“Raids”的版本间差异
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2020年11月2日 (一) 20:58的版本
大型副本 will either be based on triggered events or more traditional systems. Traditional world bosses will change based on node development.[3]
- We want things to be more fluid and one of the ways that we make them more fluid is through our triggered event system. That is one of the methods by which we make these more spontaneous. We make them more accessible to a wider audience. You can be just in the city and not normally be a part of a raid team, but now get to participate in this organic event that's popped up around the city and if you are not participating then buildings are gonna get destroyed and NPCs are going to die... It's not just how fast can we do it, how will we get it done in its schedule, but oh my god this thing popped up if we don't kill it we're not going to access to our stables this week and we can't get our animal husbandry certificates... It's that risk versus reward that gives you a sense of adrenaline.[4] – Steven Sharif
Raid strategies
大型副本 will have elements that can be pre-planned.[5]
Raids will also have dynamic elements that can change from session to session.[5]
- The types and numbers of bosses and mobs present in the raid and their skill repertoire.[5]
- Variables are manifested based on node progression.[5]
- The number of metropolis nodes developed.[5]
- The types of metropolis nodes developed.[5]
- One of the design elements that we're implementing into our raids is that the raid will not be exactly the same every single time. You're going to have variables that can't necessarily be pre-planned out for. You can pre-plan out for a lot of the raid like how many DPS do you need and healers and support; where the key position and all that stuff; but I think the compelling aspect of Ashes raiding will be the difficulty in achieving this content and having that content change from session to session as well. We want there to be variables that get manifested by what type of node got developed elsewhere. Is he going to have acolytes or cultists? What will the acolytes have skills [available] to them? What kit is the boss gonna have? What available skill repertoire will the boss be able to [wield]? ... A lot of those systems are influenced obviously by world development. So the raid takes into account at what stage has the world developed: Are there two metropolises now available in the world? Okay well let's activate this skill in this skill. Now you have five metropolises, well now all these skills have been activated. Are there are they all economic nodes? Are they all military nodes? That we can change things based on that stuff. And it really is a threat assessment from the environment against the players.[5]{{ndash|Steven Sharif}
大型副本機制
Boss fights will have fairly intricate mechanics.[7]
- 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.[7] – Steven Sharif
- Multiple phase fights.[7]
- Adds.[7]
- Random skill usage.[7]
- Fights will require location, mobility and strategy.[7]
- Boss mechanics may be affected by changes in climate or time of day.[8]
- Telegraphed animations, but no obvious telegraphed templates on the ground.[9][7]
- Players can utilize boss mechanics against other players.[9]
- 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.[9] – Steven Sharif
預警
In specific circumstances there will be telegraphs (tells) to communicate something that's happening.[10]
- Animation tells.
- Templates.
Raid progression
Raid tiers
Tiers of raid difficulty are in accordance with the world's node structure.[11][12]
The more developed a zone the more challenging the content; and we feel that's a good progression when it comes to actual adventuring class, because it will match both world development and it will also continue to allow for participation for new players, if they may go into a zone that's recently been reset by either a siege or some other event.[12] – Steven Sharif
Bosses
- There will initially be between 12 to 15 raid bosses in the world.[15]
- Legendary equipment is only dropped by Legendary world bosses.[15]
- A single digit percentage of the population will be capable of defeating certain content.[16]
- There will be some in-depth raiding that has multiple stages that will be extremely difficult and... It would definitely be in the single digits of population that will be capable of defeating certain content... It doesn't mean that there won't be content available for the larger percentages as well... There should be a tiered level of content that players can constantly strive to accomplish. If there is no ladder of progression and everything is flat and all content can be experienced, then there is no drive to excel.[16] – Steven Sharif
PvE 難度
The difficulty of PvE content, such as raids and dungeons will adapt based on the performance of the raid or group against previous bosses in that encounter.[19]
- Higher performance in earlier phases will increase the difficulty of subsequent phases of the encounter.[19]
- Certain AI behaviors might activate based on progress within an encounter.[18][20]
- Bosses and mobs will not auto-scale based on group size, but AI behaviors may dynamically adapt to the number and types of combatants in proximity to the encounter.[18][21]
- Both in Alpha-2 and when the game launches, there will be monsters whose technical level is above that of the cap; and the intent there is obviously again to provide some level of challenge that exceeds a comparable level challenge rating.{livestream|2023-11-30|1h53m50|V9F_AJl9ozY}} – Steven Sharif
- The higher the difficulty, the better the loot tables will be.[19]
- Q: How challenging will raid boss mechanics be given the given that players may need to simultaneously fight other players while also fighting the boss?
