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1/24/13 7:35:18 AM#81
Originally posted by Aerowyn Exactly .. my point .. your gameplay is limited ,without experince and or knowledge of Rifts World Events ... your information is limited and outdated .. And there is no aganeda .. just like you want to post about GW2 , others want to post information about other games that is not misrepresented... |
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1/24/13 7:38:34 AM#82
Originally posted by hikaru77
Not sure if I'm gonna laugh or cry at this. If it's not broken, you are not innovating. |
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1/24/13 7:39:44 AM#83
Originally posted by lufiaz
The part in bold is where you're wrong on the whole DE thing. If you failed to stop the monster attack the monster doesn't go away, it stays and spawns a new event to beat it. It won't cycle until the players push it to the point of cycling... there are fail states that the events will settle into. You can come across a town and find a huge giant settled in there with all the NPCs dead. You gather people, kill the giant eventually and the city comes back to "life", with NPCs, vendors, etc. At this point the DE chain can cycle, but not prior. There's no "automatic reset" from a fail state, but fail states can and do spawn additional events. |
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1/24/13 7:44:27 AM#84
Originally posted by Scorchien
RIFTs zone invasions are very simplistic. The mobs only have a few set targets they try to take over and the mobs use the roads.lol Besides a zone can't be contested indefently If players havent manage to clear the zone, the zone returns to it's orginal state ony a few footholds remains so people can do their dailes. If it's not broken, you are not innovating. |
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1/24/13 7:50:20 AM#85
Originally posted by DSWBeef Again you just don't know what the terms Dynamic, Static and Evolving mean. Dynamic doesn't mean "ever changing that never repeats". In fact even evolving doesn't exclude the possibility of returning to a previous state. Dynamic doesn't mean random. In fact nothing is random in an artificial thing - there is just different levels of complexity but there is always a pattern. If people, after Arenanet explained the game had something like 1500 events though they would be never ending and not cyclical in nature, well they have a problem of realism. Currently playing: GW2 |
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1/24/13 7:53:30 AM#86
Originally posted by Gaia_Hunter By the way, and I was arguing over semantics earlier, but doesn't the 'dynamic' simply refer to the fact the events scale to the number of players? It says nothing about how much they change the world or area. |
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1/24/13 7:56:12 AM#87
Originally posted by fat_taddlerDefine Dynamic.
Currently playing: GW2 |
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1/24/13 8:00:36 AM#88
Originally posted by Gaia_Hunter Well here is the part of the official definition from the GW2 site: "Dynamic events change and evolve in response to how you interact with them, leaving lasting effects in the game world." No they don't.
https://www.guildwars2.com/en/the-game/dynamic-events/ |
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1/24/13 8:01:17 AM#89
I agree with the spirit of the OP's post, GW2s dynamic events are more involved and multilayered...at first. However what is lacking from all of GW2 dynamic events is any sense of spontaneity. To initiate one of the many dynamic events you will always be talking to the same NPCs and in the end fighting the same monsters at the same zone. You may arrive part way through the process of initializing the dynamic event, but they are always, unfailingly, the same. THUS, I propose that there is nothing dynamic at all about GW2s events because they are simply a set of static unchanging objectives that trigger one another. Hence, I find it more appropriate to label GWS "dynamic" events "World Events". While I never did play Warhammer Online, I can safetly say that an enjoyable aspec of Rift was and is that rifts are likely to spawn anywhere in a zone, and it left unchecked they can run rampant through the countryside!
Just my two cents, take them as you will :) |
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1/24/13 8:03:23 AM#90
Originally posted by ScaryMonk
dy·nam·ic adj. also dy·nam·i·cal (- 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. |
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1/24/13 8:04:12 AM#91
Originally posted by ScaryMonk No idea. It is possible to argue that, that more players cause more mobs to spawn or the mobs to have different attacks. The world of GW2 is like the "The Truman Show" and has much more movement and activity than many other MMORPG worlds. It follows a pattern, sure, like anything artificial follow a pattern. One could say that more mobs spawning in response to more players or the mobs gaining more moves is a Dynamic response, but actually that is one of the weak points of DEs - player power seem to increase at a higher rate then mobs. I think Dynamic Events encompass all of those aspects - different outcomes, area changes, scalling.
