Glorious Wiki readers. We are adding the Midnight Magic video and livestream to the wiki. We appreciate your patience as we process the new and updated information!

“Combat”的版本间差异

来自Ashes of Creation Wiki
跳到导航 跳到搜索
(Add section)
(Text replacement - "Weapon use ability" to "Weapon use combo system")
第81行: 第81行:
 
{{Class kits}}
 
{{Class kits}}
  
=== Weapon use ability ===
+
=== Weapon use combo system ===
  
{{Weapon use ability}}
+
{{Weapon use combo system}}
  
==== Weapon use ability status ====
+
==== Weapon use combo system status ====
  
{{Weapon use ability status}}
+
{{Weapon use combo system status}}
  
 
== Weapon swapping ==
 
== Weapon swapping ==

2020年2月16日 (日) 16:25的版本

Alpha-1 PvE 战斗早期预览。[2]

Combat is the most tactile system in the game. It's the thing you will experience most often; and outside of the systems and mechanics that are going to be present for the overarching core gameplay loop, combat needs to feel responsive. It needs to not feel floaty. It needs to feel mobile. It needs to be fluid. It needs to give a feeling of satisfaction. The audio components, the effects components, the animations themselves, the types of skills and those types of things: All of those are really our objective in fine-tuning the approach for our combat in Ashes of Creation.[3]Steven Sharif

Ashes of Creation战斗着重策略和战术。[4]

  • 战斗是游戏与玩家最有联系的系统。战斗必须是即时、灵活、以及流畅,还有带给玩家满足感。[3]

我们希望战斗富有代入感、而且有趣...现在我们已加快步伐,进行 Alpha -1 初阶段开发,因此现时的焦点是放在无锁定目标战斗模式,同时建立相关系统。我们这样做是因为多年来MMORPG都采用Tap键目标锁定模式,尽管现时动作MMORPG兴起,亦有一些成功的无锁定动作游戏,例如TERA和黑色沙漠。因为Tap键锁定和无锁定战斗是两种完全不同的游戏模式,我们希望能透过深入这方面的开发,让我们更了解如何把两者融合在同一游戏里。[5]Steven Sharif

重制后的战斗系统将在 Alpha-1 测试期间内推出。[6][7]

  • Alpha-1 初期重点是测试核心系统的运作,而不是战斗相关的平衡[8]

目标锁定模式

Alpha-1 early hybrid combat demo.[9]

You'll notice as I go into action mode, I have my reticle and when my reticle hovers over an enemy target, it'll turn red, essentially showing like "hey we know you have a valid target hit" that you can see; and when you press 'Q' you can lock on to that target. You can also hold tab to alternate between targets. So like that's an important aspect of the combat that we're trying to incorporate, which is mixing and meshing between tab and action, so you still have that action component but also are available to use some of your tab targeted skills.[10]Steven Sharif

混合战斗是指玩家在游戏中可以选择以 Tab 键锁定无锁定模式进行战斗[10][11]

  • 点击 Z 键 (预设快捷键是 Z,玩家可以设置成其他快捷键) 让玩家切换至无锁定或 Tab 键锁定战斗模式。[12][13][9][14]
  • 无锁定模式设有准星,与第三人称动作游戏相似。[10][9][14][15]
    • 玩家无须处于准星模式来施放无锁定技能。[16]
    施放指向性无锁定技能,玩家无须处于准星模式。技能会自动判定准星的位置施放。因此如果玩家使用 Tab键镜头模式凭感觉瞄准,也可以使用无锁定技能。[16]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.[10][9]
    • 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.[12][10]
    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.[12]Steven Sharif
    • Holding Tab while in action mode will alternate between targets.[10]
    • Pressing right-click while in action mode will switch to tab mode for the currently highlighted target.[9]
    • 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.[17]
    • In future the user will have the ability to choose from different reticle appearances.[18]
  • The tab mode (MMO mode) facilitates tab targeted combat.[9][14] A tab-targeted ability requires a target in order to utilize that skill.[12][15]
    • Pressing left-click in tab mode will attack the target (with the currently selected weapon).[9]
    • There will be a "target of target" capability on the user interface.[19]

Hybrid combat is being tested in Alpha-1.[10][20]

  • Targeting modes are able to be achieved through choice of skills/abilities.[12][20][21]
    • 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.[21]
    • Different ranks of the same skill can change the skill from tab to action targeted or vice-versa.[22]

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.[21]Steven Sharif

Action oriented and tab oriented versions of skills will have different characteristics. Variables will change based on which version is chosen.[23]

  • Damage.[23]
  • Charge up time.[23]
  • CC effects.[23]
  • Cooldown.[24]
  • Energy consumption.[24]
  • Cost to spec.[24]
  • Attack range will likely remain the same; as it is driven by the weapon or skill itself.[25]

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. [23]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。

For the purposes of balance, certain skill types will be either tab or action oriented skills. For example:[24]

  • Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[24][21]
  • Softer CC's would be housed in tab-targeted abilities.[24]

Ashes of Creation Apocalypse combat targeting

Action combat in Ashes of Creation Apocalypse utilizes a targeting reticle.[27]

  • A hot key can be used to toggle reticle mode on and off.[27]
  • Left mouse click is used for basic weapon attacks.[28]
  • Right mouse click is used as a "focus" button. It can also be used to activate root motion attacks for melee.[28]
  • Combat targeting uses hitbox registration in three separate regions: Upper body, lower body and head.[29]
  • Certain weapons and skills have ADS (Aim Down Sights) functionality.[30][31]

There will be aim down sights. You may have seen it that you can aim down sights on weapons; and there will be scopes on like crossbows and stuff that - arcane scopes - that you can use.[30]Steven Sharif

Some spells do have ADS. There's a long-range meteor blast that can be used from one of the spell books; and that has an arcane zoom in. It lets you zoom into a target.[31]Steven Sharif