- A: It depends. The great thing about our encounter system is that it has a wide scalability from encounters that some might consider easy given their composition to encounters that some might consider impossible until they get their gear level to a certain stage. The level of interaction with other players is really predicated on the encounter itself. We may have some encounters that are in instances although the predominant portion of those will be in the open world, in which case they do have the potential being contested; and these encounters, especially the big ones that might land in contention, are giving some of the best-in-slot gear you can get in the game. So it's important that they are contested because it is a significant victory point; and one of our core pillars is risk versus reward: and the higher that risk the higher that reward should be. So those two things seem fitting and then in addition we do have the concept of winners and losers. Not everybody in Ashes of Creation is going to be a winner; and that sucks if you're not I guess, but there is opportunity for you to continue to excel and become one. But it gives much more meaning to an achievement when not everybody gets the achievement. That's our philosophy.[23] – Steven Sharif
- Q: So it's the sort of thing where it might be, we're going do a dungeon that's oops, all fire golems, so if everybody straps up with plate armor and fire resistance, you don't have to worry about the magic fire: you've got the fire resistance for. And when you start getting punched around, that's why everyone's come in with plate?
- A: The encounters design team presents a particular type of challenge rating- for those you're familiar with playing DnD or whatever, challenge rating gets informed by a few different vertical power levels, but then there's also the horizontal perspective: That is, what tools does your party have to address the challenge rating of the situation and some of the horizontal progression exists within how you kit your equipment slots. Some of those can be enhancements or stones, as you're discussing with fire resistance. Some of those are base stats that exist on a particular item, such as physical damage mitigation versus magical damage mitigation and what subtype of damage is incoming based on that. These are the ways that we emphasize that more rock-paper-scissors type of interaction with balance to where it's okay to have asymmetric imbalance if there are horizontal methods by which you achieve the challenge rating.[24] – Steven Sharif
指標
Ashes of Creation gathers tracking data to facilitate achievements, titles and other accolades on a server.[25]
- Number of successful siege defenses.[25]
- Number of successful siege assaults.[25]
- Number of PvP kills.[26][25]
- Number of PvP deaths.[26]
- Raid participation points.[25]
- Number of firsts.[25]
Visibility of those types of things on the server help to promote a competitive atmosphere. If there is an attainable impression that you can work towards, so that others know your success, you have more drive to succeed.[25] – Steven Sharif
戰利品公園
戰利品公園 is an area within Town, City or 大都會 nodes that has available spots for trophies. These trophies show the character names of players who are the first to complete world bosses and dungeon bosses that were spawned as the result of the development of that particular node.[27]
- Server announcements and achievements are designed to encourage groups to experience new content.[27]
排行榜
Players will be able to opt-in to track certain achievements on leaderboards, such as.[28]
Leaderboards may be seasonal.[29]
- We have many dreams that we want to do with game-to-web and game-to-mobile in regards to showing stats and being making things shareable for you. We know how social media works; how sharing content with friends works. But those things will come in due time.[28] – Margaret Krohn
拾取模式
Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[33][34][35]
- Group loot rules are defined on a per-rarity basis.[31]
- A majority of party members must vote to approve any changes to group loot allocation changes.[32]
- The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[36]
