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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

info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.
Personaje stats and attributes.[10][11]
Estadística Base Clérigo nivel 1 Mago nivel 1 Tanque nivel 1
Salud.[12][13] Salud 224
Maná.[12] Maná 293
Poder.[12][10][11] Poder 10
Destreza.[12][10][11] Destreza 10
Constitución.[12][10][11] Constitución 10
Voluntad.[12] Voluntad 12
Sabiduría.[12][10][11] Sabiduría 14
Mente.[12][10][11] Mente 13
Bono de daño físico.[12] Poder 13
Physical Disable Modifier.[12] Poder 12
Bonificación del daño crítico físico.[12] Poder 12
Cooldown de habilidades físicas.[12] Destreza 6
Physical Critical Rate Bonus.[12] Destreza 6
Physical Evasion Bonus.[12] Destreza 7
Physical Accuracy.[12] Destreza 192
HP Regeneration.[12] Constitución 3
Physical Defense Mitigation.[12] Constitución 7
Physical Disable Defense Constitución 7
Physical Block Chance.[10][11][14] Constitución 17
Magical Attack Damage.[10][11] Voluntad 24
Magical Critical Damage Voluntad 23
Magical Disable Chance Voluntad 13
Magical Casting Speed Sabiduría 6
Magical Cooldown Modifier Sabiduría 7
Magical Critical Rate.[14] Sabiduría 7
Magical Accuracy Sabiduría 8
Mana Regeneration Mente 3
Magical Defense Mitigation Mente 8
Magical Disable Defense Mente 8
Magical Block Chance.[10][11][14] Mente 18

Los jugadores tendrán una gran influencia en la distribución de sus estadísticas.[15]

You will have significant agency over the allocation of your stat progression. Yes, some of that will be baked-in based on the archetype selection, but a large portion of that will come down to your itemization selection, your selection of tattoos, and other ancillary types of augments and benefits you can apply to specific items, such as socketing.[15]Steven Sharif

Ciertas estadísticas pueden tener rendientos decrecientes, pero no habrá límites (caps) estrictos.[16]

Placa de personaje

Work-in-progress nameplates in Alpha-2.[17]

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.[18]Steven Sharif

La placa del nombre del personaje se muestra sobre su cabeza.[19]

  • Puede ser el nombre, y de forma opcional el apellido.[19]
    • El nombre de la guild del personaje se muestra al lado del nombre del mismo.[20]
    • La placa del nombre del personaje se irá deteriorando para indicar cuanto daño ha recibido.[21][13][22]
    • La clase se identificará mediante un icono.[23]
    • Al pasar el ratón sobre la placa del nombre del personaje se mostrará información como el nivel, su clase el combo de arquetipo.[23]
    • Un icono de "buff" indica el grado y equipo del personaje.[23][24][25]
  • El tamaño y la prioridad de las placas de nombre dependerán de su distancia (de la cámara).[18]
  • 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.[26][27]
  • Las configuraciones de la UI permitirán esconder las placas de nombre, cambiar el tamaño y personalizarla.[28]
  • El tipo de criatura invocada por el invocador aparece en la placa encima de la invocación. El jugador no puede cambiarlo. [29]
  • Las placas con los nombres de los enemigos tendrán indicadores que identifiquen las resistencias, buffs, y rango de elite.[30]
    • Se puede utilizar un indicador en forma de estrella para indicar la ubicación de los puntos de golpe.[30]

Character page

La página web del personaje (hoja de personaje) estará disponible cuando se acerque la fecha de lanzamiento. Mostrará lo siguiente:[31]

  • La apariencia del personaje.[31]
  • Logros y clasificación en el servidor.[31]
  • Información de la clase del jugador.[31]
  • Trasfondo del personaje, a través de entradas de diario (que podrá publicar el propio jugador).[32][33]
  • Se podrán especificar y aplicar diferentes rasgos que definan al personaje.[33]

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.[33]Steven Sharif

La página web del personaje será accesible desde el juego abriendo un navegador directamente desde la UI (Interfaz de usuario).[32]

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.[32]Steven Sharif

El jugador podrá gestionar que información se muestra en la página web del personaje.[31]

UI settings

Alpha-2 user interface settings work-in-progress UI.[34]

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.[35]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][36][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.[35]

Game settings allow players to fine tune performance to suit their preferences and hardware capabilities.[50][51][52]

  • Particle effects and rendering.[53]
  • Effects bloom and brightness.[50]
  • Effect elements and channels.[50]
  • Motion blur will be togglable on and off.[54]
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.[50]Steven Sharif

Gameplay actors, such as foliage density will not be able to be adjusted by players.[55]

  • Later stages of game polish will address quality-of-life issues, such as foliage blocking the player's camera.[56]
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.[55]Steven Sharif

Action bar

Los jugadores pueden peronalizar su personaje con las habilidades activas que prefieran en su barra de acción (hotbar).[38][58][39]

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.[37]Steven Sharif
  • Los jugadores no obtienen habilidades conforme suben de nivel, deben elegir que habilidades quieren adquirir.[62]
  • No hay libros de hechizos que requieran memorizar.[63]

