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Open-world PvP

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

Q: In the open-world PvP system, will there be a "prevent attacking innocent" option that when turned on will prevent me from accidentally attacking a non-corrupted player?
A: The open-world flagging PvP system requires what we call the "Force function" in order to initiate an attack against another player, and by default that's even against players who are already flagged, though not against players who are corrupt; and they're in the settings. You will have options by which you can persist that force function if you wish through another keystroke input. And then additionally you can set your AoEs so that if you initiate an AoE attack against a location and there are flagged players there, you will either- you can set it so that you can automatically hit those flagged players, but by default it doesn't. So, those are options in your in your settings that you will have access to and be able to adjust.[9]Steven Sharif

玩家标记

野外 PvP 标记系统旨在阻止玩家恶意骚扰他人。[10]

  • 野外 PvP 将不仅是单纯偷袭谋杀其他玩家。[11]
  • 腐化惩罚的严厉程度将能足以阻止一切死守复活点的行为。[12]

pvp flagging diagram.png

Ashes of Creation野外 PvP 标记有三级。[13]

  • 非战斗员 (绿色)

这个设计的重点是,除了你的队伍、同盟、公会或团队成员外,你都不能准确掌握对方的生命值。因此如果你想要阴险地攻击其他玩家至接近死亡,然后让怪物尾刀的话,你就有机会造成过量伤害,并变成腐化。[16]Steven Sharif

  • 战斗员 (紫色)
    • 非战斗员进入开放世界战场时,会自动被标记成战斗员。标记在离开战场后仍会持续一定时间。[13]
    • 强制攻击其他玩家时,会被标记成战斗员。被攻击的玩家还击时,也会被标记成战斗员,否则会维持非战斗员身分。[14]
    • 非战斗员以补血、施加增益效果等方式与战斗员牵连时,会被标记成战斗员。[17]
    • 非战斗员利用战斗宠物 (或其他由玩家操控的) 攻击其他玩家时,会被标记成战斗员。[18]
    • 非战斗员不会因拾取玩家尸体而被标记。[19]
    • 由于战斗员的死亡惩罚较低,击杀战斗员不会有后果,且鼓励玩家这样做。[14]
    • 玩家不能手动将自己标记成战斗员。[20]
    • 攻击非战斗员或其他战斗员时,玩家会被标记 90 秒。[21]
    • 战斗员将不能登出游戏。[22]
  • 腐化 (红色)
    • 战斗员击杀非战斗员时,会被标记成腐化[10]
    • 腐化玩家的死亡惩罚会以倍数增加,其位置也会被赏金猎人掌握。[10]
    • 腐化值会随着击杀非战斗员增加。[13]
    • 非战斗员攻击腐化玩家时,不会被标记成战斗员。[14]
    • 腐化玩家击杀赏金猎人时,腐化值不会增加。[23]
    • 腐化玩家登出游戏的所需时间为 60 秒。[22]

玩家不能攻击同一队伍团队公会同盟的成员。[24]

  • 透过设定,玩家可以自行选择影响对象为友方或非友方的范围技能能否命中被标记的玩家。有勾选设定时,范围恢复或伤害技能将影响被标记的玩家。没有勾选设定时,范围技能将不影响被标记的玩家,让施法者不会一同被标记 (若尚未被标记)。[25]

If you have that check-box for flagging with your AOEs and heals available then you will flag. If you do not have that box checked then on completion of the skill it will not flag you because the check was made at the start that there was a flagged party member; and then he will not he or she will not receive the beneficial effect as a result or the damage, if it's an offensive spell.[25]Steven Sharif

标记系统不适用于战争商队公会战[26]

You're not going to see griefing in the game very often; and that's because our flagging system. The corruption mechanics are based around disincentivizing a griefer or PKer but still offering the opportunity, should the occasion arise, where the benefits outweigh the risk, you have the ability to do so. If you gain corruption, which is killing a non-combatant - a player who is not fighting back basically - if you gain that corruption, your world has changed. It is not going to be a very beneficial place to be and you have the potential of losing your gear. Your combat efficacy decreases based on the amount of corruption you accrue. It is a comfortable balance between player agency and grief and basically removing player agency for other players.[27]Steven Sharif

Read more...

