PvE
El sistema de Nodos facilitará la creación de nuevo contenido PvE como misiones, mazmorras, raids y eventos de monedas de monstruo.[5]
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.[6] – Steven Sharif
El contenido PvE se adapta al desarrollo del mundo para evitar que sea repetitivo.[4]
Alpha-1 PvE content
Contenido PvE o JcE (Jugador contra Entorno) en Alpha-1:
- Hay más de 200 misiones en Alpha-1.[7]
- Aproximadamente el 10 por ciento del sistema artesanal estará en línea en Alpha-1.[10][11]
- Hay aproximadamente 49 Conjuntos de Equipo únicos que se pueden obtener en Alpha-1.[7]
- Estos son conjuntos únicos con diferentes estadisticas, pero algunos pueden ser similares en apariencia.[7]
- No hay instancias en Alpha-1.[12]
- Aproximadamente 6 o 7 mazmorras con una con dificultad casi de nivel de incursion.[13]
- Dos Jefes Mundiales que requierengrupos grandes.[13]
- Un verdadero jefe de incursión de 40 personas.[13]
- Los asedios a los castillos Alfa-1 ocurren en una zona a la que se puede acceder a través de un teletransporte NPC o PNJ (Personaje no jugador) .[12][7][14][15]
- Esta zona incluye tres jefes de incursión de dragones ancianos.[7][16]
- Estos jefes también aparecerán en el mundo abierto fuera de la zona de asedio con mecánicas ligeramente diferentes. [7]
Hay más de 200 misiones en el juego en este momento. Hay un montón de mazmorras. Hemos rediseñado todas las peleas de jefes. Esos dragones que ves en el asedio también son parte del mundo abierto. Habrá algo ligeramente diferente: hay algunas mecánicas adicionales en las versiones de asedio en comparación con las que están en el mundo, pero hay muchas cosas interesantes para obtener en ambas, así que asegúrese de revisarlas y cazarlas. [7] – Jeffrey Bard
Misiones
Misiones in Ashes of Creation are divided into three main categories: Events, Commissions, and Misiones de la historia.[20][21][22][23]
- All three categories of quests will be available from a variety of local, hidden and discovered sources, such as commissions boards and NPC quest givers.[20][24]
- The various questing systems are intended to direct player activity toward content that affects the development of the world.[25]
- Nodes act as a hub; and one of the ways they direct player traffic is obviously through the commissions, the buy orders, things that essentially are supplying that demand of activity or action from the player; and then what the players choose to do is essentially the agency that's provided in helping to dictate how the world state will change.[25] – Steven Sharif
- Every type of quest can be shared with other players in the same party. This may be tuned based on Alpha-2 testing.[26][27]
- Misiones de la historia and events can be shared within a raid group.[28]
- Other types of quests, or commissions, if allowed within a raid group, may be selectively distributed with members of that raid.[28] For example: kill objectives may be shared, but drop objectives may go to the first member looting the drop.[29]
- If we do allow progression within narrative systems like a quest or commission, I think that's going to be distributed based on the number of raid or party participants. So, killing a particular monster is not going to get everybody a check mark on their progress towards killing 20. It's going to be one person's going to get that progression; and then it'll continue to the next person and so on and so forth. If we're talking about some questlines, like story arcs or events that have phases, or that have overall participation by many members then that progress can be shared at a party raid level. So there's different settings depending on what objective there is within a quest. Some of them will share, some of them will be distributed.[28] – Steven Sharif
- Certain quests, such as story arc quests, may not be able to be turned in after a node has advanced or has been destroyed.[30]
- Dialog choices within the quest UI are intended to affect gameplay, such as unlocking side quests and storylines.[31]
- 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.[31] – Steven Sharif
Dificultad del PVE
La dificultad del contenido PvE, como raids y mazmorras se adaptará en función del rendimiento de la raid o el grupo contra los jefes anteriores en ese encuentro.[32]
- Un mayor rendimiento en fases anteriores aumentará la dificultad de las fases posteriores del encuentro.[32]
- Ciertos comportamientos de la IA pueden activarse en función del progreso en un encuentro.[33][34]
- Los jefes y enemigos no escalarán en función del tamaño del grupo, pero el comportamiento de la IA puede adaptarse dinámicamente al número y tipo de participantes en el encuentro.[33][35]
- Raid bosses are aware of the number of combatants within an area in proximity to them and that awareness is part of an indicator to which behaviors they're going to utilize as part of their behavior tree. So as it's assessing the types of combatants that are facing it, the number of those combatants, the position of those combatants, the abilities and totals of those combatants, it weighs certain actions in its behavior tree and then it acts on those actions; and in the scenario where you're bringing overwhelming odds to a particular fight, that might weigh heavier the AoE options that the boss has access to, where they're utilizing a lot more AoE abilities during an engagement due to that overage of of players. So in that sense it's a bit adaptive. It's a bit dynamic based on the encounter scenario.[33] – Steven Sharif
- Cuanto mayor sea la dificultad, mejores serán las tablas de botín.[32]
- Q: How challenging will raid boss mechanics be given the given that players may need to simultaneously fight other players while also fighting the boss?
