Think this is the first step in mmo history that players can truely effect there world and be proud that they are making a story of their own.
Not really with this system. The stuff resets / reloops. You don't build citys or own then for long periods. There have been many games where "Think this is the first step in mmo history that players can truely effect there world and be proud that they are making a story of their own."
That statement is true for a few mmos, but Gw2 is not one of them.
Now there will be a varity in leveling , questign experience, because of this system.
Dynamic events don't reset or reloop unless the server is rebooted. They slide up and down a linear scale where the actions of players can step in at any point along and control the movement. Events don't reach their conclusion then start at the beginning again. They degrade back to it unless players prevent it. There is a difference.
In other terms:
Reset or loop = A-B-C-D-E-A-B-C-D-E-A...
Linear = A-B-C-D-E-D-C-B-A-B... or A-B-C-B-C-D-E-D-C-B-C...
So players can keep a liberated town permanently liberated if they are there to prevent it from degrading down the chain. If no one ever gets involved, an event will permanently remain at step "A".
Arenanet has laid this groundwork in GW if you remember the ongoing war between the Kuzicks and the Luxons. As you look at your map, you see the battlelines shift east and west across the map. This line is the direct result of the Alliance Battle PvP part of the game. As one side or the other continues to win/lose the battle lines shift. Results of these wins or losses in the PvE side mean that merchants are only available to the side that is winning the Alliance Battles. In other words only Luxons can use the merchant services, armor services, etc. when the Luxons have pushed the battlelines over a Kurzick town or outpost. Dynamic events sound similar in some respects to this. Choices made to do something in the game have effects in the game world that can be lasting. If the player base decided they wanted peace in Cantha, all that would have to be done is everyone choose one side! Either Kurzick or Luxon. Voila! Peace in a country! Of course AB battles would be kind of crappy!
Now one question I haven't heard asked (or maybe it was and I missed it!) was in the case of the Centaur raids/battle can you choose to help the centaurs? In the same vein, can you work with the Centaurs to sabotage whatever the current situation is? There must be some PC's that would take the Centaurs side in this, as we have worked with Centaurs in the past and was beneficial to both.
No. ArenaNet has stated that they won't be creating any scenarios where players can work against other players in a PvE environment (such as dynamic events). They're focusing on making sure that whenever you come across another player in the open world, it can only ever be a benefit, never a detriment. They want people working with each other, not against one another.
In the Mists though, it's an entirely different matter.
All I hope for is there is enough content per tier to give the impression to me that what i did a week ago could still be in place. I understand the concept of resetting the chain of events. I just hope there are many places you can go at a certain tier. Do I have to do the Centaur scenario every time I create a new toon?
All I hope for is there is enough content per tier to give the impression to me that what i did a week ago could still be in place. I understand the concept of resetting the chain of events. I just hope there are many places you can go at a certain tier. Do I have to do the Centaur scenario every time I create a new toon?
All events and most of the dungeons scale in difficulty with the player. This is to make sure the rewards are beneficial whether you're level 10 or level 80. This was stated in an interview at one point, though which I can't remember...might have been the IGN one. As for the centaur scenario, that takes place in a specific area, and there are events in nearly every area, so yes you can do it everytime if you want, or take part in a different one. What you get from events works on more of a point system that you trade in for the rewards you want, so you don't have to do a specific event in order to get a specific thing.
"Forums aren't for intelligent discussion; they're for blow-hards with unwavering opinions."
All I hope for is there is enough content per tier to give the impression to me that what i did a week ago could still be in place. I understand the concept of resetting the chain of events. I just hope there are many places you can go at a certain tier. Do I have to do the Centaur scenario every time I create a new toon?
All events and most of the dungeons scale in difficulty with the player. This is to make sure the rewards are beneficial whether you're level 10 or level 80. This was stated in an interview at one point, though which I can't remember...might have been the IGN one. As for the centaur scenario, that takes place in a specific area, and there are events in nearly every area, so yes you can do it everytime if you want, or take part in a different one. What you get from events works on more of a point system that you trade in for the rewards you want, so you don't have to do a specific event in order to get a specific thing.
The Centaur thing with the big elemental creature at the end is part of the opening sequence for human characters. Every human plays through that (takes a few minutes). Other races will have other opening sequences. In a sense they aren't part of the dynamic event system (while they use event mechanics, they aren't dynamic).
Think this is the first step in mmo history that players can truely effect there world and be proud that they are making a story of their own.
Not really with this system. The stuff resets / reloops. You don't build citys or own then for long periods. There have been many games where "Think this is the first step in mmo history that players can truely effect there world and be proud that they are making a story of their own."
That statement is true for a few mmos, but Gw2 is not one of them.
Now there will be a varity in leveling , questign experience, because of this system.
Dynamic events don't reset or reloop unless the server is rebooted. They slide up and down a linear scale where the actions of players can step in at any point along and control the movement. Events don't reach their conclusion then start at the beginning again. They degrade back to it unless players prevent it. There is a difference.
