Cercos de base

Fonte: Ashes of Creation Wiki
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Node sieges (vídeo do Pre-alpha).[1]

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.[2]Margaret Krohn

Node sieges permitem que os jogadores destruam bases.[2] 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.[3]

Cercear uma base não será uma tarefa fácil para os atacantes. Cidades e metrópoles terão uma vantagem defensiva considerável.[3]

Se você possui um lar em uma base e não quer que ele seja destruído, terá que defender a cidade![4]Steven Sharif

Bases podem cair de nível de acordo com a Atrofia de Base.[2]

Siege defenses

Castle owners and Mayors will be able to purchase and allocate defense mechanisms to bolster siege defenses.[5][6]

  • Treasury funds can be invested into improving defensive structures, such as stronger walls and gates, traps, and defensive siege equipment.[5][7]
  • Relics will offer area-of-effect buffs to damage, attack range or player health of the defenders.[5][6]
  • Race will not affect the defensive capability of a node.[5]

Declaring a node siege

Node sieges are declared directly by any player[8] who completes the prerequisites for the siege initiation.[9]

  • Once the siege scroll is brought to the node and is activated, the declaration period begins and a countdown is initiated for players in the region to see. This countdown runs for a number of days equal to the stage of the node being sieged.[2][15]
  • Once the countdown is complete, the siege begins.[2]

Sieges are started via an item which is acquired through a quest that scales in difficulty with respect to the level of the Node which is being targeted for the siege. Once the item is brought to the Node and is activated, the declaration period begins and a countdown is initiated for players in the region to see. This countdown runs for a number of days equal to the level of the Node being sieged. Once the countdown is complete, the siege begins.[2]Margaret Krohn

During the declaration period, individuals or guilds can register to attack or defend providing they meet the criteria.[10][11]

  • The player who originally declared the siege cannot exclude anyone from joining the attack.[10]
  • Citizens of the node or provincial nodes being attacked are automatically registered as defenders.[16]
  • Players do not need to be citizens of the node in order to register as defenders, but they cannot be citizens of a node that is at war with the node they wish to defend.[17]
  • Citizens of allied nodes cannot register to attack.[18]

Many services are shut down during the siege declaration period, and instead are replaced by preparation quests or services for the siege.[19]

That incentivizes even further the necessity of players to contribute to the defense of a city. It also elevates the need for that city to politically gain allies among other nodes so that they can protect the collective goods of the citizens.[21]Steven Sharif

  • During the siege virtually all services are suspended.[19]

Server prime-time

Objective-based events such as Node sieges, Cercos do castelo, Guerras Guild, and Node wars will occur within a prime-time window somewhere between 3PM and 9PM server time. This is subject to testing.[23][24][25]

Announcements/Notifications

There will be global (server-wide) announcements/notifications of important events.[26]

Local node events, such as Caravanas will not be announced. These will rely on player word-of-mouth.[26]

Whether it be like a siege or a triggered event against a city or like a unique dungeon opportunity... those types of things are going to involve notifications. Especially to the citizens of the city; where you'll be informed of an impending event. Basically it will give you time.[27]Steven Sharif

Siege alliances

When a siege begins, temporary alliances are formed among attackers and defenders.[28]

  • For node sieges, citizens of the node or provincial nodes being attacked are automatically registered as defenders.[16]
  • There are many reasons to participate as an ally in the attack or defence of other nodes.[29]
    • Titles.
    • Items.
    • Materials.
    • Money.
    • Social bonds.

Many incentives exist that can benefit your node and yourself personally by participating in the attack or defense of cities. These range from titles, to items, to materials, to money. Additionally, aiding others may help you strengthen bonds when your assets are threatened.[29]Steven Sharif

Ashes of Creation may have specific content that revolves around Alliances.[30]

Content that revolves around alliances specifically and progression within the development of that alliance; and the ability to share some common services between guilds that are part of that alliance. I think that additionally allowing alliances to toggle certain relationships with nodes as an interaction is beneficial. That's going to provide an interesting dynamic for players who are either members of the particular node that has the relationship established or members of the Alliance. So I think that obviously building systems is is about creating the channels by which these players can form bonds and the more layers you have around those you know channels of bonding between the different guilds or players, the more sustainable that relationship.[30]Steven Sharif

Siege participation

Non-registered combatants are not permitted on the siege field in castle or node sieges.[31]

