Open-world PvP
Open-world PvP in Ashes of Creation is subject to the player flagging and corruption systems.[1][2]
- Open-world PvP exists outside of opt-in objective-based PvP systems such as sieges, caravans, guild wars, node wars, and naval PvP.[3][1][4][5]
- Open-world PvP includes contesting dungeons, raids, scarce resources, and hunting grounds in the open world.[6][1][2]
- Around 80% of the content is open-world, where healthy competition is an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX design of Ashes of Creation.[6][7]
- This friction presents an opportunity to engage in the political aspects of the game, which is the lifeblood of what keeps players interested and invested in the game.[6][7][8]
- 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.[9] – Steven Sharif
Player flagging
O sistema de sinalização de Pvp de mundo aberto foi projetado para dissuadir as pessoas de perturbar outros jogadores.[10]
- Os jogadores podem participar do PvP de mundo aberto uns com os outros sem ter que recorrer ao assassinato.[11]
- 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.[12]
Há três níveis de sinalização para o PvP mundial em Ashes of Creation.[13]
- Não-combatente (verde)
- Todos os jogadores começam como Não-combatente.[14]
- Ataques não-propositais (como AoEs) não irão atingir jogadores não-combatente.[15]
- 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.[13]
- 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.[14]
- Os não-combatentes que curam, buffam ou interagem de outra forma com os combatentes serão marcados como combatentes.[16]
- Não-combatentes que atacam um jogador usando animais de combate (ou qualquer outra entidade controlada pelo jogador) serão marcados como combatentes.[17]
- 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.[14]
- Os jogadores não são capazes de definir manualmente o seu status de combatente.[18]
- Os jogadores permanecem sinalizados por um período de 90 segundos após seu mais recente ataque a um não-combatente ou outro combatente.[19]
- Jogadores não podem sair do jogo enquanto estiverem sinalizados.[20]
- Corrompido (vermelho)
- Se um jogador combatente matar um jogador não-combatente, ele será sinalizado como corrompido.[10]
- A corrupção se multiplica as penalidades de morte e revela a localização de um jogador corrompido para os caçadores de recompensas.[10]
- A pontuação de corrupção de um jogador aumenta com cada jogador não-combatente morto.[13]
- Se um não combatente atacar um jogador corrompido, o não combatente não será sinalizado como um combatente.[14]
- Jogadores corrompidos podem matar caçadores de recompensas sem adquirir pontuação adicional de corrupção.[21]
- Há um timer de 60 segundos para desconectar do jogo enquanto corrupto.[20]
Um jogador não pode sinalizar os membros do mesmo grupo, raid, guilda ou aliança..[22]
- 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).[23]
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..[23] – Steven Sharif
Cercos, caravanas e guerras de guilda não utilizam o sistema de sinalização.[24]
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..[25] – Steven Sharif
Player corruption
Se um jogador combatente (roxo) matar um não-combatente (verde) em Pvp, ele será sinalizado como um jogador corrompido (vermelho).[10]
- A pontuação de corrupção de um jogador aumenta com a morte de cada jogador não-combatente.[28][13]
- Quanto maior for a diferença de level entre os jogadores, mais corrupção será ganha.[28][13]
- As penalidades de corrupção ocorrem à medida que a corrupção é ganha. [29] Quanto maior os pontos de corrupção;
- Maior a penalidade de redução de habilidades e Stats (menos vida e mana, menos proficiencia dos equipamentos), até que o jogador corrompido se torne ineficaz no combate.[30] Essa penalidade de redução só afeta o combate no Pvp.[31]
- Maior chance de queda de matéria-prima e equipamento transportado ((Armas and Armadura) quando o jogador corrompido morre.[28][32]
- A corrupção tem um efeito visível na aparência de um jogador.[33]
- Se um não-combatente atacar um jogador corrompido, o não combatente não precisa sinalizar como um combatente.[14]
- A localização de um jogador corrompido é revelada para os caçadores de recompensa no seu mapa.[28][10]
- Jogadores corrompidos podem matar caçadores de recompensa sem aumentar sua corrupção.[34][21]
- As penalidades do jogador corrompido não terão efeito nas lutas com caçadores de recompensa.[34]
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[35] – Steven Sharif
Recompensa sem risco não tem sentido... Corrupção é apenas mais uma palavra para risco.[36] – 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.[37] – Steven Sharif
Hunting grounds
Hunting grounds are open-world Pvp corruption-enabled areas that encompass most of the map.[39]
- Hunting grounds refer to killing monsters or NPCs in the open-world.[39][40]
- This also refers to contesting resources.[41]
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.[42] – 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.[41] – 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.[43]
Safe zones
- Players cannot Pvp while inside the footprint of a "home area" of player housing. This includes freehold homesteads, instanced apartments, and inns.[44][45][46]
