They are Public Quests.... highly overhyped and overglorified Public Quests but PQs nonetheless. They can call them Flying Action Battle Event Happenings... in the same way you can call a piece of crap on a stick an "alternate chocolat popcicle"
Still not the same thing. Here is a few reasons why:
1. GW2 have only public quests or dynamic quests, whatever you call them (except a few personal story quests). That means no full quest log. You can't ignore something for months until you do it, either save the village now or it burns down.
2. Everybody who participates gets a reward. No roll but there seems to be 3 degrees of rewards depending on how much you did.
3. The quest will affect the world in some way or another.
4. They scale depending on how many players that do them. This is what WAR messed up, they should have done this too.
5. If you save a village they remember you later, nothing like that was in WAR.
WARS PQs were actually a very good idea but like many of WARs other ideas it was really badly implemented in the game. This have the same basic idea but is a lot better implemented.
If this will be more or less fun than regular questing can be discussed but at least you don't turn in your 10 rats tails and talks to the next npc who want 10 rats tail, or have to fill your log with all quest you can so you don't have to kill the same stuff over and over. I hate a full quest log.
You forgot to add "temporarily" to each of your points.
You temporarily save a village. And I guarantee losing the village will not greatly impede on any player's progress within the game. Who cares about that village anyways? I am sure there are others.
A true dynamic system would permanently change the gameworld, GW2 has no such system. What they do have is a more intricate and detailed Public Quest system. To say it is a revolutionary and a dynamic system is actually false. That can only happen with permanent change within the game world.
This can not be argued or proven false. Dynamic means something that is always changing. GW2 will not.
GW2's gameworld only temporarily changes or shifts into other modes and then will eventually cycle around again.
It is just another carrot on the end of a stick - this time the stick is just longer. The veil of illusion is just thicker. Not even the most intricate of paths once traveled will be exciting or new. Only a true dynamic game system completely controlled by it's game citizens will yield such dynamism.
The GW2 ride will be fun - but that it is, just a ride.
They are Public Quests.... highly overhyped and overglorified Public Quests but PQs nonetheless. They can call them Flying Action Battle Event Happenings... in the same way you can call a piece of crap on a stick an "alternate chocolat popcicle"
Still not the same thing. Here is a few reasons why:
1. GW2 have only public quests or dynamic quests, whatever you call them (except a few personal story quests). That means no full quest log. You can't ignore something for months until you do it, either save the village now or it burns down.
2. Everybody who participates gets a reward. No roll but there seems to be 3 degrees of rewards depending on how much you did.
3. The quest will affect the world in some way or another.
4. They scale depending on how many players that do them. This is what WAR messed up, they should have done this too.
5. If you save a village they remember you later, nothing like that was in WAR.
WARS PQs were actually a very good idea but like many of WARs other ideas it was really badly implemented in the game. This have the same basic idea but is a lot better implemented.
If this will be more or less fun than regular questing can be discussed but at least you don't turn in your 10 rats tails and talks to the next npc who want 10 rats tail, or have to fill your log with all quest you can so you don't have to kill the same stuff over and over. I hate a full quest log.
You forgot to add "temporarily" to each of your points.
You temporarily save a village. And I guarantee losing the village will not greatly impede on any player's progress within the game. Who cares about that village anyways? I am sure there are others.
A true dynamic system would permanently change the gameworld, GW2 has no such system. What they do have is a more intricate and detailed Public Quest system. To say it is a revolutionary and a dynamic system is actually false. That can only happen with permanent change within the game world.
This can not be argued or proven false. Dynamic means something that is always changing. GW2 will not.
GW2's gameworld only temporarily changes or shifts into other modes and then will eventually cycle around again.
It is just another carrot on the end of a stick - this time the stick is just longer.
You seem to contradict yourself there.
Yes the DE will eventually cycle around again, but not necessarily of their own accord. some may stay semi permanent, until a player comes along and does something to change it.
If someone has truly taken the time to understand what Dynamic Events are and how they work one quickly realizes why the do not fall into the same category as the static public quests, unless they are deliberately putting on blinders or being deliberately deceitful I suppose.
They are Public Quests.... highly overhyped and overglorified Public Quests but PQs nonetheless. They can call them Flying Action Battle Event Happenings... in the same way you can call a piece of crap on a stick an "alternate chocolat popcicle"
Still not the same thing. Here is a few reasons why:
1. GW2 have only public quests or dynamic quests, whatever you call them (except a few personal story quests). That means no full quest log. You can't ignore something for months until you do it, either save the village now or it burns down.
2. Everybody who participates gets a reward. No roll but there seems to be 3 degrees of rewards depending on how much you did.
3. The quest will affect the world in some way or another.
4. They scale depending on how many players that do them. This is what WAR messed up, they should have done this too.
5. If you save a village they remember you later, nothing like that was in WAR.
WARS PQs were actually a very good idea but like many of WARs other ideas it was really badly implemented in the game. This have the same basic idea but is a lot better implemented.
If this will be more or less fun than regular questing can be discussed but at least you don't turn in your 10 rats tails and talks to the next npc who want 10 rats tail, or have to fill your log with all quest you can so you don't have to kill the same stuff over and over. I hate a full quest log.
You forgot to add "temporarily" to each of your points.
You temporarily save a village. And I guarantee losing the village will not greatly impede on any player's progress within the game. Who cares about that village anyways? I am sure there are others.
A true dynamic system would permanently change the gameworld, GW2 has no such system. What they do have is a more intricate and detailed Public Quest system. To say it is a revolutionary and a dynamic system is actually false. That can only happen with permanent change within the game world.
This can not be argued or proven false. Dynamic means something that is always changing. GW2 will not.
GW2's gameworld only temporarily changes or shifts into other modes and then will eventually cycle around again.
It is just another carrot on the end of a stick - this time the stick is just longer.
You seem to contradict yourself there.
Yes the DE will eventually cycle around again, but not necessarily of their own accord. some may stay semi permanent, until a player comes along and does something to change it.
If someone has truly taken the time to understand what Dynamic Events are and how they work one quickly realizes why the do not fall into the same category as the static public quests, unless they are deliberately putting on blinders or being deliberately deceitful I suppose.
Excuse me and let me clarify.
A true dynamic system would be in a state of constant change.
Better? We all know GW2 will not be in a constant state of flux completely 100% influenced by players. Don't fool yourself thinking that it will be completely dynamic. You eventually see the end of the rainbow and be disappointed.
They are Public Quests.... highly overhyped and overglorified Public Quests but PQs nonetheless. They can call them Flying Action Battle Event Happenings... in the same way you can call a piece of crap on a stick an "alternate chocolat popcicle"
Still not the same thing. Here is a few reasons why:
1. GW2 have only public quests or dynamic quests, whatever you call them (except a few personal story quests). That means no full quest log. You can't ignore something for months until you do it, either save the village now or it burns down.
2. Everybody who participates gets a reward. No roll but there seems to be 3 degrees of rewards depending on how much you did.
3. The quest will affect the world in some way or another.
4. They scale depending on how many players that do them. This is what WAR messed up, they should have done this too.
5. If you save a village they remember you later, nothing like that was in WAR.
WARS PQs were actually a very good idea but like many of WARs other ideas it was really badly implemented in the game. This have the same basic idea but is a lot better implemented.
If this will be more or less fun than regular questing can be discussed but at least you don't turn in your 10 rats tails and talks to the next npc who want 10 rats tail, or have to fill your log with all quest you can so you don't have to kill the same stuff over and over. I hate a full quest log.
You forgot to add "temporarily" to each of your points.
You temporarily save a village. And I guarantee losing the village will not greatly impede on any player's progress within the game. Who cares about that village anyways? I am sure there are others.
A true dynamic system would permanently change the gameworld, GW2 has no such system. What they do have is a more intricate and detailed Public Quest system. To say it is a revolutionary and a dynamic system is actually false. That can only happen with permanent change within the game world.
This can not be argued or proven false. Dynamic means something that is always changing. GW2 will not.
GW2's gameworld only temporarily changes or shifts into other modes and then will eventually cycle around again.
It is just another carrot on the end of a stick - this time the stick is just longer. The veil of illusion is just thicker. Not even the most intricate of paths once traveled will be exciting or new. Only a true dynamic game system completely controlled by it's game citizens will yield such dynamism.
The GW2 ride will be fun - but that it is, just a ride.
/thread
No, by your own definition dynamic means always changing, so a permanent change would be... wait for it... not dynamic. It would have changed ONCE.
Also, please quote ArenaNet calling Dynamic Events revolutionary. Innovation is not revolution.
They are Public Quests.... highly overhyped and overglorified Public Quests but PQs nonetheless. They can call them Flying Action Battle Event Happenings... in the same way you can call a piece of crap on a stick an "alternate chocolat popcicle"
Still not the same thing. Here is a few reasons why:
1. GW2 have only public quests or dynamic quests, whatever you call them (except a few personal story quests). That means no full quest log. You can't ignore something for months until you do it, either save the village now or it burns down.
2. Everybody who participates gets a reward. No roll but there seems to be 3 degrees of rewards depending on how much you did.
3. The quest will affect the world in some way or another.
4. They scale depending on how many players that do them. This is what WAR messed up, they should have done this too.
5. If you save a village they remember you later, nothing like that was in WAR.
WARS PQs were actually a very good idea but like many of WARs other ideas it was really badly implemented in the game. This have the same basic idea but is a lot better implemented.
If this will be more or less fun than regular questing can be discussed but at least you don't turn in your 10 rats tails and talks to the next npc who want 10 rats tail, or have to fill your log with all quest you can so you don't have to kill the same stuff over and over. I hate a full quest log.
You forgot to add "temporarily" to each of your points.
