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الفرق بين المراجعتين لصفحة «PvE»
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=== Party roles === | === Party roles === |
مراجعة ١٧:٥١، ١١ يونيو ٢٠١٩
The Node system facilitates the generation of new PvE content such as هلئسا, تانازنزلا, تاراغلا and تالمعلا شحولا.[5]
There is going to be a lot of PvE content for all portions of the playerbase... Part of that risk versus reward: Your risk is your time you're putting in to having a chance at getting the reward and successfully completing; and that should feel good based on how much time you devote. Now I know that there's a spectrum of casual and hard-core players in the time there, what we can do, but that's why we have many different content paths that play towards how you affect the world around you.[6] – Steven Sharif
PvE content adapts to the development of the world to avoid repetition.[4]
هلئسا
هلئسا in Ashes of Creation are divided into three main categories: Events, Commissions, and Story arc quests.[10][11][12][13]
- All three categories of quests will be available from a variety of local, hidden and discovered sources, such as commissions boards and NPC quest givers.[10][14]
- The various questing systems are intended to direct player activity toward content that affects the development of the world.[15]
- Nodes act as a hub; and one of the ways they direct player traffic is obviously through the commissions, the buy orders, things that essentially are supplying that demand of activity or action from the player; and then what the players choose to do is essentially the agency that's provided in helping to dictate how the world state will change.[15] – Steven Sharif
- Every type of quest can be shared with other players in the same party. This may be tuned based on Alpha-2 testing.[16][17]
- Story arc quests and events can be shared within a raid group.[18]
- Other types of quests, or commissions, if allowed within a raid group, may be selectively distributed with members of that raid.[18] For example: kill objectives may be shared, but drop objectives may go to the first member looting the drop.[19]
- If we do allow progression within narrative systems like a quest or commission, I think that's going to be distributed based on the number of raid or party participants. So, killing a particular monster is not going to get everybody a check mark on their progress towards killing 20. It's going to be one person's going to get that progression; and then it'll continue to the next person and so on and so forth. If we're talking about some questlines, like story arcs or events that have phases, or that have overall participation by many members then that progress can be shared at a party raid level. So there's different settings depending on what objective there is within a quest. Some of them will share, some of them will be distributed.[18] – Steven Sharif
- Certain quests, such as story arc quests, may not be able to be turned in after a node has advanced or has been destroyed.[20]
- Dialog choices within the quest UI are intended to affect gameplay, such as unlocking side quests and storylines.[21]
- Q: Will dialogue choices have any impact on the quests in regards to how NPCs respond to you or the overall outcome of that quest, or is it more just a role-playing perspective without any major impact?
- A: No. The dialogue choices are intended to provide an impact, both with the response of the NPC, it might also serve as predicates for other systems. If there are certain paths chosen within the dialogue tree it might unlock different side arcs and story lines that other players may not experience. The dialogue trees are not meaningless. They're meant to provide gameplay related context.[21] – Steven Sharif
تانازنزلا
تانازنزلا in Ashes of Creation will range in size and will be mostly open-world.[28][29]
- Open world dungeons will be populated to facilitate multiple groups within the dungeon.[25]
- Instanced dungeons will also be present and will cater for solo and group questlines.[25]
Different tiers and types of dungeon content will be more or less relevant to specific groups or class compositions.[32]
- 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.[28] – Jeffrey Bard
Dungeon difficulty will increase the further a player ventures into the dungeon.[33]
- Mobs and mob mechanics will become more difficult.[33]
- Terrain and environmental dangers will increase.[33]
