Hunting grounds
Hunting grounds are open-world PvP corruption-enabled areas that encompass most of the map.[2]
- Hunting grounds refer to killing monsters or NPCs in the open-world.[2][3]
- This also refers to contesting resources.[4]
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.[5] – 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.[4] – 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.[6]
Threat assessment
Players will have a buff on their nameplate that indicates the gear set they are wearing. Other players will be able to see this buff by targeting that player at a distance.[8][9][10]
- This will indicate the type of armor (cloth, leather, plate) that they are predominantly wearing.[11][9]
- You can target a player. You're going to see what type of armor they have based on a buff they have available to them because obviously cosmetics can change appearance. You might have different silhouettes as a result of that.[11] – Steven Sharif
- The border will indicate the level and quality of the tier set.[8][9][12]
- The developers believe that inspecting gear to obtain an exact equipment list or gear score may lead to "unwelcome behavior".[14]
- 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.[10] – Steven Sharif
Player health
Health is a stat in Ashes of Creation.[16][17]
- If you are targeting another player specifically, another player not an NPC. If you're targeting another player and that player is not a member of your guild, alliance, raid, or party- those are the four affiliation factors. If they're not a part of those four groups you will not have specific information of their HP level. You will have quarters of information to their [HP] level and you may progress to get that a bit more granular, perhaps to sixths or eighths. You're not going to have exact information about what amount of hit points they have available to them. That level of obfuscation protects a bit of that engagement, that TTK interaction. So you might overshoot a target if you don't know exactly if they're down to their last 20% or 25%. That I think is a very healthy thing to have in PvP, but it is not a normal game design mechanic.[18] – Steven Sharif
- Players that are not in the same party, raid, alliance, or guild will not be able to see other player's exact health bar values or percentages.[18][15][19][16][17] This information will instead be displayed in quarters. A player may be able to progress to see sixths or eighths.[18]
- Previously it was stated that a player's name plate would deteriorate to give an indication of how much damage they have taken.[16][17][20]
PvX
Ashes of Creation is a PvX game. Players will naturally encounter both PvP and PvE elements.[23][22][24][25] It is unlikely that a player could purely focus on just PvP or just PvE.[22][21][24][25]
- Ashes is a PvX game; and so in that regard, your ability to wholesale disconnect from the PvP elements of the game are likely not going to be entirely successful. Now, does that mean that you can reduce your exposure to PvP? A hundred percent; and there are multiple play paths and progression points that players can elect instead to be more PvE focused, but by the sheer nature of risk-versus-reward, and risk including not being able to predict how other players might impact your gameplay, that is an element of the innate risk that exists in the multiplayer environment of a PvX setting. So, not everybody is going to like that and we accept that; and we're not trying to build a game that everybody is going to like, because everybody it's doing that is not going to be successful, because there're just people with different interests; and you know we accept that and we're very on the nose about what we're trying to achieve. The idea is not to create a gank fest, is not to create a grief fest. That is not what PvX is; and so because of that we have certain mechanisms and systems that govern the way players engage in PvP and the majority of those are opt-in, but there is always that element of risk that's governed by the flagging system. And so, if you're interested in that I would take a look at the Wiki and look up what flagging is, and look up what corruption is. My experience tells me- and my expectations of the system are that they will signal significantly reduce a player's exposure to non-consensual PvP, but that risk is always going to be present to some degree.[23] – Steven Sharif
- A defining principle of Ashes of Creation as a PvX game is that PvE builds the world, and PvP changes the world.[26]
- 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.[27][28][29][30][31]
- There won't be separate PvE and PvP servers but some servers may be more PvP focused than others.[23][24][32]
- 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.[31] – Steven Sharif
- There will not be different PvP and PvE gear types.[34]
Loot tables
- Mobs drop glint, Items, and crafting materials in preference to gold.[36][37]
- 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.[38][39][40][41][36][42]
- The rarity of glint increases with the mob's level.[43]
- Loot tables are disabled for player controlled monsters.[44]
- There is a small RNG 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.[45]
- Experience debt decreases the drop rate percentages from monsters.[46]
- Loot (loot tables) from world bosses or dungeon bosses has a small RNG chance of dropping gear (completed items).[47][48]
- There is a much higher chance that materials and unique recipes are dropped that can be used to craft items of equitable value.[47][49][50]
- Legendary equipment is only dropped by Legendary world bosses.[51]
- Loot tables will likely not be affected by weather conditions.[53] This was previously listed as a possible effect.[54]
- There won't be specific loot drops for artisans.[55] Previously it was stated that master gatherers may have the ability to "spoil" a boss' loot.[56]
