Cotos de caza

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You are on the prowl, and notice an unsuspecting player chopping trees. What would you do?[1]

Los cotos de caza son zonas de Pvp de mundo abierto con el sistema de corrupción habilitado que y que abarcan la mayor parte del mapa.[2]

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.[5]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.[4]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.[6]

Evaluación de la amenaza

You decide to gank the player, but find out that you have been ambushed![7]

Los jugadores tendrán un indicador en su placa de nombre que indicará el equipo que llevan. Los demás jugadores podrán ver este indicador si apuntan al jugador a distancia.[8][9][10]

You can target a player. You're going to see what type of armor they have based on a buff they have available to them because obviously cosmetics can change appearance. You might have different silhouettes as a result of that.[11]Steven Sharif
  • El borde indicará el nivel y la calidad del set.[8][9][12]
    • También indica si el equipo está encantado, junto con los efectos visuales asociados a los objetos encantados.[9][13][12]
  • Los desarrolladores creen que inspeccionar el equipo para obtener una lista exacta de equipo o la puntuación del mismo puede dar lugar a "comportamientos no deseados".[14]
When you see a player approaching you and they're wearing a transmog you don't know if that person is a high damage mitigation against physical damage or against magical damage and essentially the way we overcome that is through you being able to target a player at a distance and they will have a buff that's present on them that you will see, which indicates that essentially the piece set that they are wearing. It is important for players to be able to ascertain from a threat assessment standpoint what they're going up against if they're actively checking that, and that will be available.[10]Steven Sharif

Salud del personaje

La salud es una estadística en Ashes of Creation.[15][16]

  • Los jugadores que no estén en el mismo grupo, raid, allianza, o gremio no podrán ver los porcentajes de salud de otros jugadores ni los valores exactos de sus barras de salud.[17][15][16]

With regards to seeing another player's health: As you know their name plate will deteriorate or give you an indication of like hey they've taken damage they're significantly injured, but you're not going to get a percentage. You're not gonna get an exact bar value, unless you're in their party or in their raid.[16]Steven Sharif

PvX

We like to really refer to ourselves as a PvX game, because in those systems of PvP, PvE, crafting they're all intertwined: They're interdependent on each other... Our system of development really requires some interdependence there between those things. You're going to need a crafter to give you the best items. You're going to need PvPers to secure cities and castles. You're gonna need PvErs to take down those world bosses for those materials to craft.[19]Steven Sharif

Ashes is a comprehensive game. It is not a PvP focused or a PvE focused, it is a comprehensive PvX game and as a result these systems are all interconnected and have to coexist with one another with certain types of mechanisms that can provide that give and take, that push and shove.[20]Steven Sharif

Ashes of Creation es un juego PvX.Los jugadores se encontrarán con elementos tanto de Pvp como de PvE.[20][21][22] Es poco probable que un jugador pueda enfocarse solamente en Pvp o solamente en PvE.[22]

We're very clear with our objective and philosophy on the game and we understand that they may not appeal to everybody. But it is an important reciprocal relationship between the content that's related to PvE and the content that's related to PvP and they feed off of each other. They're catalysts for change: Their progression, their development. It's things that people can value when they see something earned and they see something lost. That elicits an emotional response from the player: That they've invested time in to either succeed or fail; and PvP allows for that element to be introduced into gameplay. And we're very clear that is our objective: That risk versus reward relationship, that achievement-based mentality. Not everybody's going to be a winner and that's okay.[26]Steven Sharif

Loot tables

Loot tables (drop tables) of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items).[28][29]

Q: Can only one gathering artisan harvest resources from a single boss, or can multiple different artisans harvest different parts from a boss for different resources? For example, a lumberjack gets a special wood from Tumock's tree weapon, while a herbalist gathers the flowers from that same tree.
A: We don't have the concept of harvesting from bosses. NPCs follow a reward table format, where those reward tables are global. They're not unique to particular players. So, once the NPC is vanquished, you have access to the loot container that is its corpse; and it has a static value of either materials or items that get dropped; and whatever the party loot settings are that you might be a part of, or if you're a solo player you will be able to recover those things.[48]

