Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

What do you not like about GW2?

1246

Comments

  • maskedweaselmaskedweasel Member LegendaryPosts: 12,196

    Originally posted by Warband

    Originally posted by maskedweasel


    Originally posted by arenasb


    Originally posted by maskedweasel

     

     

    Every dynamic quest will be a WAR PQ, thats just how it is.

     So you have played it? What are the other 6 classes?

    No need to play it, its outlined in black and white.  PQs are just open public quests that can pass or fail with rewards attached to it.  Thats exactly what GW2 is offering and it is outlined as such.  If you have something else to add that suggests the contrary I'd be happy to review it.

     

    In the mean time,  whether its a dragon, a band of orcs, or protecting little Susie from bears, if its a "dynamic event" its just a fancy way to say public quest.  Public meaning open to all, and quest, meaning an "adventurous" exploit. 

    Vast over simplification as always. Man your entitled to your beliefs but are you just going to completely ignore the difference. Did PQ's scale? Did did different PQ's interact with each over? Were multiple PQ's layered on top of each other and occuring simultaneously? Did they all occur at different progressions to rarely produce the same scenario again? Did PQ's branch depending on when the player interacted. Did the effects of PQ's remain until another player had pushed them back.

    Yeah... events are just PQ's with no variation.... Who exactly are you fooling here? 

    I'm not trying to fool anyone, I think thats your biggest complaint.  I never said they didn't add things like scaling (which I spoke about above - both a "blessing" and a "curse")   but really?  You think two "events" interacting will change anything?  You don't think that the developers plan for these "events" to interact together and that this is all truly dynamic?  Do you really think that there won't be a time where you can consistently reproduce every "event"?  Coming directly from the developers they said you would be able to recreate certain events, and that if they are completed to their entirety they will recycle.  

     

    The standalone instances of these "events" are Public Quests,  that is exactly what I said.  Call it an oversimplification if you want, but that IS the system.  You can throw in scaling, and event interactions and dynamic timing of events, but at the end of the day all you have is a single pass or fail quest, just like a PQ, that will either move on or stop, just like a PQ,  that will end up recycling.   

     

    Nothing wrong with a little progression in a public quest.



  • WarbandWarband Member UncommonPosts: 723

    Originally posted by maskedweasel

    Originally posted by Warband

    Originally posted by maskedweasel

    Originally posted by arenasb

    Originally posted by maskedweasel

     

     

    Every dynamic quest will be a WAR PQ, thats just how it is.

     So you have played it? What are the other 6 classes?

    No need to play it, its outlined in black and white.  PQs are just open public quests that can pass or fail with rewards attached to it.  Thats exactly what GW2 is offering and it is outlined as such.  If you have something else to add that suggests the contrary I'd be happy to review it.

     

    In the mean time,  whether its a dragon, a band of orcs, or protecting little Susie from bears, if its a "dynamic event" its just a fancy way to say public quest.  Public meaning open to all, and quest, meaning an "adventurous" exploit. 

    Vast over simplification as always. Man your entitled to your beliefs but are you just going to completely ignore the difference. Did PQ's scale? Did did different PQ's interact with each over? Were multiple PQ's layered on top of each other and occuring simultaneously? Did they all occur at different progressions to rarely produce the same scenario again? Did PQ's branch depending on when the player interacted. Did the effects of PQ's remain until another player had pushed them back.

    Yeah... events are just PQ's with no variation.... Who exactly are you fooling here? 

    I'm not trying to fool anyone, I think thats your biggest complaint.  I never said they didn't add things like scaling (which I spoke about above - both a "blessing" and a "curse")   but really?  You think two "events" interacting will change anything?  You don't think that the developers plan for these "events" to interact together and that this is all truly dynamic?  Do you really think that there won't be a time where you can consistently reproduce every "event"?  Coming directly from the developers they said you would be able to recreate certain events, and that if they are completed to their entirety they will recycle.  

     

    The standalone instances of these "events" are Public Quests,  that is exactly what I said.  Call it an oversimplification if you want, but that IS the system.  You can throw in scaling, and event interactions and dynamic timing of events, but at the end of the day all you have is a single pass or fail quest, just like a PQ, that will either move on or stop, just like a PQ,  that will end up recycling.   

     

    Nothing wrong with a little progression in a public quest.

    Except events cycle in various directions. They are branched depending on when you interact with an event a new cycle can occur. They are not all pass or fail. Winning near the begining of an event can produce a new cycle compared to winning at the end in some events. Thus they aren't all PQ's.

    Your mixing up the "one off" events that occur once and can be pushed back to the large complex event cycles. 

