Dungeons

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Dünzenkell Crypt open-world Dünir dungeon in Alpha-1.[1]

Half the problem won't just be solving the dungeon, it will be solving other players too.[2]Jeffrey Bard

Dungeons in Ashes of Creation will range in size and will be mostly open-world.[5][6]

Different tiers and types of dungeon content will be more or less relevant to specific groups or class compositions.[9]

There are going to be smaller, simpler, linear dungeons. There's going to be bigger, more complex, nonlinear dungeons. So, It's a little bit of both. We want the environment to be a character. In order for the environment to be a character, these places need to be interesting and there needs to be a dynamicism to them.[5]Jeffrey Bard

Dungeon difficulty will increase the further a player ventures into the dungeon.[10]

  • Mobs and mob mechanics will become more difficult.[10]
  • Terrain and environmental dangers will increase.[10]
Deeper darker types of interactions will be found deeper in the dungeon.[10]Steven Sharif

There were 13 dungeons in Alpha-1.[11] Originally this was estimated to be 6 or 7.[12]

Open world

Alpha-1 open world dungeon entrance.[13]

80% of the content that will exist in Ashes of Creation is open-world and there's a specific reason for that. So because of the way that friendships and or enemies are forged in the game and people have the opportunity to create their own friends or foes. We want that to play out from a contesting standpoint as well. So a lot of these hunting grounds or raid bosses that people are going to have opportunities to kill, they're going to be essentially contested potentially by your your enemies that you've created in the game or you can work together to create alliances in order to defend those contested zones.[14]Steven Sharif

Ashes of Creation will be a seamless open-world experience.[6]

  • No loading time or loading screens between regions.[6]

There will be an approximately 80/20 split between open world vs instanced encounters.[15][16][14][7][8]

  • 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 design of Ashes of Creation.[15][17][16]
In situations where we want to contain a particular type of raid, we will utilize instancing; and that can protect certain engagements with certain bosses. But that's really more on the 20% of the scenarios will have instancing protection like that. Around 80% of the content is open-world, where competition is- healthy competition is an instigator for soft player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. So that's an intended part of the PvX design of Ashes. It's a core philosophical point. And just to be clear, that is not for everyone. We are not trying to make a product that appeals to every MMO gamer. That's impossible; and so we've been very upfront and forthright with what we are trying to accomplish and what our core pillars of philosophical design are.[16]Steven Sharif
  • Castle and node sieges may contain instanced locations where specific groups can participate in certain objective-based waypoints.[18]
  • Dungeons and raids will maintain an open world feel while also capitalizing on the benefits of instanced mechanics.[19] Instancing is only going to happen in certain dungeons where the desire is to have greater narrative appeal.[16][20] Outside of these and arenas there will not be too much instancing anywhere else.[6]
There will be some open dungeons that have bosses at the end of the dungeons. There will be some open dungeons that just have a multitude of dungeon bosses, not necessarily world raids or something; and there will be lots of different rooms and they'll be progressive in the sense that in the earlier parts of the dungeon they'll be lower level and then at the later parts of the dungeons deeper down they'll be higher level and more difficult; and that creates again I think an ecosystem of where players across a multitude of levels have an opportunity to coexist within certain areas of the world; and that's good from a social dynamic. It's good from a recruitment dynamic. It's good from just a liveliness and relevance of particular areas. So that you don't end up with these locations that once you pass a certain level like it's empty.[21]Steven Sharif
We're probably going to do instancing only in certain dungeons and in arenas. You probably won't see instancing too much anywhere else. What you see is gonna be what you get.[6]Jeffrey Bard

The PvP flagging and corruption system is in place to safeguard against griefing without limiting opportunities for open conflict.[23][16][24]

