主動技能
- 可以放在技能欄中的技能數量有限 (少於30)。[4]
- 將有選項添加多個技能欄。[5][3]
- 例如一個鬥士將會因為選擇了不同主動技能,而與其他鬥士不同。[4]
- 透過選擇不同技能,玩家可以專注於Tab 鍵鎖定技能、動作指向技能或兩者混合,塑造自己的戰鬥體驗。[6]
- 角色升級時不會習得新技能,玩家需要自行選擇想要習得的技能。[7]
- 技能數量不會多得令人措手不及。[8]
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.[5] – Steven Sharif
主要技能
主要技能 (class abilities) are based on a player's archetype.[12][13]
- A player may choose a secondary archetype when they reach level 25.[14][15] The player can then augment their primary skills with effects from their secondary archetype.[12][14][15][13][16]
- Outside of class-specific skills there may be a subset of universal skills, such as active block and dodge.[17]
- Class skills are not affected by the type of weapon that is equipped.[18]
Class augments
A player may choose a secondary archetype when they reach level 25.[14][15] Each secondary archetype offers four different schools of augmentation.[20][21][15][22] Each augment school affects a primary archetype's skills in different ways.[23]
- For example: A 法師 offers Teleportation and elemental schools of augments. These augments will affect a Fighter's primary skills differently than a Cleric's.[15][23]
- When you reach the class phase, which is around level 25 and you introduce that secondary archetype selection to create your one of 64 classes, then you'll have a number of augments that you'll be able to apply on a per-ability basis; and your core ability kit comes from your primary archetype selection; and those augments will change the look and feel of those abilities; and some will have the affect to create more darker thematic aspects to it. Or just generally different aesthetics to the abilities that represent the secondary [archetype] selection.[14] – Steven Sharif
- The player can then augment their primary skills with effects from their secondary archetype.[24][12][14][15][13]
- The intent behind the augment system is not to provide new active abilities. They're intended to augment existing active abilities that are provided through your primary archetype; and so your secondary archetype selection completes your class selection, of which there's 64 types and you get augment skills that can apply certain attributes and mechanics to your existing active skills. So, if you have certain abilities, like a backstab as a Rogue primary archetype, and you take that healer secondary archetype selection, now the properties of your backstab will still remain the same as an active ability, however it might include things like life steal, or it might include things like susceptible weakness to the target, and reduces their healing because the definition of what those augments are intended to provide based on the archetype selected for the augments is within the schools of magic that live for that archetype: so a Cleric is about balancing life and death and the control of those types of hit points.[24] – Steven Sharif
- Each skill in the primary tree will have several augment options from the secondary tree. This is an example of horizontal progression.[13]
- The progression system for augments is very similar to the class progression system.[25]
- Augments to primary skills can fundamentally change the way the ability works - adapting what the ability once did to incorporate the identity of the secondary archetype/class.[27]
- Augments do not cost skill points.[28] It was previously stated that certain augments will have more expense required on the skill point side.[26]
- There's going to be a certain threshold at which you can no longer augment your active abilities based on the decisions you've augmented previous abilities, so you'll have to pick and choose which ones you want to apply the augments towards.[26] – Steven Sharif
- Secondary archetype augments allow different aesthetics to apply to primary abilities that reflect the secondary archetype selection.[14]
技能點
Players receive skill points at specific points as they level.[34] These can be used to level up skills (increase their rank) within their active, passive or combat/weapon skill trees.[35][36][37][38]
- Making active skills capable of receiving additional skill point allocations and unlocking additional features so that from a player agency standpoint it's going to be up to you whether or not you want to be more diverse but less depth- wider and not taller, in some of these skill choices. Or if you want to be very very tall, that's going to be something that is up to the player in that regard.[5] – Steven Sharif
