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Guild Wars 2

Guild Wars 2 

General Discussion  » GW2 Dynamic Events ARE revolutionary, I can't wait till they are evolutionary!

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443 posts found
  Volkon

Novice Member

Joined: 9/14/10
Posts: 3813

Facts do not require fiction for balance.

1/25/13 9:54:31 AM#181
Originally posted by ScaryMonk
Originally posted by Torgrim
Originally posted by ScaryMonk
Originally posted by mikahr
Originally posted by Dream_Chaser
Originally posted by Torgrim

And there I stopped reading the rest.

Because you have a low tolerance for reading? Really, you supply no reason as to why you stopped reading, and making text red doesn't magically provide one.

Your wall of text explains it nicely.

Incase you haven't noticed Torgrim would cut off his right arm before admitting the game has any flaws.  Best to take his comments with a pinch- well, bucketload- of salt.  

 

GW2 has plenty of flaws so does all games.

Please, for my entertainment, can you name some of them?  Just a top 10 will do.  

Hmm... I can name a few I think. Keep in mind these are personal opinions.

 

1. Culling in WvW still needs to be removed. Having enemies appear out of nowhere surrounding you can be unsettling, and people are getting far too good at exploiting the culling issues. They're working on it though, with the ultimate goal of removing culling altogether.

 

2. Trebuchets placed on Garrison can reach the walls of Bay. Personally I think this has a tendancy for people in that borderland to "care less" about that map as opposed to the other two more easily defendable ones (where your base forts are Garrison or Hills). 

 

3. I'd like to see more armor skins and have a line of exotic armors available in WvW.

 

4. An in game LFG tool would be a nice touch.

 

Hmm.. meeting in 5, I'll see if I can think of more later.

Oderint, dum metuant.

  Volkon

Novice Member

Joined: 9/14/10
Posts: 3813

Facts do not require fiction for balance.

1/25/13 9:58:09 AM#182
Originally posted by Aeonblades
Originally posted by ScaryMonk
Originally posted by Torgrim

 

GW2 has plenty of flaws so does all games.

Please, for my entertainment, can you name some of them?  Just a top 10 will do.  

Oh pick me I will!

1. Lack of end game

2. Lack of meaningful progression

3. Lack of actual PvP

4. "Evolving" zones that think moving a few rocks is evolving

5. Lack of any semblance of balance between classes

6. No real goals

7. Forsaking giving lots of tools for the sake of balance

8. Story was linear, and cookie cutter

9. Lack of trinity

10. Lack of real PvE content

Honestly it's all opinion anyway, but those would be my top 10, mostly in order, of why I quit after 3 months. This game has a ton of polish, but it has flaws just like any game you will play. I still feel like I got my money's worth, and its really awesome one day in a few months I can just pick it up again. There are a lot of good things about GW2 as well other companies should learn.

Hmm... let me look these ofer quick before the meeting...

1,2,3 - false

4 - Huh?

5, 6 - false

7 - Huh again?

8 - Duh, it's a story towards a goal, defeating Zhaitan. 

9 - That's a major benefit, not a falw

10 - false

 

Again, opinions.

Oderint, dum metuant.

  Four0Six

Apprentice Member

Joined: 12/18/11
Posts: 1069

1/25/13 10:00:08 AM#183
Originally posted by Eir_S
Originally posted by Phry
They may have more detail than Rifts dynamic events, but that doesnt really alter the fact that Rift created the concept. Maybe Arenanet took that idea and ran with it, but ultimately, it was Trion that brought about that revolution, if you can call it that. Whether it will catch on and evolve into something more in other games remains to be seen, i kind of hope it does.

False.  ANet was working on them before Rift was released.  Trion is a decent company, but basically they're known as the guys that made yet another WoW clone.

 Dumb.

i had the idea 23 years ago........

Point: Release date is all that matters.  Maybe instead of an attack against Trion you could like some proof that ANet was doing this before....wait...damnit...WAR had it's PQs..how far back was ANet working on these?....

*rubs temples*

 

  Pivotelite

Novice Member

Joined: 1/19/12
Posts: 2189

1/25/13 10:00:45 AM#184

I agree with Aeonblade.

 

Also Volkon, I like how you say it's just opinions, but you're directly responding to his opinion by calling them "false". How can an opinion be false?

  Vapors

Advanced Member

Joined: 1/16/10
Posts: 389

1/25/13 10:01:31 AM#185
Originally posted by Volkon
Originally posted by Aeonblades
Originally posted by ScaryMonk
Originally posted by Torgrim

 

GW2 has plenty of flaws so does all games.

Please, for my entertainment, can you name some of them?  Just a top 10 will do.  

Oh pick me I will!

1. Lack of end game

2. Lack of meaningful progression

3. Lack of actual PvP

4. "Evolving" zones that think moving a few rocks is evolving

5. Lack of any semblance of balance between classes

6. No real goals

7. Forsaking giving lots of tools for the sake of balance

8. Story was linear, and cookie cutter

9. Lack of trinity

10. Lack of real PvE content

Honestly it's all opinion anyway, but those would be my top 10, mostly in order, of why I quit after 3 months. This game has a ton of polish, but it has flaws just like any game you will play. I still feel like I got my money's worth, and its really awesome one day in a few months I can just pick it up again. There are a lot of good things about GW2 as well other companies should learn.