Glint

Glint in a player's inventory in Alpha-2.[50]

You're hovering over an item we call Glint. [It] comes in a few different rarities. It was formerly known as the monster certificates but we have rebranded them.[50]Chris Justo

Glint rarities in Alpha-2.[50]

Glint (previously known as Hunting certificates and Monster certificates) is a bound currency that drops from mobs and players, and is offered as a reward for completing certain quests, events, and achievements. Glint is intended to be the primary method for generating gold in the Ashes of Creation economy.[51][52][33][53][30][31]

Glint serves a very integral role in the economy within Ashes of Creation. It is a material substance that is acquired through various means, but primarily hunting different antagonists within the world; and it is the physical form of Essence within the beasts of Verra. So when you acquire this it is bound to your character, and that is a very important component of the economic systems here because glint will be used to pay for certain services, such as taxation for buildings that you have, or citizenship dues that are necessary.[54]Steven Sharif
  • Glint may be traded with commodities vendors for player commodities. These commodities can then be transported to other nodes (via caravan or merchant ship) where they can be traded for gold.[33][55][30][56][31] The gold value is based on the demand for the commodity at the destination node (over the last seven days) as well as its distance from the originating node.[58][33]

Marcado de jugadores (Flagging)

El sistema de marcado de Pvp en mundo abierto está diseñado para disuadir a la gente de grifear a otros jugadores.[60]

  • Los jugadores pueden participar en PvP en mundo abierto sin tener que recurrir al asesinato.[21]
  • Las penalizaciones pretenden ser lo suficientemente severas como para disuadir de cualquier tipo de campeo.[61]
  • Las invocaciones siguenlas mismas reglas de marcado de PvP que los jugadores y comparten el estado de marcado del jugador.[62][63]

pvp flagging diagram.png

Hay tres niveles de marcado (flagging) para el PvP de mundo abierto en Ashes of Creation.[64]

