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There's node sieges and castle sieges: I think the castle sieges will be more structured towards a guild element and having some structure there. Neither will be instanced in the sense of what an instance actually is, which is taking you out of the open world and putting you into your own shard of existence. But both will be in the open world. But there will be participation structure in sieging castles. With regards to the open siege on nodes, really the only structural component there and participation has to do with what what node you're a member of, what node you're a citizen of. That will restrict your participation to a particular side.[1]Steven Sharif

Asedios in Ashes of Creation refer to:

The risk versus reward relationship, when, say for instance, you've dedicated time towards building a node and other players have dedicated that equivalent time towards sieging the node, there's going to be a pitched battle between those players... They spend that time doing this because they care passionately about having access to that content.[4]Steven Sharif

Horario de máxima audiencia del servidor

Los eventos de PvP basados en objetivos como los asedios a nodos, los asedios a castillos, las guerras de gremios, y las guerras de nodostendrán lugar en un horario de máxima audiencia en algún momento entre las 15:00 y las 21:00, hora del servidor. Esto está sujeto a pruebas.[5][6][7]

  • Las guerras de gremios y de nodos pueden declararse en cualquier momento, pero los objetivos sólo aparecerán durante el horario de máxima audiencia.[8]

Equilibrio de los asedios

There are points of balance that we want to incorporate, such as the defense mechanisms that the defenders have, the types of buffs that are acquired through completing killing the bosses, or capturing control points, the stages before a siege when it comes to those node progressions in the preceding weeks: Those are all going to be balanced considering all things being equal between the two sides. But obviously we're not going to control the state of gear acquisition that one side might have as an advantage over the other. There might be a much better geared team over there. There might be a much better coordinated team. There might be a higher number of individuals who are part of the attacking or the defense. Those are components that we aren't necessarily going to put on railroads so-to-speak. But the aspects of design that we can talk about like the hit point health of a particular wall or door, or mercenaries that can be hired; what's their cost, what's their damage output: Those are things yes we're going to balance. But obviously anything that's player dependent or that has player interaction and activity and determination you can't always balance; and you don't want to balance. Those aspects you leave those to the players.[9]Steven Sharif

Asedios a castillos

Alpha-1 castle siege gameplay.[10]

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.[2]

  • El objetivo mínimo es que haya 250x250 jugadores en un mismo campo de batalla. Se espera que, con el tiempo, pueda aumentarse a 500x500.[13][14][15][16]
  • Habrá sistemas que imiten algunas de las mecánicas de los asedios, pero no habrá asedios de práctica.[17]
  • 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.[18]
    • Anteriormente se había afirmado que los asedios a castillos podrían o no ser (completamente) instanciados en el juego final.[19]
    • 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.[20][21][19][22]

Un gremio que capture un castillo será dueño de ese castillo durante un mes antes de que vuelva a ser asediado.[23][24]

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.[23]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.[23][24]
    • Cada uno de los tres nodos de castillo tiene un asedio al final de cada una de estas tres semana.[24][25]
  • 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.[23][24]
  • En función de lo bien que el gremio defienda sus nodos del castillo, mejorarán las defensas del castillo.[24][25]
  • 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.[26]
  • Cuando los castillos cambian de manos (trás un asedio), algunos impuestos se quedan en el castillo y otros en el gremio.[27]
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.[24]Steven Sharif

Alpha-1 castle sieges

Trebuchets in the Alpha-1 preview castle siege attackers headquarter camp.[29]

Alpha-1 castle sieges are based on Ashes of Creation Apocalypse castle sieges.[31][22]

