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Guild Wars 2

Guild Wars 2 

General Discussion  » Wheres the (Dynamic) events?

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185 posts found
  Morv

Novice Member

Joined: 8/06/03
Posts: 314

5/30/12 1:38:06 PM#101
Originally posted by colddog04
Originally posted by seridan
Originally posted by Morv


Well no of course not, there is a grace period and then a new event is generated :) a different event. Player driven cities can and will fight each other, but the game will support actual dynamic NPCs development that could potentially assault player cities, with varying degress of success. Think of an RTS in an MMORPG world.

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.

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. 

 

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.

  Morv

Novice Member

Joined: 8/06/03
Posts: 314

5/30/12 1:41:12 PM#102
Originally posted by Icewhite

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.

Agree to disagree, there is no right answer.

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?

  Chrisbox

Elite Member

Joined: 7/15/10
Posts: 787

 
OP  5/30/12 1:41:21 PM#103
Originally posted by Icewhite

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.

Agree to disagree, there is no right answer.

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
Playing-EVE,Planetside 2
Want: Dust 514, Destiny, The Division, FFXIV:ARR, GW2 Expansion

  Irus

Novice Member

Joined: 1/11/11
Posts: 780

5/30/12 1:43:00 PM#104
Originally posted by Chrisbox

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.

I'm not sure how people are going to manage to avoid DE's when they're all over the place.

  colddog04

Elite Member

Joined: 9/19/06
Posts: 4882

5/30/12 1:43:40 PM#105
Originally posted by Morv
Originally posted by OldManFunk
Originally posted by Morv
Originally posted by Kabaal

Sorta off topic but i hate that phrase "dynamic events" as there's usually nothing dynamic about them, and many of them aren't so much events as something that happens non stop round the clock.


True dynamic events require the MMORPG to be crafted in such a way that when the event is over, it is done.

 

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.


It does actually change the fact of whether they are dynamic or static.. if it's the same event over and over it's not dynamic... /shrug... you said it yourself... those events just repeat... Or do they?

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.
What a bizarre statement, whose asking for this?

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!

  Icewhite

Made History

Joined: 7/11/11
Posts: 5761

Pink, it's like red but not quite.

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.

  Chrisbox

Elite Member

Joined: 7/15/10
Posts: 787

 
OP  5/30/12 1:52:35 PM#107
Originally posted by Irus
Originally posted by Chrisbox

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.

I'm not sure how people are going to manage to avoid DE's when they're all over the place.

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
Playing-EVE,Planetside 2
Want: Dust 514, Destiny, The Division, FFXIV:ARR, GW2 Expansion

  Chrisbox

Elite Member

Joined: 7/15/10
Posts: 787

 
OP  5/30/12 1:56:40 PM#108
Originally posted by Icewhite
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.

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
Playing-EVE,Planetside 2
Want: Dust 514, Destiny, The Division, FFXIV:ARR, GW2 Expansion

  Morv

Novice Member

Joined: 8/06/03
Posts: 314

5/30/12 1:56:50 PM#109
Originally posted by Irus
Originally posted by Morv

This is the job of the designers, programmers to balance and adjust and put in failsafes so cascading out of control is not possible... I pointed out that 3 human kingdoms could simply band together to take out the spreading centaurs, etc... not hard to do... It seems as if you're not thinking that far outside the box... These are trouble shooting steps all games have to go through.

Your paragraph above is so simple to counter programmatically it could take ten minutes to fix.

You're the designer. So now you're telling me "I don't know how to do it, the designers should do that!" while here sitting and bashing designers saying you can design better. Wtf? That's the whole point. By the way, programmers don't balance anything.

You realize that a DE reset IS a failsafe? Didn't you just say that makes a game boring and everything? That's just it. Failsafes are unrealistic. Yet, you need them.

I'm thinking in terms of feasibility. I never come up with a random idea without first thinking about how exactly it's going to get impelemented and all of the consequences. Thinking up random ideas isn't thinking outside the box. It's just thinking up random ideas.

Go to the Pub on MMORPG.com and give out your design doc if you think you're that ingenious. Then we'll see what the users think.

Programmers, do in fact balance quite a bit in many situations... The bigger companies obviously not so much. Bashing designers? You bet I am! How many terrible online games have been released in the past 10 years alone due to a cookie cutter attitude. Are you telling me you're happy with the status quo?