Alpha-1 will test hybrid action/tab combat.[20][5]

爆头机制

爆头机制 (where there is a specific hitbox for a player's head) are not planned for the Ashes of Creation MMORPG.[32][33][34]

击杀时间

商队 PvP in Alpha-2.[39]

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.[40]Steven Sharif

击杀时间 (TTK) in Ashes of Creation will be a little bit faster than most MMOs.[40]

  • Previously it was stated that the TTK was expected to be around 30 seconds to a minute.[41]
  • The developers do not want one-shots in the final MMORPG.[42]
  • Average non-elite mob time-to-kill for a solo player is intended to be around 6 seconds.[43]
In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[42]Steven Sharif

战斗技能

The aspiration for combat is for abilities to have corresponding counter-play abilities.[44]

  • The goal is to have special animations for parrying, blocking and evading.[45]

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.[45]Jeffrey Bard

随机性

随机性 elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[46]

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.[47]Jeffrey Bard

横扫攻击

Weapon attack cone in Alpha-1.[9]

As I attack I am hitting multiple numbers of these opponents; and that's important because all weapons, regardless of whether you are in reticle mode or tab-targeting mode will be able to have a action-based type weapon attack. Not active skill, but weapon attack.[9]Steven Sharif

All weapons have a forward attack cone, regardless of being in tab or action mode.[9]

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.[9]Steven Sharif

This is described as a weapon attack not an active skill.[9]

动作取消

战斗系统中不会有动作取消的机制。[49]

闪躲

闪躲 in Alpha-1 early combat.[3]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[3]Steven Sharif

Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[50][51][52]

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.[51]Steven Sharif

主动格挡

坦克 active blocking with a Shield in Alpha-2.[56]

The shield version would probably be better but you'd still be able to parry or whatnot with a two-handed weapon, or even maybe a dual wield.[57]Tradd Thompson

主动格挡 is a universal skill that applies to all classes.[59][60][50][61][57][54]

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.[61]Steven Sharif
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.[64]Steven Sharif
  • Some abilities may be able to overcome, surpass, or cancel active blocking.[60]
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.[60]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.[65][66]

战斗姿态

将来很可能会有武器相关的战斗姿态[68]

主要技能

Alpha-1 preview primary skills.[69]

If from the eight archetypes whatever you choose as your secondary, you're going to receive a choice of augments that relate to some core ideal of that class. You know like a tank is about controlling the battlefield, is about surviving. The mage is about dealing damage and elements and ability in AoEs. The rogue is going to be about stealth and critical damage. So those augments are going to to play towards those identities.[70]Steven Sharif

The idea behind the system is that you're skirting the line through these augmentations of your role, right. We have the traditional holy trinity that's present in class designs for MMOs and it's often that those either are not deviated at all or completely deviated from entirely. The augment is to offer a balance between that where you still maintain the semblance of that trinity system while offering the opportunity to customize your play experience towards one of the other angles in the triangle.[71]Steven Sharif

主要技能 (class abilities) are based on a player's archetype.[72][73]

主动技能

玩家可以把想要的主动技能放在技能栏中。[80][81]

  • 可以放在技能栏中的技能数量有限 (少于30)。[4]
  • 将有选项添加多个技能栏[3][81]
  • 例如一个斗士将会因为选择了不同主动技能,而与其他斗士不同。[4]
  • 透过选择不同技能,玩家可以专注于Tab 键锁定技能、动作指向技能或两者混合,塑造自己的战斗体验。[11]
  • 角色升级时不会习得新技能,玩家需要自行选择想要习得的技能。[82]
  • 技能数量不会多得令人措手不及。[83]

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.[3]Steven Sharif

大招

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。

Ultimate skills are very powerful skills that can be used when enough focus has been accumulated from using the 武器使用连击系统.[84]

元素技能

The idea behind magic is you're manipulating the elements. They don't just have to be fire, ice, water and air. They can be darkness, they can be light, they can be planar; a lot of different types of "elemental influences".[85]Steven Sharif
Skill Icon Origin Description
Ball Lightning Ball Lightning Icon.png 法师 Create a large ball of charged electricity that travels slowly forward, rapidly dealing (50%🢆) lightning damage and applying Volatile to enemies it overlaps with.[86][87][88]
Blizzard Blizzard.png 法师 Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Periodically pulses Chilled to targets within the area. Each shard impact deals (50%🢆) ice damage in a small area around it and applies Frozen to targets with Chilled.[89][90][86]
Chain Lightning Chain Lightning Icon clean.png 法师 Release a powerful streak of lightning that hits your primary target and then chains outward to up to 5 nearby enemies from that target, dealing (175%🢆) lightning damage to each. Applies 20 stacks of Shocked to targets with Volatile.[91][92][93]
Cone of Cold Cone of Ice.png 法师 Blasts a cone of cold in front of the caster, dealing (125%🢆) ice damage. Applies Chilled to targets hit.[86][94][95]
Elemental Empowerment Elemental Empowerment (active).png 法师 Whenever you cast an elemental spell, your weapon combo finishers apply a stack of Burning, Chilled, or Volatile to targets hit, based on the current empowered element. Casting a spell of another element changes your current Elemental Empowerment to that element.[96]
Fireball Fireball (Active).png 法师 Hurl a ball of fire toward your target, dealing (100%🢆) fire damage and applying Burning for (75%🢆) fire damage. 3 charges.[97]
Fissure Mage Spell 7.png 法师 Call forth a line of jagged earthen spikes in a line in front of you, dealing (175%🢆) pierce damage, applying Staggered, and launching each enemy hit.[98]
Frostbolt Frostbolt (Active).png 法师 Launch a bolt of frost towards your target, dealing (225%🢆) ice damage. Applies Frozen if the target is Chilled.[99][100]
Lightning Strike Lightning Strike (Active).png 法师 Held ability: Charge up a bolt of lightning to unleash upon your target, dealing (275%🢆) lightning damage based on how long it was charged. Also applies 20 stacks of Shocked to targets.[101][102]
Magma Field (Lavastorm).png 法师 Erupts the earth at target location, forming a boiling pool of lava that deals (50%🢆) fire damage and applies Burning at (50%🢆) fire damage power every 2 seconds to enemies within the area. Lasts 8.1 seconds.[103]
Meteor (Meteor Shower).png 法师 Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals (200%🢆) fire damage and applies Conflagrating to targets with Burning. After landing it continues to roll forward for its remaining distance, dealing damage to enemies along its path.[104]
Quake Quake.png 法师 Held ability: Slam down, causing a powerful earthquake around your character that deals (200-500%🢆) bludgeon damage depending on how long it was charged. Additionally this ability applies Staggered to all enemies around the caster, unless fully charged, in which case it applies Tripped.[105]
Thundering Shot Thundering Shot Icon.png 游侠 Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[106]