Hmm... let me look these ofer quick before the meeting...

1,2,3 - false

4 - Huh?

5, 6 - false

7 - Huh again?

8 - Duh, it's a story towards a goal, defeating Zhaitan. 

9 - That's a major benefit, not a falw

10 - false

 

Again, opinions.

I know its opinions, maybe u can give them depth by giving examples, so people know what you both are talking about.

  Aeonblades

Elite Member

Joined: 10/12/12
Posts: 2004

1/25/13 10:09:28 AM#186
Originally posted by Vapors
Originally posted by Aeonblades  

Oh pick me I will!

1. Lack of end game

I found myself spending a lot of time sitting around waiting for something to happen. I know other people enjoy what GW2 has to offer, but I can't stand sitting around in a game.

2. Lack of meaningful progression

I like stats. I like making numbers go higher. This is not the game for someone like that.

3. Lack of actual PvP

WvW was fun at first, but it lost it's luster pretty quick. That coupled with a lack of reason makes the PvP seem rather stale

4. "Evolving" zones that think moving a few rocks is evolving

I really never could tell where the zones where changing much doing the quests for each area. Others say they noticed but I really didn't notice much, and I was pretty excited about this.

5. Lack of any semblance of balance between classes

DIAF Mesmers.

6. No real goals

See No.1. Looking back I realize this is pretty much the same answer, Apologies.

7. Forsaking giving lots of tools for the sake of balance

Nowhere near enough unique abilities. I just felt like I didn't have enough to do with my hands sometimes.

8. Story was linear, and cookie cutter

Was not very impressed, really expected more out of the story since it lacks trinity and actual dungeons.

9. Lack of trinity

Pretty self explanatory.

10. Lack of real PvE content

I like running dungeons and PvE progression. bottom line is this is just not the game for me, even though I love PvE and PvP fairly equally.

Honestly it's all opinion anyway, but those would be my top 10, mostly in order, of why I quit after 3 months. This game has a ton of polish, but it has flaws just like any game you will play. I still feel like I got my money's worth, and its really awesome one day in a few months I can just pick it up again. There are a lot of good things about GW2 as well other companies should learn.

I know its opinions, maybe u can give them depth by giving examples, so people know what you both are talking about.

 

Currently Playing: ESO,FFXIV, various betas
Have played: You name it.

  Gaia_Hunter

Elite Member

Joined: 5/04/12
Posts: 2557

1/25/13 10:14:16 AM#187
Originally posted by Aeonblades
Originally posted by ScaryMonk
Originally posted by Torgrim

 

GW2 has plenty of flaws so does all games.

Please, for my entertainment, can you name some of them?  Just a top 10 will do.  

Oh pick me I will!

1. Lack of end game

2. Lack of meaningful progression

3. Lack of actual PvP

4. "Evolving" zones that think moving a few rocks is evolving

5. Lack of any semblance of balance between classes

6. No real goals

7. Forsaking giving lots of tools for the sake of balance

8. Story was linear, and cookie cutter

9. Lack of trinity

10. Lack of real PvE content

Honestly it's all opinion anyway, but those would be my top 10, mostly in order, of why I quit after 3 months. This game has a ton of polish, but it has flaws just like any game you will play. I still feel like I got my money's worth, and its really awesome one day in a few months I can just pick it up again. There are a lot of good things about GW2 as well other companies should learn.

Some of those listed are preferences, design choice or subjective and not really flaws per se.

Things I would like to see improved (some are on Arenanet radar and being tackled):

- open World rewards are lacking compared to dungeons/fractals, especially non DE Champion Mobs;

- waypoint cost can dissuade people from travelling (if it was a few copper people would probably end spending much more overall);

- crafting doesn't incorporate lower tier materials on higher tier recipies.

- lack of Guild Halls;

- there is little reason for guilds to play together on the open world as a guild as opposed to individuals, Additionally party size is five and there is no UI indication for guild members that aren't in your party;

- DEs don't scale properly with more players - just adding more mobs per player involved doesn't increase difficulty due to AoE power being high.

- Respawn timer of mobs in some places is too high.

- Broken DE are common and seem to take until a server reset to fix.

- invisible attakcs that instant kill you.

- story mod isn't really designed for multiplayer - the game could use something similar to GW1 missions that would connect the personal story with the open world story. Dungeons only don't do the trick.

Currently playing: GW2
Cooperative (semi cooperative)board games you should check: Pandemic, Sentinels of the Multiverse, Eldritch Horror, Descent 2.0,Level 7 Omega Protocol, Last Night on Earth

  User Deleted
1/25/13 10:15:03 AM#188
Originally posted by Aeonblades

Oh pick me I will!