  • SoliTearSoliTear Member Posts: 46

    It is still in development.  LOL

  • djazzydjazzy Member Posts: 3,578

    Originally posted by maskedweasel

    Originally posted by arenasb

    Originally posted by maskedweasel

     

     

    Every dynamic quest will be a WAR PQ, thats just how it is.

     So you have played it? What are the other 6 classes?

    No need to play it, its outlined in black and white.  PQs are just open public quests that can pass or fail with rewards attached to it.  Thats exactly what GW2 is offering and it is outlined as such.  If you have something else to add that suggests the contrary I'd be happy to review it.

     

    In the mean time,  whether its a dragon, a band of orcs, or protecting little Susie from bears, if its a "dynamic event" its just a fancy way to say public quest.  Public meaning open to all, and quest, meaning an "adventurous" exploit. 

     So assumptions and conclusions without empirical evidence or gameplay eh? Sounds about right for a bunch of people on this site, you fit right in.

  • slashbeastslashbeast Member Posts: 533

    I don't really know if there's anything I don't like about Guild Wars 2. Everything they've detailed so far sounds fantastic. But if I absolutely had to pick, I'd probably say the change to the skill system. But I won't know for sure how it'll work out until i get some hands on expierence with it.

    Overall I'm very happy with what I"m seeing.

  • AryasAryas Member, Newbie CommonPosts: 337

    I'm sure if you look hard enough, there's something to dislike in everything.

     

    So long as what I consider good outweighs what I feel is bad, I will like this game.

     

    Think the OP is just asking for trouble tbh.

    Playing: Ableton Live 8
    ~ ragequitcancelsubdeletegamesmashcomputerkillself ~

  • PigozzPigozz Member UncommonPosts: 886

     

    PQs seems VERY similar to Dynamics but to sum up differences (which are acutally possible to create at there are going to be hundreds of dynamics)

    dynamics REPLACE normal quests - you see things happen and you try to help: thus no text or blindly completing NPCs goals

    dynamics scale

    dynamics affects each other as they change places (exmpl: centaurs attack village, chief centaur is wanted, centaurs in village threatens merchant - all three happening at one place and theres no need for scripting this situation: it just happens to be in one place)

    dynamics have multiple pass/fail parts (you fail at one, you progress to another, you win you progress to another etc)

    I DONT KNOW ANYTHING ABOUT THE BRANCHING!!!! this means I havent read about it and I dont expect it...it seems to content intense to create

    there will be HUNDREDS of dynamics (unline PQs since it replaces quests)

    dynamics are triggered randomly/player triggered/dynamic triggered -- means that player can kill NPC to create dynamics or player can complete one chain of dynamics to open new one or dynamics just happen regardless of players add (show me PQ where NOT DOING a PQ lead to overtaking a town etc)

    Maby those things wont be in the game at release, but Anet in known for delivering what they announced so It doesnt really bothers me...but Im being objective

     

    I think I actually spent way more time reading and theorycrafting about MMOs than playing them

  • WarbandWarband Member UncommonPosts: 723

    Originally posted by Pigozz

     I DONT KNOW ANYTHING ABOUT THE BRANCHING!!!! this means I havent read about it and I dont expect it...it seems to content intense to create 

     TBF I didn't even expect it but they have mentioned it before and if you read through the Q &A for events there are hints littered through it but it's only been described in high level events so you'll probably only see it in end game.

    "More importantly, they're multidirectional, and are actually sensitive to the input of the players. In the update, the example of a dredge army marching across the land can go two ways – players either halt the army, or the army passes into an allied village and causes havoc. But depending on when players intervene, the overall course of the event could change. "Events are not just pass/fail. You don't just black and white succeed or black and white beat them. Based on how the players interact with the event means that whatever happens next is different.

    Stopping the army early may mean that you and your allies push forward and attempt to take the dredge encampment, while taking too long may mean that the dredge have spread into neighboring villages. Stopping them somewhere in the middle could have entirely different consequences, according to Johanson. "Almost all the events in the game are part of chains that branch off into different directions depending on the actions the players take."

    Three distinct reactions from a single chain of event. If you have also noticed they describe the events as cycling in various directions which generally hints at more than two. It's subtle but it is there. 

  • MMO.MaverickMMO.Maverick Member CommonPosts: 7,619

    From an interview:

     



    MMORPG.com:

    How do Guild Wars 2’s dynamic events differ from similar sounding, already existing game mechanics like, say, public quests in Warhammer Online?



    Colin Johanson:

    The difference between these two systems lies in the word “dynamic.” When a public quest ends the game world does not change; the actions the players took really made no difference. A timer starts counting down and then the public quest runs again.