平衡

There will be match ups in 1v1s where one class will be superior to another; and that application should be a rock-paper-scissors dynamic. We want there to be counter-play between the different classes... Instead it's going to be a group focused balance, where as long as you have the diversity of classes present, that's going to be an equal level playing field. It's going to be very dependent on skill and strategy.[109]Steven Sharif
Balance-wise, there's a number of different interactions mechanically that you have within an ability that you can adjust in order to balance its power. The most most common ones are: Cooldown, Mana consumption, Damage done, Effect status conferred, Promotion of that effect status, Range.[110]Steven Sharif
When we move into Alpha 2 and we have a lot of data that's supporting the use of these particular abilities in combat settings, how often they're used, how often they result in death, what the average damage done by this archetype is comparatively to other damage done by different archetypes: All of that data gets logged and all of that data gets queried in order for us to refine the abilities so that they live in the environment we want them to. Now, that's not to mean that we're going to have a perfect balance across the board between the archetypes. Again, we're taking a rock-paper-scissor approach to balance, which means that some archetypes will do better against other archetypes and vice versa; and we're also not creating an environment where we want to have 1v1 balance. We are focused around group balance. Group composition is important.[107]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。
Even though augments do radically change the way your active skills provide you abilities, there's still a primary focus on the base archetype itself and not the 64 whole classes.[108]Steven Sharif
Certain archetypes are capable of moving the gap between their counterpart per-se. If I am a Tank archetype and a Mage is my counter, I can take a Mage secondary and bridge the divide slightly; and then move my identity that direction ever so slightly.[116]Steven Sharif

角色定位

Ashes of Creation has the traditional trinity of 坦克, DPS (damage dealers) and Support (healer or non-healer) roles.[117][118][119]

We have our eight base archetypes; and the trinity is a pretty strong influence with regards to the eight base classes. However the area in which we actually begin to play with that line between the trinity is in the secondary classes that you can pick. That's where we begin to blend those spaces and allow people a little bit of influence over their role and whether or not they fit perfectly within a particular category within the trinity.[120]Steven Sharif

角色威力膨胀

The developers intend to limit power creep via item sinks, the lack of gear binding, and the absence of pay-to-win or pay-to-convenience in Ashes of Creation.[121]

Weapon skills

武器 and 装甲 are tied to skills in Ashes of Creation Apocalypse.[122]

  • Swapping between weapons will allow players to access the different skills on their hotbar.[122]
  • Certain armor pieces have utility and defensive skills, such as like Camouflage, Polymorph and Battlefield wall.[122]
  • Weapons are tied to one specific skill in early testing, but this may change.[123]

Weapons will have skills associated with them and they'll will rest on a hot bar and you can swap between the weapons on the hot bar and that'll allow you to access the different skills. Additionally the breastplate, the leggings: Those also have skills associated with them those are more utility and defensive abilities, such as like camouflage, polymorph, battlefield wall; that stuff. Those are on the armor pieces and then they are associated with right now the VC hotkeys for their abilities.[122]Steven Sharif

Right now weapons are tied to one specific skill; and that's just again because we're so early in alpha 1; but well probably be changing that as we continue to iterate and test.[122]Steven Sharif

Class kits

Template:Class kits

#REDIRECT MediaWiki:Weapon combo system/zh

Alpha-2 greatsword weapon combo animation.[124]

Whenever you get stab hits on the third and the fourth hit, those are actually procs. So, if you connect with the second hit of that proc hit you'll receive the additional effects, but you actually have to connect with a monster or player to receive the effect; and I think the proc rate is at a static 25 percent right now. We're looking at other ways to scale that. Maybe it scales with a stat, or maybe it scales with additional nodes, but right now it's kind of low.[125]Brian Ferguson

A weapon combo system (also referred to as Weapon use combo, Weapon attack combo, Weapon combo, and Weapon use ability) is utilized instead of a traditional auto-attack ability in Ashes of Creation.[124][126][100][127][128][129][130]

