סוגי דמויות

מתוך Ashes of Creation Wiki
גרסה מ־05:20, 22 באוגוסט 2020 מאת Wikiadmin (שיחה | תרומות) (Text replacement - "Racial abilities" to "Racial benefits")

קפיצה לניווט קפיצה לחיפוש
Ashes of Creation class list. Primary archetype is on the left. Secondary archetype is on the top.[1]

סוגי דמויות are the combination of a primary and a secondary archetype.[2][3][4][1][5]

We have a specific terminology when referring to archetypes and classes. Classes are the combination of your secondary archetype with your primary archetype.[3]Steven Sharif

Class progression in Ashes of Creation proceeds as follows:[6]

  • Players receive skill points as they level. These can be used to level up skills within their skill tree.[9]
    • It will not be possible to max all skills in a skill tree.[9]
Icon Archetype Type.[14] Role.[15]
Bard2.PNG Bard Arcane Support
Cleric4.PNG Cleric Arcane Support
Fighter2.PNG Fighter Martial Damage
Mage3.PNG Mage Arcane Damage
Ranger3.PNG Ranger Martial Damage
Rogue2a.PNG Rogue Martial Damage
Summoner3a.PNG Summoner Arcane -
Tank1.PNG Tank Martial Tank

Classes by archetype combination

עם 8 מקצועות שניתן לשלב, שחקנים יוכלו לבחור בין 64 קומבינציות ליצירת סוג הדמות שלהם.[4][1][5]

תפקיד משני
Bard Cleric Fighter Mage Ranger Rogue Summoner Tank
Bard Minstrel Soul Weaver Tellsword Magician Song Warden Trickster Songcaller Siren
Cleric Scryer High Priest Templar Oracle Protector Shadow Disciple Shaman Apostle
Fighter Bladedancer Highsword Weapon Master Spellsword Hunter Shadowblade Bladecaller Dreadnought
Mage Sorcerer Acolyte Battle Mage Archwizard Spellhunter Shadow Caster Warlock Spellstone
Ranger Bowsinger Soulbow Strider Scion Hawkeye Scout Falconer Sentinel
Rogue Charlatan Cultist Duelist Nightspell Predator Assassin Shadow Lord Shadow Guardian
Summoner Enchanter Necromancer Wild Blade Spellmancer Beastmaster Shadowmancer Conjurer Brood Warden
Tank Argent Paladin Knight Spellshield Warden Nightshield Keeper Guardian

Balancing

There will be match ups in 1v1s where one class will be superior to another; and that application should be a rock-paper-scissors dynamic. We want there to be counter-play between the different classes... Instead it's going to be a group focused balance, where as long as you have the diversity of classes present, that's going to be an equal level playing field. It's going to be very dependent on skill and strategy.[17]Steven Sharif
Balance-wise, there's a number of different interactions mechanically that you have within an ability that you can adjust in order to balance its power. The most most common ones are: Cooldown, Mana consumption, Damage done, Effect status conferred, Promotion of that effect status, Range.[18]Steven Sharif
When we move into Alpha 2 and we have a lot of data that's supporting the use of these particular abilities in combat settings, how often they're used, how often they result in death, what the average damage done by this archetype is comparatively to other damage done by different archetypes: All of that data gets logged and all of that data gets queried in order for us to refine the abilities so that they live in the environment we want them to. Now, that's not to mean that we're going to have a perfect balance across the board between the archetypes. Again, we're taking a rock-paper-scissor approach to balance, which means that some archetypes will do better against other archetypes and vice versa; and we're also not creating an environment where we want to have 1v1 balance. We are focused around group balance. Group composition is important.[16]Steven Sharif
info-orange.pngחלק מהמידע הבא לא אושר לאחרונה על ידי המפתחים וייתכן שלא נמצא במפת הדרכים הנובחית של הפיתוח.
Even though augments do radically change the way your active skills provide you abilities, there's still a primary focus on the base archetype itself and not the 64 whole classes.[3]Steven Sharif
Certain archetypes are capable of moving the gap between their counterpart per-se. If I am a Tank archetype and a Mage is my counter, I can take a Mage secondary and bridge the divide slightly; and then move my identity that direction ever so slightly.[25]Steven Sharif