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.[38]Steven Sharif

Apuntando en el combate

Ranger hybrid combat in Alpha-2.[64]

Part of what we're exploring with this approach of our hybrid combat is offering the player the functionality to utilize either tab targeting or a reticle-based action camera mode; and there are benefits to each; and both of them are providing the player what they feel most comfortable with playing. All of our attacks are going to be stat opposed unless they're a templated attack, in which case there will be certain bonuses and/or stronger applied chances for certain types of CC effects to be applied or potentially evasion and accuracy aspects of it. These are all things that we plan to to test throughout alpha two to see where the player base lives in those two options of the action or tab target based attack modes. The important part here is that this is still a work-in-progress. This is meant to give you a look at where our approach has now been living over the past several months when it comes to combat based off of what we learned in alpha one, what player feedback has been along the way and how we can create a compelling system of combat between these very different classes and weapon types.[65]Steven Sharif

El combate híbrido hace referencia a la elección entre el combate "tab target" y el "action combat" en Ashes of Creation.[66][67][68][69]Un botón de selección (por defecto Z, pero se puede vincular a otra tecla) permite al jugador alternar entre los modos de action combat y tab target.[70][71][72][73]

  • La cámara en el action combat está vinculada a la retícula del jugador.[74][75]
    • Es probable que haya una tecla de acceso rápido que, al mantenerla pulsada, permita mover libremente la cámara en el modo de acción.[75]
    • En el futuro, el usuario podrá elegir entre diferentes apariencias de retícula.[41]
  • Las habilidades tab target requieren un objetivo bien con fijado suave o duro.[74]
    • El fijado suave (soft locking) se produce cuando la retícula se desplaza sobre un objetivo en modo de acción. Su placa de objetivo aparecerá ligeramente en gris para indicar que se trata de un objetivo con fijación suave (soft-lock). Si la retícula se aleja del objetivo o el objetivo se aleja de la retícula, el objetivo se pierde.[74]
    • El fijado duro (hard locking) se produce cuando el jugador utiliza el botón derecho del ratón sobre un objetivo con fijado suave. La retícula ya no aparecerá en gris para indicar que el objetivo está bloqueado. A diferencia del bloqueo suave, si el objetivo se sale de la retícula no se pierde el objetivo. En el modo de acción, la tecla Tab seguirá pasando de un objetivo a otro en función de la prioridad de proximidad.[76][74]
  • Atacar sin un objetivo (disparar a ciegas) es posible en el modo acción para las habilidades con plantillas. Si un jugador se mueve en la trayectoria del proyectil puede ser golpeado.[77][78][74]

Q: What the benefits are for tab versus action. I feel like a lot of people feel like tab is just easier so why would I use action?

A: If you're in a massive brawl, the ability to pick and choose targets that are far in the back line that might might be more advantageous towards tab target users because they're able to click, but the reaction time to acquire a target for a cursor versus acquiring a target for a reticle is much faster and less cumbersome because it doesn't require as many actions on behalf of the user.[79]Steven Sharif

Las versiones de las habilidades orientadas al action combat y al tab target tendrán características diferentes.[65][70][80][81][82]

Skill progressions, skill point allocation is determined by the player. The player will be able to choose either more tab-target oriented skills or more action-based skills and customize their playable experience to what accommodates their preference. From a balancing standpoint for us developers, we need to make sure that certain abilities house certain functions so that there's a balance between skill shots and tab-target abilities.[81]Steven Sharif
  • Las habilidades de tab target aparecerán sombreadas si el objetivo no está dentro de un rango válido, pero las habilidades de plantilla generalmente requerirán que el jugador evalúe el rango correcto para la misma..[83]
  • Diferentes rangos de la misma habilidad pueden cambiar la habilidad de tab target a action combat o viceversa.[84]
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.
  • Puede que no sea posible especificar una configuración sólo con habilidades orientadas a la acción o al tab target. Podría haber un límite del 75% en la elección de habilidades del mismo tipo.[81]
  • En pos del equilibrio, ciertos tipos de habilidades estarán orientadas al tab target o al action combat.[85]
    • Los CCs duros pueden ser configurados dentro de las habilidades orientadas al action combat ya que son ataques más complicados de acertar.[85][81]
    • Los CCs suaves se configurarán dentro del sistema de tab target.[85]
As an example: Let's say you're playing a ranged class. You could have an action-oriented power shot in your skill tree or you could have a single target power shot that ramps up and does more damage.[82]Steven Sharif

Cajas de impacto (Hitboxes)

Los desarrolladores están probando diferentes enfoques para dar cabida a diferentes hitboxes entre las razas.[87]

  • Puede que haya una única hitbox común con algunas excepciones o reglas de colisión especiales, en lugar de tener hitboxes de diferentes tamaños.[87]

More than likely we'll have some sort of unified or unified-ish hitbox. But again it's going to probably have a unified hitbox with some exceptions or some special sort of collision rules based on them as opposed to just making it smaller for one and not the other.[87]Jeffrey Bard

En el MMORPG Ashes of Creation no hay categorías separadas de hitbox como en Ashes of Creation Apocalypse.[87]

