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Alpha-2 UI customization.[1]

The UI implementation will be highly customizable, whether it be from resizing, a movement, recoloring, different types of UI flavors that will be presented and offered to players as well. We want to have a very very robust UI system so we know that that's something that's more personally oriented in people's preferences rather than something that can be a one-size-fits-all.[2]Steven Sharif

The Ashes of Creation user interface (UI) and HUD is built with customization in mind, rather than being one-size-fits-all.[4][2][5]

  • Users will be able to quickly customize UI elements on-the-fly to suit the PvX nature of the game and different styles of combat.[4]
Customization of UI elements, especially there on the HUD is a top desired aspect of our UI team.[4]Steven Sharif
  • Users will be able to save and load UI profiles, such as switching to a custom UI profile for raids.[6]
One of the first things we did when we were starting to block in the very base features of our HUD editor was talking about saving and loading profiles. We're going to have options for, when I'm in a raid automatically change my UI to this UI.[6]Colby Marchi
  • The user interface in Alpha-2 will have options to support hover-over casting and double-tap application of AoE effects on the cursor location.[7]
One of the big goals of our UI team and our design team is to accommodate a whole host of different types of user options that they're capable of setting, because we all have different play styles; and in that regard those include things like hover-over casting, double-tap application of AoE effects on cursor location- just a lot of different options, because people like to play different ways.[7]Steven Sharif
It's very important to note that in Alpha 1 you are not going to see a solid UI presentation and that's because our UI currently is still very placeholder very work-in-progress.[8]Steven Sharif

Personaje

Placa de personaje

Work-in-progress nameplates in Alpha-2.[10]

Nameplates really actually require a big refactor on our end that we haven't done yet. However, that is something that tech art and engineering, as well as our UX/UI team are going to be doing over the course of probably the next month to month and a half. It's a big refactor both from performance reasons- how we're going to be able to occlude those nameplates within world obstacles and line-of-sight as well as prioritizing and clamping their sizes and distances that need a bit of a refactor; and of course their visual appearance. So that's work that's still outstanding.[11]Steven Sharif

La placa del nombre del personaje se muestra sobre su cabeza.[12]

  • Puede ser el nombre, y de forma opcional el apellido.[12]
    • El nombre de la guild del personaje se muestra al lado del nombre del mismo.[13]
    • La placa del nombre del personaje se irá deteriorando para indicar cuanto daño ha recibido.[14][15][16]
    • La clase se identificará mediante un icono.[17]
    • Al pasar el ratón sobre la placa del nombre del personaje se mostrará información como el nivel, su clase el combo de arquetipo.[17]
    • Un icono de "buff" indica el grado y equipo del personaje.[17][18][19]
  • El tamaño y la prioridad de las placas de nombre dependerán de su distancia (de la cámara).[11]
  • La visibilidad de placa del personaje se podrá esconder por objetos del juego, como los árboles; con habilidades de utilidad, como camuflaje o sigilo; o mediante el uso de disfraces.[20][21]
  • Las configuraciones de la UI permitirán esconder las placas de nombre, cambiar el tamaño y personalizarla.[22]
  • El tipo de criatura invocada por el invocador aparece en la placa encima de la invocación. El jugador no puede cambiarlo. [23]
  • Las placas con los nombres de los enemigos tendrán indicadores que identifiquen las resistencias, buffs, y rango de elite.[24]
    • Se puede utilizar un indicador en forma de estrella para indicar la ubicación de los puntos de golpe.[24]

Nombre del personaje

Los Personajes tendrán nombre y apellido opcional.[25]

  • Hay un mínimo de tres caracteres para el nombre del personaje.[27]
  • Caracteres especiales, incluyendo apóstrofes y guiones, no están actualmente permitidos en los nombres de los personajes.[28]
Currently we don't allow special characters in character names (including apostrophes and/or hyphens). It's possible this changes in the future.[28]Ry Schueller

El nombre de los personajes aparecerá en la hoja de personaje y de forma opcional en la página web del personaje.[12]

  • Dentro del juego, el nombre del personaje se mostrará sobre sus cabezas. Podrá ser el nombre o el apellido.[12]

Character page

La página web del personaje (hoja de personaje) estará disponible cuando se acerque la fecha de lanzamiento. Mostrará lo siguiente:[29]

  • La apariencia del personaje.[29]
  • Logros y clasificación en el servidor.[29]
  • Información de la clase del jugador.[29]
  • Trasfondo del personaje, a través de entradas de diario (que podrá publicar el propio jugador).[30][31]
  • Se podrán especificar y aplicar diferentes rasgos que definan al personaje.[31]