Class abilities

אלפא-1 preview primary skills.[26]

If from the eight archetypes whatever you choose as your secondary, you're going to receive a choice of augments that relate to some core ideal of that class. You know like a tank is about controlling the battlefield, is about surviving. The mage is about dealing damage and elements and ability in AoEs. The rogue is going to be about stealth and critical damage. So those augments are going to to play towards those identities.[27]Steven Sharif

The idea behind the system is that you're skirting the line through these augmentations of your role, right. We have the traditional holy trinity that's present in class designs for MMOs and it's often that those either are not deviated at all or completely deviated from entirely. The augment is to offer a balance between that where you still maintain the semblance of that trinity system while offering the opportunity to customize your play experience towards one of the other angles in the triangle.[28]Steven Sharif

Primary skills (class abilities) are based on a player's archetype.[29][7]

Skill points

אלפא-2 Ranger skill tree user interface.[34]

What you're seeing at a high level here is just what you'd pretty much expect of a traditional skill. We're doing something a little more advanced than just like a bottom up structure, because we're being a little bit more free-form in this iteration. This will obviously see more UI iterations in the future, but you'll see a mix of active and passive abilities here. Actives are indicated by their square shape, while the circular ones are representing passives; and one thing to note as well is that these passives are aiming to be a little more interesting than just like, this ability does more damage now, or it has a lower cooldown. We do have some of those too, but the goal with a lot of these passives in addition to that is to allow people to lean into unique play styles. So you'll notice that some of them are are changing your gameplay in meaningful ways; and that's the direction we want to take um player and character customization as a whole.[34]Tradd Thompson

Players receive skill points at specific points as they level.[35] These can be used to level up skills (increase their rank) within their active, passive or combat/weapon skill trees.[36][37][38][9]

Making active skills capable of receiving additional skill point allocations and unlocking additional features so that from a player agency standpoint it's going to be up to you whether or not you want to be more diverse but less depth- wider and not taller, in some of these skill choices. Or if you want to be very very tall, that's going to be something that is up to the player in that regard.[39]Steven Sharif
  • Skill points will accrue at specific XP milestones, such as 1/4, 1/2, 3/4 progress through the level, so as to avoid creating an imbalance with experience debt.[35]
We do have this concept of experience debt that does accrue and we don't want to create an imbalance between skill points acquired versus experience, so we're going to predicate your skill points acquisition based on benchmarks you reach when leveling through a level. So these are going to be at specific points in the level, like one quarter progress, to half progress, to three quarters progress: you're going to get an influx of skill points and then you'll be able to allocate them into your skill tree.[35]Steven Sharif
  • Skill points can be used to unlock universal skills at the expense of unlocking class-specific skills.[40]
  • Respeccing (resetting and reallocating) adventuring skills may require travelling to a specific location rather than being able to be done on-the-fly.[41][8]
  • Augments do not cost skill points.[42] It was previously stated that certain augments will have more expense required on the skill point side.[43]
info-orange.pngחלק מהמידע הבא לא אושר לאחרונה על ידי המפתחים וייתכן שלא נמצא במפת הדרכים הנובחית של הפיתוח.
  • It will not be possible to max all skills in a skill tree.[9]
  • In terms of skill progression, players can choose to go "wide" and get a number of different abilities, or go "deep" into a few specific abilities.[44]

Siege abilities

Group summons are activated by a party leader with that ability in their class kit along with additive components from other classes that are part of the group.[46]

info-orange.pngחלק מהמידע הבא לא אושר לאחרונה על ידי המפתחים וייתכן שלא נמצא במפת הדרכים הנובחית של הפיתוח.

