Corruption

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Corruption in Ashes of Creation refers to:

Corruption tarnishes the character’s spiritual essence. Their ability to utilize the Verra’s magic found within them is diminished.[3]Steven Sharif
Corruption is a representation of The Ancients' magic: The Ancients hatred. The Ancients desire to strike back at the creation of what their the gods who banished them to the void have tried to accomplish on Verra. And so corruption is this influence of The Essence that permeates around locations in the world and tries to pervert what that creation really is.[9]Steven Sharif

Player corruption

Corrupted player in the Alpha-1 preview.[10]

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.[11]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).[12][13][2] Corruption gained for killing controlled entities is a lower value than killing players.[12]

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.[14]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.[16]Steven Sharif
  • A player's corruption score (corruption value) increases with each non-combatant player killed.[15][17][18][19] Corruption score has a scaling impact on the efficacy of a character's skills in PvP combat.[20][21] 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.[23]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.[27]Steven Sharif
    • Corruption penalties occur as the corruption is gained.[28]
Reward without risk is meaningless... Corruption is just another word for risk.[29]Steven Sharif
Corruption value from PK'ing a non-combatant is based on level disparity along with the PKer's cumulative PK value.[17]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..[31]Steven Sharif
  • Corrupted players may kill bounty hunters without acquiring additional corruption score.[40][41]
    • Corrupted player's combat penalties do not apply when battling bounty hunters.[40]
  • There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[20][44]
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.[45]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.[46]Steven Sharif
info-orange.pngNiektóre z poniższych informacji nie zostały ostatnio potwierdzone przez programistów i mogą nie znajdować się na aktualnym planie rozwoju.
  • Corruption has a visible effect on a player’s appearance.[49]

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Player flagging

The open world PvP flagging system is designed to deter people from griefing other players without limiting opportunities for open conflict.[50][51][14][2]

We do incentivize players to fight back, or to participate in PvP through the flagging system, but not to PK. Not to go corrupt.[14]Steven Sharif
  • Players can participate in open world PvP with one another without having to resort to murder.[52]
  • The penalties are intended to be severe enough to deter any type of spawn camping.[53]
  • Summons follow the same PvP flagging rules as players and share the player's flag status.[13][54]
  • Items are not provided to players until crafting or gathering interactions are complete. Players interrupted before completion will not lose these items or resources.[55]

pvp flagging diagram.png

There are three levels of flagging for world PvP in Ashes of Creation.[19]

  • Non-combatant (green)
    • All players start as non-combatants.[35]
    • Non-forced attacks, including AoE and status effects, will not hit non-combatant players.[56][57]
    • 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.[58]
    • 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.[22]
    • Non-combatants will not be flagged for looting bodies.[59]
    • Players will be able to opt-in (via a checkbox) to allow their beneficial spells, or non-beneficial AoEs to hit combatants.[60][61]
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.[61]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.[60][62][35]
    • 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.[19]
    • Non-combatants who heal, buff, or otherwise interact with combatants or corrupted players will be flagged as combatants.[20][36][37][38]
    • Players can kill combatants without repercussions, and are encouraged to do so, since dying while a combatant has reduced death penalties.[35]
    • Players are not able to manually set their flagging status to combatant.[62]
    • Players remain flagged for a period of 90 seconds following their most recent attack on a non-combatant or another combatant.[64]
    • Players cannot log out while flagged as combatants.[44]
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.[65]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.[12][13][2]
      • Corruption gained for killing controlled entities is a lower value than killing the players.[12]
    • A character's PK value increases with each non-combatant player killed over the lifetime of that character.[15][22][17][18][19]
    • The wider the level disparity between the players, and the higher the attacker's PK value, the more corruption score they gain.[15][22][17][18][19]
    • A character's corruption score multiplies their death penalties and reveals a their location to bounty hunters.[2]
    • If a non-combatant attacks a corrupt player, the non-combatant will not flag as a combatant.[35]
    • Corrupted players may kill bounty hunters without acquiring additional corruption score.[41]
    • There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[20][44]
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.[58]Steven Sharif

Removing corruption

The primary means to remove corruption is through death. Multiple deaths may be necessary to remove all corruption.[69][35]

  • Dying removes a significant portion of a player's corruption score.[70]
  • Gaining experience will also slowly reduce a player's corruption score.[71][22][69]
    Any experience that's gained by the player, whether it be through achievements in crafting, or in adventuring, or through other types of achievements: All of that experience goes towards your adventuring class experience gained; and then some experience can dual purpose towards professions as well. So if I reach an achievement in my crafting profession and that grants me additional experience within that profession to rank up, it will also grant the same amount of experience over in my adventuring level; and to that point, anytime you gain adventuring experience you tick away at the corruption.[71]Steven Sharif
  • A quest may be utilized to reduce the player kill (PK) count of a corrupt player in order for them to accumulate less corruption score in the future.[72][70]
    • This is a design shift from a religious quest being used to directly reduce the corruption score.[73]
info-orange.pngNiektóre z poniższych informacji nie zostały ostatnio potwierdzone przez programistów i mogą nie znajdować się na aktualnym planie rozwoju.