Let's say for example you're using a two-handed warhammer or something and you have a number of weapon combos that play animation style based on how many combos deep you go into an attack with that warhammer. So the first is going to be like a forward swing. Second is going to be a back swing. The third is going to be swing down and the fourth is going to be some twirl that you do; and that's what we call the combo animation montage.[131]Steven Sharif
We wanted to have a combo length progression available to players so that certain builds could have longer weapon combos and other builds can have shorter weapon combos with more passive effects.; and this has been the result of our exploration. So, when you start out you've got a pretty quick four-hit combo, but whenever you unlock the additional hits you get the fifth and sixth hits, which are at approximately 50% to the overall combo length. But we found that that gave a pretty satisfying floor and ceiling to how long the combo can be.[133]Brian Ferguson
Depending on what your class skill choice has been those are going to have synergy effects with the weapon skill tree. So my skill called spin-to-win might do 30 additional damage on a staggered target. So I see when my proc occurs with the stagger effect on my first swing, like for me as a player I might be only interested in landing that first swing, so every now and then I'm gonna swing once and then I'm gonna use a skill and then I'm gonna come back and swing again because that'll play my first swing montage, because it's been interrupted. So I won't move to the second one because I'm really just wanna hit that stagger effect. So that's going to be how my rotation lines up. However I might have some skill that on a stun target it might be an immediate cast and it's like some power you push or power hit; and that does- it knocks back a stun target. So if the target's stunned when this skill plays, it has an added effect of knock down and now they're gonna get knocked down for an additional two seconds. Now I might spec into that and as a result I want to finish through: swing, swing, and then knock down. So I get my chance at stunning that target with that weapon skill.[131]Steven Sharif
You may have items or set bonuses that change at what level those proc occurs. So I may have a full set of battle armor that changes all third hit combo procs to second hit requirements and now I have a chance not only on my second hit to land that tapering slow but I also have a chance to land my one second stun proc because I have the full set that changes my weapon progression. So that's the way itemization works with your weapon skill tree, is you can enhance when those weapon skill trees become available in your combat montage and that can be a relevant factor in how your skill rotations come to play; and mixes with your weapon attacks.
  • Weapon skill choices and rotations will vary based on whether the player is more focused on PvP or PvE.[131]
Right now some people might just say, "I don't care at all about my weapon attacks. I'm not going to invest a lot of points into that. And if I do, it's going to be primarily PvE focused where I'm more comfortable using just swinging my weapon, and I may not use them as much in PvP. I'm just going to be focused on skill rotations." That's okay, but the reason for those skill montages- back to your question- is they have a very relevant role in when certain procs come online from a weapons skill tree perspective.[131]Steven Sharif
  • Using a skill/ability other than a basic attack will in general reset the combo.[132]
    • The developers are considering specific abilities that might be able to be used without resetting the combo system.[132]
It acts similar in the sense of the core loop of what an auto attack is so to speak; where typically your other skills have a cooldown period, they have a rotation or whatever: Our combo system is a repeatable skill effect that you can continually attack with but it's a little bit more involved than what a traditional auto attack is; and it has components from a from an advancement standpoint when it comes to the types of procs that your weapon can have during that combo system... It's not going to have the quick time event that you guys saw early on in PAX and gave great feedback on, but it is going to have development with regards to the power of the weapon the type of weapon you're using, the additional proc effects that you can skill into: Those types of things are going to make it a little bit more complex of a system capture.[128]Steven Sharif

Weapon use combo system status

The weapon combo system plays heavily into the weapon skill trees, which are planned for Alpha-2 and beyond.[134]

#REDIRECT MediaWiki:Switching gear/zh

There will be a loadout system that you can use in your inventory to help manage those different types of set that you can customize. So you can do a simple hotkey press and be able to swap your armors, out of combat of course, with a single button click.[139]Steven Sharif
You may not swap armor when you're in combat, but you may swap your weapons; and there's obviously a few reasons of why this can be important: We're a itemization agnostic class design, so players equip with items that there are most necessary based on the adversary or the challenge that they're facing; and so we want that to be available for players to swap with weapons.[146]Steven Sharif

Alpha-0 combat

The weapon use ability (precision combo/quicktime event) system is in Alpha-0 but it is a different iteration to what was shown at PAX West 2017.[154] Due to time constraints leading up to Alpha 0, the success range of this system was widened and the UI component was disabled. The plan moving forward is to continue to evolve the system in a fun and more engaging direction based on community feedback.[155]

  • Many animations at the moment are first pass, and will be further fleshed out as development continues.[156]

We want combat to be engaging, fun. What you're seeing in our pre-alpha we honestly have not spent a lot of time on combat. Most of this pre-alpha has been spent on establishing core technical features for our proprietary back-end solutions for making a MMO in Unreal.[5]Steven Sharif

人物动作

  • Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[158]
    • A sprinting/dash skill with a cooldown was confirmed to be part of a class kit.[159]
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.[158]Steven Sharif
  • There is a toggleable walk/run (autorun) capability.[160]
  • There is not going to be any "go to waypoint" (auto-pathing) mechanics.[161]

碰撞

There are player and spell/projectile collision mechanics in Ashes of Creation.[166][167][168]

  • 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.[169][168]
  • Specific ranged skills will have a pushback effect but this is not inherent to all ranged abilities.[171]
  • Player collision inherently limits the number of individuals that can be affected by AoE skills.[166]
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.[167]Steven Sharif

大型副本机制

Boss fights will have fairly intricate mechanics.[173]

Combat itself will be pretty intricate mechanics-wise. We're going to have different phases of the bosses, there's going to be a lot of adds stuff, there's going to be random oriented skill usage. We're not going to have telegraphed templates on the ground, but we will have telegraphed animations, so it's going to be location, mobility, strategic. It will be something that can not be repeatable in the exact same way from raid to raid, but has a variance between the combat, so raiders are going to have to be fluid in thinking on their feet.[173]Steven Sharif
Anytime the boss is telegraphing an ability, that is an opportunity for you to direct the location of that effect; and so in that sense, yes you could use a boss's mechanics in an interesting way to affect an enemy raid.[175]Steven Sharif

预警

In specific circumstances there will be telegraphs (tells) to communicate something that's happening.[176]

  • Animation tells.
  • Templates.

