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Guild Wars 2

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General Discussion  » PC Gamer preview -- Some info on branching events

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88 posts found
  Distopia

Drifter

Joined: 11/22/05
Posts: 12066

Give it a rest

2/26/12 10:36:03 AM#61

The number one rule for any gamer should be don't believe the buzzwords. Consequence is a buzz word, dynamic is a buzz word, while the game may contain elements of these buzzwords, you shouldn't expect it to play out the way it is marketed to, marketing always attempts to make it sound better that's their job.

For every minute you are angry , you lose 60 seconds of happiness."-Emerson

If you can't argue the point don't say anything at all.
Waiting on The Repopulation.

  Volkon

Elite Member

Joined: 9/14/10
Posts: 3190

Facts do not require fiction for balance.

2/26/12 11:04:00 AM#62
Originally posted by stealthbr

Fine, those bears destroy the honey farms, but what about it? It seems as if that consequence is superficial at best. Will the event that bears destroy honey farms possibly lead people that depend on that honey for money to go out of business and consequentially starve? Will the bandits constantly harass citizens and steal from neighboring towns?

If the answer to those questions is "No", then there is no real consequence to the vast majority of the content. Yes, things will be at a different stage, but in the grand scheme of things, will that even matter? Will the player even be bothered to clear that bandit camp more than once?

Just to give you a quickie answer... the bears destroy the beehives, the vendors don't have honey to sell. That would impact people cooking.

Oderint, dum metuant.

  Torvaldr

Elite Member

Joined: 6/10/09
Posts: 3057

Opportunist

2/26/12 11:07:38 AM#63
Originally posted by Volkon
Originally posted by stealthbr

Fine, those bears destroy the honey farms, but what about it? It seems as if that consequence is superficial at best. Will the event that bears destroy honey farms possibly lead people that depend on that honey for money to go out of business and consequentially starve? Will the bandits constantly harass citizens and steal from neighboring towns?

If the answer to those questions is "No", then there is no real consequence to the vast majority of the content. Yes, things will be at a different stage, but in the grand scheme of things, will that even matter? Will the player even be bothered to clear that bandit camp more than once?

Just to give you a quickie answer... the bears destroy the beehives, the vendors don't have honey to sell. That would impact people cooking.

I'll just teleport to another part of the world and buy it there or buy it off the AH or get it from storage.

  Volkon

Elite Member

Joined: 9/14/10
Posts: 3190

Facts do not require fiction for balance.

2/26/12 11:10:48 AM#64
Originally posted by Torvaldr
Originally posted by Volkon
Originally posted by stealthbr

Fine, those bears destroy the honey farms, but what about it? It seems as if that consequence is superficial at best. Will the event that bears destroy honey farms possibly lead people that depend on that honey for money to go out of business and consequentially starve? Will the bandits constantly harass citizens and steal from neighboring towns?

If the answer to those questions is "No", then there is no real consequence to the vast majority of the content. Yes, things will be at a different stage, but in the grand scheme of things, will that even matter? Will the player even be bothered to clear that bandit camp more than once?

Just to give you a quickie answer... the bears destroy the beehives, the vendors don't have honey to sell. That would impact people cooking.

I'll just teleport to another part of the world and buy it there or buy it off the AH or get it from storage.

Somewhere there's a point sobbing sadly in a cold, dark corner, lamenting having been completely overlooked.

Oderint, dum metuant.

  Wickedjelly

Advanced Member

Joined: 4/19/09
Posts: 5062

The Dude abides

2/26/12 11:21:10 AM#65
Originally posted by Distopia

The number one rule for any gamer should be don't believe the buzzwords. Consequence is a buzz word, dynamic is a buzz word, while the game may contain elements of these buzzwords, you shouldn't expect it to play out the way it is marketed to, marketing always attempts to make it sound better that's their job.

I have to agree. Ever since I heard about these dynamic events they pretty much reminded me of public quest events or rifting. Which is fine. Seems some play a slight role in changing the landscape for a short period of time but nothing earth shattering or really game changing. Never thought it would though as much as some talked as if it would be an ever changing world due to these so I'm not disappointed here.

Seems to be a nice change for varying up how questing is done. Which I prefer actually in games that have these types of events available regardless what they call them.

1. For god's sake mmo gamers, enough with the analogies. They're unnecessary and your comparisons are terrible, dissimilar, and illogical.

2. To posters feeling the need to state how f2p really isn't f2p: Players understand the concept. You aren't privy to some secret the rest are missing. You're embarrassing yourself.