We don't have separate types of hitbox categories, for example. There's no head hit box in the MMORPG like there was in APOC. So from a critical standpoint you're not going to see a greater risk of critting for a larger hitbox.[87]Steven Sharif

Control settings

Alpha-1 default keybindings.[88]

Players will be able to customize their keyboard control scheme in Ashes of Creation.[89]

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.[93]Steven Sharif

Controller support

Ashes of Creation MMO no está diseñado en torno al soporte del controlador.[95]

Controller support will likely be something we work on closer to launch.[97]Steven Sharif

Camera settings

The aim is to provide a variety of camera options in Ashes of Creation.[98]

  • A "pretty significant" zoom out distance for the camera will be possible.[99][100]
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.[99]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.[101]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.[102]Margaret Krohn

The action combat camera is tied to the to the player's targeting reticle.[74][75]

  • There will likely be a hotkey that when held down will allow free camera movement in action mode.[75]
  • In future the user will have the ability to choose from different reticle appearances.[41]

Later stages of game polish will address quality-of-life issues, such as foliage blocking the player's camera.[56]

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.

Mapa del mundo

Updated Ashes of Creation map.[105][106]

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.[106]Steven Sharif

Alpha-2 work-in-progress map UI.[107]

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.[108] 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.[109]

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.[109]

Cuando se recopila información o el jugador ha explorado con éxito un área, los puntos de interés se marcan en el mapa.[110]

  • 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.[110]

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.[112]

El mapa tendrá zonas geográficas impasables ocasionadas por obstáculos (como montañas).[113][114][115]

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.[114]Steven Sharif

Mini mapa

En el Alpha-1 había una interfaz de usuario con un mini mapa y una brújula.[116][117]

  • El objetivo es permitir el uso de pings y otras formas de comunicación a través del mini mapa.[118]

Creador de personajes

Scars in the Alpha-2 character creator (first pass).[119]

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.[120]Steven Sharif

We're gonna use similar tech for implementing things like Animal husbandry.[121]Zachary Mallet

Kaelar Alpha-2 character creation (first pass).[122]

This tech is 100% created in-house at Intrepid and is not metahuman.[123]Steven Sharif

We'll be adding many, many more customization options to the character creator.[124]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.[120][125]

El creador de personajes de Ashes of Creation está 100% desarrollado por Intrepid Studios y no es MetaHuman.[123]

Algunas características adicionales del creador de personajes incluyen.

  • Habrá funcionalidades o características desbloqueables para personalizar el personaje.[129]
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.[129]Steven Sharif
  • La posibilidad de guardar y compartir personajes con otros personajes..[119][130]
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.[119]Margaret Krohn
  • La posibilidad de deshacer cambios (Ctrl + Z), incluyendo cambios que fueron hechos hace varias ediciones.[131][132]
  • La elección de animaciones básicas para el personaje será posible en un futuro.[133]
    • La creación de ciertas animaciones, como guiñar un ojo, estarán disponibles siempre y cuando no interfieran con el proceso de personalización.[134]
  • Ajustar el fondo y su iluminación es una posible funcionalidad en el futuro.[134]
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.[135]Steven Sharif
  • La asimetría, refiriéndose a la posibilidad de manipular diferentes partes del cuerpo como pueden ser el pelo, la barba, y los ojos.[136]
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.[136]Steven Sharif
  • Los adornos del cuerpo, como los piercings, se permitirán respetando siempre los límites culturales del personaje.[137]
  • Los desarrolladores están valorando la posibilidad de permitir tatuajes cargados por los jugadores.[138]

El objetivo de este creador de personajes es estár al mismo nivel, si no mejorar con creces el de BDO.[139][140]

Aspecto del personaje

Facial adjustments in the Alpha-2 character creator (first pass).[141]

There is a great variation that's going to be available from a character standpoint when creating your character, especially around the face. Whether it be the shape of the jawline, the cheeks, the ears, the nose, the lips. You know we want to provide a lot of options and an agency to the player to customize their character appearance.[142]Steven Sharif

El aspecto del persoanje puede ser personalizada en el creador de personajes (CC)[144] y dentro del propio juego en las peluquerías/barberías.[129][145]

We want there to be a lot of room for people to manifest their own identity, to role play how they want to from an appearance standpoint. There's going to be parameters within which you will be able to customize a character. We want the culture and the identity of the races to exist in a range that makes them easily identifiable from other players and other cultures. So, because of that, we have to have a spectrum you can exist on. There will be a lot of hair variants you can do, body art tattoos that you can apply. You'll be able to play with the scales of the facial structure, the bones, the height, width, the body fat percentage. You'll be able to add body hair on different parts of the body. If you want to have hair on your feet, you can dial that up.[146]Steven Sharif
  • Los modelos de los personajes están pensado para ser realistas.[147]
  • El jugador verá un personaje genérico antes de poder empezar la personalización..[148]
  • Los diseños de los personajes tendrán influencias de una gran variedad de culturas como la europea, africana y asiática.[149]
  • No habrá Lolis en el juego.[150][151]
  • Las barras de desplazamiento junto a otros controles, como paletas de colores, ofrecerán una cierta flexibilidad en la personalización; pero habrá ciertas limitaciones basadas en la raza, género, y las pautas artísticas que los desarrolladores decidan.[152][153][150][154][155]
There's going to be constraints to the sliders, so that was one of those big questions as work began on the character creator: How much agency do you want to allow pulling like the lower lip all the way down in this weird deformed look, or having like [an] offset cheek that's just asymmetrical to the side of the face. There's not going to be the ability or agency to create those types of weird character things. However you will have the ability to move, slide, change, grow, decrease all those components, but they'll be kept in a more reasonable and presented way in the same sense you won't be able to change the appearance of the dwarven, nor the Dünir or the Niküan races to, in my opinion, create what would be traditionally considered a Loli character.[150]Steven Sharif