辅助技能

Alpha-2 游侠 Camouflage skill.[177]

We have what are called utility skills and a lot of MMORPGS really only focus on active combat skills, but some of the favorite things that I've had as a gamer is tabletop RPGs like Pathfinder or Dungeons and Dragons, and there are skills in those games that are relevant to either your environment or the quest line; and they're a little bit sometimes "story mode".[178]Steven Sharif

A utility skill is a typically non-combat skill that interacts with the environment and offers counters and horizontal progression against other archetype abilities.[179][180][181][182] Utility skills lend themselves toward how classes navigate and deal with hazards in the world.[183]

When we think about utilities, some of the examples of those utilities might be a Rogue has invisibility. How do you address invisibility? Well, a Ranger might have a utility ability that spawns a Hound that trails invisible targets within an AoE radius of the Ranger and you get that location. Whereas, a Mage might have an Arcane Eye that actually reveals them to the party of the raid. Those are the types of utility skills that we want to create. They offer counters and horizontal progression against the other archetype abilities.[179]Steven Sharif
  • 职业 will have different utility abilities, such as detecting traps and other hazards.[180][181][183] For example: The Mage's detection spell casts light and reveals magical explosive hazards.[184]
    • Certain classes are able to climb/parkour in certain areas.[185][186] This is not a free-form ability. It will likely be restricted to certain quests, locations or objects.[187][188]
    • Certain classes (such as Rogues) will have stealth abilities.[189]
Q: What kind and how many special or unique activities can we expect classes to perform outside of combat, such as rogue's opening locks, tracking enemies as a ranger, or removing corruption from the ground as a cleric?
A: Just thirty minutes ago I was talking about those utility abilities like finding tracks, or cleansing poisons, arcane eye to reveal secret passages. The idea is how do we blend the traditional tabletop RPG role of utility and/or skill checks into the setting of a graphical MMORPG; and I think that it's both a complement of the skill kit that's available and how it interacts with the world for those curated or special designs within these locations. So to answer that question: that is intended- we've shown a little bit of that in the past and it is something that we want to make feel compelling and rewarding and viable as a use-case scenario in many different settings that you might find yourself in within the world.[180]Steven Sharif
  • All classes will have maneuverability/traversal utility abilities.[190]
  • Utility skills exist that can help players discover hidden paths and entrances and may lead to discovering hidden quests while exploring.[181]
  • Certain objects exist in the world (such as ladders and slides) that aid player mobility.[191]
We don't just have the approach of your class being reflected in your combat abilities but also there are utility abilities that certain classes have that other classes don't have.[192]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。
  • There will be a grappling hook utility skill or item.[193]
  • Rogues may also have a spyglass utility skill.[183]

角色死亡

Alpha-1 — 于户外地下城死亡[194]

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.[195]Steven Sharif

玩家死亡时会化为灰烬。灰烬中包含玩家因死亡惩罚而掉落的物品[196][197][198][199] 任何玩家都可以即时拾取灰烬。[196] 拾取灰烬不会触发玩家标记[200]

  • 非战斗员 (绿色玩家) 死亡时,将遭受一般惩罚,包括:[198]
    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.[203]Steven Sharif

满等角色死亡时将损失约 2-3% 总经验值 (未定)。[213]

  • 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.[213]

死亡惩罚将不适用于存在特定目标的活动 (例如商队公会战节点战)。[214]

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.[214]Steven Sharif
  • PvPPvE 情况下死亡将遭受同样的惩罚 (未定)。[215]

玩家可能会遇溺而死。[216]

骑乘战斗

某些坐骑会有战斗能力[217][218]

  • 玩家不能骑乘时使用职业 技能[217]
  • 玩家骑乘时,坐骑能够单独被瞄准。[219]
  • 坐骑可以被玩家杀害,但经过一定的冷却时间后可以重生。[219][220]

是拥有强大的战斗能力的史诗级飞行坐骑,技能包括范围喷火攻击、俯冲飞行攻击等等。[221][222]

The dragon will have a lot of capability in PvP. It's primarily its purpose, because as it relates to Castles and the sieges they're in, or Nodes and the sieges they're in. We want dragons to have large scale ramifications against player raids.[222]Steven Sharif

战斗宠物

战斗宠物 (also referred to as Item pets or Universal combat pets) may be acquired by any archetype.[223]

It’s important to note, combat pets are primarily horizontal in nature. Where as class pets (like summoner) are a very vertical mechanic.[225]Steven Sharif
  • Combat pets may be tamed from certain creatures in the world.[228]
  • Combat pets are categorized by class and will adhere to a simple trinity structure (Tank/DPS/Support).[226]
  • Combat pets will also be categorized into different rarities.[226]
  • Combat pets may not be able to be summoned in certain dungeons, instances or other spaces.[230]
It will participate in combat. It will allow you different options sometimes, but it won't necessarily increase your power and... you'll be sacrificing something for it.[227]Jeffrey Bard

海战

Alpha-2 Negalith naval raid boss.[231]

This is one of the Alpha-2 raid bosses that are going to be in the ocean. That'll be interesting when you come across that, what might happen. Good luck. We should have added a scale there because yeah, it's a big boy. The number of ships needed for that one's going to be a lot.[231]Steven Sharif

海战 involves different types of 船舶 with varying capabilities, armaments and roles to play out on the high seas. There will be a balance and counterbalance between ships from PvP and PvE perspectives.[231][232]

Battles at sea will be epic. They will have some supreme rewards and/or losses if the battle succeeds or fails.[238]Steven Sharif
Q: Will there be a way to produce enough experience for a node for those who want to spend the majority of their time on the open seas?
A: The open seas have have a good amount of content; and that content when completed will give its contribution to a nearby node; and that is something that people who live on the sea, or desire to live on the sea, will be able to um contribute in a way.[240]Steven Sharif

船舶

Tea transport PAX East 2018 exclusive cosmetic ship skin.[241]

Sailing will be pretty in-depth and it's going to be based on the size of the ship that you're using. So there will be components for seamanship that other players you will need to have on board if you want to operate a vessel to the best of it's skills: Let's say in combat or traversing just the world.[242]Steven Sharif

船舶 are vehicles in Ashes of Creation. Ships are owned by the player who has the ship item in their inventory. Only that player can summon the ship.[170][243]

