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PvP

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Alpha-1开放世界商队 PvP[2]

Player combat in Ashes of Creation is both vast and intimate. It spans many aspects of the game itself. From great political battles held on the fields of massive castles, to open world conflicts fought for the pride of Guild Leaders. A player can choose to participate in the fate of the world by swaying the tide of battle with his or her combat prowess. 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.[3]

PvP (玩家对战) 是 Ashes of Creation 产生改变的关键要素。[4]商队战斗以至在广阔的世界以国王和王后之名而战,皆旨在促成有意义的玩家对战。[5]

正因为玩家有不同的诱因,正因为玩家有不同的追求,冲突必不可避。不同玩家将会渴求不同的体验,因而产生的冲突将缔造更庞大、更好玩的体验。纷争过后,万物重生 — 是贯彻整个游戏的核心主题。[6]Jeffrey Bard

Ashes of Creation 有很多原因促使玩家参与野外 PvP[7]

我们的标记系统虽然会让 PvP 玩家进入腐化状态,但 PvP 仍会存在。游戏有大量原因促使玩家在开放世界参与 PvP:稀缺的资源、位于开玩世界的狩猎场、商队运输、攻城战、公会战等等。[7]Steven Sharif

死亡惩罚将不适用于存在特定目标的活动 (例如商队公会战攻城战)。[8]

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.[9][10][11][12] 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.[9]

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.[9]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.[9]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.[10][13][14][15][16] Corruption penalties occur as the corruption is gained.[17]
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.[18]Steven Sharif
  • Non-combatants can attack corrupted players without flagging themselves as combatants.[18][25]
  • There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[18][29]

Objective-based PvP battlegrounds

战场是在开放世界进行的 PvP 战斗。[30] 游戏内有开放世界 PvP 区域,区域内的玩家会被标记战斗员 (purple)[31]

非战斗员 (绿色)玩家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。[16]

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)。[8]

Our castle system, our sieges against nodes, the caravan system, battlegrounds that exist, guild wars: We want there to be a meaning to this conflict. We want players to actually have some skin in the game when it comes to participating in PvP.[6]Steven Sharif

商队 PvP

Alpha-1商队 PvP[37]

You won't be able to see inside specifically but as part of the caravan structure itself there will be little hints as to what the cargo is. So for example if you've seen some of our recent footage with caravans you see sitting on top of the caravan there's some gold or some silver or some iron.[38]Steven Sharif

商队周边会形成一个开放式 PvP 区域,区域内的玩家会被标记成战斗员 (紫色)[39]

  • 在决定进攻或防守商队前,玩家将无法确切看到商队运输中的货物。但会有视觉提示显示车上的货物,例如金、银或铁。[38]
  • 玩家将可以透过介面视窗决定攻击、防守或无视商队。[40][41][42]
    • 距离商队多远视窗才会出现,将取决于玩家先前作为攻击方或防守方的表现。[40]
  • 要成功击毁一个商队,将需要一个队伍。[43][44]
  • 在商队拥有人登出或与伺服器连接中断 5 至 10 分钟后,商队才会消失。[45]

It's still intended from a design standpoint to be a window that is presented to the player based on proximity; and that proximity it can be greater depending on your performance as either a defender or an attacker in previous raids.[40]Steven Sharif

双方皆有诱因鼓励玩家加入,并将于 Alpha 及 Beta 阶段测试。[46]

  • 大部分诱因都是社交性的,而且是由玩家之间非正式协议而成。[46]

The caravan defender role is going to have its own progression questing and rewards associated with it that are going to attract a certain subset of players and then vice-versa wise we're going to have incentives that appeal to the more highway brigand type players; and you might not always be on one side or the other: that might change depending on what your interests are in the at the time. But obviously those types of systems need to have robust consequential type rewards and benefits associated with them in order to compel the player; and that's something obviously we're going to test in alphas and betas and see how performant it is in actually attracting players to participate and make sure it's not just one-sided so-to-speak.[46]Steven Sharif

Also the hope would be that the people who are running the caravans can offer their own rewards that "Hey if you come help me defend this thing I'll give you some cut", or that these are my friends or these are my guilds- that a lot of the sort of incentive is social and created between players.[46]Jeffrey Bard

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战争

攻城战

Alpha-1 castle siege gameplay.[1]