I didn't say failsafes make a game boring.

Well I'm happy to tell you that it is perfectly feasible. Making the money, educating oneself, and getting into the industry takes time and effort, and so I'll repeat what I said earlier. When I make the money I'll do it.

 

Your example is just silly! What if the Dark Portal can be re-opened? What if it can be re-opened at a different location? What if it's easy to do so? Come on! It's not that hard to think outside of the box! Too many people get caught up in what they think is possible or likely to happen and what really is possible or likely to happen.

The Dark Portal reopening is a DE reset that you JUST denounced and said "It should just end, for good". So, decide what you want to do already, because you are coming full circle. First, you say centaurs should just destroy a tower and that's it. Now you say the tower can randomly reappear again (equivalent to DP re-opening. Why in the world would it?).

Also, stop insulting me with your "think outside the box" statements. Thinking outside the box is cool but not when you're busy talking about jumping in gravity boots on Mars while we're trying to make better airplanes...

I said the event should end, that doesn't mean another one won't spring up later on in the same place! lol, it wouldn't be dynamic. Each event location have different events.. My argument remains the same.

Yet you expect a definitive way of doing things, much like the crap cookie cutter online games we've seen, and never improve on or innovate new ideas or build new concepts? Your theories have already been proven wrong in multiple RPGs out already! The methodology I have mentioned in its simplest form has already been done in varying degrees in multiple games already!

Yep, nice how you figured me all out and psychoanalyzed me.

Too bad when I release my ideas, they're backed out by loads of system designs. So I know what it takes, and you're not presenting it, so i'm pointing out you as what you are: all talk, no work.

Oh really? Diablo 3 has random level events for various maps... every time you go into a level portions of the level are different and have randomly generated events! I'm all work.

Heroes of Might and Magic VI, had randomized towns, montsters, items, etc... every map generated something different, so randomization exists there doesn't it?

So you're telling me, that it isn't possilbe, yet Diablo 3 clearly demonstrates a randomized event structure in EVERY level... ? What? You want more game examples?

How about the AI for RTS's such as Starcraft 1 and 2, or any RTS that involves building, Settlers 7? etc..etc.. I'm sure you get the idea...

It's more than possible, it's completely doable.

 

 

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).

if an event only happens once for a tiny amount of players, that's a waste of dvelopment resources no matter how you spin it. It may be honorable to do that but it's definitely not something with a good return.

I don't "lack vision", I know the consequences of what you're suggesting and what needs to be done to accomodate it, and I don't think you do because you're saying it's easy. Also, you're bashing another developer here while claiming you're smarter than them. Then you proceed to bash programmers (because programmers never get idiotic requests). That's quite arrogant. I saw way too much arrogant coming from incompetent people to last me a lifetime. It's not worth shit, anyone can talk down other people who are doing stuff.

No spin at all, imagine 30 kingdoms over a huge world, each kingdom has two, three, four random events... players can easily participate in anything take place at the time. /shrug.

Nobody is bashing any developers. lol, I merely pointed out based on what the OP said, that these dynamic events are actually persistent static events.... /shrug no big deal, I like the game looks interesting.

Nobody is being arrogant, I merely pointed out possibilities, the only individual here that is being arrogant is you with your assumptions. History has already demonstrated that the games coming out are cookie cutter crap. That would be an opinion, but factually many have simply financially failed or failed to live up to even modest expectations.

I'm actually really surprised you would call me arrogant, after-all it was you that challenged a simple feature and called it "impossible." I merely pointed out that I hear that too much.

It's not arrogance to be optimistic and creative.

 

  IPolygon

Novice Member

Joined: 11/20/11
Posts: 666

5/30/12 1:58:32 PM#110
Originally posted by Chrisbox

Throughout my time testing the game, I have tried to do every event that I can find in my area ( Charr zones ).  I came across many, ran many, and repeated many, but I never felt that Impact that Arenanet has hyped as a key game component.  When I killed the fire shaman, the game was not affected.  When I stopped the harpy invasion on the gates of a city, I felt like a complete hero.  Until they respawned 10 minutes later.  Now I can go on and on with how many events I did ( and trust me I did alot ) but im just wondering if anyone has felt this impact that I haven't, sadly these events have left me with the impression of a slightly more difficult public quest system.

