Classes

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Ashes of Creation class list. Primary archetype is on the left. Secondary archetype is on the top.[1]

Classes are the combination of a primary and a secondary archetype.[2][3][4][1][5]

We have a specific terminology when referring to archetypes and classes. Classes are the combination of your secondary archetype with your primary archetype.[3]Steven Sharif

Icon Archetype Type.[6] Role.[7]
Bard2.PNG Bard Arcane Support
Cleric4.PNG Cleric Arcane Support
Fighter2.PNG Fighter Martial Damage
Mage3.PNG Mage Arcane Damage
Ranger3.PNG Ranger Martial Damage
Rogue2a.PNG Rogue Martial Damage
Summoner3a.PNG Summoner Arcane -
Tank1.PNG Tank Martial Tank

Class progression in Ashes of Creation proceeds as follows:[8]

Classes by archetype combination

With 8 Archetypes to combine, players may choose from 64 total combinations to create their class.[4][1][5]

Secondary
Bard Cleric Fighter Mage Ranger Rogue Summoner Tank
Bard Minstrel Soul Weaver Tellsword Magician Song Warden Trickster Songcaller Siren
Cleric Scryer High Priest Templar Oracle Protector Shadow Disciple Shaman Apostle
Fighter Bladedancer Highsword Weapon Master Spellsword Hunter Shadowblade Bladecaller Dreadnought
Mage Sorcerer Acolyte Battle Mage Archwizard Spellhunter Shadow Caster Warlock Spellstone
Ranger Bowsinger Soulbow Strider Scion Hawkeye Scout Falconer Sentinel
Rogue Charlatan Cultist Duelist Nightspell Predator Assassin Shadow Lord Shadow Guardian
Summoner Enchanter Necromancer Wild Blade Spellmancer Beastmaster Shadowmancer Conjurer Brood Warden
Tank Argent Paladin Knight Spellshield Warden Nightshield Keeper Guardian

Balancing

There will be match ups in 1v1s where one class will be superior to another; and that application should be a rock-paper-scissors dynamic. We want there to be counter-play between the different classes... Instead it's going to be a group focused balance, where as long as you have the diversity of classes present, that's going to be an equal level playing field. It's going to be very dependent on skill and strategy.[17]Steven Sharif
Balance-wise, there's a number of different interactions mechanically that you have within an ability that you can adjust in order to balance its power. The most most common ones are: Cooldown, Mana consumption, Damage done, Effect status conferred, Promotion of that effect status, Range.[18]Steven Sharif
When we move into Alpha 2 and we have a lot of data that's supporting the use of these particular abilities in combat settings, how often they're used, how often they result in death, what the average damage done by this archetype is comparatively to other damage done by different archetypes: All of that data gets logged and all of that data gets queried in order for us to refine the abilities so that they live in the environment we want them to. Now, that's not to mean that we're going to have a perfect balance across the board between the archetypes. Again, we're taking a rock-paper-scissor approach to balance, which means that some archetypes will do better against other archetypes and vice versa; and we're also not creating an environment where we want to have 1v1 balance. We are focused around group balance. Group composition is important.[16]Steven Sharif
info-orange.pngSommige van de volgende informatie is niet recentelijk bevestigd door de ontwikkelaars en staat mogelijk niet op de huidige ontwikkelingsroutekaart.
Even though augments do radically change the way your active skills provide you abilities, there's still a primary focus on the base archetype itself and not the 64 whole classes.[3]Steven Sharif
Certain archetypes are capable of moving the gap between their counterpart per-se. If I am a Tank archetype and a Mage is my counter, I can take a Mage secondary and bridge the divide slightly; and then move my identity that direction ever so slightly.[25]Steven Sharif

Meta

A goal of Ashes of Creation is to emphasise micro metas that work for specific encounters, and de-emphasize macro metas that work for everything.[26]