  • Healthy competition is seen as 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 design of Ashes of Creation.[23][16]
  • This friction presents an opportunity to engage in the political aspects of the game, which is the lifeblood of what keeps players interested and invested in the game.[23][16][21]
Q: When you reach the bosses in [open world] dungeons can you be jumped?
A: For the most part if there are bosses at the end of dungeons, it is possible for you to get jumped.[21]Steven Sharif
Q: In an open world dungeon, what prevents others from just waiting until you're at the boss and then killing you and taking your boss's loot? What prevents mega guilds from just owning an area and preventing you from accessing or enjoying it?
A: In a majority of cases, we do not want to prevent another group from engaging potentially in PvP. We disincentivize it by creating safeguards within the flagging system that make that decision very concerning for the people that might go corrupt; and if you're in the large enough group of numbers I doubt you're going to experience that unless there's some rivalry between guilds. In which case there's apparatuses like Guild Wars that are more opt-in. You can drop guild tag if you want. But anyways, the competitive nature of this environment is a PvX element.[16]Steven Sharif

Dungeon scale

The intention is that dungeons are going to be "massive" in scale.[26]

  • Massive caverns and open world spaces.[26]
  • Places to suit larger and smaller commitments.[26]
    • Where people with 30 minutes can participate.
  • Dungeons are vast and have room for multiple groups.[27]

Scaling

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

There will be a mentorship program where upper-level players are able to benefit from partying and/or helping lower level players; and getting them situated in the game.[28]

There will be activities that are present for higher level players to mentor lower level players. Let's say you have a friend who joins later on and you still want to do things with them, there will be things to do. Will he be able to enter a dungeon of your level and participate? No, because we don't want to inflate or deflate characters and manipulate that type of skill or power. We want that to be something that makes sense for them in a progression standpoint.[30]Steven Sharif
The mentorship program provides individual quests that can be initiated by the mentor based off of what node that they are part of. So these are like quests that are determined by either certain buildings and/or organizations or the mayor; and there are specific ones that are available for mentors to provide mentees; and they can also participate in some of those quest lines as well: Whether that be leading your mentee through a dungeon or providing a location for them to arrive with you at, or escort quests for the NPC caravans. These types of things, when done together with your mentor, will provide benefits both for the mentor and the mentee as well, so you're incentivized to participate with new players.[29]Steven Sharif

Dungeon locations

Dungeons and other points of interest are located throughout the map in-between the 85 node locations.[31]

POIs of this size do not normally attach to just a single node. Usually there are multiple nodes that can potentially influence a large POI. The theming within the node occurs around storylines or NPC spawns and events.[32]Steven Sharif
  • The difficulty level and loot tables of these encounters will change based on this influence.[33][31]

PvE difficulty

Tumok the Wretched Alpha-2 world boss.[34]

Raid bosses are aware of the number of combatants within an area in proximity to them and that awareness is part of an indicator to which behaviors they're going to utilize as part of their behavior tree. So as it's assessing the types of combatants that are facing it, the number of those combatants, the position of those combatants, the abilities and totals of those combatants, it weighs certain actions in its behavior tree and then it acts on those actions; and in the scenario where you're bringing overwhelming odds to a particular fight, that might weigh heavier the AoE options that the boss has access to, where they're utilizing a lot more AoE abilities during an engagement due to that overage of of players. So in that sense it's a bit adaptive. It's a bit dynamic based on the encounter scenario.[35]Steven Sharif

The difficulty of PvE content, such as raids and dungeons will adapt based on the performance of the raid or group against previous bosses in that encounter.[36]