- A: It depends. The great thing about our encounter system is that it has a wide scalability from encounters that some might consider easy given their composition to encounters that some might consider impossible until they get their gear level to a certain stage. The level of interaction with other players is really predicated on the encounter itself. We may have some encounters that are in instances although the predominant portion of those will be in the open world, in which case they do have the potential being contested; and these encounters, especially the big ones that might land in contention, are giving some of the best-in-slot gear you can get in the game. So it's important that they are contested because it is a significant victory point; and one of our core pillars is risk versus reward: and the higher that risk the higher that reward should be. So those two things seem fitting and then in addition we do have the concept of winners and losers. Not everybody in Ashes of Creation is going to be a winner; and that sucks if you're not I guess, but there is opportunity for you to continue to excel and become one. But it gives much more meaning to an achievement when not everybody gets the achievement. That's our philosophy.[36] – Steven Sharif
Mazmorras
Las mazmorras en Ashes of Creation variarán en tamaño y serán en su mayoría de mundo abierto.[40][41]
- Las mazmorras de mundo abierto estarán pobladas para facilitar multiples grupos.[42]
- Las mazmorras instanciadas también estarán presentes y servirán para misiones solitarias y de grupo.[42]
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.[40] – Jeffrey Bard
La mitad del problema no será solo resolver la mazmorra, sino también resolver a los otros jugadores.[42] – Jeffrey Bard
La dificultad de la mazmorra aumentará cuanto más se aventure el jugador en la mazmorra.[45]
- Las criaturas y sus mecánicas se volverán mas difíciles.[45]
- Los peligros del terreno y ambientales aumentarán.[45]
Tipos de interacciones más profundas y oscuras se encontrarán mas profundo en la mazmorra.[45] – Steven Sharif
Hay aproximadamente 6 o 7 mazmorras en Alpha-1.[13]
Incursiones
Incursiones will either be based on triggered events or more traditional systems. Traditional world bosses will change based on node development.[48]
- 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.[49] – Steven Sharif
Monster Coins
Monster Coins enable players to play as monsters within the monster coin event system. This ranges from playing as a horde of zombies, to becoming a massive dragon.[54][55][56]
- During a Monster Coin Event, players will be able to activate Monster Coins, allowing them to become monsters and wreak havoc! These Events can be triggered in a variety of different ways, and in some cases they may even provide cosmetic rewards.[50]
Monster coin events are system spawned events.[55][57]
- They are structured in a way to prevent groups from gaming the system.[57]
- Monster coin events are triggered by activity in the world, such as node advancement, defeating a boss or constructing certain types of buildings within a node.[58]
- Server messages appear for players in the vicinity of these dynamic events.[59]
- The player will have a number of potential objectives they can choose to attack during the event. This may include node buildings, points-of-interest, dungeon, NPC, or other open-world objective.[51]
- When you're playing as a as a monster from the monster coin use as part of an NPC event that might be targeting a node, or other some other open-world objective or POI, or dungeon, you get to participate as a monster and your focus is completing objectives that have already been prescribed as part of the event.[51] – Steven Sharif
- Drop tables are disabled for player controlled monsters.[60]
- Monster coins only allow a character to participate in events on their own server.[61]
- NPC hate lists do not affect monster coin events.[51]
Los Antiguos are not going to be part of the monster coin system.[62]
