Combat revamp
A revamped combat system will be rolled out during and post Alpha-1 testing based on player feedback.[2][3][4][5]
- I just want to give kudos to the combat team, because in my opinion having played this and watched this and seen the community's response to it, they've done a great job in moving away from what was our direction prior to Alpha-1 to now having developed for Alpha-2 a significantly revamped combat experience; and I think it feels good and it plays well and it's fun.[2] – Steven Sharif
- The goal is to give more agency to the player and achieve a more fluid flow of combat with greater mobility when using abilities.[6][7]
- The current hybrid tab and action combat system will remain after the revamp.[6]
- This revamp will not represent the final form of combat, but will set the general direction that combat will be taking.[8]
- The revamp will be iterative and will be rolled out to testers in different phases.[7]
- The developers will be testing whether or not to use global cooldowns GCDs on different types of abilities during Alpha-2.[9]
- As of July 2023 global cooldowns are not currently in the game.[10]
- Instant cast abilities are referred to as off-global-cooldown or OGCD abilities.[10]
The revamped combat system will feature split-body animations, where the character's upper body can be locked by weapon attack animations while the lower body is free to continue moving.[1][11][12]
- You'll be able to move forward while swinging your weapon; and this will allow you complete control over your weapon attacks for melee.[1] – Steven Sharif
Alpha-1 combat was focused on core functionality rather than combat balance.[12] Alpha-2 combat will include archetypes, significant ability support, augments, split-body combat, weapon attacks, and many additional items, among other things.[13]
- Changes that allow templated abilities to apply to 3D positions in the air or water will be prototyped and may be included in Alpha-2.[14]
Hybrid combat
Hybrid combat refers to the choice between tab and action combat in Ashes of Creation.[16][18][19][20][21][22] A toggle button (default Z, but can be re-bound to another key) allows the player to switch between action and tab combat modes.[16][23][6][24][25]
- Targeted skills require either a soft or hard locked target.[16][27]
- Soft locking is when the reticle moves over a valid target while in action mode.[26] The targeting plate will appear slightly grayed out to indicate that this is a soft-lock target. If the reticle moves away from the target or the target moves away from the reticle, the target is lost.[27]
- Hard locking is when the player uses right-mouse on a soft-locked target in action mode, or when the player selects a valid target in tab mode. The targeting plate will not be grayed-out to indicate that a hard-lock target is selected. Unlike soft locking, if the target moves out of the reticle, the target is not lost. Tab will still cycle between hard-locked targets in action mode based on proximity priority.[30][27]
- Templated skills allow "blind firing" without a target while in action mode. If an entity moves into the path of the attack they can be struck.[31][16][32][33][27]
- Q: Is the development team moving away from action combat, or is action combat more prevalent with the melee classes, and the healing/range classes are more tab-target other than AoE spells?
- A: We have not moved away from our hybrid approach to the development of Ashes of Creation's combat; and specifically to reiterate: that approach is incorporating elements of skill shots, fast and reactive gameplay that is situationally relevant, and incorporates the camera mode of both tab-targeting as well as action combat reticle. That's something that is still in progress. We haven't moved away from that however. To note, our approach of that hybridization is going to incorporate things like templated skill-shots, directionally relevant activated abilities, along with the ability to dodge to roll projectiles that can impact collision. Those are elements of action combat that are present.[34] – Steven Sharif
Templated and targeted versions of skills will have different characteristics.[35][23][36][37][38]
- Skill progressions, skill point allocation is determined by the player. The player will be able to choose either more tab-target oriented skills or more action-based skills and customize their playable experience to what accommodates their preference. From a balancing standpoint for us developers, we need to make sure that certain abilities house certain functions so that there's a balance between skill shots and tab-target abilities.[37] – Steven Sharif
- Targeted skills will be greyed out if the target is not within a valid range but templated skills will generally require the player to assess the correct range for the skill.[39]
- Different ranks of the same skill can change the skill from tab to action or vice-versa.[40]
- Variables will change based on which version of a skill is chosen.[38]
- It may not be possible to be able to fully spec into just action or tab targeted skills. There might be a 75% cap on choosing skills from any one type.[37]
Weapon combo system (Combat animation montage)
A weapon combo system (also referred to as Weapon use combo, Weapon attack combo, Weapon combo, and Weapon use ability) is utilized instead of a traditional auto-attack ability in Ashes of Creation.[43][45][46][47][48][49][50]