  • Players will be able to join guilds. These guilds can register for the siege events.[29]
  • Castle siege events will be 100v100 battles that occur daily and will last for three hours.[29]
  • Attackers will start on the opposite end of the map (from the defenders).[29]
  • Attackers will be able to use trebuchets to drive to and assault the castle.[29]
    • Trebuchets have a single primary fire that does a small amount of damage to players and heavy damage to buildings.[29]
    • Trebuchets will be fully physical when they are being driven.[29]
  • 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.[29]
  • The victors of castle sieges will receive benefits, such as cloaks, flying mounts for guild leaders and potentially also for guild officers.[29]
  • Alpha-1 castle sieges are in a separate zone that is accessible via a NPC teleporter.[20][21][19]
    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.[20]Steven Sharif
  • The opposing team is notified when these raid bosses are being attacked.[31]
  • Teams who get the last hit on these bosses will receive buffs that will help them in the siege battle.[31]

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.[22]Steven Sharif

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Ashes of Creation Apocalypse castle sieges

Ashes of Creation Apocalypse castle sieges are a planned Ashes of Creation Apocalypse testing mode that aims to test castle siege mechanics.[36]

The Castle Siege mode is another example of a playable slice of the MMORPG that Apocalypse is providing early testing for. While it’s a somewhat smaller scale experience than the one you’ll have in the MMO, the overall flow of taking and defending a castle will remain similar. There’s some additional systems you’ll see in the final product, like the influence of Nodes over the available defensive emplacements, the crafting and deploying of custom siege weapons, and the summoning of siege monsters. These are all things that we’ll be adding on top of this mode upon our release of Ashes of Creation.[38]Margaret Krohn

A potential Alpha-1 implementation of Asedios a castillos in the MMORPG is based on Ashes of Creation Apocalypse castle sieges.[22]

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Asedios de nodos

Asedios de nodos (Pre-alpha footage).[42]

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.[3]Margaret Krohn

Los asedios a los nodos permiten a los jugadores destruir nodos.[3] 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.[43]

  • Asediar un nodo no será una tarea sencilla para los atacantes. Las ciudades y las metrópolis dispondrán de una ventaja defensiva considerable.[43]
  • No habrá asedios de prueba, o prácticas de asiedio, aunque si que habrá sistema que simularán algunas de sus mecánicas.[17]
If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![45]Steven Sharif

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Destrucción de nodos

Nodes can be destroyed starting at Level 3 - Village Stage, and are destroyed through sieges. Sieges are started via an item which is acquired through a quest that scales in difficulty with respect to the level of the Node which is being targeted for the siege. Once the item is brought to the Node and is activated, the declaration period begins and a countdown is initiated for players in the region to see. This countdown runs for a number of days equal to the level of the Node being sieged. Once the countdown is complete, the siege begins. There is a cooldown between sieges, and players must wait a certain amount of time after an unsuccessful siege before a new siege can be declared. The higher the Node level, the longer the cooldown between sieges. If a siege is successful, then the Node is brought down to Level 0, and anyone who was a citizen of that Node is no longer a citizen.[3]Margaret Krohn

Los nodos pueden ser destruidos apartir del nivel de Aldea (fase 3) después de un asedio exitoso contra ese nodo.[3]

  • Después de que un nodo haya sido destruído, los restos del nodo entrarán en un "estado" de ruinas y pasará a ser una zona de pvp abierta durante tantos días como el nivel del nodo destruído. Estas ruinas serán una zona de escombros con tesoros que los jugadores que entren en el área pueden saquear.[46][47][48][49][50]
    • Anteriormente se había dicho que los atacantes que participaran en el asedio tendrían derechos de saqueo exclusivo durante un tiempo después de que el nodo fuera destruido.[51] Any loot remaining after this period will be open for anyone to loot.[51]
    • Después de número de días igual al nivel del nodo destruído, este regresará a la fase de stage 0 (wilderness) y cualquier cambio que hubiera sufrido el terreno volverá a su estado original.[46][52][53]

Siege aftermath

We’re working on a destruction engine that should help us to make a Castle Siege that feels cinematic and visceral. Having shards of the walls tumble to the ground after a trebuchet scores a hit will feel satisfying in a way no other Castle Siege has been able to offer in an MMORPG like this. Maybe you don’t need to take down the whole wall, maybe if you blow open a big enough hole, that’ll be enough to turn the tides.[57]