You will have a unique homepage for each character and that homepage will be able to be customized by the user to display unique information. It will have a small out-of-game RPG component where you can construct background and traits and stuff like that.[31]Steven Sharif

La página web del personaje será accesible desde el juego abriendo un navegador directamente desde la UI (Interfaz de usuario).[30]

That's part of the character sheet desire for us which hopefully will be accessible in game as well by opening a browser through our UI where you can get back history of a character that that character has input themselves into journal entries that they may choose to share with others... For role play perspective we want people to be in depth with their characters.[30]Steven Sharif

El jugador podrá gestionar que información se muestra en la página web del personaje.[29]

Friends list

A character may add another character to their friends list.[32]

  • In the future there may be a web-based or launcher-based capability to add an account as a friend, but this is not definite.[32]

Floating combat text

Alpha-2 Floating combat text work-in-progress UI.[33]

Damage you take, which is indicated in this red number, floats towards your left-hand side; and when you do damage to a target they float to your right-hand side. Now one of the very important aspects of these floating texts is providing the player with customization options that they can adjust the size of the floating text. They can adjust the color composition on how these texts are represented. They can also include damage icons to indicate the ability that's used for those floating texts; and importantly we also call out the crits that you do in a separate way: how they pop in they're slightly above the other number; and then more so, we also have additional functionality for cumulative damage.[33]Steven Sharif

Floating combat text shows damage taken, damage dealt, cumulative damage, crits, heals, XP gained, and other important combat indicators.[33]

  • Damage taken appears in red and floats to the left.[33]
  • Damage dealt appears in yellow and floats to the right.[33]
  • Crits appear larger and are slightly above the other numbers.[33]
  • XP appears in white and is slightly lower on the UI.[33]

Floating combat text is able to be customized by the player.[33][8]

Providing maximum flexibility and player customization options for these floating texts I think is super important.[33]Steven Sharif

Action bar

Los jugadores pueden peronalizar su personaje con las habilidades activas que prefieran en su barra de acción (hotbar).[35][36][37]

Some people like to have a very minimalistic number of hot bars. They don't need necessarily to have three, four, five hot bars that are available; but some people do like that: They want to have all their items listed on their hotbar as well as their abilities, as well as as their mounts, as well as anything that they can essentially interact with as an icon.[41]Steven Sharif
  • Los jugadores no obtienen habilidades conforme suben de nivel, deben elegir que habilidades quieren adquirir.[42]
  • No hay libros de hechizos que requieran memorizar.[43]

There will be multiple hot-bars that you obviously have available, because you're going to have consumables, you're going to have active skills and whatnot. But the number of active skills are not going to overwhelm necessarily the character and be irrelevant especially at certain stages.[35]Steven Sharif

UI settings

Alpha-2 user interface settings work-in-progress UI.[44]

Player customization options are paramount when it comes to UI. That is a very subjective thing that we've all become- our own flavors we like out of certain components of the UI; and so instead of trying to force down the throat of our players a specific approach to UI, why do that when we can develop options and customization that the players can influence themselves: That includes color compositions, it includes text sizes, includes bolded, it includes options of which informations you're choosing to display, scaling.[45]Steven Sharif

User interface settings will have solid defaults along with detailed customization of Ashes of Creation for those who wish to customise their UI.[6][2][46][5]

Our mantra is really solid defaults, so most people won't need to touch anything, but then the customization for everybody who wants to.[6]Colby Marchi

Various display elements can be toggled on or off.[45]

Game settings allow players to fine tune performance to suit their preferences and hardware capabilities.[56][57][58]

  • Particle effects and rendering.[59]
  • Effects bloom and brightness.[56]
  • Effect elements and channels.[56]
  • Motion blur will be togglable on and off.[60]
We'll have certain features from a scalability setting standpoint that will allow players to even further tone down both the bloom and brightness of these types of effects has. Also in addition some of the elements and channels of those effects as well.[56]Steven Sharif

Gameplay actors, such as foliage density will not be able to be adjusted by players.[61]

  • Later stages of game polish will address quality-of-life issues, such as foliage blocking the player's camera.[62]
We will not allow players to to adjust the density of foliage actors in the world. That will be universal... There are going to be areas that are more dense than others. It's meant to be part of the a part of the world that players can utilize for certain purposes, like hiding in for PvP. However, there will be collision with those foliage actors and the player capsule. So as you might see that bush moving and think, "Huh that's odd. That doesn't look like wind. There must be something there." And that's the immersion that we want.[61]Steven Sharif

Accessibility settings

Habrá configuraciones para ayudar a los jugadores daltónicos. [63][64]

