Kind of eh on this one. Honestly I hated Guild Wars. Invisible walls and limited travel made the world seem no linear and unrealistic. Hopefully GW2 has pulled away from that. But a questless system can either be good or bad. It depends on how they apply it. All we can do is give it a try. And if it sux, we'll all just go back to our old MMO's until we find something better.
It sounds to me like for the most part this just eliminates the hoofing it back and forth from the questgiver. (which is much appreciated but hardly next gen)
"Gamers will no longer buy the argument that every MMO requires a subscription fee to offset server and bandwidth costs. It's not true you know it, and they know it."-Jeff Strain, co-founder of ArenaNet, 2007
this indeed sounds great, but in reality majority want to be shown the way to everything.
so id say if it works (im pretty sure it will) they will have to adapt some kind of additional system for those unfortunate to be either extremely casual or have no brain.
world of warcraft wasnt casualized in one day you know and in some ways for the right reasons.
there actually is quests/missions but only inside personal story (so people who like questing will be satisfied). open world has over 1000 dynamic event chains, and thats whats inceadible. I vote Great, true next gen!
Voted: Yea!
PvE needs 1. more changeable worlds more than better graphics of worlds 2. Hopefully the different parameters used to create DEs will be sufficient and will mean varied experiences replacing a grocery list that is not the main xp-counter. 3. Personal story has me more excited tuan DEs atm so DEs allow good PvE and Story gets it's own special treatment.
I am just sceptical that the marketing which trumpets Dynamic Events as the de facto feature of GW2 is promising more revolutionary PvE than this evolution of spawn points, quests, PQs can actually deliver that fresh and malleable world to potential players???
The system isn't totally "questless" as presented so far. The personal story will be a story, so it will be driven by specific scripted happenings, i.e., quests. But the branching and choices will make or break them, imo. Likewise, the dungeons the first time through will have specific goals, i.e., quests. But after that, the dungeons will be not only harder but more freeform. To me, GW2's system seems to be shaping up as a nice blend of directed world and "sandbox," and that's something I've always wanted to see. While I prefer "sandbox" style games (UO, pre-demise-SWG, Horizons, EVE), there do get to be points where I want some story, something specific to DO. Being able to jump in and out of my personal story, choosing to help out in the dynamic events or grouping up for a structured dungeon run seem like a nice group of options for when I'm tired of looking for crafting/gathering nodes. ;-)
And, of course, there's always the WvWvW PvP which, if implemented well, could overwhelm everything else. I'm NOT a PvPer. I always stayed FAR away from it. Color me Carebear. But WAR proved to me that PvP COULD be fun (in spite of its oft-documented flaws and fails) and is the only game to date where I've spent more time in the PvP areas than the PvE. Why? Well, I think one of the GW2 videos summed it up well: Dying is already a penalty, we don't need to punish you further. I DO have some major concerns with PvP in GW2 centered around all the movement that goes on. I'm reminded of Fallen Earth's "Square Dance on Meth" style of PvP. But this isn't the thread for that discussion, so I won't go deeper.
In all, I think the "questless" system will turn out to be something we'll see copied many times in the future. I wouldn't be surprised to see a WoW expansion introduce dynamic events. O_o
-- Xix "I know what you're thinking: 'Why, oh WHY, didn't I take the BLUE pill?'"
The system isn't totally "questless" as presented so far. The personal story will be a story, so it will be driven by specific scripted happenings, i.e., quests. But the branching and choices will make or break them, imo. Likewise, the dungeons the first time through will have specific goals, i.e., quests. But after that, the dungeons will be not only harder but more freeform. To me, GW2's system seems to be shaping up as a nice blend of directed world and "sandbox," and that's something I've always wanted to see. While I prefer "sandbox" style games (UO, pre-demise-SWG, Horizons, EVE), there do get to be points where I want some story, something specific to DO. Being able to jump in and out of my personal story, choosing to help out in the dynamic events or grouping up for a structured dungeon run seem like a nice group of options for when I'm tired of looking for crafting/gathering nodes. ;-)
And, of course, there's always the WvWvW PvP which, if implemented well, could overwhelm everything else. I'm NOT a PvPer. I always stayed FAR away from it. Color me Carebear. But WAR proved to me that PvP COULD be fun (in spite of its oft-documented flaws and fails) and is the only game to date where I've spent more time in the PvP areas than the PvE. Why? Well, I think one of the GW2 videos summed it up well: Dying is already a penalty, we don't need to punish you further. I DO have some major concerns with PvP in GW2 centered around all the movement that goes on. I'm reminded of Fallen Earth's "Square Dance on Meth" style of PvP. But this isn't the thread for that discussion, so I won't go deeper.