Throughout Ashes of Creation, the player has an opportunity to participate in massively multiplayer siege warfare. Since castles are likely the world’s most limited resource, it will be a task to secure and hold them. Involving hundreds of players on a single battlefield, our sieges will employ many moving parts and intricate design features. Because of the difficult nature of taking and keeping a castle there are great rewards available to the players for their efforts. Castles will allow players to exert control over nearby lands and allow for the development of unique buildings in the nearby towns.[3]

行会 participate in 攻城战 in an effort to capture and occupy one of the five guild castles in Ashes of Creation.[47]

  • The minimum goal is for 250x250 players to be on a single battlefield. It is hoped that this can be increased to 500x500 over time.[51][52][53][54]
  • There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[55]
  • There may be instanced locations within otherwise open-world castle and node sieges, where specific groups can participate in small, short duration objective-based battles that will affect the overall outcome of the siege.[56]
    • It was previously stated that castle sieges may or may not be (entirely) instanced in the final game.[32]
    • Alpha-1 攻城战 occurred in an open-world zone that was accessible via a NPC teleporter.[33][34][32][35]
I love castle-based gameplay. I love trophies. I like rewarding risk a lot; and for me it's very difficult to imagine a MMO that I would want to play where there is not competition of strategic prowess that determines the outcome of these types of events and there is not a meaningful reward both mechanically and from just a bragging rights perspective that players can aim for and try to achieve. I think that it brings a lot to the game when it comes to motivations, to excel, to level, to gain power, to engage those different progression loops when there is an ultimate goal or trophy that is not static and doesn't exist forever once you achieve it, but that you must constantly perform in order to maintain; and that's really the purpose of these castles.[57]Steven Sharif

A guild that captures a castle will own that castle for a month before it is sieged again.[58][59]

Each week leading up to the siege week... is a week that's dedicated to one of the three castle dedicated nodes. So around the castle there are three nodes. They represent week, one, two, and three; and then the fourth week is the siege against the castle. Those can only be elevated up to stage three. We've discussed this in the past and there's definitely information out there on the community ran wiki.[58]Steven Sharif
  • In the first three weeks that a guild occupies a castle they will need to level up each of their castle nodes to 村庄 stage through questing.[58][59]
    • Each of the three castle nodes have a siege against it at the end of each of these three weeks.[59][60]
  • The fourth week is declaration week, where other guilds have the opportunity to lay down their declaration flag or to sign up as a defender of the castle.[58][59]
  • Depending on how well the guild defends their castle nodes results in better defenses for the castle.[59][60]
  • Different siege weaponry will grant the attackers the ability to destroy walls, doors and sections of the castle in order to gain access to the inner keep area.[61]
  • When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[62]
There will be benefits to attracting people... even if they're not in your guild or alliance – a feudal like system, where you can attract other players who are just independent of this whole politic. They will have things to do there - benefits to receive - and there will be a reciprocal relationship between who you can attract, what they do for you; and how that benefits you and them.[59]Steven Sharif

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节点战

节点战 (Pre-alpha footage).[63]

As some areas in the world grow, others will fall. This is the foundation of the living, breathing world that is Ashes of Creation, where players will have the ability to make important decisions that matter in the longevity of an area becoming a city, or whether to siege a rival town. Rise above the ashes, create the world around you, and be a part of the story that unfolds because of your actions and decisions.[64]Margaret Krohn

节点战 enable players to destroy nodes starting at

[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 3).[64] This paves the way for new development and access to the locked content in surrounding nodes. Due to this dynamic, political strife and intrigue play an important role in the structure of the world.[65]

  • Sieging nodes will not be an easy task for the attackers. Cities and metropolises will have a considerable defensive advantage.[65]
  • There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[55]
If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![6]Steven Sharif

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公会战

公会战 are objective-based PvP events between guilds.[66][67]

  • Guild wars are not permanent. Definitive victory/surrender conditions exist that are based on the level of the warring guilds and the assets that those guilds have.[70][72]
  • Guild wars are considered a core system of Alpha-2.[76]
Q: How do you plan on keeping wars fresh long term? Typically in other games wars become one dimensional in terms of strategy. Will intrepid be looking at map changes every few years, or will you give guilds / node mayors the ability to customize the layout or objectives of the battlefield?
A: Our guild wars have objective-based gameplay that spawn in the world based on several different factors and predicates that might exist. Some of those predicates might be where is your guild a patron guild of? Does your guild have a guild hall? What node is your guild leader and/or officers a citizen of? What was your last completed raid boss? All of those can serve as predicates to then spawn a certain objective within the world that players have to either engage with in a number of different manners. Either they can be kill objectives, they can be control objectives, they can be capture and move objectives. They could be a caravan caravan summons that need to take supplies from those objectives. The idea is to incorporate all of these other ancillary systems that exist within the game in some way shape or form- tie it into the guild war, because we've created those systems for a reason. We want players to engage with those systems, so why not hook those systems into the guild war format? And I think that that creates a very dynamic setting where it is not just about killing and logging out, but rather strategy in both your resource placement, how you respond, and when you respond, the composition of your raid/group teams. Those types of things play a role now in the outcome of those guild wars and I think they keep it fresh because it'll be different per war.[66]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。