You temporarily save a village. And I guarantee losing the village will not greatly impede on any player's progress within the game. Who cares about that village anyways? I am sure there are others.
A true dynamic system would permanently change the gameworld, GW2 has no such system. What they do have is a more intricate and detailed Public Quest system. To say it is a revolutionary and a dynamic system is actually false. That can only happen with permanent change within the game world.
This can not be argued or proven false. Dynamic means something that is always changing. GW2 will not.
GW2's gameworld only temporarily changes or shifts into other modes and then will eventually cycle around again.
It is just another carrot on the end of a stick - this time the stick is just longer.
You seem to contradict yourself there.
Yes the DE will eventually cycle around again, but not necessarily of their own accord. some may stay semi permanent, until a player comes along and does something to change it.
If someone has truly taken the time to understand what Dynamic Events are and how they work one quickly realizes why the do not fall into the same category as the static public quests, unless they are deliberately putting on blinders or being deliberately deceitful I suppose.
Excuse me and let me clarify.
A true dynamic system would be in a state of constant change.
Better?
let me elaborate for you.
1. its impossible to have a what you want. because then they would need a advanced algorytam that can make content. just cant happen. or they could pay a team to cosntantly make new content. with b2p. wont happen.
2. all changes stay until an event changes it, it makes sense (if a watermellon feild is destoyed thenh the farmer can regrow ot :P)
3. if the centars take over a outpost, then that outpost will stay captured until we take it that can be 10 minutes - 100 years (not implying the game will be around that long)
They are Public Quests.... highly overhyped and overglorified Public Quests but PQs nonetheless. They can call them Flying Action Battle Event Happenings... in the same way you can call a piece of crap on a stick an "alternate chocolat popcicle"
Still not the same thing. Here is a few reasons why:
1. GW2 have only public quests or dynamic quests, whatever you call them (except a few personal story quests). That means no full quest log. You can't ignore something for months until you do it, either save the village now or it burns down.
2. Everybody who participates gets a reward. No roll but there seems to be 3 degrees of rewards depending on how much you did.
3. The quest will affect the world in some way or another.
4. They scale depending on how many players that do them. This is what WAR messed up, they should have done this too.
5. If you save a village they remember you later, nothing like that was in WAR.
WARS PQs were actually a very good idea but like many of WARs other ideas it was really badly implemented in the game. This have the same basic idea but is a lot better implemented.
If this will be more or less fun than regular questing can be discussed but at least you don't turn in your 10 rats tails and talks to the next npc who want 10 rats tail, or have to fill your log with all quest you can so you don't have to kill the same stuff over and over. I hate a full quest log.
You forgot to add "temporarily" to each of your points.
You temporarily save a village. And I guarantee losing the village will not greatly impede on any player's progress within the game. Who cares about that village anyways? I am sure there are others.
A true dynamic system would permanently change the gameworld, GW2 has no such system. What they do have is a more intricate and detailed Public Quest system. To say it is a revolutionary and a dynamic system is actually false. That can only happen with permanent change within the game world.
This can not be argued or proven false. Dynamic means something that is always changing. GW2 will not.
GW2's gameworld only temporarily changes or shifts into other modes and then will eventually cycle around again.
It is just another carrot on the end of a stick - this time the stick is just longer. The veil of illusion is just thicker. Not even the most intricate of paths once traveled will be exciting or new. Only a true dynamic game system completely controlled by it's game citizens will yield such dynamism.
The GW2 ride will be fun - but that it is, just a ride.
/thread
No, by your own definition dynamic means always changing, so a permanent change would be... wait for it... not dynamic. It would have changed ONCE.
Also, please quote ArenaNet calling Dynamic Events revolutionary. Innovation is not revolution.
In a state of permanent change? Better? Revolutionary or innovative is just semantics. Pick your fight elsewhere. This will lead nowhere.
And there will be no permanent changes in the GW2 gameworld. Sorry to burst your bubble. Reason for the basis of the original definition. True dynamism would induce permanent change, meaning - change constantly occuring. Understand?
Its hard to argue against this. A true dynamic system is still many years away. I mean we just got over WAR's PQ's..
And picking apart my post and use of semantics makes it no less true.
They are Public Quests.... highly overhyped and overglorified Public Quests but PQs nonetheless. They can call them Flying Action Battle Event Happenings... in the same way you can call a piece of crap on a stick an "alternate chocolat popcicle"
Still not the same thing. Here is a few reasons why:
1. GW2 have only public quests or dynamic quests, whatever you call them (except a few personal story quests). That means no full quest log. You can't ignore something for months until you do it, either save the village now or it burns down.
2. Everybody who participates gets a reward. No roll but there seems to be 3 degrees of rewards depending on how much you did.
3. The quest will affect the world in some way or another.
4. They scale depending on how many players that do them. This is what WAR messed up, they should have done this too.
5. If you save a village they remember you later, nothing like that was in WAR.
WARS PQs were actually a very good idea but like many of WARs other ideas it was really badly implemented in the game. This have the same basic idea but is a lot better implemented.
If this will be more or less fun than regular questing can be discussed but at least you don't turn in your 10 rats tails and talks to the next npc who want 10 rats tail, or have to fill your log with all quest you can so you don't have to kill the same stuff over and over. I hate a full quest log.
You forgot to add "temporarily" to each of your points.
You temporarily save a village. And I guarantee losing the village will not greatly impede on any player's progress within the game. Who cares about that village anyways? I am sure there are others.
A true dynamic system would permanently change the gameworld, GW2 has no such system. What they do have is a more intricate and detailed Public Quest system. To say it is a revolutionary and a dynamic system is actually false. That can only happen with permanent change within the game world.
This can not be argued or proven false. Dynamic means something that is always changing. GW2 will not.
GW2's gameworld only temporarily changes or shifts into other modes and then will eventually cycle around again.
It is just another carrot on the end of a stick - this time the stick is just longer. The veil of illusion is just thicker. Not even the most intricate of paths once traveled will be exciting or new. Only a true dynamic game system completely controlled by it's game citizens will yield such dynamism.
The GW2 ride will be fun - but that it is, just a ride.
/thread
No, by your own definition dynamic means always changing, so a permanent change would be... wait for it... not dynamic. It would have changed ONCE.
Also, please quote ArenaNet calling Dynamic Events revolutionary. Innovation is not revolution.
In a state of permanent change? Better? Revolutionary or innovative is just semantics. Pick your fight elsewhere. This will lead nowhere.
And there will be no permanent changes in the GW2 gameworld. Sorry to burst your bubble. Reason for the basis of the original definition. True dynamism would induce permanent change, meaning - change constantly occuring. Understand?
Its hard to argue against this. A true dynamic system is still many years away. I mean we just got over WAR's PQ's..
And picking apart my post and use of semantics makes it no less true.
Your problems with the game are purely semantical (dynamic vs. permanent, innovative vs. revolutionary), so it's only worth arguing with you on a semantic level.
They are Public Quests.... highly overhyped and overglorified Public Quests but PQs nonetheless. They can call them Flying Action Battle Event Happenings... in the same way you can call a piece of crap on a stick an "alternate chocolat popcicle"
Still not the same thing. Here is a few reasons why:
1. GW2 have only public quests or dynamic quests, whatever you call them (except a few personal story quests). That means no full quest log. You can't ignore something for months until you do it, either save the village now or it burns down.
2. Everybody who participates gets a reward. No roll but there seems to be 3 degrees of rewards depending on how much you did.
3. The quest will affect the world in some way or another.
4. They scale depending on how many players that do them. This is what WAR messed up, they should have done this too.
5. If you save a village they remember you later, nothing like that was in WAR.
WARS PQs were actually a very good idea but like many of WARs other ideas it was really badly implemented in the game. This have the same basic idea but is a lot better implemented.
If this will be more or less fun than regular questing can be discussed but at least you don't turn in your 10 rats tails and talks to the next npc who want 10 rats tail, or have to fill your log with all quest you can so you don't have to kill the same stuff over and over. I hate a full quest log.
You forgot to add "temporarily" to each of your points.
You temporarily save a village. And I guarantee losing the village will not greatly impede on any player's progress within the game. Who cares about that village anyways? I am sure there are others.
A true dynamic system would permanently change the gameworld, GW2 has no such system. What they do have is a more intricate and detailed Public Quest system. To say it is a revolutionary and a dynamic system is actually false. That can only happen with permanent change within the game world.
This can not be argued or proven false. Dynamic means something that is always changing. GW2 will not.
GW2's gameworld only temporarily changes or shifts into other modes and then will eventually cycle around again.
It is just another carrot on the end of a stick - this time the stick is just longer.
You seem to contradict yourself there.
Yes the DE will eventually cycle around again, but not necessarily of their own accord. some may stay semi permanent, until a player comes along and does something to change it.
If someone has truly taken the time to understand what Dynamic Events are and how they work one quickly realizes why the do not fall into the same category as the static public quests, unless they are deliberately putting on blinders or being deliberately deceitful I suppose.
Excuse me and let me clarify.
A true dynamic system would be in a state of constant change.
Better?
let me elaborate for you.
1. its impossible to have a what you want. because then they would need a advanced algorytam that can make content. just cant happen. or they could pay a team to cosntantly make new content. with b2p. wont happen.
2. all changes stay until an event changes it, it makes sense (if a watermellon feild is destoyed thenh the farmer can regrow ot :P)
3. if the centars take over a outpost, then that outpost will stay captured until we take it that can be 10 minutes - 100 years (not implying the game will be around that long)
1. Proves my point. Not saying thats what I want. I am saying it is not a true dynamic system they are making it out to be. They market it as a world in constant ebb and flow of change influenced by the player. Which it is not. There will be limiting factors that effect these PQ's. It will be illusory. It will seem dynamic at first. Until you have played the game several times - then you will see the workings. Also a true dynamic system the player makes the content not some code. So it is possible.