  • No combatiente (verde)
    • Todos los jugadores empiezan como no combatientes.[65]
    • Los ataques no forzados, incluyendo AoE y efectos de estado, no afectarán a jugadores no combatientes.[66][67]
    • Los jugadores verdes que mueres a manos de un mob (el mob asesta el golpe mortal) no marcan a los jugadores atacantes como corruptos, pero como no se conoce la salud exacta de otro jugador (fuera del mismo grupo, raid, alianza, o gremio), los atacantes corren el riesgo de matar al jugador y convertirse en corruptos.[17]
    • Las habilidades de jugador con efectos de CC no se aplican a los no combatientes. El objetivo de una habilidad CC debe estar marcado (flagueado) para sufrir los efectos CC. Esto impide, por ejemplo, que los jugadores abran ataques que aturdan a jugadores no combatientes durante un pull.[68]
    • No se marcará a los no combatientes por saquear cadáveres.[69]
    • Los jugadores podrán optar (a través de una casilla de verificación) por permitir que sus hechizos de AoEs (beneficiosos, o no beneficiosos) golpeen a los combatientes.[70][71]
If you have that check-box for flagging with your AOEs and heals available then you will flag. If you do not have that box checked then on completion of the skill it will not flag you because the check was made at the start that there was a flagged party member; and then he will not he or she will not receive the beneficial effect as a result or the damage, if it's an offensive spell.[71]Steven Sharif
  • Combatiente (morado)
    • Los jugadores son marcados como combatientes si atacan a otro jugador (no corrupto) al realizar un atque forzado. Si el jugador atacado contraataca, también será marcado como combatiente, de lo contrario el jugador atacado permanecerá marcado como no combatiente.[70][72][65]
    • Los no combatientes que entran en un campo de batalla de mundo abierto (evento PvP) son marcados automáticamente como combatientes y permanecen marcados durante un periodo de tiempo después de abandonar ese campo de batalla.[64]
    • Los no combatientes que curen, potencien, o interactúen de otro modo (positivo) con combatientes o jugadores corruptos serán marcados como combatientes.[74][75][76][77]
    • Los jugadores pueden matar combatientes sin repercusiones, y se les anima a hacerlo, ya que morir siendo un combatiente tiene penalizaciones de muerte reducida.[65]
    • Los jugadores no pueden cambiar manualmente su estado de marcado a combatiente.[72]
    • Los jugadores permanecen marcados durante 90 segundos tras su último ataque a un no combatiente o a otro combatiente.[78]
    • Los jugadores no pueden desconectarse mientras estén marcados como combatientes.[79]
You're not going to see griefing in the game very often; and that's because our flagging system. The corruption mechanics are based around disincentivizing a griefer or PKer but still offering the opportunity, should the occasion arise, where the benefits outweigh the risk, you have the ability to do so. If you gain corruption, which is killing a non-combatant - a player who is not fighting back basically - if you gain that corruption, your world has changed. It is not going to be a very beneficial place to be and you have the potential of losing your gear. Your combat efficacy decreases based on the amount of corruption you accrue. It is a comfortable balance between player agency and grief and basically removing player agency for other players.[80]Steven Sharif
  • Corrupto (rojo)
    • Si un jugador combatiente, o su invocación, mata a un jugador no combatiente, incluyendo cualquiera de sus unidades controladas, como su mascota de batalla, montura, o invocación, el personaje del jugador será marcado como corrupto.[81][62][60]
      • La corrupción obtenida por matar unidades controladas tiene un valor inferior al de matar a los jugadores.[81]
    • El valor de PK de un personaje aumenta con cada jugador no combatiente asesinado a lo largo de la vida de ese personaje.[82][68][83][84][64]
    • Cuanto mayor sea la disparidad de niveles entre los jugadores, y cuanto mayor sea el valor PK del atacante, más puntuación de corrupción ganará.[82][68][83][84][64]
    • La puntuación de corrupción de un personaje multiplica sus penalizaciones por muerte y revela su ubicación a los cazarrecompensas.[60]
    • Si un no combatiente ataca a un jugador corrupto, el no combatiente no se marcará como combatiente.[65]
    • Los jugadores corruptos pueden matar cazarrecompensas sin adquirir puntuación de corrupción adicional.[85]
    • Hay un temporizador de 60 segundos para desconectarse mientras se está corrupto. Forzar la desconexión del cliente durante el tiempo de enfriamiento dejará al personaje dentro del juego.[74][79]
It's important to note that the idea is going to be that, unless a player is in your party, alliance, guild, or raid that you will not have definitive knowledge of their exact hit point values. So when you do something that's sketchy like that, where you want to bring them close to death and let a monster finish him off, you are taking the risk of overhitting and actually gaining the corruption.[17]Steven Sharif

Corrupción del jugador

Corrupted player in the Alpha-1 preview.[88]

When you gain that corruption you have the potential of losing your completed items, your weapon, your armor, stuff that is very difficult to achieve; and then the other aspect of that is, that in order to deter basically players taking alternate characters and saying this is my PK alt, the more players you kill, the more corruption you gain, the higher your combat efficacy in PVP diminishes. If you're out there and you killed 20 players... you will not be able to perform in PVP any longer. You will need to take that character and go work off that corruption. The other aspect of corruption is that if you kill another player, who is a non-combatant and the level disparity between you and that player is great, you will gain a higher amount of corruption from that single kill. To the point where you should not be killing a level one character.[89]Steven Sharif

Si un personaje combatiente (morado) o su invocación, mata a un personaje no combatiente (verde), o a cualquiera de sus unidades controladas, en PvP de mundo abierto, será marcado como corrupto (rojo).[81][62][60] La corrupción obtenida por matar entidades controladas tiene un valor inferior al de matar jugadores.[81]