- Traditionally, the Ancients are not going to be part of the Monster Coin system. These are the primary antagonists of the story. From a lore perspective, and one of the reasons why they're not a part of the Monster Coin system, is because their souls have really developed almost to the point of perfection in manipulating the Essence for more corrupt uses. They haven't quite gotten there, and who knows if they ever will, but that attunes them out of the possibility: The reason why the monster coin system is possible with other creatures.[63] – Steven Sharif
Jefes de mundo
- Jefes de mundo will spawn at variable locations at variable times.[65][66][67]
- 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.[66] – Steven Sharif
- World and regional bosses will scale based on the types, locations, and progression of nodes.[69][70]
- World bosses will not scale to adapt to player levels.[69]
- Some world bosses will have stages of progression, such as defeating acolytes, then lieutenants, then generals, then the world boss itself.[71]
- At each stage there is increasing difficulty. This may be parsed out into different time periods and be behind a wall of development.[71]
- A single digit percentage of the population will be capable of defeating certain content.[71]
- There will be ancillary effects that happen as a result of downing certain world bosses.[72]
- This can positively impact the land management in that area.[73]
- Around 80% of the content is open-world, where healthy competition is an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX design of Ashes of Creation.[74][75][76][77][78]
Adaptive content
Los nuevos puntos de interés (como las mazmorras, jefes de mundo, y zonas corruptas) aparecen conforme los nodos se desarrollan.[80][81]Este contenido se adapta a la progresión del nodo de la zone donde se encuentra.[79][82]
- Aparecerán Edificios adicionales.[79]
- Aparecerán Enemigos adicionales.[79]
- Diferentes antagonistas/líderes con diferentes arcos de historia.[79][82]
- La población cambiará.[82]
- La dificultad del contenido cambiará.[82]
- El contenido puede ser completamente diferente.[82]
- Ganchos de misiones diferentes.[79]
- Las mazmorras se desbloquean cuando el nodo avanza a determinadas fases.[23]
- Múltiples nodos cercanos puede influir de forma colectiva en PDIs (Puntos de interés) más grandes.[83]
- Las mazmorras más grandes obtendrán contenido de mayor nivel a medida que avancen los nodos cercanos.[84][70]
- Los objetivos de la historia para los jugadores en las mazmorras dependerán de los arcos de historia elegidos a través del sistema de nodos.[23]
- Las tablas de drop de zonas y mazmorras dependerán del avance de ciertas áreas.[23]
- Los eventos de punto de interés son eventos relacionados directamente con determinados puntos de interés (POI).[85]
- La ubicación de los puntos de interés será la misma en cada servidor, pero algunos servidores pueden tener acceso limitado o inexistente a los mismos.[86]
- Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that academic node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players.[23]
Raid strategies
Incursiones will have elements that can be pre-planned.[4]
Raids will also have dynamic elements that can change from session to session.[4]
- The types and numbers of bosses and mobs present in the raid and their skill repertoire.[4]
- Variables are manifested based on node progression.[4]
- The number of metropolis nodes developed.[4]
- The types of metropolis nodes developed.[4]
- One of the design elements that we're implementing into our raids is that the raid will not be exactly the same every single time. You're going to have variables that can't necessarily be pre-planned out for. You can pre-plan out for a lot of the raid like how many DPS do you need and healers and support; where the key position and all that stuff; but I think the compelling aspect of Ashes raiding will be the difficulty in achieving this content and having that content change from session to session as well. We want there to be variables that get manifested by what type of node got developed elsewhere. Is he going to have acolytes or cultists? What will the acolytes have skills [available] to them? What kit is the boss gonna have? What available skill repertoire will the boss be able to [wield]? ... A lot of those systems are influenced obviously by world development. So the raid takes into account at what stage has the world developed: Are there two metropolises now available in the world? Okay well let's activate this skill in this skill. Now you have five metropolises, well now all these skills have been activated. Are there are they all economic nodes? Are they all military nodes? That we can change things based on that stuff. And it really is a threat assessment from the environment against the players.[4]{{ndash|Steven Sharif}