- Deeper darker types of interactions will be found deeper in the dungeon.[33] – Steven Sharif
There were 13 dungeons in Alpha-1.[34] Originally this was estimated to be 6 or 7.[35]
تاراغلا
تاراغلا will either be based on triggered events or more traditional systems. Traditional world bosses will change based on node development.[38]
- We want things to be more fluid and one of the ways that we make them more fluid is through our triggered event system. That is one of the methods by which we make these more spontaneous. We make them more accessible to a wider audience. You can be just in the city and not normally be a part of a raid team, but now get to participate in this organic event that's popped up around the city and if you are not participating then buildings are gonna get destroyed and NPCs are going to die... It's not just how fast can we do it, how will we get it done in its schedule, but oh my god this thing popped up if we don't kill it we're not going to access to our stables this week and we can't get our animal husbandry certificates... It's that risk versus reward that gives you a sense of adrenaline.[39] – Steven Sharif
تالمعلا شحولا
تالمعلا شحولا enable players to play as monsters within the monster coin event system. This ranges from playing as a horde of zombies, to becoming a massive dragon.[44][45][46]
- During a Monster Coin Event, players will be able to activate Monster Coins, allowing them to become monsters and wreak havoc! These Events can be triggered in a variety of different ways, and in some cases they may even provide cosmetic rewards.[40]
Monster coin events are system spawned events.[45][47]
- They are structured in a way to prevent groups from gaming the system.[47]
- Monster coin events are triggered by activity in the world, such as node advancement, defeating a boss or constructing certain types of buildings within a node.[48]
- Server messages appear for players in the vicinity of these dynamic events.[49]
- The player will have a number of potential objectives they can choose to attack during the event. This may include node buildings, points-of-interest, dungeon, NPC, or other open-world objective.[41]
- When you're playing as a as a monster from the monster coin use as part of an NPC event that might be targeting a node, or other some other open-world objective or POI, or dungeon, you get to participate as a monster and your focus is completing objectives that have already been prescribed as part of the event.[41] – Steven Sharif
- Drop tables are disabled for player controlled monsters.[50]
- Monster coins only allow a character to participate in events on their own server.[51]
- NPC hate lists do not affect monster coin events.[41]
The Ancients are not going to be part of the monster coin system.[52]
- Traditionally, the Ancients are not going to be part of the Monster Coin system. These are the primary antagonists of the story. From a lore perspective, and one of the reasons why they're not a part of the Monster Coin system, is because their souls have really developed almost to the point of perfection in manipulating the Essence for more corrupt uses. They haven't quite gotten there, and who knows if they ever will, but that attunes them out of the possibility: The reason why the monster coin system is possible with other creatures.[53] – Steven Sharif
ملاعلا ءاسؤر
- ملاعلا ءاسؤر will spawn at variable locations at variable times.[55][56][57]
- The general philosophy is that respawns will be variable. We don't want to have set specific times in which respawns will occur, so that they can be camped and farmed. But there'll be variable location respawns as well as variable time respawns. And then that provides opportunities for different parties to engage at different times and locations.[56] – Steven Sharif
- World and regional bosses will scale based on the types, locations, and progression of nodes.[59][60]
- World bosses will not scale to adapt to player levels.[59]
- Some world bosses will have stages of progression, such as defeating acolytes, then lieutenants, then generals, then the world boss itself.[61]
- At each stage there is increasing difficulty. This may be parsed out into different time periods and be behind a wall of development.[61]
- A single digit percentage of the population will be capable of defeating certain content.[61]
- There will be ancillary effects that happen as a result of downing certain world bosses.[62]
