Encounters

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La dificultad del contenido PvE, como raids y mazmorras se adaptará en función del rendimiento de la raid o el grupo contra los jefes anteriores en ese encuentro.[1]

Raid bosses are aware of the number of combatants within an area in proximity to them and that awareness is part of an indicator to which behaviors they're going to utilize as part of their behavior tree. So as it's assessing the types of combatants that are facing it, the number of those combatants, the position of those combatants, the abilities and totals of those combatants, it weighs certain actions in its behavior tree and then it acts on those actions; and in the scenario where you're bringing overwhelming odds to a particular fight, that might weigh heavier the AoE options that the boss has access to, where they're utilizing a lot more AoE abilities during an engagement due to that overage of of players. So in that sense it's a bit adaptive. It's a bit dynamic based on the encounter scenario.[2]Steven Sharif
Q: How challenging will raid boss mechanics be given the given that players may need to simultaneously fight other players while also fighting the boss?
A: It depends. The great thing about our encounter system is that it has a wide scalability from encounters that some might consider easy given their composition to encounters that some might consider impossible until they get their gear level to a certain stage. The level of interaction with other players is really predicated on the encounter itself. We may have some encounters that are in instances although the predominant portion of those will be in the open world, in which case they do have the potential being contested; and these encounters, especially the big ones that might land in contention, are giving some of the best-in-slot gear you can get in the game. So it's important that they are contested because it is a significant victory point; and one of our core pillars is risk versus reward: and the higher that risk the higher that reward should be. So those two things seem fitting and then in addition we do have the concept of winners and losers. Not everybody in Ashes of Creation is going to be a winner; and that sucks if you're not I guess, but there is opportunity for you to continue to excel and become one. But it gives much more meaning to an achievement when not everybody gets the achievement. That's our philosophy.[5]Steven Sharif

Ashes of Creation será fácil de comprender pero difícil de dominar.[6]

My stance on participation trophies is that things should be hard, people should fail, the bitter taste of defeat is what makes success that much more rewarding. Helping other players learn encounter strategy, and fine tuning their play style for high end content is an important part of eliminating participation trophy. Growing together is a good thing, and that include failing together as a means to drive for success together.[7]Steven Sharif

Meta

La eficacia de las clases, habilidades y equipo dependerá del adversario o del reto. Habrá builds óptimas para diferentes retos y grados de dificultad. Este diseño pretende evitar que hay un meta evidente o que haya muchas builds cortadas por el mismo patrón en Ashes of Creation.​[8]

  • Los niveles de dificultad crecientes inspiran una progresión de poder vertical más tradicional, común en otros MMO.[8]

Oftentimes you just have a very vertical power scale and that determines chase, but when you have a variety of relevance across certain types of adversaries and that variety changes over time because of player activity- and then that affects the economy and the crafter system and who was producing what for what demand- and everything gets shaken up. That's a very fun environment to exist in. It presents a more dynamic situation rather than a quote-unquote cookie-cutter type selection.[8]Steven Sharif

Equipo óptimo (Best in slot)

Equilibrio del juego

The way that the systems are being designed from a balancing standpoint we're taking into account how we would like the nodes to change per-se how often and we've designed attrition systems for certain cultures that may have more dominance over others. These are things that in Alpha and Beta we will be testing and watching and making sure that our objective is achieved from a gameplay standpoint and if it's not we'll come back and recalculate.[12]Steven Sharif

Equilibrio de las clases

El equilibrio en Ashes of Creation está enfocado en el grupo, y no en el combate 1vs1"[13][14][15]

There will be match ups in 1v1s where one class will be superior to another; and that application should be a rock-paper-scissors dynamic. We want there to be counter-play between the different classes... Instead it's going to be a group focused balance, where as long as you have the diversity of classes present, that's going to be an equal level playing field. It's going to be very dependent on skill and strategy.[15]Steven Sharif
Balance-wise, there's a number of different interactions mechanically that you have within an ability that you can adjust in order to balance its power. The most most common ones are: Cooldown, Mana consumption, Damage done, Effect status conferred, Promotion of that effect status, Range.[16]Steven Sharif
When we move into Alpha 2 and we have a lot of data that's supporting the use of these particular abilities in combat settings, how often they're used, how often they result in death, what the average damage done by this archetype is comparatively to other damage done by different archetypes: All of that data gets logged and all of that data gets queried in order for us to refine the abilities so that they live in the environment we want them to. Now, that's not to mean that we're going to have a perfect balance across the board between the archetypes. Again, we're taking a rock-paper-scissor approach to balance, which means that some archetypes will do better against other archetypes and vice versa; and we're also not creating an environment where we want to have 1v1 balance. We are focused around group balance. Group composition is important.[13]Steven Sharif