What we're doing with this approach is we're de-emphasizing a macro meta and instead emphasizing a micro meta. And the difference between the macro/micro is that on the micro level you have metas that might form based on each individual type of encounter or experience. And in those senses, yes, there's going to be a most optimal: There's going to be a best in slot. There's going to be whatever that pertains to that particular challenge rating. But there won't we there will not be an overarching meta that says from a macro level, hey, if you got this shit, you're good to go for everything. That's boring, that's unfulfilling, that is not interesting; and it is just something that that dumbifies the experience.[26]Steven Sharif
  • Increasing difficulty ratings inspire more of a traditional vertical power progression that is common in other MMOs.[27][15]
Oftentimes you just have a very vertical power scale and that determines chase, but when you have a variety of relevance across certain types of adversaries and that variety changes over time because of player activity- and then that affects the economy and the crafter system and who was producing what for what demand- and everything gets shaken up. That's a very fun environment to exist in. It presents a more dynamic situation rather than a quote-unquote cookie-cutter type selection.[15]Steven Sharif
  • The intricacies of how nodes interact with predicates in the world means that it may be possible but difficult to achieve meta server builds.[28]
Q: Do you have any concerns on players eventually discovering a meta server build with nodes due to players heading to specific nodes and regions because they find that content more enjoyable; and if so how would you go about getting players to shift around the world to break up the meta?
A: I think it's interesting if players have a concerted effort across a server to interact with one another, learn from their actions, mistakes, successes, and effectuate that on the server. That's interesting, but I don't believe we'll see a meta form. I think that the intricacies are too great when it comes to how predicates are formed in order to elicit world state changes.[28]Steven Sharif

Class abilities

Alpha-1 preview primary skills.[29]

If from the eight archetypes whatever you choose as your secondary, you're going to receive a choice of augments that relate to some core ideal of that class. You know like a tank is about controlling the battlefield, is about surviving. The mage is about dealing damage and elements and ability in AoEs. The rogue is going to be about stealth and critical damage. So those augments are going to to play towards those identities.[30]Steven Sharif

The idea behind the system is that you're skirting the line through these augmentations of your role, right. We have the traditional holy trinity that's present in class designs for MMOs and it's often that those either are not deviated at all or completely deviated from entirely. The augment is to offer a balance between that where you still maintain the semblance of that trinity system while offering the opportunity to customize your play experience towards one of the other angles in the triangle.[31]Steven Sharif

Primary skills (class abilities) are based on a player's archetype.[32][9]

Skill points

Alpha-2 Ranger skill tree user interface.[37]

What you're seeing at a high level here is just what you'd pretty much expect of a traditional skill. We're doing something a little more advanced than just like a bottom up structure, because we're being a little bit more free-form in this iteration. This will obviously see more UI iterations in the future, but you'll see a mix of active and passive abilities here. Actives are indicated by their square shape, while the circular ones are representing passives; and one thing to note as well is that these passives are aiming to be a little more interesting than just like, this ability does more damage now, or it has a lower cooldown. We do have some of those too, but the goal with a lot of these passives in addition to that is to allow people to lean into unique play styles. So you'll notice that some of them are are changing your gameplay in meaningful ways; and that's the direction we want to take um player and character customization as a whole.[37]Tradd Thompson

Players receive skill points at specific points as they level.[38] These can be used to level up skills (increase their rank) within their active, passive or combat/weapon skill trees.[39][40][41][11]

Making active skills capable of receiving additional skill point allocations and unlocking additional features so that from a player agency standpoint it's going to be up to you whether or not you want to be more diverse but less depth- wider and not taller, in some of these skill choices. Or if you want to be very very tall, that's going to be something that is up to the player in that regard.[42]Steven Sharif
  • Skill points will accrue at specific XP milestones, such as 1/4, 1/2, 3/4 progress through the level, so as to avoid creating an imbalance with experience debt.[38]
We do have this concept of experience debt that does accrue and we don't want to create an imbalance between skill points acquired versus experience, so we're going to predicate your skill points acquisition based on benchmarks you reach when leveling through a level. So these are going to be at specific points in the level, like one quarter progress, to half progress, to three quarters progress: you're going to get an influx of skill points and then you'll be able to allocate them into your skill tree.[38]Steven Sharif
  • Skill points can be used to unlock universal skills at the expense of unlocking class-specific skills.[43]
  • Respeccing (resetting and reallocating) adventuring skills may require travelling to a specific location rather than being able to be done on-the-fly.[44][10]
  • Augments do not cost skill points.[45] It was previously stated that certain augments will have more expense required on the skill point side.[46]
info-orange.pngSommige van de volgende informatie is niet recentelijk bevestigd door de ontwikkelaars en staat mogelijk niet op de huidige ontwikkelingsroutekaart.
  • It will not be possible to max all skills in a skill tree.[11]
  • In terms of skill progression, players can choose to go "wide" and get a number of different abilities, or go "deep" into a few specific abilities.[47]