Up to eight players of the same primary archetype can band together to create monumental effects during a siege.[47]

These are the types of systems that we want to put in place where groups of a single primary archetype can come together to summon these types of effects that play off of what the identity of that archetype is.[47]Steven Sharif

Changing/switching

Primary

A player's primary archetype cannot be changed.[8][1]

When it comes to the primary archetype, that is a decision you'll want to make and you'll want to make sure it's the right decision, because it's permanent... You are going to create this identity that you can't just change on the fly. This is going to be something that you will know a person and you will know what their base archetype is and they're not just going to change from battle to battle. So that gives some consistency in the engagements and understanding reputation on the server.[8]Steven Sharif

When players choose their primary class, it’s not just dictating how the next several hundred hours of gameplay will go... It’s only the primary class that cannot be changed. And hey, that’s what alts are for![1]

Secondary

The secondary archetype of a class may be changed, but not "on-the-fly".[48][8][11]

The secondary class choice, which comes after some time getting used to the world of Verra, will be more fluid. If you choose the Fighter and the Rogue to make a Shadowblade, but eventually want to try your hand at Summoning to make a Bladecaller, you’ll be able to do so.[1]
We don't want you to be able to change your secondary class or the augments you have applied out in the open. We want you to have to make a conscious choice somewhere at a NPC. The level of node necessary for that particular NPC to be available will likely be either at the Village stage or above. So, if you are far out in the wilderness exploring – and we have no instant teleportation in the world – you need to be conscientious of what your choices are; and not be able to change them on-the-fly.[49]Steven Sharif
  • Respeccing adventuring skills may require travelling to a specific location rather than being able to be done on-the-fly.[41]
    • Swapping between multiple saved specs may be able to be done after a suitable cooldown period.[48][50]

Class trials

There will not be a class trial system in Ashes of Creation.[52]

Racial benefits

Character benefits in Ashes of Creation are tied to that character's background rather than their race.[53][54]

We want players to have the freedom to choose the race they want to play because they're excited about it, and avoid situations where players feel forced to play a specific race because of gameplay benefits.[55]
info-orange.pngחלק מהמידע הבא לא אושר לאחרונה על ידי המפתחים וייתכן שלא נמצא במפת הדרכים הנובחית של הפיתוח.

Stat growth

Base stats are defined by a character's primary archetype. Stats can be improved based on gear, tattoos, and other enhancements, such as socketed items.[59]

  • ציוד has approximately a 40-50% influence on a players overall power in the game.[37]
  • Artisan profession does not affect a player's stats.[60]
  • Previously it was stated that race "seeds" a player's base stats, then the primary archetype grows the base stats.[61][56][57] Any contribution by the secondary archetype was later removed.[61]
  • Waterfall stats are stats that are derived from another stat.[62]
A waterfall stat is a derivative of an attribute. So, if dexterity is your attribute stat and a waterfall from dexterity is critical rate, that would be considered a waterfall stat: the critical rate.[62]

תפקידים

באפר היצירה יש את שילוש התפקידים המסורתי של Tank, DPS, וSupport/healer. [15][63]

  • למרות שתפקידים מסורתיים אלו קיימים, שחקנים לא צריכים להרגיש מסווגים למקצוע הראשי בו בחרו.[15][63]
  • שחקנים יכולים גם לבחור פעמיים את התפקיד הראשי גם כמשני כדי לחזק אותו. [15][63]

יש לנו שמונה תפקידים בסיסיים; והשילוש מהווה השפעה די חזקה ביחס לשמונה המקצועות הבסיסיים. עם זאת, האזור בו ניתן לשחק בקו המפריד את השילוש הוא בבחירה של המקצוע המשני. זהו האזור בו אנחנו מערבבים בין התחומים השונים ומאפשרים לשחקנים קצת השפעה על תפקידם ועל האם או לא אפשר לסווג אותם לקטגוריה מסויימת מתוך שילוש התפקידים.[64]Steven Sharif

Weapons and Armor

כלי-נשק and armor are not class locked, but certain classes are more efficient with certain types of weapons or armor.[65][66][67][68] Certain abilities require certain items to be equipped.[69]

Weapons are intended to be somewhat agnostic in the sense that you can find a way for a weapon to be utilized by different classes. Not just the rogue is going to be able to use daggers. Because if you restrict equipment through that, it makes the economy more difficult to have sustainability across the market of items.[68]Steven Sharif
Q: We had stated that we were going to allow people to use any class combination, which would be both your archetypes together, being able to use any weapon. Do we see problems that could occur with that, for instance like a bow tank, or an orb tank or things like- will there be some strangeness there, or are there problems that you first are foreseeing in the future?
A: We're giving a lot of flexibility to the crafters in our game. They get to help define the stat block that a particular item, weapon, or gear has; and that stat block can be relevant to any particular class or archetype combination. So in that sense the idea is, no not to see any strangeness there or not to see any elements that would dissuade a person from that customization perspective.[70]Steven Sharif