Nombre del personaje

Los Personajes tendrán nombre y apellido opcional.[156]

  • Hay un mínimo de tres caracteres para el nombre del personaje.[158]
  • Caracteres especiales, incluyendo apóstrofes y guiones, no están actualmente permitidos en los nombres de los personajes.[159]
Currently we don't allow special characters in character names (including apostrophes and/or hyphens). It's possible this changes in the future.[159]Ry Schueller

El nombre de los personajes aparecerá en la hoja de personaje y de forma opcional en la página web del personaje.[19]

  • Dentro del juego, el nombre del personaje se mostrará sobre sus cabezas. Podrá ser el nombre o el apellido.[19]

Friends list

A character may add another character to their friends list.[160]

  • 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.[160]

Accessibility settings

Habrá configuraciones para ayudar a los jugadores daltónicos. [161][162]

Calificación ESRB

Dead bodies in a Pre-alpha raid encounter.[163]

El objetivo es que Ashes of Creation tenga una calificación T de Adolescente (Teen), pero puede acabar teniendo una M de adulto (Mature) rating.[164]

  • Puede que haya una opción para desactivar la sangre y el gore en el juego.[165]
  • Es probable que haya lenguaje malsonante en las misiones.[166]

The antagonists in this game are definitely dark... We're not going grimdark at all, but there are parts of it that get that way.[166]Jeffrey Bard

Addons/mods

Los addons y los medidores de DPS y amenaza no se permitirán.[167][168][169][170]

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.[169]Steven Sharif
  • Los desarrolladores no quieren que se necesiten addons/mods para disfrutar del juego.[171]
  • Los desarrolladores creen que los medidores de DPS (parsers) pueden causar toxicidad y otros comportamientos negativos[168][172][170]
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.[168]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.[168]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.[173]
  • El diseño de la API del juego aún está bajo consideración.[174]

Logs de combate

Hay logs del combate en Ashes of Creation.[175]

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.[176]Steven Sharif

In-game chat

Text chat channels

Alpha-1 work-in-progress chat interface.[177]

We are working on a new chat log! The new log includes tabs for general, party, siege, guild, and more![177]

In-game text chat channels.
Channel Command
Local chat.[178][179] /say.[180]
Shout.[178][179] /yell.[180]
Party.[178][179][178][179] /party.[180]
Raid.[178][179]
Guild.[178][179]
Private message (PM).[178][179][181] /tell (playername).[180]
Tavern.[109]
Node citizen chat.[182][183][178][179][184]
Global (Enabled for Alpha-1 testing).[180] /global.[180]
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.[185] - No.[185]
Party.[186][187] Yes.[188][187] No.[188]
Raid.[186][187] Yes.[188][187] No.[188]
Guild.[187] Yes.[187] No.[188]
Tavern voice chat.[109] Yes.[109] Maybe - based on testing.[188]
Mercado/Stall districts.[188] - Maybe - based on testing.[188]
Mazmorras (limited rooms).[188] - Maybe - based on testing.[188]
Puntos de interés.[188] - Maybe - based on testing.[188]

Voice chat will have fully functional mute and chat preferences.[187]

Chat bubbles

Los jugadores podrán activar o desactivar las burbujas de chat. Habrá opciones para administrar las burbujas para reducir la confusión visual.[189][190]

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.[190]Jeffrey Bard

Voice controls

Raid and party leaders are able to control Voice chat.[111][191]

  • Toggle (global) mute on the entire raid.[191]
  • Define who has global speech capacity across the entire raid.[192]
  • Granting administrative functions to raid and party members.[111]

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.[192]Steven Sharif

Tavern communications

Taberna offer private chat and voice communications for all patrons within the building.[109]

  • Tavern proximity voice chat may be available based on testing.[188]

Localization

Ashes of Creation pretende estar disponible en los siguientes idiomas: Inglés, Francés, Alemán, Ruso, Italiano, Polaco, Español, y Portugués.[193][194][195][196]

  • 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.