1. Lack of end game

2. Lack of meaningful progression

3. Lack of actual PvP

4. "Evolving" zones that think moving a few rocks is evolving

5. Lack of any semblance of balance between classes

6. No real goals

7. Forsaking giving lots of tools for the sake of balance

8. Story was linear, and cookie cutter

9. Lack of trinity

10. Lack of real PvE content

Honestly it's all opinion anyway, but those would be my top 10, mostly in order, of why I quit after 3 months. This game has a ton of polish, but it has flaws just like any game you will play. I still feel like I got my money's worth, and its really awesome one day in a few months I can just pick it up again. There are a lot of good things about GW2 as well other companies should learn.

1. Theres plenty of endgame. This one is not opinion, sorry.

2. I progress my skill. Thats more meaningful than any stat increase ever

3. RUserial?

4. "Evolving" zones would mean "zones" are intelligent. LMK when you find that

5. Classes are more balanced than any other MMO i have played

6. Only "real" goal is to have fun

7. What tools? Skills? Sorry, there are plenty of tools

8. LMK when you find non linear story

9. Thats actually best thing about GW2

10. "real" PvE content. lol

Anyway it seems that you want gear progression raiding. Yah, it doesnt have that and thats main appeal of GW2.

  Vapors

Advanced Member

Joined: 1/16/10
Posts: 389

1/25/13 10:28:38 AM#189
Originally posted by mikahr
Originally posted by Aeonblades

Oh pick me I will!

1. Lack of end game

2. Lack of meaningful progression

3. Lack of actual PvP

4. "Evolving" zones that think moving a few rocks is evolving

5. Lack of any semblance of balance between classes

6. No real goals

7. Forsaking giving lots of tools for the sake of balance

8. Story was linear, and cookie cutter

9. Lack of trinity

10. Lack of real PvE content

Honestly it's all opinion anyway, but those would be my top 10, mostly in order, of why I quit after 3 months. This game has a ton of polish, but it has flaws just like any game you will play. I still feel like I got my money's worth, and its really awesome one day in a few months I can just pick it up again. There are a lot of good things about GW2 as well other companies should learn.

1. Theres plenty of endgame. This one is not opinion, sorry.

2. I progress my skill. Thats more meaningful than any stat increase ever

3. RUserial?

4. "Evolving" zones would mean "zones" are intelligent. LMK when you find that

5. Classes are more balanced than any other MMO i have played

6. Only "real" goal is to have fun

7. What tools? Skills? Sorry, there are plenty of tools

8. LMK when you find non linear story

9. Thats actually best thing about GW2

10. "real" PvE content. lol

Anyway it seems that you want gear progression raiding. Yah, it doesnt have that and thats main appeal of GW2.

Pizza is good, yes it is good

Chocolate is good, yes it makes happy

My warrior can 2hit another warrior, yes why not

I dont know what to do, find something to do

I want a new jacket, I just grab my old one

I need things to repair my car, yes i have all things

 

I think this are examples of not giving examples =)

sorry:p

  Eir_S

Advanced Member

Joined: 8/07/11
Posts: 4694

GW2 socialist.

1/25/13 10:44:48 AM#190
Originally posted by Four0Six
Originally posted by Eir_S
Originally posted by Phry
They may have more detail than Rifts dynamic events, but that doesnt really alter the fact that Rift created the concept. Maybe Arenanet took that idea and ran with it, but ultimately, it was Trion that brought about that revolution, if you can call it that. Whether it will catch on and evolve into something more in other games remains to be seen, i kind of hope it does.

False.  ANet was working on them before Rift was released.  Trion is a decent company, but basically they're known as the guys that made yet another WoW clone.

 Dumb.

i had the idea 23 years ago........

Point: Release date is all that matters.  Maybe instead of an attack against Trion you could like some proof that ANet was doing this before....wait...damnit...WAR had it's PQs..how far back was ANet working on these?....

*rubs temples*

 

You're the second person I've had to point this out to... I wasn't saying ANet invented the concept, I'm saying they were doing DE's before Rift was released, not before WAR was released.  Even then, I found WAR's PQ's much more entertaining than monster spa... I mean rifts.

Keep rubbing your temples, it must be a real headache to miss the point entirely.

  Eir_S

Advanced Member

Joined: 8/07/11
Posts: 4694

GW2 socialist.

1/25/13 10:49:36 AM#191
Originally posted by Aeonblades

6. No real goals

LOL  "real" goals in an MMO.  You know they're just about killing and collecting right?  Name an MMO that has a "real" goal other than those two things?  And then realize that everyone's real goals are different anyway.  Seriously, this is the worst number on the list.

  NobleNerd

Advanced Member

Joined: 2/08/08
Posts: 432

Try not!
Do or do not
There is no try.

1/25/13 10:56:28 AM#192
Originally posted by Volkon
Originally posted by ScaryMonk
Originally posted by Gaia_Hunter
Originally posted by ScaryMonk
Originally posted by Gaia_Hunter
Originally posted by ScaryMonk
Originally posted by Gaia_Hunter
Originally posted by ScaryMonk
Originally posted by Gaia_Hunter
Originally posted by Caldrin

@ OP GW2 events are anything buy dynamic..

They happen at the same points over and over and over.. how on earth is that Dynamic?

You don't know what dynamic means.

Dynamic just means something in a state of flow.