Camera settings

The aim is to provide a variety of camera options in Ashes of Creation.[65]

  • A "pretty significant" zoom out distance for the camera will be possible.[66][67]
Things will render in the world out of your current vision. While the quality may change between high end and low end systems, and what settings players select, it's important to us to have the game render in an effective manner, that also adds to everyone's immersion while in the game.[66]Cody Peterson
We don't have the first-person zoom in because when you get into first-person there's a different animation set required for the holding of the weapon: The hands that you see in front of you; and we don't have those animations. So we're really focusing on third-person.[68]Steven Sharif
Q: What camera distance is Intrepid using for fights? (WoW vs FF14)
A: Closer to FF14. We want people to have a wide range of view, especially since our battles will be very large. We want people to be able to visually access their surroundings.[69]Margaret Krohn

The action combat camera is tied to the to the player's targeting reticle.[70][71]

  • There will likely be a hotkey that when held down will allow free camera movement in action mode.[71]
  • In future the user will have the ability to choose from different reticle appearances.[47]

Later stages of game polish will address quality-of-life issues, such as foliage blocking the player's camera.[62]

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.

Control settings

Alpha-1 default keybindings.[74]

Players will be able to customize their keyboard control scheme in Ashes of Creation.[75]

Controller support

Ashes of Creation MMO no está diseñado en torno al soporte del controlador.[80]

Controller support will likely be something we work on closer to launch.[82]Steven Sharif

Localization

Ashes of Creation pretende estar disponible en los siguientes idiomas: Inglés, Francés, Alemán, Ruso, Italiano, Polaco, Español, y Portugués.[83][84][85][86]

  • Anteriormente se dijo que el inglés, el francés, el alemán y el ruso estarían disponibles y que el italiano, el polaco y el español se añadirían más adelante.

[84][87]

The current plan is for Ashes of Creation to be available in the following languages: English, French, German, Russian, Italian, Polish, Spanish, and Portuguese. Although this may not be the final list of languages we support, we are still looking at which other languages into which the game may be translated.[83]

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.

Los servidores no estarán bloqueados por idioma.[85]

  • Es posible que haya servidores separados en la región de EU según el tipo de idioma.[84]

Mapa del mundo

Updated Ashes of Creation map.[89][90]

The new world map in all its 1,200 square kilometer glory. So you're gonna see some names here- a little bit of a reveal of some of these locations in these areas- and you're also of course seeing similar biomes that are present as well. But more importantly what you are seeing is the orientation of these continents and these islands that are facilitating specific types of inter-continental trade gameplay; and they support the relevance of these caravans moving across the land mass to locations that will now incorporate these harbor areas, which aren't identified on the map here... But the important part was providing a lot of coastal naval gameplay between these zones and trade routes between land base.[90]Steven Sharif

Alpha-2 work-in-progress map UI.[91]

El mundo de Verra cuenta con un mapa del mundo visible en el juego. Este mapa no se genera aleatoriamente, y comienza cubierto por una niebla de guerra.[92] Los jugadores no podrán ver el mundo hasta que lo hayan explorado o recopilado información sobre el mismo. el mundo está llenod e información imprecisa, lo que requerirá que el jugador indage y la utilice para verificarla.[93]

For example, you may hear a rumor in a tavern that tells you the location of a cave full of weak Kobolds, but this was not accurate as the rumor was started by well-equipped bandits in order to waylay overconfident adventurers.[93]

Cuando se recopila información o el jugador ha explorado con éxito un área, los puntos de interés se marcan en el mapa.[94]

  • Estos puntos de interés están determinados por la progresión del nodo; y no todos los servidores compartirán el mismo mapa, ya que las decisiones de los jugadores variarán de un servidor a otro.[94]

Además de que la progresión de los nodos es un factor en la generación de mapas, las zonas en Ashes of Creation se adaptarán a todos los niveles.[96]

El mapa tendrá zonas geográficas impasables ocasionadas por obstáculos (como montañas).[97][98][99]

Even though we're an open-world that doesn't mean that from a design perspective, especially with the way our economic systems work, that we will want to create Geographic choke points.[98]Steven Sharif

Mini mapa

En el Alpha-1 había una interfaz de usuario con un mini mapa y una brújula.[100][101]

  • El objetivo es permitir el uso de pings y otras formas de comunicación a través del mini mapa.[102]

In-game chat

Text chat channels

Alpha-1 work-in-progress chat interface.[103]

We are working on a new chat log! The new log includes tabs for general, party, siege, guild, and more![103]

In-game text chat channels.
Channel Command
Local chat.[104][105] /say.[106]
Shout.[104][105] /yell.[106]
Party.[104][105][104][105] /party.[106]
Raid.[104][105]
Guild.[104][105]
Private message (PM).[104][105][107] /tell (playername).[106]
Tavern.[93]
Node citizen chat.[108][109][104][105][110]
Global (Enabled for Alpha-1 testing).[106] /global.[106]
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.