3. Yes, Cpt. Obvious, we're not industry experts. Now run along and let the big people use the forums for their purpose.

  Razephon

Apprentice Member

Joined: 6/22/05
Posts: 535

2/26/12 12:14:17 PM#66

Just to further clarify, Colin Johanson posted this on gw2guru:

http://www.guildwars2guru.com/forum/guild-wars-2-beta-all-t28362p2.html

[quote]Just wanted to pop in and clarify a little bit:

 
There are:
 
Renown Hearts (by Anthony Ordon on KillTenRats)
http://www.killtenrats.com/2012/01/20/gw2-just-play/
 
Meta-Events: (See halfway down by Devon Carver)
http://www.arena.net/blog/beta-development-update
 
Dynamic Events, Personal Story, Dungeons, etc.
You know that stuff!
 
In the beta weekend, there were generally 2 or more large meta dynamic event chains in each of the maps available. These meta event chains are made up of usually in the ballpark of 5-20+ events chaining and branching in various different directions. They stand out because even if no events are currently running, you'll see unique UI for them that tells you the state of the world as a result of the events that occurred in the area.
 
Meta events generally have the largest amount of world impact of any event chains, making large sweeping changes to huge chunks of a map in the world. Dynamic events have varying impact from small (new merchant who sells stuff) to massive (explosions!!) depending on the scope and important of the event.
 
You'll find the early part of the game tends to be a bit easier to help guide people into the game and not overwhelm them at first. There are optional much harder areas available in those maps for folks looking for larger challenges, and group events even in the starter maps as well designed to be a larger challenge. As you progress through the game, you'll encounter more and more meta events, group events, and the difficulty ramps up. Along the way, you'll encounter more events that have larger branches along their failure chains as well. 
 
Also a bonus tip, after any dynamic event (or event chain) it's always a good idea to follow the key NPC's or investigate the area after the event has been completed. If you don't run off, you'll often times find they build new buildings, setup stores, build defenses, kick off new events (after some dialogue), repair broken things, build siege weapons, change the weather, have new spawns appear/change, and more as a result of dynamic events concluding. 
 
The range of affect on each events varies on a case by case basis, if you get the rabbits out of the melon field the farmers daughter opens a store and sells watermelon and lucky rabbits feet. If you participate in the meta event chain to drive into centaur lands near Beetletun, you open up merchants who find centaur weapons and sell them, conquer centaur lands causing centaurs to stop spawning in the area, open up safe paths for caravans to travel to Beetletun and more!
 
It's always good to look around after an event and see what happened, there is often more than on first glance you'd think.
 
Hope that helps a bit,
Colin[/quote]

Currently Playing Random shizzle!
Waiting on TERA, GW2, TSW

  Fion

Elite Member

Joined: 7/25/03
Posts: 2331

forums.3305local.com

We are recruiting.

2/26/12 1:03:26 PM#67

It really gets to me when these guys who know little to nothing about the game start saying that you need to tank and heal. I've tried to tell poeple this but somehow it doesn't always get through. I suppose it's just to hard for some to try and think of an MMOG 'without' the trinity.

There is no tanking because there is no way to generate agro. Mobs attack the nearest target, that's it. As many videos demonstrate if you move away from a mob, it'll switch to the next closest target. Therefor you cannot tank. You 'can' boost your defenses in order to absorbe a few more hits to let the rest of your party back off and wait for their heal, but thats it. Even the big heavily armored warriors in the dungeons if they jump into a battle ahead of everyone else and try to tank, they die within seconds.

There are no healers. One thing that confuses poeple is that there 'are' healing skills in the game, but there is no direct targeting of other players (to heal them or otherwise) and what heals there are outside of the 6 key heals are only powerful enough to take the edge off. A good example of this is Geyser. It casts a ground targeted AoE that HoTs anyone that stands in it. Some might go 'well there's your big heal right there, you are a healer' but this isn't the case. As with all healing skills outside your class heal, it only heals for a small amount. At 80 it heals for about 100 health a tick for five ticks. So around 500 health healed total. This might sound like a good amount but when your average level 80 has 10k+ health it isn't jack squat. What it is, is support, a little healing to take the edge off so that you can recover enough to give you that extra few seconds for your class heal to recharge.

As to DPS, I spose you could say that is the one aspect of the trinity that 'is' in the game. But even this isn't the same. Nobody should 'ever' just focus on doing as much damage as possible in the dungeons, etc. Because if you do, you simply aren't contributing to the team like you could be. There is a reason Anet says all classes have mixed capabilities of damage, support and control. Because players are meant to use these abilities in a dynamic way to help the group and participate as the group needs it. So if you focus entirely on control or entirely on damage, you aren't contributing to the group to the extent you could. And thus the traditional DPS role just isn't viable.

