Ashes of Creation Apocalypse castle sieges: verschil tussen versies

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{{Alpha-1 castle sieges}}
 
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== Alpha-1 siege equipment ==
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== Ashes of Creation Apocalypse siege equipment ==
  
{{Alpha-1 siege equipment}}
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== Alpha-1 class kits ==
 
== Alpha-1 class kits ==

Versie van 1 nov 2018 01:58

Trebuchets in the Alpha-1 preview castle siege attackers headquarter camp.[2]

Alpha-1 castle sieges are based on Ashes of Creation Apocalypse castle sieges.[4][5]

  • Players will be able to join guilds. These guilds can register for the siege events.[2]
  • Castle siege events will be 100v100 battles that occur daily and will last for three hours.[2]
  • Attackers will start on the opposite end of the map (from the defenders).[2]
  • Attackers will be able to use trebuchets to drive to and assault the castle.[2]
    • Trebuchets have a single primary fire that does a small amount of damage to players and heavy damage to buildings.[2]
    • Trebuchets will be fully physical when they are being driven.[2]
  • When the attackers have breached the castle they will be able to channel a cast on the relic in the throne room to try to capture the castle from the defenders.[2]
  • The victors of castle sieges will receive benefits, such as cloaks, flying mounts for guild leaders and potentially also for guild officers.[2]
  • Alpha-1 castle sieges are in a separate zone that is accessible via a NPC teleporter.[6][7][8]
    Currently the siege zone is actually in the open world, but separated by mountains and off in the sea a bit. There is actually no instancing in A1, although the siege zone will only be accessible in A1 through a registration NPC teleporter.[6]Steven Sharif
  • The opposing team is notified when these raid bosses are being attacked.[4]
  • Teams who get the last hit on these bosses will receive buffs that will help them in the siege battle.[4]

Last year, I spoke of attempting to incorporate sieges into the Alpha One experience. This has obviously been a goal of mine because it provides considerable data and a consistent event within the world that players can participate in to help stress test the deployment. Well, I am happy to say that it is appearing more and more likely by the day! Initial implementation of the Apocalypse siege code has been migrated into the Alpha One client, and we should begin internal testing next month. I will caveat this expectation with the fact that we are cutting it a bit close from an internal QA standpoint, but I have some confidence that the system will be online and capable of inclusion for the Alpha One test in the month of June. The siege component will obviously not be representative of what the siege system will be at launch, or even in Alpha Two.[5]Steven Sharif

Ashes of Creation Apocalypse siege equipment

Ashes of Creation Apocalypse siege equipment.[10]

As a thank you, we wanted to share a little sneak peek of one of the siege weapons awaiting the players in our upcoming Castle Sieges Mode![10]

Ashes of Creation Apocalypse siege equipment includes ballistas, trebuchets, battering rams and potentially traps and "powder keg" type weapons.[12]

  • Siege weapons available to the attacking side include Trebuchets and Battering Rams.[13]
  • Siege weapons available to the defending side include Ballistas and Traps.[13]
  • Siege weapons are deployable and piloted by players.[14]

With regards to alpha one phase one however in the castle siege system... what will happen is static siege equipment that's placed in the map for the attackers to utilize that will present at focal points of PvP in the match where defenders will know where to target a specific area on the field in order to attack. [15]Steven Sharif

Alpha-1 class kits

Template:Class kits

Alpha-1 testing modes

Template:Alpha-1 testing modes

Ashes of Creation Apocalypse group sizes

Group sizes in Ashes of Creation Apocalypse.[16]

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.[16]Steven Sharif

Ashes of Creation Apocalypse combat

Ashes of Creation Apocalypse combat targeting

Action combat in Ashes of Creation Apocalypse utilizes a targeting reticle.[18]

  • A hot key can be used to toggle reticle mode on and off.[18]
  • Left mouse click is used for basic weapon attacks.[19]
  • Right mouse click is used as a "focus" button. It can also be used to activate root motion attacks for melee.[19]
  • Combat targeting uses hitbox registration in three separate regions: Upper body, lower body and head.[20]
  • Certain weapons and skills have ADS (Aim Down Sights) functionality.[21][22]

There will be aim down sights. You may have seen it that you can aim down sights on weapons; and there will be scopes on like crossbows and stuff that - arcane scopes - that you can use.[21]Steven Sharif

