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Alpha-1 early preview skills UI.[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 创造的灰烬 user interface (UI) is built with customization in mind, rather than being one-size-fits-all.[2][4]

  • Resizing, moving, recoloring and different UI flavors will be offered to players.[2]

The UI will be very adaptable for many play styles.[5]Steven Sharif

Character

Character stats and attributes.[7][8]

  • Physical Damage Bonus.[9]
  • Physical Disable Modifier.[9]
  • Physical Critical Damage Bonus.[9]
  • Physical Skill Cooldown.[9]
  • Physical Critical Rate Bonus.[9]
  • Physical Evasion Bonus.[9]
  • Physical Accuracy.[9]
  • HP Regeneration.[9]
  • Physical Defense Mitigation.[9]

There will be diminishing returns on certain stats, but there won't be hard caps.[12]

Most stats are contested, which means you're kind of testing your rating versus other people's ratings. So you kind of figure out what the end result is... but we're not going to go for like hard caps for sure.[12]Jeffrey Bard

Character nameplate

A character's nameplate is displayed above their head.[13]

  • This can be the first, and optionally last name (surname).[13]
  • The name of the character's Guild is displayed next to their name.[14]
  • The character's nameplate will deteriorate to give an indication of how much damage they have taken.[15][10][16]
  • An icon will identify the character's class.[17]
  • Hovering over the user's nameplate will show information such as level, their class name and archetype combo.[17]
  • A buff icon indicates the character's gear and grade.[17][18][19]

Summoner summons' creature type appears in the nameplate above the summon. This cannot be changed by the player.[20]

Character page

A character web page (character sheet) will be available closer to live launch that shows the following:[21]

  • What a character looks like.[21]
  • 成就 and server firsts.[21]
  • Info on a player's class.[21]
  • Character's back story via journal entries (that are shared publicly by the player).[22][23]
  • Traits can be applied that describe a character's history.[23]

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.[23]Steven Sharif

The character page will be accessible in game by opening a browser through the UI.[22]

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.[22]Steven Sharif

The player can manage what info is shown on the character page.[21]

UI settings

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap for Alpha-1.

UI settings are able to be saved locally.[25]

  • User interface scale adjustments should be possible in Alpha-1.[26]
  • Adjusting or disabling screen shake may be possible.[27]

Various display elements can be toggled on or off:

Action bar

Players can build their characters with the active skills they want on their action bar.[31][32]

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.[34]Steven Sharif

Combat targeting

Players using action targeted and tab targeted skills defending a village node from world boss attacks in Alpha-1.[38]
Alpha-1 early hybrid combat demo.[39]

Players can very easily transition between tab targeting and action combat. By pressing Z I now tie my cursor movement to my camera and additionally a reticle has spawned.[39]Steven Sharif

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap for Alpha-1.

Hybrid combat refers to the choice between tab targeted skills, action targeted skills, or a mix of both in the Ashes of Creation MMORPG.[35] This is achieved through choice of skills/abilities.[40][41]

  • A tab-targeted ability requires a target in order to utilize that skill.[42]
  • An action skill is anything that can be utilized through placement of the player, such as a reticle, a ground template or a directional placement.[42]
  • It may not be possible to be able to fully spec into just action or tab targeted skills. There might be a 75% cap on choosing skills from any one type.[41]
  • Different ranks of the same skill can change the skill from tab to action targeted or vice-versa.[1]

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.[41]Steven Sharif

A toggle button (default Z)[43][39] allows the player to switch between action and tab targeted combat modes.[44]

  • The action mode utilizes a targeting reticle and is very close to a third-person action game.[39][44]
    • The action camera is tied to the to player's reticle. There will likely be a hotkey that when held down will allow free camera movement.[45]
    • The reticle will highlight/change color to indicate if the current target is able to be hit with the currently prepared skill.[39]
    • Pressing right-click while in action mode will switch to tab mode for the currently highlighted target. Currently this is activated left-click in Alpha-1, but it will be changed to right-click.[39]
  • The tab mode (MMO mode) facilitates tab targeted combat.[39][44]
    • Pressing left-click in tab mode will attack the target (with the currently selected weapon).[39]
    • There will be a "target of target" capability on the user interface.[46]