- Skill points will accrue at specific XP milestones, such as 1/4, 1/2, 3/4 progress through the level, so as to avoid creating an imbalance with experience debt.[34]
- We do have this concept of experience debt that does accrue and we don't want to create an imbalance between skill points acquired versus experience, so we're going to predicate your skill points acquisition based on benchmarks you reach when leveling through a level. So these are going to be at specific points in the level, like one quarter progress, to half progress, to three quarters progress: you're going to get an influx of skill points and then you'll be able to allocate them into your skill tree.[34] – Steven Sharif
- Skill points can be used to unlock universal skills at the expense of unlocking class-specific skills.[39]
- Respeccing (resetting and reallocating) adventuring skills may require travelling to a specific location rather than being able to be done on-the-fly.[40][41]
- Augments do not cost skill points.[28] It was previously stated that certain augments will have more expense required on the skill point side.[26]
- It will not be possible to max all skills in a skill tree.[38]
- In terms of skill progression, players can choose to go "wide" and get a number of different abilities, or go "deep" into a few specific abilities.[7]
戰鬥技能
The aspiration for combat is for abilities to have corresponding counter-play abilities.[42]
- The goal is to have special animations for parrying, blocking and evading.[43]
They can be a challenge to implement sort of really reliably so you might not see them on every evasion or every block, but we do want that stuff to show up.[43] – Jeffrey Bard
控場
控場 (CC/mezzing) abilities include root, snare, stun, sleep and slow.[44][42]
- All archetypes will have their own versions of CC breaks.[45]
- CC effects do not apply to Non-combatant (green) players. The target of a CC ability must be flagged in order to suffer the CC effects. This prevents players from opening attacks that stun non-combatant players during a pull for example.[46]
- Melee archetypes will offer various mobility and CC counters against ranged archetypes, such as the 遊俠.[47][48]
- Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[49]
- There's also going to be effects that just stun the mount or stun you on the mount.[49] – Steven Sharif
- Summoner's summons will be able to use crowd control.[50]
- There will be diminishing returns on stuns, sleep and slows so as to avoid stun locking.[42][51]
- Diminishing returns on CC effects have not yet been implemented in Alpha-1 testing.[52]
- Diminishing returns in regards to crowd control and conditions like stun and sleep and slows and that thing: Yes we will have absolutely diminishing returns. I think it's a necessary component to balance out classes that have high control ability.[42] – Steven Sharif
- Hard CC's are stuns, knock downs, sleeps, paralysis, some roots, some silences.[53]
- Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[54][55]
- Lockdowns won't likely be tab-targeted skills. This is to avoid imbalanced combos with skill shot (action targeted) abilities.[55]
- We're trying to stay away from hard locks as much as we possibly can. We want to have the system be very play, counter-play, counter-counter-play feel.[42] – Jeffrey Bard
- Soft CC's are in the tab-targeted abilities.[56]
Skill | Icon | Base skill |
---|---|---|
Air Strike | Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing area damage and rooting targets hit for 3 seconds. Rotation control is enabled during cast.[57] The root effect is nature based.[58] | |
Ancestral Bolas | Throws a magical web of bolas at the target location. All enemies within are snared and build additional hate towards the tank every second. Enemies entering or exiting the radius will be tripped.[59] | |
Chain Lightning | Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[60][61][62] | |
Chains of Restraint | Call forth spectral chains in a target area that stagger enemies within or stun enemies already under the staggered effect, then leave behind an area that deals radiant damage each second over 8 seconds.[63][64] | |
Condemn | Stun target enemy for 3 seconds.[65][66] | |
Fissure | Call forth a line of jagged earth spikes in front of the[sic] you, dealing earth damage and applying 10 stacks of Stagger to each enemy hit along its path while launching them upwards.[67] | |
Grapple | Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[68][69] | |