    In Guild Wars 2, when a dynamic event ends, the game will be changed as a result of the event occurring. The event will then chain and cascade out into other events that occur as a direct result of the outcome of the previous event, creating a world where the content is dynamic and changes based on player participation and activity. You’ll never encounter a point in Guild Wars 2 where you complete a task and a timer pops up and says, “4 minutes until the thing you just did happens again.” It breaks your sense of immersion and gives you a sense that things you do in the game world don’t really matter.

    Another major difference is because the events dynamically scale in difficulty, anyone can participate in and complete them, regardless of how many people are in the zone. Their public quest system required a lot of people to be in the area to complete most of the quests, because they were too difficult for the single player. So when server population went down, or you were off playing solo, or the population in the game moved on to higher level maps, people couldn’t play the public quests. People will always be able to participate in the dynamic event system- anytime, anywhere, at any point in the game’s life cycle.

    The final core difference between our dynamic event system and public quests is that everyone who actively participates in the event will receive the full reward for the event. There will be no instance where someone shows up for the last 30 seconds of the event, kills a couple minotaurs, and then receives the best reward from the loot system. If you participate fully in the event, you get the reward, period.

    The ACTUAL size of MMORPG worlds: a comparison list between MMO's

    The ease with which predictions are made on these forums:
    Fratman: "I'm saying Spring 2012 at the earliest [for TOR release]. Anyone still clinging to 2011 is deluding themself at this point."

  • SweetZoidSweetZoid Member Posts: 437

    Originally posted by Pigozz

     

    PQs seems VERY similar to Dynamics but to sum up differences (which are acutally possible to create at there are going to be hundreds of dynamics)

    dynamics REPLACE normal quests - you see things happen and you try to help: thus no text or blindly completing NPCs goals

    dynamics scale

    dynamics affects each other as they change places (exmpl: centaurs attack village, chief centaur is wanted, centaurs in village threatens merchant - all three happening at one place and theres no need for scripting this situation: it just happens to be in one place)

    dynamics have multiple pass/fail parts (you fail at one, you progress to another, you win you progress to another etc)

    I DONT KNOW ANYTHING ABOUT THE BRANCHING!!!! this means I havent read about it and I dont expect it...it seems to content intense to create

    there will be HUNDREDS of dynamics (unline PQs since it replaces quests)

    dynamics are triggered randomly/player triggered/dynamic triggered -- means that player can kill NPC to create dynamics or player can complete one chain of dynamics to open new one or dynamics just happen regardless of players add (show me PQ where NOT DOING a PQ lead to overtaking a town etc)

    Maby those things wont be in the game at release, but Anet in known for delivering what they announced so It doesnt really bothers me...but Im being objective

     

    It will be THOUSANDS of events. Events is like reality,a choice you make leads to consequences.

  • TheHelperTheHelper Member Posts: 108

    This is one of the first mmo's that made me want to do multiple things:

     

    1) Build a damn time machine

    2) Take out enough money to buy said game

    3) Take that time machine into the effing future before i die from the uncontrollable urge i have 24/7 to play GW2. 

  • DrachasorDrachasor Member Posts: 2,678

    Setting isn't high tech, I guess could be one.

    One thing I like in tabletop gaming are sci-fi and similar settings where stuff can blow up and be crashed into things.  That's not even a real possibility in GW2.

  • kaiser3282kaiser3282 Member UncommonPosts: 2,759

    Originally posted by Drachasor

    Setting isn't high tech, I guess could be one.

    One thing I like in tabletop gaming are sci-fi and similar settings where stuff can blow up and be crashed into things.  That's not even a real possibility in GW2.

     Not sure if this is along the lines of what you're referring to in what you want, but they will have "environmental" weapons, as in things around the game you can use as weapons which also have their own set of skills associated with them. One example they used was an Elementalist picking up a boulder and getting a skill that allows them to lift the boulder into the air and rain it down on enemies like a meteor shower. They haven't given full details as to the extend and variety of environmental weapons yet, but it could make things very fun. Along with that they will also have siege weaponry type stuff, also with their own set of skills while being used.

  • RohnRohn Member UncommonPosts: 3,730

    How does anyone know what they like or don't like about the game?  It isn't even out yet.

    Hell hath no fury like an MMORPG player scorned.

  • DrachasorDrachasor Member Posts: 2,678

    Originally posted by kaiser3282

    Originally posted by Drachasor

    Setting isn't high tech, I guess could be one.

    One thing I like in tabletop gaming are sci-fi and similar settings where stuff can blow up and be crashed into things.  That's not even a real possibility in GW2.