2. all changes until a "designed event" or a predictable player action changes it. Eventually it will be back to normal.
3. Same as 2. Its just visual change. No true change occurs. It will be back to square one eventually. round and round you go in an infenite loop. Doesn't matter if orcs destroyed it, centaurs, humans, .... blah blah, it is the same event. Whether you stop it or not is just a link in the infintie loop.
If an infinite loop is dynamic for you guys then...
They are Public Quests.... highly overhyped and overglorified Public Quests but PQs nonetheless. They can call them Flying Action Battle Event Happenings... in the same way you can call a piece of crap on a stick an "alternate chocolat popcicle"
Still not the same thing. Here is a few reasons why:
1. GW2 have only public quests or dynamic quests, whatever you call them (except a few personal story quests). That means no full quest log. You can't ignore something for months until you do it, either save the village now or it burns down.
2. Everybody who participates gets a reward. No roll but there seems to be 3 degrees of rewards depending on how much you did.
3. The quest will affect the world in some way or another.
4. They scale depending on how many players that do them. This is what WAR messed up, they should have done this too.
5. If you save a village they remember you later, nothing like that was in WAR.
WARS PQs were actually a very good idea but like many of WARs other ideas it was really badly implemented in the game. This have the same basic idea but is a lot better implemented.
If this will be more or less fun than regular questing can be discussed but at least you don't turn in your 10 rats tails and talks to the next npc who want 10 rats tail, or have to fill your log with all quest you can so you don't have to kill the same stuff over and over. I hate a full quest log.
You forgot to add "temporarily" to each of your points.
You temporarily save a village. And I guarantee losing the village will not greatly impede on any player's progress within the game. Who cares about that village anyways? I am sure there are others.
A true dynamic system would permanently change the gameworld, GW2 has no such system. What they do have is a more intricate and detailed Public Quest system. To say it is a revolutionary and a dynamic system is actually false. That can only happen with permanent change within the game world.
This can not be argued or proven false. Dynamic means something that is always changing. GW2 will not.
GW2's gameworld only temporarily changes or shifts into other modes and then will eventually cycle around again.
It is just another carrot on the end of a stick - this time the stick is just longer.
You seem to contradict yourself there.
Yes the DE will eventually cycle around again, but not necessarily of their own accord. some may stay semi permanent, until a player comes along and does something to change it.
If someone has truly taken the time to understand what Dynamic Events are and how they work one quickly realizes why the do not fall into the same category as the static public quests, unless they are deliberately putting on blinders or being deliberately deceitful I suppose.
Excuse me and let me clarify.
A true dynamic system would be in a state of constant change.
Better?
let me elaborate for you.
1. its impossible to have a what you want. because then they would need a advanced algorytam that can make content. just cant happen. or they could pay a team to cosntantly make new content. with b2p. wont happen.
2. all changes stay until an event changes it, it makes sense (if a watermellon feild is destoyed thenh the farmer can regrow ot :P)
3. if the centars take over a outpost, then that outpost will stay captured until we take it that can be 10 minutes - 100 years (not implying the game will be around that long)
1. Proves my point. Not saying thats what I want. I am saying it is not a true dynamic system they are making it out to be. They market it as a world in constant ebb and flow of change influenced by the player. Which it is not. There will be limiting factors that effect these PQ's. There has to be. It will be illusory. It will seem dynamic at first. Until you have played the game several times - then you will see the workings.
2. all changes until a "designed event" or a predictable player action changes it. Eventually it will be back to normal.
3. Same as 2. Its just visual change. No true change occurs. It will be back to square one eventually.
what makes it a true change? it has a visual change which is a true change all on its own. it also has centars there istead of merchants and townsfolds you cant buy anything and some things will even not be sold anymore. and btw a change is a change, how can a change not be a true change when you call it a change in the first place?
They are Public Quests.... highly overhyped and overglorified Public Quests but PQs nonetheless. They can call them Flying Action Battle Event Happenings... in the same way you can call a piece of crap on a stick an "alternate chocolat popcicle"
Still not the same thing. Here is a few reasons why:
1. GW2 have only public quests or dynamic quests, whatever you call them (except a few personal story quests). That means no full quest log. You can't ignore something for months until you do it, either save the village now or it burns down.
2. Everybody who participates gets a reward. No roll but there seems to be 3 degrees of rewards depending on how much you did.
3. The quest will affect the world in some way or another.
4. They scale depending on how many players that do them. This is what WAR messed up, they should have done this too.
5. If you save a village they remember you later, nothing like that was in WAR.
WARS PQs were actually a very good idea but like many of WARs other ideas it was really badly implemented in the game. This have the same basic idea but is a lot better implemented.
If this will be more or less fun than regular questing can be discussed but at least you don't turn in your 10 rats tails and talks to the next npc who want 10 rats tail, or have to fill your log with all quest you can so you don't have to kill the same stuff over and over. I hate a full quest log.
You forgot to add "temporarily" to each of your points.
You temporarily save a village. And I guarantee losing the village will not greatly impede on any player's progress within the game. Who cares about that village anyways? I am sure there are others.
A true dynamic system would permanently change the gameworld, GW2 has no such system. What they do have is a more intricate and detailed Public Quest system. To say it is a revolutionary and a dynamic system is actually false. That can only happen with permanent change within the game world.
This can not be argued or proven false. Dynamic means something that is always changing. GW2 will not.
GW2's gameworld only temporarily changes or shifts into other modes and then will eventually cycle around again.
It is just another carrot on the end of a stick - this time the stick is just longer.
You seem to contradict yourself there.
Yes the DE will eventually cycle around again, but not necessarily of their own accord. some may stay semi permanent, until a player comes along and does something to change it.
If someone has truly taken the time to understand what Dynamic Events are and how they work one quickly realizes why the do not fall into the same category as the static public quests, unless they are deliberately putting on blinders or being deliberately deceitful I suppose.
Excuse me and let me clarify.
A true dynamic system would be in a state of constant change.
Better?
let me elaborate for you.
1. its impossible to have a what you want. because then they would need a advanced algorytam that can make content. just cant happen. or they could pay a team to cosntantly make new content. with b2p. wont happen.
2. all changes stay until an event changes it, it makes sense (if a watermellon feild is destoyed thenh the farmer can regrow ot :P)
3. if the centars take over a outpost, then that outpost will stay captured until we take it that can be 10 minutes - 100 years (not implying the game will be around that long)
1. Proves my point. Not saying thats what I want. I am saying it is not a true dynamic system they are making it out to be. They market it as a world in constant ebb and flow of change influenced by the player. Which it is not. There will be limiting factors that effect these PQ's. It will be illusory. It will seem dynamic at first. Until you have played the game several times - then you will see the workings. Also a true dynamic system the player makes the content not some code. So it is possible.
2. all changes until a "designed event" or a predictable player action changes it. Eventually it will be back to normal.
3. Same as 2. Its just visual change. No true change occurs. It will be back to square one eventually. round and round you go in an infenite loop. Doesn't matter if orcs destroyed it, centaurs, humans, .... blah blah, it is the same event. Whether you stop it or not is just a link in the infintie loop.
If an infinite loop is dynamic for you guys then...
You have proof that it isn't? As far as I know you aren't the lead content designer for these dynamic events. It's been mentioned that there are chains of events that will be played in a long period but everything will have to be recycled eventually. It's ludacris if they don't since people will miss out on events all the time. It has more dynamics in comparison to WAR's PQ. Dynamic events are intertwined with other events, they branch out, depending on the outcome and sometimes they even branch from one of those out comes as well. There is a hour presentation mainly around dynamic events coming from the designers. http://www.gdcvault.com/play/1013691/Designing-Guild-Wars-2-Dynamic
Playing now: Cities: Skyline / Ori and the Blind Forest / Banished
No, by your own definition dynamic means always changing, so a permanent change would be... wait for it... not dynamic. It would have changed ONCE.
Also, please quote ArenaNet calling Dynamic Events revolutionary. Innovation is not revolution.
In a state of permanent change? Better? Revolutionary or innovative is just semantics. Pick your fight elsewhere. This will lead nowhere.
And there will be no permanent changes in the GW2 gameworld. Sorry to burst your bubble. Reason for the basis of the original definition. True dynamism would induce permanent change, meaning - change constantly occuring. Understand?
Its hard to argue against this. A true dynamic system is still many years away. I mean we just got over WAR's PQ's..
And picking apart my post and use of semantics makes it no less true.
Dynamic can be cyclic, just like real life. Dynamic does NOT result in permanence.
yes Dynamic Events are Dynamic, that does not imply Random or Chaotic, or infinite. although all of these can exist in something that is dynamic.
but like I said reguardless how how either of us word this if you cannot see the difference between this system and PQ's you either have not looked at what they are doing, or you are putting on blinders, or are being deliberatly misleading.
They are Public Quests.... highly overhyped and overglorified Public Quests but PQs nonetheless. They can call them Flying Action Battle Event Happenings... in the same way you can call a piece of crap on a stick an "alternate chocolat popcicle"
Still not the same thing. Here is a few reasons why:
1. GW2 have only public quests or dynamic quests, whatever you call them (except a few personal story quests). That means no full quest log. You can't ignore something for months until you do it, either save the village now or it burns down.
2. Everybody who participates gets a reward. No roll but there seems to be 3 degrees of rewards depending on how much you did.
3. The quest will affect the world in some way or another.
4. They scale depending on how many players that do them. This is what WAR messed up, they should have done this too.
5. If you save a village they remember you later, nothing like that was in WAR.
WARS PQs were actually a very good idea but like many of WARs other ideas it was really badly implemented in the game. This have the same basic idea but is a lot better implemented.