It is my expectation that the system will perform very well in keeping risk alive, but significantly curtailing or deterring the ability for players to grief.[90]Steven Sharif
  • La puntuación de corrupción de un jugador (valor de corrupción) aumenta con cada jugador no combatiente muerto.[82][83][84][64] La puntuación de corrupción tiene un impacto gradual en la eficacia de las habilidades de un personaje en combate Pvp .[74][91] Cuanto mayor sea la puntuación de corrupción:
    The more corruption you gain, the less effective you become in PvP and there's going to be a certain period at which point you have gained enough corruption that you're going to be gearless and you're also going to have a massive reduction in your PvP efficacy.[92]Steven Sharif
    If you go on a murder spree and you have 10 pks under your belt then you might start feeling a significant dampening to your skill effects against other players. I don't want to give necessarily a number or curve for players to extrapolate prior to us having the ability to actually test these ideas and where those numbers are going to lie; but I would say what is the intent behind that dampening: The intent isn't to limit the fun of the player, the intent is to provide a give-and-take or a risk-versus-reward; and the risk of continuing down the road of accruing corruption is not only the loss of your gear and amplified death effects but also your ability to perform in that activity.[20]Steven Sharif
    • Las penalizaciones por corrupción se producen a medida que se va ganando.[95]
Reward without risk is meaningless... Corruption is just another word for risk.[96]Steven Sharif
Corruption value from PK'ing a non-combatant is based on level disparity along with the PKer's cumulative PK value.[83]Steven Sharif
You can't necessarily time perfectly the damage or understand even the health of the player. Unless you were in their party you cannot see an opponent's health as well, so that's another component that adds risk..[16]Steven Sharif
  • Los jugadores corruptos pueden matar cazarrecompensas sin adquirir puntuación de corrupción adicional.[99][85]
    • Las penalizaciones de combate de los jugadores corruptos no se aplican cuando luchan contra cazarrecompensas.[99]
  • Hay un temporizador de 60 segundos para desconectarse mientras se es corrupto. Forzar la desconexión del cliente durante el tiempo de enfriamiento dejará al personaje dentro del juego.[74][79]
Q: Will there be any large-scale consequences when many players in a group guild region religion etc become corrupted frequently or for an extended period of time?
A: There are not group dynamics or mechanics that revolve around mass murdering people in the world. The corruption system is intended to deter mass murdering, not to provide incentives by which players can go out and gain corruption.[102]Steven Sharif
Q: If my guild has no one corrupted and your guild is like always killing people and always corrupted, will your guild have repercussions because they're corrupted versus my guild?
A: No I don't think so either. And the reason why is we want to deter it, but we don't want to make the system meaningless; and if the deterrent becomes too heavy-handed then it's a system without a purpose. And I think that the intent behind the corruption is that like during a rise in passion and like anger and whatever you want to make this decision and do something and you'll suffer the repercussions later. But if those repercussions are just overwhelmingly bad and even anti-social in the sense that like your guild is like hey man you went corrupted and this gives us like corruption points on the guild, and like you're out of here, then people just aren't going to choose to use it; and then at which point might as well just take it out. So I think there's a healthy balance between the type of deterrent used.[103]Steven Sharif
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.
  • La corrupción tiene un efecto visible en la apariencia de un jugador.[105]

Removing corruption

The primary means to remove corruption is through death. Multiple deaths may be necessary to remove all corruption.[107][65]

  • Dying removes a significant portion of a player's corruption score.[108]
  • Gaining experience will also slowly reduce a player's corruption score.[109][68][107]
    Any experience that's gained by the player, whether it be through achievements in crafting, or in adventuring, or through other types of achievements: All of that experience goes towards your adventuring class experience gained; and then some experience can dual purpose towards professions as well. So if I reach an achievement in my crafting profession and that grants me additional experience within that profession to rank up, it will also grant the same amount of experience over in my adventuring level; and to that point, anytime you gain adventuring experience you tick away at the corruption.[109]Steven Sharif
  • A quest may be utilized to reduce the player kill (PK) count of a corrupt player in order for them to accumulate less corruption score in the future.[110][108]
    • This is a design shift from a religious quest being used to directly reduce the corruption score.[111]
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.