Narrativa impulsada por el jugador
El mundo de Verra será el mismo en cada servidor, pero los Nodos se desarrollarán de forma diferente. Cada servidor tendrá diferentes narrativas. Las cosas que sucedan en un servidor pueden no suceder en otro.[87]
- La narrativa deneral de Ashes of Creation es que los jugadores son los hijos de Verra que regresan, pero no serán considerados de forma individual como "salvadores"..[88]
We want as many people as possible to experience the main server Narrative. These will branch at different scales, but largely at the personal level. Where things change is at the Node level – different parts of the story will be unlocked based on where and when Nodes grow. Unlocking a part of the story in a certain way locks out progression of the story in a different way. You’ll see different antagonists, different NPCs, and different calls to action depending on what’s happening with the server at that time.[89]
It redefines what the players will experience in an MMORPG to come into a wilderness that is devoid of really any structure outside of what the community creates themselves; and then what can be created can be changed, if they want to experience a storyline that's been seen on another server, but you're fighting a dragon because you're near a mountain and the other server's fighting a Kraken because they're near the coast and you want to fight that Kraken because of its drop table. If you want to meta it or because you just want that under your belt: to be the server first to take out that Kraken and you have yet to develop the node there, it's incumbent upon you to manifest that in the game.[90] – Steven Sharif
Zonas corruptas (Corrupted areas)
Las áreas corruptas (zonas/puntos de interés) pueden evolucionar dinámicamente con la progresión de los nodos.[91][80]
- Los Heraldos que existen en Verra como mazmorras son los lugares desde donde Los Antiguos son capaces de entrar en el Plano Material. Pueden continuar haciéndolo bajo la apariencia de los estragos de la corrupción a medida que se extiende.[92]
- TEstas son causas de eventos eventos que los jugadores deben abordar antes de que se les vayan de las manos.[93][91]
- Los jugadores necesitan participar en estos eventos para detener la propagación de la corrupción y frenar la intrusión en el plano material.[92]
- Si los jugadores no se ocupan de estas zonas corruptas, aumentará la frecuencia de los eventos contra su nodo. Estos eventos pueden provocar que los edificios y servicios del nodo queden inutilizados, aumentando la vulnerabilidad del nodo a los asedios.[94]
- It can be a very detrimental thing if corruption is not addressed; and that's the intent of corruption, is to present a challenge to the players that if not addressed it becomes exacerbated and a problem over time.[94] – Steven Sharif
- Las áreas corruptas no confieren corrupción al jugador.[95]
There are certain things that can happen, such as the spawning of dragons or hordes of zombies that are going to come out and attack those installations, those nodes, those points of interest; and... communities that don't respond to those in an effective way might see the disabling of certain services, the reduction of certain quest lines for particular organizations. The idea is to keep this as part of a believable living response from world, so those can get pretty significant the bad effects that can happen for the community.[93] – Steven Sharif
Artificial intelligence
Ashes of Creation utilizes an adaptive artificial intelligence (AI), meaning different encounters with similar mobs and bosses will yield different player experiences.[97][2]
- Some NPC AI behaviors may be randomly selected at the time of initial engagement causing them to make decisions dynamically during an encounter.[97][34][98][99]