- This can positively impact the land management in that area.[63]
- 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.[64][65][66][67][68]
Adaptive content
نقطة إهتمام جديدة (مثل الدهاليز و زعماء العالم) تظهر بعقد(بشكل) متطور.[69] هذا المحتوي يتكيف مع تطور المناطق الموجودة به.[70]
- سوف تتغير الكثافة.[70]
- صعوبة المحتوي سوف تتغير.[70]
- قد يتغير المحتوي بلكامل , إعتمادا علي ما يتطور وكيف يتطور .[70]
- أنواع جديدة من الوحوش وإختلاف القصة (المهمات).[70]
- فقط بعض الدهاليز سوف تصبح متاحة في حالة أن العقد تطور لمراحل معينة .[13]
- القصة(المهات) داخل الدهليز سوف تعتمد علي قوس المهمة التي تتكون من الطرق المختارة عن طريق نظام العقد.[13]
- الجوائز في المناطق و الدهاليز سوف تكون مقيدة بتقدم المنقطة الموجودة بها.[13]
الدهاليز المحيطة و النقط الاخري حول الخريطة سوف تتأثر بتطور العقد. فقط بعض الدهاليز سوف تصبح متاحة إذا طورنا العقد إلي مستوي معين. القصة(المهات) داخل الدهليز سوف تعتمد علي قوس المهمة التي تتكون من الطرق المختارة عن طريق نظام العقد الجوائزفي المناطق و الدهاليز سوف تكون مقيدة بتقدم المنقطة الموجودة بها . علي سبيل المثال لنفترض أن البشر طورو عقد في المنقطة ج, و أصبحت مجموعة من المهمات متاحة مما يقود اللاعبين إلي أكتشاف دهاليز المناطق المجاورة .ولنفترض أن هذا العقد تم تطويره في منقطة صناعية… قبل تطور العقد , كان هذا الدهليز متاح… ولكن الأن نفس الدهليز أصبح يمتلك وحوش جديدة و تغيرت جوائزه لتصبح جوائز تستعمل للصناعة بسبب تطور العقد . وربما , قد يظهر زعيم جديد في غرف مختلفة من الدهليز التي سوف تحتوي علي مغامرة مختلفة و مهمات مختلفة , مثل شئ غامض مع مهمة للحصول عليه والمهمة يمكن فقط قبولها إذا تطور العقد إلي نقطة معينة في منطقة معينة , حول العالم . نظامنا واسع جدا, بما يتعلق ب الترابط و كيف يتأثر العالم بللاعبين.[13]
Raid strategies
تاراغلا will have elements that can be pre-planned.[4]
Raids will also have dynamic elements that can change from session to session.[4]
- The types and numbers of bosses and mobs present in the raid and their skill repertoire.[4]
- Variables are manifested based on node progression.[4]
- The number of metropolis nodes developed.[4]
- The types of metropolis nodes developed.[4]
- 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.[4]{{ndash|Steven Sharif}
Player driven narrative
The world of Verra will be the same on each server, but دقعلا will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[72]
- The overarching narrative of Ashes of Creation is that players are the returning children of Verra but they will not be characterized individually as "saviors".[73]
We want as many people as possible to experience the main server Narrative. These will branch at different scales, but largely at the personal level. Where things change is at the Node level – different parts of the story will be unlocked based on where and when Nodes grow. Unlocking a part of the story in a certain way locks out progression of the story in a different way. You’ll see different antagonists, different NPCs, and different calls to action depending on what’s happening with the server at that time.[74]
It redefines what the players will experience in an MMORPG to come into a wilderness that is devoid of really any structure outside of what the community creates themselves; and then what can be created can be changed, if they want to experience a storyline that's been seen on another server, but you're fighting a dragon because you're near a mountain and the other server's fighting a Kraken because they're near the coast and you want to fight that Kraken because of its drop table. If you want to meta it or because you just want that under your belt: to be the server first to take out that Kraken and you have yet to develop the node there, it's incumbent upon you to manifest that in the game.[75] – Steven Sharif
Artificial intelligence
Ashes of Creation utilizes an adaptive artificial intelligence (AI), meaning different encounters with similar mobs and bosses will yield different player experiences.[77][2]
- Some NPC AI behaviors may be randomly selected at the time of initial engagement causing them to make decisions dynamically during an encounter.[77][78][79][80]
- Higher frequency of AoE attacks depending on how many players are participating.[78]
- Unlock rage, recovery effects and buffs.[81][78]
- Supporting other monster types or classes nearby.[81]
- Additional adds and add classes.[78]
- Some NPCs may attempt to seek cover behind obstacles during encounters.[82]
- NPCs performing "idle actions" to make the world seem more alive has been discussed by the developers but is not confirmed.[83]