It doesn't mean random, it doesn't mean unique.

Both are wrong really, maybe Cyclical or Recurrent Events.  

There is a thing in physics called "Dynamics of Circular motion".

The words aren't guilty people don't know their meaning.

 

There is also a 'Modified Newtonian Dynamics' as well as many other theories and phrases containing the word 'dynamic'; and these are also entirely irrelevent.  

And all characterize things with movement and that are the opposite of static.

Which can be applied to any quest in any game making the word redundant. 

No.

A quest has 2 states, not completed and completed.

A dynamic event can have several states that move, some in a linear fashion other forking.

But now you are choosing to ignore the definition of dynamic because it doesn't suit your argument.  

 

 

dy·nam·ic  (d-nmk)

adj. also dy·nam·i·cal (--kl)

1.
a. Of or relating to energy or to objects in motion.

 

b. Of or relating to the study of dynamics.

2. Characterized by continuous change, activity, or progress: a dynamic market.

3. Marked by intensity and vigor; forceful. See Synonyms at active.

4. Of or relating to variation of intensity, as in musical sound.

 
 
Dynamic events as opposed to static quests (ala WoW). A static quest is indicated to be present by the presence of a "quest giver", usually an NPC with an identifying mark (a "quest bang") floating over them indicating that a player should interact with that NPC to receive the quest. The player will then act on the quest which usually affects only that player... killing a certain number of mobs, for example, will now start a counter as credit for the quest whereas killing those same mobs wthout the quest active provides no additional benefit. Upon completion of the static task, the player returns to the NPC for their reward. With a dynamic event you have a system in motion, often without the players even being present, although various triggers can set off the events (proximity, interaction with an object, etc). Dynamic events, when active, affect everyone in the area, not just the person that may have triggered it (as with a static quest). Everyone contributes and everyone gets rewarded for their contributions. DEs can also reach a fail state... failure to complete the event satisfactorally results in the event (and the area) settling into a different state than prior to it's activation. Fail states trigger new events to allow players the opportunity to push the event chain back towards success, but can also lead to additional fail states and new events as a result of those fail states. 
 
In a nutshell, dynamic events are characterized by activity and progress (pass or fail states and chains). The fact that the chains can be pushed back to cycling is irrelevant to the fact that they are, by definition, dynamic.

Thank you very much for reaffirming what I previously posted. Maybe this time it might sink into some thick heads and knowledge might burst into bloom for them. By definition the events/quests in GW2 are dynamic. They might not be what some people have in their heads as dynamic and expecially what I would love to see as a "dynamic" event, but they are dynamic. The event changes to meet the requirements of group size, thus changing in intensity. One event can lead to another which changes the expected outcome of the event (even if it's only for a first time run thru).

  Gaia_Hunter

Elite Member

Joined: 5/04/12
Posts: 2557

1/25/13 10:58:07 AM#193
Originally posted by Eir_S
Originally posted by Four0Six
Originally posted by Eir_S
Originally posted by Phry
They may have more detail than Rifts dynamic events, but that doesnt really alter the fact that Rift created the concept. Maybe Arenanet took that idea and ran with it, but ultimately, it was Trion that brought about that revolution, if you can call it that. Whether it will catch on and evolve into something more in other games remains to be seen, i kind of hope it does.

False.  ANet was working on them before Rift was released.  Trion is a decent company, but basically they're known as the guys that made yet another WoW clone.

 Dumb.

i had the idea 23 years ago........

Point: Release date is all that matters.  Maybe instead of an attack against Trion you could like some proof that ANet was doing this before....wait...damnit...WAR had it's PQs..how far back was ANet working on these?....

*rubs temples*

 

You're the second person I've had to point this out to... I wasn't saying ANet invented the concept, I'm saying they were doing DE's before Rift was released, not before WAR was released.  Even then, I found WAR's PQ's much more entertaining than monster spa... I mean rifts.

Keep rubbing your temples, it must be a real headache to miss the point entirely.

I would say success is very important.

Just having features and then being unable to flesh it in a succesful product isn't enough.

GW2 deliver DEs in a succesful product.

Currently playing: GW2
Cooperative (semi cooperative)board games you should check: Pandemic, Sentinels of the Multiverse, Eldritch Horror, Descent 2.0,Level 7 Omega Protocol, Last Night on Earth

  Slampig

Advanced Member

Joined: 12/29/03
Posts: 2379

Whatever you do, do NOT speak ill of Asheron's Call 2...

1/25/13 11:00:13 AM#194
Originally posted by eyelolled

I keep hearing people talking about Dynamic Events and how they are just like Rift's rifts, or Warhammer's PQ's, but I don't see the similarity at all.   The DE's in GW2 are extremely revolutionary.   Rifts just seem to be random occurances of mobs all over the map, and that doesn't sound revolutionary at all, nothing like GW2 Dynamic Events.