Rubble will be visible for a period of time following a successful castle siege. This will likely persist until the incumbent guild develops the first defensive node.[58]

Escenarios destructibles

En Ashes of Creation, los escenarios destructibles son un elemento central de la interacción de los jugadores con el mundo.[60][61]

We want destruction to be a very core element of how players make their way through the world.[61]Steven Sharif

Habrá formas de reparar estructuras destructibles (como muros y puertas) también de reparar (o volver a fabricar) armas de asedio dañadas durante los asedios.[32]

Impacto en las viviendas de los jugadores

El diseño de las viviendas de los jugadores así como las decoraciones son guardados y se pueden volver a colocar de nuevo si la vivienda es destruída durante el asedio al nodo.[62][63]

  • Los planos se envían por correo al jugador para emplearlos en el futuro en una nueva localización.[3]
  • Las parcelas destruídas pueden perder materiales.[3]
  • Los certificados servirán de seguimiento de los principales hitos (por ejemplo Hornos y Haciendas).[62][63]
  • Una posible idea de diseño es que, artículos como los muebles se coloquen en cajas a las que se puede acceder desde el interior de la nueva vivienda.[64]

Impacto en los alojamientos persistentes

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.

Después de un asedio a un nodo, el alojamiento persistente se verá reducido o destruído dependiendo del avance del nodo.[62]

  • Si la vivienda fue comprada en una fase superior que la del nodo actual se destruirá; de lo contrario la vivienda se verá reducida.

Impacto en apartamentos

Los apartamentos pueden ser destruídos bajo las siguientes circunstancias:[62]

  • Si el alcalde decide destruír edificios de apartamentos, todos los objetos y diseños se mandarán por correo al propietario.[66]
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.

Impacto en parcelas

Las parcelas podrán ser atacadas por cualquier jugador[67] durante las dos horas siguientes [3] de un asedio satisfactoruio contra su nodo madre.[68]

  • Los jugadores y sus aliados podrán defender su parcela durante este período de tiempo.[68]
  • Diferentes estructuras y guardiass se pueden conseguir para defender la parcela durante este tiempo.[68]

Después del período de dos horas de combate abierto después de un asedio a un nodo satisfactorio, cualquier parcela que quede permanecerá durante un perído de gracia de apenas una semana donde otro nodo puede tomas posesión de la zona de influencia de la parcela.[67][3]

  • El propietario de la parcela deberá iniciar una misión para que su parcela sea adoptada por un nuevo nodo si es que existe.[67]
  • Al terminar el período de gracia, si la parcela no está dentro de la zona de influencia de un nodo en fase 3 (Aldea) o superior, será destruído.[69]
  • Los jugadores que se han registrado como defensores de su nodo no pueden saquear sus propias parcelas destruídas.[70]

If a siege is successful, then the Node is brought down to Level 0, and anyone who was a citizen of that Node is no longer a citizen. Freeholds within the Zone of Influence are subject to a period of vulnerability. These Freeholds can be destroyed by other players during a period of roughly 2 hours after a successful siege. Destroyed Freeholds are subject to material loss, and blueprints for them are mailed to the player to utilize for future placement in order to allow the player to keep their Freehold’s layout and structure. Once the vulnerability period is complete, any remaining Freeholds will exist under a grace period for roughly 1 week where another Node may take over the Zone of Influence of the Freehold.[3]Margaret Krohn

Siege alliances

When a siege begins, temporary alliances are formed among attackers and defenders.[71]

  • For node sieges, citizens of the node or provincial nodes being attacked are automatically registered as defenders.[72]
  • There are many reasons to participate as an ally in the attack or defence of other nodes.[73]
    • Titles.
    • Items.
    • Materials.
    • Money.
    • Social bonds.