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

  helthros

Novice Member

Joined: 10/24/09
Posts: 1450

5/30/12 1:58:52 PM#111
Originally posted by Chrisbox
Originally posted by Icewhite

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.

Agree to disagree, there is no right answer.

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.

 

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.

  Morv

Novice Member

Joined: 8/06/03
Posts: 314

5/30/12 2:02:54 PM#112
Originally posted by colddog04
Originally posted by Morv
Originally posted by OldManFunk
Originally posted by Morv
Originally posted by Kabaal

Sorta off topic but i hate that phrase "dynamic events" as there's usually nothing dynamic about them, and many of them aren't so much events as something that happens non stop round the clock.


True dynamic events require the MMORPG to be crafted in such a way that when the event is over, it is done.

 

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.


It does actually change the fact of whether they are dynamic or static.. if it's the same event over and over it's not dynamic... /shrug... you said it yourself... those events just repeat... Or do they?

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.
What a bizarre statement, whose asking for this?

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.

 No, dynamic clearly means changing. If it repeats, it doesn't change and is therefore static. If the dynamic event changes, great, it's dynamic. Pretty cut and dry.

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.

 So if that's the case, after the blobs rise from the sewers and are defeated, then does that particular event repeat later on? Or does it change? That sounds like a pretty cool event though. I see what you mean.

If the water gets muddy and the blobs come out, people start freaking out and ask you to kill blobs.

 Which is cool, and fun.

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)

 lol, still funny ;)

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. 

Well that's interesting, so by their definition from beginning to end their events are dynamic, meaning they change "while" they are in progress having several different branches? Are they eventually repeatable?

That's fine, I took it up a level and grabbed the entire event as a whole.

 

  colddog04

Elite Member

Joined: 9/19/06
Posts: 4882

5/30/12 2:08:37 PM#113
Originally posted by Morv
Originally posted by colddog04
Originally posted by Morv
Originally posted by OldManFunk
Originally posted by Morv
Originally posted by Kabaal

Sorta off topic but i hate that phrase "dynamic events" as there's usually nothing dynamic about them, and many of them aren't so much events as something that happens non stop round the clock.


True dynamic events require the MMORPG to be crafted in such a way that when the event is over, it is done.

 

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.


It does actually change the fact of whether they are dynamic or static.. if it's the same event over and over it's not dynamic... /shrug... you said it yourself... those events just repeat... Or do they?

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.
What a bizarre statement, whose asking for this?

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.

 No, dynamic clearly means changing. If it repeats, it doesn't change and is therefore static. If the dynamic event changes, great, it's dynamic. Pretty cut and dry.

 

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!

  p_c_sousa

Novice Member

Joined: 3/31/08
Posts: 627

5/30/12 2:10:53 PM#114

i think some guys dont know the meaning of dynamic. just saying...

  Irus

Novice Member

Joined: 1/11/11
Posts: 780

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.

  Morv

Novice Member

Joined: 8/06/03
Posts: 314

5/30/12 2:18:25 PM#116
Originally posted by colddog04

It is called a dynamic event, not a dynamic world. The events are specifically dynamic, while the world does not "permanently" change itself.


This was the impression they gave when talking about their dynamic events. Things stay.

"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.

 

  GenreNinja

Apprentice Member

Joined: 5/19/07
Posts: 138

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.

  colddog04

Elite Member

Joined: 9/19/06
Posts: 4882

5/30/12 2:20:14 PM#118
Originally posted by Morv
Originally posted by colddog04

It is called a dynamic event, not a dynamic world. The events are specifically dynamic, while the world does not "permanently" change itself.


This was the impression they gave when talking about their dynamic events. Things stay.

"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.

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!

  Morv

Novice Member

Joined: 8/06/03
Posts: 314

5/30/12 2:21:38 PM#119
Originally posted by Irus

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.

Right, and that's what I was trying to point out to the OP, that's all. lol.

  Morv

Novice Member

Joined: 8/06/03
Posts: 314

5/30/12 2:23:50 PM#120
Originally posted by colddog04
Originally posted by Morv
Originally posted by colddog04

It is called a dynamic event, not a dynamic world. The events are specifically dynamic, while the world does not "permanently" change itself.


This was the impression they gave when talking about their dynamic events. Things stay.

"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.

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

 

 


Fantastic, that's the reason I'm getting GW2...

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