Player death

When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[76][77][78][24][79]

It might even be the case that their particular bag space doesn't have available location for a three-by-one log; and you're a lumberjack and they see you just chopping down these trees and you're like, there's no point in me engaging with this person, because I have nothing to gain due to my capacity.[82]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.[83]
    • If the mule dies its corpse will contain the same percentage of lootable items according to the player's death penalties.[83][84]
  • Death by falling is possible.[87]
    • 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.[87]
  • Death by drowning is possible.[88][89]
    • Players that drown will respawn on shore.[88]

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.[90][91] The accuracy of bounty hunter maps is determined by a player's progression in the bounty hunter system.[92]

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.[93]

Bounty hunter Pathfinding ability

Skill Icon Base skill
Pathfinding Reveals corrupted player locations on the bounty hunter's map.[90][94] Activating this ability will flag the bounty hunter for combat only to corrupted players for a period of one hour from the time of activation.[90] The pathfinding ability can be toggled on or off.[90][95]

A great calamity

Concept art showing the citizens of Verra escaping a besieged city through a divine gateway.[96]

In Ashes of Creation there is a primary antagonist that exists within the overarching storyline and these antagonists are The Ancients. When the Apocalypse occurred and the Harbingers arrived in on Verra and those conduits opened from the center of those Harbingers, the Ancients flowed out of these Harbingers and started really conquering the Verran planet. But more importantly their desire was to essentially manipulate and pervert the creation of the gods as an affront to their endeavors; and in doing so they created monstrosities essentially any portion of nature just was completely manipulated by their corruption, which is the negative aspect of Essence.[4]Steven Sharif

Long ago, the world of Verra was besieged by a great calamity (also called the Fall, the Apocalypse, and the Exodus), brought about by the primary antagonists of the world: The Ancients and The Others.[4][97]

  • The apocalypse began with comet-like celestial bodies called Harbingers arriving on Verra. The Ancients flowed out of the conduits that opened at the center of the Harbingers and started conquering the planet.[4]
  • Their desire was to pervert the creation of the gods (the Seven) as an affront to their endeavors; and in doing so they created monstrosities by manipulating nature with corruption, which is the negative aspect of The Essence.[4][5]

Granted by divine intervention from the Goddess of Creation[98], much of the population fled Verra through towering gateways, seeking refuge in a world void of magic.[96] The world of Sanctus.[99]

Soon after the exodus, the gateways dimmed and became dormant. Centuries turned to millennia, burying them beneath myriad calamities. Over eons, history became legend, then even the great legends were at last forgotten.[96]

The Tulnar is a combination of four major races and many minor races that were left behind on Verra after the apocalypse.[102][103][104]

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The Ancients

A Lieutenant of The Ancients 3D render.[105]

This is one of the lieutenants that exists of the Ancients; and you can see they have an almost alien look to them and that is because they have deviated over such a long period of time from their original creation, which looked something very very different: more akin to the Elven and Human races that we have now. But over time through their manipulation of the Essence and the corruption that has ensued within their race, they have taken the form that you can see.[106]Steven Sharif

Suffering Wanderer 3D render.[107][108]

You're going to see really a dark, more insidious creature that's present as the primary antagonist within the storyline of Ashes of Creation. You know they don't have the typical physical attributes you come to expect from a bipedal species like eyes and a mouth, but more something alien- that exists something that is just not natural in its appearance.[109]Steven Sharif

The Ancients (the original creations of the Ten gods) and The Others (the banished gods) are the primary antagonists in the lore who defiled and perverted all of creation.[105][110][97]

  • The Ancients learned from The Others how to use The Essence to achieve immortality. This was a pure form of immortality, more akin to the godhood that exists among the Pantheon. This immortality prohibited them from encompassing undeath in the manner of King Atrax.[111]

If the Verran races were combined they’d be the ancients.[114]Steven Sharif

  • The Ancients arrived at Verra through the Harbingers, which are comet-like celestial bodies powered by a very strong source of magic that essentially acts as a bridge between The Void and the Material plane where Verra exists.[105][110]

You're going to see lieutenants, captains, generals, and raid bosses and they're all going to take different forms because their whole perversion of Essence through the corruption is to take creation on the material realm, that the Pantheon of good Gods did, and twist and bend it to the corruption that exists within the Essence, because they view that as a more powerful form, a more raw and arcane form of what magic is meant to be used for. There's no point in these false constructs of morality when utilizing and harnessing the power that comes from the Essence. That is a social construct that was created by inferior gods, according to the Others; and it limits the ability of their creation to really capitalize on what the Essence is to be used for in its pure, innate nature.[116]Steven Sharif