Imbue Ammo: Weighted | Imbues your ammunition with weight. Enemies hit by your bow attacks suffer the Snared status effect, reducing their movement speed by 50%. Each application applies 3 seconds of duration to the target, up to a maximum of 12 seconds. 10 charges.[70] | |
Quake | Held ability: Cast a powerful earthquake that deals more damage the longer it was charged and applies 10 stacks of Staggered to all enemies around the caster. If the spell was fully charged, this applies Tripped instead of Staggered.[71] | |
Slam | Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[72] | |
Slumber | Applies the sleeping condition to targets affected within a small area around the primary target, rendering them unable to move or take any action. Any damage dealt to a sleeping target will break the effect. Duration is reduced by 20% for each additional target hit, to a minimum of 40% of base duration.[73][74][75] | |
Tremoring Bellow | Releases a thundering shout in a forward cone, applying the staggered condition on enemy targets. Also stomps the ground dealing damage around the caster and tripping enemies affected by the snared condition.[76] |
靈活性
- The revamped combat system features split-body animations, where the character's upper body can be locked by weapon attack animations while the lower body is free to continue moving.[79][80][81][82][83]
- A lot of abilities you have the capability of moving while casting. It's going to decrease your movement speed significantly or depending on the type of ability. We do reserve the cost- and that's really what it is when you tie ability usage to mobility- we do reserve the cost of requiring the character to remain stationary on some big effect type abilities.[79] – Steven Sharif
- Most abilities in Ashes of Creation are capable of being cast while moving. Some abilities may slow the caster down during the cast, but only rarely will the player be rooted in place.[79][84]
- Movement speed can decrease significantly depending on the type of ability.[79]
- Weapon weight can also affect mobility.[80]
- 技能 with the greatest power may require the caster to remain stationary while channeling them. This is a risk vs. reward mechanic.[79][84][85][86]
- Most abilities you'll find in Ashes of Creation are capable of being cast while moving. Some of those abilities might slow your movement during the cast, but you can continue to move. Very rarely, and depending on obviously the importance of the ability or the power level of that ability, you might be rooted in place. So, for example, the AoE ability [Chains of Restraint] has a lot going on. It has damage ticking over time, it is an area of effect, it also has a status condition application; and in those instances the player character gets rooted.[84] – Steven Sharif
- Unreal Engine 5 has enabled improved forms of locomotion, such as crouching, tilting and mantling.[87][88]
- There's a balance in the game design between your movement speed on attack and the movement speed of your opponent. When you have a game that is both PvE centric as well as PvP centric, you have to make sure that combat is blended for both approaches; and we can always run into problems where, if you're significantly hampered in your movement speed, that has an effect on how we expect player versus player engagements to interact; and we don't want to restrict a player's ability to be mobile if they're the target of an attack. And as a result of that we need to make sure that we don't restrict the movement abilities of the player who is doing the attacking as well. So we want it to be relatively free for you to stay with each other. Your opponents move around the battlefield together and if we're hampering you on the attack action, we have to then implement some type of snare, or slow, or cc effect essentially on your opposing target; and that's not the approach we want to take for for PvP.[92] – Steven Sharif
- Melee archetypes will offer various mobility and CC counters against ranged archetypes, such as the 遊俠.[47][48]
- If we're talking about Fighter, they're going to have a lot of heavy gap closers. They can probably be a little bit more liberal in the use of their gap closers because they have so many of them, versus let's say a Ranger that needs to choose when to use their escape abilities, because they have fewer of them. The same would be true for a melee character like a rogue. Their approach vector is going to be more stealth-driven than it would be perhaps let's say from a gap-closer perspective.[47] – Steven Sharif
- Q: If a ranger is super mobile, what are the melee's options in order to catch them?
