93]

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Guerras Guild

Guerras Guild are objective-based PvP events between guilds.[95][96]

  • Guild wars are not permanent. Definitive victory/surrender conditions exist that are based on the level of the warring guilds and the assets that those guilds have.[99][101]
Q: How do you plan on keeping wars fresh long term? Typically in other games wars become one dimensional in terms of strategy. Will intrepid be looking at map changes every few years, or will you give guilds / node mayors the ability to customize the layout or objectives of the battlefield?
A: Our guild wars have objective-based gameplay that spawn in the world based on several different factors and predicates that might exist. Some of those predicates might be where is your guild a patron guild of? Does your guild have a guild hall? What node is your guild leader and/or officers a citizen of? What was your last completed raid boss? All of those can serve as predicates to then spawn a certain objective within the world that players have to either engage with in a number of different manners. Either they can be kill objectives, they can be control objectives, they can be capture and move objectives. They could be a caravan caravan summons that need to take supplies from those objectives. The idea is to incorporate all of these other ancillary systems that exist within the game in some way shape or form- tie it into the guild war, because we've created those systems for a reason. We want players to engage with those systems, so why not hook those systems into the guild war format? And I think that that creates a very dynamic setting where it is not just about killing and logging out, but rather strategy in both your resource placement, how you respond, and when you respond, the composition of your raid/group teams. Those types of things play a role now in the outcome of those guild wars and I think they keep it fresh because it'll be different per war.[95]Steven Sharif
info-orange.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.

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Naval PvP

Navios moving into an open sea naval PvP zone (open waters/deep ocean areas) will automatically flag players as Combatants (purple).[18][39][40] Corrupted (red) players will remain red while in the open sea.[103][104][36]

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.[39]Steven Sharif
If you are not corrupt and you enter the open seas you will be taking a mitigated form of the death penalties, which means you will have a debuff applied upon death and in addition you will still suffer the gear degradation or gear decay upon death as well. But you will essentially be either significantly reduced in the experience debt accrued through death in the open seas if you're not corrupt, or there won't be experience debt accrued in the open sees if you are not corrupt.[103]Steven Sharif
  • Open sea zones have better resources in more abundance to compensate for the added level of risk.[106]
We have a very intuitive UI 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."[105]Steven Sharif

Operators of a ship's weapons platform can initiate naval PvP against another ship in the following cases.[40]

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Server prime-time

Objective-based PvP events such as node sieges, castle sieges, guild wars, and node wars will occur within a prime-time window somewhere between 3PM and 9PM server time. This is subject to testing.[75][76][107]

  • Guild wars and node wars can be declared at any time, but the objectives will only spawn during the prime-time window.[97]

Open-world PvP

Open-world PvP in Ashes of Creation is subject to the player flagging and corruption systems.[18][6]

Q: In the open-world PvP system, will there be a "prevent attacking innocent" option that when turned on will prevent me from accidentally attacking a non-corrupted player?
A: The open-world flagging PvP system requires what we call the "Force function" in order to initiate an attack against another player, and by default that's even against players who are already flagged, though not against players who are corrupt; and they're in the settings. You will have options by which you can persist that force function if you wish through another keystroke input. And then additionally you can set your AoEs so that if you initiate an AoE attack against a location and there are flagged players there, you will either- you can set it so that you can automatically hit those flagged players, but by default it doesn't. So, those are options in your in your settings that you will have access to and be able to adjust.[111]Steven Sharif

Player flagging

O sistema de sinalização de Pvp de mundo aberto foi projetado para dissuadir as pessoas de perturbar outros jogadores.[112]

  • Os jogadores podem participar do PvP de mundo aberto uns com os outros sem ter que recorrer ao assassinato.[113]
    • Os jogadores irão gankar outros jogadores, mas a intenção é que Ashes of Creation não seja uma "festa de gank".
  • A intenção é que as penalidades sejam suficientemente severas para impedir jogadores de matar outros assim que revivem.[114]

pvp flagging diagram.png

Há três níveis de sinalização para o PvP mundial em Ashes of Creation.[15]

