PvP

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Alpha-1開放世界商隊 PvP[2]

Player combat in Ashes of Creation is both vast and intimate. It spans many aspects of the game itself. From great political battles held on the fields of massive castles, to open world conflicts fought for the pride of Guild Leaders. A player can choose to participate in the fate of the world by swaying the tide of battle with his or her combat prowess. Our PvP mechanics follow a flagging system, as well as static PvP zones at certain points of interest; fight for control over cities, castles, caravans, or hunting grounds. Our PvP is designed to offer the players a well-balanced and fair world to shape through the pen, or sword should they choose.[3]

PvP (玩家對戰) 是 Ashes of Creation 產生改變的關鍵要素。[4]商隊戰鬥以至在廣闊的世界以國王和王后之名而戰,皆旨在促成有意義的玩家對戰。[5]

正因為玩家有不同的誘因,正因為玩家有不同的追求,衝突必不可避。不同玩家將會渴求不同的體驗,因而產生的衝突將締造更龐大、更好玩的體驗。紛爭過後,萬物重生 — 是貫徹整個遊戲的核心主題。[6]Jeffrey Bard

Ashes of Creation 有很多原因促使玩家參與野外 PvP[7]

我們的標記系統雖然會讓 PvP 玩家進入腐化狀態,但 PvP 仍會存在。遊戲有大量原因促使玩家在開放世界參與 PvP:稀缺的資源、位於開玩世界的狩獵場、商隊運輸、攻城戰、公會戰等等。[7]Steven Sharif

死亡懲罰將不適用於存在特定目標的活動 (例如商隊公會戰攻城戰)。[8]

Background

While Ashes of Creation took inspiration from Lineage II (and other games) it has also addressed several flaws in the implementation of those games.[9][10][11][12] The approach of the flagging system in Ashes of Creation is to further disincentivize griefing while still allowing the system to keep risk relevant in the open-world setting.[9]

First and foremost, PvP in Ashes exists in both opt-in systems and events, as well as our open world flagging system. And while it is true that I enjoyed and took much inspiration from games like Lineage 2, we have innovated and adapted our approach to Ashes’ flagging system in order to further disincentivize griefing while still allowing the system to keep risk relevant in the open world setting. The overwhelming majority of player’s experiences with PvP in Ashes will be through consensual systems like caravans, sieges, wars, the open sea and other events. Players will make a choice to participate in those systems or not. And if they choose to participate there will be significant rewards for success.[9]Steven Sharif
In the open world, when competing for the scarcity of resources, raids, dungeons and or hunting grounds, an important element of risk vs reward is introduced through our flagging system. Players must be aware of their surroundings and the reputation of other players who may be in proximity. The flagging system is intended to always provide an element of risk in all settings, but also architected to ensure that griefing and PK’ing is almost never worth it. The subtleties of this system are complex, which is of course why it will require considerable testing and feedback.[9]Steven Sharif
  • Corruption gain takes into account level disparity between the attacker and the player that was killed. The greater the disparity the higher the corruption accrued.[10][13][14][15][16] Corruption penalties occur as the corruption is gained.[17]
These are all things that I've changed in the system that help to safeguard some of those loopholes. Now of course, as we said, we can't and we don't want to 100% remove the ability for that risk to be alive- for that risk to be realized. But what we do want to do is make sure that those occasions are few and infrequent, and are not the majority of a player experience, let's say in the open world; and we do so by incorporating all of those risks and costs into a decision to gain corruption and then PK another player in the open world. It's just not going to be done often and that is my expectation and opinion. It's also the goal of the system is that griefing is not a viable option or play style. And as a result of that desire for the system, we will fine tune it in such a way through testing that that outcome is achieved. And that is the intent and purpose of the design.[18]Steven Sharif
  • Non-combatants can attack corrupted players without flagging themselves as combatants.[18][25]
  • There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[18][29]

Objective-based PvP battlegrounds

戰場是在開放世界進行的 PvP 戰鬥。[30] 遊戲內有開放世界 PvP 區域,區域內的玩家會被標記戰鬥員 (purple)[31]

非戰鬥員 (綠色)玩家進入開放世界戰場時,會自動被標記成戰鬥員。標記在離開戰場後仍會持續一定時間。[16]

死亡懲罰將不適用於存在特定目標的活動 (例如商隊公會戰節點戰)。[8]

Our castle system, our sieges against nodes, the caravan system, battlegrounds that exist, guild wars: We want there to be a meaning to this conflict. We want players to actually have some skin in the game when it comes to participating in PvP.[6]Steven Sharif