- There won't be auto-looting pets.[37]
- It will be possible to kick a player from a party prior to them acquiring loot.[38]
- Yes, technically it would be possible for you to kick a player prior to acquiring loot. However, again because we are a game that relies on social interactions, there are reputations to be had; and if you acquire a reputation as a raid leader, or as a party leader, of doing something dirty like that, then it's unlikely you'll be able to Garner the support of future party members and/or raids to lead efforts against these raid bosses.[38] – Steven Sharif
- Free-for-all.[35]
- Whoever is first to loot gets the loot.[33]
- A master looter (or lootmaster) is a player designated by the party leader to decide how loot is distributed in a dungeon or raid party.[35]
- With round-robin looting, party members take turns looting.[35]
- This is a traditional need before greed system based on dice rolls.[35]
- Since there is very little gear binding in Ashes of Creation, it's left to the party to deal with players who excessively roll Need on loot.[39]
- Bidding system.[35]
- Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[35]
Loot tables
- Mobs drop glint, 物品, and crafting materials in preference to gold.[40][41]
- Glint is not bound to a specific region and can be also dropped by players on death as stolen glint, based on applicable death penalties.[42][43][44][45][40][46]
- The rarity of glint increases with the mob's level.[47]
- Loot tables are disabled for player controlled monsters.[48]
- There is a small 隨機性 chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[49]
- Experience debt decreases the drop rate percentages from monsters.[50]
- Loot (loot tables) from world bosses or dungeon bosses has a small 隨機性 chance of dropping gear (completed items).[51][52]
- There is a much higher chance that materials and unique recipes are dropped that can be used to craft items of equitable value.[51][53][54]
- Legendary equipment is only dropped by Legendary world bosses.[15]
- Loot tables will likely not be affected by weather conditions.[8] This was previously listed as a possible effect.[56]
- There won't be specific loot drops for artisans.[57] Previously it was stated that master gatherers may have the ability to "spoil" a boss' loot.[58]
- Q: Can only one gathering artisan harvest resources from a single boss, or can multiple different artisans harvest different parts from a boss for different resources? For example, a lumberjack gets a special wood from Tumock's tree weapon, while a herbalist gathers the flowers from that same tree.
- A: We don't have the concept of harvesting from bosses. NPCs follow a reward table format, where those reward tables are global. They're not unique to particular players. So, once the NPC is vanquished, you have access to the loot container that is its corpse; and it has a static value of either materials or items that get dropped; and whatever the party loot settings are that you might be a part of, or if you're a solo player you will be able to recover those things.[57]
Loot tagging
Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[59][34]
- The first party to obtain a tag (on a mob or boss) will gain an approximately 5-10% edge over competing parties in terms of the total damage done when determining looting rights.[59][34]
- These numbers will be balanced based on testing.[59]
- At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[59][34]
- We have a blended approach of damage done and a tag benefit. So if you tag the boss first, or you tag the loot- whatever the loot target is first- you're gonna get a benefit in the damage overall determination. So if you need to have 51% of damage done in order to qualify your raid, or the plurality of damage done if there's even three or four raids, then tagging first might give you a five or ten percent edge. We'll play with that number- balance it based on testing, but generally that's our approach in competing loot rights[59] – Steven Sharif
- Q: If looting rights are based on a blended tag and damage done system, will there be any mechanics in place to ensure roles like tanks and healers have an equal shot even when they haven't dealt as much damage?