Currently playing: GW2 |
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1/24/13 8:07:30 AM#92
Originally posted by Scorchien I played them from the first expansion and they were not chained there or Dynamic - please don't insult me. I was grinding Hammerknell with a guild when I decided to quit. THEY ARE NOT DYNAMIC - especially on Ember Isle. I don't have to do research I played there - I KNOW. |
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1/24/13 8:07:36 AM#93
Originally posted by Gaia_Hunter If I remember in the Manifesto they said DEs would change the world around you. They do for 10 minutes at most. But they dont make the world evolve.
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1/24/13 8:10:02 AM#94
Originally posted by DSWBeef And this is entirely the point, you can call them 'my left shoe events' for all I care, but what they do not do is the following "Dynamic events change and evolve in response to how you interact with them, leaving lasting effects in the game world." as stated in the GW2 official blurb. |
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1/24/13 8:10:24 AM#95
Originally posted by DSWBeef Well, to totally change the world would require loads of horsepower, don't you think? I mean if it changes one area then it would affect all the areas and that would mean it would be too hard to really get a game stable like that. I do agree that is what A.Net said but reality set in about what they really could do. |
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1/24/13 8:10:50 AM#96
Originally posted by DSWBeef
Many will change the world until the players change it back. The giant that takes that town in the Charr area won't get bored and leave, he'll stay there rendering the town useless until he's killed. When the players kill him finally the town will be active again with NPCs, vendors, events, etc. Change is change. |
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1/24/13 8:10:57 AM#97
Originally posted by Scorchien I think you are confused. He is talking about the random dynamic events, not the planned events. There is no story to the random spawns of monsters across the zones aside from a cheesy 'WE ARE ATTACKING!' speech followed by 'OH NOES, STOPS THEM!' by your faction. Not even in the same ballpark as GW2 stories that are attached to the dynamic events, many of which made me laugh out loud. For instance when I went and helped clear undead to collect parts for the asura to experiment on. I then followed them up to their lab and after some funny dialogue about 'the knee bone connecting to the thigh bone' they end up making an undead monstrosity that runs rampage through the camp that I have to stop. Its not just the fact that these events flow on logically, but the NPC chatter that makes the experience truely magical. Sometimes I wonder why they didnt get the NPC chatter writers to write the main story, which seriously lacks humour or interesting dialogue, yet the world is so full of it. |
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1/24/13 8:13:36 AM#98
Originally posted by ScaryMonk Events scale, so they respond to the interaction. Events also "remember" things like how many farmers were kidnapped or many submarines you protected. If you lost 4 farmers, you will need to rescue 4 farmers in the next event. If you didn't lost any farmers there will be no event. If you lost an outpost to centaurs they will start to build siege weapons there and bombard the area. Seems about right, although not every DE will be as complex. Currently playing: GW2 |
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1/24/13 8:29:31 AM#99
For me, the term revolution / revolutionary carries certain weight, strength, importance. It is probably this subjective characteristic that makes me say that I do not consider dynamic events in the form in which they appeared in GW as "revolutionary". If something, I would say they are "refreshing" as they represent a different approach to exping / levelling / questing. Despite the fact that GW is not my cup of coffee, I do not consider the dynamic events to be necessarily a bad idea. It provides an enjoyable alternative to regular questing. I can imagine that future themeparks will utilize DE`s to a larger extent than in the past and we will probably be seeing them in combination with regular questing. I believe that for some people, they may seem to be revolutionary, but for me, it takes more to use this word...much more. Playing: Nothing atm My game concept thread: http://www.mmorpg.com/discussion2.cfm/thread/369707 (any feedback appreciated) |
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1/24/13 8:34:15 AM#100
Originally posted by Volkon The quoted definition has the word "continuous" and the change of quest phases in GW2 is discrete not continuous. So it isn't dynamic by that definition. |
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