Many incentives exist that can benefit your node and yourself personally by participating in the attack or defense of cities. These range from titles, to items, to materials, to money. Additionally, aiding others may help you strengthen bonds when your assets are threatened.[73]Steven Sharif

Siege participation

Non-registered combatants are not permitted on the siege field in castle or node sieges.[74]

  • Players may choose to respawn at their HQ as long as they are registered.[19][76]
    • Non-registered guilds are not granted the ability to take ownership of the castle if victorious.[19]

Lower level characters will have usefulness in mass combat that does not depend on their level, such as manning siege weapons, helping repair fortifications, bringing proximity-based buffs to key positions, using stealth or scaling walls. These types of things are relevant to the tide of battle and do not require the player to be max-level or have high combat stats.[78]

Siege defenses

Siege defenses in Ashes of Creation may refer to.

Siege mechanics

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.

A siege occurs over several phases.[83]

  • Certain siege mechanics may be gated for specific size groups during sieges.[84]
  • There will not be a deserter debuff for leaving a siege before it is complete.[85]
  • More will be revealed in an upcoming blog entry.[83]

Siege weapons

Trebuchet siege weapon in Alpha-1 castle sieges preview.[86]

It wouldn’t be a castle siege without siege weapons. These are massive machines of war that enable attackers to bring down the walls, and defenders to keep their keep safe. Crafters can bring their own powerful schematics to the battlefield, or you can order baseline siege weapons from your friendly neighborhood siege master NPC. The Castle’s defenders will be able to deploy their own defensive weapons and turrets based on how well they maintained and defended their own Nodes. The sky will be illuminated with fire and fury.[57]

Siege weapons and siege vehicles are able to be utilized during sieges.[79]

Part of this endeavor of sieging a player-held location (or non-player-held location) is time to prepare; and that includes gathering and crafting these mega weapons or collecting the resources: Whether it be gold or specific quest items to purchase from NPCs.[89]Steven Sharif
Anything that you want to bring into existence in the world is going to be built by players: Whether that is Naves, Siege engines, Armas, Armadura, etc.[91]Jeffrey Bard

Siege PvP

Sieges don't use the PvP flagging system.[92]

Death penalties do not apply to objective-based events (such as caravans, guild wars, and node sieges).[44]

Siege NPCs

Siege NPCs, NPC guards, and mercenary NPCs serve as defense points during sieges and other events.[93][94]

  • Only combat NPCs are killable during a siege. Non-combat NPCs, such as merchants, will despawn and will respawn if the siege is unsuccessful.[93][95]

PNJs mercenarios

Los PNJs mercenarios pueden contratarse para participara en situaciones basadas en objetivos.[97][98][99]

  • Hay varios niveles de PNJs mercenarios que se desbloquean en función de la inversión hecha en su progresión. Los niveles más altos de PNJs mercenarios se conocen como héroes.[100][101][97][98]
  • Los jugadores pueden asignar PNJs mercenarios, pero no los controlarán, de la misma manera que las mascotas.[99]
There are mercenary NPCs that can be assigned to players. We've discussed about that before and those will follow generically... a pet system even adopted majority of the pet system with the added bonus of objective based points of interest that you can assign them to. But we don't want to inundate the field with these mercenaries they'll be few and far between. They'll be assigned specifically like let's say for example as the mayor of a node during a siege you'll be able to assign these two specific players that are citizens within your node and then they'll have those they'll spawn during the during the node siege; or vice versa and the castle siege guild leaders can assign mercenaries that are available based on the progress of those subsidiary nodes around the castle siege whether or not you have those available to your defense or your attack.[99]Steven Sharif

Siege objectives

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.

Each node has a number of districts, depending on its stage.[83]

  • Districts are taken by defeating a "raid boss" guard NPC in that district.[83]
  • If attackers take over a district, they gain that district as a respawn location.[83]
  • Attackers can kill the quartermasters to increase the respawn times of the defenders while reducing their own respawn times.[102][83]

Defenders can assault the outposts of the attackers to hinder them.[83]

  • Destroying the headquarters of the attacking army is a victory condition for the defenders.[102][103]

Attackers may not be capable of deleveling a node. Instead they may carry out precision attacks to disable specific service-oriented buildings within the node. These buildings can be targeted with siege weapons and bombs.[65]