- 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.[55]
Hunting certificates
Glint (previously known as Hunting certificates and Monster certificates) is a bound currency that drops from mobs and players, and is offered as a reward for completing certain quests, events, and achievements. Glint is intended to be the primary method for generating gold in the Ashes of Creation economy.[58][59][39][60][36][37]
- Glint serves a very integral role in the economy within Ashes of Creation. It is a material substance that is acquired through various means, but primarily hunting different antagonists within the world; and it is the physical form of Essence within the beasts of Verra. So when you acquire this it is bound to your character, and that is a very important component of the economic systems here because glint will be used to pay for certain services, such as taxation for buildings that you have, or citizenship dues that are necessary.[61] – Steven Sharif
- Glint is not localized to specific regions.[38][39][40][41][36][42] Previously it was stated that glint was specific to an economic region.[62][36][63][37]
- Glint occupies space within the spatial inventory system and must be transported via crates when in large quantities.[38]
- Glint can be sold directly to commodities vendors at hunting lodges within nodes to "make some quick money".[64]
- Glint may be traded with commodities vendors for player commodities. These commodities can then be transported to other nodes (via caravan or merchant ship) where they can be traded for gold.[39][62][36][63][37] The gold value is based on the demand for the commodity at the destination node (over the last seven days) as well as its distance from the originating node.[65][39]
- Glint will drop as stolen glint on a character's death, based on applicable death penalties.[39][40][41][36][42] Glint taken from caravan wreckages is also classed as stolen.[66] Stolen glint is not bound and may be redeemed for less than its original value at black market locations.[39][40]
- Glint may be used to pay housing taxes and citizen dues.[61][39][60]
- Glint can be stored within node warehouses.[36]
- Glint is not intended as crafting materials.[60]
Player flagging
The open world PvP flagging system is designed to deter people from griefing other players without limiting opportunities for open conflict.[67][29][68][69]
- We do incentivize players to fight back, or to participate in PvP through the flagging system, but not to PK. Not to go corrupt.[68] – Steven Sharif
- Players can participate in open world PvP with one another without having to resort to murder.[24]
- Players will gank other players, but the intention is for Ashes of Creation to not be a "gank box".[24]
- The penalties are intended to be severe enough to deter any type of spawn camping.[70]
- Summons follow the same PvP flagging rules as players and share the player's flag status.[71][72]
- Items are not provided to players until crafting or gathering interactions are complete. Players interrupted before completion will not lose these items or resources.[73]
There are three levels of flagging for world PvP in Ashes of Creation.[74]
- Non-combatant (green)
- All players start as non-combatants.[75]
- Non-forced attacks, including AoE and status effects, will not hit non-combatant players.[76][77]
- Green players killed by mobs (the mob deals the killing blow) do not flag attacking players as corrupt, but since the exact health of another player is not known (outside of the same party, raid, alliance, or guild), attackers run the risk of killing the player and becoming corrupt.[19]
- Player abilities with CC effects do not apply to non-combatants. The target of a CC ability must be flagged in order to suffer the CC effects. This prevents players from opening attacks that stun non-combatant players during a pull for example.[78]
- Non-combatants will not be flagged for looting bodies.[79]
- Players will be able to opt-in (via a checkbox) to allow their beneficial spells, or non-beneficial AoEs to hit combatants.[80][81]
- 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.[81] – Steven Sharif
- Combatant (purple)
- Players are flagged as combatants if they attack another (non-corrupted) player when carrying out a forced attack. If the attacked player fights back, they are also flagged as combatants, otherwise the attacked player will remain flagged as a non-combatant.[80][82][75]
- This also applies to attacks made by combat pets, summons, or any other player-controlled entities.[71][83]
- Non-combatants entering an open world battleground (PvP event) are automatically flagged as combatants and remain flagged for a period of time after leaving that battleground.[74]
- Non-combatants who heal, buff, or otherwise interact with combatants or corrupted players will be flagged as combatants.[84][85][86][87]
- Players can kill combatants without repercussions, and are encouraged to do so, since dying while a combatant has reduced death penalties.[75]
- Players are not able to manually set their flagging status to combatant.[82]
- Players remain flagged for a period of 90 seconds following their most recent attack on a non-combatant or another combatant.[88]
- Players cannot log out while flagged as combatants.[89]
- Players are flagged as combatants if they attack another (non-corrupted) player when carrying out a forced attack. If the attacked player fights back, they are also flagged as combatants, otherwise the attacked player will remain flagged as a non-combatant.[80][82][75]
- 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.[90] – Steven Sharif
- Corrupted (red)
- If a combatant player, or their summon, kills a non-combatant player, including any of their controlled entities, such as their battle pet, mount, or summon, the player's character will be flagged as corrupted.[91][71][69]