Muerte del personaje

Muerte del personaje in an open world dungeon in Alpha-1.[113]

We don't have deleveling, instead what we have is experience debt. Now the more experience debt you accrue, the greater the detriment to your character; not to the point where you can not get out of the debt. There will always be a way forward to remove your debt.[80]Steven Sharif

Cuando un personaje muere se se desintegra en cenizas. Las cenizas contienen cualquier objeto cualquier objeto perdido por el jugador debido a las penalizaciones por muerte correspondientes.[114][34][35][36][30] Estos montones de ceniza son saqueables de forma inmediata por cualquier jugador.[34] El marcado de jugadores (flagging) no se activa al saquear.[69]

  • Un no combatiente (jugador verde) que muere sufre las penalizaciones normales, incluyendo:[36]
    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.[116]Steven Sharif
    • Se suelta un porcentaje de los objetos recolectables y materiales que se usan en la creación de otros objetos.[118][35][36]
      • Los objetos destinados al consumo final no se pierden, como los objetos consumibles creador por las profesiones de cocina y alquimia.[118]
      • También se dejan caer un porcentaje de los certificados que lleva el jugador.[30]
      • Si un jugador muere, habrá un periodo de tiempo antes de que su mula desaparezca. Otros jugadores deberán matar a la mula de ese jugador para poder saquearla.[119]
      • Si la mula de un jugador muere, su cadáver tendrá el mismo porcentaje de objetos que el jugador..[119][120]
  • Un combatiente (jugador púrpura) que muere sufre estas mismas penalizaciones, pero al 50% que un no combatiente.[36]
  • Un corrupto (jugador rojo) sufre penalizaciones cuatro veces superiores a las de un no combatiente, y tiene la posibilidad de soltar cualquier objeto que lleve equipado en función de su puntuación de corrupción actual.Esto incluye:[82][84] This includes:[84][36]
    Any amount of corruption allows a player to drop equipped gear upon death. The higher the corruption the greater the chances.[121]Steven Sharif
    • Estos objetos pueden ser saqueados por otros jugadores.[122]
    • Los jugadores corruptos reaparecen en lugares aleatorios en las proximidades de su muerte, no en los puntos de reaparición habituales.[123]
      • Los jugadores no corruptos siempre reaparecen en el punto de reaparición activo más cercano (a su muerte).[124]
    • Las penaliazciones por corrupción se acumulan a medida que se gana corrupción (no sólo al morir).[95]
  • La deuda de experiencia escalará aproximadamente al 2 o 3 por ciento de la XP total para un jugador de nivel máximo. Estas cifras están sujetas a cambios en función de las pruebas.[125]
  • Las penalizaciones por muerte (en su mayoría) no se aplican al PvP basado en objetivos.[126][127][128]
    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.[128]Steven Sharif
  • Las penalizaciones por muerte no difieren entre Pvp y PvE, aunque esto está sujeto a cambios.[129]

La muerte por caída es posible.[130]

  • El daño por caída que ocurra mientras se está montado se aplicará primero a la montura; y si la montura muere como resultado, entonces el daño restante puede pasar al jugador, pero esto se determinará en función de las pruebas.[130]

La muerte por ahogamiento es posible.[131][132]

  • Los jugadores que se ahoguen resurgirán en la orilla.[131]

Si un jugador muere habrá un periodo de tiempo antes de que su mula desaparezca. Otros jugadores deberán matar la mula de ese jugador para poder saquearla.[119]

Los jugadores no pierden oro al morir, independientemente de su nivel de corrupción.[104]

At the moment, the plan is for players to not lose gold upon death, no matter their corruption level.[104]Cody Peterson

Death penalties

Muerte del personaje in an open world dungeon in Alpha-1.[113]

We don't have deleveling, instead what we have is experience debt. Now the more experience debt you accrue, the greater the detriment to your character; not to the point where you can not get out of the debt. There will always be a way forward to remove your debt.[80]Steven Sharif

Death penalties (mostly) do not apply to objective-based PvP (also called sanctioned events).[134][126][127][128]

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.[128]Steven Sharif

Non-corrupt players suffer reduced death penalties in naval PvP (open seas) zones.[133]

  • These penalties will be less than those for a green player.[135]
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.