- 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.[45] – 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.[44] – Ry Schueller
- Players are not able to be attacked or robbed while occupying their player stall inside the limits of a node.[51]
Player death
When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[53][54][55][30][56]
- Player flagging is not triggered by looting.[57]
- 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.[60] – 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.[61]
- If the mule dies its corpse will contain the same percentage of lootable items according to the player's death penalties.[61][62]
- Players do not lose gold upon death, no matter their corruption level.[63]
- Glint looted from a dead character by any other player, regardless of affiliation, becomes stolen glint. Character's who loot their own bodies will recover their glint in its non-stolen state.[64][65][54]
Death penalties
- Non-combatant (green players) suffer normal death penalties, which include:[30]
- Experience debt (negative experience). Experience debt scales to approximately 3 to 4 percent of the total XP for that level (subject to change based on testing).[70][71]
- Skill and stat dampening, such as Lower health and mana.[70][72][1][73][27][35]
- Reduction in loot drop rates from mobs.[74]
- Durability loss.[75][76][30]
- When players die and they take durability loss, our durability loss isn't like other games where it's a gold sink so to speak. It's a combination of both a gold sink and a material sink. So in a sense, even if you only have completed items, when you take that durability loss you are losing out on materials. It's just a debt to the materials that you are losing instead of the active loss of that material in your inventory. So now you are accruing a material debt if you want to repair and increase again the performance of those particular items that take that durability loss.[75] – Steven Sharif
- Dropping roughly 20-30% of carried gatherables, materials, and glint. The percentage values are subject to change based on Alpha-2 testing.[70][65][77][56][55][30] Glint drops as stolen glint on death.[65]
- Items made for final consumption are not dropped, such as consumable items created by the Cooking and Alchemy professions.[77]
- Combatants (purple players) suffer death penalties at half the rate of non-combatants.[30]
- Corrupt players (red players) suffer death penalties at four times the rate of non-combatants.[1][28]
- Corrupt players also have a chance to drop any equipped items based on their current corruption score, including dropping weapons and armor.[28][32][1][28][78][30]
- Any amount of corruption allows a player to drop equipped gear upon death. The higher the corruption the greater the chances.[79] – Steven Sharif
- Corrupt players respawn at random locations in the vicinity of their death, not at regular spawn points.[80] Non-corrupt players always respawn at the closest active respawn point (to their death).[81]
- Corruption penalties occur as the corruption is gained (not just at death).[29]
- Death penalties for corrupt players apply in every location, including naval PvP zones.[82]
Death penalties (mostly) do not apply to objective-based PvP (also called sanctioned events).[83][84][85][86]
- 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.[86] – Steven Sharif
- Gear degradation applies on death during Caravan PvP.[84][85]
- Previously it was stated that death penalties do not differ between Pvp and PvE.[87]
Non-corrupt players suffer reduced death penalties in naval PvP (open seas) zones.[82]
- These penalties will be less than those for a green player.[88]
- 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.[70] – Steven Sharif
- Reduction in gear proficiency.[30]
PvP 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.[89][73][90][91] 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.[89]
- 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.[89] – Steven Sharif
- Pvp in Ashes of Creation exists in both opt-in systems and events as well as open-world PvP with a flagging (and corruption) system.[89]
- 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.[89] – 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.[73][92][28][93][13] Corruption penalties occur as the corruption is gained.[29]
- 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.[72] – Steven Sharif
- Corruption score has a scaling impact on skill and stat dampening that will ultimately make them ineffective at PvP combat.[29][92][72][1][73][28][90][91][31][27][35][30][13]
- Working corruption off through XP grinding takes significantly longer than Lineage II.[73]
- There is also a bounty system that reveals corrupt player locations on the map.[73][90][94][14]
- Abilities with CC effects do not apply to non-combatants. This prevents players from opening attacks that stun unflagged players.[73]
- Players who heal, buff, or otherwise support corrupted players will flag as combatants.[72][95][96][16]
- There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[72][20]
Duels
Duels may be initiated within a freehold or node.[97][98]