商隊 PvP

Alpha-1商隊 PvP[37]

You won't be able to see inside specifically but as part of the caravan structure itself there will be little hints as to what the cargo is. So for example if you've seen some of our recent footage with caravans you see sitting on top of the caravan there's some gold or some silver or some iron.[38]Steven Sharif

商隊週邊會形成一個開放式 PvP 區域,區域內的玩家會被標記成戰鬥員 (紫色)[39]

  • 在決定進攻或防守商隊前,玩家將無法確切看到商隊運輸中的貨物。但會有視覺提示顯示車上的貨物,例如金、銀或鐵。[38]
  • 玩家將可以透過介面視窗決定攻擊、防守或無視商隊。[40][41][42]
    • 距離商隊多遠視窗才會出現,將取決於玩家先前作為攻擊方或防守方的表現。[40]
  • 要成功擊毀一個商隊,將需要一個隊伍。[43][44]
  • 在商隊擁有人登出或與伺服器連接中斷 5 至 10 分鐘後,商隊才會消失。[45]

It's still intended from a design standpoint to be a window that is presented to the player based on proximity; and that proximity it can be greater depending on your performance as either a defender or an attacker in previous raids.[40]Steven Sharif

雙方皆有誘因鼓勵玩家加入,並將於 Alpha 及 Beta 階段測試。[46]

  • 大部分誘因都是社交性的,而且是由玩家之間非正式協議而成。[46]

The caravan defender role is going to have its own progression questing and rewards associated with it that are going to attract a certain subset of players and then vice-versa wise we're going to have incentives that appeal to the more highway brigand type players; and you might not always be on one side or the other: that might change depending on what your interests are in the at the time. But obviously those types of systems need to have robust consequential type rewards and benefits associated with them in order to compel the player; and that's something obviously we're going to test in alphas and betas and see how performant it is in actually attracting players to participate and make sure it's not just one-sided so-to-speak.[46]Steven Sharif

Also the hope would be that the people who are running the caravans can offer their own rewards that "Hey if you come help me defend this thing I'll give you some cut", or that these are my friends or these are my guilds- that a lot of the sort of incentive is social and created between players.[46]Jeffrey Bard

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戰爭

攻城戰

Alpha-1 castle siege gameplay.[1]

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.[3]

行会 participate in 攻城戰 in an effort to capture and occupy one of the five guild castles in Ashes of Creation.[47]

  • The minimum goal is for 250x250 players to be on a single battlefield. It is hoped that this can be increased to 500x500 over time.[51][52][53][54]
  • There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[55]
  • There may be instanced locations within otherwise open-world castle and node sieges, where specific groups can participate in small, short duration objective-based battles that will affect the overall outcome of the siege.[56]
    • It was previously stated that castle sieges may or may not be (entirely) instanced in the final game.[32]
    • Alpha-1 攻城戰 occurred in an open-world zone that was accessible via a NPC teleporter.[33][34][32][35]
I love castle-based gameplay. I love trophies. I like rewarding risk a lot; and for me it's very difficult to imagine a MMO that I would want to play where there is not competition of strategic prowess that determines the outcome of these types of events and there is not a meaningful reward both mechanically and from just a bragging rights perspective that players can aim for and try to achieve. I think that it brings a lot to the game when it comes to motivations, to excel, to level, to gain power, to engage those different progression loops when there is an ultimate goal or trophy that is not static and doesn't exist forever once you achieve it, but that you must constantly perform in order to maintain; and that's really the purpose of these castles.[57]Steven Sharif

A guild that captures a castle will own that castle for a month before it is sieged again.[58][59]

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.[58]Steven Sharif
  • In the first three weeks that a guild occupies a castle they will need to level up each of their castle nodes to 村莊 stage through questing.[58][59]
    • Each of the three castle nodes have a siege against it at the end of each of these three weeks.[59][60]
  • The fourth week is declaration week, where other guilds have the opportunity to lay down their declaration flag or to sign up as a defender of the castle.[58][59]
  • Depending on how well the guild defends their castle nodes results in better defenses for the castle.[59][60]
  • Different siege weaponry will grant the attackers the ability to destroy walls, doors and sections of the castle in order to gain access to the inner keep area.[61]
  • When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[62]
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.[59]Steven Sharif

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節點戰

節點戰 (Pre-alpha footage).[63]

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.[64]Margaret Krohn

節點戰 enable players to destroy nodes starting at

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3).[64] This paves the way for new development and access to the locked content in surrounding nodes. Due to this dynamic, political strife and intrigue play an important role in the structure of the world.[65]