PvX

We like to really refer to ourselves as a PvX game, because in those systems of PvP, PvE, crafting they're all intertwined: They're interdependent on each other... Our system of development really requires some interdependence there between those things. You're going to need a crafter to give you the best items. You're going to need PvPers to secure cities and castles. You're gonna need PvErs to take down those world bosses for those materials to craft.[71]Steven Sharif

Ashes is a comprehensive game. It is not a PvP focused or a PvE focused, it is a comprehensive PvX game and as a result these systems are all interconnected and have to coexist with one another with certain types of mechanisms that can provide that give and take, that push and shove.[72]Steven Sharif

Ashes of Creation is a PvX game. Players will naturally encounter both PvP and PvE elements.[72][73][74] It is unlikely that a player could purely focus on just PvP or just PvE.[72][71][73][74]

  • 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 game design.[76][77][78][79][80]
  • There won't be separate PvE and PvP servers but some servers may be more PvP focused than others.[73][81]
We're very clear with our objective and philosophy on the game and we understand that they may not appeal to everybody. But it is an important reciprocal relationship between the content that's related to PvE and the content that's related to PvP and they feed off of each other. They're catalysts for change: Their progression, their development. It's things that people can value when they see something earned and they see something lost. That elicits an emotional response from the player: That they've invested time in to either succeed or fail; and PvP allows for that element to be introduced into gameplay. And we're very clear that is our objective: That risk versus reward relationship, that achievement-based mentality. Not everybody's going to be a winner and that's okay.[80]Steven Sharif
info-orange.pngחלק מהמידע הבא לא אושר לאחרונה על ידי המפתחים וייתכן שלא נמצא במפת הדרכים הנובחית של הפיתוח.

אלפא-0

There was no active character creation screen in אלפא-0, but there were several options for players to choose from.[85]

אלפא-1

אלפא-1 Teaser.[89]

This is a true development alpha. This is not a marketing alpha; and what that means is as you know part of the process here in developing Ashes of Creation is being open with that development so you guys can see that progress; and it is a double-edged sword. There are going to be a spectrum of people that exists who are very involved with the game's development and those who are just completely at an arm's length away in understanding the process; and they may look at alpha one- the people who don't really understand the development process or haven't been a part of it- they may look at it and they may think oh you know this is trash, looks like trash, you know whatever it's the end-product. But at the end of the day what's important for us and what yields the best possible product is for us to include as much as possible the community in that development process with no NDA so that you guys give valuable feedback; and as we go through the iterative process in further defining the game and fleshing out that content were doing so with the player in mind and their voice in our ear. That is I think one of the key distinguishing factors between our development and many developments that you guys may have seen in the past.[90]Steven Sharif

אלפא-1 preview ancients mobs.[91]

What this experience for Alpha one is going to be- that month-long experience- it is not intended to be a content experience... It is not intended to be a game experience. It is not intended to be a fully-fledged content experience. So keep that in mind.[92]Steven Sharif

אלפא-1 was a testing release of the Ashes of Creation MMORPG.[94]

  • Character
    • התפתחות to level 15.[19][97]
      The composition of class skills or archetype skills has to tread a fine line between two roads: One we wanted to be representative of skills not just that would traditionally be found 1 through 15 but we're actually introducing some skills that might be found later, because we want to test those particular ideas and how the skill functions.[19]Steven Sharif
    • יוצר הדמות (basic).[98][99][100][101]
  • גזעים
    • 4 playable races Kaelar, Vaelune, Dünir, Empyrean.[106][99]
      A lot of times people ask well why haven't we seen the other races and stuff? We want to establish the quality bar and process with these races first and then when we move into further content production for the other races we have have those pipelines in place and we have the processes in place and we know how to approach them.[107]

The weapon attack is an important component of the combat system, so we want to make sure that as we're doing this combat revamp that we are essentially taking into consideration player feedback and sentiment about how they want a reactive and more mobile weapon attack system.[108]Steven Sharif

info-orange.pngחלק מהמידע הבא לא אושר לאחרונה על ידי המפתחים וייתכן שלא נמצא במפת הדרכים הנובחית של הפיתוח.