If this will be more or less fun than regular questing can be discussed but at least you don't turn in your 10 rats tails and talks to the next npc who want 10 rats tail, or have to fill your log with all quest you can so you don't have to kill the same stuff over and over. I hate a full quest log.
You forgot to add "temporarily" to each of your points.
You temporarily save a village. And I guarantee losing the village will not greatly impede on any player's progress within the game. Who cares about that village anyways? I am sure there are others.
A true dynamic system would permanently change the gameworld, GW2 has no such system. What they do have is a more intricate and detailed Public Quest system. To say it is a revolutionary and a dynamic system is actually false. That can only happen with permanent change within the game world.
This can not be argued or proven false. Dynamic means something that is always changing. GW2 will not.
GW2's gameworld only temporarily changes or shifts into other modes and then will eventually cycle around again.
It is just another carrot on the end of a stick - this time the stick is just longer.
You seem to contradict yourself there.
Yes the DE will eventually cycle around again, but not necessarily of their own accord. some may stay semi permanent, until a player comes along and does something to change it.
If someone has truly taken the time to understand what Dynamic Events are and how they work one quickly realizes why the do not fall into the same category as the static public quests, unless they are deliberately putting on blinders or being deliberately deceitful I suppose.
Excuse me and let me clarify.
A true dynamic system would be in a state of constant change.
Better?
let me elaborate for you.
1. its impossible to have a what you want. because then they would need a advanced algorytam that can make content. just cant happen. or they could pay a team to cosntantly make new content. with b2p. wont happen.
2. all changes stay until an event changes it, it makes sense (if a watermellon feild is destoyed thenh the farmer can regrow ot :P)
3. if the centars take over a outpost, then that outpost will stay captured until we take it that can be 10 minutes - 100 years (not implying the game will be around that long)
1. Proves my point. Not saying thats what I want. I am saying it is not a true dynamic system they are making it out to be. They market it as a world in constant ebb and flow of change influenced by the player. Which it is not. There will be limiting factors that effect these PQ's. There has to be. It will be illusory. It will seem dynamic at first. Until you have played the game several times - then you will see the workings.
2. all changes until a "designed event" or a predictable player action changes it. Eventually it will be back to normal.
3. Same as 2. Its just visual change. No true change occurs. It will be back to square one eventually.
what makes it a true change? it has a visual change which is a true change all on its own. it also has centars there istead of merchants and townsfolds you cant buy anything and some things will even not be sold anymore. and btw a change is a change, how can a change not be a true change when you call it a change in the first place?
Well because eventually that tower or town or whatever will reappear with the same spawned NPC's and it will start over. Once gone will not be forever gone in GW2. Just temporarily until players come by and rebuild or get involved in the PQ again. This is a level based game so things will be contained in such a way. This game's content is not controlled by the players.
They are Public Quests.... highly overhyped and overglorified Public Quests but PQs nonetheless. They can call them Flying Action Battle Event Happenings... in the same way you can call a piece of crap on a stick an "alternate chocolat popcicle"
Still not the same thing. Here is a few reasons why:
1. GW2 have only public quests or dynamic quests, whatever you call them (except a few personal story quests). That means no full quest log. You can't ignore something for months until you do it, either save the village now or it burns down.
2. Everybody who participates gets a reward. No roll but there seems to be 3 degrees of rewards depending on how much you did.
3. The quest will affect the world in some way or another.
4. They scale depending on how many players that do them. This is what WAR messed up, they should have done this too.
5. If you save a village they remember you later, nothing like that was in WAR.
WARS PQs were actually a very good idea but like many of WARs other ideas it was really badly implemented in the game. This have the same basic idea but is a lot better implemented.
If this will be more or less fun than regular questing can be discussed but at least you don't turn in your 10 rats tails and talks to the next npc who want 10 rats tail, or have to fill your log with all quest you can so you don't have to kill the same stuff over and over. I hate a full quest log.
You forgot to add "temporarily" to each of your points.
You temporarily save a village. And I guarantee losing the village will not greatly impede on any player's progress within the game. Who cares about that village anyways? I am sure there are others.
A true dynamic system would permanently change the gameworld, GW2 has no such system. What they do have is a more intricate and detailed Public Quest system. To say it is a revolutionary and a dynamic system is actually false. That can only happen with permanent change within the game world.
This can not be argued or proven false. Dynamic means something that is always changing. GW2 will not.
GW2's gameworld only temporarily changes or shifts into other modes and then will eventually cycle around again.
It is just another carrot on the end of a stick - this time the stick is just longer.
You seem to contradict yourself there.
Yes the DE will eventually cycle around again, but not necessarily of their own accord. some may stay semi permanent, until a player comes along and does something to change it.
If someone has truly taken the time to understand what Dynamic Events are and how they work one quickly realizes why the do not fall into the same category as the static public quests, unless they are deliberately putting on blinders or being deliberately deceitful I suppose.
Excuse me and let me clarify.
A true dynamic system would be in a state of constant change.
Better?
let me elaborate for you.
1. its impossible to have a what you want. because then they would need a advanced algorytam that can make content. just cant happen. or they could pay a team to cosntantly make new content. with b2p. wont happen.
2. all changes stay until an event changes it, it makes sense (if a watermellon feild is destoyed thenh the farmer can regrow ot :P)
3. if the centars take over a outpost, then that outpost will stay captured until we take it that can be 10 minutes - 100 years (not implying the game will be around that long)
1. Proves my point. Not saying thats what I want. I am saying it is not a true dynamic system they are making it out to be. They market it as a world in constant ebb and flow of change influenced by the player. Which it is not. There will be limiting factors that effect these PQ's. It will be illusory. It will seem dynamic at first. Until you have played the game several times - then you will see the workings. Also a true dynamic system the player makes the content not some code. So it is possible.
2. all changes until a "designed event" or a predictable player action changes it. Eventually it will be back to normal.
3. Same as 2. Its just visual change. No true change occurs. It will be back to square one eventually. round and round you go in an infenite loop. Doesn't matter if orcs destroyed it, centaurs, humans, .... blah blah, it is the same event. Whether you stop it or not is just a link in the infintie loop.
If an infinite loop is dynamic for you guys then...
You have proof? As far as I know you aren't the lead content designer for these dynamic events. It's been mentioned that there are chains of events that will be played in a long period but everything will have to be recycled eventually. It's ludacris if they don't since people will miss out on events all the time. It has more dynamics in comparison to WAR's PQ.
therefore not dynamic. It has to cycle over and over. Eventually you will have played out each PQ so many times that you will see that it is just a more intricate PQ and begin seeing similarities across all events.
And my point is they are selling the word dynamic to gain interest. As though a players actions have real world and permanent impact on the game. Which is false. Yes you can protect some town from attack but eventually it will be taken over, then rebuilt, then taken over, then rebuilt. Or a third event line could appear but eventually it will go back to zero.
Look at the game Rift. Both GW2 and Rift are doing the exact same thing. Just packaged differently. If you think GW2 will be different don't be fooled.
yes there will be some randomness to events but only from the game not the player - thus limited gameplay and eventual predictability. You will think you are actually changing the world and making an impact but it is only temporary. It will eventually be back. You will be long gone so the illusion would have worked. Doesn't change the fact that it will be the same loop over and over.
Eve is the only current game that I can think of that has strong dynamism. Content constantly changing and controlled by the players.
Dynamic is a word used in sandbox games. GW2 is far from that.
They are Public Quests.... highly overhyped and overglorified Public Quests but PQs nonetheless. They can call them Flying Action Battle Event Happenings... in the same way you can call a piece of crap on a stick an "alternate chocolat popcicle"
Still not the same thing. Here is a few reasons why:
1. GW2 have only public quests or dynamic quests, whatever you call them (except a few personal story quests). That means no full quest log. You can't ignore something for months until you do it, either save the village now or it burns down.
2. Everybody who participates gets a reward. No roll but there seems to be 3 degrees of rewards depending on how much you did.
3. The quest will affect the world in some way or another.
4. They scale depending on how many players that do them. This is what WAR messed up, they should have done this too.
5. If you save a village they remember you later, nothing like that was in WAR.
WARS PQs were actually a very good idea but like many of WARs other ideas it was really badly implemented in the game. This have the same basic idea but is a lot better implemented.
If this will be more or less fun than regular questing can be discussed but at least you don't turn in your 10 rats tails and talks to the next npc who want 10 rats tail, or have to fill your log with all quest you can so you don't have to kill the same stuff over and over. I hate a full quest log.
You forgot to add "temporarily" to each of your points.
You temporarily save a village. And I guarantee losing the village will not greatly impede on any player's progress within the game. Who cares about that village anyways? I am sure there are others.
A true dynamic system would permanently change the gameworld, GW2 has no such system. What they do have is a more intricate and detailed Public Quest system. To say it is a revolutionary and a dynamic system is actually false. That can only happen with permanent change within the game world.
This can not be argued or proven false. Dynamic means something that is always changing. GW2 will not.
GW2's gameworld only temporarily changes or shifts into other modes and then will eventually cycle around again.
It is just another carrot on the end of a stick - this time the stick is just longer. The veil of illusion is just thicker. Not even the most intricate of paths once traveled will be exciting or new. Only a true dynamic game system completely controlled by it's game citizens will yield such dynamism.
The GW2 ride will be fun - but that it is, just a ride.
/thread
No, by your own definition dynamic means always changing, so a permanent change would be... wait for it... not dynamic. It would have changed ONCE.
Also, please quote ArenaNet calling Dynamic Events revolutionary. Innovation is not revolution.
