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5/30/12 1:38:06 PM#101
Originally posted by colddog04 Well that's fine, I'm not skeptical, I'll be buying GW2 as soon as it releases, I just like clarity. I'm very curious to see how the events actually play out. The multiple events, do they repeat? Or do they change? Regardless of outcome. |
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5/30/12 1:41:12 PM#102
Originally posted by Icewhite I hope it's great, I could care less whether it meets what I consider persistent dynamic events... It sounds great... I was merely pointing out, based on the OPs statement, that if the events repeat, they're not dynamic. period. Multiple endings? Fine. Still not dynamic. Does the village stay destroyed? Can it be rebuilt? etc... Or does it come back to life, i.e. respawn, after a certain amount of time? |
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Originally posted by Icewhite Theres something about your response that I really liked. I think most people are going to expect the "dynamic" to amaze them, but its not going to show itself you have to take time to find it, and since there is no incentive to doing so most people won't. If thats the case I cant see it being a well made component, similar to swtor's fully voiced quests no one took the extra shot to follow along with what was going on with npc's, they just wanted to level up and such. But on the other hand since leveling in GW2 is more casual It could be a nice throw in for those interested. Played-Everything |
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5/30/12 1:43:00 PM#104
Originally posted by Chrisbox I'm not sure how people are going to manage to avoid DE's when they're all over the place. |
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5/30/12 1:43:40 PM#105
Originally posted by Morv The problem you are having is that you have defined dynamic with your own personal definition.
You think it means unrepeatable for some reason. That every event must be unique. That's just not true and honestly a pretty strange definition.
All it means in this case (to ArenaNet) is the events change based on what the players accomplish. If they fail, the water gets muddy and the blobs rise from the sewers. If they succeed, the dam is fixed and everyone is happy.
If the water gets muddy and the blobs come out, people start freaking out and ask you to kill blobs.
If the dam is fixed and everyone is happy, I don't know, their lawn gets watered too much and they ask you to put down sawdust to dry it out. (terrible, terrible example)
Depending on how complex the event gets (some are more complex than others), you cold see quite a few different things happen based on what the players do. It's basically a bunch of if/then statements. This is what they mean by dynamic. SWTOR is the greatest mmo ever! |
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5/30/12 1:51:50 PM#106
Originally posted by Chrisbox but its not going to show itself you have to take time to find it, and since there is no incentive to doing so most people won't. Have you ever heard of a High Maintenance Customer? It's a CE description of the customer who is just too demanding to continue pursuing, no amount of money thrown at him will result in a "pleased" customer. In development, we'd talk about designs that are just not cost-effective to pursue with the current staffing levels. Is this design insufficient? Fine, vote with your wallet, please. Ignore the nattering of beldames, enjoy whatever you like. |
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Originally posted by Irus Exactly, thats what begins to make them appear static. You wont see the dynamic part of anything unless you go the extra mile, which give or take is a good or bad thing. The best example I've saw that demonstrated the dynamic content is when that mesmer player with the accent follows around the blacksmith to make sure what he did actually triggered the blacksmith to do something, but 9/10 players aren't going to do that, to be honest I'd rather be shooting stuff instead watching an NPC walk at an insanely slow pace to talk to someone. What adds to the static though is that the blacksmith will walk again...and other players will follow. As far as my definition goes, that Isn't too impacting. Played-Everything |
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Originally posted by Icewhite Taking GW2's whole no progression idea it will probably be fun to go find it, its not like players have the urge to level or complete a quest instead. One of the best things to come out of GW2 I think will be the casual pace of gameplay. Played-Everything |
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5/30/12 1:56:50 PM#109
Originally posted by Irus
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5/30/12 1:58:32 PM#110
Originally posted by Chrisbox They are called dynamic events because they change depending on the number of players participating and because other prior events can affect their design. They are not called permanent events. You are confusing the two. Of course you will see DE's resetting. Thinking any developer could fill a world with unique events or quests is delusional. Other games have daily quests for that, GW2 resets DE's |
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5/30/12 1:58:52 PM#111
Originally posted by Chrisbox
A lot of people are hoping for all kinds of different things based on what they feel dynamic is. For me, I just hope it ISN'T some gimmick to get you to do the same kill x bears, collect x items people have been complaining about. |
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5/30/12 2:02:54 PM#112
Originally posted by colddog04
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5/30/12 2:08:37 PM#113
Originally posted by Morv Right, it means changing. And the events change based on what players do. However, they do not end completely, leaving their mark forever on the world. Anyone that expects this doesn't know anything about the information they've released.