  • The developers are testing methods for restricting non-registered combatants from entering the battlefield.[32]

Players could potentially intercept stragglers with the guild war or flagging system en route to the siege field.[33]

Players may choose to respawn at their HQ as long as they are registered.[34]

Lower level characters will have usefulness in mass combat that does not depend on their level, such as manning siege weapons, helping repair fortifications, bringing proximity-based buffs to key positions, using stealth or scaling walls. These types of things are relevant to the tide of battle and do not require the player to be max-level or have high combat stats.[35]

Siege mechanics

A siege occurs over several phases.[36]

  • Certain siege mechanics may be gated for specific size groups during sieges.[37]
  • There will not be a deserter debuff for leaving a siege before it is complete.[38]
  • More will be revealed in an upcoming blog entry.[36]

Siege weapons

Pre-alpha castle siege combat.[39]

It wouldn’t be a castle siege without siege weapons. These are massive machines of war that enable attackers to bring down the walls, and defenders to keep their keep safe. Crafters can bring their own powerful schematics to the battlefield, or you can order baseline siege weapons from your friendly neighborhood siege master NPC. The Castle’s defenders will be able to deploy their own defensive weapons and turrets based on how well they maintained and defended their own Nodes. The sky will be illuminated with fire and fury.[40]

Trebuchet siege weapon.[41]

Siege weapons are able to be crafted or purchased from NPCs.[7]

Siege equipment will require materials, recipes and craftsmanship.[42]

Part of this endeavor of sieging a player-held location (or non-player-held location) is time to prepare; and that includes gathering and crafting these mega weapons or collecting the resources: Whether it be gold or specific quest items to purchase from NPCs.[7]Steven Sharif

Anything that you want to bring into existence in the world is going to be built by players: Whether that is Navios, Siege engines, Armas, Armadura, etc.[43]Jeffrey Bard

Siege PvP

Sieges don't use the PvP flagging system.[44]

Siege NPCs

Siege NPCs serve as defense points. Killing them allows the attackers to gain advantages during a siege.[45] NPCs are only killable during a siege and will respawn if the siege is unsuccessful.[46]

NPC guards are intended to be a significant presence but not the main line of defense in a siege.[47]

Mercenary NPCs

Mercenary NPCs can be hired to participate in objective-based situations.[48][49][50]

There are mercenary NPCs that can be assigned to players. We've discussed about that before and those will follow generically... a kind of pet system even you know adopted majority of the pet system with the added bonus of kind of objective based points of interest that you can assign them to. But we don't want to inundate the field with these mercenaries they'll be kind of few and far between. They'll be assigned specifically like let's say for example you know as the mayor of a node during a siege you'll be able to assign these two specific players that are citizens within your node and then they'll have those they'll spawn during the during the node siege; or vice versa and the castle siege you know guild leaders can assign mercenaries that are available based on the progress of those subsidiary nodes around the castle siege whether or not you have those available to your defense or your attack.[50]Steven Sharif

Dragões

Dragões are epic flying mounts with strong battle abilities, such as AoE breath attacks, swooping flyby attacks, and others.[51][52]

The dragon will have a lot of capability in PvP. It's primarily its purpose, because as it relates to Castles and the sieges they're in, or Nodes and the sieges they're in. We want dragons to have large scale ramifications against player raids.[52]Steven Sharif

Siege objectives

Each node has a number of districts, depending on its stage.[36]

  • Districts are taken by defeating a "raid boss" guard NPC in that district.[36]
  • If attackers take over a district, they gain that district as a respawn location.[36]
  • Attackers can kill the quartermasters to increase the respawn times of the defenders while reducing their own respawn times.[53][36]

Defenders can assault the outposts of the attackers to hinder them.[36]

  • Destroying the headquarters of the attacking army is a victory condition for the defenders.[53][22]

Attackers may not be capable of deleveling a node. Instead they may carry out precision attacks to disable specific service-oriented buildings within the node. These buildings can be targeted with siege weapons and bombs.[54]

As the attackers are sieging a city you know they have obviously a win condition- a win objective- but additionally there can be casualties from a structural standpoint during that process. So let's say if the... attackers were to not succeed in completely destroying the node they could still affect damage across multiple types of buildings that are present within the node, which disables services for that those citizens and also will require some type of reconstruction effort on behalf of the citizens.[55]Steven Sharif

Completing a siege

A node siege will last for up to two hours.[36]