- A: That's the reason for the blended approach. The reason that we're doing a hybrid system between tag and damage done is for the purposes of those classes who may not be as DPS oriented as other classes. The tag system- all classes are going to have a sprinkling of immediate effects- of instantaneous casts and they can use that to tag a target, and that'll give them a modifier on the looting rights: So plus 10 or plus 15 will balance that, but it'll give them plus 10 to 15 on overall damage done if they tag the target and then their damage will make up the remainder of that percentage completion. So if I do 50 damage to a target but someone else has the tag I'm not going to be able to claim that looting right. They'll have done the other 50 plus 10 or 15.[60] – Steven Sharif
Raid voice controls
Raid and party leaders are able to control Voice chat.[61][62]
- Toggle (global) mute on the entire raid.[62]
- Define who has global speech capacity across the entire raid.[63]
- Granting administrative functions to raid and party members.[61]
If you are joined in raid where you have multiple squads that have connected into a raid for the castle sieges, the leaders of those squads will be able to communicate across all members of squad. So let's say you have five teams of four, for a total of twenty people within a particular raid... there are five that have global speech capacity; and then in those individual parties they'll also have their own inter-voice communication. So party leader will be able to hear their party members and the party members will hear each other, but they'll also be able to hear other party leaders speak as well.[63] – Steven Sharif
開放世界
Ashes of Creation will be a seamless open-world experience.[66]
There will be an approximately 80/20 split between open world vs instanced encounters.[67][68][65][69][70]
- Around 80% of the content is open-world, where healthy competition is an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX design of Ashes of Creation.[67][71][68]
- In situations where we want to contain a particular type of raid, we will utilize instancing; and that can protect certain engagements with certain bosses. But that's really more on the 20% of the scenarios will have instancing protection like that. Around 80% of the content is open-world, where competition is- healthy competition is an instigator for soft player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. So that's an intended part of the PvX design of Ashes. It's a core philosophical point. And just to be clear, that is not for everyone. We are not trying to make a product that appeals to every MMO gamer. That's impossible; and so we've been very upfront and forthright with what we are trying to accomplish and what our core pillars of philosophical design are.[68] – Steven Sharif
- Castle and node sieges may contain instanced locations where specific groups can participate in certain objective-based waypoints.[72]
- 地下城 and raids will maintain an open world feel while also capitalizing on the benefits of instanced mechanics.[73] Instancing is only going to happen in certain dungeons where the desire is to have greater narrative appeal.[68][74] Outside of these and arenas there will not be too much instancing anywhere else.[66]
- There will be some open dungeons that have bosses at the end of the dungeons. There will be some open dungeons that just have a multitude of dungeon bosses, not necessarily world raids or something; and there will be lots of different rooms and they'll be progressive in the sense that in the earlier parts of the dungeon they'll be lower level and then at the later parts of the dungeons deeper down they'll be higher level and more difficult; and that creates again I think an ecosystem of where players across a multitude of levels have an opportunity to coexist within certain areas of the world; and that's good from a social dynamic. It's good from a recruitment dynamic. It's good from just a liveliness and relevance of particular areas. So that you don't end up with these locations that once you pass a certain level like it's empty.[75] – Steven Sharif
- We're probably going to do instancing only in certain dungeons and in arenas. You probably won't see instancing too much anywhere else. What you see is gonna be what you get.[66] – Jeffrey Bard
The PvP flagging and corruption system is in place to safeguard against griefing without limiting opportunities for open conflict.[77][68][78]
- Healthy competition is seen as an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX design of Ashes of Creation.[77][68]
- This friction presents an opportunity to engage in the political aspects of the game, which is the lifeblood of what keeps players interested and invested in the game.[77][68][75]
- Q: When you reach the bosses in [open world] dungeons can you be jumped?
- A: For the most part if there are bosses at the end of dungeons, it is possible for you to get jumped.[75] – Steven Sharif
- Q: In an open world dungeon, what prevents others from just waiting until you're at the boss and then killing you and taking your boss's loot? What prevents mega guilds from just owning an area and preventing you from accessing or enjoying it?
- A: In a majority of cases, we do not want to prevent another group from engaging potentially in PvP. We disincentivize it by creating safeguards within the flagging system that make that decision very concerning for the people that might go corrupt; and if you're in the large enough group of numbers I doubt you're going to experience that unless there's some rivalry between guilds. In which case there's apparatuses like Guild Wars that are more opt-in. You can drop guild tag if you want. But anyways, the competitive nature of this environment is a PvX element.[68] – Steven Sharif
Adaptive content
New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[80][81] This content adapts to the node progression of the zone it is in.[79][82]
- Additional buildings will spawn.[79]
- Additional mobs will spawn.[79]
- Different antagonists/leaders with different story lines.[79][82]
- Populations will change.[82]
- Content difficulty will change.[82]
- The content may be different altogether.[82]
