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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.[1]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.[2]Steven Sharif

Ashes of Creation es un juego PvX.Los jugadores se encontrarán con elementos tanto de Pvp como de PvE.[2][3][4] Es poco probable que un jugador pueda enfocarse solamente en Pvp o solamente en PvE.[4]

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.[8]Steven Sharif


Alpha-1 open world caravan Pvp.[10]

Player combat in Ashes of Creation is both vast and intimate. It spans many aspects of the game itself. From great political battles held on the fields of massive castles, to open world conflicts fought for the pride of Guild Leaders. A player can choose to participate in the fate of the world by swaying the tide of battle with his or her combat prowess. 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.[11]

El Pvp (combate de jugador contra jugador) es el catalizador del cambio en Ashes of Creation.[12] El combate entre jugadores está diseñado para ser importante, desde las batallas de caravanas hasta enormes conflictos de mundo abierto en los que se lucha por el orgullo de reyes y reinas[13]

Because players are motivated by different things, because they want something from the game that other players don't want, that's going to cause people to butt heads. Different players are going to want different experiences and the conflict between the two of them will create a bigger and better thing. Out of strife comes rebirth and that's a core symbol, it's a core theme that occurs throughout the game.[14]Jeffrey Bard
Just because our flagging system gives corruption to PKers, doesn't mean PvP won't happen. There is plenty of reason for PvP to occur open-world.[19]Steven Sharif
Q: Have you considered a high-stakes loot drop PvP zone/area in Verra?
A: We have not; and the reason for that is our current PvP systems already allow for material risk essentially that's either through the flagging system or through other event-based pvp opt-in systems as well.[29]Steven Sharif

PvP de caravanas

PvP de caravanas en Alpha-1.[31]

You won't be able to see inside specifically but as part of the caravan structure itself there will be little hints as to what the cargo is. So for example if you've seen some of our recent footage with caravans you see sitting on top of the caravan there's some gold or some silver or some iron.[32]Steven Sharif

Las caravanas crean una zona abierta de PvP donde los jugadores están tageados para combatir (morado).[33]

  • Los jugadores no podrán ver el contenido exacto de un caravana antes de que decidan atacar o defender, sin embargo, habrá algunas pistas visuales, como oro, plata o hierro visibles en la parte superior de la caravana.[32]
  • Los jugadores podrán declarar sus intenciones de atacarla, defenderla o ignorarla a través de una ventana de interfaz de usuario.[34][35][36]
    • La proximidad a la que aparece la ventana de IU está determinada por la actuación del jugador en raids anteriores, ya sea como defensor o como atacante.[34]
  • Para que el ataque a la caravana sea exitoso se necesitará un grupo.[37][38]
  • La caravana se mantendrá en el mundo durante un periodo de 5 a 10 minutos desde el momento en que su propietario cierra sesión o se desconecta del servidor.[39]
  • Cada carava es como un evento propio personalizado. Los jugadores no pueden participar en más de un evento de caravana a la vez. Aunque enviar caravanas como señuelo es una táctica válida.[40]
It's still intended from a design standpoint to be a window that is presented to the player based on proximity; and that proximity it can be greater depending on your performance as either a defender or an attacker in previous raids.[34]Steven Sharif

Habrá incentivos y riesgos tanto para los atacantes de la caravana como para los defensores.[25][26] Estos serán puestos a prueba y refinados durante las fases de alpha y beta.[41]