  • Higher performance in earlier phases will increase the difficulty of subsequent phases of the encounter.[36]
  • There will be mobs who's level is above the player level cap.[39]
Both in Alpha-2 and when the game launches, there will be monsters whose technical level is above that of the cap; and the intent there is obviously again to provide some level of challenge that exceeds a comparable level challenge rating.{livestream|2023-11-30|1h53m50|V9F_AJl9ozY}}Steven Sharif
Q: How challenging will raid boss mechanics be given the given that players may need to simultaneously fight other players while also fighting the boss?
A: It depends. The great thing about our encounter system is that it has a wide scalability from encounters that some might consider easy given their composition to encounters that some might consider impossible until they get their gear level to a certain stage. The level of interaction with other players is really predicated on the encounter itself. We may have some encounters that are in instances although the predominant portion of those will be in the open world, in which case they do have the potential being contested; and these encounters, especially the big ones that might land in contention, are giving some of the best-in-slot gear you can get in the game. So it's important that they are contested because it is a significant victory point; and one of our core pillars is risk versus reward: and the higher that risk the higher that reward should be. So those two things seem fitting and then in addition we do have the concept of winners and losers. Not everybody in Ashes of Creation is going to be a winner; and that sucks if you're not I guess, but there is opportunity for you to continue to excel and become one. But it gives much more meaning to an achievement when not everybody gets the achievement. That's our philosophy.[40]Steven Sharif
Q: So it's the sort of thing where it might be, we're going do a dungeon that's oops, all fire golems, so if everybody straps up with plate armor and fire resistance, you don't have to worry about the magic fire: you've got the fire resistance for. And when you start getting punched around, that's why everyone's come in with plate?
A: The encounters design team presents a particular type of challenge rating- for those you're familiar with playing DnD or whatever, challenge rating gets informed by a few different vertical power levels, but then there's also the horizontal perspective: That is, what tools does your party have to address the challenge rating of the situation and some of the horizontal progression exists within how you kit your equipment slots. Some of those can be enhancements or stones, as you're discussing with fire resistance. Some of those are base stats that exist on a particular item, such as physical damage mitigation versus magical damage mitigation and what subtype of damage is incoming based on that. These are the ways that we emphasize that more rock-paper-scissors type of interaction with balance to where it's okay to have asymmetric imbalance if there are horizontal methods by which you achieve the challenge rating.[41]Steven Sharif

Dungeon content

Alpha-1 preview pirate themed dynamic point of interest.[42]

This is actually a dynamic POI. This one will evolve as players evolve the node that it's attached to. So this is its final state.[42]Jeffrey Bard

New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[43][44] This content adapts to the node progression of the zone it is in.[42][45]

Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that scientific node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players.[46]

Raid strategies

Raids will have elements that can be pre-planned.[49]

Raids will also have dynamic elements that can change from session to session.[49]

One of the design elements that we're implementing into our raids is that the raid will not be exactly the same every single time. You're going to have variables that can't necessarily be pre-planned out for. You can pre-plan out for a lot of the raid like how many DPS do you need and healers and support; where the key position and all that stuff; but I think the compelling aspect of Ashes raiding will be the difficulty in achieving this content and having that content change from session to session as well. We want there to be variables that get manifested by what type of node got developed elsewhere. Is he going to have acolytes or cultists? What will the acolytes have skills [available] to them? What kit is the boss gonna have? What available skill repertoire will the boss be able to [wield]? ... A lot of those systems are influenced obviously by world development. So the raid takes into account at what stage has the world developed: Are there two metropolises now available in the world? Okay well let's activate this skill in this skill. Now you have five metropolises, well now all these skills have been activated. Are there are they all economic nodes? Are they all military nodes? That we can change things based on that stuff. And it really is a threat assessment from the environment against the players.[49]{{ndash|Steven Sharif}

Group sizes

Party witnessing the beginning of the An Ancient Violence Story arc in Alpha-2.[50]

We're not creating a solo game, but it doesn't mean that we don't offer gameplay that is solo centric as well: It lives in addition to the social aspect of What MMOs provide; and so part of what we do in order to to give that element of gameplay is we have quest lines that are devoted towards solo players. We have hunting grounds. Obviously one of the benefits of being a solo player is you get to keep everything that drops. You don't have to share loot with a party or with friends; that's one benefit of being a solo player. But it's going to be more difficult to overcome challenges; and those individuals who are up to taking that additional level of of difficulty are going to excel perhaps in their character progression a bit faster than those who are more group-centric. It's going to be a little bit of a roll of the dice there because there are loot tables, there are reward tables that accompany that, but it's important to note that from a content perspective Ashes of Creation is looking to fulfill both that solo-oriented mind in gameplay as well as the group and social experience; and a lot of times those paths diverge: They move apart, they come back together; and that process is going to be seen throughout the leveling in Ashes of Creation where you'll have more opportunities for solo gameplay and some opportunities for group gameplay.[51]Steven Sharif

Ashes of Creation is designed for solo players as well as large and small groups.[51][52][53]