Voice communications

In-game voice communication channels.
Channel VOIP Proximity-based
Open-world.[111] - No.[111]
Party.[112][113] Yes.[114][113] No.[114]
Raid.[112][113] Yes.[114][113] No.[114]
Guild.[113] Yes.[113] No.[114]
Tavern voice chat.[93] Yes.[93] Maybe - based on testing.[114]
Mercado/Stall districts.[114] - Maybe - based on testing.[114]
Mazmorras (limited rooms).[114] - Maybe - based on testing.[114]
Puntos de interés.[114] - Maybe - based on testing.[114]

Voice chat will have fully functional mute and chat preferences.[113]

Chat bubbles

Los jugadores podrán activar o desactivar las burbujas de chat. Habrá opciones para administrar las burbujas para reducir la confusión visual.[115][116]

Queremos incluir burbujas de chat. Queremos incluir una gran cantidad de opciones que les permitirán (a los jugadores) administrar esas burbujas para que pueda activarlas, no solo ver un campo de burbujas.[116]Jeffrey Bard

Voice controls

Raid and party leaders are able to control Voice chat.[95][117]

  • Toggle (global) mute on the entire raid.[117]
  • Define who has global speech capacity across the entire raid.[118]
  • Granting administrative functions to raid and party members.[95]

If you are joined in raid where you have multiple squads that have connected into a raid for the castle sieges, the leaders of those squads will be able to communicate across all members of squad. So let's say you have five teams of four, for a total of twenty people within a particular raid... there are five that have global speech capacity; and then in those individual parties they'll also have their own inter-voice communication. So party leader will be able to hear their party members and the party members will hear each other, but they'll also be able to hear other party leaders speak as well.[118]Steven Sharif

Tavern communications

Taberna offer private chat and voice communications for all patrons within the building.[93]

  • Tavern proximity voice chat may be available based on testing.[114]

Comandos de la interfaz de usuario

info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.
Command Function
/say Comando de chat.[106]
/party Comando de chat.[106]
/yell Comando de chat.[106]
/global Comando de chat.[106]
/tell (playername) Comando de chat.[106]
/roll Simula en lanzamiento de dados.[119]
/e, /emote, /me[120] Emote textual.[121] Example: /me se ríe
Invita a un personaje a unirse a tu guild.[122]
Añade a un personaje a tu lista de amigos.[122]

Macros

The issue with macros is that from an anti cheat metric perspective it's difficult to define what a macro is against a script. And in order to catch all scripts sometimes you have to prevent the macro usage. So really that's a that's a data issue. If we allow for macros then we lose our ability to precisely ban script users, botters.[123]Steven Sharif

Creador de personajes

Scars in the Alpha-2 character creator (first pass).[124]

The cool thing about this character creator is that it's not just intended for your character. It has application with NPCs that you might hire.[125]Steven Sharif

We're gonna use similar tech for implementing things like Animal husbandry.[126]Zachary Mallet

Kaelar Alpha-2 character creation (first pass).[127]

This tech is 100% created in-house at Intrepid and is not metahuman.[128]Steven Sharif

We'll be adding many, many more customization options to the character creator.[129]Cody Peterson

El creador de personajes (o sistema de personalización del personaje) permite a los jugadores establecer la apariencia dentro del juego de los personajes, PNJs contratados; y criaturas principalmente creadas mediante la profesión cría de animales.[125][130]

El creador de personajes de Ashes of Creation está 100% desarrollado por Intrepid Studios y no es MetaHuman.[128]

Algunas características adicionales del creador de personajes incluyen.