  • Defenders will be required to hold a central point in the node for the duration of the siege or they must destroy the hedquarters of the attacking army.[53][22]
  • Attackers will need to gain access to the node then reach a central point where they must channel a 5 minute cast on the defender's flag. This cast can not be interrupted by CC but can be interrupted through death of the caster.[53][22]

If the node survives, there will be a cooldown before the node can be sieged again:[36]

If the node still exists after the siege has ended, citizens will need to obtain the resources needed to rebuild any damaged infrastructure.[54]

Destruição de base

Bases podem ser destruídas a partir do estágio 3 (Vilarejo), e são destruídas através de cercos.[2]

Bases podem ser destruídas a partir do estágio 3 - Vilarejo, e são destruídas através de cercos. Cercos começam ao se usar um item que pode ser obtido através de uma missão que aumenta em dificuldade de acordo com o estágio da base que está sendo alvo do cerco. Assim que esse item é levado à base e ativado, o período de declaração começa e uma contagem é iniciada para os jogadores da região. Essa contagem dura um número de dias igual ao estágio da base sendo cerceada. Assim que a contagem termina, o cerco começa. Existe um período de espera entre cercos, e jogadores devem esperar um cerco período de tempo após um cerco malsucedido para que um novo cerco possa ser declarado. Quanto maior o estágio da Base, maior o tempo de espera entre cercos. Se um cerco é bem-sucedido, a base retorna ao Estágio 0, e todos os que eram cidadãos daquela base deixam de sê-lo.[2]Margaret Krohn

Consequências de um Cerco

Estamos trabalhando em uma engine de destruição que deve nos ajudar a criar um Cerco de Castelo que seja cinemático e visceral. Ver fragmentos das paredes caírem no chão depois de serem acertadas por uma catapulta será satisfatória de uma maneira nunca antes vista em um MMORPG. Talvez você não precise quebrar a parede toda, talvez precise só abrir um buraco grande o suficiente, e isso será o suficiente para virar o jogo.[40]

Destroços serão visíveis por um período de tempo após um cerco de castelo bem-sucedido. Eles persistirão até que o clã incumbente construa a primeira base defensiva.[60]

Ambientes Destrutíveis

Ambientes Destrutíveis serão um elemento chave de como os jogadores interagem com o mundo, tanto em Ashes of Creation Apocalypse como em Ashes of Creation o MMORPG.[63]

Queremos que a destruição seja um elemento chave de como os jogadores exploram o mundo.[63]Steven Sharif

  • Atacantes podem não ser capazes de destrur base durante um cerco. Em vez disso, podem executar ataques precisos para desabilitar edificações de serviços específicas dentro da base. Essas edificações podem ser atacadas com armas de cerco e bombas.[64]
  • Edificações de Base (including residências de jogadores) terão pontos de vida e podem ser danificadas durante cercos. Se as edificações sofrerem mais de aproximadamente 25% da sua vida em dano, qualquer PNJ ou serviço oferecido naquela edificação ficará desativado até que ela seja reparada.[56]
  • Se a base ainda existir após o fim do cerco, os cidadãos precisarão obter os recursos necessários para reparar e reconstruir qualquer infraestrutura danificada.[56][54]
    • Edificações maiores e mais avançadas precisarão de mais recursos para serem reparadas. Residências de base provavelmente precisarão da menor quantidade de recursos para serem reparadas.[65]
  • Residências de jogadores que forem destruídas durante um cerco não poderão ser vendidas.[66]

Você pode procurar ser mais preciso ao decidir atacar uma cidade. Digamos que uma base rival está tentando chegar, sei lá, no estágio cinco de base ou algo do tipo e você quer desativar a capacidade de progredirem seu sistema religioso. Você poderia focar no templo durante o ataque, ou talvez você queira impedir que a academia deles cheguem em um nível alto para que a de vocês possa; ou talvez você queira desativar diversas edificações que permitem que os cidadãos aceitem missões e recebam experiência, o que impede que eles compitam com a sua base em termos de experiência ganha. Esses ataques podem ser mais precisos e não precisam causar a destruição de uma base.[64]Steven Sharif

Impacto nas residências de jogadores

Designs de Residência de Jogadores e decorações são retidas e podem ser colocadas novamente no futuro caso a residência seja destruída durante um cerco de base.[67][68]

  • Diagramas são enviados por correio aos jogadores para uso futuro.[2]
  • Propriedades destruídas estão sujeitas à perda de bens.[2]
  • Certificados mantém grandes marcos (como Fornalhas e Solares, por exemplo).[67][68]
  • Uma possível ideia de design é que itens como mobília sejam encaixotados e acessíveis dentro da nova residência.[69]

Impact on in-node housing

Following a node siege, static housing will be scaled back or destroyed based on the advancement of the node.[67]

  • If the housing was purchased at a higher advancement than the node currently is then it will be destroyed, otherwise the housing will be scaled back.