- A: Different class kits will provide different gap closers. They'll provide different mobility skills. They'll have lockdowns. They'll have chains to pull back. They'll have a lot of different things in the rotation. That's part of what an MMORPG experience is. You're not just restricted to three or six skills, you have a rotational suite; and depending on the type of challenges you face is going to help determine which of those rotations you spec into from your skill tree.[48] – Steven Sharif
Skill | Icon | Base skill |
---|---|---|
Air Strike | Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing area damage and rooting targets hit for 3 seconds. Rotation control is enabled during cast.[57] The root effect is nature based.[58] | |
Blink | Instantly teleport a set distance in the direction you are moving.[93][94] | |
Call of the Wild | Remove all movement impairing effects and increase movement speed by 20% for 8 seconds. Snares and Roots effects applied to the caster are ignored.[95] | |
Caravan Trail Speed Bonus | Minor speed boost for travelling on a simple trail.[96] | |
Rush | Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[13] | |
Speed Boost | Gives the caravan a temporary speed boost.[97] | |
Wings of Salvation | Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[98][99] An ally is defined as any non-combatant player or non-mob NPC.[100] |
人物動作
- Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[102]
- I've instructed design to incorporate a mana consumption that's percentage based for sprinting. So it'll be a similar amount of time that each class, regardless of their mana values, will have in order to sprint and it will not be accessible while in a combat.[102] – Steven Sharif
- There is a toggleable walk/run (autorun) capability.[104]
- There is not going to be any "go to waypoint" (auto-pathing) mechanics.[105]
- Double-jumping has been considered as an option for player mounts.[107]
- Unreal Engine 5 mantling was demonstrated by the developers.[87][108]
碰撞
There are player and spell/projectile collision mechanics in Ashes of Creation.[109][110][111]
- Inertia and momentum physics will help prevent blocking doorways/access points. This is based on a character's direction and movement speed, and can be used to push people out of the way.[112][111]
- 坐騎 and players cannot stop caravans and other vehicles from moving. Nothing can move or block ships.[113]
- Specific ranged skills will have a pushback effect but this is not inherent to all ranged abilities.[114]
- Player collision inherently limits the number of individuals that can be affected by AoE skills.[109]
- Not all projectiles can be body-blocked.[110]
- Not all projectiles can be body-blocked. Some potentially can, but there will be certain abilities and effects, like a shield wall, that can that can be brought up and that will obscure line-of-sight to the target as well; and it will restrict some of those attacks from occurring.[110] – Steven Sharif
閃躲
Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[115][116][117]
- The developers are considering the inclusion of dodging in a subset of universal skills that apply to all classes.[17]
- Dodging will not use I-frames (invincibility frames), but it may affect accuracy and mitigation stats when used.[115]
- Previously it was stated that hybrid combat will likely have true evasion skills relating to action-oriented combat and also have I-frames that apply to tab targeting.[117]
- So you see an animation windup that's a telegraph on what's coming; and then you have response actions that you can take as a result of that in order to dodge, weave, move, do whatever. It is both a combination of what your rotation is but also how you have reaction abilities ready to go that you save for certain circumstances that are important.[116] – Steven Sharif
主動格擋
主動格擋 is a universal skill that applies to all classes.[123][115][124][121][17]
- Active blocking is present in Alpha-2.[124][120][122] At present the developers are using a universal stamina-based energy system, but they will be testing the use of separate energy mechanics for universal skills in Alpha-2.[123][124][125][119][122]
- Active blocking might be an ability that- it's universal, of course it's universal- but it might be consuming mana; and you'll be able to adjust that mana consumption based off of your passive spec into your skill trees. In addition, it might also consume stamina, where that's something we're going to be testing as part of Alpha-2.[124] – Steven Sharif
- Shields are better for active blocking, but any melee weapon can also be used to parry with a lesser amount of mitigation.[115][121]
- Q: How are you designing encounters around active blocking? Will it be situational use, or would I expect to be laying on my block keybind for most of the fight to prevent getting deleted by bosses?