Some spells do have ADS. There's a long-range meteor blast that can be used from one of the spell books; and that has an arcane zoom in. It lets you zoom into a target.[22]Steven Sharif

Alpha-1 will test hybrid action/tab combat.[23][24]

Headshot mechanics

Headshot mechanics (where there is a specific hitbox for a player's head) are not planned for the Ashes of Creation MMORPG.[25][26][27]

Weapon and armor skills

Weapons and Armor are tied to skills in Ashes of Creation Apocalypse.[32]

  • Swapping between weapons will allow players to access the different skills on their hotbar.[32]
  • Certain armor pieces have utility and defensive skills, such as like Camouflage, Polymorph and Battlefield wall.[32]
  • Weapons are tied to one specific skill in early testing, but this may change.[33]

Weapons will have skills associated with them and they'll will rest on a hot bar and you can swap between the weapons on the hot bar and that'll allow you to access the different skills. Additionally the breastplate, the leggings: Those also have skills associated with them those are more utility and defensive abilities, such as like camouflage, polymorph, battlefield wall; that stuff. Those are on the armor pieces and then they are associated with right now the VC hotkeys for their abilities.[32]Steven Sharif

Right now weapons are tied to one specific skill; and that's just again because we're so early in alpha 1; but well probably be changing that as we continue to iterate and test.[32]Steven Sharif

Alpha-1 weapons

Template:Alpha-1 weapons

Alpha-1 weapon skills

Template:Alpha-1 weapon skills

Ashes of Creation Apocalypse active blocking

Tank active blocking with a Shield in Alpha-2.[34]

The shield version would probably be better but you'd still be able to parry or whatnot with a two-handed weapon, or even maybe a dual wield.[35]Tradd Thompson

Active blocking is a universal skill that applies to all classes.[37][38][39][35][40]

Active blocking might be an ability that- it's universal, of course it's universal- but it might be consuming mana; and you'll be able to adjust that mana consumption based off of your passive spec into your skill trees. In addition, it might also consume stamina, where that's something we're going to be testing as part of Alpha-2.[39]Steven Sharif
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.[43]Steven Sharif
  • Some abilities may be able to overcome, surpass, or cancel active blocking.[37]
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.[37]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.[44][45]

Weapon use ability status

Template:Weapon use ability status

Ashes of Creation Apocalypse healing

Healing in Ashes of Creation Apocalypse will be reticle based (action targeted).[47]

We have a few design theories on action combat and healing to began with phase one. Part of that will be the implementation of a class system into the castle siege and horde mode of phase one. Those will be kits that play out as skills available from an action perspective. You'll be able to target in proximity, basically so positioning is going to matter. Importantly, for healers being close to the individual party members you wish to heal. Additionally, you'll have reticle based healing methods. This would be a template that could be launched in that direction as a pulse of heels or augments. So there's a lot of different systems are playing with that you'll see more of when we get to those when we get to the castle siege system and the Ashes of Creation Apocalypse horde mode.[47]Steven Sharif

Alpha-1 armor

Template:Alpha-1 armor

Ashes of Creation Apocalypse armor skills

Ashes of Creation Apocalypse armor skills

- None -

Alpha-1 modular armor

Kaelar base level Ashes of Creation Apocalypse robe set.

You can start to see like some of the components that we put together that we can mix and match and make new armors from. This is the base chassis for all of that.[51]Jeffrey Bard

Your base look for the character can be pretty boring, but what Steven gave us a challenge with from day one was to make sure even the base look, the t-shirt and pants, looked amazing... This is your zero character, if you will... Then you can go in and customize everything from the shoulder pads to the elbow pads, the belt that goes around them; do you want duel belts, you want to harness the clothes in the front. So every piece you see on here you can actually customize that at the front end. So what we do is we scale that up from zero, ten and twenty... We scale it up and we customize it; and then I want to really stress that each one of those looks as you progress is different. We're not just repurposing the same armor pieces. We're making unique sets that complement each other as you progress.[51]Mat Broome

Ashes of Creation Apocalypse will have three different armor themes: Plate, leather and robe.[52]