  • Não-combatente (verde)
    • Todos os jogadores começam como Não-combatente.[24]
    • Ataques não-propositais (como AoEs) não irão atingir jogadores não-combatente.[115]
  • Combatente (roxo)
    • Os não-combatentes que entram em um campo de batalha de mundo aberto são automaticamente marcados como combatentes e permanecem marcados por um período de tempo após saírem daquele campo de batalha.[15]
    • Os jogadores são sinalizados como combatentes se atacarem outro jogador ao realizar um ataque proposital. Se os jogadores atacados revidarem, eles também são marcados como combatentes, caso contrário, o jogador atacado permanecerá marcado como não combatente.[24]
    • Os não-combatentes que curam, buffam ou interagem de outra forma com os combatentes serão marcados como combatentes.[27]
    • Não-combatentes que atacam um jogador usando animais de combate (ou qualquer outra entidade controlada pelo jogador) serão marcados como combatentes.[116]
    • Os jogadores podem matar combatentes sem repercussões, e são encorajados a fazê-lo, uma vez que morrer enquanto um combatente reduz as penalidades de morte.[24]
    • Os jogadores não são capazes de definir manualmente o seu status de combatente.[117]
    • Os jogadores permanecem sinalizados por um período de 90 segundos após seu mais recente ataque a um não-combatente ou outro combatente.[118]
    • Jogadores não podem sair do jogo enquanto estiverem sinalizados.[28]
  • Corrompido (vermelho)
    • Se um jogador combatente matar um jogador não-combatente, ele será sinalizado como corrompido.[112]
    • A corrupção se multiplica as penalidades de morte e revela a localização de um jogador corrompido para os caçadores de recompensas.[112]
    • A pontuação de corrupção de um jogador aumenta com cada jogador não-combatente morto.[15]
    • Se um não combatente atacar um jogador corrompido, o não combatente não será sinalizado como um combatente.[24]
    • Jogadores corrompidos podem matar caçadores de recompensas sem adquirir pontuação adicional de corrupção.[119]
    • Há um timer de 60 segundos para desconectar do jogo enquanto corrupto.[28]

Um jogador não pode sinalizar os membros do mesmo grupo, raid, guilda ou aliança..[120]

  • Os jogadores poderão optar por participar (através de uma caixa de seleção) para permitir que seus AoEs (ataques em área) benéficos ou não-benéficos acertem jogadores sinalizados. Se essa opção for marcada, então o seu AoE de cura ou dano afetará os jogadores sinalizados. Se isto não for marcado, então a AoE não danificará ou curará nenhum jogador marcado, e como tal, não fará com que o jogador que castou a habilidade seja marcado (se ainda não estiver marcado).[121]

Se você tiver essa caixa de seleção para sinalizar com suas AOEs e curas disponível, você sinalizará. Se você não tiver essa caixa marcada, então ao completar a habilidade, ela não o sinalizará porque a marcação foi feita no início de que havia um membro do grupo sinalizado; e então ele não receberá o efeito benéfico como resultado ou o dano, se for um feitiço ofensivo..[121]Steven Sharif

Cercos, caravanas e guerras de guilda não utilizam o sistema de sinalização.[122]

Você não vai ver jogadores perturbando outros no jogo com muita frequência; e isso é devido ao nosso sistema de sinalização. A mecânica da corrupção baseia-se em desincentivar um griefer ou PKer, mas ainda oferecendo a oportunidade, se a ocasião surgir, onde os benefícios superam o risco, você tem a capacidade de fazê-lo. Se você ganha a corrupção, que está matando um não-combatente - um jogador que não está basicamente lutando - se você ganha essa corrupção, seu mundo mudou. Não vai ser um lugar muito benéfico e você tem o potencial de perder seu equipamento. Sua eficácia de combate diminui com base na quantidade de corrupção que você acumula. É um equilíbrio confortável entre a liberdade dos jogadores e a perturbação..[123]Steven Sharif