- A: It depends really on the type of adversary you're facing. Some of them are going to have indicators or tells that a big attack is coming. It's an animation wind up where you'll have an opportunity to use active block in very unique situations that are based on timing and additional mitigation for those incoming one-off attacks. In other occasions you'll be able to use it off of rotational cooldowns, or if you're waiting for a particular ability or you're during the use of your Aegis. There's different situations for when active block is a relevant use-case.[126] – Steven Sharif
- Some abilities may be able to overcome, surpass, or cancel active blocking.[123]
- If a player is in a state, such as an active block, or an active tumble state, there will likely be some types of abilities that interact with reacting to those types of states and will either overcome surpass or cancel out those states, particularly as it relates to not just active blocking, but also potentially passive blocking as well; and that would be something probably related to physical penetration values as a stat, or even CC breaks that could be relevant as well for those types of things. I think that's on the radar for the combat team.[123] – Steven Sharif
- Previously the developers had not finalized designs for active blocking and were leaning toward using more traditional buff-oriented universal damage mitigation for the MMO, and were also considering interaction between action-based blocking and a passive block stat.[127][128]
- The Paladin's Might shield in Ashes of Creation Apocalypse had its own hit box and hit points (HP); that could actively block projectiles.[129]
斷法
Abilities with a cast bar can be interrupted during the cast.[86]
- There are abilities to counter interrupts.
- Some interrupts are better than others.
Skill | Icon | Base skill |
---|---|---|
Bulwark | Bash enemies in front of you twice. The second attack temporarily increases block chance. You must have a shield equipped to block.[130][9][131][132] | |
Rush | Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[13] |
動作取消
戰鬥姿態
隨機性
隨機性 elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[135]
- RNG plays a role in both PvP or PvE.[136]
- Action combat is far less dependent on RNG.[136]
RNG is always going to play a role in Ashes of Creation whether that be in PvP or PvE, but one way to mitigate that is through the action system. The action system is going to be far less sort of dependent on those dice rolls and there'll be far more in your own hands. They won't ever completely eliminate that but it's a way for us to sort of reward skilled play versus sort of tactical strategies type play.[136] – Jeffrey Bard
目標鎖定模式
混合戰鬥是指玩家在遊戲中可以選擇以 Tab 鍵鎖定或無鎖定模式進行戰鬥。[138][6]
- 無鎖定模式設有準星,與第三人稱動作遊戲相似。[138][137][141][142]
- 玩家無須處於準星模式來施放無鎖定技能。[143]
- 施放指向性無鎖定技能,玩家無須處於準星模式。技能會自動判定準星的位置施放。因此如果玩家使用 Tab鍵鏡頭模式憑感覺瞄準,也可以使用無鎖定技能。[143] – Steven Sharif
- The reticle will highlight/change color (to red) to indicate if the current target is able to be hit with the currently prepared skill.[138][137]
- Action combat abilities will not have a lock-on feature but pressing Q while in action mode will lock on to the current target to enable the use of tab-oriented skills in action mode.[139][138]
- Action combat abilities will not have a lock-on feature so to speak. Some of those are going to be skill shot only. However because you can have a mix and match of tab abilities that require a target, you will be able to target lock in action mode as well. Right now that's delegated to the Q key as default, but you can obviously set that up you could put it on your left mouse button, or you could put it wherever you want; and when your reticle hovers over a target, it rapidly swaps your target ability and when you press your target lock it will then lock that target; and if you have tab-oriented skills, you can use your tab oriented skills and they will be used against that target.[139] – Steven Sharif
- Holding Tab while in action mode will alternate between targets.[138]