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海上 PvP

船舶 moving into an open sea naval PvP zone (open waters/deep ocean areas) will automatically flag players as Combatants (purple).[19][77][78] Corrupted (red) players will remain red while in the open sea.[79][80][81]

Another important change that has occurred is the open seas is now an automatic flagged location. So when you move off of land we have a flagging system that protects and the open seas are international waters where you need to be careful; and there is a lot of opportunity at Sea; and because there's a lot of opportunity that's unique to that content- that's unique to that sea: that's treasure finding; that's NPCs; that's a lot of different stuff there needs to be risk associated with opportunity.[77]Steven Sharif
If you are not corrupt and you enter the open seas you will be taking a mitigated form of the death penalties, which means you will have a debuff applied upon death and in addition you will still suffer the gear degradation or gear decay upon death as well. But you will essentially be either significantly reduced in the experience debt accrued through death in the open seas if you're not corrupt, or there won't be experience debt accrued in the open sees if you are not corrupt.[79]Steven Sharif
  • Open sea zones have better resources in more abundance to compensate for the added level of risk.[83]
We have a very intuitive UI that as you approach the border between open sea and coastal area you are notified of that. You are warned ahead of time. There's a countdown when approaching. We interpolate the distance travel and speed you're moving and you get to see "I'm entering open waters"; and when you do you have this big trophy call out on screen that says "You have entered the open sea. Territory fraught."[82]Steven Sharif

Operators of a ship's weapons platform can initiate naval PvP against another ship in the following cases.[78]

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Server prime-time

节点战攻城战公会战节点战争等存在特定目标的活动将于伺服器时间下午 3 点到 9 点的黄金时段内进行。(有待测试)[49][50][84]

Open-world PvP

Open-world PvP in Ashes of Creation is subject to the player flagging and corruption systems.[19][7]

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.[89]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。[90]

  • 野外 PvP 将不仅是单纯偷袭谋杀其他玩家。[91]
  • 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。[92]

pvp flagging diagram.png

Ashes of Creation野外 PvP 标记有三级。[16]

  • 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。[94]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。[16]
    • 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。[25]
    • 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。[28]
    • 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。[95]
    • 非战斗员不会因拾取玩家尸体而被标记。[96]
    • 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。[25]
    • 玩家不能手动将自己标记成战斗员。[97]
    • 攻击非战斗员或其他战斗员时,玩家会被标记 90 秒。[98]
    • 战斗员将不能登出游戏。[29]
  • 腐化 (红色)
    • 战斗员击杀非战斗员时,会被标记成腐化[90]
    • 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。[90]
    • 腐化值会随着击杀非战斗员增加。[16]
    • 非战斗员攻击腐化玩家时,不会被标记成战斗员。[25]
    • 腐化玩家击杀赏金猎人时,腐化值不会增加。[99]
    • 腐化玩家登出游戏的所需时间为 60 秒。[29]

玩家不能攻击同一队伍团队公会同盟的成员。[100]

  • 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)。[101]

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.[101]Steven Sharif

标记系统不适用于战争商队公会战[102]

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.[103]Steven Sharif

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玩家腐化

Alpha-1 预览 — 腐化玩家[104]

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。[21]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)[90]

  • 击杀愈多非战斗员玩家,腐化值愈高。[14][16]
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。[105]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。[106]Steven Sharif
  • 腐化值伴随着腐化惩罚。[17] 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。[107]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。[22]Steven Sharif
  • 腐化效果将会显示在角色身上。[109]
  • 非战斗员即使攻击腐化玩家,也不会被标记成战斗员。[25]
  • 腐化玩家身处的位置将会显示在]的地图上。[14][90]
  • 腐化玩家击杀赏金猎人时,将不会增加腐化值。[110][99]
    • 与赏金猎人战斗时,腐化玩家将不受战斗惩罚影响。[110]
  • 腐化玩家将无法进行交易、以及存放物品到公共仓库[111]

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狩猎场

You are on the prowl, and notice an unsuspecting player chopping trees. What would you do?[112]