- Additional quest hooks.[79]
- 地下城 will be unlocked when certain nodes advance to certain stages.[83]
- Drop tables in areas and dungeons will be tied into the progression of certain areas.[83]
- POI events are events that relate to specific points-of-interest (POI).[86]
- The location of points of interest will be the same on each server, but some servers may have limited or no access to them.[87]
- Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that academic node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players.[83]
Group sizes
Ashes of Creation is designed for solo players as well as large and small groups.[89][90][91]
- The idea behind an 8-person group is to allow us to really amplify party roles, and to create a need for each of the archetypes in every party.[35]
- 大型副本 will have 40 man groups.[92]
- Content will be tailored for 40, 16 and 8 person group sizes.[52]
- 競技場 will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[93]
- 攻城戰 are expected to have at minimum 250x250 players to be on a single battlefield, with the possibility of increasing this to 500x500 over time.[95][96][97][98]
- The minimum goal is 500 players on a single battlefield. I think we will be able to hit 500vs500 but we shall see.[98] – Steven Sharif
Ashes of Creation Apocalypse group sizes
Group sizes in Ashes of Creation Apocalypse.[99]
- Ashes of Creation Apocalypse battle royale will have party sizes of up to 5.[99]
- Guild mode will have parties of raids of up to 20.[99]
- Ashes of Creation Apocalypse castle sieges will have parties of 5 within a raid, with 5 raids for each of the two teams.[99]
- Ashes of Creation Apocalypse horde mode will have a party size of 5 with a total of ten groups, making for 50 players.[99]
There will be an option in the lobby where you are capable of joining a guild based match that you can link parties together up to a maximum of twenty individuals.[99] – Steven Sharif
Zergs
Zergs are empowered by fast-travel. Meaningful travel times are intended to prevent zerg play from being so much of an influence.[102]
Encounters are designed to have meaning in terms of how boss skills and abilities relate to group compositions, tactics and strategies. Zerging is not experiencing content.[103] There are different ways to make a fight more difficult for larger sized groups without relying solely on stat buffs or making the boss a "damage sponge".[104]
- Raid and dungeon bosses have specific mechanics and abilities that players need to learn and react to.[104] Zergs that are not aware of these mechanics or react to them appropriately will be wiped.[103]
- There may be environmental hazards and AoE effects that cause more damage based on the number of players present.[104]
- There is a give-and-take for guilds that want to see a larger number of members as opposed to a more focused group that may be a part of an alliance.[105]
We're very cognizant of the fact that we don't want to see zerging be a mechanic that's utilized by guilds to accomplish content or just to steamroll over sieges... There are specific mechanics that we are working on that will be seen through the testing phases that relate to a degree of understanding of certain systems that can't just be overrun with numbers.[105] – Steven Sharif
Mechanics that encourage political intrigue will play a role in destabilizing zergs.[106]
The best way that I found in games I played previously to take down a zerg is to cause drama from within... It's that conflict inside of the politicking that happens in that big organization. If we provide opportunities for division to occur then it also provides stability to keep a server healthy away from that zerg mentality also... If we approach the castle siege and we've destroyed the walls and we're in the throne room and we're about to cast on the penultimate thing and I at this time am just so excited from what's happening that I'm like "screw it I'm gonna go for it". It's gonna be mine. I'm gonna take the taxes for the next month. I'm gonna take all the gear from the castle. I'm gonna take everything... We want that political intrigue to be present in the game.[106] – Steven Sharif
Objective-based game play helps to balance the zerg mentality.[107]
I always feel that if you balance based on groups that in your balance focus is to incorporate features that play well from a player versus player perspective as well as a player versus environment perspective: Having support classes, having DPS and tanks that can obstruct movement and/or create bottlenecks on the field and stuff like that. I think a well-rounded raid it will perform better against a non well-rounded raid, however then you incorporate the second aspect of numbers; and that's where again mobility, organization, leadership tactics. Having objectives in gameplay that make those important helps to balance the zerg mentality that a lot of guilds can tend to have.[107] – Steven Sharif
Instancing doesn't play a major role in limiting zergs, due to 80% of content in Ashes of Creation being open-world.[72]
- There may be instanced locations within castle and node sieges where specific groups can participate in certain objective-based waypoints.[72]
Zerging is always a problem in a lot of these MMORPGs where you really can't control the number of participants in certain open-world systems; and in that sense instancing is a great tool that designers can sometimes use to curate a particular number of participants that you want. But the predominant amount of content within Ashes of Creation, over 80% of which is is open-world content, so instancing is very limited.[72] – Steven Sharif
背景
An affiliation tree determines how entities are flagged against other entities within its hierarchy.[108][109][110]
- Corrupted players can be attacked (or killed) regardless of other affiliations. This is something that will be tested during Alpha-2.[108]
- Node citizenship.[108][109][110]
- 同盟.[108][109][110]
- 行会.[108][109][110]
- Parties.[108][109][110]
- 大型副本.[108][109][110]
- Family.[109]
- Religion.[110]
- Society.[110]
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.[109] – 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.[110] – Steven Sharif
美術圖
2021-05-01
其他
引用
- ↑ 影片, 2020-05-31 (1:40:18).