Universal skills

Universal skills, such as active blocking and dodge rolling, are able to be unlocked by all archetypes.[43][34]

Outside of your class-specific skill tree, there's going to be a subsection of a few skills that are universal, like active block, like dodge; and I think what we're going to do- or at least what we're going to be discussing here- is those universal skills will have progressions that might align with your passive tree; and you can spec skill points into progressing additional features of those universal abilities that you will have access to. So I think that's probably going to be the direction that we're going to take.[34]Steven Sharif
  • Skill points can be used to unlock universal skills at the expense of unlocking class-specific skills.[43]
Q: Will each archetype be equally efficient with universal skills, like dodging and active blocking, or will each of them have their own versions and flavors, or will some people be more powerful than others?
A: We want to provide a progression path that's shared for those universal skills across all the archetypes. So when you spend skill points, you can choose to spend them within the universal skill set and unlock particular ability types for the universal skills as well, but you will be spending them from the skill points that you would normally spend within your class-specific skill tree; and this offers again a different wheel of customization that I think is interesting.[43]Steven Sharif
  • The developers will be testing the use of separate energy mechanics for universal skills in Alpha-2.[48]
  • Universal skill progression may align with a player's passive skill tree.[34]

Siege abilities

Group summons are activated by a party leader with that ability in their class kit along with additive components from other classes that are part of the group.[50]

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

Up to eight players of the same primary archetype can band together to create monumental effects during a siege.[51]

These are the types of systems that we want to put in place where groups of a single primary archetype can come together to summon these types of effects that play off of what the identity of that archetype is.[51]Steven Sharif

Changing/switching

Primary

A player's primary archetype cannot be changed.[10][1]

When it comes to the primary archetype, that is a decision you'll want to make and you'll want to make sure it's the right decision, because it's permanent... You are going to create this identity that you can't just change on the fly. This is going to be something that you will know a person and you will know what their base archetype is and they're not just going to change from battle to battle. So that gives some consistency in the engagements and understanding reputation on the server.[10]Steven Sharif

When players choose their primary class, it’s not just dictating how the next several hundred hours of gameplay will go... It’s only the primary class that cannot be changed. And hey, that’s what alts are for![1]

Secondary

The secondary archetype of a class may be changed, but not "on-the-fly".[52][10][13]

The secondary class choice, which comes after some time getting used to the world of Verra, will be more fluid. If you choose the Fighter and the Rogue to make a Shadowblade, but eventually want to try your hand at Summoning to make a Bladecaller, you’ll be able to do so.[1]
We don't want you to be able to change your secondary class or the augments you have applied out in the open. We want you to have to make a conscious choice somewhere at a NPC. The level of node necessary for that particular NPC to be available will likely be either at the Village stage or above. So, if you are far out in the wilderness exploring – and we have no instant teleportation in the world – you need to be conscientious of what your choices are; and not be able to change them on-the-fly.[53]Steven Sharif
  • Respeccing adventuring skills may require travelling to a specific location rather than being able to be done on-the-fly.[44]
    • Swapping between multiple saved specs may be able to be done after a suitable cooldown period.[52][54]

Class-specific quests

There will be class-specific quests in Ashes of Creation.[56]

There's going to be a lot of shared quests but there's also going to be class-specific quests; and the reason for that is that some classes are better at others than doing certain things and that'll play itself out through the general community quests. That's fine, but there are certain periods from a designer's perspective where you want to make an encounter be the antithesis of what a player is good at. It also gives them perspective because we have a more fluid class combination system where you can play the line in your traditional role by adding a secondary class that's different from your primary classes role. The benefit of having these class-specific quests early on especially in an archetype is that you can come to a determination and have greater experience for the things you're not good at. So you know how to progress your class in the future with the things you have access to that are different from what you're good at.'[56]Steven Sharif