[194][197]

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.[193]

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.[195]

  • Es posible que haya servidores separados en la región de EU según el tipo de idioma.[194]

Emblem, logo and symbol editor

The user interface will allow emblems, logos and symbols to be designed in-game.[200][201][202]

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.[203]Steven Sharif

Logging out

There will be a logout delay to prevent players from immediately logging out of combat.[207]

Multi-boxing

The current policy on multi-boxing (multi client) is that players are allowed to own multiple accounts, but may not launch multiple game clients from the same computer. Players may not use any software to automate character actions or mimic keystrokes.[208][209]

  • This was previously stated to be: If a user has a legitimate account and is not botting or using complex scripting then multi-boxing will be permitted.[210][211][212][213]

Multiple accounts and multi-boxing, that's a little bit difficult for me because it could be conceived as pay-to-win, because you can progress on a second character and you can then gift that progression to your primary character. In that scenario yes I can see the argument. However if the character progresses with the same amount of effort and time needed by the person who's playing and they maintain that progression on that character, then I don't consider it pay-to-win. I consider it a second account. So initially what I'm going to say is having multi-boxing capability will be allowed within Ashes of Creation. There are a few safety nets that I put in place that restrict the ability for abuses that we've seen in other games.[212]Steven Sharif

Companion App

Template:Mobile/web interface

Farmhands and NPC assistance

Based on node type and progression, players will be able to hire NPCs to work as farmhands on their freehold farms.[214] Players will be able to command these farmhands in-game as well as potentially offline via an application (mobile app) or web interface.[214][215][216]

Ayuntamiento

Winstead Aldea (fase 3) node town hall in Alpha-2.[217]

We want the City Hall to be the place where big decisions are made for each Node. It should be where the “ruling class” comes together and decides what to do (these decisions can quickly make them the “old ruling class” too).[218]

Town hall (also called City hall) is a default service building that comes pre-built with nodes.[219][220][221][218]

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.

Character page

La página web del personaje (hoja de personaje) estará disponible cuando se acerque la fecha de lanzamiento. Mostrará lo siguiente:[31]

  • La apariencia del personaje.[31]
  • Logros y clasificación en el servidor.[31]
  • Información de la clase del jugador.[31]
  • Trasfondo del personaje, a través de entradas de diario (que podrá publicar el propio jugador).[32][33]
  • Se podrán especificar y aplicar diferentes rasgos que definan al personaje.[33]

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.[33]Steven Sharif

La página web del personaje será accesible desde el juego abriendo un navegador directamente desde la UI (Interfaz de usuario).[32]

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.[32]Steven Sharif

El jugador podrá gestionar que información se muestra en la página web del personaje.[31]

Bulletin boards

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.

Bulletin boards are available within nodes[224] and player taverns.[109]

Item rendering

Items that are dragged out of a player's inventory are destroyed.[230]

  • Allowing player-dropped items (such as Equipo and Currency) to exist in the world is likely not going to be allowed.[230][231]

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.[180]
/party Comando de chat.[180]
/yell Comando de chat.[180]
/global Comando de chat.[180]
/tell (playername) Comando de chat.[180]
/roll Simula en lanzamiento de dados.[232]
/e, /emote, /me[233] Emote textual.[234] Example: /me se ríe
Invita a un personaje a unirse a tu guild.[235]
Añade a un personaje a tu lista de amigos.[235]

