Open-world PvP

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Open-world PvP in Ashes of Creation is subject to the player flagging and corruption systems.[1][2]

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.[9]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。[10]

  • 野外 PvP 將不僅是單純偷襲謀殺其他玩家。[11]
  • 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。[12]

pvp flagging diagram.png

Ashes of Creation野外 PvP 標記有三級。[13]

  • 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。[16]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。[13]
    • 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。[14]
    • 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。[17]
    • 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。[18]
    • 非戰鬥員不會因拾取玩家屍體而被標記。[19]
    • 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。[14]
    • 玩家不能手動將自己標記成戰鬥員。[20]
    • 攻擊非戰鬥員或其他戰鬥員時,玩家會被標記 90 秒。[21]
    • 戰鬥員將不能登出遊戲。[22]
  • 腐化 (紅色)
    • 戰鬥員擊殺非戰鬥員時,會被標記成腐化[10]
    • 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。[10]
    • 腐化值會隨着擊殺非戰鬥員增加。[13]
    • 非戰鬥員攻擊腐化玩家時,不會被標記成戰鬥員。[14]
    • 腐化玩家擊殺賞金獵人時,腐化值不會增加。[23]
    • 腐化玩家登出遊戲的所需時間為 60 秒。[22]

玩家不能攻擊同一隊伍團隊公會同盟的成員。[24]

  • 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)。[25]

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.[25]Steven Sharif

標記系統不適用於戰爭商隊公會戰[26]

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.[27]Steven Sharif

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玩家腐化

Alpha-1 預覽 — 腐化玩家[28]

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。[29]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)[10]

  • 擊殺愈多非戰鬥員玩家,腐化值愈高。[30][13]
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。[31]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。[32]Steven Sharif
  • 腐化值伴隨着腐化懲罰。[33] 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。[36]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。[38]Steven Sharif
  • 腐化效果將會顯示在角色身上。[39]
  • 非戰鬥員即使攻擊腐化玩家,也不會被標記成戰鬥員。[14]
  • 腐化玩家身處的位置將會顯示在]的地圖上。[30][10]
  • 腐化玩家擊殺賞金獵人時,將不會增加腐化值。[40][23]
    • 與賞金獵人戰鬥時,腐化玩家將不受戰鬥懲罰影響。[40]
  • 腐化玩家將無法進行交易、以及存放物品到公共倉庫[41]

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狩獵場

You are on the prowl, and notice an unsuspecting player chopping trees. What would you do?[42]

狩獵場 are open-world PvP corruption-enabled areas that encompass most of the map.[43]

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.[46]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.[45]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.[47]

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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.[49]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.[48]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.[55]

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角色死亡

Alpha-1 — 於戶外地下城死亡[56]

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.[27]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[57][58][34][59] 任何玩家都可以即時拾取灰燼。[57] 拾取灰燼不會觸發玩家標記[19]

  • 非戰鬥員 (綠色玩家) 死亡時,將遭受一般懲罰,包括:[34]
    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.[62]Steven Sharif
  • 戰鬥員 (紫色玩家) 遭受的死亡懲罰是非戰鬥員一半。[34]
  • 腐化 (紅色玩家) 遭受的死亡懲罰是非戰鬥員四倍,並根據目前的腐化值,有機會掉落背包內或裝備中的物品[30] 包括:[30][34]

滿等角色死亡時將損失約 2-3% 總經驗值 (未定)。[70]

  • 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.[70]

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)。[71]

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.[71]Steven Sharif
  • PvPPvE 情況下死亡將遭受同樣的懲罰 (未定)。[72]

玩家可能會遇溺而死。[73]

Death penalties

角色死亡 in an open world dungeon in Alpha-1.[56]

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.[27]Steven Sharif

Death penalties (mostly) do not apply to objective-based PvP (also called sanctioned events).[81][82][83][71]

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.[71]Steven Sharif

Non-corrupt players suffer reduced death penalties in naval PvP (open seas) zones.[80]

  • These penalties will be less than those for a green player.[84]
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.[74]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。

PvP 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.[85][76][86][87] 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.[85]

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.[85]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.[85]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.[76][88][30][89][13] Corruption penalties occur as the corruption is gained.[33]
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.[75]Steven Sharif
  • Non-combatants can attack corrupted players without flagging themselves as combatants.[75][14]
  • There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[75][22]