- ↑ 影片, 2020-05-31 (1:17:42).
- ↑
- ↑ Podcast, 2018-04-23 (27:14).
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 5.8 Podcast, 2018-07-09 (22:24).
- ↑ Forums - Dev Discussion #52 - Boss Mechanics
- ↑ 7.0 7.1 7.2 7.3 7.4 7.5 7.6 直播, 2018-04-8 (PM) (1:14:01).
- ↑ 8.0 8.1 直播, 2022-05-27 (1:14:46).
- ↑ 9.0 9.1 9.2 訪談, 2023-09-10 (32:16).
- ↑ 直播, 2017-05-22 (49:38).
- ↑
- ↑ 12.0 12.1 Podcast, 2018-08-04 (1:39:47).
- ↑ 直播, 2022-03-31 (1:10:43).
- ↑ 影片, 2021-05-28 (5:40).
- ↑ 15.0 15.1 15.2 15.3 直播, 2020-07-25 (46:08).
- ↑ 16.0 16.1 Podcast, 2018-08-04 (1:42:14).
- ↑ Newsletter - June 2023.
- ↑ 18.0 18.1 18.2 直播, 2023-01-27 (1:34:06).
- ↑ 19.0 19.1 19.2 訪談, 2020-07-19 (14:51).
- ↑ 訪談, 2021-06-13 (22:20).
- ↑ 訪談, 2020-07-19 (17:12).
- ↑ 直播, 2023-11-30 (1:53:50).
- ↑ 直播, 2022-05-27 (1:20:35).
- ↑ 訪談, 2023-07-09 (1:40:41).
- ↑ 25.0 25.1 25.2 25.3 25.4 25.5 25.6 Podcast, 2018-08-04 (1:47:21).
- ↑ 26.0 26.1
- ↑ 27.0 27.1 Podcast, 2018-08-04 (1:35:58).
- ↑ 28.0 28.1 28.2 28.3 28.4 28.5 28.6 直播, 2023-05-31 (2:21).
- ↑ 29.0 29.1 29.2 直播, 2017-07-18 (58:50).
- ↑ 直播, 2017-05-15 (44:10).
- ↑ 31.0 31.1 31.2 31.3 31.4 31.5 31.6 影片, 2023-01-27 (16:44).
- ↑ 32.0 32.1 影片, 2023-01-27 (32:01).
- ↑ 33.0 33.1 直播, 2020-11-30 (1:01:40).
- ↑ 34.0 34.1 34.2 34.3 直播, 2020-07-25 (1:24:56).
- ↑ 35.00 35.01 35.02 35.03 35.04 35.05 35.06 35.07 35.08 35.09 35.10 35.11 35.12 35.13 Group dynamics blog.
- ↑ 直播, 2023-01-27 (1:08:06).
- ↑ 直播, 2022-04-29 (1:04:52).
- ↑ 38.0 38.1 直播, 2023-05-31 (1:07:45).
- ↑ 直播, 2020-11-30 (1:12:03).
- ↑ 40.0 40.1 訪談, 2020-07-18 (27:11).
- ↑ 直播, 2017-05-24 (44:14).
- ↑
- ↑ 訪談, 2023-09-10 (53:47).
- ↑ 直播, 2021-03-26 (1:07:33).
- ↑
- ↑ Podcast, 2017-05-05 (43:05).
- ↑
- ↑ 直播, 2017-05-03 (35:25).
- ↑ 訪談, 2020-07-18 (1:00:15).
- ↑ Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- ↑ 51.0 51.1 訪談, 2020-07-19 (8:43).