  • Habrá funcionalidades o características desbloqueables para personalizar el personaje.[134]
You have that scar because you participated in this siege, or these many sieges; or you have this tattoo because of your of a cultural background, or because of a quest that was accomplished where you're able to get that.[134]Steven Sharif
  • La posibilidad de guardar y compartir personajes con otros personajes..[124][135]
The beauty of it is that you can save your character- and we already have some of those features available- and load them; and in the future we want people to be able to share those characters amongst each other.[124]Margaret Krohn
  • La posibilidad de deshacer cambios (Ctrl + Z), incluyendo cambios que fueron hechos hace varias ediciones.[136][137]
  • La elección de animaciones básicas para el personaje será posible en un futuro.[138]
    • La creación de ciertas animaciones, como guiñar un ojo, estarán disponibles siempre y cuando no interfieran con el proceso de personalización.[139]
  • Ajustar el fondo y su iluminación es una posible funcionalidad en el futuro.[139]
There's going to be a lot of environmental controls that are offered to the character creator so that people can set it up their scene the way they want to grab screenshots or to grab recordings or whatever they want to do.[140]Steven Sharif
  • La asimetría, refiriéndose a la posibilidad de manipular diferentes partes del cuerpo como pueden ser el pelo, la barba, y los ojos.[141]
Asymmetry is going to be functionality that's possible in manipulating either different components of the body or different features like hair. The beard we saw a little bit of that blending with highlights that you can do. Margaret talked a little bit about the eye asymmetry that you can include. Obviously those are going to exist within certain parameters that we want to define on a per-race basis, but it is something that we think is cool.[141]Steven Sharif
  • Los adornos del cuerpo, como los piercings, se permitirán respetando siempre los límites culturales del personaje.[142]
  • Los desarrolladores están valorando la posibilidad de permitir tatuajes cargados por los jugadores.[143]

El objetivo de este creador de personajes es estár al mismo nivel, si no mejorar con creces el de BDO.[144][145]

Addons/mods

Los addons y los medidores de DPS y amenaza no se permitirán.[146][147][148][149]

My decision is not to allow DPS meters nor add-ons. I feel we have adequate measures in place to prevent a majority of potential third party trackers. I know this subject has passionate voices on both sides and I respect the various opinions and positions many of you have expressed.[148]Steven Sharif
  • Los desarrolladores no quieren que se necesiten addons/mods para disfrutar del juego.[150]
  • Los desarrolladores creen que los medidores de DPS (parsers) pueden causar toxicidad y otros comportamientos negativos[147][151][149]
What role DPS meters provide in online communities that I've noticed in the past my experiences: they can be a bit toxic, they can be a bit exclusionary; and that's why we don't want the DPS meters.[147]Steven Sharif
Meters in my opinion are a removal from the game immersion; and what I mean by that isn't necessarily even the fact that having the meter takes you out of the game per-se, but it is- there's a lot of diegetic approach that you can take that doesn't rely on UI elements like a meter to indicate how you should do a thing; and when you're not utilizing those types of meters you can do different types of strategies and encounter design. You can have things that can be more subtle and aren't going to be immediately given away by a meter indicating something; and that's the type of gameplay that we think that I believe we want to emphasize; and for that reason, we're not going to be including threat meters. What we will be including however are animation indicators. We're going to be including ability indicators to show the tank "hey I might be losing aggro here." I'm observing in the world these immersive elements that are not tied to any specific type of UI, but indicate to me that this monster might be moving off to attack somebody else in a very immediate future; and now I should be using the abilities that I'm saving to regain that aggro, or to lock them down with a taunt or something. That to me is a bit more representative of the type of gameplay we want to to bring in our encounter design.[147]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.
  • Habrá integraciones disponibles para servicios de transmisión como Twitch y algunos otros servicios, pero no es algo que se ofrecerá a través de una API por el momento.[152]
  • El diseño de la API del juego aún está bajo consideración.[153]

Logs de combate

Hay logs del combate en Ashes of Creation.[154]

We will be providing combat data for individual players in their chat window, that players can filter and analyze for themselves. The goal is to mitigate and make the practice less prevalent through the ease that DPS meters provide. Also to place actionable enforcement for players who attempt to circumvent the decision by use of 3rd party programs, for which we will be monitoring.[155]Steven Sharif

Emblem, logo and symbol editor

The user interface will allow emblems, logos and symbols to be designed in-game.[157][158][159]

Q: Do nodes provide their citizens some kind of clothes or ornaments, capes, tabards, or something that they can basically represent their node?
A: I mean technically the node does have a sigil or insignia and there will be certain armors that you can customize insignia and/or symbols on, so yes you could probably achieve that.[160]Steven Sharif

Companion App

La companion app (mobile app/web interface) permitirá a los jugadores que no estén logueados en el juego tener cierto control sobre ciertos servicios y mecánicas.[164][165] Algunas funcionalidades pueden llegar después del lanzamiento.[166]

Specific dates that you can have running as reminders in your guild UI, this will also be something that I would like to be available on the mobile companion app as well. So essentially you can receive notifications via a calendar update on guild events that the leaders or the officers have the ability to pin within the game will also give you notifications on the mobile app as well. That's my intention at least.[170]Steven Sharif
Some of it may come post-launch... but we do want people to interact with the game on their phones when they're away from the computer; and we're going to do as much as we can to make that cool. [166]Jeffrey Bard