As the attackers are sieging a city they have obviously a win condition- a win objective- but additionally there can be casualties from a structural standpoint during that process. So let's say if the... attackers were to not succeed in completely destroying the node they could still affect damage across multiple types of buildings that are present within the node, which disables services for that those citizens and also will require some type of reconstruction effort on behalf of the citizens.[104]Steven Sharif

Escenarios destructibles

En Ashes of Creation, los escenarios destructibles son un elemento central de la interacción de los jugadores con el mundo.[60][61]

We want destruction to be a very core element of how players make their way through the world.[61]Steven Sharif

Habrá formas de reparar estructuras destructibles (como muros y puertas) también de reparar (o volver a fabricar) armas de asedio dañadas durante los asedios.[32]

Habilidades de asedio

Las invocaciones de grupo son activadas por un líder de grupo con esa habilidad en su kit de clase junto con componentes adicionales de otras clases que formen parte del grupo.[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.

Hasta ocho jugadores con el mismo arquetipo primario pueden unirse para crear invocaciones de asedio durante un asedio.[107]

These are the types of systems that we want to put in place where groups of a single primary archetype can come together to summon these types of effects that play off of what the identity of that archetype is.[107]Steven Sharif

Invocador

Summoners can collaborate together during sieges to summon larger creatures, such as Golems.[108][109][110]

We do have the concept of siege summons being a thing with multiple summoners being required in order to create that siege summon. In those situations your character becomes the summon. So you don't have an AI that takes over your previous character but instead the recipient of those additional spell effects becomes the actual summon itself.[108]Steven Sharif
  • The target of the group summon becomes the summon itself.[108][110]
    • Previously it was stated that the party-leader becomes the summon.[109]
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.
  • A siege summon will have an incremental size based on the number of summoners participating in that summon activity, with a maximum of eight.[111]
  • The number of summoners participating in the summon will determine its overall size.[111]
  • All summoners must be in the same party and the party leader must be a summoner.[109]
    • The party leader initiates the summon and then takes control of it.[109]
    • Once summoned, the party leader cannot be changed.[109]
    • If the party disbands, the summon ends. There will be a grace period to handle disconnects.[109]
    • The party may also contain non-Summoners.[109]

Tanque

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.
If eight Tank archetypes each use one of their summon wall abilities it might construct a larger wall that can divide two raids in a moment; and would require damage and block skills and abilities for a momentary lapse of battle between those two raids.[107]Steven Sharif

Deserter debuff

Template:Deserter dubuff

Métricas

Ashes of Creation recopila datos de control para conseguir logros, títulos y otros reconocimientos en un servidor.[113]

  • Número de defensas de asedio exitosas.[113]
  • Número de asaltos de asedio con éxito.[113]
  • Número de muertes realizadas en Pvp .[114][113]
  • Número de veces que se ha muerto en Pvp.[114]
  • Puntos de participación en raids.[113]
  • Números de "primeras veces".[113]

Visibility of those types of things on the server help to promote a competitive atmosphere. If there is an attainable impression that you can work towards, so that others know your success, you have more drive to succeed.[113]Steven Sharif

Tablas de clasificación

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 tablas de clasificación de mazmorras y raid .[115]

Spectating battles

The ability to spectate battles, such as Asedios is being looked into.[117]

One of the issues I did have about that system in Lineage 2, was like certain people just have alt accounts logged in and tuned into that thing; and like they would then utilize that information. Which, I guess is a means of information gathering. But it's maybe too easy of one. So we're - like i said - we're just looking into that. I haven't decided on that yet.[117]Steven Sharif