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Player corruption

Corrupted player in the Alpha-1 preview.[124]

Quando você ganha a corrupção, você tem o potencial de perder seus itens completos, sua arma, sua armadura, coisas que são muito difíceis de conseguir; e então o outro aspecto disso é que, para dissuadir basicamente os jogadores de tomar personagens alternativos e dizer que este é o meu personagem de PK, quanto mais jogadores você mata, mais corrupção você ganha, e mais diminui a sua eficácia de combate em PVP. Se você está lá fora e matou 20 jogadores... você não será mais capaz de atuar em PVP. Você precisará pegar esse personagem e ir se livrar da corrupção. O outro aspecto da corrupção é que se você matar outro jogador, que não é um combatente e a disparidade de nível entre você e esse jogador for grande, você ganhará uma quantidade maior de corrupção com essa única matança. Ao ponto de que você não vai querer matar um personagem de nível 1.[20]Steven Sharif

Se um jogador combatente (roxo) matar um não-combatente (verde) em Pvp, ele será sinalizado como um jogador corrompido (vermelho).[112]

  • A pontuação de corrupção de um jogador aumenta com a morte de cada jogador não-combatente.[13][15]
  • Quanto maior for a diferença de level entre os jogadores, mais corrupção será ganha.[13][15]
  • As penalidades de corrupção ocorrem à medida que a corrupção é ganha. [16] Quanto maior os pontos de corrupção;
  • A corrupção tem um efeito visível na aparência de um jogador.[126]
  • Se um não-combatente atacar um jogador corrompido, o não combatente não precisa sinalizar como um combatente.[24]
  • A localização de um jogador corrompido é revelada para os caçadores de recompensa no seu mapa.[13][112]
  • Jogadores corrompidos podem matar caçadores de recompensa sem aumentar sua corrupção.[127][119]
    • As penalidades do jogador corrompido não terão efeito nas lutas com caçadores de recompensa.[127]

Quanto mais corrupção você ganha, menos eficaz você se torna em PvP e haverá um certo período em que você ganhará corrupção suficiente para ficar sem equipamentos e também terá uma redução maciça em sua eficácia de PvP[21]Steven Sharif

Recompensa sem risco não tem sentido... Corrupção é apenas mais uma palavra para risco.[128]Steven Sharif

Você não pode necessariamente cronometrar perfeitamente os danos ou ver até mesmo a vida do jogador. A menos que você estivesse no grupo deles, você não pode ver a vida de um oponente também, então esse é outro componente que você sabe que acrescenta risco.[129]Steven Sharif

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Hunting grounds

You are on the prowl, and notice an unsuspecting player chopping trees. What would you do?[130]

Hunting grounds are open-world Pvp corruption-enabled areas that encompass most of the map.[131]

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.[134]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.[133]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.[135]

Read more...

Arenas

As arenas são cenários de Pvp instanciados e não fazem parte do PvP de mundo aberto.[137]

Arena ladder

Haverá um sistema de rank de arenas.[138]

  • As recompensas para o rank de arenas serão reveladas mais tarde.[140]
  • Títulos poderão ser recebidos por participação em arenas.[141]
  • Pontos de arena que podem ser usados para comprar equipamento não estão planejados no momento.[141]

Read more...

