PvP

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PvP (Player versus player combat) is the catalyst for change in Ashes of Creation.[2] Player combat is intended to be meaningful, ranging from Caravan battles to vast open world conflicts fought for the pride of Kings and Queens.[3]

Battlegrounds

Template:Battlegrounds

Caravans

Alpha-2 caravan being escorted to the Miraleth node.[4]

The Caravan System is a major aspect of the economy in Ashes of Creation. While the rewards can be great for moving massive amounts of Commodities and other materials across the world of Verra, players can choose to be Caravan attackers or defenders, making these hotspots for PvP battles.[5]

Caravans are vehicles that facilitate the transfer of cargo across Verra.[7][8][9][10][11][12][13][14][15]

Caravans are the induction of emergent gameplay, which means you cannot predict the situation you're going to be in when you use a caravan. That's part of the risk: The risk is the unknown. If you could predict it then your ability to mitigate that risk would unfortunately remove that dynamic- that ratio of risk versus reward.[16]Steven Sharif

Caravan PvP

Caravan PvP in Alpha-2.[6]

One of the most important aspects of caravans is that there is no reward without significant risk in Ashes of Creation; and the caravan system is of particular risk, because it is how materials and commodities are transited within the world of Verra; and it's difficult to navigate the world of Verra: It's a large world and the terrain is not always kind, especially to large vehicles like a caravan.[29]Steven Sharif

Caravan PvP party icons
Friendly Defender IconAlpha.png Friendly defender
Friendly Attacker IconAlpha.png Friendly attacker
Enemy Defender IconAlpha.png Enemy defender
Enemy Attacker IconAlpha.png Enemy attacker
UI message when opting in to join the defenders of a caravan PvP event.[30]

Caravans create an objective-based PvP event in the open-world that players can choose to attack, defend, or ignore via a UI window.[30][20][21][22]

  • Only the caravan owner and those in the caravan's raid group will be able to see it on the world map.[31][32]
You will only be able to see the caravan if you are a member of the caravan's raid or if you are the owner of the caravan on the map. If you are not one of those, then you will not see it on the map. If you come within proximity of the caravan you'll be prompted through an event UI to participate if you wish as a defender or an attacker.[31]Steven Sharif
  • Players that choose to attack or defend the caravan will be flagged as combatants.[23]
    • The UI notification will include the caravan owner's name and guild.[33]
    • The proximity that the UI window appears is determined by the player's performance as either a defender or an attacker in previous raids.[20]
    • Once registered as a defender, a player can't switch to attack the caravan.[34]
    • The proximity radius for notification of nearby caravan events can be increased or decreased based on the caravan's components or a player's progression in the highwayman system.[35]
At a certain proximity to the caravan, any player will receive the event notification to participate either as an attacker or as a defender. That proximity radius can be augmented either through players advancement within the Highwaymen system, which is for defenders or attackers you can increase the radius, but also the components can increase and or decrease the radius of that event notification as well.[35]Steven Sharif
  • Players can be registered participants in a caravan event involving multiple caravans.[36][34] It is not possible for a player to participate in more than one caravan event at a time.[37]
As a player you can participate in events that have as many caravans collocated as you want. So if you have 20 Caravans that you're trying to move all in a single caravan raid with all of your players you can join all 20 of those caravans into the same caravan defense group; and that is that is the intent of the system. The same is true for the attackers. The attackers can join against all of those caravans.[36]Steven Sharif
  • Players or mounts trying to block caravans will be pushed out of the way.[7][40]
As it stands currently it would be difficult for players to be able to block the caravan. Now that's not to say that certain types of effects cannot be applied to the caravan through ability use, such as slowing effects, or pause effects, stun effects, against the caravan itself, not the rider. But right now we do have a collision priority system which means that vehicles move players and mounts. Mounts and players cannot stop vehicles from moving the vehicle. Its collision has priority; and then ships have the ultimate priority. Nothing can move ships or block ships.[7]Steven Sharif
  • If a caravan's driver is killed or otherwise removed from the caravan then any player will be able to drive the caravan for a period of 15 to 20 minutes before the caravan despawns and becomes a wreckage.[41] A caravan will persist in the world for a period of 5 to 10 minutes from the time its owner logs out or is disconnected from the server.[42]
  • There is no limit to the number of times caravans can be commandeered or the number of times caravans get destroyed and replaced.[43]
Q: Will there be a limit on the number of times a caravan can change hands if successfully taken over during a journey from one node to another?
A: No. There is no limit a caravan can be destroyed. That caravan can be destroyed. The Caravan thereafter could be destroyed. The driver of the Caravan can be killed and commandeered; and done as many times as is permitted through the situation. That is player driven.[43]Steven Sharif
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
  • A group will be required to successfully attack a caravan.[14][44]