- Higher frequency of AoE attacks depending on how many players are participating.[34]
- Unlock rage, recovery effects and buffs.[100][34]
- Supporting other monster types or classes nearby.[100]
- Additional adds and add classes.[34]
- Some NPCs may attempt to seek cover behind obstacles during encounters.[101]
- NPCs performing "idle actions" to make the world seem more alive has been discussed by the developers but is not confirmed.[102]
- Part of the NPC encounter design is not always going to be the same behavior tree. There will be purposefully behaviors that exist for the boss that are rolled at the time of the initial engagement; and so that is in an effort to keep things emergent, to keep things different, to try to not keep a static monotonous engagement idea.[97] – Steven Sharif
There are AI systems that don't relate to controlling NPCs.[103]
- There are some additional AI parameters that are set that don't relate necessarily to controlling NPCs. There are AIs with regards to the development of the borders for nodes in the direction and also the decisions that are made of which lower nodes to enslave as vassal states. There's AI that relates to a little bit of the stock market that's going to be present in the economy. There's some AI systems that are going to be announced also that are pretty innovative I think with regards to the MMORPG genre and that's going to make the triggered event system very interesting I think; and that's with regards to how nodes develop and the environment reacts to that development by spawning these triggered events of a horde of zombies attacking a city or a legendary raid boss coming out of the mountain. I think there's a lot of opportunity for some of the innovations that's been in the AI sector of game development too to come out in Ashes.[103] – Steven Sharif
Dinámica de grupo
Dinámica de grupo aim to bring players together.[105]
- One of the main philosophical pillars behind our design was that PvE must be impactful and inclusive. We want solo players, small groups and large groups to all have a home within our system.[2]
- Ashes of Creation is in development. These systems could change through playtesting and player feedback.[105]
Group sizes
Ashes of Creation is designed for solo players as well as large and small groups.[107][108][109]
- The idea behind an 8-person group is to allow us to really amplify party roles, and to create a need for each of the archetypes in every party.[105]
- Incursiones will have 40 man groups.[110]
- Content will be tailored for 40, 16 and 8 person group sizes.[111]
- Arenas will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[112]
- Asedios a castillos are expected to have at minimum 250x250 players to be on a single battlefield, with the possibility of increasing this to 500x500 over time.[114][115][116][117]
- The minimum goal is 500 players on a single battlefield. I think we will be able to hit 500vs500 but we shall see.[117] – Steven Sharif
Ashes of Creation Apocalypse group sizes
Group sizes in Ashes of Creation Apocalypse.[118]
- Ashes of Creation Apocalypse battle royale will have party sizes of up to 5.[118]
- Guild mode will have parties of raids of up to 20.[118]
- Ashes of Creation Apocalypse castle sieges will have parties of 5 within a raid, with 5 raids for each of the two teams.[118]
- Ashes of Creation Apocalypse horde mode will have a party size of 5 with a total of ten groups, making for 50 players.[118]
There will be an option in the lobby where you are capable of joining a guild based match that you can link parties together up to a maximum of twenty individuals.[118] – Steven Sharif
Looting rules
Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[121][122][105]
- Group loot rules are defined on a per-rarity basis.[119]
- A majority of party members must vote to approve any changes to group loot allocation changes.[120]
- The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[123]
- There won't be auto-looting pets.[124]
- It will be possible to kick a player from a party prior to them acquiring loot.[125]