  • Sieging nodes will not be an easy task for the attackers. Cities and metropolises will have a considerable defensive advantage.[65]
  • There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[55]
If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![6]Steven Sharif

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公會戰

公會戰 are objective-based PvP events between guilds.[66][67]

  • Guild wars are not permanent. Definitive victory/surrender conditions exist that are based on the level of the warring guilds and the assets that those guilds have.[70][72]
  • Guild wars are considered a core system of Alpha-2.[76]
Q: How do you plan on keeping wars fresh long term? Typically in other games wars become one dimensional in terms of strategy. Will intrepid be looking at map changes every few years, or will you give guilds / node mayors the ability to customize the layout or objectives of the battlefield?
A: Our guild wars have objective-based gameplay that spawn in the world based on several different factors and predicates that might exist. Some of those predicates might be where is your guild a patron guild of? Does your guild have a guild hall? What node is your guild leader and/or officers a citizen of? What was your last completed raid boss? All of those can serve as predicates to then spawn a certain objective within the world that players have to either engage with in a number of different manners. Either they can be kill objectives, they can be control objectives, they can be capture and move objectives. They could be a caravan caravan summons that need to take supplies from those objectives. The idea is to incorporate all of these other ancillary systems that exist within the game in some way shape or form- tie it into the guild war, because we've created those systems for a reason. We want players to engage with those systems, so why not hook those systems into the guild war format? And I think that that creates a very dynamic setting where it is not just about killing and logging out, but rather strategy in both your resource placement, how you respond, and when you respond, the composition of your raid/group teams. Those types of things play a role now in the outcome of those guild wars and I think they keep it fresh because it'll be different per war.[66]Steven Sharif
info-orange.png以下某些信息最近尚未得到开发人员的确认,可能不在当前的开发路线图上。

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海上 PvP

船舶 moving into an open sea naval PvP zone (open waters/deep ocean areas) will automatically flag players as Combatants (purple).[19][77][78] Corrupted (red) players will remain red while in the open sea.[79][80][81]

Another important change that has occurred is the open seas is now an automatic flagged location. So when you move off of land we have a flagging system that protects and the open seas are international waters where you need to be careful; and there is a lot of opportunity at Sea; and because there's a lot of opportunity that's unique to that content- that's unique to that sea: that's treasure finding; that's NPCs; that's a lot of different stuff there needs to be risk associated with opportunity.[77]Steven Sharif
If you are not corrupt and you enter the open seas you will be taking a mitigated form of the death penalties, which means you will have a debuff applied upon death and in addition you will still suffer the gear degradation or gear decay upon death as well. But you will essentially be either significantly reduced in the experience debt accrued through death in the open seas if you're not corrupt, or there won't be experience debt accrued in the open sees if you are not corrupt.[79]Steven Sharif
  • Open sea zones have better resources in more abundance to compensate for the added level of risk.[83]
We have a very intuitive UI that as you approach the border between open sea and coastal area you are notified of that. You are warned ahead of time. There's a countdown when approaching. We interpolate the distance travel and speed you're moving and you get to see "I'm entering open waters"; and when you do you have this big trophy call out on screen that says "You have entered the open sea. Territory fraught."[82]Steven Sharif

Operators of a ship's weapons platform can initiate naval PvP against another ship in the following cases.[78]

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Server prime-time

節點戰攻城戰公會戰節點戰爭等存在特定目標的活動將於伺服器時間下午 3 點到 9 點的黃金時段內進行。(有待測試)[49][50][84]

Open-world PvP

Open-world PvP in Ashes of Creation is subject to the player flagging and corruption systems.[19][7]

Q: In the open-world PvP system, will there be a "prevent attacking innocent" option that when turned on will prevent me from accidentally attacking a non-corrupted player?
A: The open-world flagging PvP system requires what we call the "Force function" in order to initiate an attack against another player, and by default that's even against players who are already flagged, though not against players who are corrupt; and they're in the settings. You will have options by which you can persist that force function if you wish through another keystroke input. And then additionally you can set your AoEs so that if you initiate an AoE attack against a location and there are flagged players there, you will either- you can set it so that you can automatically hit those flagged players, but by default it doesn't. So, those are options in your in your settings that you will have access to and be able to adjust.[89]Steven Sharif

玩家標記

野外 PvP 標記系統旨在阻止玩家惡意騷擾他人。[90]

  • 野外 PvP 將不僅是單純偷襲謀殺其他玩家。[91]
  • 腐化懲罰的嚴厲程度將能足以阻止一切死守復活點的行為。[92]

pvp flagging diagram.png

Ashes of Creation野外 PvP 標記有三級。[16]