Action oriented and tab oriented versions of skills will have different characteristics. Variables will change based on which version is chosen.[47]

  • Damage.[47]
  • Charge up time.[47]
  • CC effects.[47]
  • Cooldown.[48]
  • Energy consumption.[48]
  • Cost to spec.[48]
  • Attack range will likely remain the same; as it is driven by the weapon or skill itself.[49]

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. [47]Steven Sharif

For the purposes of balance, certain skill types will be either tab or action oriented skills. For example:[48]

  • Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[48][41]
  • Softer CC's would be housed in tab-targeted abilities.[48]

Hybrid combat is scheduled for testing in Alpha-1.[40]

Hitboxes

The developers are testing different approaches to accommodate varying hitboxes between the races.[50]

  • There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[50]

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 kind of just making it smaller for one and not the other.[50]Jeffrey Bard

There aren't separate types of hitbox categories in the 创造的灰烬 MMORPG as there were in Ashes of Creation Apocalypse.[50]

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.[50]Steven Sharif

Control settings

Players will be able to customize their keyboard control scheme in 创造的灰烬.[53]

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.[55]Steven Sharif

Controller support

The 创造的灰烬 MMO is not designed around controller support.[57]

Controller support will likely be something we work on closer to launch.[59]Steven Sharif

Camera settings

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap for Alpha-1.

The aim is to provide a variety of camera options in 创造的灰烬.[60]

Q: What kind of 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.[64]Margaret Krohn

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.[63]Steven Sharif

世界地图

创造的灰烬 map.[65] The circles on the map are divine gateways that are located in the ruined cities of the four great races of Verra. The diamonds are the starting settlements for the returning races.[66]

If you have tuned into our live streams and update videos, you may have caught glimpses of Verra. The world is very large and meant to hold around 10,000 concurrent players. With elaborate trade routes and sea-play, the Verran landscapes must provide complex obstacles and intricate passages between its regions. Alpha One will be the first test phase in the actual world map of Verra. For the first time ever, our community will step foot on the world we hope you'll call home.[65]Steven Sharif

The original Ashes map from my pathfinder world of Ashes made 10 years ago. Obviously some adjustments had to be made for the mmorpg. But the main two continents and their points of interest have a lot of the same.[67]Steven Sharif

The world of Verra features an in-game viewable world map. This map is not randomly generated, and begins covered in a fog of war.[68] Players will not be able to see the world until they have explored it or gathered information about it. The world is also full of imperfect information, which will require the player to act on it for verification.[69]

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.[69]

When information is gathered, or the player has successfully explored an area, points of interest are marked on the map.[70]

  • These points of interest are determined by Node progression; and not every server will share the same map, as player decisions will vary server to server.[70]

In addition to node progression being a factor on map generation, zones in 创造的灰烬 will cater to all levels.[71]

The map will have geographical choke points (such as Mountains) that are not traversable by players.[72]

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.[72]Steven Sharif

Mini map

There is an in-game mini map and compass user interface in Alpha-1.[73][74]

  • The goal is to allow pings and other forms of communication tools via the mini-map.[75]

角色创建者

Alpha-1 launcher/character selection.[3]
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap for Alpha-1.