     Not sure if this is along the lines of what you're referring to in what you want, but they will have "environmental" weapons, as in things around the game you can use as weapons which also have their own set of skills associated with them. One example they used was an Elementalist picking up a boulder and getting a skill that allows them to lift the boulder into the air and rain it down on enemies like a meteor shower. They haven't given full details as to the extend and variety of environmental weapons yet, but it could make things very fun. Along with that they will also have siege weaponry type stuff, also with their own set of skills while being used.

    I had forgotten about that.  It's close, but it's not the same as getting on an enemy spaceship and blowing up (barely escaping with your life).  Makes me feel better with my problem I had to think of.

    Hopefully environments are full of things you can use.  Trees, boulders, etc, and all of them a bit different in how they work.  A lot of environmental variety and so forth would be very nice.

  • kaiser3282kaiser3282 Member UncommonPosts: 2,759

    Originally posted by Rohn

    How does anyone know what they like or don't like about the game?  It isn't even out yet.

     Helps if you read the OP.

    This thread is about features, mechanics, etc that the devs have announced/confirmed will be in the game (or not). As ive been saying in the TOR threads when people bring your question up... you dont need to play every single game that has a certain feature to know you dont like it. Some features simply dont appeal to some people. For example GW1, all the instancing made some people dislike the game, so if GW2 was still the same instanced design people already know they wont like that aspect of the game (but luckily theyre not keeping that design.

    If anchovies make you gag, you dont need need to try every anchovie pizza you see to know that you wont enjoy it... knowing it has anchovies is enough to turn you off.

  • maskedweaselmaskedweasel Member LegendaryPosts: 12,196
    Originally posted by arenasb


    Originally posted by maskedweasel


    Originally posted by arenasb


    Originally posted by maskedweasel


     

     

    Every dynamic quest will be a WAR PQ, thats just how it is.

     So you have played it? What are the other 6 classes?

    No need to play it, its outlined in black and white.  PQs are just open public quests that can pass or fail with rewards attached to it.  Thats exactly what GW2 is offering and it is outlined as such.  If you have something else to add that suggests the contrary I'd be happy to review it.

     

    In the mean time,  whether its a dragon, a band of orcs, or protecting little Susie from bears, if its a "dynamic event" its just a fancy way to say public quest.  Public meaning open to all, and quest, meaning an "adventurous" exploit. 

     So assumptions and conclusions without empirical evidence or gameplay eh? Sounds about right for a bunch of people on this site, you fit right in.

     

    Empirical evidence, you want links to the developer blog? If you've read my posts in any thread you'd know I've got some evidence to my concerns, this isn't just something I make up for kicks


    The problem with this is that everything will always be considered based on assumption until the game releases. You can show me evidence of it being starkly different, but , oh wait ... you can't. I know what the system entails based on what has been released for information up to this point.

    Some people dislike my comparisons because they don't like PQs. Whatever your reasoning its been stated already every event is pass or fail. There isn't middle ground as you want to believe.. this branches based on what happens in the event... out of those 2 outcomes. Scaling and moving to a different area won't change the outcome.


    Of course I fit in here wonderfully, I've been here long enough. There are those of us who are open to discussion about what information is released and then those of us who aren't, and its obvious you rather not discuss it and mores dismiss what I say because you don't like it. Warband and I don't see eye to eye ever, but I respect him because he takes the time to argue his point and many times backs up his information.

    From what's been said so far this is a progressive PQ, and it has some nice additions, but it is still an open public treating system.

    Sorry if my writing seems off I'm posting from my evo 4g. It's been an experience...



  • WarbandWarband Member UncommonPosts: 723

    Originally posted by maskedweasel

    Originally posted by arenasb

    Originally posted by maskedweasel

    Originally posted by arenasb

    Originally posted by maskedweasel

     

     

    Every dynamic quest will be a WAR PQ, thats just how it is.

     So you have played it? What are the other 6 classes?

    No need to play it, its outlined in black and white.  PQs are just open public quests that can pass or fail with rewards attached to it.  Thats exactly what GW2 is offering and it is outlined as such.  If you have something else to add that suggests the contrary I'd be happy to review it.

     

    In the mean time,  whether its a dragon, a band of orcs, or protecting little Susie from bears, if its a "dynamic event" its just a fancy way to say public quest.  Public meaning open to all, and quest, meaning an "adventurous" exploit. 

     So assumptions and conclusions without empirical evidence or gameplay eh? Sounds about right for a bunch of people on this site, you fit right in.