So you want to give them storyline that's relevant and make sense for them to their class progression. If I'm a fighter I should be going to a barracks and learning from this dude early on. Later on if I want to take on that mage secondary and I'm more arcane in the things I do, or more based in the essence, then yeah it makes sense for my also again for a catered quest to me that lets me focus on that route in the narrative.[57]Steven Sharif

Class trials

There will not be a class trial system in Ashes of Creation.[58]

Racial benefits

Character benefits in Ashes of Creation are tied to that character's background rather than their race.[59][60]

We want players to have the freedom to choose the race they want to play because they're excited about it, and avoid situations where players feel forced to play a specific race because of gameplay benefits.[61]
info-orange.pngSommige van de volgende informatie is niet recentelijk bevestigd door de ontwikkelaars en staat mogelijk niet op de huidige ontwikkelingsroutekaart.

Stat growth

Base stats are defined by a character's primary archetype. Stats can be improved based on gear, tattoos, and other enhancements, such as socketed items.[65]

  • Gear has approximately a 40-50% influence on a players overall power in the game.[40]
  • Artisan profession does not affect a player's stats.[66]
  • Previously it was stated that race "seeds" a player's base stats, then the primary archetype grows the base stats.[67][62][63] Any contribution by the secondary archetype was later removed.[67]
  • Waterfall stats are stats that are derived from another stat.[68]
A waterfall stat is a derivative of an attribute. So, if dexterity is your attribute stat and a waterfall from dexterity is critical rate, that would be considered a waterfall stat: the critical rate.[68]

Roles

Ashes of Creation has the traditional trinity of Tank, DPS (damage dealers) and Support (healer or non-healer) roles.[69][7][70]

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.[71]Steven Sharif

Weapons and Armor

Weapons and armor are not class locked, but certain classes are more efficient with certain types of weapons or armor.[72][73][74][75] Certain abilities require certain items to be equipped.[76]

Weapons are intended to be somewhat agnostic in the sense that you can find a way for a weapon to be utilized by different classes. Not just the rogue is going to be able to use daggers. Because if you restrict equipment through that, it makes the economy more difficult to have sustainability across the market of items.[75]Steven Sharif
Q: We had stated that we were going to allow people to use any class combination, which would be both your archetypes together, being able to use any weapon. Do we see problems that could occur with that, for instance like a bow tank, or an orb tank or things like- will there be some strangeness there, or are there problems that you first are foreseeing in the future?
A: We're giving a lot of flexibility to the crafters in our game. They get to help define the stat block that a particular item, weapon, or gear has; and that stat block can be relevant to any particular class or archetype combination. So in that sense the idea is, no not to see any strangeness there or not to see any elements that would dissuade a person from that customization perspective.[77]Steven Sharif

PvX

We zien onszelf graag als een PvX spel, omdat de systemen als PvP, PvE en ambacht allemaal met elkaar verweven zijn: ze zijn onafhankelijk van elkaar... Ons ontwikkelingssysteem heeft die onafhankelijkheid van de genoemde systemen echt nodig. Je hebt ambachtslieden nodig om de beste spullen te verkrijgen. Je hebt PvP'ers nodig om steden en kastelen veilig te stellen en te bemachtigen. Je hebt PvE'ers nodig om world bosses te doden voor zeldzame materialen om vervolgens spullen te maken.[78]Steven Sharif

Ashes of Creation is een PvX-spel.[79] Spelers zullen automatisch beide PvP- en PvE-elementen tegenkomen.[80][81] Het is onwaarschijnlijk dat een speler zich puur kan focussen op alleen PvP of PvE.[81]

Wij zijn zeer duidelijk in ons doel en onze filosofie en we snappen dat dit niet naar ieders wens zal zijn. Maar, weet je, er is een belangrijke wederkerige relatie tussen de inhoud gerelateerd aan PvE en aan PvP en ze vullen elkaar aan. Ze zijn elkaar katalisator: hun voortgang, hun ontwikkeling. Het zijn dingen waar mensen waarde aan hechten en waarbij ze kunnen zien dat ze iets verdient of verloren hebben. Dat lokt een emotionele reactie van de speler uit: hij heeft tijd in iets gestoken dat uiteindelijk slaagt of faalt; PvP staat het toe dat het element kan worden geïntroduceerd in de gameplay. En we zijn er zeer duidelijk in dat dit ons doel is: de relatie tussen risico en beloning, de prestatiegerichte mentaliteit. Niet iedereen zal een winnaar zijn, dat is niet erg.[84]Steven Sharif