Jugadores en solitario

Ashes of Creation ofrece opciones de juego para los jugadores en solitario.[137]

For those solo players who don't really care about finding a community to play with but they want to have one when they need it, there's going to be a lot of opportunities from a dialogue perspective, in-game chat options; you can join as part of citizenships: there's a lot of pseudo factions there- social organizations that give you an in to other players without the strong bonds that typically come with guild-oriented organizations; and I think that that's a comfortable medium between the two.[137]Steven Sharif

Ver además

Referencias

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  41. Transmisión en vivo, 2022-06-30 (1:18:55).
  42. Transmisión en vivo, 2020-07-25 (46:08).
  43. Transmisión en vivo, 2020-12-22 (1:15:01).
  44. Transmisión en vivo, 2017-05-03 (35:25).
  45. 45.0 45.1 45.2 Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  46. Transmisión en vivo, 2022-05-27 (1:14:46).
  47. Vídeo, 2022-05-27 (2:21).
  48. 48.0 48.1 Transmisión en vivo, 2024-02-29 (1:22:09).
  49. Pódcast, 2018-08-04 (1:44:54).
  50. 50.0 50.1 50.2 Vídeo, 2023-10-31 (4:45).
  51. Transmisión en vivo, 2023-10-31 (1:06:32).
  52. Vídeo, 2023-10-31 (3:34).
  53. 53.0 53.1 53.2 Transmisión en vivo, 2021-10-29 (1:06:31).
  54. 54.0 54.1 54.2 Vídeo, 2023-10-31 (5:06).
  55. 55.0 55.1 Entrevista, 2020-07-19 (1:08:22).
  56. 56.0 56.1 Entrevista, 2019-04-17 (49:55).
  57. Vídeo, 2023-10-31 (6:07).
  58. Vídeo, 2023-10-31 (8:05).
  59. steven-stolen-glint.png
  60. 60.0 60.1 60.2 60.3 60.4 pvp flagging.png
  61. pvp camping.png
  62. 62.0 62.1 62.2 62.3 steven-summons-pvp-1.png
  63. steven-summons-pvp-2.png
  64. 64.0 64.1 64.2 64.3 64.4 64.5 MMOGames interview, January 2017
  65. 65.0 65.1 65.2 65.3 65.4 65.5 Entrevista, 2017-04-27 (0:17).
  66. Transmisión en vivo, 2022-10-28 (1:34:52).
  67. PvP.jpg
  68. 68.0 68.1 68.2 68.3 68.4 68.5 68.6 68.7 CC effects do notapply to non-combatants.png
  69. 69.0 69.1 Pódcast, 2021-04-11 (34:41).
  70. 70.0 70.1 Transmisión en vivo, 2022-12-02 (2:41).
  71. 71.0 71.1 Entrevista, 2020-07-08 (1:05:27).
  72. 72.0 72.1 Transmisión en vivo, 2020-11-30 (1:09:06).
  73. Transmisión en vivo, 2018-10-31 (44:12).
  74. 74.0 74.1 74.2 74.3 74.4 74.5 74.6 74.7 Transmisión en vivo, 2022-10-28 (26:48).
  75. 75.0 75.1 steven-healing-corrupt.png
  76. 76.0 76.1 Entrevista, 2019-04-22 (54:40).
  77. 77.0 77.1 Transmisión en vivo, 2017-11-17 (29:45).
  78. steven-flagging-duration.png
  79. 79.0 79.1 79.2 steven-flagging-logout.png
  80. 80.0 80.1 80.2 Pódcast, 2018-04-23 (49:21).
  81. 81.0 81.1 81.2 81.3 Transmisión en vivo, 2022-10-28 (1:35:36).
  82. 82.00 82.01 82.02 82.03 82.04 82.05 82.06 82.07 82.08 82.09 82.10 82.11 82.12 82.13 82.14 Transmisión en vivo, 2022-10-28 (24:28).
  83. 83.0 83.1 83.2 83.3 83.4 steven-corruption-value.png