PvP quests

There will be PvP quests in Ashes of Creation.[145]

There are quests that interact with PvP. PvP is not a secondary component of the game. PvP is an equitable component of the game. Remember we are a PvX game, which means that we emphasize both PvE quest lines and story modes and content as well as PvP. It is an intended design theory for Ashes of Creation that the world is not filled with just your friends. The world is also filled with adversaries; and because of that we will provide opportunities to encourage social friction; and that may be in the form of these PvP oriented questlines.[145]Steven Sharif

Factions

Não há facções pré-definidas no Ashes of Creation.[146]

Apresentamos ao jogador esses eventos de fricção suave e depois isso determina quem são seus amigos e seus inimigos.[147]Steven Sharif

Como não temos um sistema de facções, você quer conceder ao usuário a capacidade de fazer coisas que são "más" ou "boas", então tem que haver uma infinidade de escolhas no lado mau para que eles possam participar.[148]Steven Sharif

Afiliações

Uma árvore de afiliações determina quais entidades podem participar em ataques contra outras entidades dentro de sua hierarquia. [149][150]

There's node citizenship. There's guild. There's alliance. There's party. There's raid. There's family. All of these types of affiliations have a hierarchy. The highest of which is your node affiliation: So your citizenship is your greatest superceding relationship, which means if you were a part of a guild and the guild has multiple nodes in which its members are citizens of, if there was a war between two of those nodes, the members of those nodes would be first and foremost citizens who defend that node, even against their own guild members.[149]Steven Sharif

All of these things have some hierarchy; and within that hierarchy there's the ability to participate within certain systems. So for example, if you have a node that has fallen under your vassal state and you're a citizen of the parent node, then you could participate in a siege against the vassal node but if you're a citizen of the vassal node you could not participate as an attacker against the parent node; so there's a hierarchy, unless you were to renounce your citizenship.[150]Steven Sharif

Read more...

Threat assessment

Os jogadores terão um buff em sua placa de identificação que indica o conjunto de equipamento que estão usando. Outros jogadores poderão ver esse "buff", visando esse jogador à distância".[151][152][153]

  • Isto indicará o tipo de equipamento (tecido, couro, [[Plate armor|placa]) que eles estão usando predominantemente".[152]
  • A borda indicará o nível e a qualidade do conjunto de equipamento'.[151][152][154]
  • Isto também indicará se o equipamento está encantado'.[152][154]
  • Os desenvolvedores acreditam que inspecionar o equipamento para obter uma lista exata de equipamentos ou pontuação do equipamento pode levar a um "comportamento indesejado".[155]

Quando você vê um jogador se aproximando de você e ele está usando um transmog, você sabe que você não sabe se essa pessoa é uma mitigação de danos alta contra danos físicos ou contra danos mágicos e, essencialmente, a maneira como superamos isso é através de você poder apontar um jogador à distância e ele terá um buff que está presente neles que você verá, o que indica que essencialmente o conjunto de peças que ele está usando. É importante que os jogadores possam verificar, do ponto de vista da avaliação da ameaça, o que eles estão enfrentando se estiverem verificando ativamente isso e isso estará disponível.[153]Steven Sharif

Ser por padrão capaz de ver a "pontuação do equipamento" / lista de equipamentos de uma pessoa... pode causar um comportamento indesejado.[155]

Player health

A vida é um atributo no Ashes of Creation.[156][129]

No que diz respeito a ver a vida de outro jogador: Como você sabe, a placa de identificação deles se deteriorará ou lhe dará uma indicação de que eles sofreram danos significativos, mas você não vai ver uma porcentagem. Você não vai ver um valor exato da barra, a menos que você esteja no grupo deles ou na raid deles[129]Steven Sharif

Character nameplate

Uma placa de identificação de personagem será exibida acima de sua cabeça.[158]

  • Este pode ser o primeiro ou último nome (nome de família).[158]
  • O nome da guilda do personagem é exibido ao lado de seu nome.[159]
  • A placa de identificação do personagem irá se deteriorar para dar uma indicação de quanto dano eles sofreram.[156][129][157]
  • Um ícone identificará a classe do personagem.[151]
  • Passando o mouse sobre a placa de identificação do usuário mostrará informações como nível, seu nome de classe e combinação de modelos.[151]
  • Um ícone de buff indica o equipamento do personagem e a sua categoria.[151][152][153]

O tipo de criatura invocada de um Summoner aparece na placa de identificação acima da criatura invocada. Isto não pode ser mudado pelo jogador. [160]