Las sesenta y cuatro (64) clases están divididas en ocho arquetipos primarios. El equilibrio de las habilidades activas solo hace referencia a estos ocho arquetipos primarios. [14][19]

  • Hay cuatro grupos primarios de aumentos asignados a cada arquetipo base. El equilibrio de estos aumentos hace referencia a los cuatro grupos de aumentos para cada uno de los ocho arquetipos.[20][21][22][19][23]
info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.

Ciertos arquetipos secundarios son capaces de reducir las diferencias frente a sus "counters".[24]

Even though augments do radically change the way your active skills provide you abilities, there's still a primary focus on the base archetype itself and not the 64 whole classes.[14]Steven Sharif
Certain archetypes are capable of moving the gap between their counterpart per-se. If I am a Tank archetype and a Mage is my counter, I can take a Mage secondary and bridge the divide slightly; and then move my identity that direction ever so slightly.[24]Steven Sharif

Mazmorras

Las mazmorras en Ashes of Creation variarán en tamaño y serán en su mayoría de mundo abierto.[28][29]

Habrá mazmorras lineales más pequeñas, más simples. Habrá mazmorras no lineales más grandes, más complejas. Entonces, es un poco de ambos. Queremos que el entorno sea un personaje. Para que el entorno sea un personaje, estos lugares deben ser interesantes y debe haber un dinamismo en ellos.[28]Jeffrey Bard

La mitad del problema no será solo resolver la mazmorra, sino también resolver a los otros jugadores.[30]Jeffrey Bard

La dificultad de la mazmorra aumentará cuanto más se aventure el jugador en la mazmorra.[33]

  • Las criaturas y sus mecánicas se volverán mas difíciles.[33]
  • Los peligros del terreno y ambientales aumentarán.[33]

Tipos de interacciones más profundas y oscuras se encontrarán mas profundo en la mazmorra.[33]Steven Sharif

Hay aproximadamente 6 o 7 mazmorras en Alpha-1.[34]

  • Una será casi de nivel raid de dificultad.[34]

List of dungeon bosses

info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.

Listado de mazmorras importantes

info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.

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Incursiones

Incursiones will either be based on triggered events or more traditional systems. Traditional world bosses will change based on node development.[37]

We want things to be more fluid and one of the ways that we make them more fluid is through our triggered event system. That is one of the methods by which we make these more spontaneous. We make them more accessible to a wider audience. You can be just in the city and not normally be a part of a raid team, but now get to participate in this organic event that's popped up around the city and if you are not participating then buildings are gonna get destroyed and NPCs are going to die... It's not just how fast can we do it, how will we get it done in its schedule, but oh my god this thing popped up if we don't kill it we're not going to access to our stables this week and we can't get our animal husbandry certificates... It's that risk versus reward that gives you a sense of adrenaline.[38]Steven Sharif

List of raid bosses

info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.

Raid strategies

Incursiones will have elements that can be pre-planned.[39]

Raids will also have dynamic elements that can change from session to session.[39]

One of the design elements that we're implementing into our raids is that the raid will not be exactly the same every single time. You're going to have variables that can't necessarily be pre-planned out for. You can pre-plan out for a lot of the raid like how many DPS do you need and healers and support; where the key position and all that stuff; but I think the compelling aspect of Ashes raiding will be the difficulty in achieving this content and having that content change from session to session as well. We want there to be variables that get manifested by what type of node got developed elsewhere. Is he going to have acolytes or cultists? What will the acolytes have skills [available] to them? What kit is the boss gonna have? What available skill repertoire will the boss be able to [wield]? ... A lot of those systems are influenced obviously by world development. So the raid takes into account at what stage has the world developed: Are there two metropolises now available in the world? Okay well let's activate this skill in this skill. Now you have five metropolises, well now all these skills have been activated. Are there are they all economic nodes? Are they all military nodes? That we can change things based on that stuff. And it really is a threat assessment from the environment against the players.[39]{{ndash|Steven Sharif}