The character creator (or character customization screen) allows players to define the look of their character in 创造的灰烬.[77]

We're gonna have a wide array of character customization.[78]Steven Sharif

The goal is to have a character creator that is on par with if not much better than what BDO provided.[79]

If I had to give a comparison, I would use BDO as an example of what our Character Creation is going for.[80]Steven Sharif

A character's voice may be able to be selected from preset options.[81]

There is a chance that the character creator will be released early.[79][82]

Character appearance

Vaelune character appearance options.[83]

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.[83]Steven Sharif

Vaelune beard appearance options.[85]

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.[87]Steven Sharif

Character appearance can be customized in the character creator (CC)[88] and via in-game salons/barbershops.[89]

  • Character models are focused on realism.[90]
  • A player will see a generic character before customization.[91]
  • Character designs will have influences from a wide range of cultures, such as European, African and Asian.[92]
  • Lolis will not be in the game.[93]

Sliders will offer flexibility in customization.[94] There will be limits to the amount of deformation possible for a character based on their race.[95]

  • Body type.[96][95]
    • Overweight, skinny, muscular.[97]
    • Body fat percentage.[87]
    • Bone structure.[87]
    • Height.[87]
      • You can't have a one inch tall character.[98]
    • Width.[87]
    • There will be "boobie sliders".[79][98]
      • The scale is not going to be ridiculous.[96]
    • Facial structure.[78][87]
      • Shape of the jawline/chin, cheeks, ears, nose, lips.[96][83]

Adjustments will allow a character to appear more feminine or masculine.[96]

  • These are relative to the character's race.[96]
    • Female Dwarven beards will not match that of the male. It will be more of a braided option that is not as voluminous.[87]

Character appearance is able to be saved to hard disc.[100]

A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[101][102][103]

Character naming

Characters will have a first-name and an optional surname (last name).[104]

  • There is a minimum length of three for a character name.[105]

Character names will appear on the character sheet and optionally on the character website page.[13]

  • In-game a character's name is displayed above their head. This can be the first or last name.[13]

Friends list

A character may add another character to their friends list.[106]

  • 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.[106]

Accessibility settings

将有一些设置来帮助色盲玩家.[107][108]

  • 用户界面除了颜色之外,内容/要素 将利用纹理和图标来区分它们.[107]

ESRB rating

Dead bodies in a Pre-alpha raid encounter.[109]

The aim is for 创造的灰烬 to have a T for Teen rating, but it may end up having a M for Mature rating.[110]

  • There may be an option to turn off blood and gore in the game.[111]
  • There probably won't be swearing in quests.[112]

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.[112]Jeffrey Bard

Addons/mods

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.[113]Steven Sharif

Addons and DPS meters will not be allowed.[113][4]

  • The developers don't want addons/mods to be necessary to experience the game.[114]
  • The design of the game API is still under consideration.[115]
  • There will be integrations available for streaming services such as Twitch and a few other services, but it's not something that will be exposed through an API just yet.[116]
  • The developers believe that parsers (DPS meters) can have negative effects.[117][4]

The idea is to make a one-stop-shop from the company when it comes to in-game systems... We don't really want to have addons in my opinion.[114]Steven Sharif

There will be leader boards.[118]

Combat logs

There are combat logs in 创造的灰烬.[119]

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.[120]Steven Sharif

In-game chat

Text chat channels

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap for Alpha-1.

In-game text chat channels include:[121][122]

Voice communications

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap for Alpha-1.

In-game voice (VOIP) channels include:[126]

Voice chat is not proximity based.[126]

  • Has fully functional mute/chat preferences.[126]

Chat bubbles

Chat bubbles will be able to be toggled on or off by players. There will be options to manage the bubbles to reduce visual clutter.[128][129]

We do want to include chat bubbles. We do want to include a host of options that will allow you to manage those bubbles so you can turn them on, you don't see just a field of bubbles.[129]Jeffrey Bard

Voice controls

Raid leaders are able to control Voice chat.[130]

  • Toggle (global) mute on the entire raid.[130]
  • Define who has global speech capacity across the entire raid.[131]

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.[131]Steven Sharif

Tavern communications

Taverns offer private chat and voice communications for all patrons within the building.[69]

Localization

创造的灰烬 will be initially available in English, French, German, and Russian.[132][133]

  • Italian, Polish and Spanish localization will then be added.[133]
    • Spanish will be added in the near future.[134]
  • Other languages are being considered.[132]

Servers won't be language locked.[135]

  • There may be separate servers in the EU region based on language type.[133]