Player death

When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[162][163][164][22][165]

It might even be the case that their particular bag space doesn't have available location for a three-by-one log; and you're a lumberjack and they see you just chopping down these trees and you're like, there's no point in me engaging with this person, because I have nothing to gain due to my capacity.[169]Steven Sharif
  • There will be a period of time following a player's death before their mule despawns. Other players must kill that player's mule to be able to loot it.[170]
    • If the mule dies its corpse will contain the same percentage of lootable items according to the player's death penalties.[170][171]
  • Death by falling is possible.[175]
    • 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.[175]
  • Death by drowning is possible.[176][177]
    • Players that drown will respawn on shore.[176]

Death penalties

Player death in an open world dungeon in Alpha-1.[178]

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.[123]Steven Sharif

Death penalties (mostly) do not apply to objective-based PvP (also called sanctioned events).[31][32][43][7]

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.[7]Steven Sharif

Non-corrupt players suffer reduced death penalties in naval PvP (open seas) zones.[103]

  • These penalties will be less than those for a green player.[190]
Q: We know that the normal death penalty incurs a myriad of penalties for the player, but we don't know the numbers behind this penalty. For instance, what percentage of materials do players drop? What percentage of glint is dropped? How severe is the skill and stat dampening? What is the average time it will take a player to work off XP debt from one death?
A: You're asking about percentile values. You're asking about time that it takes to recoup the percentage and whatnot. Any time that we're at a stage we're in now, and that in Alpha-2 we're going to be testing this, those values are the most subject to change. So to be clear, we're going to do [a] best-guess balance pass for Alpha-2 with the full expectation and understanding that the purpose is- and take into consideration player interaction with those numbers, and what feels best. So just off the bat, those values are not what we should be focusing on at this stage; but, to give you an idea where we are: First of all, when we're talking about dropping items that are in your material inventory, whether that be glint or that be other material types, we're talking roughly between anywhere from 20 to 30% of a stack is going to be lootable on a per-death basis. Now, that is a value that can change based off of the types of bags that you are using to carry those materials. In addition, there's other progression that can allow you, and some stats I believe, that can allow you to mitigate that value also. When we are talking about the percentage that's lost, or excuse me, not lost, the percentage of your level that is accrued as experience debt from death, generally you can expect that that's going to live around three to four percent of the level in accrued experience debt per death. However, additionally, there is a way to mitigate that percentage debt; and that is through the resurrection ability that's provided to Clerics. So, Clerics have the ability to resurrect their allies, and that resurrection will return a percentage that would have been accrued as experience debt. And that return percentage is predicated on the investment into the resability [sic], as well as the stat of the Cleric that is tied to the resurrection effect as well. So those can return percentages, so you can mitigate that to a degree. How long will it take you to recover that, and what stat dampening occurs? Anywhere within a level, if you acquire 100% experience debt for that level, you max out the experience debt, essentially, you don't ever buy that down, you're probably looking around a 20% stat efficacy dampener. So on average, if you're at 100% debt for a level, and you got to work all that off before you can start progressing at the level again, you're at around 20% overall stat dampening. Time it takes you to regain that debt is predicated on the level you're at and how you exp. So, that's a highly variable value.[179]Steven Sharif
info-orange.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.

Combat revamp

4K Alpha-1 preview open world Pvp (2v2).[191]

Todos vocês que estão esperando para ver todas essas mudanças, lembrem-se de que são mudanças iterativas e que elas são meio que implementadas em diferentes fases. Portanto, vocês vão ver o aspecto inicial delas e não esperam que elas sejam totalmente polidas ou que todas as animações ainda tenham sido adaptadas.[192]

Um sistema de combate remodelado estará pronto para ser testado no teste prévio do Alpha-1 em Março e Abril.[193]