Ashes of Creation Apocalypse classes

Six classes will be present in Ashes of Creation Apocalypse מצור על טירות and Ashes of Creation Apocalypse מוד תקיפה המונית.[132]

These classes relate to the trinity of classes: Tank, DPS and Support.[132][133]

  • Skills/abilities are not tied specifically to weapons in castle siege mode.[134]
    • It was previously stated that weapon skills are applied to augment a class' base skills.[135]
  • Base class skills may be able to be selected from a host of available skills for that class based on a player's progression within that season.[135][136]

We had a little bit of an idea that we're going to explore with regards to each of the classes having a range of skills and abilities that players can customize that skill kit based on their progression within a season, let's say; and that progression can be gained from any of the modes and it would grant you the ability to customize that skill kit for the before the siege mode or the horde mode. But that's something that might come at a later date.[136]Steven Sharif

Ashes of Creation Apocalypse classes only apply to Ashes of Creation Apocalypse מצור על טירות and Ashes of Creation Apocalypse מוד תקיפה המונית.[137]

Ashes of Creation Apocalypse healing

Healing in Ashes of Creation Apocalypse will be reticle based (action targeted).[138]

We have a few design theories on action combat and healing to began with phase one. Part of that will be the implementation of a class system into the castle siege and horde mode of phase one. Those will be kits that play out as skills available from an action perspective. You'll be able to target in proximity, basically so positioning is going to matter. Importantly, for healers being close to the individual party members you wish to heal. Additionally, you'll have reticle based healing methods. This would be a template that could be launched in that direction as a pulse of heels or augments. So there's a lot of different systems are playing with that you'll see more of when we get to those when we get to the castle siege system and the Ashes of Creation Apocalypse horde mode.[138]Steven Sharif