Logging out

There will be a logout delay to prevent players from immediately logging out of combat.[171]

Imágenes

Ver además

Referencias

  1. Vídeo, 2023-07-28 (37:19).
  2. 2.0 2.1 2.2 2.3 2.4 Transmisión en vivo, 2020-08-28 (1:27:01).
  3. Vídeo, 2023-05-31 (0:37).
  4. 4.0 4.1 4.2 Transmisión en vivo, 2022-10-28 (3:34).
  5. 5.0 5.1 Transmisión en vivo, 2017-05-05 (20:02).
  6. 6.0 6.1 6.2 6.3 6.4 Transmisión en vivo, 2023-02-24 (28:45).
  7. 7.0 7.1 Transmisión en vivo, 2022-12-02 (1:00:30).
  8. 8.0 8.1 8.2 8.3 8.4 Transmisión en vivo, 2021-06-25 (29:09).
  9. Blog: Creative Director's Letter, October 16 2020
  10. Vídeo, 2023-01-27 (24:17).
  11. 11.0 11.1 Transmisión en vivo, 2023-01-27 (1:08:45).
  12. 12.0 12.1 12.2 12.3 Entrevista, 2018-05-11 (2:45).
  13. Transmisión en vivo, 2017-05-22 (51:00).
  14. Transmisión en vivo, 2020-07-25 (1:33:37).
  15. Transmisión en vivo, 2020-01-30 (1:40:48).
  16. steven-health-nameplate.png
  17. 17.0 17.1 17.2 Transmisión en vivo, 2020-08-28 (2:07:26).
  18. Transmisión en vivo, 2020-07-25 (53:08).
  19. Transmisión en vivo, 2020-06-26 (1:28:10).
  20. Transmisión en vivo, 2022-10-14 (48:45).
  21. Transmisión en vivo, 2022-09-30 (1:23:28).
  22. 22.0 22.1 Transmisión en vivo, 2022-12-02 (1:03:28).
  23. Transmisión en vivo, 2021-01-29 (1:21:01).
  24. 24.0 24.1 Transmisión en vivo, 2023-01-27 (1:09:36).
  25. Transmisión en vivo, 2017-05-08 (48:39).
  26. 26.0 26.1 Transmisión en vivo, 2022-10-14 (2:53).
  27. Transmisión en vivo, 2017-10-31 (48:39).
  28. 28.0 28.1 roshen-character-naming.png
  29. 29.0 29.1 29.2 29.3 29.4 Transmisión en vivo, 2017-11-17 (13:59).
  30. 30.0 30.1 30.2 Entrevista, 2018-08-08 (28:50).
  31. 31.0 31.1 31.2 Entrevista, 2018-08-24 (6:30).
  32. 32.0 32.1 Transmisión en vivo, 2020-12-22 (1:10:16).
  33. 33.00 33.01 33.02 33.03 33.04 33.05 33.06 33.07 33.08 33.09 33.10 33.11 33.12 Vídeo, 2022-06-30 (16:39).
  34. Transmisión en vivo, 2020-08-28 (1:21:03).
  35. 35.0 35.1 35.2 35.3 Transmisión en vivo, 2020-08-28 (1:24:29).
  36. Transmisión en vivo, 2017-05-03 (15:15).
  37. 37.0 37.1 37.2 Transmisión en vivo, 2020-03-28 (1:41:42).
  38. Transmisión en vivo, 2022-10-14 (57:45).
  39. 39.0 39.1 Transmisión en vivo, 2017-05-03 (17:59).
  40. Transmisión en vivo, 2022-10-14 (9:02).
  41. 41.0 41.1 41.2 Transmisión en vivo, 2023-02-24 (53:48).
  42. Transmisión en vivo, 2017-11-16 (30:02).
  43. Transmisión en vivo, 2017-05-19 (43:09).
  44. Transmisión en vivo, 2023-02-24 (20:11).
  45. 45.0 45.1 45.2 45.3 45.4 Transmisión en vivo, 2022-06-30 (48:03).
  46. 46.0 46.1 Transmisión en vivo, 2017-05-26 (5:06).
  47. 47.0 47.1 Transmisión en vivo, 2021-06-25 (26:11).
  48. Transmisión en vivo, 2021-06-25 (1:31:47).
  49. Transmisión en vivo, 2023-05-31 (43:04).
  50. 50.0 50.1 Vídeo, 2022-06-30 (24:18).
  51. jqWtRci.png
  52. Transmisión en vivo, 2019-06-28 (1:22:48).
  53. Transmisión en vivo, 2023-02-24 (53:05).
  54. 54.0 54.1 54.2 54.3 54.4 Transmisión en vivo, 2017-09-03 (58:29).
  55. helmet.jpg