  84. 84.00 84.01 84.02 84.03 84.04 84.05 84.06 84.07 84.08 84.09 84.10 84.11 84.12 Entrevista, 2020-07-18 (41:54).
  85. 85.0 85.1 Entrevista, 2017-04-27 (1:18).
  86. flagging.jpg
  87. pvp flagging lockouts.png
  88. Vídeo, 2020-05-31 (5:29).
  89. 89.0 89.1 89.2 89.3 Pódcast, 2018-04-23 (51:31).
  90. 90.0 90.1 Transmisión en vivo, 2022-10-28 (13:53).
  91. steven-corruption-score.png
  92. 92.0 92.1 92.2 92.3 Transmisión en vivo, 2017-05-22 (42:33).
  93. Entrevista, 2018-05-11 (5:05).
  94. 94.0 94.1 94.2 Transmisión en vivo, 2017-11-17 (35:20).
  95. 95.0 95.1 95.2 corruption.jpg
  96. corruption2.jpg
  97. Transmisión en vivo, 2022-07-29 (1:07:20).
  98. steven-l2.png
  99. 99.0 99.1 steven-bounty-hunters-1.png
  100. Transmisión en vivo, 2023-02-24 (1:12:24).
  101. 101.0 101.1 101.2 Transmisión en vivo, 2021-04-30 (1:14:49).
  102. Transmisión en vivo, 2021-08-27 (1:20:09).
  103. Transmisión en vivo, 2021-08-27 (1:20:51).
  104. 104.0 104.1 104.2 vaknar-gold.png
  105. Entrevista, 2017-02-01 (39:33).
  106. Transmisión en vivo, 2018-07-09 (20:41).
  107. 107.0 107.1 Entrevista, 2020-07-18 (44:35).
  108. 108.0 108.1 Entrevista, 2020-07-19 (30:51).
  109. 109.0 109.1 Transmisión en vivo, 2023-04-28 (1:27:18).
  110. steven-removing-corruption.png
  111. Transmisión en vivo, 2018-06-04 (2:18).
  112. pvp corruption duration.png
  113. 113.0 113.1 Transmisión en vivo, 2020-03-28 (1:58:24).
  114. Transmisión en vivo, 2021-09-24 (51:20).
  115. 115.0 115.1 Transmisión en vivo, 2017-05-19 (13:37).
  116. 116.0 116.1 116.2 116.3 Entrevista, 2021-02-07 (13:14).
  117. 117.0 117.1 Entrevista, 2020-07-29 (16:46).
  118. 118.0 118.1 118.2 118.3 Transmisión en vivo, 2022-12-02 (1:26:02).
  119. 119.0 119.1 119.2 119.3 Transmisión en vivo, 2021-01-29 (1:24:27).
  120. 120.0 120.1 Transmisión en vivo, 2018-09-27 (47:46).
  121. 121.0 121.1 steven-corruption-gear-drop.png
  122. 122.0 122.1 Entrevista, 2018-05-11 (15:41).
  123. 123.0 123.1 Entrevista, 2017-04-27 (9:28).
  124. 124.0 124.1 Transmisión en vivo, 2021-06-25 (1:15:37).
  125. 125.0 125.1 Transmisión en vivo, 2021-05-28 (1:50:50).
  126. 126.0 126.1 126.2 126.3 Transmisión en vivo, 2022-06-30 (1:14:52).
  127. 127.0 127.1 127.2 127.3 Transmisión en vivo, 2021-08-27 (1:22:56).
  128. 128.0 128.1 128.2 128.3 Transmisión en vivo, 2020-12-22 (1:13:51).
  129. 129.0 129.1 Transmisión en vivo, 2017-05-15 (36:23).
  130. 130.0 130.1 Transmisión en vivo, 2022-02-25 (1:06:45).
  131. 131.0 131.1 Transmisión en vivo, 2022-04-29 (1:08:27).
  132. Transmisión en vivo, 2017-07-28 (50:22).
  133. 133.0 133.1 Entrevista, 2023-07-09 (36:56).
  134. Transmisión en vivo, 2023-02-24 (1:29:45).
  135. Entrevista, 2023-07-09 (38:03).
  136. Vídeo, 2022-09-30 (23:13).
  137. 137.0 137.1 137.2 137.3 Transmisión en vivo, 2022-09-30 (2:40).
  138. About Ashes of Creation.
  139. Transmisión en vivo, 2017-05-08 (28:48).
  140. 140.0 140.1 solo.png