Artwork

Ver además

Referencias

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  2. 2.0 2.1 2.2 castle nodes.png
  3. 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 Blog - Know Your Nodes - Advance and Destroy.
  4. Transmisión en vivo, 2017-05-22 (38:44).
  5. 5.0 5.1 Entrevista, 2020-07-29 (31:05).
  6. 6.0 6.1 Entrevista, 2020-07-18 (13:13).
  7. Entrevista, 2020-07-08 (22:37).
  8. steven-wars-prime-time.png
  9. Transmisión en vivo, 2021-06-25 (1:10:52).
  10. Vídeo, 2021-05-28 (25:44).
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  12. Transmisión en vivo, 2022-07-29 (1:12:14).
  13. Transmisión en vivo, 2021-09-24 (52:48).
  14. Entrevista, 2021-07-08 (57:19).
  15. Entrevista, 2020-07-19 (44:28).
  16. castle-siege-scale.png
  17. 17.0 17.1 Twitch Bustin - Practice Sieges?
  18. 18.0 18.1 Transmisión en vivo, 2022-01-28 (17:50).
  19. 19.0 19.1 19.2 19.3 19.4 19.5 19.6 Pódcast, 2021-04-11 (49:40).
  20. 20.0 20.1 20.2 20.3 steven-siege-zone.png
  21. 21.0 21.1 21.2 21.3 Transmisión en vivo, 2021-04-30 (41:18).
  22. 22.0 22.1 22.2 22.3 22.4 Blog: Creative Director's Letter, April 14 2021
  23. 23.0 23.1 23.2 23.3 Transmisión en vivo, 2020-08-28 (1:43:03).
  24. 24.0 24.1 24.2 24.3 24.4 24.5 Pódcast, 2018-04-23 (21:55).
  25. 25.0 25.1 Transmisión en vivo, 2017-08-23 (23:00).
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  27. castle-taxes5.png
  28. Vídeo, 2021-05-28 (24:44).
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  34. Transmisión en vivo, 2019-10-31 (11:05).
  35. steven-a1-leak-3.png
  36. 36.0 36.1 Transmisión en vivo, 2018-08-17 (30:29).
  37. 37.0 37.1 Transmisión en vivo, 2018-09-01 (54:06).
  38. 38.0 38.1 Castle Siege Overview.
  39. Entrevista, 2018-08-24 (13:17).
  40. Entrevista, 2018-08-17 (8:16).
  41. Entrevista, 2018-12-06 (38:10).
  42. Vídeo, 2016-12-04 (0:02).
  43. 43.0 43.1 A reactive world - Nodes.
  44. 44.0 44.1 Transmisión en vivo, 2020-12-22 (1:13:51).
  45. Vídeo, 2017-04-30 (5:31).
  46. 46.0 46.1 46.2 46.3 46.4 Transmisión en vivo, 2022-10-14 (52:31).
  47. 47.0 47.1 47.2 47.3 47.4 Pódcast, 2021-09-29 (14:21).
  48. 48.0 48.1 48.2 Entrevista, 2020-07-08 (57:46).
  49. 49.0 49.1 Transmisión en vivo, 2020-04-30 (1:14:44).
  50. 50.0 50.1 siege spoils.png
  51. 51.0 51.1 Pódcast, 2021-09-29 (15:46).
  52. Transmisión en vivo, 2020-06-26 (1:48:43).
  53. nodes-delevel-to-zero.png
  54. steven-looting-relics.png
  55. Pódcast, 2021-09-29 (10:49).
  56. Entrevista, 2020-07-18 (56:11).
  57. 57.0 57.1 Blog: 10 facts about castle sieges in the MMORPG.
  58. Transmisión en vivo, 2018-07-09 (42:48).
  59. 59.0 59.1 Vídeo, 2021-05-28 (23:45).
  60. 60.0 60.1 Transmisión en vivo, 2022-03-31 (1:13:00).
  61. 61.0 61.1 61.2 61.3 Transmisión en vivo, 2019-06-28 (31:15).