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 Transmisión en vivo, 2021-06-25 (29:09).
  9. Blog: Creative Director's Letter, October 16 2020
  10. 10.0 10.1 10.2 10.3 10.4 10.5 10.6 10.7 10.8 Transmisión en vivo, 2020-01-30 (25:39).
  11. 11.0 11.1 11.2 11.3 11.4 11.5 11.6 11.7 11.8 Transmisión en vivo, 2018-02-09 (7:31).
  12. 12.00 12.01 12.02 12.03 12.04 12.05 12.06 12.07 12.08 12.09 12.10 12.11 12.12 12.13 12.14 12.15 12.16 Transmisión en vivo, 2020-08-28 (15:21).
  13. 13.0 13.1 Transmisión en vivo, 2020-01-30 (1:40:48).
  14. 14.0 14.1 14.2 Transmisión en vivo, 2017-05-30 (16:25).
  15. 15.0 15.1 15.2 Transmisión en vivo, 2023-01-27 (1:27:42).
  16. Transmisión en vivo, 2021-03-26 (1:02:08).
  17. Vídeo, 2023-01-27 (24:17).
  18. 18.0 18.1 Transmisión en vivo, 2023-01-27 (1:08:45).
  19. 19.0 19.1 19.2 19.3 Entrevista, 2018-05-11 (2:45).
  20. Transmisión en vivo, 2017-05-22 (51:00).
  21. Transmisión en vivo, 2020-07-25 (1:33:37).
  22. steven-health-nameplate.png
  23. 23.0 23.1 23.2 Transmisión en vivo, 2020-08-28 (2:07:26).
  24. Transmisión en vivo, 2020-07-25 (53:08).
  25. Transmisión en vivo, 2020-06-26 (1:28:10).
  26. Transmisión en vivo, 2022-10-14 (48:45).
  27. Transmisión en vivo, 2022-09-30 (1:23:28).
  28. 28.0 28.1 Transmisión en vivo, 2022-12-02 (1:03:28).
  29. Transmisión en vivo, 2021-01-29 (1:21:01).
  30. 30.0 30.1 Transmisión en vivo, 2023-01-27 (1:09:36).
  31. 31.0 31.1 31.2 31.3 31.4 31.5 31.6 31.7 31.8 31.9 Transmisión en vivo, 2017-11-17 (13:59).
  32. 32.0 32.1 32.2 32.3 32.4 32.5 Entrevista, 2018-08-08 (28:50).
  33. 33.0 33.1 33.2 33.3 33.4 33.5 Entrevista, 2018-08-24 (6:30).
  34. Transmisión en vivo, 2023-02-24 (20:11).
  35. 35.0 35.1 35.2 35.3 35.4 Transmisión en vivo, 2022-06-30 (48:03).
  36. 36.0 36.1 Transmisión en vivo, 2017-05-26 (5:06).
  37. 37.0 37.1 37.2 Transmisión en vivo, 2023-02-24 (53:48).
  38. 38.0 38.1 38.2 38.3 Transmisión en vivo, 2020-08-28 (1:24:29).
  39. 39.0 39.1 39.2 Transmisión en vivo, 2020-03-28 (1:41:42).
  40. Vídeo, 2022-06-30 (16:39).
  41. 41.0 41.1 41.2 Transmisión en vivo, 2021-06-25 (26:11).
  42. Transmisión en vivo, 2021-06-25 (1:31:47).
  43. Transmisión en vivo, 2023-05-31 (43:04).
  44. 44.0 44.1 Vídeo, 2022-06-30 (24:18).
  45. jqWtRci.png
  46. Transmisión en vivo, 2019-06-28 (1:22:48).
  47. Transmisión en vivo, 2023-02-24 (53:05).
  48. 48.0 48.1 48.2 48.3 48.4 Transmisión en vivo, 2017-09-03 (58:29).
  49. helmet.jpg
  50. 50.0 50.1 50.2 50.3 Transmisión en vivo, 2023-04-28 (1:03:41).
  51. Transmisión en vivo, 2023-01-27 (1:07:12).
  52. Transmisión en vivo, 2018-08-17 (1:07:51).
  53. game system.jpg
  54. Transmisión en vivo, 2018-05-04 (43:35).
  55. 55.0 55.1 Transmisión en vivo, 2022-06-30 (1:10:19).
  56. 56.0 56.1 Transmisión en vivo, 2023-04-28 (53:09).
  57. Transmisión en vivo, 2020-08-28 (1:21:03).
  58. Transmisión en vivo, 2017-05-03 (15:15).
  59. Transmisión en vivo, 2022-10-14 (57:45).
  60. 60.0 60.1 Transmisión en vivo, 2017-05-03 (17:59).
  61. Transmisión en vivo, 2022-10-14 (9:02).
  62. Transmisión en vivo, 2017-11-16 (30:02).
  63. Transmisión en vivo, 2017-05-19 (43:09).
  64. Vídeo, 2022-09-30 (17:03).
  65. 65.0 65.1 65.2 65.3 65.4 Transmisión en vivo, 2022-09-30 (41:06).
  66. steven-hybrid.png
  67. Transmisión en vivo, 2021-08-27 (1:16:04).
  68. Transmisión en vivo, 2021-06-25 (22:34).
  69. Transmisión en vivo, 2017-11-16 (30:45).
  70. 70.0 70.1 Transmisión en vivo, 2021-06-25 (27:43).
  71. steven-combat-revamp-update-2.png
  72. Transmisión en vivo, 2020-08-28 (1:15:39).
  73. Transmisión en vivo, 2020-04-30 (1:09:51).
  74. 74.0 74.1 74.2 74.3 74.4 74.5 Vídeo, 2022-09-30 (17:00).
  75. 75.0 75.1 75.2 75.3 Transmisión en vivo, 2021-03-26 (59:21).
  76. Transmisión en vivo, 2022-09-30 (49:16).
  77. Transmisión en vivo, 2022-09-30 (52:33).
  78. Transmisión en vivo, 2022-09-30 (48:10).
  79. Transmisión en vivo, 2022-09-30 (54:35).