  • The Ancients' race exists in a caste-oriented system because the Essence has a profound effect biologically, physically, and visually on the appearance of the creatures that are manipulating it and are corrupted by it.[117][116]
    • Grunts are the peons or soldiers on the front lines who are specifically geared toward combat, or magic utilization, or specific environments or climates.[117][116]
    • Lieutenants have wing structures and more asymmetrical appearances.[117][116]
    • Captains and generals are also ranks in the caste system.[116]
    • Large raid bosses and/or world bosses are monolithic in their appearance and unlike what standard creatures look like. These are huge, imposing creatures.[117][116]

The gods... wanted to represent their qualities, their characteristics, their attributes within creation with the creation of something, so they started with a race that are now known as The Ancients; and they imbued them with all of their qualities. Essentially now that that turned out to be a mistake because with those types of qualities all in one species there was a a pride that happened- a desire to become more; and that led a little bit of conflict between the Ancients; and actually there was a partition created between some of the gods within the pantheon that embraced the idea of introducing the Ancients as part of essentially their plane of existence and teaching them the ways of the Essence, in all of its facets: not just what can be used for good, but also what could be used for evil as well. And three of the gods split off and went against the quorum that was established about not interfering with the Ancients after they started this down this road of learning more of the essence and how to manipulate it; and these three gods are known as The Others. So the others really embraced teaching the Ancients knowledge of the essence that they had learned through their eternal existence; and this caused a celestial battle to occur; and the pantheon of the Seven were able to defeat the others; and they banished the Ancients and the Others from the material plane and from the plane of the gods to the void which is the furthest from being connected to the essence.[110]Steven Sharif

Corrupted areas/zones

Alpha-2 corrupted area in the Riverlands biome.[118]

We just saw a corrupt zone and that zone becomes corrupt after a period of time in which players are not addressing some issues that arise through certain events or through certain story arcs; and that corruption can spread and corruption changes the spawners for resources and for monsters; and that has a fundamental effect on the resource economy of the game.[119]Steven Sharif

Corrupted areas (zones/points of interest) can dynamically evolve with the progression of nodes and story arcs.[119][6][120][121][122][123][8]

  • These are sources of NPC events that players need to address before they grow out of hand.[119][124][123]
    • Players need to participate in these events to stop the spread of corruption and hold back the intrusion on the material plane.[119][109]
    • If players fail to address these corrupted areas, the frequency of NPC events against their node will increase. These can lead to node buildings and services being disabled, increasing the node's vulnerability to node sieges.[125]
It can be a very detrimental thing if corruption is not addressed; and that's the intent of corruption, is to present a challenge to the players that if not addressed it becomes exacerbated and a problem over time.[125]Steven Sharif
To degree your mortal coil, as we call it, or what some might consider a soul from your character's perspective within this story- can be influenced and can be changed into a shape that's more in tune with corruption; and that's through doing PvP things you can accomplish that.[9]Steven Sharif
When it enters the corruption state outside of weather, in that corrupt state, you will probably see a little bit less of the influence of the season because really it's adopting that corruption, which in-and-of-itself is a season.[126]Steven Sharif

Ashes of Creation Apocalypse lore

Divine gateway in the Ashes of Creation Apocalypse battle royale (BR mode) staging area.[100]

This lobby area where you see players load into- this is unfinished- but this will be one of the capital cities that you are about to enter through the great divine gateways... You're trying to flee; and in this particular game mode you are a part of some unlucky few who didn't quite make it out. And unfortunately after entering the great divine gateway fell back to the planet.[100]Steven Sharif

Ashes of Creation Apocalypse lore takes place during the exodus from Verra.[100][101][130]

Initially you're playing the Battle Royale you're a part of the last group of survivors to try to leave Verra. And as you're leaving you get cut off. The slipstream ends and you start falling back to the planet. Now the activities that occur and the fighting amongst yourselves is a result of the influence of corruption: Corrupting your soul basically; and as we move into the Castle Siege mode that's where you see the survivors now trying to seek refuge in some of the last defendable bastions of of society. So you're fighting over those for your families and your friends to get into that keep to try to ride out the storm so to say; and that's what the Castle Siege is predicated on. Then moving into the Hordes is this is now the final showdown. How long can you last? And that's the narrative behind Apocalypse as a whole.[131]Steven Sharif

Ashes of Creation Apocalypse lore is split into chapters.[131]

  • Chapter 1 is called The Exodus. It takes part in the initial stages of the fall and sets the scene for upcoming chapters.[131]

What happened before you came back? What did your ancestors have to go through? What did these civilizations have to endure? ... You get to experience the world of Ashes of Creation. You get to take a peek under the hood of the art assets and the style that that art will be when you play the game; and at the same time while you're doing all of that and we're hitting the servers with as many people as possible, we are continuing production and implementing new art; and we are updating those those chapters of this story; and that's what each season so speak is called for us is a chapter. In fact the first chapter of Apocalypse will be titled the Exodus. So chapter one is the Exodus and players will have an opportunity to earn unique rewards in each chapter. So that chapter's period of time is roughly ten weeks- between eight and twelve. We'll see how those go, but right now it's set for ten weeks; and every ten weeks you're going to see an introduction of new content.[131]Steven Sharif

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Wizualizacje

See also

References

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