I hope this clears things up for folks who thought that Tanking and Healing were still in the game but that any class can do them. I know the press won't see this post so they'll continue on believing they are until they actually get the game and realize how wrong they were.

  sidhaethe

Novice Member

Joined: 12/22/06
Posts: 868

2/26/12 3:16:31 PM#68
Originally posted by Razephon

Just to further clarify, Colin Johanson posted this on gw2guru:

http://www.guildwars2guru.com/forum/guild-wars-2-beta-all-t28362p2.html

Just wanted to pop in and clarify a little bit:

 
There are:
 
Renown Hearts (by Anthony Ordon on KillTenRats)
http://www.killtenrats.com/2012/01/20/gw2-just-play/
 
Meta-Events: (See halfway down by Devon Carver)
http://www.arena.net/blog/beta-development-update
 
Dynamic Events, Personal Story, Dungeons, etc.
You know that stuff!
 
In the beta weekend, there were generally 2 or more large meta dynamic event chains in each of the maps available. These meta event chains are made up of usually in the ballpark of 5-20+ events chaining and branching in various different directions. They stand out because even if no events are currently running, you'll see unique UI for them that tells you the state of the world as a result of the events that occurred in the area.
 
Meta events generally have the largest amount of world impact of any event chains, making large sweeping changes to huge chunks of a map in the world. Dynamic events have varying impact from small (new merchant who sells stuff) to massive (explosions!!) depending on the scope and important of the event.
 
You'll find the early part of the game tends to be a bit easier to help guide people into the game and not overwhelm them at first. There are optional much harder areas available in those maps for folks looking for larger challenges, and group events even in the starter maps as well designed to be a larger challenge. As you progress through the game, you'll encounter more and more meta events, group events, and the difficulty ramps up. Along the way, you'll encounter more events that have larger branches along their failure chains as well. 
 
Also a bonus tip, after any dynamic event (or event chain) it's always a good idea to follow the key NPC's or investigate the area after the event has been completed. If you don't run off, you'll often times find they build new buildings, setup stores, build defenses, kick off new events (after some dialogue), repair broken things, build siege weapons, change the weather, have new spawns appear/change, and more as a result of dynamic events concluding. 
 
The range of affect on each events varies on a case by case basis, if you get the rabbits out of the melon field the farmers daughter opens a store and sells watermelon and lucky rabbits feet. If you participate in the meta event chain to drive into centaur lands near Beetletun, you open up merchants who find centaur weapons and sell them, conquer centaur lands causing centaurs to stop spawning in the area, open up safe paths for caravans to travel to Beetletun and more!
 
It's always good to look around after an event and see what happened, there is often more than on first glance you'd think.
 
Hope that helps a bit,
Colin

Excellent summary, thanks for posting that here.

  Leodious

Novice Member

Joined: 2/28/06
Posts: 782

The best way to travel is by means of imagination.

2/27/12 5:43:00 PM#69


Originally posted by stealthbr
From the ways in which they describe their system in the official website, I expected more. What is said in the PCGamer article is more like a scaling public quest that only resets when its beaten.

Because the PCGamer article is the gospel truth, right? We don't know the full extent of any of this, or how it will look and feel long term, and neither do they. Stop freaking out, calm down, and think rationally.

Do you really want every event of thousands to affect whole zones? That isn't feasible, and it wouldn't be realistic. If bears ruin some bee hives, and someone goes hungry for a while, that affects literally nothing else in the world. Maybe you can't buy honey from him, or his dialogue includes him complaining about not having quite enough to eat or feed his family. But he makes it through, and eventually someone helps him and his luck turns. He now has enough food and can sell adventurers honey. This isn't a world-changing event in the sense that it affects the whole world, but it affect's that farmer's world, and it changes how *everyone* in the world interacts with that farmer. That part of the world is different fro everyone because of what happened to that farmer. It changes how he interacts with *everyone.* That is a realistic consequence, and it is something that everyone can experience in real time, in the world. He doesn't say one thing to one person, and something different to another. He is at a certain place in his life, and we can all see that in real time. When it changes, it changes for us all.


What do you want?! There are events that change whole zones, but if every event did that, it would be total chaos and nonsense. This is more realistic.

"There are two great powers, and they've been fighting since time began. Every advance in human life, every scrap of knowledge and wisdom and decency we have has been torn by one side from the teeth of the other. Every little increase in human freedom has been fought over ferociously between those who want us to know more and be wiser and stronger, and those who want us to obey and be humble and submit."