There's localization that will be present in the German and French Russian languages to start; and then we intend to also localize in Italian, Polish and Spanish. So servers will be allocated within the region as being one of those language type servers. So it's not going to be per country per se as it might be per language.[133]Steven Sharif

Efforts will be made to translate 创造的灰烬 into multiple languages.[135][136]

Emblem, logo and symbol editor

Import of user-created image content (UCC) is being considered.[139] This was previously not under consideration.[140]

  • An active GM staff will be monitoring user-created content. Users who upload inappropriate content will place their accounts in jeopardy.[141]

I know previously we had spoken about not allowing custom user images in the game, however I think we're leaning more now in the direction of allowing for custom user images. Absolutely well what it will be is the fact that we're a subscription game and if you want to jeopardize your account by doing the wrong thing with regards to custom users [images] then by all means you may do so and we'll have stringent practices in place to prevent that from actually being an issue.[139]Steven Sharif

With regards to this UCC question, I think when you have an active an active GM team that you know you are you have directed to care take the product you're going to mitigate a lot of that functionality you don't want to see out of this custom image system. People who look to let's say meme the system are going to be met with the type of enforcement that they don't want to have on their account; and being a subscription-based product and being a risk versus reward and maybe a more old-school approach to character development and progression I think they're gonna take a significant risk in doing things that we don't want them to do, which will result in the jeopardy of their account. So I think that is not going to deter a hundred percent of things- I don't think you ever can deter a hundred percent of things unless we go away from custom images- but I think that we can achieve some parity of essentially enforcement versus infraction ratio that's going to be liveable for everybody.[141]Steven Sharif

The user interface will allow emblems, logos and symbols to be designed in-game.[140][142][143]

Emblem editor functionality is tentatively planned for Alpha-2.[143]

Logging out

There will be a logout delay to prevent players from immediately logging out of combat.[145]

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.[146][147]

  • 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.[148][149][150][151]

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 kind of restrict the ability for abuses that we've seen in other games.[150]Steven Sharif

Mobile/web application

A companion app (mobile app/web interface) allows players who are not logged into the game to have authority over certain services and mechanics.[152][153] Some functionality may come post-launch.[154]

Specific dates that you can have running as reminders in your guild UI, this will also be something that I would like to be available on the mobile companion app as well. So essentially you can receive notifications via a calendar update on guild events that the leaders or the officers have the ability to pin within the game will also give you notifications on the mobile app as well. That's my intention at least.[158]Steven Sharif

Some of it may come post-launch... but we do want people to interact with the game on their phones when they're away from the computer; and we're going to do as much as we can to make that cool.[154]Jeffrey Bard

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. Players will be able to command these farmhands online in-game as well as offline via an application (mobile app) or web interface.[155][153]

  • Crop rotation management.
  • Plant or harvest specific crops.
  • Sell food or crops.

City hall

City hall is a government building within a node.[159]

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).

Mayors and node governments use City hall to visualize and control activities within their node. These capabilities will also be available via mobile/web inteface.[156]

Players can interact with the node board to get a list of its citizens.[124]

Character page

A character web page (character sheet) will be available closer to live launch that shows the following:[21]

  • What a character looks like.[21]
  • 成就 and server firsts.[21]
  • Info on a player's class.[21]
  • Character's back story via journal entries (that are shared publicly by the player).[22][23]
  • Traits can be applied that describe a character's history.[23]

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.[23]Steven Sharif

The character page will be accessible in game by opening a browser through the UI.[22]

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.[22]Steven Sharif

The player can manage what info is shown on the character page.[21]

Bulletin boards

Bulletin boards are available within nodes[161] and player taverns.[69]

Item rendering

项目 that are dragged out of a player's inventory are destroyed.[167]

  • Allowing player-dropped items (such as Gear and Currency) to exist in the world is likely not going to be allowed.[167][168]

User interface commands

Command Function
/roll Simulates a dice roll.[169]
Invite a character to join your guild.[170]
Add a character to your friends list.[170]