- Pressing right-click while in action mode will switch to tab mode for the currently highlighted target.[137]
- 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.[144]
- In future the user will have the ability to choose from different reticle appearances.[145]
- The tab mode (MMO mode) facilitates tab targeted combat.[137][141] A tab-targeted ability requires a target in order to utilize that skill.[139][142]
- Pressing left-click in tab mode will attack the target (with the currently selected weapon).[137]
- There will be a "target of target" capability on the user interface.[146]
Hybrid combat is being tested in Alpha-1.[138][147]
- Targeting modes are able to be achieved through choice of skills/abilities.[139][147][55]
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.[55] – Steven Sharif
Action oriented and tab oriented versions of skills will have different characteristics. Variables will change based on which version is chosen.[149]
- Damage.[149]
- Charge up time.[149]
- CC effects.[149]
- Cooldown.[54]
- Energy consumption.[54]
- Cost to spec.[54]
- Attack range will likely remain the same; as it is driven by the weapon or skill itself.[150]
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. [149] – Steven Sharif
For the purposes of balance, certain skill types will be either tab or action oriented skills. For example:[54]
- Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[54][55]
- Softer CC's would be housed in tab-targeted abilities.[54]
命中判定模型
The developers are testing different approaches to accommodate varying hitboxes between the races.[151]
- There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[151]
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.[151] – Jeffrey Bard
There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[151]
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.[151] – Steven Sharif
多向攻擊
多向攻擊 (背面,側面,正面打擊) 能根據攻擊位置造成追加傷害。[152]
橫掃攻擊
All weapons have a forward attack cone, regardless of being in tab or action mode.[137]
- The cone's arc and distance will vary based on weapon type.[137]
Polearms for example will have a much wider arc and much further out. Daggers will have a more fine-tuned arc, so you have to be more precise in that regard.[137] – Steven Sharif
This is described as a weapon attack not an active skill.[137]
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.[151][154][155]
- Headshots were a part of Ashes of Creation Apocalypse battle royale.[155]
- Previously it was stated that headshot mechanics may be implemented in the MMORPG along the lines of a higher critical chance[156][157] and that they would not be one hit kills.[156]
- Headshots in action combat are equivalent to a critical hit in tab targeted combat.[158]
- Players relying on tab skills will have a fixed critical hit chance every time they use an ability or weapon.[158]
- Players using action-based skills are going to rely on getting a head shot or hitting a critical spot on the opponent.[158]
- A Ranger skill called Headshot was introduced leading up to Alpha-2 testing.[159]
其他
引用
- ↑ 直播, 2020-08-28 (1:21:03).
- ↑ 直播, 2017-05-03 (15:15).
- ↑ 3.0 3.1 直播, 2020-03-28 (1:41:42).
- ↑ 4.0 4.1 直播, 2017-05-03 (17:59).
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 直播, 2020-08-28 (1:19:24).
- ↑ 6.0 6.1 直播, 2017-11-16 (30:45).
- ↑ 7.0 7.1 直播, 2017-11-16 (30:02).
- ↑ 直播, 2017-05-19 (43:09).
- ↑ 9.0 9.1
- ↑ 直播, 2017-10-16 (1:00:44).
- ↑ 訪談, 2018-08-08 (22:27).
- ↑ 12.0 12.1 12.2 直播, 2023-12-19 (1:20:41).
- ↑ 13.0 13.1 13.2 13.3 13.4 13.5
- ↑ 14.0 14.1 14.2 14.3 14.4 14.5 直播, 2023-07-28 (1:04:27).
- ↑ 15.0 15.1 15.2 15.3 15.4 15.5 訪談, 2020-07-18 (1:05:04).
- ↑
- ↑ 17.0 17.1 17.2 直播, 2021-11-19 (50:38).
- ↑ 影片, 2022-09-30 (17:00).
- ↑ 直播, 2021-09-24 (1:18:06).
- ↑ Podcast, 2021-09-29 (30:04).
- ↑ 直播, 2021-06-25 (1:05:01).
- ↑ 直播, 2018-02-09 (41:56).
- ↑ 23.0 23.1 直播, 2019-12-17 (1:13:14).
- ↑ 24.0 24.1 直播, 2024-01-31 (5:00).
- ↑ 直播, 2019-07-26 (1:09:22).
- ↑ 26.0 26.1 26.2 26.3 訪談, 2020-07-18 (1:07:06).
- ↑ February 8, 2019 - Questions and Answers.
- ↑ 28.0 28.1 Forums - Livestream Q&A 2022-08-26.
- ↑
- ↑
- ↑ 訪談, 2018-05-11 (53:15).
