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5/30/12 12:41:15 PM#81
Originally posted by RizelStar As you said, it's easy to lie. It's very hard to hide the truth from those who have really experienced things though. |
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5/30/12 12:47:15 PM#82
Well if you conquer the DE then yea it will repeat. But have you tried to let the DE win? Just stand back and do nothing and see how the DE expands. I believe that is what Anet is referring to when they talk about effecting zones, i.e. the "monsters" completing the DE. Then they move onto the next stage, until somebody stops them. Once that happens its repeated. So if you are always beating stage one of the DE then you will only get stage one. I'm not speaking about the mini stages within a DE. Just my 2cents. |
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5/30/12 12:49:55 PM#83
Originally posted by OldManFunk I agree. I liked Rift, I liked WAR as well, both games I played through to cap. I saw just about every PQ, Rift, and invasion available. Now that I've played through those as well as a sample of GW2s take on DEs, I can say with certainty that if I wasn't familiar with GW2s DEs and a friend said 'Oh they're just like Rifts or PQs from WAR', I would have lost respect for their opinion and been pissed that they gave me such misguided information after I'd seen how off the mark they were. Similar idea, similar goal, but the functionality, scope and quality GW2 brings to the table with their DE is more than enough to seperate it from previous efforts. Again, it's easy to point at WAR & Rifts DEs/PQs as basically fluff that was placed paralell to the whole linear task hub grind that truly drove their respective levelling experience, since they were. In GW2, it's a primary form of content rather than just some flavor tossed in to break up the monotony of grinding quest hubs. |
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5/30/12 12:56:05 PM#84
Originally posted by Kabaal What you said. True dynamic events require the MMORPG to be crafted in such a way that when the event is over, it is done. For example, a centaur camp starts building a small village around an abandoned stone tower near a kingdom... If the village goes unnoticed it continues to become larger until eventually they amass a force strong enough to attack the nearby kingdom. At any point, they can be wiped out by players or if the nearby kingdom discovers the centaur village it could attack the centaurs and destroy them. That's it. Those centaurs are gone from that area... later on, maybe some bandits make the tower their home and start raiding passing merchant wagons from the kingdom, or a dragon awakes from all the combat and after the centaurs are wiped out and all is quiet, it digs its way out from under the tower, destroying the tower and begins attacking anything nearby. The point is, once one event is gone and done, another comes along that is different. The tower is destroyed by the dragon, and thus there is only rubble, of which can be used to build something... It is really not that complex or difficult to implement. It amazes me nobody puts this together. If nobody ever does, I'll do it when I have the money. /shrug. |
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5/30/12 12:57:45 PM#85
ok... Dynamic, changing, fluid.
They told us that events would happen wether we participated or not. You can come in 1/2 way into an event and choose to jump in or not. THAT is what they meant by Dymanic. Why is this so hard to grasp?
Sincerely, |
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5/30/12 1:02:31 PM#86
Originally posted by grimmliberty
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5/30/12 1:02:44 PM#87
Originally posted by Morv The stuff under the line in my previous post explains why what you're saying here is a really, really bad idea. (you're also delusional if you don't realize how incredibly difficult that is to implement in the first place) You want to waste development resources on something that will be seen by 1% of the population? I'd really like to see that. I also want to know where you're gonna get all those infinite events from. |
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5/30/12 1:08:21 PM#88
Originally posted by Morv I'm not sure if you were asking for a definition of what they mean, but here is what ArenaNet has to say about them and the reasons behind why they call them dynamic events.
http://www.guildwars2.com/en/the-game/dynamic-events/dynamic-events-overview/ SWTOR is the greatest mmo ever! |
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5/30/12 1:08:37 PM#89
Originally posted by Morv And what happens if all the goblins/centaurs/orcs whatever in the world are killed by the players? Will it be an empty universe afterwards? Or player driven cities will fight each other for dominance? You fail to mention where those bandits or the dragon will come from. Will they simply spawn somewhere and start doing whatever you want them too? What happens if the players are epic failures? The world will end because some centaurs overrun everything? What you say sounds great but it's totally unrealistic and impossible to implement. So, because the players defeated the centaurs on your server, nobody else will have the opportunity to fight them? That's a total waste of both money and resources. The only way to make a truly immersive MMO, like the one you want, is to have the developers actively playing it. Imagine a team of developers that actually "play" the monsters, or at least plan their movements, their development, much like an RTS game or something.... But that won't happen for a very long time. Block the trolls, don't answer them, so we can remove the garbage from these forums |
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5/30/12 1:09:31 PM#90
Originally posted by Irus
It would not be a waste of development resources, I think you lack vision and are stuck on this, "it can't be done" attitude I have often seen in programmers (not that you are a programmer). Once the event is done, there is a grace period, when the event is done, people can be awarded achievements for, "defeating the dragon", or "Saving the princess from the goblin chieftin" or whatever.