決鬥

決鬥 may be initiated within a freehold or node.[93][94]

  • Dueling is a self-contained event that requires opt-in by all parties.[93]
    • There will be a way to auto-decline duel requests.[94]
  • Dueling is not considered a part of the flagging system.[93]

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.[93]Steven Sharif

陣營

Ashes of Creation 沒有預設的陣營[95]

我們讓玩家參與這些非強迫性衝突,是敵是友,自行定奪。[96]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。[97]Steven Sharif

背景

An affiliation tree determines how entities are flagged against other entities within its hierarchy.[98][99][100]

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.[99]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.[100]Steven Sharif

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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。[101][102][103]

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.[103]Steven Sharif

Being by default able to see a person's "gear score" / equipment list... may cause unwelcome behavior.[105]

角色生命值

生命力Ashes of Creation 的一項數值[106][32]

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.[32]Steven Sharif

角色名條

角色名條 會顯示在角色頭上。[108]

  • 名條會顯示角色的名字,也可以選擇同時顯示姓氏。[108]
  • 公會名稱會顯示在角色名稱旁。[109]
  • 角色名條會逐漸消褪,顯示已受傷害量。[106][32][107]
  • 名條上會有標記,顯示角色職業[101]
  • 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。[101]
  • 名條上會有增益標記,顯示角色裝備品質和種類。[101][102][103]

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。[110]

擊殺時間

商隊 PvP in Alpha-2.[111]

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.[112]Steven Sharif

擊殺時間 (TTK) in Ashes of Creation will be a little bit faster than most MMOs.[112]

  • Previously it was stated that the TTK was expected to be around 30 seconds to a minute.[113]
  • The developers do not want one-shots in the final MMORPG.[114]
  • Average non-elite mob time-to-kill for a solo player is intended to be around 6 seconds.[115]
In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[114]Steven Sharif

命中判定模型

The developers are testing different approaches to accommodate varying hitboxes between the races.[116]

  • There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[116]

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.[116]Jeffrey Bard

There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[116]

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.[116]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.[116][117][118]

视觉效果

其他

引用

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 直播, 2022-10-28 (24:28).
  2. 2.0 2.1 pvp meaningful.png
  3. 直播, 2022-10-28 (1:41:55).
  4. 直播, 2022-04-29 (41:27).
  5. 直播, 2017-05-05 (14:26).
  6. 6.0 6.1 6.2 直播, 2023-04-28 (2:06).
  7. 7.0 7.1 直播, 2023-03-31 (1:00:16).
  8. Podcast, 2021-09-29 (35:17).
  9. 直播, 2022-12-02 (2:41).
  10. 10.0 10.1 10.2 10.3 10.4 pvp flagging.png
  11. 直播, 2017-05-12 (24:52).
  12. pvp camping.png
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  22. 22.0 22.1 22.2 steven-flagging-logout.png
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  24. pvp flagging lockouts.png
  25. 25.0 25.1 訪談, 2020-07-08 (1:05:27).
  26. flagging.jpg
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  28. 影片, 2020-05-31 (5:29).
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  60. 60.0 60.1 直播, 2017-05-19 (13:37).
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  79. steven-corruption-gear-drop.png
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  81. 直播, 2023-02-24 (1:29:45).
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  86. 86.0 86.1 86.2 steven-l2.png
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  88. 88.0 88.1 steven-corruption-value.png
  89. steven-corruption-score.png
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  91. steven-healing-corrupt.png
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  108. 108.0 108.1 訪談, 2018-05-11 (2:45).
  109. 直播, 2017-05-22 (51:00).
  110. 直播, 2021-01-29 (1:21:01).
  111. 影片, 2024-01-31 (5:22).
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  113. 訪談, 2018-10-20 (3:25:46).
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  115. steven-mob-ttk.png
  116. 116.0 116.1 116.2 116.3 116.4 116.5 直播, 2020-10-30 (1:15:59).
  117. steven-headshots-1.png
  118. 118.0 118.1 steven-headshots-2.png
  119. 119.0 119.1 訪談, 2018-10-21 (9:10).
  120. 訪談, 2018-10-20 (3:25:31).
  121. 121.0 121.1 121.2 直播, 2018-09-27 (34:49).
  122. Headshot Description Ranger2.png