- Part of the NPC encounter design is not always going to be the same behavior tree. There will be purposefully behaviors that exist for the boss that are rolled at the time of the initial engagement; and so that is in an effort to keep things emergent, to keep things different, to try to not keep a static monotonous engagement idea.[77] – Steven Sharif
There are AI systems that don't relate to controlling NPCs.[84]
- There are some additional AI parameters that are set that don't relate necessarily to controlling NPCs. There are AIs with regards to the development of the borders for nodes in the direction and also the decisions that are made of which lower nodes to enslave as vassal states. There's AI that relates to a little bit of the stock market that's going to be present in the economy. There's some AI systems that are going to be announced also that are pretty innovative I think with regards to the MMORPG genre and that's going to make the triggered event system very interesting I think; and that's with regards to how nodes develop and the environment reacts to that development by spawning these triggered events of a horde of zombies attacking a city or a legendary raid boss coming out of the mountain. I think there's a lot of opportunity for some of the innovations that's been in the AI sector of game development too to come out in Ashes.[84] – Steven Sharif
ةعومجملا تايمانيد
ةعومجملا تايمانيد aim to bring players together.[86]
- One of the main philosophical pillars behind our design was that PvE must be impactful and inclusive. We want solo players, small groups and large groups to all have a home within our system.[2]
- Ashes of Creation is in development. These systems could change through playtesting and player feedback.[86]
Group sizes
Ashes of Creation is designed for solo players as well as large and small groups.[88][89][90]
- 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.[86]
- تاراغلا will have 40 man groups.[91]
- Content will be tailored for 40, 16 and 8 person group sizes.[92]
- تاحاسلا will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[93]
- راصحلا هعلق are expected to have at minimum 250x250 players to be on a single battlefield, with the possibility of increasing this to 500x500 over time.[95][96][97][98]
- The minimum goal is 500 players on a single battlefield. I think we will be able to hit 500vs500 but we shall see.[98] – Steven Sharif
Ashes of Creation Apocalypse group sizes
Group sizes in Ashes of Creation Apocalypse.[99]
- Ashes of Creation Apocalypse battle royale will have party sizes of up to 5.[99]
- Guild mode will have parties of raids of up to 20.[99]
- Ashes of Creation Apocalypse castle sieges will have parties of 5 within a raid, with 5 raids for each of the two teams.[99]
- Ashes of Creation Apocalypse horde mode will have a party size of 5 with a total of ten groups, making for 50 players.[99]
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.[99] – Steven Sharif
Looting rules
Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[102][103][86]
- Group loot rules are defined on a per-rarity basis.[100]
- A majority of party members must vote to approve any changes to group loot allocation changes.[101]
- The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[104]
- There won't be auto-looting pets.[105]
- It will be possible to kick a player from a party prior to them acquiring loot.[106]
- Yes, technically it would be possible for you to kick a player prior to acquiring loot. However, again because we are a game that relies on social interactions, there are reputations to be had; and if you acquire a reputation as a raid leader, or as a party leader, of doing something dirty like that, then it's unlikely you'll be able to Garner the support of future party members and/or raids to lead efforts against these raid bosses.[106] – Steven Sharif
- Free-for-all.[86]
- Whoever is first to loot gets the loot.[102]
- A master looter (or lootmaster) is a player designated by the party leader to decide how loot is distributed in a dungeon or raid party.[86]
- With round-robin looting, party members take turns looting.[86]
- This is a traditional need before greed system based on dice rolls.[86]
- Since there is very little gear binding in Ashes of Creation, it's left to the party to deal with players who excessively roll Need on loot.[107]
- Bidding system.[86]
- Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[86]
Party roles