 

Now I know that there are all sorts of people going to tell me how wrong I am. I've seen how people react to words, and especially words that might show GW2 in a positive light.  And I'm sure that none of them actually care if  nobody says anything, but they sure care if someone says that they like the game. It's just a negative world for many people, and they  feel compelled to "keep the optimism in check"

 

 The DE's in GW2 are very revolutionary. Take for example, one of the norn Dynamic Events in the starting area.  It starts off with a norn woman wanting to collect wyrm eggs for food. Now she asks everyone in the area to help by retrieving as many wyrm eggs as possible, and she will use the eggs to make some food for everyone. Needless to say, she needs a lot of eggs, and the more people that take part, means she will need even more eggs. Once she has enough, she will say so and then give people a chance to bring the last of the eggs they've collected to her.  Yeah, thats right, she doesn't just stop and leave, she gives everyone a chance to participate even though she's reached her quota.

 

Then she goes back to the lodge to prepare a wondrous meal for everyone, but the scent of the eggs attracts wyrms to the lodge! Yes, this is a lodge with NPC vendors and everything, and everybody has to help fend off the wyrm attack! The attack almost seems endless as wave after wave of wyrms attack the lodge. The bodies of wyrms, and norn litter the ground in front of the lodge.  And once the assault is finally over, the eggs are ruined and the woman has to admit that it might not have been such a good idea to collect all those eggs. Another norn comments that the fight was magnificent (LOL! That is sooo norn) and before long the woman decides to go collect more eggs, and the event has gone through it's full revolution. Full circle, so to speak.

 

That is why I say that GW2 Dynamic Events are revolutionary, but what I'm really looking forward to is when they become evolutionary. When an event chain matures to not always come back to the exact same point. Maybe it will still have the potential to return to it's original point, but I would like to see multiple return points to start off from, as well as multiple outcomes. 

 

I can't wait to see where the genre moves to next.

 

Haha, ok, wait...

 

Warhammers PQ's, Rifts rifts, GW2 "dynamic" events, how are they DIFFERENT? You can stand  in the same spot in all these games and get evented on, repeatedly, with the same outcome, you win the event or you don't win the event.

About the only thing revolutionary was the name, "DYNAMIC EVENT!"...

That Guild Wars 2 login screen knocked up my wife. Must be the second coming!

  ScaryMonk

Apprentice Member

Joined: 1/12/13
Posts: 102

1/25/13 11:02:01 AM#195
Originally posted by Xepo
Originally posted by Volkon
Originally posted by ScaryMonk
Originally posted by Gaia_Hunter
Originally posted by ScaryMonk
Originally posted by Gaia_Hunter
Originally posted by ScaryMonk
Originally posted by Gaia_Hunter
Originally posted by ScaryMonk
Originally posted by Gaia_Hunter
Originally posted by Caldrin

@ OP GW2 events are anything buy dynamic..

They happen at the same points over and over and over.. how on earth is that Dynamic?

You don't know what dynamic means.

Dynamic just means something in a state of flow.

It doesn't mean random, it doesn't mean unique.

Both are wrong really, maybe Cyclical or Recurrent Events.  

There is a thing in physics called "Dynamics of Circular motion".

The words aren't guilty people don't know their meaning.

 

There is also a 'Modified Newtonian Dynamics' as well as many other theories and phrases containing the word 'dynamic'; and these are also entirely irrelevent.  

And all characterize things with movement and that are the opposite of static.

Which can be applied to any quest in any game making the word redundant. 

No.

A quest has 2 states, not completed and completed.

A dynamic event can have several states that move, some in a linear fashion other forking.

But now you are choosing to ignore the definition of dynamic because it doesn't suit your argument.  

 

 

dy·nam·ic  (d-nmk)

adj. also dy·nam·i·cal (--kl)

1.
a. Of or relating to energy or to objects in motion.

 

b. Of or relating to the study of dynamics.

2. Characterized by continuous change, activity, or progress: a dynamic market.

3. Marked by intensity and vigor; forceful. See Synonyms at active.

4. Of or relating to variation of intensity, as in musical sound.

 
 
Dynamic events as opposed to static quests (ala WoW). A static quest is indicated to be present by the presence of a "quest giver", usually an NPC with an identifying mark (a "quest bang") floating over them indicating that a player should interact with that NPC to receive the quest. The player will then act on the quest which usually affects only that player... killing a certain number of mobs, for example, will now start a counter as credit for the quest whereas killing those same mobs wthout the quest active provides no additional benefit. Upon completion of the static task, the player returns to the NPC for their reward. With a dynamic event you have a system in motion, often without the players even being present, although various triggers can set off the events (proximity, interaction with an object, etc). Dynamic events, when active, affect everyone in the area, not just the person that may have triggered it (as with a static quest). Everyone contributes and everyone gets rewarded for their contributions. DEs can also reach a fail state... failure to complete the event satisfactorally results in the event (and the area) settling into a different state than prior to it's activation. Fail states trigger new events to allow players the opportunity to push the event chain back towards success, but can also lead to additional fail states and new events as a result of those fail states. 
 
In a nutshell, dynamic events are characterized by activity and progress (pass or fail states and chains). The fact that the chains can be pushed back to cycling is irrelevant to the fact that they are, by definition, dynamic.