  62. 62.0 62.1 62.2 62.3 62.4 62.5 Transmisión en vivo, 2017-07-18 (40:14).
  63. 63.0 63.1 Transmisión en vivo, 2017-11-17 (47:10).
  64. Transmisión en vivo, 2020-06-26 (1:00:57).
  65. 65.0 65.1 Transmisión en vivo, 2019-11-22 (17:59).
  66. Transmisión en vivo, 2021-03-26 (59:21).
  67. 67.0 67.1 67.2 Transmisión en vivo, 2020-08-28 (2:04:00).
  68. 68.0 68.1 68.2 Transmisión en vivo, 2017-05-19 (28:04).
  69. Transmisión en vivo, 2017-05-19 (29:34).
  70. Transmisión en vivo, 2021-02-26 (1:11:13).
  71. siege alliances.png
  72. siege auto defenders.png
  73. 73.0 73.1 Official Livestream - May 4th @ 3 PM PST - Q&A
  74. siege-combatants.png
  75. siege-barrier.png
  76. siege-respawn.png
  77. siege-stragglers.png
  78. Entrevista, 2020-07-08 (1:12:51).
  79. 79.0 79.1 Entrevista, 2023-09-10 (22:29).
  80. 80.0 80.1 Transmisión en vivo, 2022-04-29 (27:42).
  81. 81.0 81.1 Transmisión en vivo, 2020-07-25 (1:22:40).
  82. 82.0 82.1 Transmisión en vivo, 2020-06-26 (1:33:10).
  83. 83.0 83.1 83.2 83.3 83.4 83.5 83.6 siege more info.png
  84. siege mechanics.png
  85. Transmisión en vivo, 2017-05-24 (37:05).
  86. Vídeo, 2021-05-28 (25:44).
  87. Vídeo, 2021-05-28 (11:55).
  88. Entrevista, 2018-08-08 (20:49).
  89. 89.0 89.1 Transmisión en vivo, 2018-01-18 (37:05).
  90. 90.0 90.1 Transmisión en vivo, 2021-05-28 (1:04:29).
  91. Transmisión en vivo, 2017-05-24 (17:08).
  92. Transmisión en vivo, 2017-05-19 (45:14).
  93. 93.0 93.1 93.2 93.3 Transmisión en vivo, 2023-08-31 (2:09:32).
  94. siege success.png
  95. siege npcs killable.png
  96. Transmisión en vivo, 2017-07-28 (36:51).
  97. 97.0 97.1 97.2 Transmisión en vivo, 2020-08-28 (1:41:24).
  98. 98.0 98.1 98.2 Transmisión en vivo, 2020-06-26 (59:11).
  99. 99.0 99.1 99.2 99.3 Transmisión en vivo, 2019-11-22 (1:14:23).
  100. 100.0 100.1 100.2 Transmisión en vivo, 2022-05-27 (1:18:09).
  101. 101.0 101.1 101.2 Transmisión en vivo, 2021-04-30 (1:01:10).
  102. 102.0 102.1 Entrevista, 2020-07-19 (37:58).
  103. Transmisión en vivo, 2017-05-19 (47:07).
  104. Transmisión en vivo, 2019-11-22 (15:48).
  105. Transmisión en vivo, 2019-11-22 (41:02).
  106. Transmisión en vivo, 2023-01-27 (1:33:42).
  107. 107.0 107.1 107.2 107.3 Pódcast, 2018-05-11 (49:20).
  108. 108.0 108.1 108.2 Transmisión en vivo, 2023-03-31 (1:22:21).
  109. 109.0 109.1 109.2 109.3 109.4 109.5 109.6 Entrevista, 2018-08-17 (14:59).
  110. 110.0 110.1 Transmisión en vivo, 2017-05-19 (10:06).
  111. 111.0 111.1 Transmisión en vivo, 2018-04-8 (AM) (28:01).
  112. steven-a1-leak-1.png
  113. 113.0 113.1 113.2 113.3 113.4 113.5 113.6 Pódcast, 2018-08-04 (1:47:21).
  114. 114.0 114.1 steven-pvp-metrics.png
  115. Transmisión en vivo, 2017-07-18 (58:50).
  116. Transmisión en vivo, 2017-05-15 (44:10).
  117. 117.0 117.1 Entrevista, 2018-08-17 (26:38).