Alpha-1

Alpha-1 Teaser.[85]

This is a true development alpha. This is not a marketing alpha; and what that means is as you know part of the process here in developing Ashes of Creation is being open with that development so you guys can see that progress; and it is a double-edged sword. There are going to be a spectrum of people that exists who are very involved with the game's development and those who are just completely at an arm's length away in understanding the process; and they may look at alpha one- the people who don't really understand the development process or haven't been a part of it- they may look at it and they may think oh you know this is trash, looks like trash, you know whatever it's the end-product. But at the end of the day what's important for us and what yields the best possible product is for us to include as much as possible the community in that development process with no NDA so that you guys give valuable feedback; and as we go through the iterative process in further defining the game and fleshing out that content were doing so with the player in mind and their voice in our ear. That is I think one of the key distinguishing factors between our development and many developments that you guys may have seen in the past.[86]Steven Sharif

Alpha-1 preview ancients mobs.[87]

What this experience for Alpha one is going to be- that month-long experience- it is not intended to be a content experience... It is not intended to be a game experience. It is not intended to be a fully-fledged content experience. So keep that in mind.[88]Steven Sharif

Alpha-1 was a testing release of the Ashes of Creation MMORPG.[90]

  • Character
    • Progression to level 15.[19][93]
      The composition of class skills or archetype skills has to tread a fine line between two roads: One we wanted to be representative of skills not just that would traditionally be found 1 through 15 but we're actually introducing some skills that might be found later, because we want to test those particular ideas and how the skill functions.[19]Steven Sharif
    • Character creator (basic).[94][95][96][97]
  • Races
    • 4 playable races Kaelar, Vaelune, Dünir, Empyrean.[102][95]
      A lot of times people ask well why haven't we seen the other races and stuff? We want to establish the quality bar and process with these races first and then when we move into further content production for the other races we have have those pipelines in place and we have the processes in place and we know how to approach them.[103]

The weapon attack is an important component of the combat system, so we want to make sure that as we're doing this combat revamp that we are essentially taking into consideration player feedback and sentiment about how they want a reactive and more mobile weapon attack system.[104]Steven Sharif

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

Ashes of Creation Apocalypse classes

Six classes will be present in Ashes of Creation Apocalypse castle sieges and Ashes of Creation Apocalypse horde mode.[128]

These classes relate to the trinity of classes: Tank, DPS and Support.[128][129]

  • Skills/abilities are not tied specifically to weapons in castle siege mode.[130]
    • It was previously stated that weapon skills are applied to augment a class' base skills.[131]
  • Base class skills may be able to be selected from a host of available skills for that class based on a player's progression within that season.[131][132]

We had a little bit of an idea that we're going to explore with regards to each of the classes having a range of skills and abilities that players can customize that skill kit based on their progression within a season, let's say; and that progression can be gained from any of the modes and it would grant you the ability to customize that skill kit for the before the siege mode or the horde mode. But that's something that might come at a later date.[132]Steven Sharif

Ashes of Creation Apocalypse classes only apply to Ashes of Creation Apocalypse castle sieges and Ashes of Creation Apocalypse horde mode.[133]

Ashes of Creation Apocalypse healing

Healing in Ashes of Creation Apocalypse will be reticle based (action targeted).[134]