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Jefes de mundo

The general philosophy is that respawns will be variable. We don't want to have set specific times in which respawns will occur, so that they can be camped and farmed. But there'll be variable location respawns as well as variable time respawns. And then that provides opportunities for different parties to engage at different times and locations.[42]Steven Sharif
  • Some world bosses will have stages of progression, such as defeating acolytes, then lieutenants, then generals, then the world boss itself.[47]
    • At each stage there is increasing difficulty. This may be parsed out into different time periods and be behind a wall of development.[47]
  • A single digit percentage of the population will be capable of defeating certain content.[47]
  • There will be ancillary effects that happen as a result of downing certain world bosses.[48]
  • 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.[50][51][52][53][54]

Monster Coins

Monster coin concept art.[55]

Let's say for example you have an event- that is the predicate for this event kicking off was that a raid boss was killed in a nearby dungeon; and it was killed for the 50th time, or it was killed by some particular storyline end or whatever the predicate system is in the world state to say "hey kick this event off". Well, when that event kicks off a number of spawners activate around the node and NPCs start moving towards a node. The node is notified, like "hey there's something happening here, you guys should put up your defenses focus on this thing"; and those with monster coins who are within the area and are not a citizen of the node or an affiliated node can choose to activate the monster coin to become one of the monster types that exist within that event; and that event has a number of targets; and let's say for this particular story arc the thing was we need to find artifacts and better weapons in order to defeat these bosses at the bottom of this dungeon; and a lot of players went through that process they found those weapons and whatnot. Well those things might be stored in three buildings that exist within the node. They might be stored within the armory; they might be stored within the barracks; and they might be stored at a workshop that has access to a workbench that they've chosen to build and that could also potentially serve as a predicate; and when you become the monster those are your three objectives; and you don't need to destroy all three. You potentially just need to destroy one, or you destroy as many as you can if it's a time selected event; and you might have targets that are NPC-related as well, such as the blacksmith that's at the workbench, or the captain of the guard who's at the barracks, or whatever who's at the armory; and you get to go in and you get to kill other players potentially during this who are helping to defend the city; and you can also make it to the objectives and potentially help in destroying the building, or killing the NPCs. That is the type of objectives that would exist within a monster coin system for an event.[56]Steven Sharif

Pre-alpha monster coin system.[57]

Sometimes the disturbed beings could take the form of packs of dire wolves, hordes of zombies roused from their graveyard, or even, rarely, an epic-tier dragon flying out of a volcano once a node reaches its maximum level. In any case, the disturbed monsters have to tackle a series of destructive objectives, which can either be handled by the AI or, more interestingly, by a player. The player in turn would attempt to complete all those actions much as in a multi-objective quest, hopefully before other players brought him or her down.[58]

Monster Coins enable players to play as monsters within the monster coin event system. This ranges from playing as a horde of zombies, to becoming a massive dragon.[59][60][61]

During a Monster Coin Event, players will be able to activate Monster Coins, allowing them to become monsters and wreak havoc! These Events can be triggered in a variety of different ways, and in some cases they may even provide cosmetic rewards.[55]

Monster coin events are system spawned events.[60][62]

  • They are structured in a way to prevent groups from gaming the system.[62]
  • Monster coin events are triggered by activity in the world, such as node advancement, defeating a boss or constructing certain types of buildings within a node.[63]
  • Server messages appear for players in the vicinity of these dynamic events.[64]
  • The player will have a number of potential objectives they can choose to attack during the event. This may include node buildings, points-of-interest, dungeon, NPC, or other open-world objective.[56]
When you're playing as a as a monster from the monster coin use as part of an NPC event that might be targeting a node, or other some other open-world objective or POI, or dungeon, you get to participate as a monster and your focus is completing objectives that have already been prescribed as part of the event.[56]Steven Sharif

Los Antiguos are not going to be part of the monster coin system.[67]

Traditionally, the Ancients are not going to be part of the Monster Coin system. These are the primary antagonists of the story. From a lore perspective, and one of the reasons why they're not a part of the Monster Coin system, is because their souls have really developed almost to the point of perfection in manipulating the Essence for more corrupt uses. They haven't quite gotten there, and who knows if they ever will, but that attunes them out of the possibility: The reason why the monster coin system is possible with other creatures.[68]Steven Sharif

Zonas corruptas (Corrupted areas)