— John Parry, to his son Will; "The Subtle Knife," by Phillip Pullman

  Kelthius

Novice Member

Joined: 6/14/10
Posts: 308

2/27/12 5:52:54 PM#70

Meta-Events sound like what a lot of people are expecting Dynamic Events to be. At least, that's what I'm expecting. Zone wide consequences with multiple routes.

  itgrowls

Elite Member

Joined: 7/10/08
Posts: 2930

2/27/12 6:01:42 PM#71

I'm seeing them as a series of interlocking trees eventually when they load every possible branching event consequence chain, i think it's amazing that some company spent the time doing just this.

  Zeroxin

Elite Member

Joined: 6/21/06
Posts: 2406

My words are not here to sway you,they are here to make you understand.

2/27/12 6:03:46 PM#72
Originally posted by Leodious

 


Originally posted by stealthbr
From the ways in which they describe their system in the official website, I expected more. What is said in the PCGamer article is more like a scaling public quest that only resets when its beaten.

 

Because the PCGamer article is the gospel truth, right? We don't know the full extent of any of this, or how it will look and feel long term, and neither do they. Stop freaking out, calm down, and think rationally.

Do you really want every event of thousands to affect whole zones? That isn't feasible, and it wouldn't be realistic. If bears ruin some bee hives, and someone goes hungry for a while, that affects literally nothing else in the world. Maybe you can't buy honey from him, or his dialogue includes him complaining about not having quite enough to eat or feed his family. But he makes it through, and eventually someone helps him and his luck turns. He now has enough food and can sell adventurers honey. This isn't a world-changing event in the sense that it affects the whole world, but it affect's that farmer's world, and it changes how *everyone* in the world interacts with that farmer. That part of the world is different fro everyone because of what happened to that farmer. It changes how he interacts with *everyone.* That is a realistic consequence, and it is something that everyone can experience in real time, in the world. He doesn't say one thing to one person, and something different to another. He is at a certain place in his life, and we can all see that in real time. When it changes, it changes for us all.


What do you want?! There are events that change whole zones, but if every event did that, it would be total chaos and nonsense. This is more realistic.

Some people just want to hear bad things about the game so they can point to it and say "Ah-HA! I knew this game sucked in one way or the other! Right there! Don't you see it?! No? Really?! Pfff, You must be a fanboy then..." even if it's just one article and just one perspective and other people have varying perspectives.

This is not a game.

  fiontar

Elite Member

Joined: 4/07/04
Posts: 3560

2/27/12 6:10:46 PM#73
Originally posted by Torvaldr
Originally posted by Volkon
Originally posted by stealthbr

Fine, those bears destroy the honey farms, but what about it? It seems as if that consequence is superficial at best. Will the event that bears destroy honey farms possibly lead people that depend on that honey for money to go out of business and consequentially starve? Will the bandits constantly harass citizens and steal from neighboring towns?

If the answer to those questions is "No", then there is no real consequence to the vast majority of the content. Yes, things will be at a different stage, but in the grand scheme of things, will that even matter? Will the player even be bothered to clear that bandit camp more than once?

Just to give you a quickie answer... the bears destroy the beehives, the vendors don't have honey to sell. That would impact people cooking.

I'll just teleport to another part of the world and buy it there or buy it off the AH or get it from storage.

Well, that's a consequence, isn't it? A big advantage of Dynamic Event driven content is that it provides an illusion of a living, breathing world. It's good that Arenanet keeps this in mind and pays as much attention to the little things as the epic events. If everything was epic, epic would get old very fast.

If you don't appreciate those details, fine, but even the most minor consequences contribute to a world that feels fresh and alive.

Want to know more about GW2 and why there is so much buzz? Start here: Guild Wars 2 Mass Info for the Uninitiated

  EvilGeek

Hard Core Member

Joined: 8/17/08
Posts: 1210

My freedom relies on yours

2/27/12 6:14:51 PM#74



Originally posted by Leodious

If bears ruin some bee hives, and someone goes hungry for a while, that affects literally nothing else in the world. Maybe you can't buy honey from him, or his dialogue includes him complaining about not having quite enough to eat or feed his family. But he makes it through, and eventually someone helps him and his luck turns. He now has enough food and can sell adventurers honey. This isn't a world-changing event in the sense that it affects the whole world, but it affect's that farmer's world, and it changes how *everyone* in the world interacts with that farmer. That part of the world is different fro everyone because of what happened to that farmer. It changes how he interacts with *everyone.* That is a realistic consequence, and it is something that everyone can experience in real time, in the world. He doesn't say one thing to one person, and something different to another. He is at a certain place in his life, and we can all see that in real time. When it changes, it changes for us all.