  • Ship creation is generally delegated to players. There won't be many non-player-owned ships.[244]
    • Quest lines may have NPC driven ships.[244]
    • NPC ships will be present on the ocean that are adversaries or monsters that will be targets for players to try to raid or hunt for treasure.[244]
For the most part all ship creation will be delegated to the player. You have to build up a ship or find somebody who has one if you want to get across the seas.[244]Steven Sharif
  • There won't be mechanics for players to hire NPCs to carry out tasks on ships.[245]
  • Ship owners are able to grant permissions to allow other players to navigate their ships and access certain ship functions.[246][243]
    • Ship navigators receive a significant defensive buff while they are navigating the ship. This reduces CC effects and increases damage mitigation significantly.[246]
    • If the ship navigator is killed or otherwise removed from the ship then any player will be able to navigate the ship for a period of 15 to 20 minutes before the ship despawns and becomes a wreckage.[246]
    • Other ship permissions may include operating weapons, anchors, and utility items.[243]
  • Nothing can move or or block ships, apart from other ships. Ships collisions come with the risk of significant damage to the vessels involved.[249][170]
We adhere to some semblance of real physics feelings with regards to these vehicles; and so ships do have the potential to be pushed in different directions and out of the way for each other. That is an intended collision experience that we want ships to have. But it should come with significant risk and potential damage to the vessels themselves.[249]Steven Sharif

阵营

Ashes of Creation 没有预设的阵营[250]