Work-in-progress Alpha-1 preview corrupted area on Alpha island by Mia DelCasino.[69]

How the world reacts and changes to the nodes, you see these intrusions of corruption beginning to pervert and infest the lands; and these are obviously going to be sources by which NPC events are driven based on player progression within the world. And these sources of evil need to be addressed by the players, or else they'll grow out of hand.[70]Steven Sharif

All of our POIs and just the world in general can react to the node- we don't have to but we can- and this is one of those places where as civilization grows this will grow in contest with it.[69]Jeffrey Bard

Las áreas corruptas (zonas/puntos de interés) pueden evolucionar dinámicamente con la progresión de los nodos.[70][69]

  • Los Heraldos que existen en Verra como mazmorras son los lugares desde donde Los Antiguos son capaces de entrar en el Plano Material. Pueden continuar haciéndolo bajo la apariencia de los estragos de la corrupción a medida que se extiende.[71]
  • TEstas son causas de eventos eventos que los jugadores deben abordar antes de que se les vayan de las manos.[72][70]
    • Los jugadores necesitan participar en estos eventos para detener la propagación de la corrupción y frenar la intrusión en el plano material.[71]
    • Si los jugadores no se ocupan de estas zonas corruptas, aumentará la frecuencia de los eventos contra su nodo. Estos eventos pueden provocar que los edificios y servicios del nodo queden inutilizados, aumentando la vulnerabilidad del nodo a los asedios.[73]
    It can be a very detrimental thing if corruption is not addressed; and that's the intent of corruption, is to present a challenge to the players that if not addressed it becomes exacerbated and a problem over time.[73]Steven Sharif
  • Las áreas corruptas no confieren corrupción al jugador.[74]

There are certain things that can happen, such as the spawning of dragons or hordes of zombies that are going to come out and attack those installations, those nodes, those points of interest; and... communities that don't respond to those in an effective way might see the disabling of certain services, the reduction of certain quest lines for particular organizations. The idea is to keep this as part of a believable living response from world, so those can get pretty significant the bad effects that can happen for the community.[72]Steven Sharif

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Adaptive content

Alpha-1 preview pirate themed dynamic point of interest.[75]

This is actually a dynamic POI. This one will evolve as players evolve the node that it's attached to. So this is its final state.[75]Jeffrey Bard

Los nuevos puntos de interés (como las mazmorras, jefes de mundo, y zonas corruptas) aparecen conforme los nodos se desarrollan.[69][76]Este contenido se adapta a la progresión del nodo de la zone donde se encuentra.[75][77]

Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that academic node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players.[78]

Narrativa impulsada por el jugador

El mundo de Verra será el mismo en cada servidor, pero los Nodos se desarrollarán de forma diferente. Cada servidor tendrá diferentes narrativas. Las cosas que sucedan en un servidor pueden no suceder en otro.[83]

We want as many people as possible to experience the main server Narrative. These will branch at different scales, but largely at the personal level. Where things change is at the Node level – different parts of the story will be unlocked based on where and when Nodes grow. Unlocking a part of the story in a certain way locks out progression of the story in a different way. You’ll see different antagonists, different NPCs, and different calls to action depending on what’s happening with the server at that time.[85]

It redefines what the players will experience in an MMORPG to come into a wilderness that is devoid of really any structure outside of what the community creates themselves; and then what can be created can be changed, if they want to experience a storyline that's been seen on another server, but you're fighting a dragon because you're near a mountain and the other server's fighting a Kraken because they're near the coast and you want to fight that Kraken because of its drop table. If you want to meta it or because you just want that under your belt: to be the server first to take out that Kraken and you have yet to develop the node there, it's incumbent upon you to manifest that in the game.[86]Steven Sharif

Artificial intelligence

Jermaine Torment of Illwind boss mob.[87]

You can see how we utilize some of the different armor pieces- you've probably seen some of these pieces on different outfits like that toast Corvid Castigator cloak is on him.[87]Margaret Krohn

Ashes of Creation utilizes an adaptive artificial intelligence (AI), meaning different encounters with similar mobs and bosses will yield different player experiences.[88][89]