In all, I think the "questless" system will turn out to be something we'll see copied many times in the future. I wouldn't be surprised to see a WoW expansion introduce dynamic events. O_o
With the success of Rift and the upcoming success of GW2, I guarantee that Blizzard is already working on adding dynamic events... I'd even bet that they introduce something before GW2 is released.
The system isn't totally "questless" as presented so far. The personal story will be a story, so it will be driven by specific scripted happenings, i.e., quests. But the branching and choices will make or break them, imo. Likewise, the dungeons the first time through will have specific goals, i.e., quests. But after that, the dungeons will be not only harder but more freeform. To me, GW2's system seems to be shaping up as a nice blend of directed world and "sandbox," and that's something I've always wanted to see. While I prefer "sandbox" style games (UO, pre-demise-SWG, Horizons, EVE), there do get to be points where I want some story, something specific to DO. Being able to jump in and out of my personal story, choosing to help out in the dynamic events or grouping up for a structured dungeon run seem like a nice group of options for when I'm tired of looking for crafting/gathering nodes. ;-)
And, of course, there's always the WvWvW PvP which, if implemented well, could overwhelm everything else. I'm NOT a PvPer. I always stayed FAR away from it. Color me Carebear. But WAR proved to me that PvP COULD be fun (in spite of its oft-documented flaws and fails) and is the only game to date where I've spent more time in the PvP areas than the PvE. Why? Well, I think one of the GW2 videos summed it up well: Dying is already a penalty, we don't need to punish you further. I DO have some major concerns with PvP in GW2 centered around all the movement that goes on. I'm reminded of Fallen Earth's "Square Dance on Meth" style of PvP. But this isn't the thread for that discussion, so I won't go deeper.
In all, I think the "questless" system will turn out to be something we'll see copied many times in the future. I wouldn't be surprised to see a WoW expansion introduce dynamic events. O_o
With the success of Rift and the upcoming success of GW2, I guarantee that Blizzard is already working on adding dynamic events... I'd even bet that they introduce something before GW2 is released.
It took them 10 years to make Starcraft 2 and its going on 10 years for Diablo 3. I highly doubt that Blizzard could produce something like GW2's DEs by the end of this year.
The system isn't totally "questless" as presented so far. The personal story will be a story, so it will be driven by specific scripted happenings, i.e., quests. But the branching and choices will make or break them, imo. Likewise, the dungeons the first time through will have specific goals, i.e., quests. But after that, the dungeons will be not only harder but more freeform. To me, GW2's system seems to be shaping up as a nice blend of directed world and "sandbox," and that's something I've always wanted to see. While I prefer "sandbox" style games (UO, pre-demise-SWG, Horizons, EVE), there do get to be points where I want some story, something specific to DO. Being able to jump in and out of my personal story, choosing to help out in the dynamic events or grouping up for a structured dungeon run seem like a nice group of options for when I'm tired of looking for crafting/gathering nodes. ;-)
And, of course, there's always the WvWvW PvP which, if implemented well, could overwhelm everything else. I'm NOT a PvPer. I always stayed FAR away from it. Color me Carebear. But WAR proved to me that PvP COULD be fun (in spite of its oft-documented flaws and fails) and is the only game to date where I've spent more time in the PvP areas than the PvE. Why? Well, I think one of the GW2 videos summed it up well: Dying is already a penalty, we don't need to punish you further. I DO have some major concerns with PvP in GW2 centered around all the movement that goes on. I'm reminded of Fallen Earth's "Square Dance on Meth" style of PvP. But this isn't the thread for that discussion, so I won't go deeper.
In all, I think the "questless" system will turn out to be something we'll see copied many times in the future. I wouldn't be surprised to see a WoW expansion introduce dynamic events. O_o
With the success of Rift and the upcoming success of GW2, I guarantee that Blizzard is already working on adding dynamic events... I'd even bet that they introduce something before GW2 is released.
It took them 10 years to make Starcraft 2 and its going on 10 years for Diablo 3. I highly doubt that Blizzard could produce something like GW2's DEs by the end of this year.
They weren't working on Starcraft 2 nor Diablo 3 for that time. Why? Because they've been devoted to WoW. Why? Cuz they get shitloads of money for it, of course Tossing dynamic events into the mix really wouldn't be that difficult, especially with the devs experience with phasing.