Ashes of Creation has the traditional trinity of Tank, DPS (damage dealers) and Support (healer or non-healer) roles.[108][86][109]
- We have our eight base archetypes; and the trinity is a pretty strong influence with regards to the eight base classes. However the area in which we actually begin to play with that line between the trinity is in the secondary classes that you can pick. That's where we begin to blend those spaces and allow people a little bit of influence over their role and whether or not they fit perfectly within a particular category within the trinity.[110] – Steven Sharif
- Although traditional roles are present, players should not feel branded by their primary archetype.[86][109]
- Skill augments available through the class system allow characters to be personalized outside of their primary role.[86][109][110]
- Players can also double down on their archetype choice to strengthen their primary role.[86][109]
PvX
Ashes of Creation is a PvX game. Players will naturally encounter both pvP and PvE elements.[113][112][114][115] It is unlikely that a player could purely focus on just pvP or just PvE.[112][111][114][115]
- Ashes is a PvX game; and so in that regard, your ability to wholesale disconnect from the PvP elements of the game are likely not going to be entirely successful. Now, does that mean that you can reduce your exposure to PvP? A hundred percent; and there are multiple play paths and progression points that players can elect instead to be more PvE focused, but by the sheer nature of risk-versus-reward, and risk including not being able to predict how other players might impact your gameplay, that is an element of the innate risk that exists in the multiplayer environment of a PvX setting. So, not everybody is going to like that and we accept that; and we're not trying to build a game that everybody is going to like, because everybody it's doing that is not going to be successful, because there're just people with different interests; and you know we accept that and we're very on the nose about what we're trying to achieve. The idea is not to create a gank fest, is not to create a grief fest. That is not what PvX is; and so because of that we have certain mechanisms and systems that govern the way players engage in PvP and the majority of those are opt-in, but there is always that element of risk that's governed by the flagging system. And so, if you're interested in that I would take a look at the Wiki and look up what flagging is, and look up what corruption is. My experience tells me- and my expectations of the system are that they will signal significantly reduce a player's exposure to non-consensual PvP, but that risk is always going to be present to some degree.[113] – Steven Sharif
- A defining principle of Ashes of Creation as a PvX game is that PvE builds the world, and pvP changes the world.[116]
- Around 80% of the content is open-world, where healthy competition is an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX game design.[64][65][66][67][68]
- There won't be separate PvE and PvP servers but some servers may be more PvP focused than others.[113][114][117]
- We're very clear with our objective and philosophy on the game and we understand that they may not appeal to everybody. But it is an important reciprocal relationship between the content that's related to PvE and the content that's related to PvP and they feed off of each other. They're catalysts for change: Their progression, their development. It's things that people can value when they see something earned and they see something lost. That elicits an emotional response from the player: That they've invested time in to either succeed or fail; and PvP allows for that element to be introduced into gameplay. And we're very clear that is our objective: That risk versus reward relationship, that achievement-based mentality. Not everybody's going to be a winner and that's okay.[68] – Steven Sharif
- There will not be different PvP and PvE gear types.[119]
Artwork
See also
عجارملا
- ↑ فيديو, 2021-05-28 (5:40).
- ↑ 2.0 2.1 2.2 2.3 About Ashes of Creation.
- ↑ فيديو, 2021-04-30 (4:51).
- ↑ 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2018-07-09 (22:24).
- ↑ Ashes of Creation FAQ.
- ↑ البث المباشر, 2018-04-8 (PM) (1:14:01).
- ↑ فيديو, 2020-05-31 (6:25).
- ↑ فيديو, 2023-01-27 (9:43).
- ↑ البث المباشر, 2023-02-24 (42:20).
- ↑ 10.0 10.1 فيديو, 2024-02-29 (2:19).
- ↑ فيديو, 2020-05-31 (5:25).
- ↑ البث المباشر, 2017-05-15 (20:58).