- Corruption gained for killing controlled entities is a lower value than killing the players.[91]
- A character's PK value increases with each non-combatant player killed over the lifetime of that character.[92][78][93][94][74]
- The wider the level disparity between the players, and the higher the attacker's PK value, the more corruption score they gain.[92][78][93][94][74]
- A character's corruption score multiplies their death penalties and reveals a their location to bounty hunters.[69]
- If a non-combatant attacks a corrupt player, the non-combatant will not flag as a combatant.[75]
- Corrupted players may kill bounty hunters without acquiring additional corruption score.[95]
- There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[84][89]
- If a combatant player, or their summon, kills a non-combatant player, including any of their controlled entities, such as their battle pet, mount, or summon, the player's character will be flagged as corrupted.[91][71][69]
- It's important to note that the idea is going to be that, unless a player is in your party, alliance, guild, or raid that you will not have definitive knowledge of their exact hit point values. So when you do something that's sketchy like that, where you want to bring them close to death and let a monster finish him off, you are taking the risk of overhitting and actually gaining the corruption.[19] – Steven Sharif
- Objective-based PvP events do not use the flagging system.[92][96]
Player corruption
If a combatant (purple) character, or their summon, kills a non-combatant (green) character, or any of their controlled entities, in Open-world PvP, they will be flagged as corrupted (red).[91][71][69] Corruption gained for killing controlled entities is a lower value than killing players.[91] Player corruption has been referred to as a status condition.[100]
- There is no incentive to go corrupt... There's zero incentive for a player to go red. It actually gives you negatives for doing that- very significant downsides.[68] – Steven Sharif
- The goal of the corruption system is to keep risk alive while significantly curtailing or deterring the ability for players to grief other players.[92][101]
- It is my expectation that the system will perform very well in keeping risk alive, but significantly curtailing or deterring the ability for players to grief.[101] – Steven Sharif
- A player's corruption score (corruption value) increases with each non-combatant player killed.[92][93][94][74] Corruption score has a scaling impact on the efficacy of a character's skills in PvP combat.[84][102] The higher the corruption score:
- The more skill and stat dampening applies until the corrupt player ultimately becomes ineffective at combat.[84][92][78][99][103][42] This dampening only affects PvP combat.[104]
- The more corruption you gain, the less effective you become in PvP and there's going to be a certain period at which point you have gained enough corruption that you're going to be gearless and you're also going to have a massive reduction in your PvP efficacy.[103] – Steven Sharif
- The higher chance of dropping of carried raw materials and gear (Weapons and Armor) when the corrupted player dies.[92][94][99][105][103]
- If you go on a murder spree and you have 10 pks under your belt then you might start feeling a significant dampening to your skill effects against other players. I don't want to give necessarily a number or curve for players to extrapolate prior to us having the ability to actually test these ideas and where those numbers are going to lie; but I would say what is the intent behind that dampening: The intent isn't to limit the fun of the player, the intent is to provide a give-and-take or a risk-versus-reward; and the risk of continuing down the road of accruing corruption is not only the loss of your gear and amplified death effects but also your ability to perform in that activity.[22] – Steven Sharif
- Corruption penalties occur as the corruption is gained.[106]
- Reward without risk is meaningless... Corruption is just another word for risk.[107] – Steven Sharif
- The wider the level disparity between the players, and the higher the attacker's PK value, the more corruption they gain.[92][78][93][94][74]
- Corruption value from PK'ing a non-combatant is based on level disparity along with the PKer's cumulative PK value.[93] – Steven Sharif
- Corrupt players suffer death penalties at four times the rate of a non-combatant.[92][94]
- Death penalties for corrupt players apply in every location, including naval PvP zones.[108]
- You can't necessarily time perfectly the damage or understand even the health of the player. Unless you were in their party you cannot see an opponent's health as well, so that's another component that adds risk..[17] – Steven Sharif
- Corrupted players remain corrupted when they enter naval PvP zones.[108][109][110]
- Corrupted players can be attacked regardless of other affiliations. This is something that will be tested during Alpha-2.[100]
- Corrupted players may kill bounty hunters without acquiring additional corruption score.[112][95]
- Corrupted player's combat penalties do not apply when battling bounty hunters.[112]
- Player to player trading, interacting with vendors or NPCs, and the ability to access storage is disabled for corrupted players.[113][92][114]
- Previously it was stated that corrupted players could not store items in public warehouses but could utilize private storage within their freehold.[92][114]
- Corrupted players will still be able to enter and leave their freehold buildings but may not deposit or withdraw items from storage.[113]
- There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[84][89]
- Q: Will there be any large-scale consequences when many players in a group guild region religion etc become corrupted frequently or for an extended period of time?
