Sieges

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There's node sieges and castle sieges: I think the castle sieges will be more structured towards a guild element and having some structure there. Neither will be instanced in the sense of what an instance actually is, which is taking you out of the open world and putting you into your own shard of existence. But both will be in the open world. But there will be participation structure in sieging castles. With regards to the open siege on nodes, really the only structural component there and participation has to do with what what node you're a member of, what node you're a citizen of. That will restrict your participation to a particular side.[1]Steven Sharif

Sieges in Ashes of Creation refer to:

The risk versus reward relationship, when, say for instance, you've dedicated time towards building a node and other players have dedicated that equivalent time towards sieging the node, there's going to be a pitched battle between those players... They spend that time doing this because they care passionately about having access to that content.[4]Steven Sharif

Castle sieges

Alpha-1 castle siege gameplay.[5]

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.[6]

Guilds participate in Castle sieges in an effort to capture and occupy one of the five guild castles in Ashes of Creation.[2]

  • 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.[10][11][12][13]
  • There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[14]
  • 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.[15]
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.[20]Steven Sharif

A guild that captures a castle will own that castle for a month before it is sieged again.[21][22]

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.[21]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 Village stage through questing.[21][22]
    • Each of the three castle nodes have a siege against it at the end of each of these three weeks.[22][23]
  • 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.[21][22]
  • Depending on how well the guild defends their castle nodes results in better defenses for the castle.[22][23]
  • 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.[24]
  • When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[25]
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.[22]Steven Sharif

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Ashes of Creation Apocalypse castle sieges

Ashes of Creation Apocalypse castle sieges are a planned Ashes of Creation Apocalypse testing mode that aims to test castle siege mechanics.[29]

The Castle Siege mode is another example of a playable slice of the MMORPG that Apocalypse is providing early testing for. While it’s a somewhat smaller scale experience than the one you’ll have in the MMO, the overall flow of taking and defending a castle will remain similar. There’s some additional systems you’ll see in the final product, like the influence of Nodes over the available defensive emplacements, the crafting and deploying of custom siege weapons, and the summoning of siege monsters. These are all things that we’ll be adding on top of this mode upon our release of Ashes of Creation.[31]Margaret Krohn

A potential Alpha-1 implementation of Castle sieges in the MMORPG is based on Ashes of Creation Apocalypse castle sieges.[19]

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Node sieges

Node sieges (Pre-alpha footage).[35]

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.[3]Margaret Krohn

Node sieges enable players to destroy nodes starting at Village (stage 3).[3] 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.[36]

  • Sieging nodes will not be an easy task for the attackers. Cities and metropolises will have a considerable defensive advantage.[36]
  • There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[14]
If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![38]Steven Sharif

Read more...

Node destruction

Nodes can be destroyed starting at Level 3 - Village Stage, and are destroyed through sieges. Sieges are started via an item which is acquired through a quest that scales in difficulty with respect to the level of the Node which is being targeted for the siege. Once the item is brought to the Node and is activated, the declaration period begins and a countdown is initiated for players in the region to see. This countdown runs for a number of days equal to the level of the Node being sieged. Once the countdown is complete, the siege begins. There is a cooldown between sieges, and players must wait a certain amount of time after an unsuccessful siege before a new siege can be declared. The higher the Node level, the longer the cooldown between sieges. If a siege is successful, then the Node is brought down to Level 0, and anyone who was a citizen of that Node is no longer a citizen.[3]Margaret Krohn

Nodes can be destroyed starting at Village (stage 3) following a successful siege against that node.[3]

It is a normal process of the world to see PvP be a catalyst for change. That is one of the defining elements of our world building approach and being a PvX game is that PvE builds the world and PvP changes the world; and as these nodes get destructed this should be a normal habit that players are accustomed to seeing that landscape changing over time, because it is the breath of renewal that then is allowed as a result of that action.[39]Steven Sharif
  • Players lose their node citizenship after their node is destroyed without entering into a cooldown period.[39][40][3]
  • Node destruction may prevent some quests from being completed.[41]
  • After a node is destroyed, the footprint of the node will enter a ruined state and will become an open PvP zone for a number of days equal to the node's level. These ruins consist of a debris field of treasures that are lootable by certain players.[42][43][44][45][46][47]
    • Which players get to loot the debris field during this period is currently under discussion by the developers.[48] Previously it was stated that any player could loot the debris field.[43] Before that it was stated that only attackers who participated in the siege will have exclusive looting rights.[49]
    • Any loot remaining after this period will be open for anyone to loot.[49]
    • After a number of days equal to the destroyed node's level, the node will revert back to stage 0 (wilderness) and any modified terrain will revert back to its original state.[43][50][51]
Those are like open-world battlegrounds that spawn on the footprint of the node after a successful siege. And these are opportunities that previous defenders have to salvage certain materials and/or equipment from the destroyed node, or that attackers have to do the same. And there's interact points that live within that environment that take time in order to interact with, which makes those individuals susceptible to potential ganking or fighting. And you can control those areas; and that exists for some period of time. It's like an open-world arena system.[42]Steven Sharif