玩家腐化

Alpha-1 预览 — 腐化玩家[28]

累积腐化时,你有机会失去完整的道具、武器、护甲之类难以入手的物品。另外,为了防止玩家创建一个 PvP 专用角色,击杀愈多玩家,将会累积愈多腐化,PvP 能力亦会愈低。若你在野外击杀了大概二十个玩家... 你将再无法进行 PvP,你将需要做点事来移除腐化。另一方面是,击杀等级远低于你的非战斗员玩家时,你将会获得较多腐化,以致于你不会想击杀一名等级一的玩家。[29]Steven Sharif

战斗员 (紫色) 玩家进行 PvP 击杀非战斗员 (绿色) 玩家时,会被标记腐化 (红色)[10]

  • 击杀愈多非战斗员玩家,腐化值愈高。[30][13]
没有风险之下获得的奖励都是毫无意义的... 腐化一词只是用来代表风险。[31]Steven Sharif
因为只有是队友才能看见对方的生命值,你将不能准确预测多少伤害会击杀目标玩家,这便是另一个增加风险的因素。[32]Steven Sharif
  • 腐化值伴随着腐化惩罚。[33] 腐化值愈高:
    连续击杀十名玩家时,你或会开始感到技能的效果大大减弱。在能够实际测试这个设计和相关设定前,我不想提供任何实际数字或曲线,避免玩家进行推论演算。可是能力减弱背后的目的不是要限制玩家游戏的乐趣,而是将“互相让步”和“风险与回报”融入游戏:不断累积腐化的风险不仅是掉落装备和受到更严重的死亡惩罚,更是会渐渐失去进行 PvP 的能力。[36]Steven Sharif
    累积愈多腐化,PvP 能力减弱效果愈大,且最终将会失去所有装备,PvP 能力亦会大大减低。[38]Steven Sharif
  • 腐化效果将会显示在角色身上。[39]
  • 非战斗员即使攻击腐化玩家,也不会被标记成战斗员。[14]
  • 腐化玩家身处的位置将会显示在]的地图上。[30][10]
  • 腐化玩家击杀赏金猎人时,将不会增加腐化值。[40][23]
    • 与赏金猎人战斗时,腐化玩家将不受战斗惩罚影响。[40]
  • 腐化玩家将无法进行交易、以及存放物品到公共仓库[41]

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狩猎场

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

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

One of the interesting components of Ashes of Creation and our flagging system is that it presents the potential for two conflicting parties to have open conflict in the open world over pretty much anything that they may want or disagree with; and if that pertains to a hunting ground, not just the caravan or the castles or the nodes or whatever, it can exist in that area.[46]Steven Sharif

Outside of PvP for certain things like caravans, sieges of nodes and/or castles is that you're going to have those open-world hunting ground fights that may occur. You're going to have resources fights that may occur. You're going to have political fights that may occur between members of guilds; and we're taking the guild politics to a whole new direction in regards to playing those conflicts out.[45]Steven Sharif

Our PvP mechanics follow a flagging system, as well as static PvP zones at certain points of interest; fight for control over cities, castles, caravans, or hunting grounds. Our PvP is designed to offer the players a well-balanced and fair world to shape through the pen, or sword should they choose.[47]

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安全区域

Currently the plan is when you're on the footprint of a home, you can't be damaged by other players. Like all things that are a work in progress, this can change... which ties to your other question. Where specifically PvP can or can't happen isn't a core pillar. For example, when we said while on the footprint of your home building on a Freehold that you can't be harmed by other players, this doesn't change a core pillar of the game. Alpha Two will be significant moment for us to test, to get feedback, and iterate on things.[49]Ry Schueller
Q: Does 'home' also mean apartment or in-node house?
A: Home is the "home area" of player housing. Instanced apartments and inns are player housing.[48]Ry Schueller
info-orange.png以下某些信息最近尚未得到开发人员的确认,可能不在当前的开发路线图上。
  • Players are not able to be attacked or robbed while occupying their player stall inside the limits of a node.[55]

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角色死亡

Alpha-1 — 于户外地下城死亡[56]