There is a level of risk that comes with the attacker. We have progression paths that exist for bandits and that exists for defenders; and if you choose to opt into a caravan attack- you sign up for that attack and you fail that attack- it is detrimental to your path of progression down the bandit area. That's one thing: Two is of course you have gear decay. You have degradation that can be suffered if you die. That is a cost. And then you also have a reputation; and if your reputation precedes you when you want to transit goods across the world; and you see somebody who's doing it and you want to participate as a defender or a participant, they might say hey screw you, you were just murdering my people last week and I saw that you're like on the top of the bandit list for killing caravans. So it has repercussions in the sense that it locks you out of certain player groups. It provides decay to your armor. It has deleterious effects on your progression, and the attacking- and the bandit progression of caravan attacks or defense.[25]Steven Sharif
  • Un sistema de misiones tomará nota de las defensas y ataques exitosos o fallidos del jugador. Esto dará al jugador recompensas que aumentarán según su historial.[25][26][41]
  • Otros incentivos y riesgos son sociales y se crean (informalmente) entre los jugadores.[25][41]
The caravan defender role is going to have its own progression questing and rewards associated with it that are going to attract a certain subset of players and then vice-versa wise we're going to have incentives that appeal to the more highway brigand type players; and you might not always be on one side or the other: that might change depending on what your interests are in the at the time. But obviously those types of systems need to have robust consequential type rewards and benefits associated with them in order to compel the player; and that's something obviously we're going to test in alphas and betas and see how performant it is in actually attracting players to participate and make sure it's not just one-sided so-to-speak.[41]Steven Sharif

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Asedios a castillos

Alpha-1 castle siege gameplay.[9]

Throughout Ashes of Creation, the player has an opportunity to participate in massively multiplayer siege warfare. Since castles are likely the world’s most limited resource, it will be a task to secure and hold them. Involving hundreds of players on a single battlefield, our sieges will employ many moving parts and intricate design features. Because of the difficult nature of taking and keeping a castle there are great rewards available to the players for their efforts. Castles will allow players to exert control over nearby lands and allow for the development of unique buildings in the nearby towns.[11]

Los gremios participan en asedios a castillos en un intento por capturar y ocupar uno de los cinco castillos de gremio en Ashes of Creation.[43]

  • El objetivo mínimo es que haya 250x250 jugadores en un mismo campo de batalla. Se espera que, con el tiempo, pueda aumentarse a 500x500.[47][48][49][50]
  • Habrá sistemas que imiten algunas de las mecánicas de los asedios, pero no habrá asedios de práctica.[51]
  • Es posible que haya zonas instanciadas dentro de los asedios a castillos y nodos de mundo abierto, donde grupos específicos puedan participar en pequeñas batallas de corta duración basadas en objetivos que afectarán al resultado general del asedio.[52]
    • Anteriormente se había afirmado que los asedios a castillos podrían o no ser (completamente) instanciados en el juego final.[20]
    • Los asedios a castillos durante el Alfa-1 se producían en una zona de mundo abierto a la que se podía acceder a través de un PNJ teletransportado.[53][54][20][55]

Un gremio que capture un castillo será dueño de ese castillo durante un mes antes de que vuelva a ser asediado.[56][57]

Each week leading up to the siege week... is a week that's dedicated to one of the three castle dedicated nodes. So around the castle there are three nodes. They represent week, one, two, and three; and then the fourth week is the siege against the castle. Those can only be elevated up to stage three. We've discussed this in the past and there's definitely information out there on the community ran wiki.[56]Steven Sharif
  • En las tres primeras semanas que un gremio ocupe un castillo tendrá que subir de nivel cada uno de sus nodos de castillo hasta la fase de aldea mediante misiones.[56][57]
    • Cada uno de los tres nodos de castillo tiene un asedio al final de cada una de estas tres semana.[57][58]
  • La cuarta semana es la semana de la declaración de asedio, en la que otros gremios tienen la oportunidad de colocar su bandera de declaración o apuntarse como defensor del castillo.[56][57]
  • En función de lo bien que el gremio defienda sus nodos del castillo, mejorarán las defensas del castillo.[57][58]
  • Diferentes armas de asedio otorgarán a los atacantes la capacidad de destruir muros, puertas y secciones del castillo para acceder a la zona del torreón interior.[59]
  • Cuando los castillos cambian de manos (trás un asedio), algunos impuestos se quedan en el castillo y otros en el gremio.[60]
There will be benefits to attracting people... even if they're not in your guild or alliance – a feudal like system, where you can attract other players who are just independent of this whole politic. They will have things to do there - benefits to receive - and there will be a reciprocal relationship between who you can attract, what they do for you; and how that benefits you and them.[57]Steven Sharif