Exactly, this is what makes the game so enthralling, it's not about big sweeping changes to the world, it's about the small believable consequences to your actions. That's a great example. It's far more immersive than a static NPC and mobs that are always in the same state, and a far better way to build a story than a wall of text that most wouldn't read.

  stealthbr

Advanced Member

Joined: 5/07/06
Posts: 965

2/27/12 7:19:46 PM#75
Originally posted by Zeroxin
Originally posted by Leodious

 


Originally posted by stealthbr
From the ways in which they describe their system in the official website, I expected more. What is said in the PCGamer article is more like a scaling public quest that only resets when its beaten.

 

Because the PCGamer article is the gospel truth, right? We don't know the full extent of any of this, or how it will look and feel long term, and neither do they. Stop freaking out, calm down, and think rationally.

I am thinking rationally for I am using solid information from ACTUAL playtime. You, on the other hand, try debunking it without even experiencing the game firsthand, atleast to the extent that PCGamer did. Link an article from the media that outright discredits PCGamer's information, and we'll start talking.

Do you really want every event of thousands to affect whole zones? That isn't feasible, and it wouldn't be realistic. If bears ruin some bee hives, and someone goes hungry for a while, that affects literally nothing else in the world. Maybe you can't buy honey from him, or his dialogue includes him complaining about not having quite enough to eat or feed his family. But he makes it through, and eventually someone helps him and his luck turns. He now has enough food and can sell adventurers honey. This isn't a world-changing event in the sense that it affects the whole world, but it affect's that farmer's world, and it changes how *everyone* in the world interacts with that farmer. That part of the world is different fro everyone because of what happened to that farmer. It changes how he interacts with *everyone.* That is a realistic consequence, and it is something that everyone can experience in real time, in the world. He doesn't say one thing to one person, and something different to another. He is at a certain place in his life, and we can all see that in real time. When it changes, it changes for us all.

Never did I state I wanted all events to change entire zones. From ArenaNet's website, it is said that Dynamic Events have real consequence, that choosing to not do them is a meaningful and impactful decision. However, as the article states, the vast majority of the PvE content they came across did not present these characteristics. They stated that only 2 (1 being from a separate demo) events had real consequences and actual branching. Please, Leodious, with all your unfathomable knowledge, tell me exactly why a player would even care to save a man's honey if all it does is make it go to the next stage and the eventual reset. Tell me exactly why a player would even care about all that content without real consequence once he's seen that "next stage" in the chain.


What do you want?! There are events that change whole zones, but if every event did that, it would be total chaos and nonsense. This is more realistic.

I expect events that allow the players to form bonds with the world. I want events that matter if the player does them or not. I want events that provide for a world of real consequence, a believable world. Without it, we're back to Public Quests all over again.

Some people just want to hear bad things about the game so they can point to it and say "Ah-HA! I knew this game sucked in one way or the other! Right there! Don't you see it?! No? Really?! Pfff, You must be a fanboy then..." even if it's just one article and just one perspective and other people have varying perspectives.

As I have stated before, unless you can link to me an article that debunks everything PCGamer says with respect to branching and consequence, I don't think you are even near an adequate position to make such a claim.

  RizelStar

Elite Member

Joined: 8/12/11
Posts: 2594

We all breathe and we all die.

2/27/12 8:18:55 PM#76
Originally posted by Razephon

Just to further clarify, Colin Johanson posted this on gw2guru:

http://www.guildwars2guru.com/forum/guild-wars-2-beta-all-t28362p2.html

[quote]Just wanted to pop in and clarify a little bit:

 
There are:
 
Renown Hearts (by Anthony Ordon on KillTenRats)
http://www.killtenrats.com/2012/01/20/gw2-just-play/
 
Meta-Events: (See halfway down by Devon Carver)
http://www.arena.net/blog/beta-development-update
 
Dynamic Events, Personal Story, Dungeons, etc.
You know that stuff!
 
In the beta weekend, there were generally 2 or more large meta dynamic event chains in each of the maps available. These meta event chains are made up of usually in the ballpark of 5-20+ events chaining and branching in various different directions. They stand out because even if no events are currently running, you'll see unique UI for them that tells you the state of the world as a result of the events that occurred in the area.
 