Thank you very much for reaffirming what I previously posted. Maybe this time it might sink into some thick heads and knowledge might burst into bloom for them. By definition the events/quests in GW2 are dynamic. They might not be what some people have in their heads as dynamic and expecially what I would love to see as a "dynamic" event, but they are dynamic. The event changes to meet the requirements of group size, thus changing in intensity. One event can lead to another which changes the expected outcome of the event (even if it's only for a first time run thru).

For God's sake.  You debate semantics to avoid debating the actual content of the game.  Call them whatever you want, call them 'Mr Potato Head Events' for all I care.  The point is they are more than a little underwhelming and do not live up to the GW2 pre-release blurb.  

  Aeonblades

Elite Member

Joined: 10/12/12
Posts: 2004

1/25/13 11:14:45 AM#196
Originally posted by Vapors
Originally posted by mikahr
Originally posted by Aeonblades

Oh pick me I will!

1. Lack of end game

2. Lack of meaningful progression

3. Lack of actual PvP

4. "Evolving" zones that think moving a few rocks is evolving

5. Lack of any semblance of balance between classes

6. No real goals

7. Forsaking giving lots of tools for the sake of balance

8. Story was linear, and cookie cutter

9. Lack of trinity

10. Lack of real PvE content

Honestly it's all opinion anyway, but those would be my top 10, mostly in order, of why I quit after 3 months. This game has a ton of polish, but it has flaws just like any game you will play. I still feel like I got my money's worth, and its really awesome one day in a few months I can just pick it up again. There are a lot of good things about GW2 as well other companies should learn.

1. Theres plenty of endgame. This one is not opinion, sorry.

2. I progress my skill. Thats more meaningful than any stat increase ever

3. RUserial?

4. "Evolving" zones would mean "zones" are intelligent. LMK when you find that

5. Classes are more balanced than any other MMO i have played

6. Only "real" goal is to have fun

7. What tools? Skills? Sorry, there are plenty of tools

8. LMK when you find non linear story

9. Thats actually best thing about GW2

10. "real" PvE content. lol

Anyway it seems that you want gear progression raiding. Yah, it doesnt have that and thats main appeal of GW2.

Pizza is good, yes it is good

Chocolate is good, yes it makes happy

My warrior can 2hit another warrior, yes why not

I dont know what to do, find something to do

I want a new jacket, I just grab my old one

I need things to repair my car, yes i have all things

 

I think this are examples of not giving examples =)

sorry:p

I updated my list with reasons why my opinion is the way it is. It's a page or 2 back. Also I haven't raided since WOTLK in WoW, I prefer solo, duo, or small group content and PvP now. I have no desire for raiding anymore, I do want my character to grow beyond visual skins.

Currently Playing: ESO,FFXIV, various betas
Have played: You name it.

  Torgrim

Spotlight Poster

Joined: 12/15/05
Posts: 2125

1/25/13 11:18:02 AM#197
Originally posted by ScaryMonk
Originally posted by Torgrim
Originally posted by ScaryMonk
Originally posted by mikahr
Originally posted by Dream_Chaser
Originally posted by Torgrim

And there I stopped reading the rest.

Because you have a low tolerance for reading? Really, you supply no reason as to why you stopped reading, and making text red doesn't magically provide one.

Your wall of text explains it nicely.

Incase you haven't noticed Torgrim would cut off his right arm before admitting the game has any flaws.  Best to take his comments with a pinch- well, bucketload- of salt.  

 

GW2 has plenty of flaws so does all games.

Please, for my entertainment, can you name some of them?  Just a top 10 will do.  

 

Why 10?

I can name a few such as some DE are simplistic and repative, not enough armour and weapon skins, Orr needs a rewamp, no houses and no guild housing, bugs here and there.

If it's not broken, you are not innovating.

  Torgrim

Spotlight Poster

Joined: 12/15/05
Posts: 2125

1/25/13 11:24:17 AM#198
Originally posted by ScaryMonk
Originally posted by Xepo
Originally posted by Volkon
Originally posted by ScaryMonk
Originally posted by Gaia_Hunter
Originally posted by ScaryMonk
Originally posted by Gaia_Hunter
Originally posted by ScaryMonk
Originally posted by Gaia_Hunter
Originally posted by ScaryMonk
Originally posted by Gaia_Hunter
Originally posted by Caldrin

@ OP GW2 events are anything buy dynamic..

They happen at the same points over and over and over.. how on earth is that Dynamic?

You don't know what dynamic means.

Dynamic just means something in a state of flow.

It doesn't mean random, it doesn't mean unique.

Both are wrong really, maybe Cyclical or Recurrent Events.  

There is a thing in physics called "Dynamics of Circular motion".

The words aren't guilty people don't know their meaning.

 

There is also a 'Modified Newtonian Dynamics' as well as many other theories and phrases containing the word 'dynamic'; and these are also entirely irrelevent.  

And all characterize things with movement and that are the opposite of static.

Which can be applied to any quest in any game making the word redundant. 

No.

A quest has 2 states, not completed and completed.

A dynamic event can have several states that move, some in a linear fashion other forking.

But now you are choosing to ignore the definition of dynamic because it doesn't suit your argument.  