狩猎场 are open-world PvP corruption-enabled areas that encompass most of the map.[113]

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.[116]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.[115]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.[117]

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竞技场

竞技场 are instanced PvP scenarios and are not part of open world PvP.[119][120]

The arena system as we've spoken about before is going to have ladder systems where people can progress within certain seasons based on their win/loss ratios. The importance of arenas are obviously that players have an opportunity to participate [and] practice out certain builds from a PvP perspective and can compete with one another within the system.[119]Steven Sharif

竞技场排行榜

The arena ladder system records a player's progress within PvP 赛季 based on their arena win/loss ratios.[119][121]

  • Titles can be received from arena play.[125]
  • Other rewards will be revealed at a later time.[124]
  • Arena points that can be used to buy gear is not currently in the design.[125]

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PvP quests

There will be PvP quests in Ashes of Creation.[130]

There are quests that interact with PvP. PvP is not a secondary component of the game. PvP is an equitable component of the game. Remember we are a PvX game, which means that we emphasize both PvE quest lines and story modes and content as well as PvP. It is an intended design theory for Ashes of Creation that the world is not filled with just your friends. The world is also filled with adversaries; and because of that we will provide opportunities to encourage social friction; and that may be in the form of these PvP oriented questlines.[130]Steven Sharif

阵营

Ashes of Creation 没有预设的阵营[131]

我们让玩家参与这些非强迫性冲突,是敌是友,自行定夺。[132]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。[133]Steven Sharif

背景

An affiliation tree determines how entities are flagged against other entities within its hierarchy.[134][135][136]

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.[135]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.[136]Steven Sharif

Read more...

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。[137][138][139]

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.[139]Steven Sharif

Being by default able to see a person's "gear score" / equipment list... may cause unwelcome behavior.[141]

角色生命值

生命力Ashes of Creation 的一项数值[142][106]

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.[106]Steven Sharif

角色名条

角色名条 会显示在角色头上。[144]

  • 名条会显示角色的名字,也可以选择同时显示姓氏。[144]
  • 公会名称会显示在角色名称旁。[145]
  • 角色名条会逐渐消褪,显示已受伤害量。[142][106][143]
  • 名条上会有标记,显示角色职业[137]
  • 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。[137]
  • 名条上会有增益标记,显示角色装备品质和种类。[137][138][139]

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。[146]

角色死亡

Alpha-1 — 于户外地下城死亡[147]

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.[103]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[148][149][23][150] 任何玩家都可以即时拾取灰烬。[148] 拾取灰烬不会触发玩家标记[96]

  • 非战斗员 (绿色玩家) 死亡时,将遭受一般惩罚,包括:[23]
    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.[153]Steven Sharif

满等角色死亡时将损失约 2-3% 总经验值 (未定)。[161]

  • 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.[161]

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)。[8]

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.[8]Steven Sharif
  • PvPPvE 情况下死亡将遭受同样的惩罚 (未定)。[162]

玩家可能会遇溺而死。[163]

Death penalties

角色死亡 in an open world dungeon in Alpha-1.[147]

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.[103]Steven Sharif

Death penalties (mostly) do not apply to objective-based PvP (also called sanctioned events).[73][74][75][8]

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.[8]Steven Sharif

Non-corrupt players suffer reduced death penalties in naval PvP (open seas) zones.[79]

  • These penalties will be less than those for a green player.[168]
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.[164]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。

战斗系统改良

Alpha-1 角色上下身分开 近战 战斗预览。[169]

角色挥动武器的同时可以移动,也可以一边退后一边继续攻击。攻击的同时玩家可以完全控制角色。[169]Steven Sharif

改良后的战斗系统将根据玩家意见在 Alpha-1 测试中推出。[170][171][172]

改良后的战斗系统中,角色的动作上下身分开角色的上半身会被挥动武器的动作锁住,而下半身可以自由行动。[169][176][177]

挥动武器的同时,角色将可以自由行动,让玩家近战攻击时完全操作角色。[169]Steven Sharif

初期 Alpha-1 测试的重点是核心系统的运作,而不是战斗平衡[177]

我留意到很多人在谈论伤害数值和生命值之类的东西。这方面有两点:一,我再重申这不是为了测试游戏内容,目前只进行了初步的平衡调整,大多的平衡会在特定系统日后实际测试时进行。我们目前的重点是这些系统的核心运作,而不是细微的调整。因此我不会太在意目前的平衡性。[177]Steven Sharif

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.[179]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.[178]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.[184]

Read more...