We don't have deleveling, instead what we have is experience debt. Now the more experience debt you accrue, the greater the detriment to your character; not to the point where you can not get out of the debt. There will always be a way forward to remove your debt.[27]Steven Sharif

玩家死亡时会化为灰烬。灰烬中包含玩家因死亡惩罚而掉落的物品[57][58][34][59] 任何玩家都可以即时拾取灰烬。[57] 拾取灰烬不会触发玩家标记[19]

  • 非战斗员 (绿色玩家) 死亡时,将遭受一般惩罚,包括:[34]
    When players die and they take durability loss, our durability loss isn't like other games where it's a gold sink so to speak. It's a combination of both a gold sink and a material sink. So in a sense, even if you only have completed items, when you take that durability loss you are losing out on materials. It's just a debt to the materials that you are losing instead of the active loss of that material in your inventory. So now you are accruing a material debt if you want to repair and increase again the performance of those particular items that take that durability loss.[62]Steven Sharif
  • 战斗员 (紫色玩家) 遭受的死亡惩罚是非战斗员一半。[34]
  • 腐化 (红色玩家) 遭受的死亡惩罚是非战斗员四倍,并根据目前的腐化值,有机会掉落背包内或装备中的物品[30] 包括:[30][34]

满等角色死亡时将损失约 2-3% 总经验值 (未定)。[70]

  • As of May 28, 2021, the experience debt in Alpha-1 testing is "completely off mark" and will either be changed or disabled prior to the next spot test.[70]

死亡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)。[71]

There will not be death penalties applied to event-based deaths. The penalties are in the outcome of the event. So your number of deaths is likely going to impact your ability to win that particular event and that's going to be the penalty. This is it to encourage players to opt in to the events right because the more participation we have the more fun it can be; and we understand that the community at large- there's already a risk versus reward component to these events. We don't need to stack on additional risk versus reward to inhibit kind of- to increase the barrier to entry for players who may not be as interested.[71]Steven Sharif
  • PvPPvE 情况下死亡将遭受同样的惩罚 (未定)。[72]

玩家可能会遇溺而死。[73]

Death penalties

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

We don't have deleveling, instead what we have is experience debt. Now the more experience debt you accrue, the greater the detriment to your character; not to the point where you can not get out of the debt. There will always be a way forward to remove your debt.[27]Steven Sharif

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

There will not be death penalties applied to event-based deaths. The penalties are in the outcome of the event. So your number of deaths is likely going to impact your ability to win that particular event and that's going to be the penalty. This is it to encourage players to opt in to the events right because the more participation we have the more fun it can be; and we understand that the community at large- there's already a risk versus reward component to these events. We don't need to stack on additional risk versus reward to inhibit kind of- to increase the barrier to entry for players who may not be as interested.[71]Steven Sharif

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

  • These penalties will be less than those for a green player.[84]
Q: We know that the normal death penalty incurs a myriad of penalties for the player, but we don't know the numbers behind this penalty. For instance, what percentage of materials do players drop? What percentage of glint is dropped? How severe is the skill and stat dampening? What is the average time it will take a player to work off XP debt from one death?
A: You're asking about percentile values. You're asking about time that it takes to recoup the percentage and whatnot. Any time that we're at a stage we're in now, and that in Alpha-2 we're going to be testing this, those values are the most subject to change. So to be clear, we're going to do [a] best-guess balance pass for Alpha-2 with the full expectation and understanding that the purpose is- and take into consideration player interaction with those numbers, and what feels best. So just off the bat, those values are not what we should be focusing on at this stage; but, to give you an idea where we are: First of all, when we're talking about dropping items that are in your material inventory, whether that be glint or that be other material types, we're talking roughly between anywhere from 20 to 30% of a stack is going to be lootable on a per-death basis. Now, that is a value that can change based off of the types of bags that you are using to carry those materials. In addition, there's other progression that can allow you, and some stats I believe, that can allow you to mitigate that value also. When we are talking about the percentage that's lost, or excuse me, not lost, the percentage of your level that is accrued as experience debt from death, generally you can expect that that's going to live around three to four percent of the level in accrued experience debt per death. However, additionally, there is a way to mitigate that percentage debt; and that is through the resurrection ability that's provided to Clerics. So, Clerics have the ability to resurrect their allies, and that resurrection will return a percentage that would have been accrued as experience debt. And that return percentage is predicated on the investment into the resability [sic], as well as the stat of the Cleric that is tied to the resurrection effect as well. So those can return percentages, so you can mitigate that to a degree. How long will it take you to recover that, and what stat dampening occurs? Anywhere within a level, if you acquire 100% experience debt for that level, you max out the experience debt, essentially, you don't ever buy that down, you're probably looking around a 20% stat efficacy dampener. So on average, if you're at 100% debt for a level, and you got to work all that off before you can start progressing at the level again, you're at around 20% overall stat dampening. Time it takes you to regain that debt is predicated on the level you're at and how you exp. So, that's a highly variable value.[74]Steven Sharif
info-orange.png以下某些信息最近尚未得到开发人员的确认,可能不在当前的开发路线图上。