In a state of permanent change? Better? Revolutionary or innovative is just semantics. Pick your fight elsewhere. This will lead nowhere.
And there will be no permanent changes in the GW2 gameworld. Sorry to burst your bubble. Reason for the basis of the original definition. True dynamism would induce permanent change, meaning - change constantly occuring. Understand?
Its hard to argue against this. A true dynamic system is still many years away. I mean we just got over WAR's PQ's..
And picking apart my post and use of semantics makes it no less true.
Dynamic can be cyclic, just like real life. Dynamic does NOT result in permanence.
yes Dynamic Events are Dynamic, that does not imply Random or Chaotic, or infinite. although all of these can exist in something that is dynamic.
but like I said reguardless how how either of us word this if you cannot see the difference between this system and PQ's you either have not looked at what they are doing, or you are putting on blinders, or are being deliberatly misleading.
think about predictability
But as in a true dynamic system such as life - predictability is a crap shoot. Reason we have God.
I see what you are saying. And in life is there anything truly permanent? Nope. We are in constant change. Games become old because they never truly change.
I will give an inch and agree that GW2 events are way more dynamic than WAR's. But players should understand what the gameplay will be like and not be disappointed.
They are Public Quests.... highly overhyped and overglorified Public Quests but PQs nonetheless. They can call them Flying Action Battle Event Happenings... in the same way you can call a piece of crap on a stick an "alternate chocolat popcicle"
Still not the same thing. Here is a few reasons why:
1. GW2 have only public quests or dynamic quests, whatever you call them (except a few personal story quests). That means no full quest log. You can't ignore something for months until you do it, either save the village now or it burns down.
2. Everybody who participates gets a reward. No roll but there seems to be 3 degrees of rewards depending on how much you did.
3. The quest will affect the world in some way or another.
4. They scale depending on how many players that do them. This is what WAR messed up, they should have done this too.
5. If you save a village they remember you later, nothing like that was in WAR.
WARS PQs were actually a very good idea but like many of WARs other ideas it was really badly implemented in the game. This have the same basic idea but is a lot better implemented.
If this will be more or less fun than regular questing can be discussed but at least you don't turn in your 10 rats tails and talks to the next npc who want 10 rats tail, or have to fill your log with all quest you can so you don't have to kill the same stuff over and over. I hate a full quest log.
You forgot to add "temporarily" to each of your points.
You temporarily save a village. And I guarantee losing the village will not greatly impede on any player's progress within the game. Who cares about that village anyways? I am sure there are others.
A true dynamic system would permanently change the gameworld, GW2 has no such system. What they do have is a more intricate and detailed Public Quest system. To say it is a revolutionary and a dynamic system is actually false. That can only happen with permanent change within the game world.
This can not be argued or proven false. Dynamic means something that is always changing. GW2 will not.
GW2's gameworld only temporarily changes or shifts into other modes and then will eventually cycle around again.
It is just another carrot on the end of a stick - this time the stick is just longer.
You seem to contradict yourself there.
Yes the DE will eventually cycle around again, but not necessarily of their own accord. some may stay semi permanent, until a player comes along and does something to change it.
If someone has truly taken the time to understand what Dynamic Events are and how they work one quickly realizes why the do not fall into the same category as the static public quests, unless they are deliberately putting on blinders or being deliberately deceitful I suppose.
Excuse me and let me clarify.
A true dynamic system would be in a state of constant change.
Better?
let me elaborate for you.
1. its impossible to have a what you want. because then they would need a advanced algorytam that can make content. just cant happen. or they could pay a team to cosntantly make new content. with b2p. wont happen.
2. all changes stay until an event changes it, it makes sense (if a watermellon feild is destoyed thenh the farmer can regrow ot :P)
3. if the centars take over a outpost, then that outpost will stay captured until we take it that can be 10 minutes - 100 years (not implying the game will be around that long)
1. Proves my point. Not saying thats what I want. I am saying it is not a true dynamic system they are making it out to be. They market it as a world in constant ebb and flow of change influenced by the player. Which it is not. There will be limiting factors that effect these PQ's. It will be illusory. It will seem dynamic at first. Until you have played the game several times - then you will see the workings. Also a true dynamic system the player makes the content not some code. So it is possible.
2. all changes until a "designed event" or a predictable player action changes it. Eventually it will be back to normal.
3. Same as 2. Its just visual change. No true change occurs. It will be back to square one eventually. round and round you go in an infenite loop. Doesn't matter if orcs destroyed it, centaurs, humans, .... blah blah, it is the same event. Whether you stop it or not is just a link in the infintie loop.
If an infinite loop is dynamic for you guys then...
You have proof? As far as I know you aren't the lead content designer for these dynamic events. It's been mentioned that there are chains of events that will be played in a long period but everything will have to be recycled eventually. It's ludacris if they don't since people will miss out on events all the time. It has more dynamics in comparison to WAR's PQ.
therefore not dynamic. It has to cycle over and over. Eventually you will have played out each PQ so many times that you will see that it is just a more intricate PQ and begin seeing similarities across all events.
And my point is they are selling the word dynamic to gain interest. As though a players actions have real world and permanent impact on the game. Which is false. Yes you can protect some town from attack but eventually it will be taken over, then rebuilt, then taken over, then rebuilt. Or a third event line could appear but eventually it will go back to zero.
Look at the game Rift. Both GW2 and Rift are doing the exact same thing. Just packaged differently. If you think GW2 will be different don't be fooled.
yes there will be some randomness to events but only from the game not the player - thus limited gameplay and eventual predictability. You will think you are actually changing the world and making an impact but it is only temporary. It will eventually be back. You will be long gone so the illusion would have worked. Doesn't change the fact that it will be the same loop over and over.
Eve is the only current game that I can think of that has strong dynamism. Content constantly changing and controlled by the players.
Dynamic is a word used in sandbox games. GW2 is far from that.
The proof is in logic. Use it.
Sorry but you have no basis for this wrong assumption. Please show proof that they ever said dynamic events have permanent impact.
edit: I linked a video in my previous reply in case you did not see the edit. Again, it does behave nor reset like PQ which you make it sound to be.
Playing now: Cities: Skyline / Ori and the Blind Forest / Banished
They are Public Quests.... highly overhyped and overglorified Public Quests but PQs nonetheless. They can call them Flying Action Battle Event Happenings... in the same way you can call a piece of crap on a stick an "alternate chocolat popcicle"
Still not the same thing. Here is a few reasons why:
1. GW2 have only public quests or dynamic quests, whatever you call them (except a few personal story quests). That means no full quest log. You can't ignore something for months until you do it, either save the village now or it burns down.
2. Everybody who participates gets a reward. No roll but there seems to be 3 degrees of rewards depending on how much you did.
3. The quest will affect the world in some way or another.
4. They scale depending on how many players that do them. This is what WAR messed up, they should have done this too.
5. If you save a village they remember you later, nothing like that was in WAR.
WARS PQs were actually a very good idea but like many of WARs other ideas it was really badly implemented in the game. This have the same basic idea but is a lot better implemented.
If this will be more or less fun than regular questing can be discussed but at least you don't turn in your 10 rats tails and talks to the next npc who want 10 rats tail, or have to fill your log with all quest you can so you don't have to kill the same stuff over and over. I hate a full quest log.
You forgot to add "temporarily" to each of your points.
You temporarily save a village. And I guarantee losing the village will not greatly impede on any player's progress within the game. Who cares about that village anyways? I am sure there are others.
A true dynamic system would permanently change the gameworld, GW2 has no such system. What they do have is a more intricate and detailed Public Quest system. To say it is a revolutionary and a dynamic system is actually false. That can only happen with permanent change within the game world.
This can not be argued or proven false. Dynamic means something that is always changing. GW2 will not.
GW2's gameworld only temporarily changes or shifts into other modes and then will eventually cycle around again.
It is just another carrot on the end of a stick - this time the stick is just longer.
You seem to contradict yourself there.
Yes the DE will eventually cycle around again, but not necessarily of their own accord. some may stay semi permanent, until a player comes along and does something to change it.
If someone has truly taken the time to understand what Dynamic Events are and how they work one quickly realizes why the do not fall into the same category as the static public quests, unless they are deliberately putting on blinders or being deliberately deceitful I suppose.
Excuse me and let me clarify.
A true dynamic system would be in a state of constant change.
Better?
let me elaborate for you.
1. its impossible to have a what you want. because then they would need a advanced algorytam that can make content. just cant happen. or they could pay a team to cosntantly make new content. with b2p. wont happen.
2. all changes stay until an event changes it, it makes sense (if a watermellon feild is destoyed thenh the farmer can regrow ot :P)
3. if the centars take over a outpost, then that outpost will stay captured until we take it that can be 10 minutes - 100 years (not implying the game will be around that long)
1. Proves my point. Not saying thats what I want. I am saying it is not a true dynamic system they are making it out to be. They market it as a world in constant ebb and flow of change influenced by the player. Which it is not. There will be limiting factors that effect these PQ's. It will be illusory. It will seem dynamic at first. Until you have played the game several times - then you will see the workings. Also a true dynamic system the player makes the content not some code. So it is possible.
2. all changes until a "designed event" or a predictable player action changes it. Eventually it will be back to normal.
3. Same as 2. Its just visual change. No true change occurs. It will be back to square one eventually. round and round you go in an infenite loop. Doesn't matter if orcs destroyed it, centaurs, humans, .... blah blah, it is the same event. Whether you stop it or not is just a link in the infintie loop.
If an infinite loop is dynamic for you guys then...