Meta events generally have the largest amount of world impact of any event chains, making large sweeping changes to huge chunks of a map in the world. Dynamic events have varying impact from small (new merchant who sells stuff) to massive (explosions!!) depending on the scope and important of the event.
 
You'll find the early part of the game tends to be a bit easier to help guide people into the game and not overwhelm them at first. There are optional much harder areas available in those maps for folks looking for larger challenges, and group events even in the starter maps as well designed to be a larger challenge. As you progress through the game, you'll encounter more and more meta events, group events, and the difficulty ramps up. Along the way, you'll encounter more events that have larger branches along their failure chains as well. 
 
Also a bonus tip, after any dynamic event (or event chain) it's always a good idea to follow the key NPC's or investigate the area after the event has been completed. If you don't run off, you'll often times find they build new buildings, setup stores, build defenses, kick off new events (after some dialogue), repair broken things, build siege weapons, change the weather, have new spawns appear/change, and more as a result of dynamic events concluding. 
 
The range of affect on each events varies on a case by case basis, if you get the rabbits out of the melon field the farmers daughter opens a store and sells watermelon and lucky rabbits feet. If you participate in the meta event chain to drive into centaur lands near Beetletun, you open up merchants who find centaur weapons and sell them, conquer centaur lands causing centaurs to stop spawning in the area, open up safe paths for caravans to travel to Beetletun and more!
 
It's always good to look around after an event and see what happened, there is often more than on first glance you'd think.
 
Hope that helps a bit,
Colin[/quote]

No need to keep arguing it's overrrrrrrr lol.

 

Read other articles please that have their opinions on DE's even though there are videos make of it what you wish. The sky shall fall.

http://www.youtube.com/watch?v=ns-IIn-DG-c

Try to argue this please.

Oh also if you quote me and it's to argue my point, if I don't respond it means I haven't been corrected by you and/or I haven't seen it. Remember I don't mind admitting I am in the wrong. Take care :D

  Nanfoodle

Elite Member

Joined: 5/23/06
Posts: 1529

2/27/12 8:25:07 PM#77
Originally posted by Master10K

Just started playing the TERA Beta right now and already I'm getting bored. It's really to do with how dull and monotonous questing really is, especially on your own. Yet even as I watch players take part in various mediocre task & non-branching events in GW2 Beta, it looks a lot more enjoyable because players are almost always playing with each other or helping each other out. That's the kind of thing I enjoy the most in MMORPGs, playing with those around you and that's what GW2's dynamic events really promote. But it was good to get a more realistic perspective of GW2 from the press.

 

I have to say I agree... questing in my current MMO has me thinking how I wish they were GW2 dynamic events. ANet pulls this off and it could change the way we look at all MMOs. Maybe even sending some back to development. I was not so sure when I started looking into GW2 2 weeks back but I am starting to believe they maybe able to pull this off. I just hope they can keep up to the growing pains. Are they ready for 2-5 mill players within a few months after launch?
  Master10K

Apprentice Member

Joined: 10/18/10
Posts: 3086

2/27/12 8:34:25 PM#78
Originally posted by Nanfoodle
Originally posted by Master10K

Just started playing the TERA Beta right now and already I'm getting bored. It's really to do with how dull and monotonous questing really is, especially on your own. Yet even as I watch players take part in various mediocre task & non-branching events in GW2 Beta, it looks a lot more enjoyable because players are almost always playing with each other or helping each other out. That's the kind of thing I enjoy the most in MMORPGs, playing with those around you and that's what GW2's dynamic events really promote. But it was good to get a more realistic perspective of GW2 from the press.

 

I have to say I agree... questing in my current MMO has me thinking how I wish they were GW2 dynamic events. ANet pulls this off and it could change the way we look at all MMOs. Maybe even sending some back to development. I was not so sure when I started looking into GW2 2 weeks back but I am starting to believe they maybe able to pull this off. I just hope they can keep up to the growing pains. Are they ready for 2-5 mill players within a few months after launch?

I hope they are ready for the huge influx of players that way it will leave a good impression and maybe even create a paradigm shift within the genre. Where people look at quest-based MMOs as being outdated. A man can dream.

  stealthbr

Advanced Member

Joined: 5/07/06
Posts: 965

2/27/12 8:43:38 PM#79
Originally posted by RizelStar
Originally posted by Razephon

Just to further clarify, Colin Johanson posted this on gw2guru:

http://www.guildwars2guru.com/forum/guild-wars-2-beta-all-t28362p2.html

[quote]Just wanted to pop in and clarify a little bit:

 
There are:
 
Renown Hearts (by Anthony Ordon on KillTenRats)
http://www.killtenrats.com/2012/01/20/gw2-just-play/
 
Meta-Events: (See halfway down by Devon Carver)
http://www.arena.net/blog/beta-development-update
 
Dynamic Events, Personal Story, Dungeons, etc.
You know that stuff!
 