  • 非戰鬥員 (綠色)

這個設計的重點是,除了你的隊伍、同盟、公會或團隊成員外,你都不能準確掌握對方的生命值。因此如果你想要陰險地攻擊其他玩家至接近死亡,然後讓怪物尾刀的話,你就有機會造成過量傷害,並變成腐化。[94]Steven Sharif

  • 戰鬥員 (紫色)
    • 非戰鬥員進入開放世界戰場時,會自動被標記成戰鬥員。標記在離開戰場後仍會持續一定時間。[16]
    • 強制攻擊其他玩家時,會被標記成戰鬥員。被攻擊的玩家還擊時,也會被標記成戰鬥員,否則會維持非戰鬥員身分。[25]
    • 非戰鬥員以補血、施加增益效果等方式與戰鬥員牽連時,會被標記成戰鬥員。[28]
    • 非戰鬥員利用戰鬥寵物 (或其他由玩家操控的) 攻擊其他玩家時,會被標記成戰鬥員。[95]
    • 非戰鬥員不會因拾取玩家屍體而被標記。[96]
    • 由於戰鬥員的死亡懲罰較低,擊殺戰鬥員不會有後果,且鼓勵玩家這樣做。[25]
    • 玩家不能手動將自己標記成戰鬥員。[97]
    • 攻擊非戰鬥員或其他戰鬥員時,玩家會被標記 90 秒。[98]
    • 戰鬥員將不能登出遊戲。[29]
  • 腐化 (紅色)
    • 戰鬥員擊殺非戰鬥員時,會被標記成腐化[90]
    • 腐化玩家的死亡懲罰會以倍數增加,其位置也會被賞金獵人掌握。[90]
    • 腐化值會隨着擊殺非戰鬥員增加。[16]
    • 非戰鬥員攻擊腐化玩家時,不會被標記成戰鬥員。[25]
    • 腐化玩家擊殺賞金獵人時,腐化值不會增加。[99]
    • 腐化玩家登出遊戲的所需時間為 60 秒。[29]

玩家不能攻擊同一隊伍團隊公會同盟的成員。[100]

  • 透過設定,玩家可以自行選擇影響對象為友方或非友方的範圍技能能否命中被標記的玩家。有勾選設定時,範圍恢復或傷害技能將影響被標記的玩家。沒有勾選設定時,範圍技能將不影響被標記的玩家,讓施法者不會一同被標記 (若尚未被標記)。[101]

If you have that check-box for flagging with your AOEs and heals available then you will flag. If you do not have that box checked then on completion of the skill it will not flag you because the check was made at the start that there was a flagged party member; and then he will not he or she will not receive the beneficial effect as a result or the damage, if it's an offensive spell.[101]Steven Sharif

標記系統不適用於戰爭商隊公會戰[102]

You're not going to see griefing in the game very often; and that's because our flagging system. The corruption mechanics are based around disincentivizing a griefer or PKer but still offering the opportunity, should the occasion arise, where the benefits outweigh the risk, you have the ability to do so. If you gain corruption, which is killing a non-combatant - a player who is not fighting back basically - if you gain that corruption, your world has changed. It is not going to be a very beneficial place to be and you have the potential of losing your gear. Your combat efficacy decreases based on the amount of corruption you accrue. It is a comfortable balance between player agency and grief and basically removing player agency for other players.[103]Steven Sharif

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玩家腐化

Alpha-1 預覽 — 腐化玩家[104]

累積腐化時,你有機會失去完整的道具、武器、護甲之類難以入手的物品。另外,為了防止玩家創建一個 PvP 專用角色,擊殺愈多玩家,將會累積愈多腐化,PvP 能力亦會愈低。若你在野外擊殺了大概二十個玩家... 你將再無法進行 PvP,你將需要做點事來移除腐化。另一方面是,擊殺等級遠低於你的非戰鬥員玩家時,你將會獲得較多腐化,以致於你不會想擊殺一名等級一的玩家。[21]Steven Sharif

戰鬥員 (紫色) 玩家進行 PvP 擊殺非戰鬥員 (綠色) 玩家時,會被標記腐化 (紅色)[90]