- A: There are not group dynamics or mechanics that revolve around mass murdering people in the world. The corruption system is intended to deter mass murdering, not to provide incentives by which players can go out and gain corruption.[115] – Steven Sharif
- Q: If my guild has no one corrupted and your guild is like always killing people and always corrupted, will your guild have repercussions because they're corrupted versus my guild?
- A: No I don't think so either. And the reason why is we want to deter it, but we don't want to make the system meaningless; and if the deterrent becomes too heavy-handed then it's a system without a purpose. And I think that the intent behind the corruption is that like during a rise in passion and like anger and whatever you want to make this decision and do something and you'll suffer the repercussions later. But if those repercussions are just overwhelmingly bad and even anti-social in the sense that like your guild is like hey man you went corrupted and this gives us like corruption points on the guild, and like you're out of here, then people just aren't going to choose to use it; and then at which point might as well just take it out. So I think there's a healthy balance between the type of deterrent used.[116] – Steven Sharif
- Players do not lose gold upon death, no matter their corruption level.[117]
- Player corruption is different to the corruption found in corrupted areas.[118][119]
- Corruption has a visible effect on a player’s appearance.[120]
Removing corruption
The primary means to remove corruption is through death. Multiple deaths may be necessary to remove all corruption.[122][75]
- Dying removes a significant portion of a player's corruption score.[123]
- Gaining experience will also slowly reduce a player's corruption score.[124][78][122]
- Any experience that's gained by the player, whether it be through achievements in crafting, or in adventuring, or through other types of achievements: All of that experience goes towards your adventuring class experience gained; and then some experience can dual purpose towards professions as well. So if I reach an achievement in my crafting profession and that grants me additional experience within that profession to rank up, it will also grant the same amount of experience over in my adventuring level; and to that point, anytime you gain adventuring experience you tick away at the corruption.[124] – Steven Sharif
- A quest may be utilized to reduce the player kill (PK) count of a corrupt player in order for them to accumulate less corruption score in the future.[125][123]
- Corruption duration is reduced in military nodes.[127]
Player death
When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[129][40][41][42][36]
- Player flagging is not triggered by looting.[79]
- It might even be the case that their particular bag space doesn't have available location for a three-by-one log; and you're a lumberjack and they see you just chopping down these trees and you're like, there's no point in me engaging with this person, because I have nothing to gain due to my capacity.[132] – Steven Sharif
- There will be a period of time following a player's death before their mule despawns. Other players must kill that player's mule to be able to loot it.[133]
- If the mule dies its corpse will contain the same percentage of lootable items according to the player's death penalties.[133][134]
- Players do not lose gold upon death, no matter their corruption level.[117]
- Glint looted from a dead character by any other player, regardless of affiliation, becomes stolen glint. Character's who loot their own bodies will recover their glint in its non-stolen state.[135][39][40]
See also
References
- ↑ Twitter - What a glorious day for ganking!
- ↑ 2.0 2.1 Livestream, July 9, 2018 (44:56).
- ↑ Livestream, November 17, 2017 (45:17).
- ↑ 4.0 4.1 Livestream, June 1, 2017 (35:42).
- ↑ Livestream, May 19, 2017 (24:17).
- ↑
- ↑ Twitter - Better luck next time.
- ↑ 8.0 8.1 Livestream, August 28, 2020 (2:07:26).
- ↑ 9.0 9.1 9.2 9.3 Livestream, July 25, 2020 (53:08).
- ↑ 10.0 10.1 Livestream, June 26, 2020 (1:28:10).