PvP 赛季

Performance in various PvP systems (such as 商队, 竞技场, 公会战) is measured over the course of 6 month PvP 赛季. At the end of each season, a player's cumulative score may unlock various rewards.[119][185]

指标

Ashes of Creation gathers tracking data to facilitate achievements, titles and other accolades on a server.[187]

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.[187]Steven Sharif

排行榜

Players will be able to opt-in to track certain achievements on leaderboards, such as.[189]

Leaderboards may be seasonal.[190]

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.[189]Margaret Krohn
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。

公会排行榜

An inter-guild ladder will rank guilds based on their performance within competitive activities:[192][193]

When the guild participates in guild wars or they participate in sieges, you'll be able to climb the ranks of your inter-guild ladder as well so you get bragging rights amongst your friends.[193]Steven Sharif

决斗

决斗 may be initiated within a freehold or node.[194][195]

  • Dueling is a self-contained event that requires opt-in by all parties.[194]
    • There will be a way to auto-decline duel requests.[195]
  • Dueling is not considered a part of the flagging system.[194]

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.[194]Steven Sharif

击杀时间

商队 PvP in Alpha-2.[196]

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.[186]Steven Sharif

击杀时间 (TTK) in Ashes of Creation will be a little bit faster than most MMOs.[186]

  • Previously it was stated that the TTK was expected to be around 30 seconds to a minute.[197]
  • The developers do not want one-shots in the final MMORPG.[198]
  • Average non-elite mob time-to-kill for a solo player is intended to be around 6 seconds.[199]
In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[198]Steven Sharif

命中判定模型

The developers are testing different approaches to accommodate varying hitboxes between the races.[200]

  • There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[200]

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.[200]Jeffrey Bard

There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[200]

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.[200]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.[200][201][202]

数值增长

数值压缩 PvP

There will not be equalized PvP in the open world. There may be equalized PvP in certain arena battlegrounds under specific circumstances.[213]

实机游玩影片

视觉效果

社群指南

其他

引用

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  144. 144.0 144.1 访谈, 2018-05-11 (2:45).
  145. 直播, 2017-05-22 (51:00).
  146. 直播, 2021-01-29 (1:21:01).
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  165. 165.0 165.1 访谈, 2023-09-10 (53:47).
  166. 166.0 166.1 直播, 2022-12-02 (1:26:02).
  167. steven-corruption-gear-drop.png
  168. 访谈, 2023-07-09 (38:03).
  169. 169.0 169.1 169.2 169.3 直播, 2021-07-30 (31:22).
  170. 直播, 2021-05-28 (1:14:50).
  171. steven-combat-revamp-update.png
  172. 影片, 2021-02-26 (6:17).
  173. 173.0 173.1 steven-combat-revamp-update-2.png
  174. 174.0 174.1 直播, 2021-02-26 (27:41).
  175. 访谈, 2021-02-07 (49:18).
  176. 访谈, 2021-06-13 (4:12).
  177. 177.0 177.1 177.2 直播, 2021-05-28 (1:13:05).
  178. 178.0 178.1 ry-home.png
  179. 179.0 179.1 ry-safe-zones.png
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  181. 直播, 2021-11-19 (54:26).
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  183. 直播, 2017-05-19 (28:04).
  184. 直播, 2017-10-16 (59:39).
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  188. 188.0 188.1 steven-pvp-metrics.png
  189. 189.0 189.1 189.2 189.3 189.4 189.5 189.6 直播, 2023-05-31 (2:21).
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  196. 影片, 2024-01-31 (5:22).
  197. 访谈, 2018-10-20 (3:25:46).
  198. 198.0 198.1 访谈, 2018-10-20 (9:10).
  199. steven-mob-ttk.png
  200. 200.0 200.1 200.2 200.3 200.4 200.5 直播, 2020-10-30 (1:15:59).
  201. steven-headshots-1.png
  202. 202.0 202.1 steven-headshots-2.png
  203. 203.0 203.1 访谈, 2018-10-21 (9:10).
  204. 访谈, 2018-10-20 (3:25:31).
  205. 205.0 205.1 205.2 直播, 2018-09-27 (34:49).
  206. Headshot Description Ranger2.png
  207. 207.0 207.1 直播, 2023-01-27 (1:27:42).
  208. 访谈, 2020-07-19 (53:59).
  209. 直播, 2017-07-18 (37:25).
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  212. 直播, 2017-05-08 (43:30).
  213. 直播, 2017-05-15 (34:59).