- ↑ 直播, 2018-04-8 (PM) (20:45).
- ↑ 33.0 33.1 影片, 2023-12-19 (5:29).
- ↑ 34.0 34.1 34.2 直播, 2023-07-28 (1:03:27).
- ↑ 訪談, 2020-07-29 (55:44).
- ↑ 訪談, 2020-07-19 (53:59).
- ↑ 訪談, 2020-07-18 (1:07:51).
- ↑ 38.0 38.1 直播, 2017-07-28 (19:05).
- ↑ 直播, 2023-12-19 (1:49:56).
- ↑ 直播, 2023-12-19 (1:46:12).
- ↑ 訪談, 2020-07-29 (54:44).
- ↑ 42.0 42.1 42.2 42.3 42.4 直播, 2017-05-24 (45:12).
- ↑ 43.0 43.1 直播, 2020-06-26 (1:50:01).
- ↑ 直播, 2017-10-16 (25:56).
- ↑ 影片, 2023-12-19 (27:14).
- ↑
- ↑ 47.0 47.1 47.2 直播, 2023-12-19 (1:16:19).
- ↑ 48.0 48.1 48.2 直播, 2022-09-30 (51:28).
- ↑ 49.0 49.1 49.2 直播, 2021-04-30 (1:08:10).
- ↑
- ↑ 直播, 2018-02-09 (28:17).
- ↑ 直播, 2019-11-22 (1:06:25).
- ↑
- ↑ 54.0 54.1 54.2 54.3 54.4 54.5 54.6 Podcast, 2018-08-04 (1:11:05).
- ↑ 55.0 55.1 55.2 55.3 55.4 55.5 直播, 2018-04-8 (PM) (37:57).
- ↑ Podcast, 2018-08-04 (1:11:52).
- ↑ 57.0 57.1
- ↑ 58.0 58.1 影片, 2022-09-30 (15:28).
- ↑
- ↑
- ↑ 影片, 2023-05-31 (12:12).
- ↑ 影片, 2023-04-28 (17:50).
- ↑ 影片, 2023-07-28 (20:50).
- ↑
- ↑ 影片, 2023-07-28 (29:23).
- ↑
- ↑
- ↑ 影片, 2023-03-31 (9:55).
- ↑ 影片, 2023-01-27 (10:27).
- ↑
- ↑
- ↑
- ↑ 影片, 2023-04-28 (17:22).
- ↑
- ↑ 影片, 2023-09-29 (11:23).
- ↑ 影片, 2023-01-27 (7:28).
- ↑ 77.0 77.1 直播, 2021-02-26 (27:41).
- ↑ 影片, 2021-02-26 (6:17).
- ↑ 79.0 79.1 79.2 79.3 79.4 直播, 2023-07-28 (1:02:23).
- ↑ 80.0 80.1 直播, 2022-06-30 (46:30).
- ↑ 直播, 2021-07-30 (31:22).
- ↑ 訪談, 2021-06-13 (4:12).
- ↑ 直播, 2021-05-28 (1:13:05).
- ↑ 84.0 84.1 84.2 直播, 2022-12-02 (59:47).
- ↑ 直播, 2020-04-30 (1:17:13).
- ↑ 86.0 86.1 直播, 2017-05-08 (43:30).
- ↑ 87.0 87.1 直播, 2021-12-23 (55:32).
- ↑ 影片, 2021-12-23 (23:53).
- ↑ 89.0 89.1 直播, 2022-10-14 (48:45).
- ↑ 90.0 90.1
- ↑ 直播, 2020-06-26 (1:30:40).
- ↑ 92.0 92.1 直播, 2022-06-30 (49:42).
- ↑
- ↑ 影片, 2023-04-28 (4:40).
- ↑
- ↑
- ↑
- ↑ 影片, 2023-07-28 (24:03).
- ↑
- ↑ 影片, 2023-07-28 (24:16).
- ↑ 影片, 2017-05-25 (0:02).