  • 擊殺愈多非戰鬥員玩家,腐化值愈高。[14][16]
沒有風險之下獲得的獎勵都是毫無意義的... 腐化一詞只是用來代表風險。[105]Steven Sharif
因為只有是隊友才能看見對方的生命值,你將不能準確預測多少傷害會擊殺目標玩家,這便是另一個增加風險的因素。[106]Steven Sharif
  • 腐化值伴隨着腐化懲罰。[17] 腐化值愈高:
    連續擊殺十名玩家時,你或會開始感到技能的效果大大減弱。在能夠實際測試這個設計和相關設定前,我不想提供任何實際數字或曲線,避免玩家進行推論演算。可是能力減弱背後的目的不是要限制玩家遊戲的樂趣,而是將「互相讓步」和「風險與回報」融入遊戲:不斷累積腐化的風險不僅是掉落裝備和受到更嚴重的死亡懲罰,更是會漸漸失去進行 PvP 的能力。[107]Steven Sharif
    累積愈多腐化,PvP 能力減弱效果愈大,且最終將會失去所有裝備,PvP 能力亦會大大減低。[22]Steven Sharif
  • 腐化效果將會顯示在角色身上。[109]
  • 非戰鬥員即使攻擊腐化玩家,也不會被標記成戰鬥員。[25]
  • 腐化玩家身處的位置將會顯示在]的地圖上。[14][90]
  • 腐化玩家擊殺賞金獵人時,將不會增加腐化值。[110][99]
    • 與賞金獵人戰鬥時,腐化玩家將不受戰鬥懲罰影響。[110]
  • 腐化玩家將無法進行交易、以及存放物品到公共倉庫[111]

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狩獵場

You are on the prowl, and notice an unsuspecting player chopping trees. What would you do?[112]

狩獵場 are open-world PvP corruption-enabled areas that encompass most of the map.[113]

One of the interesting components of Ashes of Creation and our flagging system is that it presents the potential for two conflicting parties to have open conflict in the open world over pretty much anything that they may want or disagree with; and if that pertains to a hunting ground, not just the caravan or the castles or the nodes or whatever, it can exist in that area.[116]Steven Sharif

Outside of PvP for certain things like caravans, sieges of nodes and/or castles is that you're going to have those open-world hunting ground fights that may occur. You're going to have resources fights that may occur. You're going to have political fights that may occur between members of guilds; and we're taking the guild politics to a whole new direction in regards to playing those conflicts out.[115]Steven Sharif

Our PvP mechanics follow a flagging system, as well as static PvP zones at certain points of interest; fight for control over cities, castles, caravans, or hunting grounds. Our PvP is designed to offer the players a well-balanced and fair world to shape through the pen, or sword should they choose.[117]

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競技場

競技場 are instanced PvP scenarios and are not part of open world PvP.[119][120]

The arena system as we've spoken about before is going to have ladder systems where people can progress within certain seasons based on their win/loss ratios. The importance of arenas are obviously that players have an opportunity to participate [and] practice out certain builds from a PvP perspective and can compete with one another within the system.[119]Steven Sharif

競技場排行榜

The arena ladder system records a player's progress within PvP 賽季 based on their arena win/loss ratios.[119][121]

  • Titles can be received from arena play.[125]
  • Other rewards will be revealed at a later time.[124]
  • Arena points that can be used to buy gear is not currently in the design.[125]

Read more...

PvP quests

There will be PvP quests in Ashes of Creation.[130]

There are quests that interact with PvP. PvP is not a secondary component of the game. PvP is an equitable component of the game. Remember we are a PvX game, which means that we emphasize both PvE quest lines and story modes and content as well as PvP. It is an intended design theory for Ashes of Creation that the world is not filled with just your friends. The world is also filled with adversaries; and because of that we will provide opportunities to encourage social friction; and that may be in the form of these PvP oriented questlines.[130]Steven Sharif

陣營

Ashes of Creation 沒有預設的陣營[131]

我們讓玩家參與這些非強迫性衝突,是敵是友,自行定奪。[132]Steven Sharif

因為我們沒有區分陣營,玩家需要有能力選擇做「壞」事或「好」事,所以我們必須提供大量壞事給玩家參與。[133]Steven Sharif

背景

An affiliation tree determines how entities are flagged against other entities within its hierarchy.[134][135][136]

There's node citizenship. There's guild. There's alliance. There's party. There's raid. There's family. All of these types of affiliations have a hierarchy. The highest of which is your node affiliation: So your citizenship is your greatest superceding relationship, which means if you were a part of a guild and the guild has multiple nodes in which its members are citizens of, if there was a war between two of those nodes, the members of those nodes would be first and foremost citizens who defend that node, even against their own guild members.[135]Steven Sharif

All of these things have some hierarchy; and within that hierarchy there's the ability to participate within certain systems. So for example, if you have a node that has fallen under your vassal state and you're a citizen of the parent node, then you could participate in a siege against the vassal node but if you're a citizen of the vassal node you could not participate as an attacker against the parent node; so there's a hierarchy, unless you were to renounce your citizenship.[136]Steven Sharif

Read more...