To be on subject GW2 will not be questless. Your personal story is the quest and story part. Dynamic Events are a gateway to making a living, breathing world. Instead of that Centaur just sitting there doing nothing, it is trying to raid a village or protect its base. Any NPC of intelligence will be doing something instead of just standing around in the middle of a field.
This forum asks for trolls and comparisons to other MMOs. There are quests in this game. They are in the form of dynamic events and the personal story. Traditional MMO gamers are conformed to only looking at a quest as: Talk to NPC with an exclamation mark, kill x number of y, go back to the NPC to get a reward.
GW2 will not a be a traditional MMO in that sense. Think of dynamic events as quests that are realistic. EX: You save the burning village and drive out the centaurs. The event/quest then asks you if you want to go and attack the centaur stronghold you can choose wether or not you want to.
Everything scales. This includes player numbers and levels. A lot like COX.
It is 100 percent Dynamic events and there are no traditional quests (Sure you can argue person story is that. BUt i think it is different). I think this is one way rift went wrong.
They seem to not mind spending the time completing stuff.
DE = quests in an epic way i mean who wants to do "kill10 of those monsters" that just sounds boring to me ....DE are like "kill 10 of those monsters" but in a new exciting way... i mean doing DE in GW2 is like saying i am doing quests but its totally different than saying i am doing quests in other old mmorpgs..
It took them 10 years to make Starcraft 2 and its going on 10 years for Diablo 3. I highly doubt that Blizzard could produce something like GW2's DEs by the end of this year.
They weren't working on Starcraft 2 nor Diablo 3 for that time. Why? Because they've been devoted to WoW. Why? Cuz they get shitloads of money for it, of course Tossing dynamic events into the mix really wouldn't be that difficult, especially with the devs experience with phasing.
Yea... that would be a point to you if Blizzard was known for finishing anything early even if that is the only thing they are working on.. but they aren't so....
It took them 10 years to make Starcraft 2 and its going on 10 years for Diablo 3. I highly doubt that Blizzard could produce something like GW2's DEs by the end of this year.
They weren't working on Starcraft 2 nor Diablo 3 for that time. Why? Because they've been devoted to WoW. Why? Cuz they get shitloads of money for it, of course Tossing dynamic events into the mix really wouldn't be that difficult, especially with the devs experience with phasing.
Yea... that would be a point to you if Blizzard was known for finishing anything early even if that is the only thing they are working on.. but they aren't so....
Not to mention the fact that Blizzard lately seems to be unable to actually add something to the game, as you can see in Patch 4.1 where they decided not to add a dungeon but to give two other dungeons some new paint.
They weren't working on Starcraft 2 nor Diablo 3 for that time. Why? Because they've been devoted to WoW. Why? Cuz they get shitloads of money for it, of course Tossing dynamic events into the mix really wouldn't be that difficult, especially with the devs experience with phasing.
Yea... that would be a point to you if Blizzard was known for finishing anything early even if that is the only thing they are working on.. but they aren't so....
Not to mention the fact that Blizzard lately seems to be unable to actually add something to the game, as you can see in Patch 4.1 where they decided not to add a dungeon but to give two other dungeons some new paint.
Let's not forget that Blizzard's WoW engine and servers are just not built to support dynamic events. If a simple patch could allow WoW to support DEs then ArenaNet could have just done that instead of making Guild Wars 2. Okay, maybe not the best example, seeing how Guild Wars was a primarily instance-based game however that still doesn't mean their server could handle large-scale dynamic events. Just watch this vid.
if there wont be traditional shoping list then i am pretty sure Anet will provide just an amazingly huge amount of variety of these new way of "questing" so ppl wont get sick of doing the same thing again and again and again (im staring at you Rifts and invasions)......
so, yes... count me in with this new system... i have high hopes with it
To the OP, not knowing where to go is fixed by either following your personal story or going to areas on your map with symbols on them, showing players that there's lots to be done around there if they don't want to explore and discover instances.
Comments
Kind of eh on this one. Honestly I hated Guild Wars. Invisible walls and limited travel made the world seem no linear and unrealistic. Hopefully GW2 has pulled away from that. But a questless system can either be good or bad. It depends on how they apply it. All we can do is give it a try. And if it sux, we'll all just go back to our old MMO's until we find something better.
Getting too old for this $&17!