Arenas

Arenas are instanced PvP scenarios and are not part of open world PvP.[46][47]

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.[46]Steven Sharif

Duels

There will be a duel mechanic.[56]

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.[57]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.[58]Steven Sharif

Ashes of Creation is a PvX game. Players will naturally encounter both PvP and PvE elements.[58][59][60] It is unlikely that a player could purely focus on just PvP or just PvE.[58][57][59][60]

  • 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.[62][63][64][65][66]
  • There won't be separate PvE and PvP servers but some servers may be more PvP focused than others.[59][67]
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.[66]Steven Sharif
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Player flagging

The open world PvP flagging system is designed to deter people from griefing other players without limiting opportunities for open conflict.[70][64][71][72]

We do incentivize players to fight back, or to participate in PvP through the flagging system, but not to PK. Not to go corrupt.[71]Steven Sharif
  • Players can participate in open world PvP with one another without having to resort to murder.[59]
  • The penalties are intended to be severe enough to deter any type of spawn camping.[73]
  • Summons follow the same PvP flagging rules as players and share the player's flag status.[74][75]
  • Items are not provided to players until crafting or gathering interactions are complete. Players interrupted before completion will not lose these items or resources.[76]

pvp flagging diagram.png

There are three levels of flagging for world PvP in Ashes of Creation.[77]

  • Non-combatant (green)
    • All players start as non-combatants.[78]
    • Non-forced attacks, including AoE and status effects, will not hit non-combatant players.[79][80]
    • 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.[81]
    • 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.[82]
    • Non-combatants will not be flagged for looting bodies.[83]
    • Players will be able to opt-in (via a checkbox) to allow their beneficial spells, or non-beneficial AoEs to hit combatants.[84][85]
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.[85]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.[84][86][78]
    • 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.[77]
    • Non-combatants who heal, buff, or otherwise interact with combatants or corrupted players will be flagged as combatants.[88][89][90][91]
    • Players can kill combatants without repercussions, and are encouraged to do so, since dying while a combatant has reduced death penalties.[78]
    • Players are not able to manually set their flagging status to combatant.[86]
    • Players remain flagged for a period of 90 seconds following their most recent attack on a non-combatant or another combatant.[92]
    • Players cannot log out while flagged as combatants.[93]
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.[94]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.[95][74][72]
      • Corruption gained for killing controlled entities is a lower value than killing the players.[95]
    • A character's PK value increases with each non-combatant player killed over the lifetime of that character.[96][82][97][98][77]
    • The wider the level disparity between the players, and the higher the attacker's PK value, the more corruption score they gain.[96][82][97][98][77]
    • A character's corruption score multiplies their death penalties and reveals a their location to bounty hunters.[72]
    • If a non-combatant attacks a corrupt player, the non-combatant will not flag as a combatant.[78]
    • Corrupted players may kill bounty hunters without acquiring additional corruption score.[99]
    • There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[88][93]
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.[81]Steven Sharif

Player corruption

Corrupted player in the Alpha-1 preview.[102]

When you gain that corruption you have the potential of losing your completed items, your weapon, your armor, stuff that is very difficult to achieve; and then the other aspect of that is, that in order to deter basically players taking alternate characters and saying this is my PK alt, the more players you kill, the more corruption you gain, the higher your combat efficacy in PVP diminishes. If you're out there and you killed 20 players... you will not be able to perform in PVP any longer. You will need to take that character and go work off that corruption. The other aspect of corruption is that if you kill another player, who is a non-combatant and the level disparity between you and that player is great, you will gain a higher amount of corruption from that single kill. To the point where you should not be killing a level one character.[103]Steven Sharif

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).[95][74][72] Corruption gained for killing controlled entities is a lower value than killing players.[95]