- The combo system consists of a sequence of combat animations based on the weapon type, referred to as a combat animation montage.[51]
- Combos are triggered by performing basic weapon attacks (default Q or left-mouse-click).[52]
- Let's say for example you're using a two-handed warhammer or something and you have a number of weapon combos that play animation style based on how many combos deep you go into an attack with that warhammer. So the first is going to be like a forward swing. Second is going to be a back swing. The third is going to be swing down and the fourth is going to be some twirl that you do; and that's what we call the combo animation montage.[51] – Steven Sharif
- The number of steps and passive effects that trigger during weapon combos can be customized in the weapon skill tree.[53][54]
- We wanted to have a combo length progression available to players so that certain builds could have longer weapon combos and other builds can have shorter weapon combos with more passive effects.; and this has been the result of our exploration. So, when you start out you've got a pretty quick four-hit combo, but whenever you unlock the additional hits you get the fifth and sixth hits, which are at approximately 50% to the overall combo length. But we found that that gave a pretty satisfying floor and ceiling to how long the combo can be.[53] – Brian Ferguson
- Depending on class skill choice these effects will have synergy with the combat montage.[51]
- Depending on what your class skill choice has been those are going to have synergy effects with the weapon skill tree. So my skill called spin-to-win might do 30 additional damage on a staggered target. So I see when my proc occurs with the stagger effect on my first swing, like for me as a player I might be only interested in landing that first swing, so every now and then I'm gonna swing once and then I'm gonna use a skill and then I'm gonna come back and swing again because that'll play my first swing montage, because it's been interrupted. So I won't move to the second one because I'm really just wanna hit that stagger effect. So that's going to be how my rotation lines up. However I might have some skill that on a stun target it might be an immediate cast and it's like some power you push or power hit; and that does- it knocks back a stun target. So if the target's stunned when this skill plays, it has an added effect of knock down and now they're gonna get knocked down for an additional two seconds. Now I might spec into that and as a result I want to finish through: swing, swing, and then knock down. So I get my chance at stunning that target with that weapon skill.[51] – Steven Sharif
- Weapon progression such as set bonuses may change at what level any proc effects occur and therefore enable different combo rotations.[51]
- You may have items or set bonuses that change at what level those proc occurs. So I may have a full set of battle armor that changes all third hit combo procs to second hit requirements and now I have a chance not only on my second hit to land that tapering slow but I also have a chance to land my one second stun proc because I have the full set that changes my weapon progression. So that's the way itemization works with your weapon skill tree, is you can enhance when those weapon skill trees become available in your combat montage and that can be a relevant factor in how your skill rotations come to play; and mixes with your weapon attacks.
- Weapon skill choices and rotations will vary based on whether the player is more focused on PvP or PvE.[51]
- Right now some people might just say, "I don't care at all about my weapon attacks. I'm not going to invest a lot of points into that. And if I do, it's going to be primarily PvE focused where I'm more comfortable using just swinging my weapon, and I may not use them as much in PvP. I'm just going to be focused on skill rotations." That's okay, but the reason for those skill montages- back to your question- is they have a very relevant role in when certain procs come online from a weapons skill tree perspective.[51] – Steven Sharif
- Using a skill/ability other than a basic attack will in general reset the combo.[52]
- The developers are considering specific abilities that might be able to be used without resetting the combo system.[52]
- It acts similar in the sense of the core loop of what an auto attack is so to speak; where typically your other skills have a cooldown period, they have a rotation or whatever: Our combo system is a repeatable skill effect that you can continually attack with but it's a little bit more involved than what a traditional auto attack is; and it has components from a from an advancement standpoint when it comes to the types of procs that your weapon can have during that combo system... It's not going to have the quick time event that you guys saw early on in PAX and gave great feedback on, but it is going to have development with regards to the power of the weapon the type of weapon you're using, the additional proc effects that you can skill into: Those types of things are going to make it a little bit more complex of a system capture.[48] – Steven Sharif
- Certain weapon skills will be more synergistic with some archetypes than others.[55]
- Q: How will weapon combos work when the weapon doesn't necessarily fit the archetype? For instance, if I'm a Mage and I want to use a bow, how will that work?