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.[134]Steven Sharif

Community guides

Zie ook

Referenties

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  2. Livestream, 2022-10-14 (15:44).
  3. 3.0 3.1 3.2 3.3 3.4 Livestream, 2020-10-30 (33:26).
  4. 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 Interview, 2020-07-18 (1:05:04).
  5. 5.0 5.1 5.2 archetypeclass.png
  6. Interview, 2020-07-29 (49:53).
  7. 7.0 7.1 7.2 7.3 7.4 Group dynamics blog.
  8. 8.0 8.1 8.2 8.3 Livestream, 2023-07-28 (1:04:27).
  9. 9.0 9.1 9.2 9.3 progression.png
  10. 10.0 10.1 10.2 10.3 10.4 10.5 Interview, 2020-07-29 (54:44).
  11. 11.0 11.1 11.2 11.3 Livestream, 2017-07-28 (19:05).
  12. Livestream, 2017-05-03 (50:50).
  13. 13.0 13.1 Livestream, 2017-07-18 (37:43).
  14. Livestream, 2020-07-31 (1:31:11).
  15. 15.0 15.1 15.2 15.3 15.4 Podcast, 2021-04-11 (54:35).
  16. 16.0 16.1 16.2 16.3 Livestream, 2023-12-19 (1:25:16).
  17. 17.0 17.1 17.2 Podcast, 2018-04-23 (59:28).
  18. 18.0 18.1 Livestream, 2023-12-19 (1:23:00).
  19. 19.0 19.1 19.2 Livestream, 2021-05-28 (1:13:05).
  20. Livestream, 2022-12-02 (1:05:51).
  21. 21.0 21.1 Interview, 2018-10-20 (2:40:17).
  22. Podcast, 2021-09-29 (30:04).
  23. Livestream, 2021-06-25 (1:05:01).
  24. Livestream, 2018-02-09 (41:56).
  25. 25.0 25.1 Podcast, 2018-04-23 (1:01:01).
  26. 26.0 26.1 26.2 Interview, 2023-07-09 (1:43:38).
  27. Interview, 2023-07-09 (1:40:41).
  28. 28.0 28.1 Livestream, 2023-04-07 (1:15:02).
  29. toast-keybinds-skills.png
  30. Livestream, 2017-10-16 (1:00:44).
  31. Interview, 2018-08-08 (22:27).
  32. 32.0 32.1 Livestream, 2023-12-19 (1:20:41).
  33. class secondary.png
  34. 34.0 34.1 34.2 34.3 Livestream, 2021-11-19 (50:38).
  35. Video, 2022-09-30 (17:00).
  36. Livestream, 2021-09-24 (1:18:06).
  37. 37.0 37.1 Video, 2023-12-19 (5:29).
  38. 38.0 38.1 38.2 Livestream, 2023-07-28 (1:03:27).
  39. Interview, 2020-07-29 (55:44).
  40. 40.0 40.1 Interview, 2020-07-19 (53:59).
  41. Interview, 2020-07-18 (1:07:51).
  42. Livestream, 2020-08-28 (1:19:24).
  43. 43.0 43.1 43.2 43.3 Livestream, 2023-12-19 (1:49:56).
  44. 44.0 44.1 Livestream, 2023-12-19 (1:46:12).
  45. Forums - Livestream Q&A 2022-08-26.
  46. Interview, 2020-07-18 (1:07:06).
  47. Livestream, 2017-11-16 (30:02).
  48. Livestream, 2022-12-02 (1:05:08).
  49. Livestream, 2019-11-22 (41:02).
  50. Livestream, 2023-01-27 (1:33:42).
  51. 51.0 51.1 51.2 Podcast, 2018-05-11 (49:20).
  52. 52.0 52.1 52.2 Livestream, 2022-09-30 (1:20:46).
  53. 53.0 53.1 Livestream, 2018-04-8 (PM) (20:07).
  54. 54.0 54.1 Livestream, 2020-10-30 (1:06:53).
  55. Podcast, 2017-05-04 (17:02).
  56. 56.0 56.1 56.2 Podcast, 2021-04-11 (44:29).
  57. Podcast, 2021-04-11 (46:10).
  58. Livestream, 2018-04-8 (AM) (21:21).
  59. steven-backgrounds.png
  60. 60.0 60.1 Livestream, 2023-02-24 (1:18:05).
  61. steven-backgrounds-racials.png
  62. 62.0 62.1 62.2 62.3 Livestream, 2017-07-18 (35:58).
  63. 63.0 63.1 63.2 63.3 Livestream, 2017-05-08 (43:30).
  64. Livestream, 2020-08-28 (2:05:21).
  65. 65.0 65.1 Livestream, 2023-01-27 (1:27:42).