  • Some NPC AI behaviors may be randomly selected at the time of initial engagement causing them to make decisions dynamically during an encounter.[88][3][90][91]
    • Higher frequency of AoE attacks depending on how many players are participating.[3]
    • Unlock rage, recovery effects and buffs.[92][3]
    • Supporting other monster types or classes nearby.[92]
    • Additional adds and add classes.[3]
    • Some NPCs may attempt to seek cover behind obstacles during encounters.[93]
  • NPCs performing "idle actions" to make the world seem more alive has been discussed by the developers but is not confirmed.[94]
Part of the NPC encounter design is not always going to be the same behavior tree. There will be purposefully behaviors that exist for the boss that are rolled at the time of the initial engagement; and so that is in an effort to keep things emergent, to keep things different, to try to not keep a static monotonous engagement idea.[88]Steven Sharif

There are AI systems that don't relate to controlling NPCs.[95]

There are some additional AI parameters that are set that don't relate necessarily to controlling NPCs. There are AIs with regards to the development of the borders for nodes in the direction and also the decisions that are made of which lower nodes to enslave as vassal states. There's AI that relates to a little bit of the stock market that's going to be present in the economy. There's some AI systems that are going to be announced also that are pretty innovative I think with regards to the MMORPG genre and that's going to make the triggered event system very interesting I think; and that's with regards to how nodes develop and the environment reacts to that development by spawning these triggered events of a horde of zombies attacking a city or a legendary raid boss coming out of the mountain. I think there's a lot of opportunity for some of the innovations that's been in the AI sector of game development too to come out in Ashes.[95]Steven Sharif