我们让玩家参与这些非强迫性冲突,是敌是友,自行定夺。[251]Steven Sharif

因为我们没有区分阵营,玩家需要有能力选择做“坏”事或“好”事,所以我们必须提供大量坏事给玩家参与。[252]Steven Sharif

影片

其他

引用

  1. 影片, 2021-05-28 (25:44).
  2. 影片, 2020-03-23 (0:41).
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 直播, 2020-08-28 (1:19:24).
  4. 4.0 4.1 4.2 直播, 2017-05-03 (17:59).
  5. 5.0 5.1 5.2 直播, 2018-04-8 (PM) (41:44).
  6. steven-combat-revamp-update.png
  7. 影片, 2021-02-26 (6:17).
  8. 8.0 8.1 直播, 2021-05-28 (1:13:05).
  9. 9.00 9.01 9.02 9.03 9.04 9.05 9.06 9.07 9.08 9.09 9.10 9.11 9.12 直播, 2020-08-28 (1:15:39).
  10. 10.0 10.1 10.2 10.3 10.4 10.5 10.6 直播, 2021-06-25 (22:34).
  11. 11.0 11.1 直播, 2017-11-16 (30:45).
  12. 12.0 12.1 12.2 12.3 12.4 直播, 2021-06-25 (27:43).
  13. steven-combat-revamp-update-2.png
  14. 14.0 14.1 14.2 直播, 2020-04-30 (1:09:51).
  15. 15.0 15.1 访谈, 2019-04-15 (38:03).
  16. 16.0 16.1 直播, 2021-06-25 (27:10).
  17. 直播, 2021-03-26 (59:21).
  18. 直播, 2021-06-25 (26:11).
  19. 直播, 2020-04-30 (40:19).
  20. 20.0 20.1 20.2 Newsletter, 2018-08-7
  21. 21.0 21.1 21.2 21.3 直播, 2018-04-8 (PM) (37:57).
  22. 直播, 2020-08-28 (1:12:50).
  23. 23.0 23.1 23.2 23.3 23.4 Podcast, 2018-08-04 (1:07:59).
  24. 24.0 24.1 24.2 24.3 24.4 24.5 Podcast, 2018-08-04 (1:11:05).
  25. steven-action-tab-attack-range.png
  26. 直播, 2018-09-27 (17:52).
  27. 27.0 27.1 直播, 2018-07-09 (58:26).
  28. 28.0 28.1 访谈, 2018-08-08 (27:04).
  29. 访谈, 2018-08-17 (3:58).
  30. 30.0 30.1 访谈, 2018-08-17 (4:31).
  31. 31.0 31.1 访谈, 2018-08-17 (6:03).
  32. 直播, 2020-10-30 (1:15:59).
  33. steven-headshots-1.png
  34. 34.0 34.1 steven-headshots-2.png
  35. 35.0 35.1 访谈, 2018-10-21 (9:10).
  36. 访谈, 2018-10-20 (3:25:31).
  37. 37.0 37.1 37.2 直播, 2018-09-27 (34:49).
  38. Headshot Description Ranger2.png
  39. 影片, 2024-01-31 (5:22).
  40. 40.0 40.1 直播, 2024-01-31 (59:45).
  41. 访谈, 2018-10-20 (3:25:46).
  42. 42.0 42.1 访谈, 2018-10-20 (9:10).
  43. steven-mob-ttk.png
  44. 直播, 2017-05-24 (45:12).
  45. 45.0 45.1 直播, 2020-06-26 (1:50:01).
  46. 直播, 2017-05-30 (16:25).
  47. 47.0 47.1 47.2 直播, 2018-12-06 (48:52).
  48. class cleaving.png
  49. 直播, 2017-05-17 (1:05:11).
  50. 50.0 50.1 50.2 50.3 直播, 2023-01-27 (1:06:02).
  51. 51.0 51.1 直播, 2022-06-30 (51:17).
  52. 52.0 52.1 直播, 2020-01-30 (1:34:12).
  53. 直播, 2023-12-19 (1:49:56).
  54. 54.0 54.1 54.2 直播, 2021-11-19 (50:38).
  55. 直播, 2020-06-26 (1:24:06).
  56. 56.0 56.1 影片, 2023-01-27 (35:51).
  57. 57.0 57.1 57.2 影片, 2022-12-02 (34:41).
  58. 58.0 58.1 58.2 影片, 2022-12-02 (16:55).
  59. 59.0 59.1 59.2 直播, 2024-03-29 (2:38:15).
  60. 60.0 60.1 60.2 60.3 直播, 2023-09-29 (1:12:16).
  61. 61.0 61.1 61.2 61.3 影片, 2023-01-27 (40:24).
  62. 直播, 2023-01-27 (15:22).
  63. 直播, 2022-12-02 (1:05:08).
  64. 直播, 2023-01-27 (1:13:29).
  65. 直播, 2021-09-24 (1:22:46).
  66. 直播, 2020-06-26 (1:19:50).
  67. shieldactiveblockA1.png
  68. 直播, 2019-06-28 (1:19:00).
  69. toast-keybinds-skills.png
  70. 直播, 2017-10-16 (1:00:44).
  71. 访谈, 2018-08-08 (22:27).
  72. 72.0 72.1 直播, 2023-12-19 (1:20:41).
  73. 73.0 73.1 progression.png
  74. 74.0 74.1 直播, 2023-07-28 (1:04:27).
  75. 75.0 75.1 75.2 访谈, 2020-07-18 (1:05:04).
  76. class secondary.png
  77. 影片, 2022-09-30 (17:00).
  78. 直播, 2021-09-24 (1:18:06).
  79. 直播, 2020-08-28 (1:21:03).
  80. 直播, 2017-05-03 (15:15).
  81. 81.0 81.1 直播, 2020-03-28 (1:41:42).
  82. 直播, 2017-11-16 (30:02).
  83. 直播, 2017-05-19 (43:09).
  84. 直播, 2017-06-30 (29:13).
  85. 直播, 2018-04-8 (PM) (26:19).
  86. 86.0 86.1 86.2 影片, 2023-09-29 (11:29).
  87. Ball Lightning Description04302024.png
  88. 影片, 2023-04-28 (7:15).
  89. 影片, 2023-04-28 (9:22).
  90. Blizzard Description04302024.png
  91. Chain Lightning Description04302024.png
  92. 影片, 2023-05-31 (12:12).
  93. 影片, 2023-04-28 (17:50).
  94. Cone of Cold Description04302024.png
  95. 影片, 2023-04-28 (11:22).
  96. Elemental Empowerment Description04302024.png
  97. Fireball Description04302024.png
  98. Fissure Description04302024.png
  99. Frostbolt Description04302024.png
  100. 100.0 100.1 影片, 2023-04-28 (15:35).
  101. Lightning Strike Description04302024.png
  102. 影片, 2023-04-28 (13:40).
  103. Magma Field Description04302024.png
  104. Meteor Description04302024.png
  105. Quake Description04302024.png
  106. Thundering Shot Description.png
  107. 107.0 107.1 107.2 107.3 直播, 2023-12-19 (1:25:16).
  108. 108.0 108.1 108.2 直播, 2020-10-30 (33:26).
  109. 109.0 109.1 109.2 Podcast, 2018-04-23 (59:28).
  110. 110.0 110.1 直播, 2023-12-19 (1:23:00).
  111. 直播, 2022-12-02 (1:05:51).
  112. 112.0 112.1 访谈, 2018-10-20 (2:40:17).
  113. Podcast, 2021-09-29 (30:04).
  114. 直播, 2021-06-25 (1:05:01).
  115. 直播, 2018-02-09 (41:56).
  116. 116.0 116.1 Podcast, 2018-04-23 (1:01:01).
  117. Podcast, 2021-04-11 (13:30).
  118. 118.0 118.1 118.2 118.3 Group dynamics blog.
  119. 119.0 119.1 119.2 119.3 直播, 2017-05-22 (46:04).
  120. 120.0 120.1 访谈, 2018-10-20 (2:40:16).
  121. 访谈, 2018-10-20 (2:53:52).
  122. 122.0 122.1 122.2 122.3 122.4 访谈, 2018-08-17 (6:53).
  123. 访谈, 2018-08-17 (7:52).
  124. 124.0 124.1 影片, 2024-03-29 (50:16).