  • O objetivo é dar mais controle ao jogador e conseguir um fluxo mais fluido de combate.[194]
  • Esta reformulação não representará a forma final de combate, mas definirá a direção geral que o combate estará tomando.[193]
  • A reformulação será iterativa e será estendida aos testadores em diferentes fases.[194]

Todos vocês que estão esperando para ver todas essas mudanças, lembrem-se de que são mudanças iterativas e que elas são meio que implementadas em diferentes fases. Portanto, vocês vão ver o aspecto inicial delas e não esperam que elas sejam totalmente polidas ou que todas as animações ainda tenham sido adaptadas.[194]Steven Sharif

Safe zones

Currently the plan is when you're on the footprint of a home, you can't be damaged by other players. Like all things that are a work in progress, this can change... which ties to your other question. Where specifically PvP can or can't happen isn't a core pillar. For example, when we said while on the footprint of your home building on a Freehold that you can't be harmed by other players, this doesn't change a core pillar of the game. Alpha Two will be significant moment for us to test, to get feedback, and iterate on things.[196]Ry Schueller
Q: Does 'home' also mean apartment or in-node house?
A: Home is the "home area" of player housing. Instanced apartments and inns are player housing.[195]Ry Schueller
info-orange.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.
  • Players are not able to be attacked or robbed while occupying their player stall inside the limits of a node.[201]

Read more...

PvP seasons

O desempenho em vários sistemas de Pvp (tais como Caravanas, Arena, Guerras Guild) é medido ao longo de 6 meses de temporadas de PvP. No final de cada temporada, a pontuação acumulada de um jogador pode desbloquear várias recompensas.[202]

Metrics

Ashes of Creation reúne dados de rastreio para facilitar conquistas, títulos e outras distinções num servidor.[203]

  • Número de defesas de cerco bem sucedidas.[203]
  • Número de ataques a cerco bem sucedidas.[203]
  • Número de abates no Pvp.[203]
  • Pontos de participação em raids.[203]
  • Número de firsts (primeiro do servidor).[203]

A visibilidade deste tipo de coisas no servidor ajuda a promover uma atmosfera competitiva. Se houver uma conquista atingível para a qual possa trabalhar, para que outros conheçam o seu sucesso, tem mais vontade de ser bem sucedido.[203]Steven Sharif

Leader boards

Haverá masmorras e tabelas de classificação em raid.[204]

  • Algumas tabelas de classificação estarão em todos os servers.[205]

Guild ladder

Uma tabela de classificação interna irá rankear as guildas baseado no seu desempenho nas guerras de guilda e nos cercos a castelo.[206]

Quando a guilda participa de guerras entre guildas ou participa de cercos, você também poderá subir no rank na sua tabela de classificação interna da guilda para que você tenha direito de se gabar entre seus amigos''[206]Steven Sharif

Duels

Duels may be initiated within a freehold or node.[207][208]

  • Dueling is a self-contained event that requires opt-in by all parties.[207]
    • There will be a way to auto-decline duel requests.[208]
  • Dueling is not considered a part of the flagging system.[207]

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.[207]Steven Sharif

Time to kill

Caravan PvP in Alpha-2.[46]

Generally when it comes to finger in the wind we're around where we want to be for TTK and that's probably on the bit faster side of TTK for MMOs that we're accustomed to, but we're a PvX game.[209]Steven Sharif

Time to kill (TTK) in Ashes of Creation will be a little bit faster than most MMOs.[209]

  • Previously it was stated that the TTK was expected to be around 30 seconds to a minute.[210]
  • The developers do not want one-shots in the final MMORPG.[211]
  • Average non-elite mob time-to-kill for a solo player is intended to be around 6 seconds.[212]
In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[211]Steven Sharif

Hitboxes

The developers are testing different approaches to accommodate varying hitboxes between the races.[213]

  • There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[213]

More than likely we'll have some sort of unified or unified-ish hitbox. But again it's going to probably have a unified hitbox with some exceptions or some special sort of collision rules based on them as opposed to just making it smaller for one and not the other.[213]Jeffrey Bard