- ↑ 102.0 102.1 直播, 2021-07-30 (1:11:29).
- ↑ Reddit - Developer response to unique ability visuals.
- ↑
- ↑ 直播, 2018-05-04 (51:57).
- ↑ 直播, 2017-12-15 (1:35:38).
- ↑ 直播, 2023-05-31 (1:10:08).
- ↑ 影片, 2021-12-23 (7:05).
- ↑ 109.0 109.1 直播, 2023-12-19 (1:52:02).
- ↑ 110.0 110.1 110.2 直播, 2023-12-19 (1:20:09).
- ↑ 111.0 111.1
- ↑ 訪談, 2020-03-27 (15:20).
- ↑ 直播, 2023-10-31 (1:30:52).
- ↑ 直播, 2023-12-19 (1:17:45).
- ↑ 115.0 115.1 115.2 115.3 直播, 2023-01-27 (1:06:02).
- ↑ 116.0 116.1 直播, 2022-06-30 (51:17).
- ↑ 117.0 117.1 直播, 2020-01-30 (1:34:12).
- ↑ 直播, 2020-06-26 (1:24:06).
- ↑ 119.0 119.1 直播, 2022-12-02 (1:05:08).
- ↑ 120.0 120.1 影片, 2023-01-27 (35:51).
- ↑ 121.0 121.1 121.2 影片, 2022-12-02 (34:41).
- ↑ 122.0 122.1 122.2 影片, 2022-12-02 (16:55).
- ↑ 123.0 123.1 123.2 123.3 直播, 2023-09-29 (1:12:16).
- ↑ 124.0 124.1 124.2 124.3 影片, 2023-01-27 (40:24).
- ↑ 直播, 2023-01-27 (15:22).
- ↑ 直播, 2023-01-27 (1:13:29).
- ↑ 直播, 2021-09-24 (1:22:46).
- ↑ 直播, 2020-06-26 (1:19:50).
- ↑
- ↑ Alpha-1 screenshot.
- ↑ 影片, 2021-02-09 (0:37).
- ↑ 直播, 2020-07-31 (1:14:26).
- ↑ 直播, 2017-05-17 (1:05:11).
- ↑ 直播, 2019-06-28 (1:19:00).
- ↑ 直播, 2017-05-30 (16:25).
- ↑ 136.0 136.1 136.2 直播, 2018-12-06 (48:52).
- ↑ 137.00 137.01 137.02 137.03 137.04 137.05 137.06 137.07 137.08 137.09 137.10 137.11 137.12 直播, 2020-08-28 (1:15:39).
- ↑ 138.0 138.1 138.2 138.3 138.4 138.5 138.6 直播, 2021-06-25 (22:34).
- ↑ 139.0 139.1 139.2 139.3 139.4 直播, 2021-06-25 (27:43).
- ↑
- ↑ 141.0 141.1 141.2 直播, 2020-04-30 (1:09:51).
- ↑ 142.0 142.1 訪談, 2019-04-15 (38:03).
- ↑ 143.0 143.1 直播, 2021-06-25 (27:10).
- ↑ 直播, 2021-03-26 (59:21).
- ↑ 直播, 2021-06-25 (26:11).
- ↑ 直播, 2020-04-30 (40:19).
- ↑ 直播, 2020-08-28 (1:12:50).
- ↑ 149.0 149.1 149.2 149.3 149.4 Podcast, 2018-08-04 (1:07:59).
- ↑
- ↑ 151.0 151.1 151.2 151.3 151.4 151.5 直播, 2020-10-30 (1:15:59).
- ↑ 152.0 152.1 直播, 2021-03-26 (1:11:25).
- ↑
- ↑
- ↑ 155.0 155.1
- ↑ 156.0 156.1 訪談, 2018-10-21 (9:10).
- ↑ 訪談, 2018-10-20 (3:25:31).
- ↑ 158.0 158.1 158.2 直播, 2018-09-27 (34:49).
- ↑