- A: We're letting players make choices that may not mix as well as other choices; and that's okay. It presents some interesting horizontal options to the player, but at the same time there is going to be something for each archetype or class that's present within each of the weapon skill trees.[55] – Steven Sharif
Instant cast skills
Skill | Icon | Origin | Description |
---|---|---|---|
Blood Fusion | Fighter | Return 100% of damage dealt as health and 50% of damage dealt as mana over the next 6 seconds. 25% additional damage returned as health from Bleeding targets. This bonus is doubled against Hemorrhaging targets.[56][57] | |
Divine Infusion | Cleric | Consume Divine Power to instantly complete the remaining cast time of any spell currently being cast. The amount of Divine Power consumed is proportional to the amount of cast time remaining upon activation.[56][58][59][60][61] | |
Flash Cure | Cleric | Instantly heal target ally for 250% healing. This may be used during other ability activations.[56][62][63] | |
Healing Touch | Cleric | Heal target ally in melee range for 500% healing.[56][64][65] | |
Shake It Off | Tank | Activate to instantly restore 50% of all damage taken in the past 4 seconds. Always heals for at least 10% of your maximum HP. Cannot heal for more than 30% of your maximum HP.[56][66] | |
Smite | Cleric | Smite your target, dealing 150% radiant damage. If activated while in melee range of the target, this spell has no cast time. If the target is Burning, it becomes Conflagrating.[56][67][68] |
Mobility
- The revamped combat system features split-body animations, where the character's upper body can be locked by weapon attack animations while the lower body is free to continue moving.[69][70][1][11][12]
- A lot of abilities you have the capability of moving while casting. It's going to decrease your movement speed significantly or depending on the type of ability. We do reserve the cost- and that's really what it is when you tie ability usage to mobility- we do reserve the cost of requiring the character to remain stationary on some big effect type abilities.[69] – Steven Sharif
- Most abilities in Ashes of Creation are capable of being cast while moving. Some abilities may slow the caster down during the cast, but only rarely will the player be rooted in place.[69][71]
- Movement speed can decrease significantly depending on the type of ability.[69]
- Weapon weight can also affect mobility.[70]
- Skills with the greatest power may require the caster to remain stationary while channeling them. This is a risk vs. reward mechanic.[69][71][72][73]
- Most abilities you'll find in Ashes of Creation are capable of being cast while moving. Some of those abilities might slow your movement during the cast, but you can continue to move. Very rarely, and depending on obviously the importance of the ability or the power level of that ability, you might be rooted in place. So, for example, the AoE ability [Chains of Restraint] has a lot going on. It has damage ticking over time, it is an area of effect, it also has a status condition application; and in those instances the player character gets rooted.[71] – Steven Sharif
- Ranged archetypes will have gap openers to counter gap closers from archetypes like the Fighter.[74]
- That's the cat-and-mouse of these abilities. Like we've seen with the Ranger, they have a backflip, they have their Airdrop [sic] ability. The Mage has teleportation. There are going to be abilities that are tit-for-tat; and managing the resource of those abilities and the timing of when you use them to either correlate to your opponent's use of those things, or to save them for yourself when you want to get away, that's part of what makes the engagements dynamic and different each time.[74] – Steven Sharif
- Unreal Engine 5 has enabled improved forms of locomotion, such as crouching, tilting and mantling.[75][76]
- There's a balance in the game design between your movement speed on attack and the movement speed of your opponent. When you have a game that is both PvE centric as well as PvP centric, you have to make sure that combat is blended for both approaches; and we can always run into problems where, if you're significantly hampered in your movement speed, that has an effect on how we expect player versus player engagements to interact; and we don't want to restrict a player's ability to be mobile if they're the target of an attack. And as a result of that we need to make sure that we don't restrict the movement abilities of the player who is doing the attacking as well. So we want it to be relatively free for you to stay with each other. Your opponents move around the battlefield together and if we're hampering you on the attack action, we have to then implement some type of snare, or slow, or cc effect essentially on your opposing target; and that's not the approach we want to take for for PvP.[80] – Steven Sharif
- Melee archetypes will offer various mobility and CC counters against ranged archetypes, such as the Ranger.[81][82]
- If we're talking about Fighter, they're going to have a lot of heavy gap closers. They can probably be a little bit more liberal in the use of their gap closers because they have so many of them, versus let's say a Ranger that needs to choose when to use their escape abilities, because they have fewer of them. The same would be true for a melee character like a rogue. Their approach vector is going to be more stealth-driven than it would be perhaps let's say from a gap-closer perspective.[81] – Steven Sharif
- Q: If a ranger is super mobile, what are the melee's options in order to catch them?