- Yes, technically it would be possible for you to kick a player prior to acquiring loot. However, again because we are a game that relies on social interactions, there are reputations to be had; and if you acquire a reputation as a raid leader, or as a party leader, of doing something dirty like that, then it's unlikely you'll be able to Garner the support of future party members and/or raids to lead efforts against these raid bosses.[125] – Steven Sharif
- Free-for-all.[105]
- Whoever is first to loot gets the loot.[121]
- A master looter (or lootmaster) is a player designated by the party leader to decide how loot is distributed in a dungeon or raid party.[105]
- With round-robin looting, party members take turns looting.[105]
- This is a traditional need before greed system based on dice rolls.[105]
- Since there is very little gear binding in Ashes of Creation, it's left to the party to deal with players who excessively roll Need on loot.[126]
- Bidding system.[105]
- Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[105]
Party roles
Ashes of Creation utiliza el tradicional sistema de la trinidad con los roles de Tanque, DPS y Soporte.[105][127]
- Aunque los papeles tradicionales están presentes, los jugadores no deberían sentirse encasillados por su arquetipo primario.[105][127]
- Los aumentos de habilidad disponibles a través del sistema de clases permitirán a los jugadores personalizar su estilo de juego fuera de su rol primario.[105][127][128]
- Los jugadores que elijan en mismo arquetipo dos veces, fortalecerán su rol primario.[105][127]
We have our eight base archetypes; and the trinity is a pretty strong influence with regards to the eight base classes. However the area in which we actually begin to play with that line between the trinity is in the secondary classes that you can pick. That's where we begin to blend those spaces and allow people a little bit of influence over their role and whether or not they fit perfectly within a particular category within the trinity.[128] – Steven Sharif
PvX
Ashes of Creation es un juego PvX.Los jugadores se encontrarán con elementos tanto de Pvp como de PvE.[130][131][132] Es poco probable que un jugador pueda enfocarse solamente en Pvp o solamente en PvE.[132]
- Hay un equilibrio entre Pvp y PvE en Ashes of Creation.[132]
- Todas las estadísticas relacionadas con la efectividad en el combate en PvX.[133]* Algunos servidores podrían estar más enfocados al Pvp que otros.[131]
- No habrá servidores de PvE y Pvp pero algunos servidores estarán más enfocados al PVP.[131][134]
- No habrá distinción entre el equipo de Pvp y el de PvE .[135]
- La progresión del juego podría requerir elementos de PvE.[132]
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.[78] – Steven Sharif
Artwork
2023-06-02 2023-06-01 2023-01-30 2022-10-31 2022-08-27 2022-07-02 2021-05-01 2021-01-30 2020-12-24 2020-11-09 2020-05-29 2020-03-28 2018-08-10 2018-02-28 2018-01-19 2018-01-19
Ver además
Referencias
- ↑ Vídeo, 2021-05-28 (5:40).
- ↑ 2.0 2.1 2.2 2.3 About Ashes of Creation.
- ↑ Vídeo, 2021-04-30 (4:51).
- ↑ 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 Pódcast, 2018-07-09 (22:24).
- ↑ Ashes of Creation FAQ.
- ↑ Transmisión en vivo, 2018-04-8 (PM) (1:14:01).
- ↑ 7.0 7.1 7.2 7.3 7.4 7.5 7.6 Transmisión en vivo, 2021-04-30 (41:18).
- ↑ 8.0 8.1 Blog: Creative Director's Letter, October 16 2020
- ↑ Transmisión en vivo, 2021-03-26 (42:28).
- ↑ Entrevista, 2021-02-07 (35:30).
- ↑ 12.0 12.1
- ↑ 13.0 13.1 13.2 13.3 13.4 Transmisión en vivo, 2021-03-26 (39:08).
- ↑ Pódcast, 2021-04-11 (49:40).
- ↑ Blog: Creative Director's Letter, April 14 2021
- ↑ Vídeo, 2021-04-30 (13:02).
- ↑ Vídeo, 2020-05-31 (6:25).
- ↑ Vídeo, 2023-01-27 (9:43).
- ↑ Transmisión en vivo, 2023-02-24 (42:20).
- ↑ 20.0 20.1 Vídeo, 2024-02-29 (2:19).
- ↑ Vídeo, 2020-05-31 (5:25).
- ↑ Transmisión en vivo, 2017-05-15 (20:58).
- ↑ 23.0 23.1 23.2 23.3 23.4 MMOGames interview, January 2017
- ↑ Transmisión en vivo, 2021-09-24 (1:22:01).
- ↑ 25.0 25.1 Vídeo, 2024-02-29 (13:11).
- ↑ Transmisión en vivo, 2024-02-29 (54:42).
- ↑ Transmisión en vivo, 2024-02-29 (51:51).
- ↑ 28.0 28.1 28.2 Transmisión en vivo, 2024-03-29 (2:34:43).
- ↑ Transmisión en vivo, 2024-03-29 (2:37:02).
- ↑ Transmisión en vivo, 2024-02-29 (53:58).
- ↑ 31.0 31.1 Transmisión en vivo, 2023-04-07 (1:10:08).
- ↑ 32.0 32.1 32.2 Entrevista, 2020-07-19 (14:51).