  56. 56.0 56.1 56.2 56.3 Transmisión en vivo, 2023-04-28 (1:03:41).
  57. Transmisión en vivo, 2023-01-27 (1:07:12).
  58. Transmisión en vivo, 2018-08-17 (1:07:51).
  59. game system.jpg
  60. Transmisión en vivo, 2018-05-04 (43:35).
  61. 61.0 61.1 Transmisión en vivo, 2022-06-30 (1:10:19).
  62. 62.0 62.1 Transmisión en vivo, 2023-04-28 (53:09).
  63. 63.0 63.1 Transmisión en vivo, 2020-10-30 (30:36).
  64. Transmisión en vivo, 2017-07-18 (52:42).
  65. Transmisión en vivo, 2017-05-17 (35:41).
  66. 66.0 66.1 Forums - Livestream Q&A 2022-08-26.
  67. Transmisión en vivo, 2022-06-30 (52:08).
  68. 68.0 68.1 Entrevista, 2018-08-17 (4:31).
  69. Reddit Q&A, 2019-01-8.
  70. Vídeo, 2022-09-30 (17:00).
  71. 71.0 71.1 Transmisión en vivo, 2021-03-26 (59:21).
  72. Camera.jpg
  73. camera mechanics.png
  74. toast-keybinds-skills.png
  75. Transmisión en vivo, 2017-05-26 (38:30).
  76. 76.0 76.1 keybinds-quote.png
  77. Transmisión en vivo, 2021-07-30 (1:10:22).
  78. Entrevista, 2018-08-08 (27:38).
  79. Intrepid Studios Snapchat, 2018-11-30.
  80. Transmisión en vivo, 2017-11-17 (21:24).
  81. controller.png
  82. Transmisión en vivo, 2018-04-8 (AM) (18:04).
  83. 83.0 83.1 83.2 What languages will Ashes of Creation be in?
  84. 84.0 84.1 84.2 Entrevista, 2018-08-24 (2:35).
  85. 85.0 85.1 85.2 Transmisión en vivo, 2017-05-17 (1:09:22).
  86. 86.0 86.1 Transmisión en vivo, 2017-05-24 (45:49).
  87. spanish.png
  88. Entrevista, 2018-08-24 (3:19).
  89. Blog - Development Update with New Map and Feature Discussions.
  90. 90.0 90.1 Transmisión en vivo, 2022-08-26 (46:52).
  91. Vídeo, 2023-01-27 (4:39).
  92. Entrevista, 2017-05-22 (22:54).
  93. 93.0 93.1 93.2 93.3 93.4 93.5 The mighty beard!
  94. 94.0 94.1 MMOGames interview, January 2017
  95. 95.0 95.1 95.2 Transmisión en vivo, 2022-05-27 (2:33).
  96. Transmisión en vivo, 2017-05-15 (30:53).
  97. Transmisión en vivo, 2022-08-26 (53:26).
  98. 98.0 98.1 Transmisión en vivo, 2020-06-26 (1:25:11).
  99. Transmisión en vivo, 2020-10-30 (1:19:13).
  100. steven-a1-leak-2.png
  101. Transmisión en vivo, 2017-12-15 (1:09:36).
  102. Transmisión en vivo, 2021-01-29 (1:23:23).
  103. 103.0 103.1 in-game-chat.png
  104. 104.00 104.01 104.02 104.03 104.04 104.05 104.06 104.07 104.08 104.09 104.10 Transmisión en vivo, 2017-05-17 (56:50).
  105. 105.00 105.01 105.02 105.03 105.04 105.05 105.06 105.07 105.08 105.09 105.10 Transmisión en vivo, 2017-07-18 (48:09).
  106. 106.00 106.01 106.02 106.03 106.04 106.05 106.06 106.07 106.08 106.09 106.10 chat-commands.png
  107. 107.0 107.1 107.2 Transmisión en vivo, 2017-05-24 (34:45).
  108. Transmisión en vivo, 2023-08-31 (35:23).
  109. 109.0 109.1 109.2 Transmisión en vivo, 2020-11-30 (1:20:25).
  110. Transmisión en vivo, 2020-10-30 (1:01:00).
  111. 111.0 111.1 steven-proximity-voice.png
  112. 112.0 112.1 Entrevista, 2020-07-18 (1:10:24).
  113. 113.0 113.1 113.2 113.3 113.4 113.5 113.6 voice chat.png
  114. 114.00 114.01 114.02 114.03 114.04 114.05 114.06 114.07 114.08 114.09 114.10 114.11 114.12 steven-proximity-voice-2.png