- A: Different class kits will provide different gap closers. They'll provide different mobility skills. They'll have lockdowns. They'll have chains to pull back. They'll have a lot of different things in the rotation. That's part of what an MMORPG experience is. You're not just restricted to three or six skills, you have a rotational suite; and depending on the type of challenges you face is going to help determine which of those rotations you spec into from your skill tree.[82] – Steven Sharif
Skill | Icon | Origin | Description |
---|---|---|---|
Air Strike | Ranger | Leap a great distance forward and into the air while firing 3 projectiles in a long line along the path, each dealing 150% physical damage to targets hit. Targets hit that are Snared have become Rooted, and all Snared stacks on those targets are consumed.[56][83] The root effect is nature based.[84] | |
Beserk | Fighter | Consume your Combat Momentum rapidly, gaining 30% more physical power and movement speed and immunity to disabling effects while active. Must have at least 20 Combat Momentum to activate, and the effect ends when all Combat Momentum is fully depleted.[56][85] | |
Blink | Mage | Instantly teleport 20 meters in the direction you are moving. Breaks all rooting effects.[56][86][87] | |
Blitz | Fighter | Charge directly toward target enemy, dealing 100% Physical damage to the target on arrival.[56][88] | |
Call of the Wild | Ranger | Remove all Snared and Chilled statuses from the caster, and increase movement speed by 20% while becoming immune to all movement impairing effects for 8 seconds.[56][89] | |
Caravan Trail Speed Bonus | Caravan | Minor speed boost for travelling on a simple trail.[90] | |
Charge | Tank | Channeled Ability: Charge forward in the direction you are facing. Enemies you collide with take 50% physical damage and become Staggered. Charge will be canceled if another ability is activated or if the Charge key is pressed again.[56] | |
Disengage | Ranger | Quickly strike enemies in front of you while backflipping in the opposite direction. Targets hit by the strike take 100% physical damage and acquire 1 stack of Snared for 10 seconds. Targets hit that are Weakened are knocked back.[56][91] | |
Epic Melody | Bard | Nearby party members gain Epic Melody: Movement speed increased by 20%. Melodies can be played concurrently with other abilities. Multiple instances of the same melody do not stack.[56][92] | |
Flourish | Bard | Slide forward gracefully in your aimed direction and gain Pep. Can be used concurrently with any other ability.[56][93] Flourish turns off collision.[94] | |
Form Of Celerity | Fighter | While in this form, the caster receives +2% Movement Speed per 10 Combat Momentum, up to a maximum of +20%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[95] | |
Form Of Fluidity | Fighter | While in this form, the caster receives +4% Disable Resistance Chance per 10 Combat Momentum, up to a maximum of +40%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[96] | |
Leap Strike | Fighter | Leap to target location and deal 225% physical damage around while applying Snared to targets hit. Apply 3 stacks of Snared to targets hit that were Shaken.[56][97] | |
Lunging Assault | Fighter | Spend 15 Combat Momentum to lunge in a direction a short distance and perform an upward swing upon arrival, dealing 125% physical damage and applying Snared to enemies in front of you. You're immune to hard crowd control effects while performing this ability.[56][98] | |
Party Stride | Ranger | Applies Strider to all group members within 30 meters.[56] | |
Pulverize | Tank | Move to your target and strike them for 225% physical damage. Generates 300% additional threat.[56] | |
Shield Assault | Tank | Lunge forward and deal 125% physical damage while applying Staggered to enemies in front of you. If a target was hit, gain 25 courage. Generates 300% additional threat.[56] | |
Shield Slam | Tank | Lunge forward and deal 150% physical damage while applying Staggered to that target. Gain 25 courage on hit. Generates 300% additional threat.[56] | |
Speed Boost | Caravan | Gives the caravan a temporary speed boost.[99] | |
Strider (skill) | Ranger | Increases ground movement speed by 10%.[56] | |
Whirlwind | Fighter | Channeled Ability: Deal 30% physical damage to all enemies around the caster with each spin while channeled, increasing the spin rate the longer it is channeled. The caster is immune to hard disabling effects while spinning. Deals 20% additional damage to Weakened targets.[56][100] | |
Wings of Salvation | Cleric | Sprout phoenix like wings and dash to target ally, granting Wings of Salvation effect to the caster and the target on arrival.[56][101][102] |
Weapon weights
Weapon weight refers to how the mass of a weapon affects its performance during combat.[70]
- Light weapons have fewer restrictions on player agency and motion.[104]
- Medium weapons exist on a spectrum between light and heavy weapons.[104]
- Heavy weapons will increasingly lock the player in place during portions of the combat animation.[104]