- ↑ 11.0 11.1 Podcast, September 29, 2021 (52:58).
- ↑ 12.0 12.1 Livestream, July 28, 2017 (1:34:55).
- ↑ Official Livestream - May 4th @ 3 PM PST - Q&A
- ↑ Livestream, July 28, 2017 (23:20).
- ↑ 15.0 15.1 [X.com - Hidden HP Values. X.com - Hidden HP Values.]
- ↑ 16.0 16.1 16.2 Livestream, July 25, 2020 (1:33:37).
- ↑ 17.0 17.1 17.2 17.3 Livestream, January 30, 2020 (1:40:48).
- ↑ 18.0 18.1 18.2 Livestream, January 31, 2024 (59:45).
- ↑ 19.0 19.1 19.2 Livestream, July 30, 2021 (1:10:34).
- ↑
- ↑ 21.0 21.1 Video, April 16, 2018 (1:32).
- ↑ 22.0 22.1 22.2 22.3 Podcast, April 11, 2021 (38:31).
- ↑ 23.0 23.1 23.2 Livestream, March 29, 2024 (2:27:46).
- ↑ 24.0 24.1 24.2 24.3 24.4 Livestream, May 12, 2017 (24:52).
- ↑ 25.0 25.1 Livestream, May 5, 2017 (33:25).
- ↑ Livestream, August 31, 2023 (20:54).
- ↑ Livestream, May 31, 2023 (45:47).
- ↑ Livestream, April 7, 2023 (55:22).
- ↑ 29.0 29.1 Livestream, March 31, 2023 (1:00:16).
- ↑ Livestream, October 28, 2022 (32:52).
- ↑ 31.0 31.1 Livestream, June 1, 2017 (37:39).
- ↑ MMORPG Interview, 2016-12-12.
- ↑
- ↑ Livestream, May 15, 2017 (14:05).
- ↑ Video, January 27, 2023 (16:44).
- ↑ 36.0 36.1 36.2 36.3 36.4 36.5 36.6 36.7 36.8 Interview, July 18, 2020 (27:11).
- ↑ 37.0 37.1 37.2 37.3 Livestream, May 24, 2017 (44:14).
- ↑ 38.0 38.1 38.2
- ↑ 39.0 39.1 39.2 39.3 39.4 39.5 39.6 39.7 39.8 Interview, September 10, 2023 (53:47).
- ↑ 40.0 40.1 40.2 40.3 40.4 40.5 40.6 Livestream, March 26, 2021 (1:07:33).
- ↑ 41.0 41.1 41.2 41.3
- ↑ 42.0 42.1 42.2 42.3 42.4 Podcast, May 5, 2017 (43:05).
- ↑ 43.0 43.1
- ↑ Livestream, May 3, 2017 (35:25).
- ↑ Interview, July 18, 2020 (1:00:15).
- ↑ Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- ↑ 47.0 47.1 Interview, July 19, 2020 (8:43).
- ↑ February 8, 2019 - Questions and Answers.
- ↑ Interview, July 20, 2020 (21:57).
- ↑ Livestream, 2018-04-8 (PM) (55:49).
- ↑ Livestream, July 25, 2020 (46:08).
- ↑ Livestream, December 22, 2020 (1:15:01).
- ↑ Livestream, May 27, 2022 (1:14:46).
- ↑ Video, May 27, 2022 (2:21).
- ↑ 55.0 55.1 Livestream, February 29, 2024 (1:22:09).
- ↑ Podcast, August 4, 2018 (1:44:54).
- ↑ 57.0 57.1 57.2 Video, October 31, 2023 (4:45).
- ↑ Livestream, October 31, 2023 (1:06:32).
- ↑ Video, October 31, 2023 (3:34).
- ↑ 60.0 60.1 60.2 Livestream, October 29, 2021 (1:06:31).
- ↑ 61.0 61.1 61.2 Video, October 31, 2023 (5:06).
- ↑ 62.0 62.1 Interview, July 19, 2020 (1:08:22).
- ↑ 63.0 63.1 Interview, April 17, 2019 (49:55).
- ↑ Video, October 31, 2023 (6:07).
- ↑ Video, October 31, 2023 (8:05).
- ↑
- ↑ Livestream, April 28, 2023 (2:06).
- ↑ 68.0 68.1 68.2 Livestream, May 31, 2023 (1:30:45).