In the beta weekend, there were generally 2 or more large meta dynamic event chains in each of the maps available. These meta event chains are made up of usually in the ballpark of 5-20+ events chaining and branching in various different directions. They stand out because even if no events are currently running, you'll see unique UI for them that tells you the state of the world as a result of the events that occurred in the area.
 
Meta events generally have the largest amount of world impact of any event chains, making large sweeping changes to huge chunks of a map in the world. Dynamic events have varying impact from small (new merchant who sells stuff) to massive (explosions!!) depending on the scope and important of the event.
 
You'll find the early part of the game tends to be a bit easier to help guide people into the game and not overwhelm them at first. There are optional much harder areas available in those maps for folks looking for larger challenges, and group events even in the starter maps as well designed to be a larger challenge. As you progress through the game, you'll encounter more and more meta events, group events, and the difficulty ramps up. Along the way, you'll encounter more events that have larger branches along their failure chains as well. 
 
Also a bonus tip, after any dynamic event (or event chain) it's always a good idea to follow the key NPC's or investigate the area after the event has been completed. If you don't run off, you'll often times find they build new buildings, setup stores, build defenses, kick off new events (after some dialogue), repair broken things, build siege weapons, change the weather, have new spawns appear/change, and more as a result of dynamic events concluding. 
 
The range of affect on each events varies on a case by case basis, if you get the rabbits out of the melon field the farmers daughter opens a store and sells watermelon and lucky rabbits feet. If you participate in the meta event chain to drive into centaur lands near Beetletun, you open up merchants who find centaur weapons and sell them, conquer centaur lands causing centaurs to stop spawning in the area, open up safe paths for caravans to travel to Beetletun and more!
 
It's always good to look around after an event and see what happened, there is often more than on first glance you'd think.
 
Hope that helps a bit,
Colin[/quote]

No need to keep arguing it's overrrrrrrr lol.

 

Read other articles please that have their opinions on DE's even though there are videos make of it what you wish. The sky shall fall.

Didn't catch this, but I'll follow your advise and watch a video. Any particular video that you would recommend? Then maybe I could decide whether the testers over at PCGamer are highly incompetent or Colin is keeping something from us.

  Leodious

Novice Member

Joined: 2/28/06
Posts: 782

The best way to travel is by means of imagination.

2/27/12 10:50:18 PM#80


Originally posted by stealthbr


Originally posted by Zeroxin


Originally posted by Leodious

 



Originally posted by stealthbr
From the ways in which they describe their system in the official website, I expected more. What is said in the PCGamer article is more like a scaling public quest that only resets when its beaten.



 
Because the PCGamer article is the gospel truth, right? We don't know the full extent of any of this, or how it will look and feel long term, and neither do they. Stop freaking out, calm down, and think rationally.
I am thinking rationally for I am using solid information from ACTUAL playtime. You, on the other hand, try debunking it without even experiencing the game firsthand, atleast to the extent that PCGamer did. Link an article from the media that outright discredits PCGamer's information, and we'll start talking.
Do you really want every event of thousands to affect whole zones? That isn't feasible, and it wouldn't be realistic. If bears ruin some bee hives, and someone goes hungry for a while, that affects literally nothing else in the world. Maybe you can't buy honey from him, or his dialogue includes him complaining about not having quite enough to eat or feed his family. But he makes it through, and eventually someone helps him and his luck turns. He now has enough food and can sell adventurers honey. This isn't a world-changing event in the sense that it affects the whole world, but it affect's that farmer's world, and it changes how *everyone* in the world interacts with that farmer. That part of the world is different fro everyone because of what happened to that farmer. It changes how he interacts with *everyone.* That is a realistic consequence, and it is something that everyone can experience in real time, in the world. He doesn't say one thing to one person, and something different to another. He is at a certain place in his life, and we can all see that in real time. When it changes, it changes for us all.
Never did I state I wanted all events to change entire zones. From ArenaNet's website, it is said that Dynamic Events have real consequence, that choosing to not do them is a meaningful and impactful decision. However, as the article states, the vast majority of the PvE content they came across did not present these characteristics. They stated that only 2 (1 being from a separate demo) events had real consequences and actual branching. Please, Leodious, with all your unfathomable knowledge, tell me exactly why a player would even care to save a man's honey if all it does is make it go to the next stage and the eventual reset. Tell me exactly why a player would even care about all that content without real consequence once he's seen that "next stage" in the chain.