- There is a balance between player motion and agency as we call it and weapon weightedness- that almost locked-in-place rooted position- the heavier the weapon is, the more restrictions you want to place on that player agency to showcase the rooted effect: That weight- that heavyweight aspect; and so what we've done by presenting you guys with both the dual daggers and the two-handed weapon is we've shown the range between that complete player agency: a player agency in the light weapon attacks that's the dual daggers, and the maximum range of of rootedness or weightedness that's present on the two-handed weapon; and that's the spectrum in which our basic melee combat will exist within. So if there are medium weapon groups that exist in-between there, it's going to be somewhere in between that spectrum.[104] – Steven Sharif
Dodging
Active dodging is a universal skill that is able to be unlocked by all archetypes.[106][107][108]
- Stamina is a universal resource that is utilized by active blocking, Active dodging, and sprinting universal skills.[106] [109][110][111][112][113]
- Dodge rolling type skills were previously housed in the action skill sets of agile classes such as Rogues or Fighters.[105][114]
- Dodging will not use I-frames (invincibility frames), but it may affect accuracy and mitigation stats when used.[115]
- Previously it was stated that hybrid combat will likely have true evasion skills relating to action-oriented combat and also have I-frames that apply to tab targeting.[116]
- So you see an animation windup that's a telegraph on what's coming; and then you have response actions that you can take as a result of that in order to dodge, weave, move, do whatever. It is both a combination of what your rotation is but also how you have reaction abilities ready to go that you save for certain circumstances that are important.[117] – Steven Sharif
Active blocking
Active blocking is a universal skill that is able to be unlocked by all archetypes.[106][120][109][115][110][119][108]
- Stamina is a universal resource that is utilized by active blocking, active dodging, and sprinting universal skills.[106] [109][110][111][112][113]
- Different types of equipment are catered toward blocking different damage types.[120]
- Shields are better for active blocking physical damage, but any melee weapon can also be used to parry with a lesser amount of mitigation.[115][119]
- Sigils are better at actively blocking magical damage.[120]
- Q: How are you designing encounters around active blocking? Will it be situational use, or would I expect to be laying on my block keybind for most of the fight to prevent getting deleted by bosses?
- A: It depends really on the type of adversary you're facing. Some of them are going to have indicators or tells that a big attack is coming. It's an animation wind up where you'll have an opportunity to use active block in very unique situations that are based on timing and additional mitigation for those incoming one-off attacks. In other occasions you'll be able to use it off of rotational cooldowns, or if you're waiting for a particular ability or you're during the use of your Aegis. There's different situations for when active block is a relevant use-case.[121] – Steven Sharif
- Some abilities may be able to overcome, surpass, or cancel active blocking.[109]
- If a player is in a state, such as an active block, or an active tumble state, there will likely be some types of abilities that interact with reacting to those types of states and will either overcome surpass or cancel out those states, particularly as it relates to not just active blocking, but also potentially passive blocking as well; and that would be something probably related to physical penetration values as a stat, or even CC breaks that could be relevant as well for those types of things. I think that's on the radar for the combat team.[109] – Steven Sharif
- Previously the developers had not finalized designs for active blocking and were leaning toward using more traditional buff-oriented universal damage mitigation for the MMO, and were also considering interaction between action-based blocking and a passive block stat.[122][123]
- The Paladin's Might shield in Ashes of Creation Apocalypse had its own hit box and hit points (HP); that could actively block projectiles.[124]
Floating combat text
Floating combat text shows damage taken, damage dealt, cumulative damage, crits, heals, XP gained, and other important combat indicators.[125]
- Damage taken appears in red and floats to the left by default.[125]
- Damage dealt appears in yellow and floats to the right by default.[125]
- Crits appear larger and are slightly above the other numbers by default.[125]
- XP appears in white and is slightly lower on the UI by default.[125]
Floating combat text can be customized by the player.[125][126]
- Damage Dealt Font.[127]
- Critical Damage Dealt Font.[127]
- Damage Taken Font.[127]
- Critical Damage Taken Font.[127]
- Health Dealt Font.[127]
- Critical Health Dealt Font.[127]
- Health Taken Font.[127]
- Critical Health Taken Font.[127]
- Providing maximum flexibility and player customization options for these floating texts I think is super important.[125] – Steven Sharif
Videos
- 2022-06-30 Video - Ashes of Creation Alpha Two Basic Melee Weapon Attack Update
- 2022-09-30 Video - Ashes of Creation Alpha Two Basic Ranged Weapon Attack Update
See also
References
- ↑ 1.0 1.1 1.2 1.3 1.4 Livestream, July 30, 2021 (31:22).