Siege aftermath

We’re working on a destruction engine that should help us to make a Castle Siege that feels cinematic and visceral. Having shards of the walls tumble to the ground after a trebuchet scores a hit will feel satisfying in a way no other Castle Siege has been able to offer in an MMORPG like this. Maybe you don’t need to take down the whole wall, maybe if you blow open a big enough hole, that’ll be enough to turn the tides.[55]

Rubble will be visible for a period of time following a successful castle siege. This will likely persist until the incumbent guild develops the first defensive node.[56]

Destructible environments

Destructible environments is a core element of how players interact with the world, in Ashes of Creation.[58][59]

  • This applies to buildings, siege weapons and other structures (such as walls and gates) during events, such as sieges.[60][61]
    • There will be ways to repair destructible structures and also repair (or re-craft) siege weapons that were damaged during sieges.[61]
  • The terrain itself is not destructible.[60]

Impact on player housing

Player housing designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[62][63][64]

Impact on in-node housing

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Following a node siege, static housing will be scaled back or destroyed based on the advancement of the node.[63]

  • If the housing was purchased at a higher advancement than the node currently is then it will be destroyed, otherwise the housing will be scaled back.

Impact on apartments

Apartments may be destroyed in the following circumstances:[63]

  • If their building was destroyed during a node siege, even if the siege was not successful.[66][63]
  • If the mayor decides to destroy apartment buildings all items and layouts will be mailed to the owner.[67]
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Impact on freeholds

Freeholds may be attacked by any player for a period of two hours following a successful siege against its parent node.[68][69][3][70] Freeholds can also be lost by foreclosure for not paying property taxes or other fees.[62]

  • Players and their allies may defend their freehold for this period of time.[70]
  • Structures and guards may be obtained to defend freeholds during this period.[70]
When it comes to losing Freeholds like this, one person’s loss is another person’s gain. While there aren’t enough Freeholds in the world for everyone to have one at the same time, this cycle of players losing Freeholds creates opportunities for other players to acquire one.[62]

After the two hour period of open combat following a successful node siege, any remaining freeholds will exist under a grace period for roughly 1 week where another node may take over the zone of influence of the freehold.[69][3]

  • The freehold owner will be required to undertake a quest process to have their freehold adopted by a new node if one exists.[69]
  • At the end of the grace period, if the freehold does not reside within the ZOI of a Village (stage 3) node or above, it will be destroyed.[62][3][69][71]
If a siege is successful, then the Node is brought down to Level 0, and anyone who was a citizen of that Node is no longer a citizen. Freeholds within the Zone of Influence are subject to a period of vulnerability. These Freeholds can be destroyed by other players during a period of roughly 2 hours after a successful siege. Destroyed Freeholds are subject to material loss, and blueprints for them are mailed to the player to utilize for future placement in order to allow the player to keep their Freehold’s layout and structure. Once the vulnerability period is complete, any remaining Freeholds will exist under a grace period for roughly 1 week where another Node may take over the Zone of Influence of the Freehold.[3]Margaret Krohn
Q: How many times a year do you suspect that most players will be moving residence based on nodes being eliminated from sieges?
A: There are a lot of variables that influence that answer. I'm not sure I can give an average, but what I would say is that depending on the political dynamic of a server: if a server tends to have more combat and/or sieges against nodes, that is going to increase the amount of opportunity for freeholds to be removed from the world and then replaced. I'm not sure I have an average. what I will say is that it is very important to remember that Ashes is not a PvP game and it is not a PvE game. It is a PvX game and that has a very specific meaning. It means that as these systems are developed as they are designed and they are integrated with each other: they are done so from a competitive viewpoint and how that system relates to both PvE and PvP. Freeholds are one of those systems very much so and it's because of the cyclical nature that we're attempting to achieve with the development of nodes and the destruction of nodes, the world is a rapidly and dynamically changing place really. So it's intended to be something that is constantly recycling and is leaking out different types of content and new content that revitalizes the player interest and stimulates new points of conflict or cooperation.[72]Steven Sharif

Siege alliances

When a siege begins, temporary alliances are formed among attackers and defenders.[73]

  • For node sieges, citizens of the node or provincial nodes being attacked are automatically registered as defenders.[74]
  • There are many reasons to participate as an ally in the attack or defence of other nodes.[75]
    • Titles.
    • Items.
    • Materials.
    • Money.
    • Social bonds.