- ↑ 33.0 33.1 33.2 Transmisión en vivo, 2023-01-27 (1:34:06).
- ↑ 34.0 34.1 34.2 34.3 34.4 Entrevista, 2021-06-13 (22:20).
- ↑ Entrevista, 2020-07-19 (17:12).
- ↑ Transmisión en vivo, 2022-05-27 (1:20:35).
- ↑ Twitter - The way is shut! Trapped in this dwarven crypt.
- ↑ Transmisión en vivo, 2018-01-18 (16:34).
- ↑ Transmisión en vivo, 2018-02-09 (4:42).
- ↑ 40.0 40.1 Transmisión en vivo, 2017-06-01 (39:21).
- ↑ Transmisión en vivo, 2017-05-22 (20:59).
- ↑ 42.0 42.1 42.2 Transmisión en vivo, 2018-09-27 (43:21).
- ↑ 43.0 43.1
- ↑ 44.0 44.1 Transmisión en vivo, 2020-03-28 (1:48:36).
- ↑ 45.0 45.1 45.2 45.3 Transmisión en vivo, 2020-04-30 (1:32:06).
- ↑ Vídeo, 2020-05-31 (1:40:18).
- ↑ Vídeo, 2020-05-31 (1:17:42).
- ↑
- ↑ Pódcast, 2018-04-23 (27:14).
- ↑ 50.0 50.1 Types of Events on Verra.
- ↑ 51.0 51.1 51.2 51.3 Transmisión en vivo, 2022-07-29 (1:20:24).
- ↑ Vídeo, 2017-05-25 (0:02).
- ↑ IGN: Ashes of Creation first look: An MMO that lets you be the boss.
- ↑ Transmisión en vivo, 2023-06-30 (1:50:52).
- ↑ 55.0 55.1 Transmisión en vivo, 2022-04-29 (39:00).
- ↑
- ↑ 57.0 57.1
- ↑ Transmisión en vivo, 2017-05-26 (22:19).
- ↑ Transmisión en vivo, 2017-05-03 (36:25).
- ↑ Transmisión en vivo, 2017-05-03 (35:25).
- ↑ Transmisión en vivo, 2021-06-25 (1:36:05).
- ↑ Pódcast, 2020-11-15 (47:12).
- ↑ Pódcast, 2020-11-15 (51:22).
- ↑ Vídeo, 2020-05-31 (17:20).
- ↑ 65.0 65.1 65.2 Entrevista, 2023-09-10 (28:15).
- ↑ 66.0 66.1 Transmisión en vivo, 2023-05-31 (41:16).
- ↑ 67.0 67.1 Transmisión en vivo, 2023-03-31 (1:20:41).
- ↑ Transmisión en vivo, 2021-03-26 (54:26).
- ↑ 69.0 69.1 Transmisión en vivo, 2023-05-31 (43:55).
- ↑ 70.0 70.1 Transmisión en vivo, 2020-07-25 (46:08).
- ↑ 71.0 71.1 71.2 Pódcast, 2018-08-04 (1:42:14).
- ↑ Transmisión en vivo, 2021-11-19 (55:31).
- ↑ Transmisión en vivo, 2023-05-31 (42:06).
- ↑ Transmisión en vivo, 2023-05-31 (45:47).
- ↑ Transmisión en vivo, 2023-04-07 (55:22).
- ↑ Transmisión en vivo, 2023-03-31 (1:00:16).
- ↑ Transmisión en vivo, 2022-10-28 (32:52).
- ↑ 78.0 78.1 Transmisión en vivo, 2017-06-01 (37:39).
- ↑ 79.0 79.1 79.2 79.3 79.4 79.5 79.6 Transmisión en vivo, 2021-03-26 (50:33).
- ↑ 80.0 80.1 80.2 80.3 Transmisión en vivo, 2021-03-26 (22:53).
- ↑ Transmisión en vivo, 2017-11-17 (36:22).
- ↑ 82.0 82.1 82.2 82.3 82.4 Transmisión en vivo, 2017-11-17 (18:29).
- ↑
- ↑
- ↑ Transmisión en vivo, 2022-04-29 (40:21).