Community guides

See also

הפניות

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Ashes of Creation class list.
  2. שידור חי, 2022-10-14 (15:44).
  3. 3.0 3.1 3.2 3.3 3.4 שידור חי, 2020-10-30 (33:26).
  4. 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 רֵאָיוֹן, 2020-07-18 (1:05:04).
  5. 5.0 5.1 5.2 archetypeclass.png
  6. 6.0 6.1 6.2 6.3 שידור חי, 2023-07-28 (1:04:27).
  7. 7.0 7.1 7.2 7.3 progression.png
  8. 8.0 8.1 8.2 8.3 8.4 8.5 רֵאָיוֹן, 2020-07-29 (54:44).
  9. 9.0 9.1 9.2 9.3 שידור חי, 2017-07-28 (19:05).
  10. שידור חי, 2017-05-03 (50:50).
  11. 11.0 11.1 שידור חי, 2017-07-18 (37:43).
  12. שידור חי, 2020-07-31 (1:31:11).
  13. פודקאסט, 2021-04-11 (54:35).
  14. רֵאָיוֹן, 2020-07-29 (49:53).
  15. 15.0 15.1 15.2 15.3 15.4 Group dynamics blog.
  16. 16.0 16.1 16.2 16.3 שידור חי, 2023-12-19 (1:25:16).
  17. 17.0 17.1 17.2 פודקאסט, 2018-04-23 (59:28).
  18. 18.0 18.1 שידור חי, 2023-12-19 (1:23:00).
  19. 19.0 19.1 19.2 שידור חי, 2021-05-28 (1:13:05).
  20. שידור חי, 2022-12-02 (1:05:51).
  21. 21.0 21.1 רֵאָיוֹן, 2018-10-20 (2:40:17).
  22. פודקאסט, 2021-09-29 (30:04).
  23. שידור חי, 2021-06-25 (1:05:01).
  24. שידור חי, 2018-02-09 (41:56).
  25. 25.0 25.1 פודקאסט, 2018-04-23 (1:01:01).
  26. toast-keybinds-skills.png
  27. שידור חי, 2017-10-16 (1:00:44).
  28. רֵאָיוֹן, 2018-08-08 (22:27).
  29. 29.0 29.1 שידור חי, 2023-12-19 (1:20:41).
  30. class secondary.png
  31. שידור חי, 2021-11-19 (50:38).
  32. וִידֵאוֹ, 2022-09-30 (17:00).
  33. שידור חי, 2021-09-24 (1:18:06).
  34. 34.0 34.1 וִידֵאוֹ, 2023-12-19 (5:29).
  35. 35.0 35.1 35.2 שידור חי, 2023-07-28 (1:03:27).
  36. רֵאָיוֹן, 2020-07-29 (55:44).
  37. 37.0 37.1 רֵאָיוֹן, 2020-07-19 (53:59).
  38. רֵאָיוֹן, 2020-07-18 (1:07:51).
  39. שידור חי, 2020-08-28 (1:19:24).
  40. שידור חי, 2023-12-19 (1:49:56).
  41. 41.0 41.1 שידור חי, 2023-12-19 (1:46:12).
  42. Forums - Livestream Q&A 2022-08-26.
  43. רֵאָיוֹן, 2020-07-18 (1:07:06).
  44. שידור חי, 2017-11-16 (30:02).
  45. שידור חי, 2019-11-22 (41:02).
  46. שידור חי, 2023-01-27 (1:33:42).
  47. 47.0 47.1 47.2 פודקאסט, 2018-05-11 (49:20).
  48. 48.0 48.1 48.2 שידור חי, 2022-09-30 (1:20:46).
  49. 49.0 49.1 שידור חי, 2018-04-8 (PM) (20:07).
  50. 50.0 50.1 שידור חי, 2020-10-30 (1:06:53).
  51. פודקאסט, 2017-05-04 (17:02).
  52. שידור חי, 2018-04-8 (AM) (21:21).
  53. steven-backgrounds.png
  54. 54.0 54.1 שידור חי, 2023-02-24 (1:18:05).
  55. steven-backgrounds-racials.png
  56. 56.0 56.1 56.2 56.3 שידור חי, 2017-07-18 (35:58).
  57. 57.0 57.1 57.2 57.3 שידור חי, 2017-05-08 (43:30).
  58. שידור חי, 2020-08-28 (2:05:21).
  59. 59.0 59.1 שידור חי, 2023-01-27 (1:27:42).
  60. שידור חי, 2017-07-18 (37:25).
  61. 61.0 61.1 שידור חי, 2019-11-22 (1:4:56).
  62. 62.0 62.1 שידור חי, 2023-09-29 (1:17:44).
  63. 63.0 63.1 63.2 63.3 שידור חי, 2017-05-22 (46:04).
  64. 64.0 64.1 רֵאָיוֹן, 2018-10-20 (2:40:16).
  65. רֵאָיוֹן, 2023-07-09 (1:38:34).
  66. weapon augments.png
  67. class weapons.png
  68. 68.0 68.1 שידור חי, 2018-05-04 (45:37).