PvP background

While Ashes of Creation took inspiration from Lineage II (and other games) it has also addressed several flaws in the implementation of those games.[85][76][86][87] The approach of the flagging system in Ashes of Creation is to further disincentivize griefing while still allowing the system to keep risk relevant in the open-world setting.[85]

First and foremost, PvP in Ashes exists in both opt-in systems and events, as well as our open world flagging system. And while it is true that I enjoyed and took much inspiration from games like Lineage 2, we have innovated and adapted our approach to Ashes’ flagging system in order to further disincentivize griefing while still allowing the system to keep risk relevant in the open world setting. The overwhelming majority of player’s experiences with PvP in Ashes will be through consensual systems like caravans, sieges, wars, the open sea and other events. Players will make a choice to participate in those systems or not. And if they choose to participate there will be significant rewards for success.[85]Steven Sharif
In the open world, when competing for the scarcity of resources, raids, dungeons and or hunting grounds, an important element of risk vs reward is introduced through our flagging system. Players must be aware of their surroundings and the reputation of other players who may be in proximity. The flagging system is intended to always provide an element of risk in all settings, but also architected to ensure that griefing and PK’ing is almost never worth it. The subtleties of this system are complex, which is of course why it will require considerable testing and feedback.[85]Steven Sharif
  • Corruption gain takes into account level disparity between the attacker and the player that was killed. The greater the disparity the higher the corruption accrued.[76][88][30][89][13] Corruption penalties occur as the corruption is gained.[33]
These are all things that I've changed in the system that help to safeguard some of those loopholes. Now of course, as we said, we can't and we don't want to 100% remove the ability for that risk to be alive- for that risk to be realized. But what we do want to do is make sure that those occasions are few and infrequent, and are not the majority of a player experience, let's say in the open world; and we do so by incorporating all of those risks and costs into a decision to gain corruption and then PK another player in the open world. It's just not going to be done often and that is my expectation and opinion. It's also the goal of the system is that griefing is not a viable option or play style. And as a result of that desire for the system, we will fine tune it in such a way through testing that that outcome is achieved. And that is the intent and purpose of the design.[75]Steven Sharif
  • Non-combatants can attack corrupted players without flagging themselves as combatants.[75][14]
  • There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[75][22]

决斗

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

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

Duels won't be considered a part of the flagging system. The duels are going to be a self-contained event that gets opted into by the inviter and the participants.[93]Steven Sharif

阵营

Ashes of Creation 没有预设的阵营[95]

我们让玩家参与这些非强迫性冲突,是敌是友,自行定夺。[96]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。[97]Steven Sharif

背景

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

There's node citizenship. There's guild. There's alliance. There's party. There's raid. There's family. All of these types of affiliations have a hierarchy. The highest of which is your node affiliation: So your citizenship is your greatest superceding relationship, which means if you were a part of a guild and the guild has multiple nodes in which its members are citizens of, if there was a war between two of those nodes, the members of those nodes would be first and foremost citizens who defend that node, even against their own guild members.[99]Steven Sharif

All of these things have some hierarchy; and within that hierarchy there's the ability to participate within certain systems. So for example, if you have a node that has fallen under your vassal state and you're a citizen of the parent node, then you could participate in a siege against the vassal node but if you're a citizen of the vassal node you could not participate as an attacker against the parent node; so there's a hierarchy, unless you were to renounce your citizenship.[100]Steven Sharif