You can actually have three different types of themes: You have plate, you'll have leather and you'll have robe. So for every armor set that we're showing at each one of those tiers, you're actually gonna have nine unique looks to pick from.[52]Mat Broome

Alpha-1 user interface

Alpha-2 UI customization.[53]

The UI implementation will be highly customizable, whether it be from resizing, a movement, recoloring, different types of UI flavors that will be presented and offered to players as well. We want to have a very very robust UI system so we know that that's something that's more personally oriented in people's preferences rather than something that can be a one-size-fits-all.[54]Steven Sharif

The Ashes of Creation user interface (UI) and HUD is built with customization in mind, rather than being one-size-fits-all.[56][54][57]

  • Users will be able to quickly customize UI elements on-the-fly to suit the PvX nature of the game and different styles of combat.[56]
Customization of UI elements, especially there on the HUD is a top desired aspect of our UI team.[56]Steven Sharif
  • Users will be able to save and load UI profiles, such as switching to a custom UI profile for raids.[58]
One of the first things we did when we were starting to block in the very base features of our HUD editor was talking about saving and loading profiles. We're going to have options for, when I'm in a raid automatically change my UI to this UI.[58]Colby Marchi
  • The user interface in Alpha-2 will have options to support hover-over casting and double-tap application of AoE effects on the cursor location.[59]
One of the big goals of our UI team and our design team is to accommodate a whole host of different types of user options that they're capable of setting, because we all have different play styles; and in that regard those include things like hover-over casting, double-tap application of AoE effects on cursor location- just a lot of different options, because people like to play different ways.[59]Steven Sharif
It's very important to note that in Alpha 1 you are not going to see a solid UI presentation and that's because our UI currently is still very placeholder very work-in-progress.[60]Steven Sharif

Alpha-1 mini map

There is an in-game minimap and compass user interface in Ashes of Creation.[62][63][64]

  • The goal is to allow pings and other forms of communication tools via the mini-map.[65]

Alpha-1 hotkeys

Alpha-1 default keybindings.[66]

Players will be able to customize their keyboard control scheme in Ashes of Creation.[67]

Alpha-1 camera settings

Template:Alpha-1 camera settings

Controller support

The Ashes of Creation MMO is not designed around controller support.[72]

Controller support will likely be something we work on closer to launch.[74]Steven Sharif

Alpha-1 releaseplanning

AshesRoadmap11.png
Phase Release Estimated/Actual date
Alpha Alpha-1 early preview livestream.[75] March 27, 2020.[76]
Alpha-1 limited QA testing (NDA).[77][78] May 28, 2020.[79][80]
Alpha-1 preview pre-test 1 (NDA).[61] Dec 18 - Dec 21 2020.[61]
Alpha-1 preview pre-test 2 (NDA).[61] Feb 19 - Feb 22 2021.[81][82]
Alpha-1 preview intermittent spot testing (NDA).[83][84] Mar 19 - Jul 9 2021.[83][84]
Alpha-1 preview weekend (no NDA).[83] July 9 - July 11 2021.[85][86][83]
Alpha-1 (no NDA).[83] July 14 - August 15 2021.[87][88]

Read more...

Alpha-1 testing

Hail and well met glorious Ashes of Creation testers. My name is Sean Farrens. I am the manager of quality assurance on Ashes of Creation and on behalf of the Ashes QA team I would like to extend a deep and heartfelt thank you to everyone who participated in testing Ashes of Creation during the weekend of May 14 through May 16th for our Alpha 1 build. In spite of instability and uncertainty you have all proven to be invaluable in regards to your feedback and bug reports; and for that I cannot express my gratitude enough. As many of you know, developing an MMORPG is an epic endeavor that is filled with trials and tribulations that no other game will ever encounter; and your illustrated dedication has proven to our team that we are on a high road to the best MMORPG gaming experience to date. During this most recent testing period we received over 2,600 bug reports, which have been an absolute boon to our testing process. We review each report individually and I continue to be impressed with how detailed and helpful each of these reports has been. Like seriously you guys give repro steps and everything. Super duper handy. I greatly look forward to your feedback in the future and hope you enjoy our content so far, so thank you so much everybody.[89]Sean Farrens