威脅評估

玩家名條上將會有一個增益效果,顯示目前穿着中的裝備套裝。其他玩家將能透過選擇/瞄準目標來觀察此增益效果。[137][138][139]

When you see a player approaching you and they're wearing a transmog you don't know if that person is a high damage mitigation against physical damage or against magical damage and essentially the way we overcome that is through you being able to target a player at a distance and they will have a buff that's present on them that you will see, which indicates that essentially the piece set that they are wearing. It is important for players to be able to ascertain from a threat assessment standpoint what they're going up against if they're actively checking that and that will be available.[139]Steven Sharif

Being by default able to see a person's "gear score" / equipment list... may cause unwelcome behavior.[141]

角色生命值

生命力Ashes of Creation 的一項數值[142][106]

With regards to seeing another player's health: As you know their name plate will deteriorate or give you an indication of like hey they've taken damage they're significantly injured, but you're not going to get a percentage. You're not gonna get an exact bar value, unless you're in their party or in their raid.[106]Steven Sharif

角色名條

角色名條 會顯示在角色頭上。[144]

  • 名條會顯示角色的名字,也可以選擇同時顯示姓氏。[144]
  • 公會名稱會顯示在角色名稱旁。[145]
  • 角色名條會逐漸消褪,顯示已受傷害量。[142][106][143]
  • 名條上會有標記,顯示角色職業[137]
  • 將鼠標懸停在名條上會顯示不同資訊,例如等級、職業名稱及原型組合。[137]
  • 名條上會有增益標記,顯示角色裝備品質和種類。[137][138][139]

召喚師的召喚獸種類會顯示在其名條上,而且不可以被玩家更改。[146]

角色死亡

Alpha-1 — 於戶外地下城死亡[147]

We don't have deleveling, instead what we have is experience debt. Now the more experience debt you accrue, the greater the detriment to your character; not to the point where you can not get out of the debt. There will always be a way forward to remove your debt.[103]Steven Sharif

玩家死亡時會化為灰燼。灰燼中包含玩家因死亡懲罰而掉落的物品[148][149][23][150] 任何玩家都可以即時拾取灰燼。[148] 拾取灰燼不會觸發玩家標記[96]

  • 非戰鬥員 (綠色玩家) 死亡時,將遭受一般懲罰,包括:[23]
    When players die and they take durability loss, our durability loss isn't like other games where it's a gold sink so to speak. It's a combination of both a gold sink and a material sink. So in a sense, even if you only have completed items, when you take that durability loss you are losing out on materials. It's just a debt to the materials that you are losing instead of the active loss of that material in your inventory. So now you are accruing a material debt if you want to repair and increase again the performance of those particular items that take that durability loss.[153]Steven Sharif

滿等角色死亡時將損失約 2-3% 總經驗值 (未定)。[161]

  • As of May 28, 2021, the experience debt in Alpha-1 testing is "completely off mark" and will either be changed or disabled prior to the next spot test.[161]

死亡懲罰將不適用於存在特定目標的活動 (例如商隊公會戰節點戰)。[8]

There will not be death penalties applied to event-based deaths. The penalties are in the outcome of the event. So your number of deaths is likely going to impact your ability to win that particular event and that's going to be the penalty. This is it to encourage players to opt in to the events right because the more participation we have the more fun it can be; and we understand that the community at large- there's already a risk versus reward component to these events. We don't need to stack on additional risk versus reward to inhibit kind of- to increase the barrier to entry for players who may not be as interested.[8]Steven Sharif
  • PvPPvE 情況下死亡將遭受同樣的懲罰 (未定)。[162]

玩家可能會遇溺而死。[163]

Death penalties

角色死亡 in an open world dungeon in Alpha-1.[147]

We don't have deleveling, instead what we have is experience debt. Now the more experience debt you accrue, the greater the detriment to your character; not to the point where you can not get out of the debt. There will always be a way forward to remove your debt.[103]Steven Sharif

Death penalties (mostly) do not apply to objective-based PvP (also called sanctioned events).[73][74][75][8]

There will not be death penalties applied to event-based deaths. The penalties are in the outcome of the event. So your number of deaths is likely going to impact your ability to win that particular event and that's going to be the penalty. This is it to encourage players to opt in to the events right because the more participation we have the more fun it can be; and we understand that the community at large- there's already a risk versus reward component to these events. We don't need to stack on additional risk versus reward to inhibit kind of- to increase the barrier to entry for players who may not be as interested.[8]Steven Sharif