  80. Newsletter, 2018-08-7
  81. 81.0 81.1 81.2 81.3 Transmisión en vivo, 2018-04-8 (PM) (37:57).
  82. 82.0 82.1 82.2 82.3 82.4 82.5 Pódcast, 2018-08-04 (1:07:59).
  83. Transmisión en vivo, 2023-01-27 (1:11:07).
  84. Transmisión en vivo, 2020-08-28 (1:12:50).
  85. 85.0 85.1 85.2 85.3 85.4 85.5 Pódcast, 2018-08-04 (1:11:05).
  86. steven-action-tab-attack-range.png
  87. 87.0 87.1 87.2 87.3 87.4 Transmisión en vivo, 2020-10-30 (1:15:59).
  88. toast-keybinds-skills.png
  89. Transmisión en vivo, 2017-05-26 (38:30).
  90. 90.0 90.1 keybinds-quote.png
  91. Transmisión en vivo, 2021-07-30 (1:10:22).
  92. Entrevista, 2018-08-08 (27:38).
  93. Entrevista, 2018-08-08 (27:53).
  94. Intrepid Studios Snapchat, 2018-11-30.
  95. Transmisión en vivo, 2017-11-17 (21:24).
  96. controller.png
  97. Transmisión en vivo, 2018-04-8 (AM) (18:04).
  98. Transmisión en vivo, 2017-05-17 (35:41).
  99. 99.0 99.1 Forums - Livestream Q&A 2022-08-26.
  100. Transmisión en vivo, 2022-06-30 (52:08).
  101. 101.0 101.1 Entrevista, 2018-08-17 (4:31).
  102. Reddit Q&A, 2019-01-8.
  103. Camera.jpg
  104. camera mechanics.png
  105. Blog - Development Update with New Map and Feature Discussions.
  106. 106.0 106.1 Transmisión en vivo, 2022-08-26 (46:52).
  107. Vídeo, 2023-01-27 (4:39).
  108. Entrevista, 2017-05-22 (22:54).
  109. 109.0 109.1 109.2 109.3 109.4 109.5 109.6 109.7 The mighty beard!
  110. 110.0 110.1 MMOGames interview, January 2017
  111. 111.0 111.1 111.2 Transmisión en vivo, 2022-05-27 (2:33).
  112. Transmisión en vivo, 2017-05-15 (30:53).
  113. Transmisión en vivo, 2022-08-26 (53:26).
  114. 114.0 114.1 Transmisión en vivo, 2020-06-26 (1:25:11).
  115. Transmisión en vivo, 2020-10-30 (1:19:13).
  116. steven-a1-leak-2.png
  117. Transmisión en vivo, 2017-12-15 (1:09:36).
  118. Transmisión en vivo, 2021-01-29 (1:23:23).
  119. 119.0 119.1 119.2 Vídeo, 2022-03-31 (34:16).
  120. 120.0 120.1 120.2 Vídeo, 2022-03-31 (18:47).
  121. Vídeo, 2022-03-31 (19:14).
  122. Vídeo, 2022-03-31 (0:00).
  123. 123.0 123.1 steven-cc-metahuman.png
  124. vaknar-cc-options.png
  125. 125.0 125.1 Transmisión en vivo, 2017-06-30 (09:43).
  126. Transmisión en vivo, 2017-05-08 (48:49).
  127. Vídeo, 2022-03-31 (29:14).
  128. Vídeo, 2022-03-31 (16:23).
  129. 129.0 129.1 129.2 Transmisión en vivo, 2022-04-29 (5:05).
  130. Transmisión en vivo, 2017-05-24 (28:22).
  131. Ashes of Creation Reddit - Ctrl + Z in the Character Creator (1).
  132. Ashes of Creation Reddit - Ctrl + Z in the Character Creator (2).
  133. Transmisión en vivo, 2022-01-28 (39:30).
  134. 134.0 134.1 Transmisión en vivo, 2022-03-31 (56:40).
  135. Transmisión en vivo, 2022-03-31 (4:57).
  136. 136.0 136.1 Transmisión en vivo, 2022-03-31 (58:47).
  137. Transmisión en vivo, 2022-03-31 (59:36).
  138. Transmisión en vivo, 2022-03-31 (1:01:08).
  139. Transmisión en vivo, 2020-07-25 (1:11:52).
  140. character creator BDO.png
  141. Vídeo, 2022-03-31 (13:47).
  142. Transmisión en vivo, 2020-04-30 (46:51).
  143. Transmisión en vivo, 2022-06-30 (1:01:00).
  144. Transmisión en vivo, 2017-05-08 (47:35).
  145. Transmisión en vivo, 2017-05-15 (51:19).
  146. Transmisión en vivo, 2018-04-8 (PM) (13:39).
  147. Transmisión en vivo, 2017-06-30 (11:21).
  148. Transmisión en vivo, 2017-06-30 (10:04).
  149. Transmisión en vivo, 2017-06-30 (12:39).
  150. 150.0 150.1 150.2 Pódcast, 2021-09-29 (18:19).
  151. Lollis.jpg
  152. Transmisión en vivo, 2022-03-31 (1:00:14).
  153. Vídeo, 2022-03-31 (9:23).
  154. Transmisión en vivo, 2020-04-30 (1:10:46).
  155. Transmisión en vivo, 2017-06-30 (13:13).
  156. Transmisión en vivo, 2017-05-08 (48:39).
  157. 157.0 157.1 Transmisión en vivo, 2022-10-14 (2:53).
  158. Transmisión en vivo, 2017-10-31 (48:39).
  159. 159.0 159.1 roshen-character-naming.png
  160. 160.0 160.1 Transmisión en vivo, 2020-12-22 (1:10:16).
  161. 161.0 161.1 Transmisión en vivo, 2020-10-30 (30:36).