- ↑ 13.0 13.1 13.2 13.3 13.4 MMOGames interview, January 2017
- ↑ البث المباشر, 2021-09-24 (1:22:01).
- ↑ 15.0 15.1 فيديو, 2024-02-29 (13:11).
- ↑ البث المباشر, 2024-02-29 (54:42).
- ↑ البث المباشر, 2024-02-29 (51:51).
- ↑ 18.0 18.1 18.2 البث المباشر, 2024-03-29 (2:34:43).
- ↑ البث المباشر, 2024-03-29 (2:37:02).
- ↑ البث المباشر, 2024-02-29 (53:58).
- ↑ 21.0 21.1 البث المباشر, 2023-04-07 (1:10:08).
- ↑ Blog: Creative Director's Letter, October 16 2020
- ↑ Twitter - The way is shut! Trapped in this dwarven crypt.
- ↑ 25.0 25.1 25.2 البث المباشر, 2018-09-27 (43:21).
- ↑ البث المباشر, 2018-01-18 (16:34).
- ↑ البث المباشر, 2018-02-09 (4:42).
- ↑ 28.0 28.1 البث المباشر, 2017-06-01 (39:21).
- ↑ البث المباشر, 2017-05-22 (20:59).
- ↑ 30.0 30.1
- ↑ 31.0 31.1 البث المباشر, 2020-03-28 (1:48:36).
- ↑ البث المباشر, 2023-04-28 (1:15:22).
- ↑ 33.0 33.1 33.2 33.3 البث المباشر, 2020-04-30 (1:32:06).
- ↑ Alpha-1 map.
- ↑ البث المباشر, 2021-03-26 (39:08).
- ↑ فيديو, 2020-05-31 (1:40:18).
- ↑ فيديو, 2020-05-31 (1:17:42).
- ↑
- ↑ ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2018-04-23 (27:14).
- ↑ 40.0 40.1 Types of Events on Verra.
- ↑ 41.0 41.1 41.2 41.3 البث المباشر, 2022-07-29 (1:20:24).
- ↑ فيديو, 2017-05-25 (0:02).
- ↑ IGN: Ashes of Creation first look: An MMO that lets you be the boss.
- ↑ البث المباشر, 2023-06-30 (1:50:52).
- ↑ 45.0 45.1 البث المباشر, 2022-04-29 (39:00).
- ↑
- ↑ 47.0 47.1
- ↑ البث المباشر, 2017-05-26 (22:19).
- ↑ البث المباشر, 2017-05-03 (36:25).
- ↑ البث المباشر, 2017-05-03 (35:25).
- ↑ البث المباشر, 2021-06-25 (1:36:05).
- ↑ ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2020-11-15 (47:12).
- ↑ ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2020-11-15 (51:22).
- ↑ فيديو, 2020-05-31 (17:20).
- ↑ 55.0 55.1 55.2 مقابلة, 2023-09-10 (28:15).
- ↑ 56.0 56.1 البث المباشر, 2023-05-31 (41:16).
- ↑ 57.0 57.1 البث المباشر, 2023-03-31 (1:20:41).
- ↑ البث المباشر, 2021-03-26 (54:26).
- ↑ 59.0 59.1 البث المباشر, 2023-05-31 (43:55).
- ↑ البث المباشر, 2020-07-25 (46:08).
- ↑ 61.0 61.1 61.2 ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2018-08-04 (1:42:14).
- ↑ البث المباشر, 2021-11-19 (55:31).
- ↑ البث المباشر, 2023-05-31 (42:06).
- ↑ 64.0 64.1 البث المباشر, 2023-05-31 (45:47).
- ↑ 65.0 65.1 البث المباشر, 2023-04-07 (55:22).
- ↑ 66.0 66.1 البث المباشر, 2023-03-31 (1:00:16).
- ↑ 67.0 67.1 البث المباشر, 2022-10-28 (32:52).
- ↑ 68.0 68.1 68.2 البث المباشر, 2017-06-01 (37:39).