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Alpha-1 castle sieges

Trebuchets in the Alpha-1 preview castle siege attackers headquarter camp.[62]

Alpha-1 castle sieges are based on Ashes of Creation Apocalypse castle sieges.[64][55]

  • Players will be able to join guilds. These guilds can register for the siege events.[62]
  • Castle siege events will be 100v100 battles that occur daily and will last for three hours.[62]
  • Attackers will start on the opposite end of the map (from the defenders).[62]
  • Attackers will be able to use trebuchets to drive to and assault the castle.[62]
    • Trebuchets have a single primary fire that does a small amount of damage to players and heavy damage to buildings.[62]
    • Trebuchets will be fully physical when they are being driven.[62]
  • When the attackers have breached the castle they will be able to channel a cast on the relic in the throne room to try to capture the castle from the defenders.[62]
  • The victors of castle sieges will receive benefits, such as cloaks, flying mounts for guild leaders and potentially also for guild officers.[62]
  • Alpha-1 castle sieges are in a separate zone that is accessible via a NPC teleporter.[53][54][20]
    Currently the siege zone is actually in the open world, but separated by mountains and off in the sea a bit. There is actually no instancing in A1, although the siege zone will only be accessible in A1 through a registration NPC teleporter.[53]Steven Sharif
  • The opposing team is notified when these raid bosses are being attacked.[64]
  • Teams who get the last hit on these bosses will receive buffs that will help them in the siege battle.[64]

Last year, I spoke of attempting to incorporate sieges into the Alpha One experience. This has obviously been a goal of mine because it provides considerable data and a consistent event within the world that players can participate in to help stress test the deployment. Well, I am happy to say that it is appearing more and more likely by the day! Initial implementation of the Apocalypse siege code has been migrated into the Alpha One client, and we should begin internal testing next month. I will caveat this expectation with the fact that we are cutting it a bit close from an internal QA standpoint, but I have some confidence that the system will be online and capable of inclusion for the Alpha One test in the month of June. The siege component will obviously not be representative of what the siege system will be at launch, or even in Alpha Two.[55]Steven Sharif

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Asedios de nodos

Asedios de nodos (Pre-alpha footage).[66]

As some areas in the world grow, others will fall. This is the foundation of the living, breathing world that is Ashes of Creation, where players will have the ability to make important decisions that matter in the longevity of an area becoming a city, or whether to siege a rival town. Rise above the ashes, create the world around you, and be a part of the story that unfolds because of your actions and decisions.[67]Margaret Krohn

Los asedios a los nodos permiten a los jugadores destruir nodos.[67] Esto facilita el camino para el avance y acceso al contenido bloqueado de los nodos circundantes. Debido a esta dinámica, los conflictos e intrigas políticas juegan un papel muy importante en la estructura del mundo.[68]

  • Asediar un nodo no será una tarea sencilla para los atacantes. Las ciudades y las metrópolis dispondrán de una ventaja defensiva considerable.[68]
  • No habrá asedios de prueba, o prácticas de asiedio, aunque si que habrá sistema que simularán algunas de sus mecánicas.[51]
If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![14]Steven Sharif

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Guerras de gremios (guilds)

Las características de las guerras de gremios aún están en fase de diseño, pero el objetivo general es que estas guerras es que se basen en objetivos con un gran riesgo para cada bando.[69]