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威胁评估

玩家名条上将会有一个增益效果,显示目前穿着中的装备套装。其他玩家将能透过选择/瞄准目标来观察此增益效果。[101][102][103]

When you see a player approaching you and they're wearing a transmog you don't know if that person is a high damage mitigation against physical damage or against magical damage and essentially the way we overcome that is through you being able to target a player at a distance and they will have a buff that's present on them that you will see, which indicates that essentially the piece set that they are wearing. It is important for players to be able to ascertain from a threat assessment standpoint what they're going up against if they're actively checking that and that will be available.[103]Steven Sharif

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

角色生命值

生命力Ashes of Creation 的一项数值[106][32]

With regards to seeing another player's health: As you know their name plate will deteriorate or give you an indication of like hey they've taken damage they're significantly injured, but you're not going to get a percentage. You're not gonna get an exact bar value, unless you're in their party or in their raid.[32]Steven Sharif

角色名条

角色名条 会显示在角色头上。[108]

  • 名条会显示角色的名字,也可以选择同时显示姓氏。[108]
  • 公会名称会显示在角色名称旁。[109]
  • 角色名条会逐渐消褪,显示已受伤害量。[106][32][107]
  • 名条上会有标记,显示角色职业[101]
  • 将鼠标悬停在名条上会显示不同资讯,例如等级、职业名称及原型组合。[101]
  • 名条上会有增益标记,显示角色装备品质和种类。[101][102][103]

召唤师的召唤兽种类会显示在其名条上,而且不可以被玩家更改。[110]

击杀时间

商队 PvP in Alpha-2.[111]

Generally when it comes to finger in the wind we're around where we want to be for TTK and that's probably on the bit faster side of TTK for MMOs that we're accustomed to, but we're a PvX game.[112]Steven Sharif

击杀时间 (TTK) in Ashes of Creation will be a little bit faster than most MMOs.[112]

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

命中判定模型

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

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

More than likely we'll have some sort of unified or unified-ish hitbox. But again it's going to probably have a unified hitbox with some exceptions or some special sort of collision rules based on them as opposed to just making it smaller for one and not the other.[116]Jeffrey Bard

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

We don't have separate types of hitbox categories, for example. There's no head hit box in the MMORPG like there was in APOC. So from a critical standpoint you're not going to see a greater risk of critting for a larger hitbox.[116]Steven Sharif

爆头机制

爆头机制 (where there is a specific hitbox for a player's head) are not planned for the Ashes of Creation MMORPG.[116][117][118]

视觉效果

其他

引用

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 直播, 2022-10-28 (24:28).
  2. 2.0 2.1 pvp meaningful.png
  3. 直播, 2022-10-28 (1:41:55).
  4. 直播, 2022-04-29 (41:27).
  5. 直播, 2017-05-05 (14:26).
  6. 6.0 6.1 6.2 直播, 2023-04-28 (2:06).
  7. 7.0 7.1 直播, 2023-03-31 (1:00:16).
  8. Podcast, 2021-09-29 (35:17).
  9. 直播, 2022-12-02 (2:41).
  10. 10.0 10.1 10.2 10.3 10.4 pvp flagging.png
  11. 直播, 2017-05-12 (24:52).
  12. pvp camping.png
  13. 13.0 13.1 13.2 13.3 13.4 13.5 13.6 MMOGames interview, January 2017
  14. 14.0 14.1 14.2 14.3 14.4 14.5 14.6 访谈, 2017-04-27 (0:17).
  15. PvP.jpg
  16. 16.0 16.1 16.2 16.3 直播, 2021-07-30 (1:10:34).
  17. 17.0 17.1 直播, 2017-11-17 (29:45).
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  19. 19.0 19.1 Podcast, 2021-04-11 (34:41).
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  115. steven-mob-ttk.png
  116. 116.0 116.1 116.2 116.3 116.4 116.5 直播, 2020-10-30 (1:15:59).
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  118. 118.0 118.1 steven-headshots-2.png
  119. 119.0 119.1 访谈, 2018-10-21 (9:10).
  120. 访谈, 2018-10-20 (3:25:31).
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  122. Headshot Description Ranger2.png