You have proof? As far as I know you aren't the lead content designer for these dynamic events. It's been mentioned that there are chains of events that will be played in a long period but everything will have to be recycled eventually. It's ludacris if they don't since people will miss out on events all the time. It has more dynamics in comparison to WAR's PQ.
therefore not dynamic. It has to cycle over and over. Eventually you will have played out each PQ so many times that you will see that it is just a more intricate PQ and begin seeing similarities across all events.
And my point is they are selling the word dynamic to gain interest. As though a players actions have real world and permanent impact on the game. Which is false. Yes you can protect some town from attack but eventually it will be taken over, then rebuilt, then taken over, then rebuilt. Or a third event line could appear but eventually it will go back to zero.
Look at the game Rift. Both GW2 and Rift are doing the exact same thing. Just packaged differently. If you think GW2 will be different don't be fooled.
yes there will be some randomness to events but only from the game not the player - thus limited gameplay and eventual predictability. You will think you are actually changing the world and making an impact but it is only temporary. It will eventually be back. You will be long gone so the illusion would have worked. Doesn't change the fact that it will be the same loop over and over.
Eve is the only current game that I can think of that has strong dynamism. Content constantly changing and controlled by the players.
Dynamic is a word used in sandbox games. GW2 is far from that.
The proof is in logic. Use it.
Sorry but you have no basis for this wrong assumption. Please show proof that they ever said dynamic events have permanent impact.
"Other developers have tried to tackle this problem, but in Guild Wars 2 we go further. Where other multi-player quest systems were pass or fail - our dynamic events evolve in response to player interaction and the outcomes they achieve. Where previous systems reset and start again and really don't change the world, dynamic events chain and cascade across a zone and leave persistent effects in the game world after the event has ended."
This will not happen to the degree they are saying or as epic as they are making it out to be. Not saying that it won't "seem" dynamic at first. I think it is falsely described.
For example. Remember that high lvl char video with the dragon? You think they spent hundreds many hours of development time on that dragon for him to be killed permanently? That event took many man hours and we will be playing that event many times. He may show up at different places but the event will be the same. Then we will learn what happens before and after the dragon - right? Predictability?
They are Public Quests.... highly overhyped and overglorified Public Quests but PQs nonetheless. They can call them Flying Action Battle Event Happenings... in the same way you can call a piece of crap on a stick an "alternate chocolat popcicle"
Still not the same thing. Here is a few reasons why:
1. GW2 have only public quests or dynamic quests, whatever you call them (except a few personal story quests). That means no full quest log. You can't ignore something for months until you do it, either save the village now or it burns down.
2. Everybody who participates gets a reward. No roll but there seems to be 3 degrees of rewards depending on how much you did.
3. The quest will affect the world in some way or another.
4. They scale depending on how many players that do them. This is what WAR messed up, they should have done this too.
5. If you save a village they remember you later, nothing like that was in WAR.
WARS PQs were actually a very good idea but like many of WARs other ideas it was really badly implemented in the game. This have the same basic idea but is a lot better implemented.
If this will be more or less fun than regular questing can be discussed but at least you don't turn in your 10 rats tails and talks to the next npc who want 10 rats tail, or have to fill your log with all quest you can so you don't have to kill the same stuff over and over. I hate a full quest log.
You forgot to add "temporarily" to each of your points.
You temporarily save a village. And I guarantee losing the village will not greatly impede on any player's progress within the game. Who cares about that village anyways? I am sure there are others.
A true dynamic system would permanently change the gameworld, GW2 has no such system. What they do have is a more intricate and detailed Public Quest system. To say it is a revolutionary and a dynamic system is actually false. That can only happen with permanent change within the game world.
This can not be argued or proven false. Dynamic means something that is always changing. GW2 will not.
GW2's gameworld only temporarily changes or shifts into other modes and then will eventually cycle around again.
It is just another carrot on the end of a stick - this time the stick is just longer.
You seem to contradict yourself there.
Yes the DE will eventually cycle around again, but not necessarily of their own accord. some may stay semi permanent, until a player comes along and does something to change it.
If someone has truly taken the time to understand what Dynamic Events are and how they work one quickly realizes why the do not fall into the same category as the static public quests, unless they are deliberately putting on blinders or being deliberately deceitful I suppose.
Excuse me and let me clarify.
A true dynamic system would be in a state of constant change.
Better?
let me elaborate for you.
1. its impossible to have a what you want. because then they would need a advanced algorytam that can make content. just cant happen. or they could pay a team to cosntantly make new content. with b2p. wont happen.
2. all changes stay until an event changes it, it makes sense (if a watermellon feild is destoyed thenh the farmer can regrow ot :P)
3. if the centars take over a outpost, then that outpost will stay captured until we take it that can be 10 minutes - 100 years (not implying the game will be around that long)
1. Proves my point. Not saying thats what I want. I am saying it is not a true dynamic system they are making it out to be. They market it as a world in constant ebb and flow of change influenced by the player. Which it is not. There will be limiting factors that effect these PQ's. It will be illusory. It will seem dynamic at first. Until you have played the game several times - then you will see the workings. Also a true dynamic system the player makes the content not some code. So it is possible.
2. all changes until a "designed event" or a predictable player action changes it. Eventually it will be back to normal.
3. Same as 2. Its just visual change. No true change occurs. It will be back to square one eventually. round and round you go in an infenite loop. Doesn't matter if orcs destroyed it, centaurs, humans, .... blah blah, it is the same event. Whether you stop it or not is just a link in the infintie loop.
If an infinite loop is dynamic for you guys then...
You have proof? As far as I know you aren't the lead content designer for these dynamic events. It's been mentioned that there are chains of events that will be played in a long period but everything will have to be recycled eventually. It's ludacris if they don't since people will miss out on events all the time. It has more dynamics in comparison to WAR's PQ.
therefore not dynamic. It has to cycle over and over. Eventually you will have played out each PQ so many times that you will see that it is just a more intricate PQ and begin seeing similarities across all events.
And my point is they are selling the word dynamic to gain interest. As though a players actions have real world and permanent impact on the game. Which is false. Yes you can protect some town from attack but eventually it will be taken over, then rebuilt, then taken over, then rebuilt. Or a third event line could appear but eventually it will go back to zero.
Look at the game Rift. Both GW2 and Rift are doing the exact same thing. Just packaged differently. If you think GW2 will be different don't be fooled.
yes there will be some randomness to events but only from the game not the player - thus limited gameplay and eventual predictability. You will think you are actually changing the world and making an impact but it is only temporary. It will eventually be back. You will be long gone so the illusion would have worked. Doesn't change the fact that it will be the same loop over and over.
Eve is the only current game that I can think of that has strong dynamism. Content constantly changing and controlled by the players.
Dynamic is a word used in sandbox games. GW2 is far from that.
The proof is in logic. Use it.
Sorry but you have no basis for this wrong assumption. Please show proof that they ever said dynamic events have permanent impact.
"Other developers have tried to tackle this problem, but in Guild Wars 2 we go further. Where other multi-player quest systems were pass or fail - our dynamic events evolve in response to player interaction and the outcomes they achieve. Where previous systems reset and start again and really don't change the world, dynamic events chain and cascade across a zone and leave persistent effects in the game world after the event has ended."
This will not happen to the degree they are saying. I think it is falsely described.
Change in the world does not equal permanent impact and they've made this clear in videos and blogs and interviews. Permanent impact only happens in personal stories. I'll link you sources.
Playing now: Cities: Skyline / Ori and the Blind Forest / Banished
Sorry but you have no basis for this wrong assumption. Please show proof that they ever said dynamic events have permanent impact.
"Other developers have tried to tackle this problem, but in Guild Wars 2 we go further. Where other multi-player quest systems were pass or fail - our dynamic events evolve in response to player interaction and the outcomes they achieve. Where previous systems reset and start again and really don't change the world, dynamic events chain and cascade across a zone and leave persistent effects in the game world after the event has ended."
This will not happen to the degree they are saying or as epic as they are making it out to be. Not saying that it won't "seem" dynamic at first. I think it is falsely described.
For example. Remember that high lvl char video with the dragon? You think they spent hundreds many hours of development time on that dragon for him to be killed permanently? That event took many man hours and we will be playing that event many times. He may show up at different places but the event will be the same. Then we will learn what happens before and after the dragon - right? Predictability?
Pro tip: huge quotes are annoying
Alright so your wrong, presistent dosn't mean perminate and dynamic means something that changes.
So dynamic events leave presistent effects, but they arn't perminate they are dynamic quests that cycle through world effecting changes.
------------------------------------------------- Achiever 20.00%, Explorer 86.67%, Killer 60.00%, Socializer 33.33%
dont use assumtions for the basis of your argument. next time be sure to double check with several resources before you argue against a dev's statement. looking at their Q&A's on their blog would be a good place to start, as well as some interviews from the conventions.
Will dynamic events reset? For example, if an NPC dies in a dynamic event, will that NPC die forever for everyone in the world, or will she eventually respawn? What if players kill a boss in a dynamic event, and I logged off for the day and missed it? Are dynamic events really just one-shot, large-scale quests?
Colin: Dynamic event chains can reset. As chains, they move along paths based on player participation and event outcome. If an NPC dies in a dynamic event, their corpse might sit there waiting for players to come resurrect it and kick-start the event chain again, or it may re-spawn some time later.
“…every time you explore the world there is always something new and different around every corner for you to discover.”
Our event chains will never be lost to everyone in the world forever, they’ll simply cycle back into different states based on their outcomes, or they might not be actively running based on the current state of the event chain. If you and other players push an assault on the centaur base event chain to the point where you kill their commander, eventually the centaurs will choose a new commander and the event chain can begin again.