There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[213]

We don't have separate types of hitbox categories, for example. There's no head hit box in the MMORPG like there was in APOC. So from a critical standpoint you're not going to see a greater risk of critting for a larger hitbox.[213]Steven Sharif

Headshot mechanics

Headshot mechanics (where there is a specific hitbox for a player's head) are not planned for the Ashes of Creation MMORPG.[213][214][215]

Stat growth

Equalized PvP

There will not be equalized Pvp in the open world. There may be equalized PvP in certain arena battlegrounds under specific circumstances.[226]

Gameplay videos

Visuais

Community guides

Ver também

Referências

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  134. Transmissão ao vivo, 2017-05-19 (24:17).
  135. pvp about.png
  136. Transmissão ao vivo, 2017-08-23 (16:44).
  137. Transmissão ao vivo, 2017-05-05 (16:53).
  138. 138.0 138.1 138.2 partysize.png
  139. Transmissão ao vivo, 2017-05-26 (48:12).
  140. 140.0 140.1 arena rewards.png
  141. 141.0 141.1 141.2 141.3 141.4 Podcast, 2018-05-11 (52:20).
  142. gladiators.jpg
  143. Transmissão ao vivo, 2017-05-26 (29:13).
  144. Entrevista, 2020-03-27 (11:04).
  145. 145.0 145.1 Transmissão ao vivo, 2023-05-31 (1:06:47).
  146. Transmissão ao vivo, 2017-05-26 (39:36).
  147. 147.0 147.1 147.2 147.3 147.4 Entrevista, 2020-07-18 (22:26).
  148. Transmissão ao vivo, 2018-04-8 (PM) (11:27).
  149. 149.0 149.1 149.2 149.3 149.4 149.5 149.6 149.7 Transmissão ao vivo, 2019-03-29 (17:10).
  150. 150.0 150.1 150.2 150.3 150.4 150.5 150.6 150.7 150.8 Entrevista, 2018-05-11 (58:07).
  151. 151.0 151.1 151.2 151.3 151.4 Transmissão ao vivo, 2020-08-28 (2:07:26).
  152. 152.0 152.1 152.2 152.3 152.4 Transmissão ao vivo, 2020-07-25 (53:08).
  153. 153.0 153.1 153.2 Transmissão ao vivo, 2020-06-26 (1:28:10).
  154. 154.0 154.1 Transmissão ao vivo, 2017-07-28 (1:34:55).
  155. 155.0 155.1 Transmissão ao vivo, 2017-07-28 (23:20).
  156. 156.0 156.1 156.2 156.3 Transmissão ao vivo, 2020-07-25 (1:33:37).
  157. 157.0 157.1 steven-health-nameplate.png
  158. 158.0 158.1 Entrevista, 2018-05-11 (2:45).
  159. Transmissão ao vivo, 2017-05-22 (51:00).
  160. Transmissão ao vivo, 2021-01-29 (1:21:01).
  161. 161.0 161.1 Vídeo, 2024-02-29 (19:35).
  162. Transmissão ao vivo, 2021-09-24 (51:20).
  163. 163.0 163.1 163.2 Transmissão ao vivo, 2021-03-26 (1:07:33).
  164. 164.0 164.1 a419c5398b542a713545e4f393d67215.png
  165. 165.0 165.1 Entrevista, 2020-07-18 (27:11).
  166. Podcast, 2021-04-11 (34:41).
  167. Podcast, 2023-07-15 (26:31).
  168. Transmissão ao vivo, 2023-04-28 (1:18:48).
  169. Podcast, 2023-07-15 (28:28).
  170. 170.0 170.1 Transmissão ao vivo, 2021-01-29 (1:24:27).