     

    Empirical evidence, you want links to the developer blog? If you've read my posts in any thread you'd know I've got some evidence to my concerns, this isn't just something I make up for kicks The problem with this is that everything will always be considered based on assumption until the game releases. You can show me evidence of it being starkly different, but , oh wait ... you can't. I know what the system entails based on what has been released for information up to this point. Some people dislike my comparisons because they don't like PQs. Whatever your reasoning its been stated already every event is pass or fail. There isn't middle ground as you want to believe.. this branches based on what happens in the event... out of those 2 outcomes. Scaling and moving to a different area won't change the outcome. Of course I fit in here wonderfully, I've been here long enough. There are those of us who are open to discussion about what information is released and then those of us who aren't, and its obvious you rather not discuss it and mores dismiss what I say because you don't like it. Warband and I don't see eye to eye ever, but I respect him because he takes the time to argue his point and many times backs up his information. From what's been said so far this is a progressive PQ, and it has some nice additions, but it is still an open public treating system. Sorry if my writing seems off I'm posting from my evo 4g. It's been an experience...

    Everything IS an assumption until the game releases. Things can still change during development, your intrepretation could be incorrect there could be information released which you haven't analysed properly. Then there's plain hype or incorrect representation of the systems.

    What you have are assumptions and your intrepretation of the games systems. You do not have "enough" evidence to prove that it is exactly how the system works, unless your going to argue that all information released from a game developer before the release of a game is completely correct. Even if they aren't purposefully lying they may have simply described the system in a manner that doesn't convey the true mechanics very well.

    In opposition to your interpretation I have stated how it isn't like a PQ for example branched events with "proof" from the developer just as valid as yours which shows something in contradiction to your interpretation. It's an "assumption" just as valid as yours.

    Seriously you can't state your assumptions as absolute facts, can you not see the irony , since you are in fact a stout swtor defender and that swtor haters pull this crap all the time. 

    Until you actually play the game you can only make interpretations of the information available, unless your going to argue that reading about something is just as accurate as experiencing it first hand. 

    If your going to speak in absolutes you better have absolute proof.

    Besides your logic is flawed anyway absence of proof is NOT proof of absence. Just because you someone may not be have the evidence to prove that your incorrect doesn't mean it doesn't incoorect. Whichever way you look at it you have absolutely no right state that what your saying is correct.  

  • maskedweaselmaskedweasel Member LegendaryPosts: 12,196

    Originally posted by Warband

    Originally posted by maskedweasel


    Originally posted by arenasb


    Originally posted by maskedweasel


    Originally posted by arenasb


    Originally posted by maskedweasel

     

     

    Every dynamic quest will be a WAR PQ, thats just how it is.

     So you have played it? What are the other 6 classes?

    No need to play it, its outlined in black and white.  PQs are just open public quests that can pass or fail with rewards attached to it.  Thats exactly what GW2 is offering and it is outlined as such.  If you have something else to add that suggests the contrary I'd be happy to review it.

     

    In the mean time,  whether its a dragon, a band of orcs, or protecting little Susie from bears, if its a "dynamic event" its just a fancy way to say public quest.  Public meaning open to all, and quest, meaning an "adventurous" exploit. 

     So assumptions and conclusions without empirical evidence or gameplay eh? Sounds about right for a bunch of people on this site, you fit right in.

     

    Empirical evidence, you want links to the developer blog? If you've read my posts in any thread you'd know I've got some evidence to my concerns, this isn't just something I make up for kicks The problem with this is that everything will always be considered based on assumption until the game releases. You can show me evidence of it being starkly different, but , oh wait ... you can't. I know what the system entails based on what has been released for information up to this point. Some people dislike my comparisons because they don't like PQs. Whatever your reasoning its been stated already every event is pass or fail. There isn't middle ground as you want to believe.. this branches based on what happens in the event... out of those 2 outcomes. Scaling and moving to a different area won't change the outcome. Of course I fit in here wonderfully, I've been here long enough. There are those of us who are open to discussion about what information is released and then those of us who aren't, and its obvious you rather not discuss it and mores dismiss what I say because you don't like it. Warband and I don't see eye to eye ever, but I respect him because he takes the time to argue his point and many times backs up his information. From what's been said so far this is a progressive PQ, and it has some nice additions, but it is still an open public treating system. Sorry if my writing seems off I'm posting from my evo 4g. It's been an experience...

    Everything IS an assumption until the game releases. Things can still change during development, your intrepretation could be incorrect there could be information released which you haven't analysed properly. Then there's plain hype or incorrect representation of the systems.

    What you have are assumptions and your intrepretation of the games systems. You do not have "enough" evidence to prove that it is exactly how the system works, unless your going to argue that all information released from a game developer before the release of a game is completely correct. Even if they aren't purposefully lying they may have simply described the system in a manner that doesn't convey the true mechanics very well.