Many incentives exist that can benefit your node and yourself personally by participating in the attack or defense of cities. These range from titles, to items, to materials, to money. Additionally, aiding others may help you strengthen bonds when your assets are threatened.[75]Steven Sharif

Siege participation

Non-registered combatants are not permitted on the siege field in castle or node sieges.[76]

  • Players may choose to respawn at their HQ as long as they are registered.[16][78]
    • Non-registered guilds are not granted the ability to take ownership of the castle if victorious.[16]

Lower level characters will have usefulness in mass combat that does not depend on their level, such as manning siege weapons, helping repair fortifications, bringing proximity-based buffs to key positions, using stealth or scaling walls. These types of things are relevant to the tide of battle and do not require the player to be max-level or have high combat stats.[80]

Siege defenses

Siege defenses in Ashes of Creation may refer to.

Siege mechanics

A siege occurs over several phases.[85]

  • Certain siege mechanics may be gated for specific size groups during sieges.[86]
  • There will not be a deserter debuff for leaving a siege before it is complete.[87]
  • More will be revealed in an upcoming blog entry.[85]

Siege weapons

Trebuchet siege weapon in Alpha-1 castle sieges preview.[88]

It wouldn’t be a castle siege without siege weapons. These are massive machines of war that enable attackers to bring down the walls, and defenders to keep their keep safe. Crafters can bring their own powerful schematics to the battlefield, or you can order baseline siege weapons from your friendly neighborhood siege master NPC. The Castle’s defenders will be able to deploy their own defensive weapons and turrets based on how well they maintained and defended their own Nodes. The sky will be illuminated with fire and fury.[55]

Siege weapons and siege vehicles are able to be utilized during sieges.[81]

Part of this endeavor of sieging a player-held location (or non-player-held location) is time to prepare; and that includes gathering and crafting these mega weapons or collecting the resources: Whether it be gold or specific quest items to purchase from NPCs.[91]Steven Sharif
Anything that you want to bring into existence in the world is going to be built by players: Whether that is Ships, Siege engines, Weapons, Armor, etc.[93]Jeffrey Bard

Siege PvP

Sieges don't use the PvP flagging system.[94]

Death penalties do not apply to objective-based events (such as caravans, guild wars, and node sieges).[37]

Siege NPCs

Siege NPCs, NPC guards, and mercenary NPCs serve as defense points during sieges and other events.[95][96]

  • Only combat NPCs are killable during a siege. Non-combat NPCs, such as merchants, will despawn and will respawn if the siege is unsuccessful.[95][97]
  • Mercenary NPCs can be hired in advance.[95] They are intended to be a significant presence but not the main line of defense in a siege.[98]

Mercenary NPCs

Mercenary NPCs can be hired to participate in objective-based situations.[100][101][102]

  • Varying tiers of mercenary NPCs may be unlocked based on the investment made in their progression. Highest tier NPC mercenaries are referred to as heros.[103][104][100][101]
  • Players can assign mercenary NPCs, but won't micromanage them, in a similar manner to pets.[102]
There are mercenary NPCs that can be assigned to players. We've discussed about that before and those will follow generically... a pet system even adopted majority of the pet system with the added bonus of objective based points of interest that you can assign them to. But we don't want to inundate the field with these mercenaries they'll be few and far between. They'll be assigned specifically like let's say for example as the mayor of a node during a siege you'll be able to assign these two specific players that are citizens within your node and then they'll have those they'll spawn during the during the node siege; or vice versa and the castle siege guild leaders can assign mercenaries that are available based on the progress of those subsidiary nodes around the castle siege whether or not you have those available to your defense or your attack.[102]Steven Sharif

Siege objectives

Each node has a number of districts, depending on its stage.[85]

  • Districts are taken by defeating a "raid boss" guard NPC in that district.[85]
  • If attackers take over a district, they gain that district as a respawn location.[85]
  • Attackers can kill the quartermasters to increase the respawn times of the defenders while reducing their own respawn times.[105][85]

Defenders can assault the outposts of the attackers to hinder them.[85]

  • Destroying the headquarters of the attacking army is a victory condition for the defenders.[105][106]

Attackers may not be capable of deleveling a node. Instead they may carry out precision attacks to disable specific service-oriented buildings within the node. These buildings can be targeted with siege weapons and bombs.[66]