The idea behind an 8-person group is to allow us to really amplify party roles, and to create a need for each of the archetypes in every party.[54]
  • Raids will have 40 man groups.[55]
  • Content will be tailored for 40, 16 and 8 person group sizes.[56]
  • Arenas will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[57]
    • There won't specifically be guild vs guild arenas but team-based matchmaking allows teams to face other teams.[58]
  • Castle sieges are expected to have at minimum 250x250 players to be on a single battlefield, with the possibility of increasing this to 500x500 over time.[59][60][61][62]
The minimum goal is 500 players on a single battlefield. I think we will be able to hit 500vs500 but we shall see.[62]Steven Sharif

Ashes of Creation Apocalypse group sizes

Group sizes in Ashes of Creation Apocalypse.[63]

There will be an option in the lobby where you are capable of joining a guild based match that you can link parties together up to a maximum of twenty individuals.[63]Steven Sharif

Loot tables

Loot tables (drop tables) of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items).[65][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.[83]

Underwater dungeons

Underwater dungeons are part of Ashes of Creation naval content.[86]

Zergs

For every play, there should be a counterplay. We often see Castle Sieges turn into zerg-fests, which really doesn’t capture the epic, back-and-forth battles we wish to see in Ashes of Creation. One of our key pillars is that Choice Matters[87], and that applies to tactics and strategy as well. A well-formulated battle plan should win out over stat sheets and bodies. Zergs will generally be difficult to pull off, and will be eminently counterable through siege weapons, traps, and other battlefield tricks.[88]

Zergs are empowered by fast-travel. Meaningful travel times are intended to prevent zerg play from being so much of an influence.[89]

Encounters are designed to have meaning in terms of how boss skills and abilities relate to group compositions, tactics and strategies. Zerging is not experiencing content.[90] There are different ways to make a fight more difficult for larger sized groups without relying solely on stat buffs or making the boss a "damage sponge".[91]

  • Raid and dungeon bosses have specific mechanics and abilities that players need to learn and react to.[91] Zergs that are not aware of these mechanics or react to them appropriately will be wiped.[90]
  • There may be environmental hazards and AoE effects that cause more damage based on the number of players present.[91]
  • There is a give-and-take for guilds that want to see a larger number of members as opposed to a more focused group that may be a part of an alliance.[92]

We're very cognizant of the fact that we don't want to see zerging be a mechanic that's utilized by guilds to accomplish content or just to steamroll over sieges... There are specific mechanics that we are working on that will be seen through the testing phases that relate to a degree of understanding of certain systems that can't just be overrun with numbers.[92]Steven Sharif

Mechanics that encourage political intrigue will play a role in destabilizing zergs.[93]

The best way that I found in games I played previously to take down a zerg is to cause drama from within... It's that conflict inside of the politicking that happens in that big organization. If we provide opportunities for division to occur then it also provides stability to keep a server healthy away from that zerg mentality also... If we approach the castle siege and we've destroyed the walls and we're in the throne room and we're about to cast on the penultimate thing and I at this time am just so excited from what's happening that I'm like "screw it I'm gonna go for it". It's gonna be mine. I'm gonna take the taxes for the next month. I'm gonna take all the gear from the castle. I'm gonna take everything... We want that political intrigue to be present in the game.[93]Steven Sharif

Objective-based game play helps to balance the zerg mentality.[94]

I always feel that if you balance based on groups that in your balance focus is to incorporate features that play well from a player versus player perspective as well as a player versus environment perspective: Having support classes, having DPS and tanks that can obstruct movement and/or create bottlenecks on the field and stuff like that. I think a well-rounded raid it will perform better against a non well-rounded raid, however then you incorporate the second aspect of numbers; and that's where again mobility, organization, leadership tactics. Having objectives in gameplay that make those important helps to balance the zerg mentality that a lot of guilds can tend to have.[94]Steven Sharif

Instancing doesn't play a major role in limiting zergs, due to 80% of content in Ashes of Creation being open-world.[18]

  • There may be instanced locations within castle and node sieges where specific groups can participate in certain objective-based waypoints.[18]

Zerging is always a problem in a lot of these MMORPGs where you really can't control the number of participants in certain open-world systems; and in that sense instancing is a great tool that designers can sometimes use to curate a particular number of participants that you want. But the predominant amount of content within Ashes of Creation, over 80% of which is is open-world content, so instancing is very limited.[18]Steven Sharif

Leader boards

Players will be able to opt-in to track certain achievements on leaderboards, such as.[95]

Leaderboards may be seasonal.[96]

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.[95]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.