 

 

dy·nam·ic  (d-nmk)

adj. also dy·nam·i·cal (--kl)

1.
a. Of or relating to energy or to objects in motion.

 

b. Of or relating to the study of dynamics.

2. Characterized by continuous change, activity, or progress: a dynamic market.

3. Marked by intensity and vigor; forceful. See Synonyms at active.

4. Of or relating to variation of intensity, as in musical sound.

 
 
Dynamic events as opposed to static quests (ala WoW). A static quest is indicated to be present by the presence of a "quest giver", usually an NPC with an identifying mark (a "quest bang") floating over them indicating that a player should interact with that NPC to receive the quest. The player will then act on the quest which usually affects only that player... killing a certain number of mobs, for example, will now start a counter as credit for the quest whereas killing those same mobs wthout the quest active provides no additional benefit. Upon completion of the static task, the player returns to the NPC for their reward. With a dynamic event you have a system in motion, often without the players even being present, although various triggers can set off the events (proximity, interaction with an object, etc). Dynamic events, when active, affect everyone in the area, not just the person that may have triggered it (as with a static quest). Everyone contributes and everyone gets rewarded for their contributions. DEs can also reach a fail state... failure to complete the event satisfactorally results in the event (and the area) settling into a different state than prior to it's activation. Fail states trigger new events to allow players the opportunity to push the event chain back towards success, but can also lead to additional fail states and new events as a result of those fail states. 
 
In a nutshell, dynamic events are characterized by activity and progress (pass or fail states and chains). The fact that the chains can be pushed back to cycling is irrelevant to the fact that they are, by definition, dynamic.

Thank you very much for reaffirming what I previously posted. Maybe this time it might sink into some thick heads and knowledge might burst into bloom for them. By definition the events/quests in GW2 are dynamic. They might not be what some people have in their heads as dynamic and expecially what I would love to see as a "dynamic" event, but they are dynamic. The event changes to meet the requirements of group size, thus changing in intensity. One event can lead to another which changes the expected outcome of the event (even if it's only for a first time run thru).

For God's sake.  You debate semantics to avoid debating the actual content of the game.  Call them whatever you want, call them 'Mr Potato Head Events' for all I care.  The point is they are more than a little underwhelming and do not live up to the GW2 pre-release blurb.  

 

They didn't live up to your expectation.

If it's not broken, you are not innovating.

  ScaryMonk

Apprentice Member

Joined: 1/12/13
Posts: 102

1/25/13 11:25:49 AM#199
Originally posted by Torgrim
Originally posted by ScaryMonk
Originally posted by Xepo
Originally posted by Volkon
Originally posted by ScaryMonk
Originally posted by Gaia_Hunter
Originally posted by ScaryMonk
Originally posted by Gaia_Hunter
Originally posted by ScaryMonk
Originally posted by Gaia_Hunter
Originally posted by ScaryMonk
Originally posted by Gaia_Hunter
Originally posted by Caldrin

@ OP GW2 events are anything buy dynamic..

They happen at the same points over and over and over.. how on earth is that Dynamic?

You don't know what dynamic means.

Dynamic just means something in a state of flow.

It doesn't mean random, it doesn't mean unique.

Both are wrong really, maybe Cyclical or Recurrent Events.  

There is a thing in physics called "Dynamics of Circular motion".

The words aren't guilty people don't know their meaning.

 

There is also a 'Modified Newtonian Dynamics' as well as many other theories and phrases containing the word 'dynamic'; and these are also entirely irrelevent.  

And all characterize things with movement and that are the opposite of static.

Which can be applied to any quest in any game making the word redundant. 

No.

A quest has 2 states, not completed and completed.

A dynamic event can have several states that move, some in a linear fashion other forking.

But now you are choosing to ignore the definition of dynamic because it doesn't suit your argument.  

 

 

dy·nam·ic  (d-nmk)

adj. also dy·nam·i·cal (--kl)

1.
a. Of or relating to energy or to objects in motion.

 

b. Of or relating to the study of dynamics.

2. Characterized by continuous change, activity, or progress: a dynamic market.

3. Marked by intensity and vigor; forceful. See Synonyms at active.

4. Of or relating to variation of intensity, as in musical sound.

 
 
Dynamic events as opposed to static quests (ala WoW). A static quest is indicated to be present by the presence of a "quest giver", usually an NPC with an identifying mark (a "quest bang") floating over them indicating that a player should interact with that NPC to receive the quest. The player will then act on the quest which usually affects only that player... killing a certain number of mobs, for example, will now start a counter as credit for the quest whereas killing those same mobs wthout the quest active provides no additional benefit. Upon completion of the static task, the player returns to the NPC for their reward. With a dynamic event you have a system in motion, often without the players even being present, although various triggers can set off the events (proximity, interaction with an object, etc). Dynamic events, when active, affect everyone in the area, not just the person that may have triggered it (as with a static quest). Everyone contributes and everyone gets rewarded for their contributions. DEs can also reach a fail state... failure to complete the event satisfactorally results in the event (and the area) settling into a different state than prior to it's activation. Fail states trigger new events to allow players the opportunity to push the event chain back towards success, but can also lead to additional fail states and new events as a result of those fail states. 
 