    In opposition to your interpretation I have stated how it isn't like a PQ for example branched events with "proof" from the developer just as valid as yours which shows something in contradiction to your interpretation. It's an "assumption" just as valid as yours.

    Seriously you can't state your assumptions as absolute facts, can you not see the irony , since you are in fact a stout swtor defender and that swtor haters pull this crap all the time. 

    Until you actually play the game you can only make interpretations of the information available, unless your going to argue that reading about something is just as accurate as experiencing it first hand. 

    If your going to speak in absolutes you better have absolute proof.

    Besides your logic is flawed anyway absence of proof is NOT proof of absence. Just because you someone may not be have the evidence to prove that your incorrect doesn't mean it doesn't incoorect. Whichever way you look at it you have absolutely no right state that what your saying is correct.  

    Very well Warband, I will concede that until the game releases no one will know exactly how everything will work in game.  But if that is true, then its obvious that those that are trying to hype said features, including the developers, shouldn't.  If these systems are said to be in game and work the way the developers have stated,  but on the other hand they can't be confirmed until the game is released,  then whats the point in the developers speaking about their features and comparing them to PQs and releasing any information at all?

     

    In this stage of development we are all basing our information on what the developers have given us, including classes, "dynamic" events, and combat.  If we choose not to believe the developers, thats one thing.  If we only choose to believe half of what the developers say, and disbelieve the other half because we don't like it, then we're only fooling ourselves.

     

    Reading through the mechanics of these "events"  there really isn't many other ways they could do them without them resembling a Public Quest.  Sure they've added some neat additions.  Yeah, there will be plenty more of them.  No I haven't played them yet.  But if I'm to believe what the developers are telling me, then the system works exactly the same with some key features changed. (scaling, rewards for everyone,Multiple PQs possible in the same area.)

     

    I liked the PQs in WAR, and though scaling won't necessarily encourage grouping, I am still excited about the progressive features they have implemented.  Theres nothing wrong with taking an old feature and building on it, yet everyone treats me as I'm killing their game by noticing this comparison.



  • DrachasorDrachasor Member Posts: 2,678

    Originally posted by maskedweasel

    Very well Warband, I will concede that until the game releases no one will know exactly how everything will work in game.  But if that is true, then its obvious that those that are trying to hype said features, including the developers, shouldn't.  If these systems are said to be in game and work the way the developers have stated,  but on the other hand they can't be confirmed until the game is released,  then whats the point in the developers speaking about their features and comparing them to PQs and releasing any information at all?

     

    In this stage of development we are all basing our information on what the developers have given us, including classes, "dynamic" events, and combat.  If we choose not to believe the developers, thats one thing.  If we only choose to believe half of what the developers say, and disbelieve the other half because we don't like it, then we're only fooling ourselves.

     

    Reading through the mechanics of these "events"  there really isn't many other ways they could do them without them resembling a Public Quest.  Sure they've added some neat additions.  Yeah, there will be plenty more of them.  No I haven't played them yet.  But if I'm to believe what the developers are telling me, then the system works exactly the same with some key features changed. (scaling, rewards for everyone,Multiple PQs possible in the same area.)

     

    I liked the PQs in WAR, and though scaling won't necessarily encourage grouping, I am still excited about the progressive features they have implemented.  Theres nothing wrong with taking an old feature and building on it, yet everyone treats me as I'm killing their game by noticing this comparison.

    There are rather substantial differences though.  The PQs are linked together causing cascading PQs and events based on success for failure.  They've already talked about how monsters would take over a town if you fail to defend it, and build up over time (And would have to be pushed out).  Add in random things like that (which is supposedly going to happen) and the world will feel a lot more realistic and alive than other MMOs.

    Anyhow, I agree there are similarities, but the differences are just as important.

  • maskedweaselmaskedweasel Member LegendaryPosts: 12,196

    Originally posted by Drachasor

    Originally posted by maskedweasel

    Very well Warband, I will concede that until the game releases no one will know exactly how everything will work in game.  But if that is true, then its obvious that those that are trying to hype said features, including the developers, shouldn't.  If these systems are said to be in game and work the way the developers have stated,  but on the other hand they can't be confirmed until the game is released,  then whats the point in the developers speaking about their features and comparing them to PQs and releasing any information at all?

     

    In this stage of development we are all basing our information on what the developers have given us, including classes, "dynamic" events, and combat.  If we choose not to believe the developers, thats one thing.  If we only choose to believe half of what the developers say, and disbelieve the other half because we don't like it, then we're only fooling ourselves.