- ↑
- ↑ Transmisión en vivo, 2017-05-19 (37:03).
- ↑ Transmisión en vivo, 2019-12-17 (1:10:30).
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- ↑ Transmisión en vivo, 2017-05-22 (28:02).
- ↑ 91.0 91.1 91.2 Transmisión en vivo, 2021-03-26 (50:03).
- ↑ 92.0 92.1 Transmisión en vivo, 2020-11-08 (12:47).
- ↑ 93.0 93.1 Transmisión en vivo, 2021-06-25 (1:13:30).
- ↑ 94.0 94.1 Transmisión en vivo, 2022-01-28 (1:17:12).
- ↑ Transmisión en vivo, 2021-06-25 (1:32:24).
- ↑ 96.0 96.1 Transmisión en vivo, 2021-06-25 (21:24).
- ↑ 97.0 97.1 97.2 Entrevista, 2023-09-10 (34:51).
- ↑ Transmisión en vivo, 2017-07-28 (43:57).
- ↑ Transmisión en vivo, 2017-05-05 (11:55).
- ↑ 100.0 100.1 Transmisión en vivo, 2022-07-29 (1:23:56).
- ↑ Transmisión en vivo, 2022-02-25 (1:03:32).
- ↑ Transmisión en vivo, 2018-04-8 (PM) (3:56).
- ↑ 103.0 103.1 103.2 103.3 103.4 Pódcast, 2018-05-11 (24:23).
- ↑ Vídeo, 2024-02-29 (19:35).
- ↑ 105.00 105.01 105.02 105.03 105.04 105.05 105.06 105.07 105.08 105.09 105.10 105.11 105.12 105.13 105.14 105.15 105.16 105.17 105.18 105.19 Group dynamics blog.
- ↑ Vídeo, 2024-02-29 (33:57).
- ↑ 107.0 107.1 Transmisión en vivo, 2022-09-30 (2:40).
- ↑ Transmisión en vivo, 2020-11-30 (1:20:25).
- ↑
- ↑ Transmisión en vivo, 2017-05-09 (34:38).
- ↑ February 8, 2019 - Questions and Answers.
- ↑
- ↑ Transmisión en vivo, 2017-05-26 (48:12).
- ↑ Transmisión en vivo, 2021-09-24 (52:48).
- ↑ Entrevista, 2021-07-08 (57:19).
- ↑ Entrevista, 2020-07-19 (44:28).
- ↑ 117.0 117.1
- ↑ 118.0 118.1 118.2 118.3 118.4 118.5 Entrevista, 2018-08-17 (18:53).
- ↑ 119.0 119.1 119.2 119.3 119.4 119.5 Vídeo, 2023-01-27 (16:44).
- ↑ 120.0 120.1 Vídeo, 2023-01-27 (32:01).
- ↑ 121.0 121.1 Transmisión en vivo, 2020-11-30 (1:01:40).
- ↑ Transmisión en vivo, 2020-07-25 (1:24:56).
- ↑ Transmisión en vivo, 2023-01-27 (1:08:06).
- ↑ Transmisión en vivo, 2022-04-29 (1:04:52).
- ↑ 125.0 125.1 Transmisión en vivo, 2023-05-31 (1:07:45).
- ↑ Transmisión en vivo, 2020-11-30 (1:12:03).
- ↑ 127.0 127.1 127.2 127.3 Transmisión en vivo, 2017-05-22 (46:04).
- ↑ 128.0 128.1 Entrevista, 2018-10-20 (2:40:16).
- ↑ Vídeo, 2018-04-16 (1:32).
- ↑ 130.0 130.1 Pódcast, 2021-04-11 (38:31).
- ↑ 131.0 131.1 131.2 Transmisión en vivo, 2017-05-12 (24:52).
- ↑ 132.0 132.1 132.2 132.3 Transmisión en vivo, 2017-05-05 (33:25).
- ↑
- ↑ MMORPG Interview, 2016-12-12.
- ↑ Transmisión en vivo, 2017-05-15 (14:05).