In a nutshell, dynamic events are characterized by activity and progress (pass or fail states and chains). The fact that the chains can be pushed back to cycling is irrelevant to the fact that they are, by definition, dynamic.

Thank you very much for reaffirming what I previously posted. Maybe this time it might sink into some thick heads and knowledge might burst into bloom for them. By definition the events/quests in GW2 are dynamic. They might not be what some people have in their heads as dynamic and expecially what I would love to see as a "dynamic" event, but they are dynamic. The event changes to meet the requirements of group size, thus changing in intensity. One event can lead to another which changes the expected outcome of the event (even if it's only for a first time run thru).

For God's sake.  You debate semantics to avoid debating the actual content of the game.  Call them whatever you want, call them 'Mr Potato Head Events' for all I care.  The point is they are more than a little underwhelming and do not live up to the GW2 pre-release blurb.  

 

They didn't live up to your unreachable expendations.

No.  As I said 'they are more than little underwhelming and do not live up to the GW2 pre-release blurb'.  Please read before responding.  

  Torgrim

Spotlight Poster

Joined: 12/15/05
Posts: 2125

1/25/13 11:28:46 AM#200
Originally posted by ScaryMonk
Originally posted by Torgrim
Originally posted by ScaryMonk
Originally posted by Xepo
Originally posted by Volkon
Originally posted by ScaryMonk
Originally posted by Gaia_Hunter
Originally posted by ScaryMonk
Originally posted by Gaia_Hunter
Originally posted by ScaryMonk
Originally posted by Gaia_Hunter
Originally posted by ScaryMonk
Originally posted by Gaia_Hunter
Originally posted by Caldrin

@ OP GW2 events are anything buy dynamic..

They happen at the same points over and over and over.. how on earth is that Dynamic?

You don't know what dynamic means.

Dynamic just means something in a state of flow.

It doesn't mean random, it doesn't mean unique.

Both are wrong really, maybe Cyclical or Recurrent Events.  

There is a thing in physics called "Dynamics of Circular motion".

The words aren't guilty people don't know their meaning.

 

There is also a 'Modified Newtonian Dynamics' as well as many other theories and phrases containing the word 'dynamic'; and these are also entirely irrelevent.  

And all characterize things with movement and that are the opposite of static.

Which can be applied to any quest in any game making the word redundant. 

No.

A quest has 2 states, not completed and completed.

A dynamic event can have several states that move, some in a linear fashion other forking.

But now you are choosing to ignore the definition of dynamic because it doesn't suit your argument.  

 

 

dy·nam·ic  (d-nmk)

adj. also dy·nam·i·cal (--kl)

1.
a. Of or relating to energy or to objects in motion.

 

b. Of or relating to the study of dynamics.

2. Characterized by continuous change, activity, or progress: a dynamic market.

3. Marked by intensity and vigor; forceful. See Synonyms at active.

4. Of or relating to variation of intensity, as in musical sound.

 
 
Dynamic events as opposed to static quests (ala WoW). A static quest is indicated to be present by the presence of a "quest giver", usually an NPC with an identifying mark (a "quest bang") floating over them indicating that a player should interact with that NPC to receive the quest. The player will then act on the quest which usually affects only that player... killing a certain number of mobs, for example, will now start a counter as credit for the quest whereas killing those same mobs wthout the quest active provides no additional benefit. Upon completion of the static task, the player returns to the NPC for their reward. With a dynamic event you have a system in motion, often without the players even being present, although various triggers can set off the events (proximity, interaction with an object, etc). Dynamic events, when active, affect everyone in the area, not just the person that may have triggered it (as with a static quest). Everyone contributes and everyone gets rewarded for their contributions. DEs can also reach a fail state... failure to complete the event satisfactorally results in the event (and the area) settling into a different state than prior to it's activation. Fail states trigger new events to allow players the opportunity to push the event chain back towards success, but can also lead to additional fail states and new events as a result of those fail states. 
 
In a nutshell, dynamic events are characterized by activity and progress (pass or fail states and chains). The fact that the chains can be pushed back to cycling is irrelevant to the fact that they are, by definition, dynamic.

Thank you very much for reaffirming what I previously posted. Maybe this time it might sink into some thick heads and knowledge might burst into bloom for them. By definition the events/quests in GW2 are dynamic. They might not be what some people have in their heads as dynamic and expecially what I would love to see as a "dynamic" event, but they are dynamic. The event changes to meet the requirements of group size, thus changing in intensity. One event can lead to another which changes the expected outcome of the event (even if it's only for a first time run thru).

For God's sake.  You debate semantics to avoid debating the actual content of the game.  Call them whatever you want, call them 'Mr Potato Head Events' for all I care.  The point is they are more than a little underwhelming and do not live up to the GW2 pre-release blurb.  

 

They didn't live up to your unreachable expendations.

No.  As I said 'they are more than little underwhelming and do not live up to the GW2 pre-release blurb'.  Please read before responding.  

So link those GW2 pre-release blurb so I can read it, then I can come back and write you a proper respons ok.

If it's not broken, you are not innovating.

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