  • Los objetivos de las guerras de gremios están diseñados para ser más fluidos que los objetivos de asedios de castillos .[70]
  • GLas guerras de gremios se pueden declarar en cualquier momento, pero los objetivos solo aparecerán durante el horario de máxima audiencia del servidor.[71]
    • Los jugadores pueden matarse entre sí en cualquier momento durante la guerra (no sólo durante el horario de máxima audiencia del servidor).[71]
  • Las guerras de gremios no serán permanentes. Existen condiciones de victoria definitivas que se basan en el nivel de los gremios enfrentados y en los activos que tengan dichos gremios..[72]
I can't really define exactly what those features are yet because that design stage is still up in the air from a discussion standpoint. There's a lot of different ideas that relates to how those two can come into play, but I will say that in every MMO I've ever played guild wars are very binary. They're very like 'Okay you've declared, you have a number of kills to deaths and the guild war's over, thank you...' My objective to change that dynamic is to include greater risk for the sides to initiate the war and also to make it more objective-based than just a binary kill death ratio; and the fortresses and guild halls come into that type of facilitating that change.[69]Steven Sharif

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Cotos de caza

You are on the prowl, and notice an unsuspecting player chopping trees. What would you do?[73]

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.[74]

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.[77]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.[76]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.[78]

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PvP Naval

Los operarios de la plataforma de armamento de un barco pueden iniciar el PvP naval contra otra nave en los tres siguientes casos.[23]

Another important change that has occurred is the open seas is now an automatic flagged location. So when you move off of land we have a flagging system that protects and the open seas are international waters where you need to be careful; and there is a lot of opportunity at Sea; and because there's a lot of opportunity that's unique to that content- that's unique to that sea: that's treasure finding; that's NPCs; that's a lot of different stuff there needs to be risk associated with opportunity.[22]Steven Sharif
  • Cuando los barcos se mueven a una zona de mar abierto (aguas abiertas/océano profundo). Esto marcará a los jugadores como combatientes (morado).[16][22][23] Los personajes Corruptos (rojos) permanecerán rojos mientras esténe n mar abierto.[79][80]
    • Los jugadores que entren en una zona de mar abierto serán notificados por la UI con antelación.[81]
    • Las zonas de mar abierto tienen mejores recursos y en mayor abundancia para compensar el nivel de riesgo añadido.[15]
We have a very intuitive UI that that as you approach the border between open sea and coastal area you are notified of that. You are warned ahead of time. There's a countdown when approaching. We interpolate the distance travel and speed you're moving and you get to see "I'm entering open waters"; and when you do you have this big trophy call out on screen that says "You have entered the open sea. Territory fraught."[81]Steven Sharif


Las arenas son entornos de Pvp instanciados que no forman parte del PvP en mundo abierto.[83][84]

The arena system as we've spoken about before is going to have ladder systems where people can progress within certain seasons based on their win/loss ratios. The importance of arenas are obviously that players have an opportunity to participate [and] practice out certain builds from a PvP perspective and can compete with one another within the system.[83]Steven Sharif

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Alpha-1 Elder Dragon of the Tundra raid boss.[93]

The environment in Ashes of Creation is a visually stunning realm, with fantastical beasts and creations designed to both inspire awe and instill fear. The world is harsh and unforgiving, presenting a clear and present danger to the players. Dungeons, demons and dragons, oh MY! Our unique and adaptive AI means that an encounter with similar creatures will yield a completely different experience to adapt to as a player. Keeping you on your toes for constantly changing responses from your adversary. The world awaits its heroes.[11]

Elder Dragon of the Wood raid boss gameplay.[94]

Whenever you have a player versus environment setting you don't want a stagnant overly repetitive because its lackluster. It does not have that a component that engages.[95]Steven Sharif

El sistema de Nodos facilitará la creación de nuevo contenido PvE como misiones, mazmorras, raids y eventos de monedas de monstruo.[13]

There is going to be a lot of PvE content for all portions of the playerbase... Part of that risk versus reward: Your risk is your time you're putting in to having a chance at getting the reward and successfully completing; and that should feel good based on how much time you devote. Now I know that there's a spectrum of casual and hard-core players in the time there, what we can do, but that's why we have many different content paths that play towards how you affect the world around you.[96]Steven Sharif