- ↑ 69.0 69.1 69.2 69.3 69.4
- ↑
- ↑ 71.0 71.1 71.2 71.3
- ↑
- ↑ Livestream, July 28, 2023 (3:58).
- ↑ 74.0 74.1 74.2 74.3 74.4 74.5 MMOGames interview, January 2017
- ↑ 75.0 75.1 75.2 75.3 75.4 75.5 Interview, April 27, 2017 (0:17).
- ↑ Livestream, October 28, 2022 (1:34:52).
- ↑
- ↑ 78.0 78.1 78.2 78.3 78.4 78.5 78.6
- ↑ 79.0 79.1 Podcast, April 11, 2021 (34:41).
- ↑ 80.0 80.1 Livestream, December 2, 2022 (2:41).
- ↑ 81.0 81.1 Interview, July 8, 2020 (1:05:27).
- ↑ 82.0 82.1 Livestream, November 30, 2020 (1:09:06).
- ↑ Livestream, October 31, 2018 (44:12).
- ↑ 84.0 84.1 84.2 84.3 84.4 84.5 84.6 Livestream, October 28, 2022 (26:48).
- ↑ 85.0 85.1
- ↑ 86.0 86.1 Interview, April 22, 2019 (54:40).
- ↑ 87.0 87.1 Livestream, November 17, 2017 (29:45).
- ↑
- ↑ 89.0 89.1 89.2
- ↑ Podcast, April 23, 2018 (49:21).
- ↑ 91.0 91.1 91.2 91.3 Livestream, October 28, 2022 (1:35:36).
- ↑ 92.00 92.01 92.02 92.03 92.04 92.05 92.06 92.07 92.08 92.09 92.10 Livestream, October 28, 2022 (24:28).
- ↑ 93.0 93.1 93.2 93.3 93.4
- ↑ 94.0 94.1 94.2 94.3 94.4 94.5 94.6 Interview, July 18, 2020 (41:54).
- ↑ 95.0 95.1 Interview, April 27, 2017 (1:18).
- ↑
- ↑
- ↑ Video, May 31, 2020 (5:29).
- ↑ 99.0 99.1 99.2 Podcast, April 23, 2018 (51:31).
- ↑ 100.0 100.1 Livestream, July 29, 2022 (1:07:20).
- ↑ 101.0 101.1 Livestream, October 28, 2022 (13:53).
- ↑
- ↑ 103.0 103.1 103.2 Livestream, May 22, 2017 (42:33).
- ↑ Interview, May 11, 2018 (5:05).
- ↑ Livestream, November 17, 2017 (35:20).
- ↑
- ↑
- ↑ 108.0 108.1 Interview, July 9, 2023 (36:56).
- ↑
- ↑
- ↑ 112.0 112.1
- ↑ 113.0 113.1 Livestream, February 24, 2023 (1:12:24).
- ↑ 114.0 114.1 Livestream, April 30, 2021 (1:14:49).
- ↑ Livestream, August 27, 2021 (1:20:09).
- ↑ Livestream, August 27, 2021 (1:20:51).
- ↑ 117.0 117.1
- ↑ Livestream, March 31, 2023 (54:22).
- ↑ Livestream, June 25, 2021 (1:32:24).
- ↑ Interview, February 1, 2017 (39:33).
- ↑ Livestream, July 9, 2018 (20:41).
- ↑ 122.0 122.1 Interview, July 18, 2020 (44:35).
- ↑ 123.0 123.1 Interview, July 19, 2020 (30:51).
- ↑ 124.0 124.1 Livestream, April 28, 2023 (1:27:18).
- ↑
- ↑ Livestream, June 4, 2018 (2:18).
- ↑
- ↑ 128.0 128.1 Video, February 29, 2024 (19:35).
- ↑ Livestream, September 24, 2021 (51:20).
- ↑ Podcast, July 15, 2023 (26:31).
- ↑ Livestream, April 28, 2023 (1:18:48).
- ↑ Podcast, July 15, 2023 (28:28).
- ↑ 133.0 133.1 Livestream, January 29, 2021 (1:24:27).
- ↑ Livestream, September 27, 2018 (47:46).
- ↑ Livestream, November 30, 2023 (1:52:37).
- ↑ 136.0 136.1 Livestream, February 25, 2022 (1:06:45).
- ↑ 137.0 137.1 Livestream, April 29, 2022 (1:08:27).
- ↑ Livestream, July 28, 2017 (50:22).