Non-corrupt players suffer reduced death penalties in naval PvP (open seas) zones.[79]

  • These penalties will be less than those for a green player.[168]
Q: We know that the normal death penalty incurs a myriad of penalties for the player, but we don't know the numbers behind this penalty. For instance, what percentage of materials do players drop? What percentage of glint is dropped? How severe is the skill and stat dampening? What is the average time it will take a player to work off XP debt from one death?
A: You're asking about percentile values. You're asking about time that it takes to recoup the percentage and whatnot. Any time that we're at a stage we're in now, and that in Alpha-2 we're going to be testing this, those values are the most subject to change. So to be clear, we're going to do [a] best-guess balance pass for Alpha-2 with the full expectation and understanding that the purpose is- and take into consideration player interaction with those numbers, and what feels best. So just off the bat, those values are not what we should be focusing on at this stage; but, to give you an idea where we are: First of all, when we're talking about dropping items that are in your material inventory, whether that be glint or that be other material types, we're talking roughly between anywhere from 20 to 30% of a stack is going to be lootable on a per-death basis. Now, that is a value that can change based off of the types of bags that you are using to carry those materials. In addition, there's other progression that can allow you, and some stats I believe, that can allow you to mitigate that value also. When we are talking about the percentage that's lost, or excuse me, not lost, the percentage of your level that is accrued as experience debt from death, generally you can expect that that's going to live around three to four percent of the level in accrued experience debt per death. However, additionally, there is a way to mitigate that percentage debt; and that is through the resurrection ability that's provided to Clerics. So, Clerics have the ability to resurrect their allies, and that resurrection will return a percentage that would have been accrued as experience debt. And that return percentage is predicated on the investment into the resability [sic], as well as the stat of the Cleric that is tied to the resurrection effect as well. So those can return percentages, so you can mitigate that to a degree. How long will it take you to recover that, and what stat dampening occurs? Anywhere within a level, if you acquire 100% experience debt for that level, you max out the experience debt, essentially, you don't ever buy that down, you're probably looking around a 20% stat efficacy dampener. So on average, if you're at 100% debt for a level, and you got to work all that off before you can start progressing at the level again, you're at around 20% overall stat dampening. Time it takes you to regain that debt is predicated on the level you're at and how you exp. So, that's a highly variable value.[164]Steven Sharif
info-orange.png以下某些信息最近尚未得到开发人员的确认,可能不在当前的开发路线图上。

戰鬥系統改良

Alpha-1 角色上下身分開 近戰 戰鬥預覽。[169]

角色揮動武器的同時可以移動,也可以一邊退後一邊繼續攻擊。攻擊的同時玩家可以完全控制角色。[169]Steven Sharif

改良後的戰鬥系統將根據玩家意見在 Alpha-1 測試中推出。[170][171][172]

改良後的戰鬥系統中,角色的動作上下身分開角色的上半身會被揮動武器的動作鎖住,而下半身可以自由行動。[169][176][177]

揮動武器的同時,角色將可以自由行動,讓玩家近戰攻擊時完全操作角色。[169]Steven Sharif

初期 Alpha-1 測試的重點是核心系統的運作,而不是戰鬥平衡[177]

我留意到很多人在談論傷害數值和生命值之類的東西。這方面有兩點:一,我再重申這不是為了測試遊戲內容,目前只進行了初步的平衡調整,大多的平衡會在特定系統日後實際測試時進行。我們目前的重點是這些系統的核心運作,而不是細微的調整。因此我不會太在意目前的平衡性。[177]Steven Sharif

安全區域

Currently the plan is when you're on the footprint of a home, you can't be damaged by other players. Like all things that are a work in progress, this can change... which ties to your other question. Where specifically PvP can or can't happen isn't a core pillar. For example, when we said while on the footprint of your home building on a Freehold that you can't be harmed by other players, this doesn't change a core pillar of the game. Alpha Two will be significant moment for us to test, to get feedback, and iterate on things.[179]Ry Schueller
Q: Does 'home' also mean apartment or in-node house?
A: Home is the "home area" of player housing. Instanced apartments and inns are player housing.[178]Ry Schueller
info-orange.png以下某些信息最近尚未得到开发人员的确认,可能不在当前的开发路线图上。
  • Players are not able to be attacked or robbed while occupying their player stall inside the limits of a node.[184]

Read more...