It is called a dynamic event, not a dynamic world. The events are specifically dynamic, while the world does not "permanently" change itself. SWTOR is the greatest mmo ever! |
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5/30/12 2:10:53 PM#114
i think some guys dont know the meaning of dynamic. just saying... |
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5/30/12 2:15:52 PM#115
I think I get what Morv is talking about. I believe a game he's thinking of wouldn't really even have anything that can be classified as an "event". Instead, you would just have stuff setup and it would just happen. There are centaurs, there are towers. Centaurs can randomly attack the towers. You can defend the towers. Or not. Obviously, that would be very different because the centaurs attacking towers is not a specific event, just a random action in the game world. Events would never repeat because they are not prescripted events. In that case, no, that is not what GW2 is doing. GW2 has sets of prescripted, cycling events on the gameworld. |
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5/30/12 2:18:25 PM#116
Originally posted by colddog04
"Other developers have tried to tackle this problem, but in Guild Wars 2 we go further. Where other multi-player quest systems were pass or fail - our dynamic events evolve in response to player interaction and the outcomes they achieve. Where previous systems reset and start again and really don't change the world, dynamic events chain and cascade across a zone and leave persistent effects in the game world after the event has ended." The above is taken from http://www.guildwars2.com/en/the-game/dynamic-events/dynamic-events-overview/ Is this really the case? the OP pointed out that this was in fact, not the case... and I responded with an explanation of a persistent dynamic event vs a persistent static event. Not that the event itself had dynamic paths within it. He mentioned he felt good defeating the harpies, but then they came right back 10 minutes later. That's not a dynamic event, maybe the actions within the event are dynamic, but that's a static event on a timer. Again, I have nothing against GW2, Are there actually persistent effects that remain in the game after the event ends? If the centaurs attack and destroy a village can it be retaken? Their system sounds fantastic! It really does, I was just trying to clarify to the OP what obviously did not leave a persistent effect... i.e. the harpies respawned and attacked again in the same event. From the website: "If, on the other hand, players fail to destroy the army, it will establish a fort in friendly player territory. From there, the dredge will send shipments of troops and supplies to the fort from the main base while building up walls, turrets, and siege engines to help defend it. Enemy dredge forces will then begin to move out from their newly established fort to attack friendly player locations in the area, sending snipers out into the hills, sending assault team forces to capture friendly player villages, and trying to smash down friendly fortifications with massive dredge walkers. All of these events continue to cascade out into further chains of events where cause and effect is directly related to the player's actions." "For example, if the players do not mobilize to stop the dredge snipers, they'll begin to shoot down all the villagers and merchants in nearby friendly villages. If they fail to stop the dredge assault teams from capturing a village, players will need to lead a force to help liberate the town and free the villagers. All of this content is derived from a single initial event - the dredge army marching through the map." This is incredible! This is more like a dynamic event.. this affects everyone, provided they actually capture friendly player villages. This was also a point made by an earlier poster about this exact thing getting out of control and being impossible to manage, yet from their website ArenaNet says they did it. Which is cool. I hope it actually does that.
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GenreNinja
Apprentice Member
Joined: 5/19/07
Live a Life Less Ordinary, Even if it isn''t your own! Support the RPG Community! |
5/30/12 2:19:32 PM#117
I think I might have a good example:
When I was running around the Battlegrounds, I liked getting 1 or 2 others and roving the lands, catching straglers of seige parties, or those trying to get back to their seige after a death. Well we were running around the edge of the Blue Battleground and there was this canyon type thing. The road went right by it, and if you didn't know what was int here you probably wouldn't care. So, I went in. Just to stay off the road and investigate new paths around the map. There was a little NPC Village, of frog people (Can't remember what they were called off the top of my head) but they were under siege themselves by some lizard folk. So I started killing them. Mind you, there was no even notification to tell me I was doing anything significant. But after rezzing a few of the NPC's and fighting back the lizards, we got a notification. They were so grateful for the help, they'd help us siege an enemy point. So an entire army of them set route for a nearby enemy camp. Despite the 2 defenders attempting to defend the point, the 3 of us + the NPC's were able to change the course of the siege. The frogs would attack enemy players, and allow allies to pass by without worry. It wasn't a major event, but it was a small event that made an impact on my gameplay and resulted in our world getting a point in our favor. Did the event respawn? Sure, but I had moved on by then and was captivated by another mini-event we found that helped us get another point on the other end of the map. It's a bit strong headed to deny Dynamic Events aren't dynamic on some level. --- Live a life less ordinary. |
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5/30/12 2:20:14 PM#118
Originally posted by Morv Yeah, someone linked me a video. I think it was RizelStar. Let me show you it.
http://www.youtube.com/watch?feature=player_detailpage&list=PL949C652D3902D2C7&v=OK1-UKx8_uc#t=229s
SWTOR is the greatest mmo ever! |
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5/30/12 2:21:38 PM#119
Originally posted by Irus Right, and that's what I was trying to point out to the OP, that's all. lol. |
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5/30/12 2:23:50 PM#120
Originally posted by colddog04
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