  171. Transmissão ao vivo, 2018-09-27 (47:46).
  172. vaknar-gold.png
  173. Transmissão ao vivo, 2023-11-30 (1:52:37).
  174. 174.0 174.1 174.2 Entrevista, 2023-09-10 (53:47).
  175. 175.0 175.1 Transmissão ao vivo, 2022-02-25 (1:06:45).
  176. 176.0 176.1 Transmissão ao vivo, 2022-04-29 (1:08:27).
  177. Transmissão ao vivo, 2017-07-28 (50:22).
  178. Transmissão ao vivo, 2020-03-28 (1:58:24).
  179. 179.0 179.1 179.2 179.3 Transmissão ao vivo, 2024-03-29 (3:21).
  180. Transmissão ao vivo, 2017-05-19 (13:37).
  181. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  182. 182.0 182.1 Entrevista, 2021-02-07 (13:14).
  183. Entrevista, 2020-07-29 (16:46).
  184. 184.0 184.1 Transmissão ao vivo, 2022-12-02 (1:26:02).
  185. Entrevista, 2018-05-11 (15:41).
  186. steven-corruption-gear-drop.png
  187. Entrevista, 2017-04-27 (9:28).
  188. Transmissão ao vivo, 2021-06-25 (1:15:37).
  189. Transmissão ao vivo, 2017-05-15 (36:23).
  190. Entrevista, 2023-07-09 (38:03).
  191. Vídeo, 2021-02-26 (30:02).
  192. Vídeo, 2021-02-26 (6:17).
  193. 193.0 193.1 Entrevista, 2021-02-07 (49:18).
  194. 194.0 194.1 194.2 Transmissão ao vivo, 2021-02-26 (27:41).
  195. 195.0 195.1 ry-home.png
  196. 196.0 196.1 ry-safe-zones.png
  197. 197.0 197.1 Transmissão ao vivo, 2023-06-30 (1:49:00).
  198. Transmissão ao vivo, 2021-11-19 (54:26).
  199. Transmissão ao vivo, 2020-08-28 (2:04:00).
  200. Transmissão ao vivo, 2017-05-19 (28:04).
  201. Transmissão ao vivo, 2017-10-16 (59:39).
  202. 202.0 202.1 202.2 202.3 Entrevista, 2020-07-18 (16:34).
  203. 203.0 203.1 203.2 203.3 203.4 203.5 203.6 Podcast, 2018-08-04 (1:47:21).
  204. Transmissão ao vivo, 2017-07-18 (58:50).
  205. Transmissão ao vivo, 2017-05-15 (44:10).
  206. 206.0 206.1 Entrevista, 2020-07-29 (14:28).
  207. 207.0 207.1 207.2 207.3 Transmissão ao vivo, 2021-12-23 (1:29:27).
  208. 208.0 208.1 duels.jpg
  209. 209.0 209.1 Transmissão ao vivo, 2024-01-31 (59:45).
  210. Entrevista, 2018-10-20 (3:25:46).
  211. 211.0 211.1 Entrevista, 2018-10-20 (9:10).
  212. steven-mob-ttk.png
  213. 213.0 213.1 213.2 213.3 213.4 213.5 Transmissão ao vivo, 2020-10-30 (1:15:59).
  214. steven-headshots-1.png
  215. 215.0 215.1 steven-headshots-2.png
  216. 216.0 216.1 Entrevista, 2018-10-21 (9:10).
  217. Entrevista, 2018-10-20 (3:25:31).
  218. 218.0 218.1 218.2 Transmissão ao vivo, 2018-09-27 (34:49).
  219. Headshot Description Ranger2.png
  220. 220.0 220.1 Transmissão ao vivo, 2023-01-27 (1:27:42).
  221. Entrevista, 2020-07-19 (53:59).
  222. Transmissão ao vivo, 2017-07-18 (37:25).
  223. 223.0 223.1 Transmissão ao vivo, 2019-11-22 (1:4:56).
  224. Transmissão ao vivo, 2017-07-18 (35:58).
  225. Transmissão ao vivo, 2017-05-08 (43:30).
  226. Transmissão ao vivo, 2017-05-15 (34:59).