- Dueling is a self-contained event that requires opt-in by all parties.[97]
- There will be a way to auto-decline duel requests.[98]
- Dueling is not considered a part of the flagging system.[97]
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.[97] – Steven Sharif
Factions
Não há facções pré-definidas no Ashes of Creation.[99]
- Há pseudo-fações (facções temporárias) no Ashes of Creation.[100]
- As Guerras de Bases sinalizam os cidadãos das bases em guerra e seus aliados como inimigos durante a guerra.[100]
- Guerras de Guilda sinalizam os membros das guildas participantes e seus aliados como inimigos durante a guerra da guilda..[100]
- Organizações sociais oferecem missões para atacar outras organizações.[100]
Apresentamos ao jogador esses eventos de fricção suave e depois isso determina quem são seus amigos e seus inimigos.[100] – 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.[101] – Steven Sharif
Afiliações
Uma árvore de afiliações determina quais entidades podem participar em ataques contra outras entidades dentro de sua hierarquia. [102][103]
- Node citizenship.[102][103]
- Alliances.[102][103]
- Guildas.[102][103]
- Parties.[102][103]
- Raids.[102][103]
- Family.[102]
- Religion.[103]
- Society.[103]
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.[102] – 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.[103] – Steven Sharif
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".[104][105][106]
- Isto indicará o tipo de equipamento (tecido, couro, [[Plate armor|placa]) que eles estão usando predominantemente".[105]
- A borda indicará o nível e a qualidade do conjunto de equipamento'.[104][105][107]
- Isto também indicará se o equipamento está encantado'.[105][107]
- Os desenvolvedores acreditam que inspecionar o equipamento para obter uma lista exata de equipamentos ou pontuação do equipamento pode levar a um "comportamento indesejado".[108]
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.[106] – Steven Sharif
Ser por padrão capaz de ver a "pontuação do equipamento" / lista de equipamentos de uma pessoa... pode causar um comportamento indesejado.[108]
Player health
A vida é um atributo no Ashes of Creation.[109][37]
- Jogadores que não estão no mesmo grupo ou raid não poderão ver as porcentagens de saúde de outros jogadores ou os valores exatos da barra de vida.[109][37]
- A placa de identificação de um jogador se deteriorará para dar uma indicação de quanto dano eles sofreram.[109][37][110]
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[37] – Steven Sharif
Character nameplate
Uma placa de identificação de personagem será exibida acima de sua cabeça.[111]
- Este pode ser o primeiro ou último nome (nome de família).[111]
- O nome da guilda do personagem é exibido ao lado de seu nome.[112]
- A placa de identificação do personagem irá se deteriorar para dar uma indicação de quanto dano eles sofreram.[109][37][110]
- Um ícone identificará a classe do personagem.[104]
- Passando o mouse sobre a placa de identificação do usuário mostrará informações como nível, seu nome de classe e combinação de modelos.[104]
- Um ícone de buff indica o equipamento do personagem e a sua categoria.[104][105][106]
O tipo de criatura invocada de um Summoner aparece na placa de identificação acima da criatura invocada. Isto não pode ser mudado pelo jogador. [113]
Time to kill
Time to kill (TTK) in Ashes of Creation will be a little bit faster than most MMOs.[115]
- Previously it was stated that the TTK was expected to be around 30 seconds to a minute.[116]
- The developers do not want one-shots in the final MMORPG.[117]
- Average non-elite mob time-to-kill for a solo player is intended to be around 6 seconds.[118]
- In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[117] – Steven Sharif
Hitboxes
The developers are testing different approaches to accommodate varying hitboxes between the races.[119]
- There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[119]
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.[119] – Jeffrey Bard
There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[119]
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.[119] – 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.[119][120][121]
- Headshots were a part of Ashes of Creation Apocalypse battle royale.[121]
- Previously it was stated that headshot mechanics may be implemented in the MMORPG along the lines of a higher critical chance[122][123] and that they would not be one hit kills.[122]
- Headshots in action combat are equivalent to a critical hit in tab targeted combat.[124]
- Players relying on tab skills will have a fixed critical hit chance every time they use an ability or weapon.[124]
- Players using action-based skills are going to rely on getting a head shot or hitting a critical spot on the opponent.[124]
- A Ranger skill called Headshot was introduced leading up to Alpha-2 testing.[125]
Visuais
2024-02-02 2022-09-29 2022-09-29 2022-08-11 2021-05-29 2021-05-29 2021-05-29 2021-03-02 2020-03-28
Ver também
Referências
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Transmissão ao vivo, 2022-10-28 (24:28).
- ↑ 2.0 2.1
- ↑ Transmissão ao vivo, 2022-10-28 (1:41:55).
- ↑ Transmissão ao vivo, 2022-04-29 (41:27).
- ↑ Transmissão ao vivo, 2017-05-05 (14:26).