While we will have specific spot tests for certain systems as we develop them post the Alpha one month, it should be expected and understood that after this Alpha one month there will be probably a significant amount of downtime where there won't be spot testing as we break apart a lot of systems, take what we learned from alpha one month and implement and iterate upon those learnings. So there's gonna be several months probably worth of significant downtime where there will not be access to spot testing, where we are going to go in and really rejigger a lot of systems[90]Steven Sharif

Phase Release Estimated/Actual date
Alpha-1 Alpha-1 early preview livestream.[75] March 27, 2020.[76]
Alpha-1 limited QA testing (NDA).[77][78] May 28, 2020.[79][80]
Alpha-1 preview pre-test 1 (NDA).[61] Dec 18 - Dec 21 2020.[61]
Alpha-1 preview pre-test 2 (NDA).[61] Feb 19 - Feb 22 2021.[81][82]
Alpha-1 preview intermittent spot testing (NDA).[83][84] Mar 19 - Jul 9 2021.[83][84]
Alpha-1 preview weekend (no NDA).[83] July 9 - July 11 2021.[85][86][83]
Alpha-1 (no NDA).[83] July 14 - August 15 2021.[87][88]

Read more...

The term "alpha" is a tricky one, and it typically has 2 meanings in gaming. The development meaning for alpha is a point in the process where we are ready to test the fundamental systems in their core form, without polish and without much of the content. Then, there is the external or "marketing" term for alpha. This is typically applied to Eastern-ported MMORPGs, when in fact that is a completed game being localized for a region, and not really indicative of a true development alpha. As you may know by now, game development has many stages - from the initial tech demos to the pre-production and pre-alpha states, then on to the alphas and betas and eventually launch.[61]Steven Sharif

I want to make emphatically clear, our alphas and betas are true development alphas and betas, and some have said I am crazy to allow these phases to be seen without an NDA…maybe I am crazy? lol… But I am trusting the community of gamers out there to get a glimpse into the process, and understand the long road ahead for what will eventually be worth the wait. Given time and talent, amazing things can happen, so make sure you help us in communicating that we are in open development which means people get to see the bare bones before the meat. And look, I know people see our 4K footage and say, "This looks better than most released games!", but trust me when I say, you ain't seen nothin’ yet.[61]Steven Sharif

Alpha-1 stress test

Template:Alpha-1 stress test

Alpha-1 servers

Alpha-1 servers were provisioned in the following regions.[91]

info-orange.pngSommige van de volgende informatie is niet recentelijk bevestigd door de ontwikkelaars en staat mogelijk niet op de huidige ontwikkelingsroutekaart.

Alpha-1 servers will support 1,500 concurrently connected users per server.[93][94][95]

Alpha-1 participation

Alpha-1 testing was available to the following participants:

There were approximately 9,600 participants in Alpha-1 testing as of August, 2018.[97][98]

  • As of May 31, 2021, just under 5k additional participants have been added since Alpha-1 sales resumed. Less refunds and unclaimed codes, leaves a total of slightly over 13k testers.[97]
  • The weekend test of May 27, 2021 saw 5,300 unique logins over the 3 day period.[97]

There were roughly 9600 if I recall A1 participants prior to my closing the preorder packs in 2018. Since opening them up again there have been just under 5k additional participants added. And prolly around 300 refunds give or take. Of the roughly 14,000 a1 testers, there are still about 1k unredeemed ks codes which leaves a little over 13k testers? The weekend test saw 5300 unique logins over the 3-day period. And I think discord flags stand around 4k roughly?[97]Steven Sharif

Alpha-1 NDA

Alpha-1, Alpha-2, Beta-1, Beta-2 releases are not covered by NDA (non-disclosure agreement).[99]

We may not always announce when the NDA testing is, because we're not definitive how that testing is going to influence the future testing schedule; and we don't want to set the wrong expectation from a broader audience perspective on what they should be expecting with regards to testing.[102]Steven Sharif

Status

Q: There are a lot of concerns about deadlines and expectations not being met when it comes to times that are continually pushed back. Will this be resolved?
A: We are in active development, and understanding that for the betterment of our game, we may sometimes have to delay previously provided times and dates in order to make sure that you, as the player, have the best experience. That being said, we strive to meet our windows of time that we provide and will be transparent if these times change.[103]Margaret Krohn

Screenshots

Zie ook

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