截图

See also

引用

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  5. Ui.jpg
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  45. 现场直播, 2021-03-26 (59:21).
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  49. steven-action-tab-attack-range.png
  50. 50.0 50.1 50.2 50.3 50.4 现场直播, 2020-10-30 (1:15:59).
  51. Blog: Steam Announce And Play Test FAQ For Ashes of Creation Apocalypse
  52. 52.0 52.1 面试, 2018-08-08 (27:38).
  53. 现场直播, 2017-05-26 (38:30).
  54. 54.0 54.1 keybinds-quote.png
  55. 面试, 2018-08-08 (27:53).
  56. Intrepid Studios Snapchat, 30 November 2018.
  57. 现场直播, 2017-11-17 (21:24).
  58. controller.png
  59. 现场直播, 8 April 2018 (AM) (18:04).
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  61. Camera.jpg
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  63. 63.0 63.1 面试, 2018-08-17 (4:31).
  64. Reddit Q&A, 8 January 2019.
  65. 65.0 65.1 65.2 Blog: Creative Director's Letter
  66. mapportals.png
  67. original ashes pathfinder map.png
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  69. 69.0 69.1 69.2 69.3 69.4 69.5 69.6 The mighty beard!
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  72. 72.0 72.1 现场直播, 2020-06-26 (1:25:11).
  73. steven-a1-leak-2.png
  74. 现场直播, 2017-12-15 (1:09:36).
  75. 现场直播, 2021-01-29 (1:23:23).
  76. steven-ren'kai-leak.png
  77. 现场直播, 2017-06-30 (09:43).
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  80. character creator BDO.png
  81. 现场直播, 2017-05-26 (53:40).
  82. 现场直播, 2019-07-26 (1:10:44).
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  88. 现场直播, 2017-05-08 (47:35).
  89. 现场直播, 2017-05-15 (51:19).
  90. 现场直播, 2017-06-30 (11:21).
  91. 现场直播, 2017-06-30 (10:04).
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  93. Lollis.jpg
  94. 现场直播, 2017-06-30 (13:13).
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  97. 现场直播, 2017-06-30 (10:27).
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  99. beards.jpg
  100. 现场直播, 2017-05-24 (28:22).
  101. 现场直播, 2020-07-25 (54:10).
  102. 现场直播, 2019-11-22 (1:08:05).
  103. 现场直播, 2018-08-17 (1:07:51).
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  108. 现场直播, 2017-07-18 (52:42).
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  110. 面试, 2018-08-17 (31:09).
  111. 现场直播, 2017-11-17 (33:56).
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  113. 113.0 113.1 Ashes of Creation Forums - No Damage Meter?
  114. 114.0 114.1 面试, 2018-10-20 (6:29).
  115. 现场直播, 2017-05-05 (21:41).
  116. 面试, 2018-05-11 (49:03).
  117. 现场直播, 2020-04-30 (1:28:19).
  118. 现场直播, 2017-05-05 (43:27).
  119. Ashes of Creation Forums - No Damage Meter?
  120. Ashes of Creation Forums - No participation trophy.
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  131. 131.0 131.1 面试, 2018-12-06 (2:57).
  132. 132.0 132.1 What languages will Ashes of Creation be in?
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  134. spanish.png
  135. 135.0 135.1 135.2 现场直播, 2017-05-17 (1:09:22).
  136. 136.0 136.1 现场直播, 2017-05-24 (45:49).
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  138. Blog: 10 facts about castle sieges in the MMORPG.
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  145. 现场直播, 2017-05-05 (42:09).
  146. Ashes of Creation Forums - Poll + Bonus Dev Discussion - Multiboxing.
  147. steven-multi-boxing-3.png
  148. steven-multi-boxing.png
  149. steven-multi-boxing-2.png
  150. 150.0 150.1 现场直播, 2020-07-25 (48:28).
  151. 现场直播, 2017-05-05 (22:39).
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  164. 现场直播, 2020-07-31 (1:34:06).
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