What do you want?! There are events that change whole zones, but if every event did that, it would be total chaos and nonsense. This is more realistic.
I expect events that allow the players to form bonds with the world. I want events that matter if the player does them or not. I want events that provide for a world of real consequence, a believable world. Without it, we're back to Public Quests all over again.


Some people just want to hear bad things about the game so they can point to it and say "Ah-HA! I knew this game sucked in one way or the other! Right there! Don't you see it?! No? Really?! Pfff, You must be a fanboy then..." even if it's just one article and just one perspective and other people have varying perspectives.
As I have stated before, unless you can link to me an article that debunks everything PCGamer says with respect to branching and consequence, I don't think you are even near an adequate position to make such a claim.




Obviously you are missing the whole point, which is a bit sad.

Firstly, there is no one out there trying to debunk PCGamer. The interview with Colin basically says all you need to know to know PCGamer isn't really hitting the mark with their information. And if you think Colin is flat-out lying, you haven't been paying attention to Arenanet for the past several years.



Secondly, The whole reason to help that guy with the beehives is to help that guy with the beehives. You can seem him suffer if you fail. The rest of the world doesn't suffer, but he does. That's why it matters. If you fail, you see the effects on him, and so does everyone else. Conversly, if you failed a quest for the same thing, he would just say whatever his default dialogue is to you, and offer the same quest you just failed to any new players walking up. (Not that you can actually fail most quests in other MMOs.

Of course if you fail, it isn't permanent, and eventually he can be helped, but it won't be right away, and the failure will have an impact on him and other players for some time afterwards. And again, that happens for everyone, not just you. If it were truly permanent, we would succeed or fail at all the events in a few weeks or months, and then the game would be static. Events have to reset or chain back and forth, as that is the only way to keep things moving in the world. Is that not obvious to you? Are you too dense to see it, or are you just trolling?

It matters if you help the farmer with the hives or not. It doesn't make a huge difference, but it makes a real and lasting difference that affects everyone that goes to that guy. There are events of more import, and perhaps some with less. But they all happen for everyone in the world at the same time. If you don't think that is a way to bond with the world that is several orders of magnitude better than anything else that's ever been put forward, I'd like to know why. What you do matters so, just so so so much more than any game ever in the past. There are real consequences.

These are not rifts or public quests. If you can't see that, you obviously aren't paying attention to the massive weight of all the information of and videos out there, and are focusing on a single somewhat misinformed article. There are countless videos out there of these things happening. Of dynamic events and renown hearts and just exploring the ridiculously massive world and the huge and detailed cities. This isn't speculation. You can go see it right now if you've a mind to.



Thirdly, I expect most people in the media right now are confusing renown heart jobs and dynamic events. I will admit it would be easy to do if you weren't following the game, but the media should be following the game, and so there is really no excuse, just like there is really not excuse for them all to be so very, very bad at the game, even being new to it. It is a new thing, but it isn't impossible to adapt and not die horribly over and over after a few hours.



Fourthly, I have played the game. For a total of a few hours, in fact. I have been very fortunate in that regard at shows. Of course, I did wait over and over to play like a keening fanboy, so there is that. And maybe that is enough for you to disregard my opinion formed of experience and research. Whatever. I am trying to enlighten you, but if you don't want to see it, whatever.

This isn't like other games, where they spout off at the mouth and hope people don't remember all their pipe dream promises come launch. Everything they have said is in the game, and it works. And it works well. And it's awesome. It is fun, and it feels dynamic (even though really, we all know it isn't), and it feels organic, and it feels like a world. Maybe my very limited experience leaves large holes in the experience of the total game, but I can tell you now. The game is massive, and it is just chock full of events like that guy with the honey bees.

And the crush of more than a thousand of these events in the world, not counting the renown hearts, makes it feel like a world where things are happening all the time, things that matter, and that it is a world in which you can make a difference. It feels like a living, breathing world, and that is something I have never before seen in a MMO.

Finally, that red you use is really garish and hurts my eyes to read. Why can't you just use regular text like a normal person?

"There are two great powers, and they've been fighting since time began. Every advance in human life, every scrap of knowledge and wisdom and decency we have has been torn by one side from the teeth of the other. Every little increase in human freedom has been fought over ferociously between those who want us to know more and be wiser and stronger, and those who want us to obey and be humble and submit."

— John Parry, to his son Will; "The Subtle Knife," by Phillip Pullman

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