As the attackers are sieging a city they have obviously a win condition- a win objective- but additionally there can be casualties from a structural standpoint during that process. So let's say if the... attackers were to not succeed in completely destroying the node they could still affect damage across multiple types of buildings that are present within the node, which disables services for that those citizens and also will require some type of reconstruction effort on behalf of the citizens.[107]Steven Sharif

Destructible environments

Destructible environments is a core element of how players interact with the world, in Ashes of Creation.[58][59]

  • This applies to buildings, siege weapons and other structures (such as walls and gates) during events, such as sieges.[60][61]
    • There will be ways to repair destructible structures and also repair (or re-craft) siege weapons that were damaged during sieges.[61]
  • The terrain itself is not destructible.[60]

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.[109]

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Up to eight players of the same primary archetype can band together to create monumental effects during a siege.[110]

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.[110]Steven Sharif

Summoner

Summoners can collaborate together during sieges to summon larger creatures, such as Golems.[111][112][113]

We do have the concept of siege summons being a thing with multiple summoners being required in order to create that siege summon. In those situations your character becomes the summon. So you don't have an AI that takes over your previous character but instead the recipient of those additional spell effects becomes the actual summon itself.[111]Steven Sharif
  • The target of the group summon becomes the summon itself.[111][113]
    • Previously it was stated that the party-leader becomes the summon.[112]
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 siege summon will have an incremental size based on the number of summoners participating in that summon activity, with a maximum of eight.[114]
  • The number of summoners participating in the summon will determine its overall size.[114]
  • All summoners must be in the same party and the party leader must be a summoner.[112]
    • The party leader initiates the summon and then takes control of it.[112]
    • Once summoned, the party leader cannot be changed.[112]
    • If the party disbands, the summon ends. There will be a grace period to handle disconnects.[112]
    • The party may also contain non-Summoners.[112]

Tank

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
If eight Tank archetypes each use one of their summon wall abilities it might construct a larger wall that can divide two raids in a moment; and would require damage and block skills and abilities for a momentary lapse of battle between those two raids.[110]Steven Sharif

Deserter debuff

Template:Deserter dubuff

Metrics

Ashes of Creation gathers tracking data to facilitate achievements, titles and other accolades on a server.[116]

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.[116]Steven Sharif

Leader boards

Players will be able to opt-in to track certain achievements on leaderboards, such as.[118]

Leaderboards may be seasonal.[119]

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.[118]Margaret Krohn
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Spectating battles

The ability to spectate battles, such as Sieges is being looked into.[121]

One of the issues I did have about that system in Lineage 2, was like certain people just have alt accounts logged in and tuned into that thing; and like they would then utilize that information. Which, I guess is a means of information gathering. But it's maybe too easy of one. So we're - like i said - we're just looking into that. I haven't decided on that yet.[121]Steven Sharif

Artwork

See also

References

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  101. 101.0 101.1 101.2 Livestream, June 26, 2020 (59:11).
  102. 102.0 102.1 102.2 102.3 Livestream, November 22, 2019 (1:14:23).
  103. 103.0 103.1 103.2 Livestream, May 27, 2022 (1:18:09).
  104. 104.0 104.1 104.2 Livestream, April 30, 2021 (1:01:10).
  105. 105.0 105.1 Interview, July 19, 2020 (37:58).
  106. Livestream, May 19, 2017 (47:07).
  107. Livestream, November 22, 2019 (15:48).
  108. Livestream, November 22, 2019 (41:02).
  109. Livestream, January 27, 2023 (1:33:42).
  110. 110.0 110.1 110.2 110.3 Podcast, May 11, 2018 (49:20).
  111. 111.0 111.1 111.2 Livestream, March 31, 2023 (1:22:21).
  112. 112.0 112.1 112.2 112.3 112.4 112.5 112.6 Interview, August 17, 2018 (14:59).
  113. 113.0 113.1 Livestream, May 19, 2017 (10:06).
  114. 114.0 114.1 Livestream, 2018-04-8 (AM) (28:01).
  115. steven-a1-leak-1.png
  116. 116.0 116.1 116.2 116.3 116.4 116.5 116.6 Podcast, August 4, 2018 (1:47:21).
  117. 117.0 117.1 steven-pvp-metrics.png
  118. 118.0 118.1 118.2 118.3 118.4 118.5 118.6 Livestream, May 31, 2023 (2:21).
  119. 119.0 119.1 119.2 Livestream, July 18, 2017 (58:50).
  120. Livestream, May 15, 2017 (44:10).
  121. 121.0 121.1 Interview, August 17, 2018 (26:38).