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Guild Wars 2

Guild Wars 2 

General Discussion  » The game does not care that i am there.

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73 posts found
  Nadia

Elite Member

Joined: 7/26/03
Posts: 11491

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?

Colin: Dynamic events are cyclical in nature, yes.

Many of the events in the game belong to large event chains that cycle in various directions based on the outcome of the events in the chain. Other events can be one-off events that can occur, change the world, and cycle back so some conditions must be met in the world to make the event start again. These event cycles vary dramatically on a case-by-case basis. In some large event chains, depending on player participation and the outcome of events, the chain could go entirely from one end to the other over the course of hours before it cycles back. In other cases, the event may change the world for 10-15 minutes before it can cycle back around. Some events only occur when specific conditions are met, like a snow storm rolls into the map, or night falls over the graveyard. If an event reaches one end of the chain, it could sit at that point for days, weeks, or months until a player comes along and decides to participate in the event chain. We’ve tried to vary the conditions that trigger events and change the length and variety of the event cycles so that everything feels organic and unique.

  xenogias

Advanced Member

Joined: 9/13/07
Posts: 1945

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.
  User Deleted
9/02/12 12:11:45 AM#43
Originally posted by CallsignVega
You have zero effect on the world in GW2. No PvP in the world besides battlegrounds is a huge failure. 

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.

  User Deleted
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).

 

  TwoThreeFour

Novice Member

Joined: 3/26/12
Posts: 2148

9/02/12 12:20:25 AM#45
Originally posted by evilastro
Originally posted by CallsignVega
You have zero effect on the world in GW2. No PvP in the world besides battlegrounds is a huge failure. 

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.

 

Territorial control and other battles over resources in the open world coud possibly leave an effect on the world.

  TwoThreeFour

Novice Member

Joined: 3/26/12
Posts: 2148

9/02/12 12:21:43 AM#46
Originally posted by evilastro

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).

 

 

Glad to hear that, once they fix their technical issues, I can start recommending friends to get the game then :).

  tyfon

Apprentice Member

Joined: 1/23/09
Posts: 218

9/02/12 12:33:05 AM#47
ANet said a lot of things, including that the game would launch when it was ready.
  allegria

Novice Member

Joined: 3/10/07
Posts: 685

9/02/12 1:25:21 AM#48
Originally posted by Scalpless
The effects of DEs could be a bit more prominent, but GW2 is a THEMEPARK with a limited number of pre-made events. Making them too permanent isn't realistically possible without a huge budget and a huge budget is something ANet didn't have.

   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

  Lobotomist

Hard Core Member

Joined: 5/20/07
Posts: 4822

I got so much trouble on my mind Refuse to lose.

9/02/12 1:40:50 AM#49
Originally posted by IfrianMMO

Back when they released the "manifesto", A-net claimed that one of the things they disliked the most of standard mmo´s was the fact that no matter which quest you completed, boss you killed, or village you saved, everything resetted five minutes later and  the game did not care about the player not it´s exploits.

Well, how is GW2 offering me a different experience from that?

I am  a lv 32 warrior so far,  and while i had a blast on most of the game´s features and i am loving exploring and crafting, i still do not see how does GW2´s world care that i am there.

I visited a lot of zones and done dozens of events, and every single one of them restarts if i just stay 5 mins afk around them, the villages are constantly under siege,  those pesky centaurs keep coming for more and generally nothign seems to change or "stay saved" as i progress thru my own storyline and partecipate in the events.

Sure, some (very few and far between) events have slightly alter the npc presence in the zone, such as that lv 15-25 field where upon the completion of all the centaur questline, the lionguard "controls" most of the roads, but that´s not really all that "world changing" and even that goes away within half a hour or so.

So...what about it?

 

 

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

 

  Thillian

Hard Core Member

Joined: 5/31/06
Posts: 3228

9/02/12 1:55:56 AM#50
Originally posted by Lobotomist
Originally posted by IfrianMMO

Back when they released the "manifesto", A-net claimed that one of the things they disliked the most of standard mmo´s was the fact that no matter which quest you completed, boss you killed, or village you saved, everything resetted five minutes later and  the game did not care about the player not it´s exploits.

Well, how is GW2 offering me a different experience from that?

I am  a lv 32 warrior so far,  and while i had a blast on most of the game´s features and i am loving exploring and crafting, i still do not see how does GW2´s world care that i am there.

I visited a lot of zones and done dozens of events, and every single one of them restarts if i just stay 5 mins afk around them, the villages are constantly under siege,  those pesky centaurs keep coming for more and generally nothign seems to change or "stay saved" as i progress thru my own storyline and partecipate in the events.

Sure, some (very few and far between) events have slightly alter the npc presence in the zone, such as that lv 15-25 field where upon the completion of all the centaur questline, the lionguard "controls" most of the roads, but that´s not really all that "world changing" and even that goes away within half a hour or so.

So...what about it?

 

 

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

 

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

  Doggett

Novice Member

Joined: 8/27/09
Posts: 41

9/02/12 2:07:46 AM#51
Originally posted by Thillian
 

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.

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.

  Ineveraskforthis

Novice Member

Joined: 1/24/06
Posts: 379

9/02/12 2:11:04 AM#52
Originally posted by Thillian
Originally posted by Lobotomist
Originally posted by IfrianMMO

Back when they released the "manifesto", A-net claimed that one of the things they disliked the most of standard mmo´s was the fact that no matter which quest you completed, boss you killed, or village you saved, everything resetted five minutes later and  the game did not care about the player not it´s exploits.

Well, how is GW2 offering me a different experience from that?

I am  a lv 32 warrior so far,  and while i had a blast on most of the game´s features and i am loving exploring and crafting, i still do not see how does GW2´s world care that i am there.

I visited a lot of zones and done dozens of events, and every single one of them restarts if i just stay 5 mins afk around them, the villages are constantly under siege,  those pesky centaurs keep coming for more and generally nothign seems to change or "stay saved" as i progress thru my own storyline and partecipate in the events.

Sure, some (very few and far between) events have slightly alter the npc presence in the zone, such as that lv 15-25 field where upon the completion of all the centaur questline, the lionguard "controls" most of the roads, but that´s not really all that "world changing" and even that goes away within half a hour or so.

So...what about it?

 

 

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

 

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.

Too much truth in this post.

  jpnz

Elite Member

Joined: 6/29/06
Posts: 3564

9/02/12 2:15:35 AM#53
Originally posted by Thillian

 

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.

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.

Gdemami -
Informing people about your thoughts and impressions is not a review, it's a blog.

  Sentime

Apprentice Member

Joined: 5/10/06
Posts: 277

9/02/12 2:19:54 AM#54
Your personal story has zero impact on the game also.
  WoW_Refugee

Apprentice Member

Joined: 5/01/05
Posts: 81

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. :)

  Thillian

Hard Core Member

Joined: 5/31/06
Posts: 3228

9/02/12 2:26:37 AM#56
Originally posted by jpnz
Originally posted by Thillian

 

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.

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.

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

  maji

Spotlight Poster

Joined: 1/15/04
Posts: 1911

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, 300 episodes)

Let's play Guild Wars 2 (blind, 45 episodes)

  fivoroth

Spotlight Poster

Joined: 11/10/06
Posts: 2766

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.

Mission in life: Vanquish all MMORPG.com trolls - especially TESO, WOW and GW2 trolls.

  xmenty

Advanced Member

Joined: 5/22/10
Posts: 691

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 :)

  Blindchance

Novice Member

Joined: 2/21/09
Posts: 1079

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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