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9/01/12 10:00:17 PM#41
found the quote - and it makes sense from the context http://www.arena.net/blog/colin-johanson-answers-your-dynamic-event-questions Are dynamic events cyclical? If so, how often do the cycles occur?
EQNext press http://EQ3Wire.com EQ2: Freeport server |
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9/01/12 10:04:12 PM#42
Its only happened once so far that I can think of or payed attention to. But I did save a little girl in an event and now every time I go back to that town the mother thanks me for saving her little girl. i dont know if its really that rare or I just dont pay attention to it. The only time I visit towns is when I HAVE to. The game world itself is to much fun to sit in town for long.
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9/02/12 12:11:45 AM#43
Originally posted by CallsignVega Because killing another player in the open world where they can just respawn means something? Only games where open world PvP would matter is where there is permadeath, which not many gamers are fond of I should add. |
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9/02/12 12:15:33 AM#44
Even now going through on my alt (spicing it up a bit by playing the Mesmer), now that the large rush of players has left the starter zones I am starting to see some failed DEs and the follow ons that I didnt see the first time around. Captured towns, destroyed bridges, people held hostage etc. Has definitely made my second run through interesting (its the same Sylvari area too).
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9/02/12 12:20:25 AM#45
Originally posted by evilastro
Territorial control and other battles over resources in the open world coud possibly leave an effect on the world. |
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9/02/12 12:21:43 AM#46
Originally posted by evilastro
Glad to hear that, once they fix their technical issues, I can start recommending friends to get the game then :). |
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9/02/12 12:33:05 AM#47
ANet said a lot of things, including that the game would launch when it was ready.
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9/02/12 1:25:21 AM#48
Originally posted by Scalpless It would take a different design approach than they took. But if you think about it, its not really hard. 1. Area gets overrun 2. players go to area to do quests or events 3. The state of the area determines the quests available.. its really not that difficult, many of the events feel somewhat... unfinished due to this Looping approach they took....
Could be so much better |
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Lobotomist
Elite Member
Joined: 5/20/07
I got so much |
9/02/12 1:40:50 AM#49
Originally posted by IfrianMMO Ok. here we have a game design genius. So, if the events didnt repeat after some time - what would happen ?
Let say you and few buddies of yours erradicate Centaur threat. Once and for all. And thats it. Tyria is at peace and there is nothing else to do in the game.
Well done. You just designed multimilion game that had 3 minutes of gameplay content :D
ROFL
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9/02/12 1:55:56 AM#50
Originally posted by Lobotomist When will people stop ending their posts with "ROFL" or "LOL"? The OP has a point. Shame GW2 ripped off Tabula Rasa' Dynamic Battlefields only partially and not entirely. If they did, you could lose a friendly town to a dynamic event along with its vendors and trainers, until it is conquered back by players. GW2 didnt rip off WAR, because Dynamic Events (Public Quests) were first introduced in Tabula Rasa - Dynamic Battlefields. Have you ever heared of migrating mobs? How about if players wiped centaurs, something else would start spawning in that area, triggering a different set of dynamic events? That doesn't require that much coding nor budget. That would give a feeling that the world is really changing. What if they coded NPCs in towns to react to recent happenings in the area - well that would be dynamic, and still a theme park. The way it is now is just a static re-occurence of the same events. REALITY CHECK |
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9/02/12 2:07:46 AM#51
Originally posted by Thillian I agree, I wish they would've taken it a bit further, i'm only at the 25-35 area right now with the centaurs, but the only thing that happens there is 4 or 5 DE's just keep rotating over and over and over (in an about 15 minute loop, but it's non stop). In games like tabula rasa and ryzom the world felt a lot more dynamic. Don't get me wrong, i'm still enjoying GW2 a lot, I was just expecting a bit more from all the DE talk. |
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9/02/12 2:11:04 AM#52
Originally posted by Thillian Too much truth in this post. |
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9/02/12 2:15:35 AM#53
Originally posted by Thillian Highlighted red text is speculative at best and from a developer's point of view, likely false. Rome can be built in a day if you 'talk' about it. Wonder why there seems to be more haters on the internet? Read this by an actual marketing guy to find out why. |
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9/02/12 2:19:54 AM#54
Your personal story has zero impact on the game also.
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9/02/12 2:21:08 AM#55
Well, if you're at all honest, you have to admit that while the game is fun and very addictive- for a number of reasons -the promises made in the "manifesto" video were only partially met. I, too, remembered Ree's words about the world not caring. That one didn't pan out the way they explained it. Also, the lead designer (I think) mentionned something to the effect that "in other MMOs, the monsters are just standing around in a field, waiting for you to kill them". Well, apart from the many dynamic events in the game, MOST of the time you're pretty much reading thew "quest heart" text, then going into a field or cave...and killing stuff that is just standing or wandering around. So yes, the game is still exceedingly fun...but I do believe everyone understands that the Manifesto video was a great marketing tool, and not completely, totally totally honest. :) |
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9/02/12 2:26:37 AM#56
Originally posted by jpnz Yes, let's just defend the game against any ideas that would make the game better with "too complicated, too expensive, too much coding". Each company to be competitive must do an extra step. Coding migrating mobs or placeholders triggering new events or mobs taking over bases is certainly possible, since it was used multiple times in the past. REALITY CHECK |
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9/02/12 2:30:06 AM#57
The simple answer: developers exaggerate always about everything when they're working on a new project. Basically consider half of what them said to be not true (or rather "not implemented on launch"), and you'll be closer to the real game.
Let's play Fallen Earth (blind, 265 episodes) Let's play Guild Wars 2 (blind, 45 episodes) |
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9/02/12 2:40:49 AM#58
ArenaNet did say that your actions would matter in the open persistent world. If the personal story is that makes you feel like you've changed something in the world, then GW2 isn't doing anything new. GW1 had a very fleshed out instanced experience (pretty much the same as the personal story but more comprehensive) where your actions did matter.
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9/02/12 2:43:38 AM#59
@OP, you have to wait for awhile when they add in more chain content. Colin have comment that there are 100 DE human starting zone now and they aimed to make it 300 DE in 3 years time. All zones will be updated as the game progress. Pardon my English as it is not my 1st language :) |
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9/02/12 2:50:41 AM#60
Many events reset faster then they should. Mostly because they have a too short event chain. I don't mind it that much, it is a theme park game and it'd be extremely expensive to produce enough game content per event to give you a better illusion that you made a difference. Even the group events ( every zone seems to have one or two ) have quite short cooldown before they reset. Apart of that I yet to fail in an event to trigger a different outcome of a chain event.
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