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Gameplay videos

Visuales

Ver además

Referencias

  1. 1.0 1.1 1.2 Entrevista, 2020-07-19 (14:51).
  2. 2.0 2.1 2.2 Transmisión en vivo, 2023-01-27 (1:34:06).
  3. 3.0 3.1 3.2 3.3 3.4 Entrevista, 2021-06-13 (22:20).
  4. Entrevista, 2020-07-19 (17:12).
  5. Transmisión en vivo, 2022-05-27 (1:20:35).
  6. Pódcast, 2018-05-11 (33:09).
  7. Ashes of Creation Forums - No participation trophy.
  8. 8.0 8.1 8.2 8.3 Pódcast, 2021-04-11 (54:35).
  9. Transmisión en vivo, 2017-05-10 (14:45).
  10. Transmisión en vivo, 2020-05-29 (1:33:11).
  11. Transmisión en vivo, 2022-03-31 (1:19:41).
  12. Vídeo, 2018-04-05 (49:36).
  13. 13.0 13.1 13.2 13.3 Transmisión en vivo, 2023-12-19 (1:25:16).
  14. 14.0 14.1 14.2 Transmisión en vivo, 2020-10-30 (33:26).
  15. 15.0 15.1 15.2 Pódcast, 2018-04-23 (59:28).
  16. 16.0 16.1 Transmisión en vivo, 2023-12-19 (1:23:00).
  17. Transmisión en vivo, 2021-05-28 (1:13:05).
  18. Transmisión en vivo, 2022-12-02 (1:05:51).
  19. 19.0 19.1 Entrevista, 2018-10-20 (2:40:17).
  20. Pódcast, 2021-09-29 (30:04).
  21. Transmisión en vivo, 2021-06-25 (1:05:01).
  22. Entrevista, 2020-07-18 (1:05:04).
  23. Transmisión en vivo, 2018-02-09 (41:56).
  24. 24.0 24.1 Pódcast, 2018-04-23 (1:01:01).
  25. Twitter - The way is shut! Trapped in this dwarven crypt.
  26. Transmisión en vivo, 2018-01-18 (16:34).
  27. Transmisión en vivo, 2018-02-09 (4:42).
  28. 28.0 28.1 Transmisión en vivo, 2017-06-01 (39:21).
  29. Transmisión en vivo, 2017-05-22 (20:59).
  30. 30.0 30.1 30.2 Transmisión en vivo, 2018-09-27 (43:21).
  31. 31.0 31.1 openworldinstancedsplit.png
  32. 32.0 32.1 Transmisión en vivo, 2020-03-28 (1:48:36).
  33. 33.0 33.1 33.2 33.3 Transmisión en vivo, 2020-04-30 (1:32:06).
  34. 34.0 34.1 Transmisión en vivo, 2021-03-26 (39:08).
  35. Vídeo, 2020-05-31 (1:40:18).
  36. Vídeo, 2020-05-31 (1:17:42).
  37. raid events.png
  38. Pódcast, 2018-04-23 (27:14).
  39. 39.0 39.1 39.2 39.3 39.4 39.5 39.6 39.7 39.8 Pódcast, 2018-07-09 (22:24).
  40. Vídeo, 2020-05-31 (17:20).
  41. 41.0 41.1 41.2 Entrevista, 2023-09-10 (28:15).
  42. 42.0 42.1 Transmisión en vivo, 2023-05-31 (41:16).
  43. 43.0 43.1 Transmisión en vivo, 2023-03-31 (1:20:41).
  44. Transmisión en vivo, 2021-03-26 (54:26).
  45. 45.0 45.1 Transmisión en vivo, 2023-05-31 (43:55).
  46. 46.0 46.1 Transmisión en vivo, 2020-07-25 (46:08).
  47. 47.0 47.1 47.2 Pódcast, 2018-08-04 (1:42:14).
  48. Transmisión en vivo, 2021-11-19 (55:31).
  49. Transmisión en vivo, 2023-05-31 (42:06).
  50. Transmisión en vivo, 2023-05-31 (45:47).
  51. Transmisión en vivo, 2023-04-07 (55:22).
  52. Transmisión en vivo, 2023-03-31 (1:00:16).
  53. Transmisión en vivo, 2022-10-28 (32:52).
  54. Transmisión en vivo, 2017-06-01 (37:39).
  55. 55.0 55.1 Types of Events on Verra.
  56. 56.0 56.1 56.2 56.3 Transmisión en vivo, 2022-07-29 (1:20:24).
  57. Vídeo, 2017-05-25 (0:02).
  58. IGN: Ashes of Creation first look: An MMO that lets you be the boss.
  59. Transmisión en vivo, 2023-06-30 (1:50:52).
  60. 60.0 60.1 Transmisión en vivo, 2022-04-29 (39:00).
  61. kickstarter monster coins.png
  62. 62.0 62.1 monster event spawned.png
  63. Transmisión en vivo, 2017-05-26 (22:19).
  64. Transmisión en vivo, 2017-05-03 (36:25).
  65. Transmisión en vivo, 2017-05-03 (35:25).
  66. Transmisión en vivo, 2021-06-25 (1:36:05).
  67. Pódcast, 2020-11-15 (47:12).
  68. Pódcast, 2020-11-15 (51:22).
  69. 69.0 69.1 69.2 69.3 Transmisión en vivo, 2021-03-26 (22:53).
  70. 70.0 70.1 70.2 Transmisión en vivo, 2021-03-26 (50:03).
  71. 71.0 71.1 Transmisión en vivo, 2020-11-08 (12:47).
  72. 72.0 72.1 Transmisión en vivo, 2021-06-25 (1:13:30).
  73. 73.0 73.1 Transmisión en vivo, 2022-01-28 (1:17:12).
  74. Transmisión en vivo, 2021-06-25 (1:32:24).
  75. 75.0 75.1 75.2 75.3 75.4 75.5 75.6 Transmisión en vivo, 2021-03-26 (50:33).
  76. Transmisión en vivo, 2017-11-17 (36:22).
  77. 77.0 77.1 77.2 77.3 77.4 Transmisión en vivo, 2017-11-17 (18:29).
  78. 78.0 78.1 78.2 78.3 MMOGames interview, January 2017
  79. steven-pois.png
  80. steven-dungeons.png
  81. Transmisión en vivo, 2022-04-29 (40:21).
  82. jindrack-pois.png
  83. Transmisión en vivo, 2017-05-19 (37:03).
  84. Transmisión en vivo, 2019-12-17 (1:10:30).
  85. Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
  86. Transmisión en vivo, 2017-05-22 (28:02).
  87. 87.0 87.1 Transmisión en vivo, 2021-06-25 (21:24).
  88. 88.0 88.1 88.2 Entrevista, 2023-09-10 (34:51).
  89. About Ashes of Creation.
  90. Transmisión en vivo, 2017-07-28 (43:57).
  91. Transmisión en vivo, 2017-05-05 (11:55).
  92. 92.0 92.1 Transmisión en vivo, 2022-07-29 (1:23:56).
  93. Transmisión en vivo, 2022-02-25 (1:03:32).
  94. Transmisión en vivo, 2018-04-8 (PM) (3:56).
  95. 95.0 95.1 95.2 95.3 95.4 Pódcast, 2018-05-11 (24:23).