Impact on apartments

Apartamentos may be destroyed in the following circumstances:[67]

  • If their building was destroyed during a node siege, even if the siege was not successful.
  • If the siege delevels the node below stage 4 (Município).

Impact on freeholds

Propriedades may be attacked by any player[70] for a period of two hours[2] following a successful siege against its parent node.[71]

  • Players and their allies may defend their freehold for this period of time.[71]
  • Structures and guards may be obtained to defend freeholds during this period.[71]

After the two hour period of open combat following a successful node siege, any remaining freeholds will exist under a grace period for roughly 1 week where another node may take over the zone of influence of the freehold.[70][2]

  • The freehold owner will be required to undertake a quest process to have their freehold adopted by a new node if one exists.[70]
  • At the end of the grace period, if the freehold does not reside within the ZOI of a stage three (Vilarejo) node or above, it will be destroyed.[72]

If a siege is successful, then the Node is brought down to Level 0, and anyone who was a citizen of that Node is no longer a citizen. Freeholds within the Zone of Influence are subject to a period of vulnerability. These Freeholds can be destroyed by other players during a period of roughly 2 hours after a successful siege. Destroyed Freeholds are subject to material loss, and blueprints for them are mailed to the player to utilize for future placement in order to allow the player to keep their Freehold’s layout and structure. Once the vulnerability period is complete, any remaining Freeholds will exist under a grace period for roughly 1 week where another Node may take over the Zone of Influence of the Freehold.[2]Margaret Krohn

Node redevelopment

A node that was successfully sieged may develop differently due to the following influences:[73]

  • Different races becoming primary contributors.
  • Design elements determined by different governments.
  • Reactions and interactions with other nodes in the world.

Node politics

There won't be a civil war mechanic within nodes but there will be scope for internal political conflicts; such as undermining the current leadership and disrupting trade.[74]

We want consequences to matter and if that person got elected then you need to work within the means of the mechanics to get them unelected.[75]Steven Sharif

Impact of monsters and world bosses

Monster coin events (Bosses) cannot destroy or delevel nodes.[76] They can disable certain buildings, services and NPCs within a node.[77][78]

Node sieges are the chief mechanic for destroying or deleveling nodes.[76]

Impact on player stalls

Players are not able to be attacked or robbed while occupying a player stall.[81]

Player stalls may not be renewed during a siege declaration.[81]

Node atrophy (deleveling)

Bases podem cair de estágio de acordo com a atrofia de base.[2]

  • Esse é um design preliminar e pode mudar ao decorrer de testes. Isso pode se tornar um sistema de pontos de atrofia, onde pontos acumulados irão progressivamente bloquear serviços dentro de uma base. Essa base pode ser destruída (em vez de cair de estágio) caso passe de um certo limite de pontos.[82]

Existem problemas intrínsecos em reduzir o estágio de uma base em vez de simplesmente destruí-la, e talves simplesmente mudemos o sistema para um onde as bases acumulam pontos de atrofia que precisam ser recuperados ao longo do tempo; se isso não for feito, serviços dentro da base começaram a ser bloqueados, piorando a situação de atrofia, até chegar num ponto em que a base simplesmente desaparece.[82]Steven Sharif

  • Bases acumulam um déficit de experiência a cada dia, de acordo com o estágio da mesma. Esse déficit é subtraído de qualquer experiência ganha naquele dia. Se sobrar algum déficit, ele é então compensado com a experiência acumulada da base.[2]
  • Prefeitos podem dar início a sistemas de missões dos quais não-cidadãos podem participar. O prefeito pode usar uma parte do tesouro ou dos bens da base como recompensas ao completar missões. Jogadores poderão interagir com a base para ver que missões estão disponíveis em um dado momento.[83]
  • Certos avisos aparecerão para notificar os cidadãos de uma base que ela caiu abaixo da experiência requerida para seu estágio atual. Depois de um curto período de tempo, se a atrofia não for resolvida, a base caíra de estágio.[2]
  • Uma base não pode cairr mais de um estágio por vez.[2]
    • Quando uma base cai um estágio, ela entra em um período de segurança, durante o qual o déficit de experiência é reduzido a zero.[2]
  • É possível, através da atrofia de base, que duas bases em um mesmo estágio existam adjacentes uma a outra.[82]