Changes from events will not be permanent and last forever, but they will change the world directly and last for a period of time long enough that it feels like what you did matters and has an impact. If we wanted every event we designed to run only once, we’d need to hire approximately 100,000 people to make enough events to fill GW2. Since our budget isn’t quite that big, we’re going for the next best thing and creating awesome cycling event chains that allow you to experience a wide variety of ever-changing content, but allow us to use event chains more than once.
With our dynamic event system, you’re never really missing the fun stuff, just experiencing different fun content than someone else at a specific time. It gives the world a feeling like there is always something exciting and fun going on out there that you may have never seen before. You don’t feel let down because you missed an event; instead, you’re excited to discover the next event!
Are dynamic events cyclical? If so, how often do the cycles occur?
Colin: Events are not designed to occur at specific real world times; they’re triggered by game conditions, player actions, and in-game time occurrences (like night falling in the game world). Players from all countries and time-zones in the world will never feel like they’re missing out on content.
Can two events that run parallel to each other influence each other?
Colin: Yes, they can! At times, our dynamic event system can create situations where events can overlap, creating these really interesting moments of emergent gameplay. For example, one group of players could be escorting a merchant to the town of Beetletun with a shipment of beer from Divinity’s Reach. When they get near Beetletun, the players could discover that Beetletun is currently under attack by centaurs and the players can join in the battle to save the town. Saving the town not only liberates the now grateful citizens, but also allows the beer shipment to reach the now even more grateful citizens! The merchant will set up shop in town and a new beer merchant becomes available for a while, all due to the players completing two events that ended up running in parallel and influencing one another.
Aren’t events going to be perceived by most players as insignificant details or too ephemeral, in particular because they’re received orally/visually rather than via text?
Colin: We feel strongly that players will experience the exact opposite. Events will seem more significant and more important because you’re actually experiencing them in the game world, rather than reading about them.
Let’s say you walk up to someone on the street and say hello and they hand you a note that says, “A lion got loose from the zoo.” It doesn’t really have the same dramatic impact as walking down the street and witnessing the lion chasing screaming people around while the police chase the lion with tranquilizer guns. “Our dynamic event system is like hundreds of lions running all over every street of the city… and they haven’t eaten in weeks.”Our dynamic event system is like hundreds of lions running all over every street of the city… and they haven’t eaten in weeks.
In regards to events being too ephemeral, one of the benefits to using voice and visuals to present dynamic events is our ability to dramatically change the game world based on the outcome of an event. We can let you experience that change in the best way possible – by hearing and seeing it, not forcing you to read about it, or worse, making no change at all.
If you take part in an event chain where you storm the beaches of Orr, clearing out enemy defenses and creating a location for troops to set up a forward base in enemy territory, it will really happen! You and other players will wipe out the enemy, destroy their defensive structures, clear a path for the troops to land, and watch them build a command center while you defend them. You’ll see mortars and catapults being built, watch golems carry in supplies, and witness troops begin the assault on the Orrian mainland. Should the players fail in these events, these chains can be pushed back in other directions, but the events will truly have an effect on the game world and make a lasting difference for as long as the players choose to participate in them.
Playing now: Cities: Skyline / Ori and the Blind Forest / Banished
But as in a true dynamic system such as life - predictability is a crap shoot. Reason we have God.
I see what you are saying. And in life is there anything truly permanent? Nope. We are in constant change. Games become old because they never truly change.
I will give an inch and agree that GW2 events are way more dynamic than WAR's. But players should understand what the gameplay will be like and not be disappointed.
Yes I suppose if what a player is looking for is an incredible open sandbox GW2 is not that nor are they claiming to be though.
they are taking an innovative approach to questing that is based on an evolution of things used before. It will use loops of events and branching events and back and forth events that can intersect and overlap, i.e. Dynamic.
you are correct though this is not a limitless set of events and it can and will be possible to be in the same state more than once. This is far beyond anything that we have seen in a game so far though, this is an innovative use of events. but you are correct on the one point that this is not a sandbox and should not be compaired to such, But that a sandbox is required to make a game dynamic is incorrect in my opinion.
"Other developers have tried to tackle this problem, but in Guild Wars 2 we go further. Where other multi-player quest systems were pass or fail - our dynamic events evolve in response to player interaction and the outcomes they achieve. Where previous systems reset and start again and really don't change the world, dynamic events chain and cascade across a zone and leave persistent effects in the game world after the event has ended."
This will not happen to the degree they are saying or as epic as they are making it out to be. Not saying that it won't "seem" dynamic at first. I think it is falsely described.
For example. Remember that high lvl char video with the dragon? You think they spent hundreds many hours of development time on that dragon for him to be killed permanently? That event took many man hours and we will be playing that event many times. He may show up at different places but the event will be the same. Then we will learn what happens before and after the dragon - right? Predictability?
Why is it so hard for people to understand that the demo was made easier and the events were speed up so people can see the game content? So you pointing to the Charr demo with the dragon fight to prove your point, turns out to be a point that holds as much water as a leaky bucket. And if the game is so predictable like you say why did the developers have someone in constant contact with people playing at the Arena net studio while they were at Gamescom? If it is so predictable they should be able to just predict what is happening in the world and go and see. Why would they need someone in the game world to tell them what is going on? Oh I know maybe this is some huge conspiracy; Anet did this at the convention just to make it seem like they could not predict what is happening in the game. /sarcasm off. If this is what you believe I am not going to try and change your view, I am just going to take the game for what it is from videos I watch and when I get a chance to play it. You can have fun proving that this game is not what they are saying it is, and have a merry life. We can agree to disagree!
Comments
That's true. The op might be looking to add original to what he is asking for. Perhaps he is just trolling.
You forgot to add "temporarily" to each of your points.
You temporarily save a village. And I guarantee losing the village will not greatly impede on any player's progress within the game. Who cares about that village anyways? I am sure there are others.
A true dynamic system would permanently change the gameworld, GW2 has no such system. What they do have is a more intricate and detailed Public Quest system. To say it is a revolutionary and a dynamic system is actually false. That can only happen with permanent change within the game world.
This can not be argued or proven false. Dynamic means something that is always changing. GW2 will not.
GW2's gameworld only temporarily changes or shifts into other modes and then will eventually cycle around again.
It is just another carrot on the end of a stick - this time the stick is just longer. The veil of illusion is just thicker. Not even the most intricate of paths once traveled will be exciting or new. Only a true dynamic game system completely controlled by it's game citizens will yield such dynamism.
The GW2 ride will be fun - but that it is, just a ride.
/thread
You seem to contradict yourself there.
Yes the DE will eventually cycle around again, but not necessarily of their own accord. some may stay semi permanent, until a player comes along and does something to change it.
If someone has truly taken the time to understand what Dynamic Events are and how they work one quickly realizes why the do not fall into the same category as the static public quests, unless they are deliberately putting on blinders or being deliberately deceitful I suppose.
Excuse me and let me clarify.
A true dynamic system would be in a state of constant change.
Better? We all know GW2 will not be in a constant state of flux completely 100% influenced by players. Don't fool yourself thinking that it will be completely dynamic. You eventually see the end of the rainbow and be disappointed.
No, by your own definition dynamic means always changing, so a permanent change would be... wait for it... not dynamic. It would have changed ONCE.
Also, please quote ArenaNet calling Dynamic Events revolutionary. Innovation is not revolution.
let me elaborate for you.
1. its impossible to have a what you want. because then they would need a advanced algorytam that can make content. just cant happen. or they could pay a team to cosntantly make new content. with b2p. wont happen.
2. all changes stay until an event changes it, it makes sense (if a watermellon feild is destoyed thenh the farmer can regrow ot :P)
3. if the centars take over a outpost, then that outpost will stay captured until we take it that can be 10 minutes - 100 years (not implying the game will be around that long)
In a state of permanent change? Better? Revolutionary or innovative is just semantics. Pick your fight elsewhere. This will lead nowhere.
And there will be no permanent changes in the GW2 gameworld. Sorry to burst your bubble. Reason for the basis of the original definition. True dynamism would induce permanent change, meaning - change constantly occuring. Understand?
Its hard to argue against this. A true dynamic system is still many years away. I mean we just got over WAR's PQ's..
And picking apart my post and use of semantics makes it no less true.
Your problems with the game are purely semantical (dynamic vs. permanent, innovative vs. revolutionary), so it's only worth arguing with you on a semantic level.
1. Proves my point. Not saying thats what I want. I am saying it is not a true dynamic system they are making it out to be. They market it as a world in constant ebb and flow of change influenced by the player. Which it is not. There will be limiting factors that effect these PQ's. It will be illusory. It will seem dynamic at first. Until you have played the game several times - then you will see the workings. Also a true dynamic system the player makes the content not some code. So it is possible.
2. all changes until a "designed event" or a predictable player action changes it. Eventually it will be back to normal.
3. Same as 2. Its just visual change. No true change occurs. It will be back to square one eventually. round and round you go in an infenite loop. Doesn't matter if orcs destroyed it, centaurs, humans, .... blah blah, it is the same event. Whether you stop it or not is just a link in the infintie loop.
If an infinite loop is dynamic for you guys then...
what makes it a true change? it has a visual change which is a true change all on its own. it also has centars there istead of merchants and townsfolds you cant buy anything and some things will even not be sold anymore. and btw a change is a change, how can a change not be a true change when you call it a change in the first place?