  125. 影片, 2024-03-29 (57:52).
  126. 影片, 2023-12-19 (10:08).
  127. 直播, 2022-09-30 (43:45).
  128. 128.0 128.1 128.2 128.3 128.4 直播, 2020-01-30 (1:28:40).
  129. 129.0 129.1 直播, 2018-01-18 (22:46).
  130. steven-auto-attack-definition.png
  131. 131.0 131.1 131.2 131.3 131.4 131.5 131.6 Podcast, 2021-09-29 (47:57).
  132. 132.0 132.1 132.2 直播, 2020-02-28 (1:10:21).
  133. 133.0 133.1 影片, 2023-12-19 (8:37).
  134. 134.0 134.1 直播, 2021-09-24 (1:19:17).
  135. Podcast, 2018-05-11 (57:42).
  136. 访谈, 2020-07-19 (53:59).
  137. 访谈, 2020-07-18 (1:07:51).
  138. 直播, 2023-04-28 (39:06).
  139. 139.0 139.1 访谈, 2023-09-10 (47:13).
  140. 直播, 2023-02-24 (46:15).
  141. 直播, 2021-11-19 (40:53).
  142. 直播, 2023-11-30 (1:37:49).
  143. 影片, 2023-11-30 (19:06).
  144. 直播, 2022-06-30 (1:17:34).
  145. 直播, 2024-03-29 (1:55:14).
  146. 146.0 146.1 直播, 2023-04-28 (51:16).
  147. 147.0 147.1 直播, 2022-09-30 (51:09).
  148. 直播, 2022-09-30 (49:16).
  149. Podcast, 2021-09-29 (40:50).
  150. 访谈, 2018-05-11 (16:32).
  151. 直播, 2017-07-28 (34:32).
  152. 访谈, 2020-07-18 (1:03:45).
  153. 直播, 2019-05-30 (1:15:58).
  154. 直播, 2017-12-15 (1:02:50).
  155. 直播, 2018-01-18 (22:50).
  156. Official Livestream - May 4th @ 3 PM PST - Q&A
  157. 影片, 2017-05-25 (0:02).
  158. 158.0 158.1 直播, 2021-07-30 (1:11:29).
  159. Reddit - Developer response to unique ability visuals.
  160. autorun.jpg
  161. 直播, 2018-05-04 (51:57).
  162. 直播, 2017-12-15 (1:35:38).
  163. 直播, 2023-05-31 (1:10:08).
  164. 直播, 2021-12-23 (55:32).
  165. 影片, 2021-12-23 (7:05).
  166. 166.0 166.1 直播, 2023-12-19 (1:52:02).
  167. 167.0 167.1 167.2 直播, 2023-12-19 (1:20:09).
  168. 168.0 168.1 collision.jpg
  169. 访谈, 2020-03-27 (15:20).
  170. 170.0 170.1 170.2 直播, 2023-10-31 (1:30:52).
  171. 直播, 2023-12-19 (1:17:45).
  172. Forums - Dev Discussion #52 - Boss Mechanics
  173. 173.0 173.1 173.2 173.3 173.4 173.5 173.6 直播, 2018-04-8 (PM) (1:14:01).
  174. 直播, 2022-05-27 (1:14:46).
  175. 175.0 175.1 175.2 访谈, 2023-09-10 (32:16).
  176. 直播, 2017-05-22 (49:38).
  177. 影片, 2024-01-31 (4:48).
  178. 直播, 2020-07-25 (42:49).
  179. 179.0 179.1 直播, 2023-12-19 (1:11:17).
  180. 180.0 180.1 180.2 直播, 2023-02-24 (1:13:19).
  181. 181.0 181.1 181.2 直播, 2023-02-24 (6:51).
  182. 直播, 2017-06-30 (30:34).
  183. 183.0 183.1 183.2 直播, 2017-05-12 (33:10).
  184. class utilities.png
  185. 直播, 2017-05-15 (15:10).
  186. utility skills.jpg
  187. 直播, 2018-01-18 (34:56).
  188. 直播, 2019-06-28 (1:21:46).
  189. class stealth.png
  190. class mobility.png
  191. 直播, 2021-10-29 (1:07:11).
  192. 直播, 2017-05-24 (57:41).
  193. 直播, 2017-05-12 (18:00).
  194. 直播, 2020-03-28 (1:58:24).
  195. Podcast, 2018-04-23 (49:21).
  196. 196.0 196.1 直播, 2021-03-26 (1:07:33).
  197. 197.0 197.1 a419c5398b542a713545e4f393d67215.png
  198. 198.0 198.1 198.2 198.3 198.4 198.5 198.6 198.7 198.8 Podcast, 2017-05-05 (43:05).
  199. 199.0 199.1 访谈, 2020-07-18 (27:11).
  200. Podcast, 2021-04-11 (34:41).
  201. 直播, 2017-05-19 (13:37).
  202. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  203. 203.0 203.1 访谈, 2021-02-07 (13:14).
  204. 访谈, 2020-07-29 (16:46).
  205. 205.0 205.1 直播, 2021-01-29 (1:24:27).
  206. 直播, 2018-09-27 (47:46).
  207. 207.0 207.1 207.2 访谈, 2020-07-18 (41:54).
  208. 直播, 2017-11-17 (35:20).
  209. 访谈, 2018-05-11 (15:41).
  210. 访谈, 2017-04-27 (9:28).
  211. 直播, 2021-06-25 (1:15:37).
  212. 访谈, 2018-05-11 (3:43).
  213. 213.0 213.1 直播, 2021-05-28 (1:50:50).
  214. 214.0 214.1 直播, 2020-12-22 (1:13:51).
  215. 直播, 2017-05-15 (36:23).
  216. 直播, 2017-07-28 (50:22).
  217. 217.0 217.1 直播, 2017-05-05 (22:44).
  218. 直播, 2018-04-8 (AM) (12:34).
  219. 219.0 219.1 219.2 访谈, 2020-07-19 (1:05:41).
  220. 直播, 2017-05-10 (38:27).
  221. dragon abilities.png
  222. 222.0 222.1 222.2 直播, 2018-04-8 (PM) (51:49).
  223. 223.0 223.1 访谈, 2022-01-14 (42:18).
  224. 访谈, 2023-09-10 (1:05:52).
  225. 225.0 225.1 steven-combat-pets.png
  226. 226.0 226.1 226.2 直播, 2020-10-30 (1:21:14).
  227. 227.0 227.1 直播, 2019-06-28 (1:24:27).
  228. 直播, 2018-01-18 (33:09).
  229. 直播, 2023-02-24 (1:27:22).
  230. 直播, 2021-04-30 (1:10:04).
  231. 231.0 231.1 231.2 231.3 直播, 2022-03-31 (1:10:43).
  232. 232.0 232.1 232.2 直播, 2017-07-28 (47:53).
  233. 直播, 2022-04-29 (1:03:25).
  234. steven-ship-weapons.png
  235. 235.0 235.1 直播, 2023-02-24 (1:23:34).
  236. 236.0 236.1 直播, 2022-10-14 (58:46).
  237. steven-island-castle.png
  238. 直播, 2019-06-28 (1:12:08).
  239. 直播, 2022-05-27 (1:12:33).
  240. 直播, 2022-12-02 (1:21:51).
  241. Ashes of Creation Store: Tea transport.
  242. 直播, 2018-10-31 (54:21).
  243. 243.0 243.1 243.2 直播, 2021-05-28 (1:52:15).
  244. 244.0 244.1 244.2 244.3 直播, 2021-09-24 (1:26:46).
  245. 直播, 2023-01-27 (1:32:00).
  246. 246.0 246.1 246.2 直播, 2023-10-31 (1:27:50).
  247. 直播, 2021-07-30 (1:14:04).
  248. steven-shops-on-ships.png
  249. 249.0 249.1 直播, 2024-03-29 (2:33:50).
  250. 直播, 2017-05-26 (39:36).
  251. 251.0 251.1 251.2 251.3 251.4 访谈, 2020-07-18 (22:26).
  252. 直播, 2018-04-8 (PM) (11:27).