     

    Reading through the mechanics of these "events"  there really isn't many other ways they could do them without them resembling a Public Quest.  Sure they've added some neat additions.  Yeah, there will be plenty more of them.  No I haven't played them yet.  But if I'm to believe what the developers are telling me, then the system works exactly the same with some key features changed. (scaling, rewards for everyone,Multiple PQs possible in the same area.)

     

    I liked the PQs in WAR, and though scaling won't necessarily encourage grouping, I am still excited about the progressive features they have implemented.  Theres nothing wrong with taking an old feature and building on it, yet everyone treats me as I'm killing their game by noticing this comparison.

    There are rather substantial differences though.  The PQs are linked together causing cascading PQs and events based on success for failure.  They've already talked about how monsters would take over a town if you fail to defend it, and build up over time (And would have to be pushed out).  Add in random things like that (which is supposedly going to happen) and the world will feel a lot more realistic and alive than other MMOs.

    Anyhow, I agree there are similarities, but the differences are just as important.

    I'm not saying there aren't differences, but I'm saying the entire underlying event system is, in essence, a PQ.  By me simplifying the scope of what happens in an "event" its easier to see exactly what is going on, without "oversimplifying" the entirety of the system, which would be something along the lines of monsters show up, you kill them or get killed by them, then you move on to the next area of monsters.

     

    I'm not trying to oversimplify it that way, but I am stating that the underlying mechanic is a public quest.  All the SAME features are there for a public quest, with some additional features progressing the system to its next incarnation.

     

    I'm not discrediting the features at all.  Neither should others who try to discredit that each specific event instance will play any different then what a PQ plays like.  You may go to the next level, or you may fight more monsters when 4 more people show up, or you may get defeated and the monsters hang around for a day or two while you work to push them back,  but you are still in a quest, and the quest is open to everyone, and you have a specific objective whether you choose to complete it or not.  Everything else doesn't change the core system, it just changes the "what happens next"

     

    ::And a little edit for Warband::  Yes these features might change, no I haven't played it, and yes there is a chance the developers could release something at a later date explaining a major difference in these features, but currently with the information given, this is ultimately what they've explained.



  • WarbandWarband Member UncommonPosts: 723

    Originally posted by maskedweasel

    Originally posted by Drachasor

    Originally posted by maskedweasel

    Very well Warband, I will concede that until the game releases no one will know exactly how everything will work in game.  But if that is true, then its obvious that those that are trying to hype said features, including the developers, shouldn't.  If these systems are said to be in game and work the way the developers have stated,  but on the other hand they can't be confirmed until the game is released,  then whats the point in the developers speaking about their features and comparing them to PQs and releasing any information at all?

     

    In this stage of development we are all basing our information on what the developers have given us, including classes, "dynamic" events, and combat.  If we choose not to believe the developers, thats one thing.  If we only choose to believe half of what the developers say, and disbelieve the other half because we don't like it, then we're only fooling ourselves.

     

    Reading through the mechanics of these "events"  there really isn't many other ways they could do them without them resembling a Public Quest.  Sure they've added some neat additions.  Yeah, there will be plenty more of them.  No I haven't played them yet.  But if I'm to believe what the developers are telling me, then the system works exactly the same with some key features changed. (scaling, rewards for everyone,Multiple PQs possible in the same area.)

     

    I liked the PQs in WAR, and though scaling won't necessarily encourage grouping, I am still excited about the progressive features they have implemented.  Theres nothing wrong with taking an old feature and building on it, yet everyone treats me as I'm killing their game by noticing this comparison.

    There are rather substantial differences though.  The PQs are linked together causing cascading PQs and events based on success for failure.  They've already talked about how monsters would take over a town if you fail to defend it, and build up over time (And would have to be pushed out).  Add in random things like that (which is supposedly going to happen) and the world will feel a lot more realistic and alive than other MMOs.

    Anyhow, I agree there are similarities, but the differences are just as important.

    I'm not saying there aren't differences, but I'm saying the entire underlying event system is, in essence, a PQ.  By me simplifying the scope of what happens in an "event" its easier to see exactly what is going on, without "oversimplifying" the entirety of the system, which would be something along the lines of monsters show up, you kill them or get killed by them, then you move on to the next area of monsters.

     

    I'm not trying to oversimplify it that way, but I am stating that the underlying mechanic is a public quest.  All the SAME features are there for a public quest, with some additional features progressing the system to its next incarnation.

     

    I'm not discrediting the features at all.  Neither should others who try to discredit that each specific event instance will play any different then what a PQ plays like.  You may go to the next level, or you may fight more monsters when 4 more people show up, or you may get defeated and the monsters hang around for a day or two while you work to push them back,  but you are still in a quest, and the quest is open to everyone, and you have a specific objective whether you choose to complete it or not.  Everything else doesn't change the core system, it just changes the "what happens next"

     

    ::And a little edit for Warband::  Yes these features might change, no I haven't played it, and yes there is a chance the developers could release something at a later date explaining a major difference in these features, but currently with the information given, this is ultimately what they've explained.