El contenido PvE se adapta al desarrollo del mundo para evitar que sea repetitivo.[95]


Alpha-1 early quest user interface.[97]

Questing in our world combines the best elements of traditional MMO’s as well as the introduction of our unique player driven experiences. Ashes of Creation offers area quests, public quests, and quest chains that change dynamically and in real time based on the player’s experiences and choices. Players will have the ability to directly alter world events and change the landscape through their actions, as an individual and as a community. Server quests will allow political rivals to compete for the fate of the world.[11]

Alpha-2 quest journal user interface early preview.[98]

We actually used the journal as one of our test cases for the style guide because it's a very complex screen. There's a lot of things that are going on, where we have different tiers of story arcs that might be available for players; and so we wanted to make sure the color denoted different information for them. We also have iconography to support that as well; and we have a little bit of a twist on what a traditional quest system would be like. With these story arcs we wanted to make sure that it was organized in a familiar way, but also something that supported all of the designs needs.[99]Colby Marchi

Misiones in Ashes of Creation are divided into three categories: Events, Tareas and Narrative quests.[100][101][102]

We’re going to be breaking up what is traditionally called ‘questing’ into three different categories: Narratives, Events, and Tasks. We want to avoid going down the path of trying to force narrative into gameplay where it doesn’t really fit (ie: filler stuff that doesn’t really relate to what’s happening in the world).[102]
Q: Will dialogue choices have any impact on the quests in regards to how NPCs respond to you or the overall outcome of that quest, or is it more just a role-playing perspective without any major impact?
A: No. The dialogue choices are intended to provide an impact, both with the response of the NPC, it might also serve as predicates for other systems. If there are certain paths chosen within the dialogue tree it might unlock different side arcs and story lines that other players may not experience. The dialogue trees are not meaningless. They're meant to provide gameplay related context.[104]Steven Sharif

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Las mazmorras en Ashes of Creation variarán en tamaño y serán en su mayoría de mundo abierto.[110][111]

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.[110]Jeffrey Bard

La mitad del problema no será solo resolver la mazmorra, sino también resolver a los otros jugadores.[112]Jeffrey Bard

La dificultad de la mazmorra aumentará cuanto más se aventure el jugador en la mazmorra.[115]

  • Las criaturas y sus mecánicas se volverán mas difíciles.[115]
  • Los peligros del terreno y ambientales aumentarán.[115]

Tipos de interacciones más profundas y oscuras se encontrarán mas profundo en la mazmorra.[115]Steven Sharif

Hay aproximadamente 6 o 7 mazmorras en Alpha-1.[116]

  • Una será casi de nivel raid de dificultad.[116]

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Incursiones will either be based on triggered events or more traditional systems. Traditional world bosses will change based on node development.[119]

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.[120]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.[123]Steven Sharif
  • Some world bosses will have stages of progression, such as defeating acolytes, then lieutenants, then generals, then the world boss itself.[128]
    • At each stage there is increasing difficulty. This may be parsed out into different time periods and be behind a wall of development.[128]
  • A single digit percentage of the population will be capable of defeating certain content.[128]
  • There will be ancillary effects that happen as a result of downing certain world bosses.[129]