You have proof that it isn't? As far as I know you aren't the lead content designer for these dynamic events. It's been mentioned that there are chains of events that will be played in a long period but everything will have to be recycled eventually. It's ludacris if they don't since people will miss out on events all the time. It has more dynamics in comparison to WAR's PQ. Dynamic events are intertwined with other events, they branch out, depending on the outcome and sometimes they even branch from one of those out comes as well. There is a hour presentation mainly around dynamic events coming from the designers. http://www.gdcvault.com/play/1013691/Designing-Guild-Wars-2-Dynamic
Playing now: Cities: Skyline / Ori and the Blind Forest / Banished
Dynamic can be cyclic, just like real life. Dynamic does NOT result in permanence.
yes Dynamic Events are Dynamic, that does not imply Random or Chaotic, or infinite. although all of these can exist in something that is dynamic.
but like I said reguardless how how either of us word this if you cannot see the difference between this system and PQ's you either have not looked at what they are doing, or you are putting on blinders, or are being deliberatly misleading.
(edit to clear out old quotes per request)
Well because eventually that tower or town or whatever will reappear with the same spawned NPC's and it will start over. Once gone will not be forever gone in GW2. Just temporarily until players come by and rebuild or get involved in the PQ again. This is a level based game so things will be contained in such a way. This game's content is not controlled by the players.
therefore not dynamic. It has to cycle over and over. Eventually you will have played out each PQ so many times that you will see that it is just a more intricate PQ and begin seeing similarities across all events.
And my point is they are selling the word dynamic to gain interest. As though a players actions have real world and permanent impact on the game. Which is false. Yes you can protect some town from attack but eventually it will be taken over, then rebuilt, then taken over, then rebuilt. Or a third event line could appear but eventually it will go back to zero.
Look at the game Rift. Both GW2 and Rift are doing the exact same thing. Just packaged differently. If you think GW2 will be different don't be fooled.
yes there will be some randomness to events but only from the game not the player - thus limited gameplay and eventual predictability. You will think you are actually changing the world and making an impact but it is only temporary. It will eventually be back. You will be long gone so the illusion would have worked. Doesn't change the fact that it will be the same loop over and over.
Eve is the only current game that I can think of that has strong dynamism. Content constantly changing and controlled by the players.
Dynamic is a word used in sandbox games. GW2 is far from that.
The proof is in logic. Use it.
think about predictability
But as in a true dynamic system such as life - predictability is a crap shoot. Reason we have God.
I see what you are saying. And in life is there anything truly permanent? Nope. We are in constant change. Games become old because they never truly change.
I will give an inch and agree that GW2 events are way more dynamic than WAR's. But players should understand what the gameplay will be like and not be disappointed.
Sorry but you have no basis for this wrong assumption. Please show proof that they ever said dynamic events have permanent impact.
edit: I linked a video in my previous reply in case you did not see the edit. Again, it does behave nor reset like PQ which you make it sound to be.
Playing now: Cities: Skyline / Ori and the Blind Forest / Banished
"Other developers have tried to tackle this problem, but in Guild Wars 2 we go further. Where other multi-player quest systems were pass or fail - our dynamic events evolve in response to player interaction and the outcomes they achieve. Where previous systems reset and start again and really don't change the world, dynamic events chain and cascade across a zone and leave persistent effects in the game world after the event has ended."
This will not happen to the degree they are saying or as epic as they are making it out to be. Not saying that it won't "seem" dynamic at first. I think it is falsely described.
For example. Remember that high lvl char video with the dragon? You think they spent hundreds many hours of development time on that dragon for him to be killed permanently? That event took many man hours and we will be playing that event many times. He may show up at different places but the event will be the same. Then we will learn what happens before and after the dragon - right? Predictability?
Change in the world does not equal permanent impact and they've made this clear in videos and blogs and interviews. Permanent impact only happens in personal stories. I'll link you sources.
Playing now: Cities: Skyline / Ori and the Blind Forest / Banished
Pro tip: huge quotes are annoying
Alright so your wrong, presistent dosn't mean perminate and dynamic means something that changes.
So dynamic events leave presistent effects, but they arn't perminate they are dynamic quests that cycle through world effecting changes.
-------------------------------------------------
Achiever 20.00%, Explorer 86.67%, Killer 60.00%, Socializer 33.33%
EKSA
-------------------------------------------------
dont use assumtions for the basis of your argument. next time be sure to double check with several resources before you argue against a dev's statement. looking at their Q&A's on their blog would be a good place to start, as well as some interviews from the conventions.
perfect description I got to say
Ok here on ArenaNet's blog Colin answers questions on dynamic events. Pardon my horrible copy and paste method.
http://www.arena.net/blog/colin-johanson-answers-your-dynamic-event-questions
Will dynamic events reset? For example, if an NPC dies in a dynamic event, will that NPC die forever for everyone in the world, or will she eventually respawn? What if players kill a boss in a dynamic event, and I logged off for the day and missed it? Are dynamic events really just one-shot, large-scale quests?
Colin: Dynamic event chains can reset. As chains, they move along paths based on player participation and event outcome. If an NPC dies in a dynamic event, their corpse might sit there waiting for players to come resurrect it and kick-start the event chain again, or it may re-spawn some time later.
“…every time you explore the world there is always something new and different around every corner for you to discover.”
Our event chains will never be lost to everyone in the world forever, they’ll simply cycle back into different states based on their outcomes, or they might not be actively running based on the current state of the event chain. If you and other players push an assault on the centaur base event chain to the point where you kill their commander, eventually the centaurs will choose a new commander and the event chain can begin again.
Changes from events will not be permanent and last forever, but they will change the world directly and last for a period of time long enough that it feels like what you did matters and has an impact. If we wanted every event we designed to run only once, we’d need to hire approximately 100,000 people to make enough events to fill GW2. Since our budget isn’t quite that big, we’re going for the next best thing and creating awesome cycling event chains that allow you to experience a wide variety of ever-changing content, but allow us to use event chains more than once.
With our dynamic event system, you’re never really missing the fun stuff, just experiencing different fun content than someone else at a specific time. It gives the world a feeling like there is always something exciting and fun going on out there that you may have never seen before. You don’t feel let down because you missed an event; instead, you’re excited to discover the next event!
Are dynamic events cyclical? If so, how often do the cycles occur?
Colin: Events are not designed to occur at specific real world times; they’re triggered by game conditions, player actions, and in-game time occurrences (like night falling in the game world). Players from all countries and time-zones in the world will never feel like they’re missing out on content.
Can two events that run parallel to each other influence each other?
Colin: Yes, they can! At times, our dynamic event system can create situations where events can overlap, creating these really interesting moments of emergent gameplay. For example, one group of players could be escorting a merchant to the town of Beetletun with a shipment of beer from Divinity’s Reach. When they get near Beetletun, the players could discover that Beetletun is currently under attack by centaurs and the players can join in the battle to save the town. Saving the town not only liberates the now grateful citizens, but also allows the beer shipment to reach the now even more grateful citizens! The merchant will set up shop in town and a new beer merchant becomes available for a while, all due to the players completing two events that ended up running in parallel and influencing one another.
Aren’t events going to be perceived by most players as insignificant details or too ephemeral, in particular because they’re received orally/visually rather than via text?
Colin: We feel strongly that players will experience the exact opposite. Events will seem more significant and more important because you’re actually experiencing them in the game world, rather than reading about them.
Let’s say you walk up to someone on the street and say hello and they hand you a note that says, “A lion got loose from the zoo.” It doesn’t really have the same dramatic impact as walking down the street and witnessing the lion chasing screaming people around while the police chase the lion with tranquilizer guns. “Our dynamic event system is like hundreds of lions running all over every street of the city… and they haven’t eaten in weeks.”Our dynamic event system is like hundreds of lions running all over every street of the city… and they haven’t eaten in weeks.
In regards to events being too ephemeral, one of the benefits to using voice and visuals to present dynamic events is our ability to dramatically change the game world based on the outcome of an event. We can let you experience that change in the best way possible – by hearing and seeing it, not forcing you to read about it, or worse, making no change at all.
If you take part in an event chain where you storm the beaches of Orr, clearing out enemy defenses and creating a location for troops to set up a forward base in enemy territory, it will really happen! You and other players will wipe out the enemy, destroy their defensive structures, clear a path for the troops to land, and watch them build a command center while you defend them. You’ll see mortars and catapults being built, watch golems carry in supplies, and witness troops begin the assault on the Orrian mainland. Should the players fail in these events, these chains can be pushed back in other directions, but the events will truly have an effect on the game world and make a lasting difference for as long as the players choose to participate in them.
Playing now: Cities: Skyline / Ori and the Blind Forest / Banished
Yes I suppose if what a player is looking for is an incredible open sandbox GW2 is not that nor are they claiming to be though.
they are taking an innovative approach to questing that is based on an evolution of things used before. It will use loops of events and branching events and back and forth events that can intersect and overlap, i.e. Dynamic.
you are correct though this is not a limitless set of events and it can and will be possible to be in the same state more than once. This is far beyond anything that we have seen in a game so far though, this is an innovative use of events. but you are correct on the one point that this is not a sandbox and should not be compaired to such, But that a sandbox is required to make a game dynamic is incorrect in my opinion.
(edit to clear out old quotes per request)
Just an off topic point: Did no one tell you guys to clean out the old quotes?
This thread is starting to be impossible to read now.
Why is it so hard for people to understand that the demo was made easier and the events were speed up so people can see the game content? So you pointing to the Charr demo with the dragon fight to prove your point, turns out to be a point that holds as much water as a leaky bucket. And if the game is so predictable like you say why did the developers have someone in constant contact with people playing at the Arena net studio while they were at Gamescom? If it is so predictable they should be able to just predict what is happening in the world and go and see. Why would they need someone in the game world to tell them what is going on? Oh I know maybe this is some huge conspiracy; Anet did this at the convention just to make it seem like they could not predict what is happening in the game. /sarcasm off. If this is what you believe I am not going to try and change your view, I am just going to take the game for what it is from videos I watch and when I get a chance to play it. You can have fun proving that this game is not what they are saying it is, and have a merry life. We can agree to disagree!