  162. Transmisión en vivo, 2017-07-18 (52:42).
  163. Transmisión en vivo, 2017-11-17 (23:00).
  164. Entrevista, 2018-08-17 (31:09).
  165. Transmisión en vivo, 2017-11-17 (33:56).
  166. 166.0 166.1 Transmisión en vivo, 2018-05-04 (49:45).
  167. Entrevista, 2023-09-10 (34:51).
  168. 168.0 168.1 168.2 168.3 168.4 Transmisión en vivo, 2023-02-24 (1:19:29).
  169. 169.0 169.1 Ashes of Creation Forums - No Damage Meter?
  170. 170.0 170.1 Transmisión en vivo, 2017-05-10 (20:02).
  171. Entrevista, 2018-10-20 (6:29).
  172. Transmisión en vivo, 2020-04-30 (1:28:19).
  173. Entrevista, 2018-05-11 (49:03).
  174. Transmisión en vivo, 2017-05-10 (21:41).
  175. Ashes of Creation Forums - No Damage Meter?
  176. Ashes of Creation Forums - No participation trophy.
  177. 177.0 177.1 in-game-chat.png
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  180. 180.00 180.01 180.02 180.03 180.04 180.05 180.06 180.07 180.08 180.09 180.10 chat-commands.png
  181. 181.0 181.1 181.2 Transmisión en vivo, 2017-05-24 (34:45).
  182. Transmisión en vivo, 2023-08-31 (35:23).
  183. 183.0 183.1 183.2 Transmisión en vivo, 2020-11-30 (1:20:25).
  184. 184.0 184.1 184.2 Transmisión en vivo, 2020-10-30 (1:01:00).
  185. 185.0 185.1 steven-proximity-voice.png
  186. 186.0 186.1 Entrevista, 2020-07-18 (1:10:24).
  187. 187.0 187.1 187.2 187.3 187.4 187.5 187.6 voice chat.png
  188. 188.00 188.01 188.02 188.03 188.04 188.05 188.06 188.07 188.08 188.09 188.10 188.11 188.12 steven-proximity-voice-2.png
  189. Entrevista, 2021-02-07 (55:22).
  190. 190.0 190.1 Transmisión en vivo, 2021-01-29 (1:20:05).
  191. 191.0 191.1 Transmisión en vivo, 2017-05-17 (57:27).
  192. 192.0 192.1 Entrevista, 2018-12-06 (2:57).
  193. 193.0 193.1 193.2 What languages will Ashes of Creation be in?
  194. 194.0 194.1 194.2 Entrevista, 2018-08-24 (2:35).
  195. 195.0 195.1 195.2 Transmisión en vivo, 2017-05-17 (1:09:22).
  196. 196.0 196.1 Transmisión en vivo, 2017-05-24 (45:49).
  197. spanish.png
  198. Entrevista, 2018-08-24 (3:19).
  199. Transmisión en vivo, 2021-07-30 (53:15).
  200. 200.0 200.1 200.2 200.3 200.4 Transmisión en vivo, 2017-05-17 (55:40).
  201. 201.0 201.1 guild emblem.jpg
  202. 202.0 202.1 Transmisión en vivo, 2018-10-31 (47:44).
  203. 203.0 203.1 203.2 Transmisión en vivo, 2023-10-31 (1:34:37).
  204. 204.0 204.1 204.2 Entrevista, 2018-10-20 (3:35:54).
  205. Transmisión en vivo, 2022-07-29 (1:06:39).
  206. Transmisión en vivo, 2022-07-29 (1:06:15).
  207. Transmisión en vivo, 2017-05-10 (42:09).
  208. Ashes of Creation Forums - Poll + Bonus Dev Discussion - Multiboxing.
  209. steven-multi-boxing-3.png
  210. steven-multi-boxing.png
  211. steven-multi-boxing-2.png
  212. 212.0 212.1 Transmisión en vivo, 2020-07-25 (48:28).
  213. Transmisión en vivo, 2017-05-10 (22:39).
  214. 214.0 214.1 214.2 214.3 Entrevista, 2023-07-09 (1:37:34).
  215. 215.0 215.1 215.2 Transmisión en vivo, 2017-05-09 (28:57).
  216. 216.0 216.1 216.2 Transmisión en vivo, 2017-11-17 (11:00).
  217. Vídeo, 2023-08-31 (49:05).
  218. 218.0 218.1 City hall.
  219. Vídeo, 2023-08-31 (33:07).
  220. Blog: Development Update with Village Node.
  221. Transmisión en vivo, 2023-08-31 (50:25).
  222. 222.0 222.1 222.2 222.3 222.4 Transmisión en vivo, 2017-11-17 (9:49).
  223. Transmisión en vivo, 2017-05-19 (33:57).
  224. 224.0 224.1 Transmisión en vivo, 2017-10-31 (28:58).
  225. Transmisión en vivo, 2017-05-12 (53:08).
  226. Transmisión en vivo, 2017-05-10 (35:16).
  227. Transmisión en vivo, 2020-07-31 (1:34:06).
  228. Transmisión en vivo, 2017-05-10 (16:37).
  229. Transmisión en vivo, 2017-10-31 (30:34).
  230. 230.0 230.1 Transmisión en vivo, 2021-04-30 (1:14:49).
  231. Transmisión en vivo, 2017-05-24 (13:19).
  232. Transmisión en vivo, 2017-05-24 (39:48).
  233. The specific implementation of the / command is TBD.
  234. Transmisión en vivo, 2022-04-29 (1:02:22).
  235. 235.0 235.1 Transmisión en vivo, 2020-12-22 (1:09:38).