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5/30/12 1:15:09 PM#91
Originally posted by seridan
Simply spawn at the event locations, and migrate if not defeated or destroyed. It won't be just centaurs, it could be a number of things. if the players are epic failures there will be constant battles between NPCs in the game, human kingdoms, monster kingdoms, random monsters, etc.. Plus, it wouldn't be that difficult to put a subtle fail-safe in place to balance the spawning to avoid centaurs overrunning the world, maybe three human kingdoms band together to bring them down, etc.. It's not unrealistic, and not impossible, and it is that line of thinking that has led us to the crap we see today. Not really, the developers will just need to flip the switch. It's not that hard to do, just think of an RTS in an MMORPG world... lol. Innovation people! come on, use your imagination! Further, break it down into what is possible programmatically. It is ALL possible, we already see it in the games we play today. :D |
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5/30/12 1:16:57 PM#92
Originally posted by colddog04
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5/30/12 1:21:39 PM#93
Originally posted by Morv That doesn't make any sense on so many different levels. A new event is generated everytime one is finished... do you know how many events exist in GW2? Hundreds if not thousands. Do you know how many times each event repeats itself over a single day? More than 20 (although it depends on the event) so you want a company to create a "pool" of random events that has a hudred thousand events for the random generator to choose from everytime the players defeat an event.... and that event will be seen/experienced only by a small fraction of the playerbase. If that's not a total waste of time and resources then I don't know what is. Block the trolls, don't answer them, so we can remove the garbage from these forums |
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5/30/12 1:26:30 PM#94
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5/30/12 1:28:32 PM#95
Originally posted by Morv
The dynamic events are called dynamic because they change and progress, which is the definition of dynamic.
The fact that the dynamic events eventually loop doesn't change the fact that they are dynamic. The loop is often part of the process of interaction with the quest chain causing the changes and progression.
Some of the GW2 DEs in the starter area have few branches and end up looping more often than I'd like, but many GW2 DEs are complex, have several branches, can interact with other DEs and have a real and lasting impact on the world... like changing the mob spawns in an area, destroying an outpost, or blowing up a bridge.
There's nothing wrong with wanting more but it's dishonest to say that GW2's DEs are more of the same of what we've already seen in other games.
I think it's a bit much to wish for a computer game to offer more variety than even real life is capable of. |
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5/30/12 1:29:49 PM#96
Originally posted by seridan Yes, it's called a timer. It makes perfect sense, use an ability, cooldown period (i.e. grace period), then use the ability again... except insert event in there. Nope, it would be experienced by anyone who participates, it guarantees a fresher experience no matter where you go. It's funny you people keep echoing this, "waste of resources" statements, when in fact, it would utilize those resources in more ways than you can count. The more a player played, the more events they'd see... /shrug, it's not like other players can't say, "oo! The dragon is up over here! Come fight it!" |
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5/30/12 1:30:38 PM#97
Originally posted by seridan On top of that, they actually do put multiple events in the same areas at times that are mutually exclusive. So what he is describing is already in place.
He hasn't played it yet so obviously he's going to be skeptical. Especially when someone posts their experience of only the starter zone.
DEs aren't some mindblowing feature that everyone is going to love. What they are is: any event that occurs in a persistent area as a result of players interacting with and exploring the world. They are called "dynamic" because there are multiple outcomes that also result in new events, creating a cascade effect.
SWTOR is the greatest mmo ever! |
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5/30/12 1:32:13 PM#98
Originally posted by OldManFunk
If you blow up that bridge does it stay destroyed until someone repairs it? I mean, that's more like it, and I have nothing against GW2, it sounds great, however, an event that repeats is not dynamic... sorry. I think it's a bit much to wish for a computer game to offer more variety than even real life is capable of.
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5/30/12 1:34:45 PM#99
Originally posted by Morv
Originally posted by Morv |
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5/30/12 1:35:17 PM#100
Glass half empty or half full? "Dynamic" is one of those words that will always get the right sort of cynics up in arms, it's open to a value judgement. You either accept new things the game offers, or sit back an dare it to amaze you, knowing that a narrow enough definition can never be amazed. Agree to disagree, there is no right answer. |
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