- ↑ 6.0 6.1 6.2 Transmissão ao vivo, 2023-04-28 (2:06).
- ↑ 7.0 7.1 Transmissão ao vivo, 2023-03-31 (1:00:16).
- ↑ Podcast, 2021-09-29 (35:17).
- ↑ Transmissão ao vivo, 2022-12-02 (2:41).
- ↑ 10.0 10.1 10.2 10.3 10.4
- ↑ Transmissão ao vivo, 2017-05-12 (24:52).
- ↑
- ↑ 13.0 13.1 13.2 13.3 13.4 13.5 13.6 MMOGames interview, January 2017
- ↑ 14.0 14.1 14.2 14.3 14.4 14.5 14.6 Entrevista, 2017-04-27 (0:17).
- ↑
- ↑ 16.0 16.1 Transmissão ao vivo, 2017-11-17 (29:45).
- ↑ Transmissão ao vivo, 2018-10-31 (44:12).
- ↑ Transmissão ao vivo, 2020-11-30 (1:05:22).
- ↑
- ↑ 20.0 20.1 20.2
- ↑ 21.0 21.1 Entrevista, 2017-04-27 (1:18).
- ↑
- ↑ 23.0 23.1 Entrevista, 2020-07-08 (1:05:27).
- ↑
- ↑ 25.0 25.1 Podcast, 2018-04-23 (49:21).
- ↑ Vídeo, 2020-05-31 (5:29).
- ↑ 27.0 27.1 27.2 Podcast, 2018-04-23 (51:31).
- ↑ 28.0 28.1 28.2 28.3 28.4 28.5 28.6 28.7 28.8 Entrevista, 2020-07-18 (41:54).
- ↑ 29.0 29.1 29.2 29.3
- ↑ 30.0 30.1 30.2 30.3 30.4 30.5 30.6 30.7 30.8 Podcast, 2017-05-05 (43:05).
- ↑ 31.0 31.1 Entrevista, 2018-05-11 (5:05).
- ↑ 32.0 32.1 Transmissão ao vivo, 2017-11-17 (35:20).
- ↑ Entrevista, 2017-02-01 (39:33).
- ↑ 34.0 34.1
- ↑ 35.0 35.1 35.2 Transmissão ao vivo, 2017-05-22 (42:33).
- ↑
- ↑ 37.0 37.1 37.2 37.3 37.4 37.5 Transmissão ao vivo, 2020-01-30 (1:40:48).
- ↑ Twitter - What a glorious day for ganking!
- ↑ 39.0 39.1 Transmissão ao vivo, 2018-07-09 (44:56).
- ↑ Transmissão ao vivo, 2017-11-17 (45:17).
- ↑ 41.0 41.1 Transmissão ao vivo, 2017-06-01 (35:42).
- ↑ Transmissão ao vivo, 2017-05-19 (24:17).
- ↑
- ↑ 44.0 44.1
- ↑ 45.0 45.1
- ↑ 46.0 46.1 Transmissão ao vivo, 2023-06-30 (1:49:00).
- ↑ Transmissão ao vivo, 2021-11-19 (54:26).
- ↑ Transmissão ao vivo, 2020-08-28 (2:04:00).
- ↑ Blog - Know Your Nodes - Advance and Destroy.
- ↑ Transmissão ao vivo, 2017-05-19 (28:04).
- ↑ Transmissão ao vivo, 2017-10-16 (59:39).
- ↑ 52.0 52.1 Vídeo, 2024-02-29 (19:35).
- ↑ Transmissão ao vivo, 2021-09-24 (51:20).
- ↑ 54.0 54.1 54.2 Transmissão ao vivo, 2021-03-26 (1:07:33).
- ↑ 55.0 55.1
- ↑ 56.0 56.1 Entrevista, 2020-07-18 (27:11).
- ↑ Podcast, 2021-04-11 (34:41).
- ↑ Podcast, 2023-07-15 (26:31).
- ↑ Transmissão ao vivo, 2023-04-28 (1:18:48).
- ↑ Podcast, 2023-07-15 (28:28).
- ↑ 61.0 61.1 Transmissão ao vivo, 2021-01-29 (1:24:27).
- ↑ Transmissão ao vivo, 2018-09-27 (47:46).
- ↑
- ↑ Transmissão ao vivo, 2023-11-30 (1:52:37).
- ↑ 65.0 65.1 65.2 Entrevista, 2023-09-10 (53:47).
- ↑ 66.0 66.1 Transmissão ao vivo, 2022-02-25 (1:06:45).
- ↑ 67.0 67.1 Transmissão ao vivo, 2022-04-29 (1:08:27).