  115. Entrevista, 2021-02-07 (55:22).
  116. 116.0 116.1 Transmisión en vivo, 2021-01-29 (1:20:05).
  117. 117.0 117.1 Transmisión en vivo, 2017-05-17 (57:27).
  118. 118.0 118.1 Entrevista, 2018-12-06 (2:57).
  119. Transmisión en vivo, 2017-05-24 (39:48).
  120. The specific implementation of the / command is TBD.
  121. Transmisión en vivo, 2022-04-29 (1:02:22).
  122. 122.0 122.1 Transmisión en vivo, 2020-12-22 (1:09:38).
  123. Entrevista, 2018-08-08 (27:53).
  124. 124.0 124.1 124.2 Vídeo, 2022-03-31 (34:16).
  125. 125.0 125.1 125.2 Vídeo, 2022-03-31 (18:47).
  126. Vídeo, 2022-03-31 (19:14).
  127. Vídeo, 2022-03-31 (0:00).
  128. 128.0 128.1 steven-cc-metahuman.png
  129. vaknar-cc-options.png
  130. 130.0 130.1 Transmisión en vivo, 2017-06-30 (09:43).
  131. Transmisión en vivo, 2017-05-08 (48:49).
  132. Vídeo, 2022-03-31 (29:14).
  133. Vídeo, 2022-03-31 (16:23).
  134. 134.0 134.1 Transmisión en vivo, 2022-04-29 (5:05).
  135. Transmisión en vivo, 2017-05-24 (28:22).
  136. Ashes of Creation Reddit - Ctrl + Z in the Character Creator (1).
  137. Ashes of Creation Reddit - Ctrl + Z in the Character Creator (2).
  138. Transmisión en vivo, 2022-01-28 (39:30).
  139. 139.0 139.1 Transmisión en vivo, 2022-03-31 (56:40).
  140. Transmisión en vivo, 2022-03-31 (4:57).
  141. 141.0 141.1 Transmisión en vivo, 2022-03-31 (58:47).
  142. Transmisión en vivo, 2022-03-31 (59:36).
  143. Transmisión en vivo, 2022-03-31 (1:01:08).
  144. Transmisión en vivo, 2020-07-25 (1:11:52).
  145. character creator BDO.png
  146. Entrevista, 2023-09-10 (34:51).
  147. 147.0 147.1 147.2 147.3 147.4 Transmisión en vivo, 2023-02-24 (1:19:29).
  148. 148.0 148.1 Ashes of Creation Forums - No Damage Meter?
  149. 149.0 149.1 Transmisión en vivo, 2017-05-10 (20:02).
  150. Entrevista, 2018-10-20 (6:29).
  151. Transmisión en vivo, 2020-04-30 (1:28:19).
  152. Entrevista, 2018-05-11 (49:03).
  153. Transmisión en vivo, 2017-05-10 (21:41).
  154. Ashes of Creation Forums - No Damage Meter?
  155. Ashes of Creation Forums - No participation trophy.
  156. Transmisión en vivo, 2021-07-30 (53:15).
  157. 157.0 157.1 157.2 157.3 157.4 Transmisión en vivo, 2017-05-17 (55:40).
  158. 158.0 158.1 guild emblem.jpg
  159. 159.0 159.1 Transmisión en vivo, 2018-10-31 (47:44).
  160. 160.0 160.1 160.2 Transmisión en vivo, 2023-10-31 (1:34:37).
  161. 161.0 161.1 161.2 Entrevista, 2018-10-20 (3:35:54).
  162. Transmisión en vivo, 2022-07-29 (1:06:39).
  163. Transmisión en vivo, 2022-07-29 (1:06:15).
  164. Transmisión en vivo, 2018-01-18 (30:18).
  165. 165.0 165.1 Transmisión en vivo, 2017-11-17 (11:00).
  166. 166.00 166.01 166.02 166.03 166.04 166.05 166.06 166.07 166.08 166.09 166.10 Transmisión en vivo, 2018-05-04 (54:09).
  167. Transmisión en vivo, 2017-05-09 (28:57).
  168. Transmisión en vivo, 2017-11-17 (9:49).
  169. Transmisión en vivo, 2017-11-17 (11:53).
  170. 170.0 170.1 Pódcast, 2020-11-15 (52:50).
  171. Transmisión en vivo, 2017-05-10 (42:09).