- ↑ 2.0 2.1 Livestream, December 19, 2023 (1:30:29).
- ↑ Livestream, May 28, 2021 (1:14:50).
- ↑
- ↑ 5.0 5.1 Video, February 26, 2021 (6:17).
- ↑ 6.0 6.1 6.2
- ↑ 7.0 7.1 7.2 7.3 Livestream, February 26, 2021 (27:41).
- ↑ Interview, February 7, 2021 (49:18).
- ↑ Livestream, July 29, 2022 (1:05:20).
- ↑ 10.0 10.1 Video, July 28, 2023 (10:18).
- ↑ 11.0 11.1 Interview, June 13, 2021 (4:12).
- ↑ 12.0 12.1 12.2 Livestream, May 28, 2021 (1:13:05).
- ↑ Livestream, May 27, 2022 (1:11:41).
- ↑ Livestream, May 27, 2022 (1:16:17).
- ↑ Video, September 30, 2022 (17:03).
- ↑ 16.0 16.1 16.2 16.3 16.4 16.5 Livestream, April 28, 2023 (53:58).
- ↑ Video, May 31, 2023 (11:20).
- ↑ Livestream, April 7, 2023 (49:45).
- ↑
- ↑ Livestream, August 27, 2021 (1:16:04).
- ↑ Livestream, June 25, 2021 (22:34).
- ↑ Livestream, November 16, 2017 (30:45).
- ↑ 23.0 23.1 Livestream, June 25, 2021 (27:43).
- ↑ Livestream, August 28, 2020 (1:15:39).
- ↑ Livestream, April 30, 2020 (1:09:51).
- ↑ 26.0 26.1 26.2 Livestream, December 19, 2023 (1:15:00).
- ↑ 27.0 27.1 27.2 27.3 27.4 Video, September 30, 2022 (17:00).
- ↑ 28.0 28.1 Livestream, March 26, 2021 (59:21).
- ↑ Livestream, June 25, 2021 (26:11).
- ↑ Livestream, September 30, 2022 (49:16).
- ↑ Livestream, December 19, 2023 (1:18:49).
- ↑ Livestream, September 30, 2022 (52:33).
- ↑ Livestream, September 30, 2022 (48:10).
- ↑ Livestream, August 31, 2023 (2:22:01).
- ↑ 35.0 35.1 35.2 35.3 Livestream, September 30, 2022 (41:06).
- ↑ 37.0 37.1 37.2 Livestream, 2018-04-8 (PM) (37:57).
- ↑ 38.0 38.1 38.2 38.3 38.4 Podcast, August 4, 2018 (1:07:59).
- ↑ Livestream, January 27, 2023 (1:11:07).
- ↑ Livestream, August 28, 2020 (1:12:50).
- ↑ 41.0 41.1 41.2 Podcast, August 4, 2018 (1:11:05).
- ↑
- ↑ 43.0 43.1 Video, March 29, 2024 (50:16).
- ↑ Video, March 29, 2024 (57:52).
- ↑ Video, December 19, 2023 (10:08).
- ↑ Video, April 28, 2023 (15:35).
- ↑ Livestream, September 30, 2022 (43:45).
- ↑ 48.0 48.1 Livestream, January 30, 2020 (1:28:40).
- ↑ Livestream, January 18, 2018 (22:46).
- ↑
- ↑ 51.0 51.1 51.2 51.3 51.4 51.5 51.6 Podcast, September 29, 2021 (47:57).
- ↑ 52.0 52.1 52.2 Livestream, February 28, 2020 (1:10:21).