- ↑ Transmissão ao vivo, 2017-07-28 (50:22).
- ↑ Transmissão ao vivo, 2020-03-28 (1:58:24).
- ↑ 70.0 70.1 70.2 70.3 Transmissão ao vivo, 2024-03-29 (3:21).
- ↑ Transmissão ao vivo, 2017-05-19 (13:37).
- ↑ 72.0 72.1 72.2 72.3 72.4 72.5 Transmissão ao vivo, 2022-10-28 (26:48).
- ↑ 73.0 73.1 73.2 73.3 73.4 73.5 73.6
- ↑ Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- ↑ 75.0 75.1 Entrevista, 2021-02-07 (13:14).
- ↑ Entrevista, 2020-07-29 (16:46).
- ↑ 77.0 77.1 Transmissão ao vivo, 2022-12-02 (1:26:02).
- ↑ Entrevista, 2018-05-11 (15:41).
- ↑
- ↑ Entrevista, 2017-04-27 (9:28).
- ↑ Transmissão ao vivo, 2021-06-25 (1:15:37).
- ↑ 82.0 82.1 Entrevista, 2023-07-09 (36:56).
- ↑ Transmissão ao vivo, 2023-02-24 (1:29:45).
- ↑ 84.0 84.1 Transmissão ao vivo, 2022-06-30 (1:14:52).
- ↑ 85.0 85.1 Transmissão ao vivo, 2021-08-27 (1:22:56).
- ↑ 86.0 86.1 Transmissão ao vivo, 2020-12-22 (1:13:51).
- ↑ Transmissão ao vivo, 2017-05-15 (36:23).
- ↑ Entrevista, 2023-07-09 (38:03).
- ↑ 89.0 89.1 89.2 89.3 89.4
- ↑ 90.0 90.1 90.2
- ↑ 91.0 91.1 Entrevista, 2018-08-24 (8:35).
- ↑ 92.0 92.1
- ↑
- ↑ Entrevista, 2020-07-18 (44:35).
- ↑
- ↑ Entrevista, 2019-04-22 (54:40).
- ↑ 97.0 97.1 97.2 97.3 Transmissão ao vivo, 2021-12-23 (1:29:27).
- ↑ 98.0 98.1
- ↑ Transmissão ao vivo, 2017-05-26 (39:36).
- ↑ 100.0 100.1 100.2 100.3 100.4 Entrevista, 2020-07-18 (22:26).
- ↑ Transmissão ao vivo, 2018-04-8 (PM) (11:27).
- ↑ 102.0 102.1 102.2 102.3 102.4 102.5 102.6 102.7 Transmissão ao vivo, 2019-03-29 (17:10).
- ↑ 103.0 103.1 103.2 103.3 103.4 103.5 103.6 103.7 103.8 Entrevista, 2018-05-11 (58:07).
- ↑ 104.0 104.1 104.2 104.3 104.4 Transmissão ao vivo, 2020-08-28 (2:07:26).
- ↑ 105.0 105.1 105.2 105.3 105.4 Transmissão ao vivo, 2020-07-25 (53:08).
- ↑ 106.0 106.1 106.2 Transmissão ao vivo, 2020-06-26 (1:28:10).
- ↑ 107.0 107.1 Transmissão ao vivo, 2017-07-28 (1:34:55).
- ↑ 108.0 108.1 Transmissão ao vivo, 2017-07-28 (23:20).
- ↑ 109.0 109.1 109.2 109.3 Transmissão ao vivo, 2020-07-25 (1:33:37).
- ↑ 110.0 110.1
- ↑ 111.0 111.1 Entrevista, 2018-05-11 (2:45).
- ↑ Transmissão ao vivo, 2017-05-22 (51:00).
- ↑ Transmissão ao vivo, 2021-01-29 (1:21:01).
- ↑ Vídeo, 2024-01-31 (5:22).
- ↑ 115.0 115.1 Transmissão ao vivo, 2024-01-31 (59:45).
- ↑ Entrevista, 2018-10-20 (3:25:46).
- ↑ 117.0 117.1 Entrevista, 2018-10-20 (9:10).
- ↑
- ↑ 119.0 119.1 119.2 119.3 119.4 119.5 Transmissão ao vivo, 2020-10-30 (1:15:59).
- ↑
- ↑ 121.0 121.1
- ↑ 122.0 122.1 Entrevista, 2018-10-21 (9:10).
- ↑ Entrevista, 2018-10-20 (3:25:31).
- ↑ 124.0 124.1 124.2 Transmissão ao vivo, 2018-09-27 (34:49).
- ↑