  69. 69.0 69.1 69.2 69.3 שידור חי, 2018-02-09 (47:05).
  70. שידור חי, 2022-06-30 (55:31).
  71. 71.0 71.1 וִידֵאוֹ, 2018-04-16 (1:32).
  72. 72.0 72.1 72.2 פודקאסט, 2021-04-11 (38:31).
  73. 73.0 73.1 73.2 שידור חי, 2017-05-12 (24:52).
  74. 74.0 74.1 שידור חי, 2017-05-05 (33:25).
  75. שידור חי, 2023-08-31 (20:54).
  76. שידור חי, 2023-05-31 (45:47).
  77. שידור חי, 2023-04-07 (55:22).
  78. שידור חי, 2023-03-31 (1:00:16).
  79. שידור חי, 2022-10-28 (32:52).
  80. 80.0 80.1 שידור חי, 2017-06-01 (37:39).
  81. MMORPG Interview, 2016-12-12.
  82. pvx stats.png
  83. שידור חי, 2017-05-15 (14:05).
  84. 84.0 84.1 שידור חי, 2017-11-17 (14:57).
  85. שידור חי, 2017-09-03 (30:31).
  86. 86.0 86.1 86.2 שידור חי, 2017-09-03 (37:10).
  87. וִידֵאוֹ, 2017-08-30 (3:36).
  88. שידור חי, 2018-05-04 (47:57).
  89. וִידֵאוֹ, 2021-07-14 (0:01).
  90. שידור חי, 2020-10-30 (15:35).
  91. steven-a1-testing-leaks.png
  92. שידור חי, 2021-03-26 (40:19).
  93. שידור חי, 2020-03-28 (54:48).
  94. וִידֵאוֹ, 2018-04-05 (1:01:40).
  95. רֵאָיוֹן, 2022-01-14 (3:50).
  96. steven-alpha-1-map.png
  97. 97.0 97.1 97.2 97.3 97.4 97.5 97.6 97.7 97.8 שידור חי, 2021-04-30 (41:18).
  98. steven-launcher-leak.png
  99. 99.0 99.1 99.2 99.3 99.4 99.5 99.6 99.7 99.8 Newsletter, 2018-08-7
  100. שידור חי, 2019-07-26 (1:10:44).
  101. 101.0 101.1 שידור חי, 2018-09-01 (1:02:99).
  102. 102.0 102.1 רֵאָיוֹן, 2020-10-17 (53:50).
  103. 103.0 103.1 steven-ranger.png
  104. שידור חי, 2020-03-28 (1:41:11).
  105. רֵאָיוֹן, 2018-10-20 (12:38).
  106. רֵאָיוֹן, 2021-06-13 (31:24).
  107. שידור חי, 2021-05-28 (1:48:14).
  108. 108.0 108.1 שידור חי, 2021-05-28 (1:14:50).
  109. steven-combat-revamp-update.png
  110. וִידֵאוֹ, 2021-02-26 (6:17).
  111. 111.0 111.1 111.2 שידור חי, 2021-03-26 (44:30).
  112. 112.0 112.1 שידור חי, 2020-11-30 (37:16).
  113. alpha-1-nodes.png
  114. alpha-1-zoi.png
  115. 115.0 115.1 115.2 שידור חי, 2021-03-26 (43:55).
  116. רֵאָיוֹן, 2018-08-08 (19:02).
  117. 117.0 117.1 117.2 שידור חי, 2021-03-26 (42:28).
  118. 118.0 118.1 118.2 רֵאָיוֹן, 2021-02-07 (35:30).
  119. פודקאסט, 2018-05-11 (59:25).
  120. שידור חי, 2020-01-30 (35:12).
  121. 121.0 121.1 121.2 שידור חי, 2021-03-26 (39:08).
  122. 122.0 122.1 Blog: Creative Director's Letter, October 16 2020
  123. 123.0 123.1 123.2 וִידֵאוֹ, 2021-04-30 (13:02).
  124. 124.0 124.1 steven-siege-zone.png
  125. Blog: Creative Director's Letter, April 14 2021
  126. שידור חי, 2020-10-30 (20:40).
  127. שידור חי, 2020-08-28 (1:29:17).
  128. 128.0 128.1 שידור חי, 2020-11-30 (24:51).
  129. steven-naval.png
  130. שידור חי, 2021-06-25 (29:09).
  131. רֵאָיוֹן, 2018-08-08 (18:55).
  132. 132.0 132.1 132.2 שידור חי, 2019-01-11 (41:20).
  133. רֵאָיוֹן, 2018-10-20 (11:38).
  134. שידור חי, 2019-11-22 (59:37).
  135. 135.0 135.1 135.2 רֵאָיוֹן, 2018-08-17 (8:16).
  136. 136.0 136.1 שידור חי, 2019-01-11 (58:40).
  137. Reddit Q&A, 2019-01-8.
  138. 138.0 138.1 רֵאָיוֹן, 2018-08-08 (19:40).
  139. 139.0 139.1 רֵאָיוֹן, 2018-08-17 (12:05).
  140. 140.0 140.1 רֵאָיוֹן, 2018-12-06 (2:04).