PvP 賽季

Performance in various PvP systems (such as 商隊, 競技場, 公會戰) is measured over the course of 6 month PvP 賽季. At the end of each season, a player's cumulative score may unlock various rewards.[119][185]

指標

Ashes of Creation gathers tracking data to facilitate achievements, titles and other accolades on a server.[187]

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.[187]Steven Sharif

排行榜

Players will be able to opt-in to track certain achievements on leaderboards, such as.[189]

Leaderboards may be seasonal.[190]

We have many dreams that we want to do with game-to-web and game-to-mobile in regards to showing stats and being making things shareable for you. We know how social media works; how sharing content with friends works. But those things will come in due time.[189]Margaret Krohn
info-orange.png以下某些信息最近尚未得到开发人员的确认,可能不在当前的开发路线图上。

公會排行榜

An inter-guild ladder will rank guilds based on their performance within competitive activities:[192][193]

When the guild participates in guild wars or they participate in sieges, you'll be able to climb the ranks of your inter-guild ladder as well so you get bragging rights amongst your friends.[193]Steven Sharif

決鬥

決鬥 may be initiated within a freehold or node.[194][195]

  • Dueling is a self-contained event that requires opt-in by all parties.[194]
    • There will be a way to auto-decline duel requests.[195]
  • Dueling is not considered a part of the flagging system.[194]

Duels won't be considered a part of the flagging system. The duels are going to be a self-contained event that gets opted into by the inviter and the participants.[194]Steven Sharif

擊殺時間

商隊 PvP in Alpha-2.[196]

Generally when it comes to finger in the wind we're around where we want to be for TTK and that's probably on the bit faster side of TTK for MMOs that we're accustomed to, but we're a PvX game.[186]Steven Sharif

擊殺時間 (TTK) in Ashes of Creation will be a little bit faster than most MMOs.[186]

  • Previously it was stated that the TTK was expected to be around 30 seconds to a minute.[197]
  • The developers do not want one-shots in the final MMORPG.[198]
  • Average non-elite mob time-to-kill for a solo player is intended to be around 6 seconds.[199]
In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[198]Steven Sharif

命中判定模型

The developers are testing different approaches to accommodate varying hitboxes between the races.[200]

  • There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[200]

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.[200]Jeffrey Bard

There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[200]

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.[200]Steven Sharif

爆頭機制

爆頭機制 (where there is a specific hitbox for a player's head) are not planned for the Ashes of Creation MMORPG.[200][201][202]

數值增長

數值壓縮 PvP

There will not be equalized PvP in the open world. There may be equalized PvP in certain arena battlegrounds under specific circumstances.[213]

實機遊玩影片

视觉效果

社群指南

其他

引用

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  144. 144.0 144.1 訪談, 2018-05-11 (2:45).
  145. 直播, 2017-05-22 (51:00).
  146. 直播, 2021-01-29 (1:21:01).
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  165. 165.0 165.1 訪談, 2023-09-10 (53:47).
  166. 166.0 166.1 直播, 2022-12-02 (1:26:02).
  167. steven-corruption-gear-drop.png
  168. 訪談, 2023-07-09 (38:03).
  169. 169.0 169.1 169.2 169.3 直播, 2021-07-30 (31:22).
  170. 直播, 2021-05-28 (1:14:50).
  171. steven-combat-revamp-update.png
  172. 影片, 2021-02-26 (6:17).
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  174. 174.0 174.1 直播, 2021-02-26 (27:41).
  175. 訪談, 2021-02-07 (49:18).
  176. 訪談, 2021-06-13 (4:12).
  177. 177.0 177.1 177.2 直播, 2021-05-28 (1:13:05).
  178. 178.0 178.1 ry-home.png
  179. 179.0 179.1 ry-safe-zones.png
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  196. 影片, 2024-01-31 (5:22).
  197. 訪談, 2018-10-20 (3:25:46).
  198. 198.0 198.1 訪談, 2018-10-20 (9:10).
  199. steven-mob-ttk.png
  200. 200.0 200.1 200.2 200.3 200.4 200.5 直播, 2020-10-30 (1:15:59).
  201. steven-headshots-1.png
  202. 202.0 202.1 steven-headshots-2.png
  203. 203.0 203.1 訪談, 2018-10-21 (9:10).
  204. 訪談, 2018-10-20 (3:25:31).
  205. 205.0 205.1 205.2 直播, 2018-09-27 (34:49).
  206. Headshot Description Ranger2.png
  207. 207.0 207.1 直播, 2023-01-27 (1:27:42).
  208. 訪談, 2020-07-19 (53:59).
  209. 直播, 2017-07-18 (37:25).
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  212. 直播, 2017-05-08 (43:30).
  213. 直播, 2017-05-15 (34:59).