- ↑ 53.0 53.1 Video, December 19, 2023 (8:37).
- ↑ Livestream, September 24, 2021 (1:19:17).
- ↑ 55.0 55.1 Livestream, April 30, 2024 (45:31).
- ↑ 56.00 56.01 56.02 56.03 56.04 56.05 56.06 56.07 56.08 56.09 56.10 56.11 56.12 56.13 56.14 56.15 56.16 56.17 56.18 56.19 56.20 56.21 56.22 56.23 Blog - Guide to Alpha Two.
- ↑
- ↑ Video, July 28, 2023 (25:36).
- ↑
- ↑ Video, May 31, 2023 (16:58).
- ↑
- ↑ Video, July 28, 2023 (10:03).
- ↑
- ↑ Video, July 28, 2023 (23:28).
- ↑
- ↑
- ↑ Video, July 28, 2023 (29:23).
- ↑
- ↑ 69.0 69.1 69.2 69.3 69.4 Livestream, July 28, 2023 (1:02:23).
- ↑ 70.0 70.1 70.2 Livestream, June 30, 2022 (46:30).
- ↑ 71.0 71.1 71.2 Livestream, December 2, 2022 (59:47).
- ↑ Livestream, April 30, 2020 (1:17:13).
- ↑ Livestream, May 8, 2017 (43:30).
- ↑ 74.0 74.1 Livestream, March 29, 2024 (2:01:57).
- ↑ Livestream, December 23, 2021 (55:32).
- ↑ Video, December 23, 2021 (23:53).
- ↑ 77.0 77.1 Livestream, October 14, 2022 (48:45).
- ↑ 78.0 78.1
- ↑ Livestream, June 26, 2020 (1:30:40).
- ↑ 80.0 80.1 Livestream, June 30, 2022 (49:42).
- ↑ 81.0 81.1 Livestream, December 19, 2023 (1:16:19).
- ↑ 82.0 82.1 Livestream, September 30, 2022 (51:28).
- ↑
- ↑ Video, September 30, 2022 (15:28).
- ↑
- ↑
- ↑ Video, April 28, 2023 (4:40).
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ Video, July 31, 2024 (27:29).
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ Video, July 28, 2023 (24:03).
- ↑
- ↑ Livestream, October 28, 2022 (1:29:48).
- ↑ 104.0 104.1 104.2 104.3 Livestream, June 30, 2022 (42:29).
- ↑ 105.0 105.1 105.2 Livestream, August 28, 2020 (1:19:24).
- ↑ 106.0 106.1 106.2 106.3 Podcast, May 10, 2024 (26:25).
- ↑ Livestream, December 19, 2023 (1:49:56).
- ↑ 108.0 108.1 Livestream, November 19, 2021 (50:38).
- ↑ 109.0 109.1 109.2 109.3 109.4 Livestream, September 29, 2023 (1:12:16).
- ↑ 110.0 110.1 110.2 Video, January 27, 2023 (40:24).
- ↑ 111.0 111.1 Livestream, January 27, 2023 (15:22).
- ↑ 112.0 112.1 Livestream, December 2, 2022 (1:05:08).
- ↑ 113.0 113.1 113.2 Video, December 2, 2022 (16:55).
- ↑ Livestream, June 26, 2020 (1:24:06).
- ↑ 115.0 115.1 115.2 Livestream, January 27, 2023 (1:06:02).
- ↑ Livestream, January 30, 2020 (1:34:12).
- ↑ Livestream, June 30, 2022 (51:17).
- ↑ Video, January 27, 2023 (35:51).
- ↑ 119.0 119.1 119.2 Video, December 2, 2022 (34:41).
- ↑ 120.0 120.1 120.2 Livestream, March 29, 2024 (2:38:15).
- ↑ Livestream, January 27, 2023 (1:13:29).
- ↑ Livestream, September 24, 2021 (1:22:46).
- ↑ Livestream, June 26, 2020 (1:19:50).
- ↑
- ↑ 125.0 125.1 125.2 125.3 125.4 125.5 125.6 125.7 125.8 125.9 Video, June 30, 2022 (16:39).
- ↑ Livestream, June 25, 2021 (29:09).
- ↑ 127.0 127.1 127.2 127.3 127.4 127.5 127.6 127.7 Video, July 31, 2024 (25:56).