In other terms:
Reset or loop = A-B-C-D-E-A-B-C-D-E-A...
Linear = A-B-C-D-E-D-C-B-A-B... or A-B-C-B-C-D-E-D-C-B-C...
So players can keep a liberated town permanently liberated if they are there to prevent it from degrading down the chain. If no one ever gets involved, an event will permanently remain at step "A".
It may be even more than this because of INTERACTION between "neighbouring" chains of events in the landscape. Mathematically, such interaction can lead to unbelievably complicated dynamics (look up cellular automaton models if interested) but I think Anet must have constraints otherwise they simply couldn't test the content. Even so, a little interaction can give the appearance of COMPLEXITY well beyond what one might expect. My understanding is that GW2 has some interaction between event chains.
Example: the chain has an alternative branch - perhaps the bandits try to hide the treasure instead of defending it - but whether it takes this alternative branch depends on the state of a neighbouring chain. For example, if the area outside of their cave is clear of ogres (the players having run them off or killed them) then the bandits try to move the treasure and bury it.
I think players could be in for some surprises if they try to predict these "linear" chains or even if they expect them to loop or move back and forth in a predictable way.
Comments
Dynamic events don't reset or reloop unless the server is rebooted. They slide up and down a linear scale where the actions of players can step in at any point along and control the movement. Events don't reach their conclusion then start at the beginning again. They degrade back to it unless players prevent it. There is a difference.
In other terms:
Reset or loop = A-B-C-D-E-A-B-C-D-E-A...
Linear = A-B-C-D-E-D-C-B-A-B... or A-B-C-B-C-D-E-D-C-B-C...
So players can keep a liberated town permanently liberated if they are there to prevent it from degrading down the chain. If no one ever gets involved, an event will permanently remain at step "A".
Arenanet has laid this groundwork in GW if you remember the ongoing war between the Kuzicks and the Luxons. As you look at your map, you see the battlelines shift east and west across the map. This line is the direct result of the Alliance Battle PvP part of the game. As one side or the other continues to win/lose the battle lines shift. Results of these wins or losses in the PvE side mean that merchants are only available to the side that is winning the Alliance Battles. In other words only Luxons can use the merchant services, armor services, etc. when the Luxons have pushed the battlelines over a Kurzick town or outpost. Dynamic events sound similar in some respects to this. Choices made to do something in the game have effects in the game world that can be lasting. If the player base decided they wanted peace in Cantha, all that would have to be done is everyone choose one side! Either Kurzick or Luxon. Voila! Peace in a country! Of course AB battles would be kind of crappy!
Now one question I haven't heard asked (or maybe it was and I missed it!) was in the case of the Centaur raids/battle can you choose to help the centaurs? In the same vein, can you work with the Centaurs to sabotage whatever the current situation is? There must be some PC's that would take the Centaurs side in this, as we have worked with Centaurs in the past and was beneficial to both.
No. ArenaNet has stated that they won't be creating any scenarios where players can work against other players in a PvE environment (such as dynamic events). They're focusing on making sure that whenever you come across another player in the open world, it can only ever be a benefit, never a detriment. They want people working with each other, not against one another.
In the Mists though, it's an entirely different matter.
All I hope for is there is enough content per tier to give the impression to me that what i did a week ago could still be in place. I understand the concept of resetting the chain of events. I just hope there are many places you can go at a certain tier. Do I have to do the Centaur scenario every time I create a new toon?
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All events and most of the dungeons scale in difficulty with the player. This is to make sure the rewards are beneficial whether you're level 10 or level 80. This was stated in an interview at one point, though which I can't remember...might have been the IGN one. As for the centaur scenario, that takes place in a specific area, and there are events in nearly every area, so yes you can do it everytime if you want, or take part in a different one. What you get from events works on more of a point system that you trade in for the rewards you want, so you don't have to do a specific event in order to get a specific thing.
"Forums aren't for intelligent discussion; they're for blow-hards with unwavering opinions."
The Centaur thing with the big elemental creature at the end is part of the opening sequence for human characters. Every human plays through that (takes a few minutes). Other races will have other opening sequences. In a sense they aren't part of the dynamic event system (while they use event mechanics, they aren't dynamic).
It may be even more than this because of INTERACTION between "neighbouring" chains of events in the landscape. Mathematically, such interaction can lead to unbelievably complicated dynamics (look up cellular automaton models if interested) but I think Anet must have constraints otherwise they simply couldn't test the content. Even so, a little interaction can give the appearance of COMPLEXITY well beyond what one might expect. My understanding is that GW2 has some interaction between event chains.
Example: the chain has an alternative branch - perhaps the bandits try to hide the treasure instead of defending it - but whether it takes this alternative branch depends on the state of a neighbouring chain. For example, if the area outside of their cave is clear of ogres (the players having run them off or killed them) then the bandits try to move the treasure and bury it.
I think players could be in for some surprises if they try to predict these "linear" chains or even if they expect them to loop or move back and forth in a predictable way.