  66. Livestream, 2017-07-18 (37:25).
  67. 67.0 67.1 Livestream, 2019-11-22 (1:4:56).
  68. 68.0 68.1 Livestream, 2023-09-29 (1:17:44).
  69. Podcast, 2021-04-11 (13:30).
  70. 70.0 70.1 70.2 70.3 Livestream, 2017-05-22 (46:04).
  71. 71.0 71.1 Interview, 2018-10-20 (2:40:16).
  72. Interview, 2023-07-09 (1:38:34).
  73. weapon augments.png
  74. class weapons.png
  75. 75.0 75.1 Livestream, 2018-05-04 (45:37).
  76. 76.0 76.1 76.2 76.3 Livestream, 2018-02-09 (47:05).
  77. Livestream, 2022-06-30 (55:31).
  78. Video, 2018-04-16 (1:32).
  79. PvX definitie.
  80. 80.0 80.1 Livestream, 12 mei 2017 (24:52).
  81. 81.0 81.1 81.2 81.3 Livestream, 5 mei 2017 (33:25).
  82. Livestream, 15 mei 2017 (14:05).
  83. pvx stats.png
  84. Livestream, 2024-06-01 (37:39).
  85. Video, 2021-07-14 (0:01).
  86. Livestream, 2020-10-30 (15:35).
  87. steven-a1-testing-leaks.png
  88. Livestream, 2021-03-26 (40:19).
  89. Livestream, 2020-03-28 (54:48).
  90. Video, 2018-04-05 (1:01:40).
  91. Interview, 2022-01-14 (3:50).
  92. steven-alpha-1-map.png
  93. 93.0 93.1 93.2 93.3 93.4 93.5 93.6 93.7 93.8 Livestream, 2021-04-30 (41:18).
  94. steven-launcher-leak.png
  95. 95.0 95.1 95.2 95.3 95.4 95.5 95.6 95.7 95.8 Newsletter, 2018-08-7
  96. Livestream, 2019-07-26 (1:10:44).
  97. 97.0 97.1 Livestream, 2018-09-01 (1:02:99).
  98. 98.0 98.1 Interview, 2020-10-17 (53:50).
  99. 99.0 99.1 steven-ranger.png
  100. Livestream, 2020-03-28 (1:41:11).
  101. Interview, 2018-10-20 (12:38).
  102. Interview, 2021-06-13 (31:24).
  103. Livestream, 2021-05-28 (1:48:14).
  104. 104.0 104.1 Livestream, 2021-05-28 (1:14:50).
  105. steven-combat-revamp-update.png
  106. Video, 2021-02-26 (6:17).
  107. 107.0 107.1 107.2 Livestream, 2021-03-26 (44:30).
  108. 108.0 108.1 Livestream, 2020-11-30 (37:16).
  109. alpha-1-nodes.png
  110. alpha-1-zoi.png
  111. 111.0 111.1 111.2 Livestream, 2021-03-26 (43:55).
  112. Interview, 2018-08-08 (19:02).
  113. 113.0 113.1 113.2 Livestream, 2021-03-26 (42:28).
  114. 114.0 114.1 114.2 Interview, 2021-02-07 (35:30).
  115. Podcast, 2018-05-11 (59:25).
  116. Livestream, 2020-01-30 (35:12).
  117. 117.0 117.1 117.2 Livestream, 2021-03-26 (39:08).
  118. 118.0 118.1 Blog: Creative Director's Letter, October 16 2020
  119. 119.0 119.1 119.2 Video, 2021-04-30 (13:02).
  120. 120.0 120.1 steven-siege-zone.png
  121. Blog: Creative Director's Letter, April 14 2021
  122. Livestream, 2020-10-30 (20:40).
  123. Livestream, 2020-08-28 (1:29:17).
  124. 124.0 124.1 Livestream, 2020-11-30 (24:51).
  125. steven-naval.png
  126. Livestream, 2021-06-25 (29:09).
  127. Interview, 2018-08-08 (18:55).
  128. 128.0 128.1 128.2 Livestream, 2019-01-11 (41:20).
  129. Interview, 2018-10-20 (11:38).
  130. Livestream, 2019-11-22 (59:37).
  131. 131.0 131.1 131.2 Interview, 2018-08-17 (8:16).
  132. 132.0 132.1 Livestream, 2019-01-11 (58:40).
  133. Reddit Q&A, 2019-01-8.
  134. 134.0 134.1 Interview, 2018-08-08 (19:40).
  135. 135.0 135.1 Interview, 2018-08-17 (12:05).
  136. 136.0 136.1 Interview, 2018-12-06 (2:04).