Jumping mechanics

Jumping puzzles will occasionally feature in the world.[99]

Announcements/Notifications

Goblins attacking a Town (stage 4) node due to a triggered event.[102][103]

Enemies can only really grow stronger as the node grows, becoming outposts essentially for exiled or rivals of the existing order.[104]Steven Sharif

There will be local, regional, or global (server-wide) announcements/notifications of important events.[104][105]

Event notifications will utilize different methods depending on the stage (scope and level) of the event.[104]

  • Local events
    • Local events (such as caravan PvP)[109][110][111] may prompt players via the UI asking if they wish to participate or not.[104]
    • Other local events may offer audible or visual cues without any UI notifications.[104]
    • Local events that have not been addressed may start to expand regionally or even globally.[104]
One important thing to note about events in general is notifications are sent to the players. Players can opt into these events in a similar way that you would into a quest. You're going to be presented with a 'would you like to participate' but they might not always be that way. You might hear trees falling in the forest and that may be an audio cue to tell you something's happening over there. It's out of the ordinary. This is not normally an audio cue that I hear in this area and i'm gonna go investigate that thing. So it might not just be always that UI window represented with a 'participate or not' but I'm going to go investigate and in that sense it could be stage driven. So you might have the more local stage where it is just the visual or audio cues and you get to go participate in that stage; and then when it advances, or if you don't answer the problem in time, then it starts to expand regionally and then it might send out particular notifications to either citizens of the node from which it falls under its purview or even broader than that. It could be global driven events and then it could have things that are are visual cues that are really big like a giant blizzard that's affecting the zone, because the event hasn't been addressed; and that can affect the crop rotations or it can affect passages and roads and how caravans move. There's a lot that the predicate system informs to the event system and then the event system reacts to those types of predicates.[104]Steven Sharif
Whether it be like a siege or a triggered event against a city or like a unique dungeon opportunity... those types of things are going to involve notifications. Especially to the citizens of the city; where you'll be informed of an impending event. Basically it will give you time.[108]Steven Sharif
  • Regional or global events
    • Wider events may be broadcast regionally or even globally.[104][105]

Videos

Artwork

See also

References

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  92. 92.0 92.1 Livestream, May 22, 2017 (57:37).
  93. 93.0 93.1 Interview, May 11, 2018 (44:20).
  94. 94.0 94.1 Interview, August 8, 2018 (11:52).
  95. 95.0 95.1 95.2 95.3 95.4 95.5 95.6 Livestream, May 31, 2023 (2:21).
  96. 96.0 96.1 96.2 Livestream, July 18, 2017 (58:50).
  97. Livestream, May 15, 2017 (44:10).
  98. 98.0 98.1 Video, May 31, 2020 (26:42).
  99. Livestream, July 28, 2017 (39:49).
  100. Video, March 31, 2023 (8:47).
  101. Livestream, February 9, 2018 (10:42).
  102. Types of Events on Verra.
  103. Livestream, April 29, 2022 (32:29).
  104. 104.0 104.1 104.2 104.3 104.4 104.5 104.6 104.7 104.8 Livestream, April 29, 2022 (42:31).
  105. 105.0 105.1 105.2 105.3 105.4 105.5 Livestream, May 4, 2018 (48:14).
  106. Livestream, April 29, 2022 (39:00).
  107. Livestream, June 25, 2021 (1:13:30).
  108. 108.0 108.1 108.2 108.3 Interview, August 17, 2018 (24:48).
  109. Interview, March 27, 2020 (16:19).
  110. caravan UI.png
  111. Livestream, May 22, 2017 (40:40).
  112. 112.0 112.1 112.2 112.3 Livestream, April 30, 2021 (1:01:10).
  113. 113.0 113.1 Livestream, October 30, 2020 (1:01:00).