Bases que caem de estágio voltam para o estágio anterior.[2]

Se uma Base cai de estágio, ela volta pro estágio anterior mas mantém todo o estilo racial que possuía antes de cair. Uma Base não pode perder mais de um estágio por vez. Por exemplo, uma Base Estágio 2 cai somente para o Estágio 1. Somente então ela poderá iniciar o processo para cair para o Estágio 0. Se uma Base perderia suas Vassalas ao cair de Estágio, ela o faz. Quando uma Base cai de Estágio, ela entra em um período de segurança, durante o qual o déficit de experiência é reduzido a zero. Ela volta a perder experiência com base no déficit após esse período.[2]Margaret Krohn

Siege abilities

Eight players of the same primary archetype can band together to create monumental effects during a siege.[85]

These are the types of systems that we want to put in place where groups of a single primary archetype can come together to summon these types of effects that play off of what the identity of that archetype is.[85]Steven Sharif

Summoner

Summoners can collaborate to summon larger summons, such as Golems.[86]

  • A siege summon will have an incremental size based on the number of summoners participating in that summon activity, with a maximum of eight.[87]
  • The number of summoners participating in the summon will determine its overall size.[87]
  • All summoners must be in the same party and the party leader must be a summoner.[88]
    • The party leader initiates the summon and then takes control of it.
    • Once summoned, the party leader cannot be changed.
    • If the party disbands, the summon ends. There will be a grace period to handle disconnects.
    • The party may also contain non-Summoners.

It doesn't have to be just summoners, but it has to be a party led by a summoner with other summoners in it.[88]Steven Sharif

Tank

If eight Tank archetypes each use one of their summon wall abilities it might construct a larger wall that can divide two raids in a moment; and would require damage and block skills and abilities for a momentary lapse of battle between those two raids.[85]Steven Sharif

Node wars

Node governments may declare war on another node and rally citizens to the cause.[90]

We have conditions that you can set between nodes with regards to either nodes being friendly with each other and acting trade alliances, or they can declare war on nodes similar to how guild wars may function in different games, where those citizens become hostile to each other based on the player government that's elected in the particular node. So those systems all kind of cater to allowing a conflict that's meaningful and that also provides a non-imbalanced relationship between stronger guilds and not as strong guilds.[93]Steven Sharif

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.[40]

Zergs are empowered by fast-travel. Meaningful travel times are intended to prevent zerg play from being so much of an influence.[95]

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.[96]

  • Raid and dungeon bosses have specific mechanics that players need to learn and react to. Zergs that are not aware of these mechanics or react to them appropriately will be wiped.
  • 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.[97]

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.[97]Steven Sharif

Mechanics that encourage political intrigue will play a role in destabilizing zergs.[98]

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 kind of want that political intrigue to be present in the game.[98]Steven Sharif

Objective-based game play helps to balance the zerg mentality.[99]

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 you know 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.[99]Steven Sharif

Arte

Ver também

Referências

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  45. siege success.png
  46. siege npcs killable.png
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  51. dragon abilities.png
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  57. siege spoils.png
  58. nodes-delevel-to-zero.png
  59. Transmissão ao vivo, 2020-06-26 (1:48:43).
  60. Transmissão ao vivo, 2018-07-09 (42:48).
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  65. Entrevista, 2020-07-08 (59:38).
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  77. monster events.png
  78. Transmissão ao vivo, 2017-05-03 (36:25).
  79. monster siege before.png
  80. monster sieges.png
  81. 81.0 81.1 Transmissão ao vivo, 2017-10-16 (59:39).
  82. 82.0 82.1 82.2 Entrevista, 2020-07-08 (1:00:15).
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  93. Vídeo, 2018-04-05 (41:48).
  94. pillars-confusion.png
  95. Transmissão ao vivo, 2017-05-05 (23:26).
  96. Transmissão ao vivo, 2017-05-19 (25:18).
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