    Lol I wasn't going to reply to your post it's your interpretation of what they've and you have some evidence to back it up. I've already said how I believe it to be different to PQ's there's no need in repeating it. Before I was just saying it's wrong to call what you believe to be as absolute fact I wasn't really trying to disprove it. 

  • maskedweaselmaskedweasel Member LegendaryPosts: 12,196

    Originally posted by Warband

    ::And a little edit for Warband::  Yes these features might change, no I haven't played it, and yes there is a chance the developers could release something at a later date explaining a major difference in these features, but currently with the information given, this is ultimately what they've explained.

    Lol I wasn't going to reply to your post it's your interpretation of what they've and you have some evidence to back it up. I've already said how I believe it to be different to PQ's there's no need in repeating it. Before I was just saying it's wrong to call what you believe to be as absolute fact I wasn't really trying to disprove it. 

     

    Now when I post on a GW2 topic I always think WWWS :  What will Warband say.  I'm trying to cover all my bases image

     

    Really though, I'm not trying to troll the topic or anything, I'm just trying to state my opinion clearly.  One day I will be in game, and when that day comes, I'd rather be pleasantly surprised then disappointed.  I'd also like to be able to jump into a group with a guy named Warband and not have him aggro a mob on me and bail image



  • FishbaitzFishbaitz Member Posts: 229

    I like to think of it like this, Dynamic Events are the next iteration of the PQ system. There are some base similarities but the former has evolved far enough away from the latter as to be something new and interesting.

    Similarities:

    Large community activities in which everybody is allowed to partisipate in and have a 'completion' point to them.

    Repeats eventually.

    Run on a timer (most GW2 events appear not to work this way, but some run by the internal day/night cycle of GW2, e.g. night falling on a graveyard)

    Differences:

    Scaleable, dynamic events can always be completed, regardless of how many players join in while still maintaining a sense of challenge.

    Impact, DEs change the world based on their outcome, they may be reversed but that usually requires another DE.

    Chaining, many events chain together, and based on the outcome it moves up or down a link.

    Co-interacting, people partisipating in one event can end up helping others in theirs. e.g. Centaurs are attacking Beetletun, and a cart carying beer is heading twoards it from Divinity's Reach and is gaurded by players. The players from the beer cart event help the people defending Beetletun in that event, if the Centaurs are spurred off there is now a Beer Shop in the town and the Centaurs have been pushed back for the time being. If they fail to stop the Centaurs, the town will be destroyed, if they stop the Centaurs but the players don't protect the beer cart, there is no beer shop.

    Player activated, many events can be started by players that can affect a whole zone.

    DEs DO branch in more than pass fail, or at least some of them do. (I can't find the link right now, but someone posted an example above)

     

    So yes, you could call the Dynamic Events Public Quests, but that doesn't do them justice, they are the next iteration of that type of content. They have evolved beyond what WAR had into something much more interesting. It is a disservice to call a Dynamic Event a Public Quest, its like saying the child is the same as the father, while there may be similarities, the differences are more than enough to warrant it being something else.

    This is all, of course, assuming they live up to their goals and ideas. You would have to be a real asshat to hope they won't.

  • WarbandWarband Member UncommonPosts: 723

    Originally posted by maskedweasel

    Originally posted by Warband

    ::And a little edit for Warband::  Yes these features might change, no I haven't played it, and yes there is a chance the developers could release something at a later date explaining a major difference in these features, but currently with the information given, this is ultimately what they've explained.

    Lol I wasn't going to reply to your post it's your interpretation of what they've and you have some evidence to back it up. I've already said how I believe it to be different to PQ's there's no need in repeating it. Before I was just saying it's wrong to call what you believe to be as absolute fact I wasn't really trying to disprove it. 

     

    Now when I post on a GW2 topic I always think WWWS :  What will Warband say.  I'm trying to cover all my bases image

     

    Really though, I'm not trying to troll the topic or anything, I'm just trying to state my opinion clearly.  One day I will be in game, and when that day comes, I'd rather be pleasantly surprised then disappointed.  I'd also like to be able to jump into a group with a guy named Warband and not have him aggro a mob on me and bail image

    Tsk thinking I'm some dumb noob. TBF I'll probably be doing Structured pvp first and learning the game mechanics for the tournaments before I do events etc. Probably going to be crazy competitive better off starting from the get go.

Sign In or Register to comment.