- ↑ 52.0 52.1 February 8, 2019 - Questions and Answers.
- ↑ 訪談, 2020-07-20 (21:57).
- ↑ 直播, 2018-04-8 (PM) (55:49).
- ↑ 直播, 2020-12-22 (1:15:01).
- ↑ 影片, 2022-05-27 (2:21).
- ↑ 57.0 57.1 直播, 2024-02-29 (1:22:09).
- ↑ Podcast, 2018-08-04 (1:44:54).
- ↑ 59.0 59.1 59.2 59.3 59.4 直播, 2022-03-31 (1:23:06).
- ↑ 直播, 2022-06-30 (1:16:22).
- ↑ 61.0 61.1 直播, 2022-05-27 (2:33).
- ↑ 62.0 62.1 直播, 2017-05-17 (57:27).
- ↑ 63.0 63.1 訪談, 2018-12-06 (2:57).
- ↑ 直播, 2020-04-30 (1:05:34).
- ↑ 65.0 65.1 訪談, 2020-07-19 (11:04).
- ↑ 66.0 66.1 66.2 66.3 直播, 2017-05-22 (20:59).
- ↑ 67.0 67.1 訪談, 2023-09-10 (58:47).
- ↑ 68.0 68.1 68.2 68.3 68.4 68.5 68.6 68.7 直播, 2023-03-31 (1:00:16).
- ↑
- ↑ 直播, 2020-03-28 (1:48:36).
- ↑ 直播, 2023-05-31 (45:47).
- ↑ 72.0 72.1 72.2 72.3 直播, 2022-01-28 (17:50).
- ↑
- ↑ Podcast, 2021-09-29 (34:11).
- ↑ 75.0 75.1 75.2 Podcast, 2021-09-29 (35:17).
- ↑
- ↑ 77.0 77.1 77.2 直播, 2023-04-28 (2:06).
- ↑ 直播, 2017-05-19 (24:17).
- ↑ 79.0 79.1 79.2 79.3 79.4 79.5 79.6 直播, 2021-03-26 (50:33).
- ↑ 直播, 2021-03-26 (22:53).
- ↑ 直播, 2017-11-17 (36:22).
- ↑ 82.0 82.1 82.2 82.3 82.4 直播, 2017-11-17 (18:29).
- ↑ 83.0 83.1 83.2 83.3 MMOGames interview, January 2017
- ↑
- ↑
- ↑ 直播, 2022-04-29 (40:21).
- ↑
- ↑ 影片, 2024-02-29 (33:57).
- ↑ 89.0 89.1 直播, 2022-09-30 (2:40).
- ↑ 直播, 2020-11-30 (1:20:25).
- ↑
- ↑ 直播, 2017-05-09 (34:38).
- ↑
- ↑ 直播, 2017-05-26 (48:12).
- ↑ 直播, 2021-09-24 (52:48).
- ↑ 訪談, 2021-07-08 (57:19).
- ↑ 訪談, 2020-07-19 (44:28).
- ↑ 98.0 98.1
- ↑ 99.0 99.1 99.2 99.3 99.4 99.5 訪談, 2018-08-17 (18:53).
- ↑
- ↑ Blog: 10 facts about castle sieges in the MMORPG.
- ↑ 直播, 2017-05-05 (23:26).
- ↑ 103.0 103.1 直播, 2017-05-19 (25:18).
- ↑ 104.0 104.1 104.2 直播, 2020-11-30 (1:16:09).
- ↑ 105.0 105.1 直播, 2017-05-22 (57:37).
- ↑ 106.0 106.1 訪談, 2018-05-11 (44:20).
- ↑ 107.0 107.1 訪談, 2018-08-08 (11:52).
- ↑ 108.0 108.1 108.2 108.3 108.4 108.5 108.6 直播, 2022-07-29 (1:07:20).
- ↑ 109.0 109.1 109.2 109.3 109.4 109.5 109.6 109.7 直播, 2019-03-29 (17:10).
- ↑ 110.0 110.1 110.2 110.3 110.4 110.5 110.6 110.7 110.8 訪談, 2018-05-11 (58:07).