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.[71]Steven Sharif
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.[104]Steven Sharif
  • A player's corruption score (corruption value) increases with each non-combatant player killed.[96][97][98][77] Corruption score has a scaling impact on the efficacy of a character's skills in PvP combat.[88][105] The higher the corruption score:
    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.[106]Steven Sharif
    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.[58]Steven Sharif
    • Corruption penalties occur as the corruption is gained.[110]
Reward without risk is meaningless... Corruption is just another word for risk.[111]Steven Sharif
Corruption value from PK'ing a non-combatant is based on level disparity along with the PKer's cumulative PK value.[97]Steven Sharif
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..[113]Steven Sharif
  • Corrupted players may kill bounty hunters without acquiring additional corruption score.[118][99]
    • Corrupted player's combat penalties do not apply when battling bounty hunters.[118]
  • There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[88][93]
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.[121]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.[122]Steven Sharif
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
  • Corruption has a visible effect on a player’s appearance.[126]

Player death

When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[128][129][130][107][131]

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.[134]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.[135]
    • If the mule dies its corpse will contain the same percentage of lootable items according to the player's death penalties.[135][136]
  • Death by falling is possible.[139]
    • Fall damage that occurs while mounted will be first applied to the mount; and if the mount dies as a result, then the remaining damage may overflow onto the player, but this will be determined based on testing.[139]
  • Death by drowning is possible.[140][141]
    • Players that drown will respawn on shore.[140]

Bounty hunters

Players can acquire the bounty hunter title through a quest available to citizens of Military Stage 4 (Town) nodes and potentially their vassals or affiliated nodes.[142][77]

  • Bounty hunters can activate their Pathfinding ability to reveal corrupted player locations on their map.[143][144]
    • This will flag the bounty hunter for combat only to corrupted players for a period of one hour from the time of activation.[143]
    • The pathfinding ability can be toggled on or off.[143][145]
    • It is possible that bounty hunters will be permanently flagged versus corrupted players with the pathfinding ability toggled off. This design change will be decided based on testing.[146]
  • The accuracy of bounty hunter maps is determined by a player's progression in the bounty hunter system.[147]
  • Corrupted players may kill bounty hunters without acquiring additional corruption score.[118][99]
    • Corrupted player's combat penalties do not apply when battling bounty hunters.[118]
  • Chief bounty hunter is a node government title that grants special access to NPCs in a node.[148]
  • Credit for killing a corrupted player goes to the bounty hunter who lands the last hit (killing blow). This may be changed to damage contribution in future.[149]

Bounty hunter maps

Corrupted players with a high enough corruption score will be visible on the world and mini maps. These players will have markers posted on the map by an NPC from a Military node of at least stage 4 (Town), and will only be granted to players who have the Bounty hunter title.[143][150] The accuracy of bounty hunter maps is determined by a player's progression in the bounty hunter system.[147]

Taverns are one of the locations that bounties will be posted. As players gain corruption, taverns may offer bounties to eliminate those players; or have a specific area cleared of problem players, thus giving a POI (point of interest) on the world map.[151]

See also

References

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  127. 127.0 127.1 Video, February 29, 2024 (19:35).
  128. Livestream, September 24, 2021 (51:20).
  129. 129.0 129.1 129.2 Livestream, March 26, 2021 (1:07:33).
  130. a419c5398b542a713545e4f393d67215.png
  131. Interview, July 18, 2020 (27:11).
  132. Podcast, July 15, 2023 (26:31).
  133. Livestream, April 28, 2023 (1:18:48).
  134. Podcast, July 15, 2023 (28:28).
  135. 135.0 135.1 Livestream, January 29, 2021 (1:24:27).
  136. Livestream, September 27, 2018 (47:46).
  137. Livestream, November 30, 2023 (1:52:37).
  138. Interview, September 10, 2023 (53:47).
  139. 139.0 139.1 Livestream, February 25, 2022 (1:06:45).
  140. 140.0 140.1 Livestream, April 29, 2022 (1:08:27).
  141. Livestream, July 28, 2017 (50:22).
  142. Livestream, June 26, 2020 (1:50:24).
  143. 143.0 143.1 143.2 143.3 steven-bounty-hunters-2.png
  144. Interview, April 27, 2017 (9:28).
  145. corruption toggle.png
  146. steven-bounty-hunters-3.png
  147. 147.0 147.1 Livestream, May 24, 2017 (48:00).
  148. Livestream, July 26, 2019 (1:20:48).
  149. Livestream, June 25, 2021 (1:06:22).
  150. Interview, January 20, 2017 (06:12).
  151. The mighty beard!