- ↑ البث المباشر, 2017-11-17 (36:22).
- ↑ 70.0 70.1 70.2 70.3 70.4 البث المباشر, 2017-11-17 (18:29).
- ↑ فيديو, 2023-03-31 (28:11).
- ↑ البث المباشر, 2017-05-19 (37:03).
- ↑ البث المباشر, 2019-12-17 (1:10:30).
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- ↑ البث المباشر, 2017-05-22 (28:02).
- ↑ 76.0 76.1 البث المباشر, 2021-06-25 (21:24).
- ↑ 77.0 77.1 77.2 مقابلة, 2023-09-10 (34:51).
- ↑ 78.0 78.1 78.2 78.3 مقابلة, 2021-06-13 (22:20).
- ↑ البث المباشر, 2017-07-28 (43:57).
- ↑ البث المباشر, 2017-05-05 (11:55).
- ↑ 81.0 81.1 البث المباشر, 2022-07-29 (1:23:56).
- ↑ البث المباشر, 2022-02-25 (1:03:32).
- ↑ البث المباشر, 2018-04-8 (PM) (3:56).
- ↑ 84.0 84.1 84.2 84.3 84.4 ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2018-05-11 (24:23).
- ↑ فيديو, 2024-02-29 (19:35).
- ↑ 86.00 86.01 86.02 86.03 86.04 86.05 86.06 86.07 86.08 86.09 86.10 86.11 86.12 86.13 86.14 86.15 86.16 86.17 86.18 86.19 Group dynamics blog.
- ↑ فيديو, 2024-02-29 (33:57).
- ↑ 88.0 88.1 البث المباشر, 2022-09-30 (2:40).
- ↑ البث المباشر, 2020-11-30 (1:20:25).
- ↑
- ↑ البث المباشر, 2017-05-09 (34:38).
- ↑ February 8, 2019 - Questions and Answers.
- ↑
- ↑ البث المباشر, 2017-05-26 (48:12).
- ↑ البث المباشر, 2021-09-24 (52:48).
- ↑ مقابلة, 2021-07-08 (57:19).
- ↑ مقابلة, 2020-07-19 (44:28).
- ↑ 98.0 98.1
- ↑ 99.0 99.1 99.2 99.3 99.4 99.5 مقابلة, 2018-08-17 (18:53).
- ↑ 100.0 100.1 100.2 100.3 100.4 100.5 فيديو, 2023-01-27 (16:44).
- ↑ 101.0 101.1 فيديو, 2023-01-27 (32:01).
- ↑ 102.0 102.1 البث المباشر, 2020-11-30 (1:01:40).
- ↑ البث المباشر, 2020-07-25 (1:24:56).
- ↑ البث المباشر, 2023-01-27 (1:08:06).
- ↑ البث المباشر, 2022-04-29 (1:04:52).
- ↑ 106.0 106.1 البث المباشر, 2023-05-31 (1:07:45).
- ↑ البث المباشر, 2020-11-30 (1:12:03).
- ↑ ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2021-04-11 (13:30).
- ↑ 109.0 109.1 109.2 109.3 البث المباشر, 2017-05-22 (46:04).
- ↑ 110.0 110.1 مقابلة, 2018-10-20 (2:40:16).
- ↑ 111.0 111.1 فيديو, 2018-04-16 (1:32).
- ↑ 112.0 112.1 112.2 ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2021-04-11 (38:31).
- ↑ 113.0 113.1 113.2 البث المباشر, 2024-03-29 (2:27:46).
- ↑ 114.0 114.1 114.2 البث المباشر, 2017-05-12 (24:52).
- ↑ 115.0 115.1 البث المباشر, 2017-05-05 (33:25).
- ↑ البث المباشر, 2023-08-31 (20:54).
- ↑ MMORPG Interview, 2016-12-12.
- ↑
- ↑ البث المباشر, 2017-05-15 (14:05).