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Gameplay videos

Gameplay screenshots

Ver además


  1. Vídeo, 2018-04-16 (1:32).
  2. 2.0 2.1 Pódcast, 2021-04-11 (38:31).
  3. 3.0 3.1 3.2 Transmisión en vivo, 2017-05-12 (24:52).
  4. 4.0 4.1 4.2 4.3 Transmisión en vivo, 2017-05-05 (33:25).
  5. pvx stats.png
  6. MMORPG Interview, 2016-12-12.
  7. Transmisión en vivo, 2017-05-15 (14:05).
  8. 8.0 8.1 Transmisión en vivo, 2017-06-01 (37:39).
  9. 9.0 9.1 Vídeo, 2021-05-28 (25:44).
  10. Vídeo, 2020-05-31 (1:09:50).
  11. 11.0 11.1 11.2 11.3 About Ashes of Creation.
  12. pvp catalyst.png
  13. 13.0 13.1 Ashes of Creation FAQ.
  14. 14.0 14.1 Vídeo, 2017-04-30 (5:31).
  15. 15.0 15.1 15.2 Transmisión en vivo, 2022-10-28 (1:41:55).
  16. 16.0 16.1 16.2 16.3 16.4 16.5 16.6 16.7 Transmisión en vivo, 2022-10-28 (24:28).
  17. Transmisión en vivo, 2022-04-29 (41:27).
  18. 18.0 18.1 18.2 18.3 Transmisión en vivo, 2017-05-05 (14:26).
  19. 19.0 19.1 19.2 19.3 19.4 19.5 19.6 19.7 pvp meaningful.png
  20. 20.0 20.1 20.2 20.3 Pódcast, 2021-04-11 (49:40).
  21. Transmisión en vivo, 2017-11-17 (45:19).
  22. 22.0 22.1 22.2 Transmisión en vivo, 2022-08-26 (1:00:14).
  23. 23.0 23.1 23.2 23.3 23.4 Transmisión en vivo, 2021-04-30 (1:06:41).
  24. Transmisión en vivo, 2023-02-24 (1:29:45).
  25. 25.0 25.1 25.2 25.3 25.4 25.5 25.6 25.7 Transmisión en vivo, 2022-06-30 (1:14:52).
  26. 26.0 26.1 26.2 26.3 26.4 26.5 Transmisión en vivo, 2021-08-27 (1:22:56).
  27. 27.0 27.1 27.2 Transmisión en vivo, 2020-12-22 (1:13:51).
  28. Transmisión en vivo, 2022-10-28 (13:53).
  29. Transmisión en vivo, 2022-03-31 (1:12:27).
  30. Transmisión en vivo, 2022-10-14 (51:25).
  31. Transmisión en vivo, 2020-03-28 (1:27:28).
  32. 32.0 32.1 32.2 Transmisión en vivo, 2021-01-29 (1:25:14).
  33. caravan zone.png
  34. 34.0 34.1 34.2 Entrevista, 2020-03-27 (16:19).
  35. caravan UI.png
  36. Transmisión en vivo, 2017-05-22 (40:40).
  37. Transmisión en vivo, 2017-05-15 (45:20).
  38. Transmisión en vivo, 2017-05-22 (40:41).
  39. Transmisión en vivo, 2020-07-25 (55:32).
  40. Transmisión en vivo, 2022-10-28 (1:36:10).
  41. 41.0 41.1 41.2 41.3 Transmisión en vivo, 2021-02-26 (1:16:21).
  42. flagging.jpg
  43. 43.0 43.1 castle nodes.png
  44. Transmisión en vivo, 2022-07-29 (1:12:14).
  45. Entrevista, 2020-07-29 (31:05).
  46. Entrevista, 2020-07-18 (13:13).
  47. Transmisión en vivo, 2021-09-24 (52:48).
  48. Entrevista, 2021-07-08 (57:19).
  49. Entrevista, 2020-07-19 (44:28).
  50. castle-siege-scale.png
  51. 51.0 51.1 Twitch Bustin - Practice Sieges?
  52. 52.0 52.1 Transmisión en vivo, 2022-01-28 (17:50).
  53. 53.0 53.1 53.2 steven-siege-zone.png
  54. 54.0 54.1 54.2 Transmisión en vivo, 2021-04-30 (41:18).
  55. 55.0 55.1 55.2 Blog: Creative Director's Letter, April 14 2021
  56. 56.0 56.1 56.2 56.3 Transmisión en vivo, 2020-08-28 (1:43:03).
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