Please read my post on page 3.
http://www.mmorpg.com/discussion2.cfm/post/4157987#4157987
"Gamers will no longer buy the argument that every MMO requires a subscription fee to offset server and bandwidth costs. It's not true you know it, and they know it." -Jeff Strain, co-founder of ArenaNet, 2007
this indeed sounds great, but in reality majority want to be shown the way to everything.
so id say if it works (im pretty sure it will) they will have to adapt some kind of additional system for those unfortunate to be either extremely casual or have no brain.
world of warcraft wasnt casualized in one day you know and in some ways for the right reasons.
there actually is quests/missions but only inside personal story (so people who like questing will be satisfied). open world has over 1000 dynamic event chains, and thats whats inceadible. I vote Great, true next gen!
Guild Wars 2 Youtube Croatian Maniacs
My Guild Wars titles
http://www.gdcvault.com/play/1014633/Classic-Game-Postmortem
What if we want quests that aren't instanced and linear?
RIFT, WoW, Lotro, etc. are that way ---->
The system isn't totally "questless" as presented so far. The personal story will be a story, so it will be driven by specific scripted happenings, i.e., quests. But the branching and choices will make or break them, imo. Likewise, the dungeons the first time through will have specific goals, i.e., quests. But after that, the dungeons will be not only harder but more freeform. To me, GW2's system seems to be shaping up as a nice blend of directed world and "sandbox," and that's something I've always wanted to see. While I prefer "sandbox" style games (UO, pre-demise-SWG, Horizons, EVE), there do get to be points where I want some story, something specific to DO. Being able to jump in and out of my personal story, choosing to help out in the dynamic events or grouping up for a structured dungeon run seem like a nice group of options for when I'm tired of looking for crafting/gathering nodes. ;-)
And, of course, there's always the WvWvW PvP which, if implemented well, could overwhelm everything else. I'm NOT a PvPer. I always stayed FAR away from it. Color me Carebear. But WAR proved to me that PvP COULD be fun (in spite of its oft-documented flaws and fails) and is the only game to date where I've spent more time in the PvP areas than the PvE. Why? Well, I think one of the GW2 videos summed it up well: Dying is already a penalty, we don't need to punish you further. I DO have some major concerns with PvP in GW2 centered around all the movement that goes on. I'm reminded of Fallen Earth's "Square Dance on Meth" style of PvP. But this isn't the thread for that discussion, so I won't go deeper.
In all, I think the "questless" system will turn out to be something we'll see copied many times in the future. I wouldn't be surprised to see a WoW expansion introduce dynamic events. O_o
-- Xix
"I know what you're thinking: 'Why, oh WHY, didn't I take the BLUE pill?'"
With the success of Rift and the upcoming success of GW2, I guarantee that Blizzard is already working on adding dynamic events... I'd even bet that they introduce something before GW2 is released.
It took them 10 years to make Starcraft 2 and its going on 10 years for Diablo 3. I highly doubt that Blizzard could produce something like GW2's DEs by the end of this year.
They weren't working on Starcraft 2 nor Diablo 3 for that time. Why? Because they've been devoted to WoW. Why? Cuz they get shitloads of money for it, of course Tossing dynamic events into the mix really wouldn't be that difficult, especially with the devs experience with phasing.
To be on subject GW2 will not be questless. Your personal story is the quest and story part. Dynamic Events are a gateway to making a living, breathing world. Instead of that Centaur just sitting there doing nothing, it is trying to raid a village or protect its base. Any NPC of intelligence will be doing something instead of just standing around in the middle of a field.
This forum asks for trolls and comparisons to other MMOs. There are quests in this game. They are in the form of dynamic events and the personal story. Traditional MMO gamers are conformed to only looking at a quest as: Talk to NPC with an exclamation mark, kill x number of y, go back to the NPC to get a reward.
GW2 will not a be a traditional MMO in that sense. Think of dynamic events as quests that are realistic. EX: You save the burning village and drive out the centaurs. The event/quest then asks you if you want to go and attack the centaur stronghold you can choose wether or not you want to.
What is a quest exactly?????????????????
-I am here to perform logic
I think it will be successful for a few reasons.
Everything scales. This includes player numbers and levels. A lot like COX.
It is 100 percent Dynamic events and there are no traditional quests (Sure you can argue person story is that. BUt i think it is different). I think this is one way rift went wrong.
They seem to not mind spending the time completing stuff.
DE = quests in an epic way i mean who wants to do "kill10 of those monsters" that just sounds boring to me ....DE are like "kill 10 of those monsters" but in a new exciting way... i mean doing DE in GW2 is like saying i am doing quests but its totally different than saying i am doing quests in other old mmorpgs..
Yea... that would be a point to you if Blizzard was known for finishing anything early even if that is the only thing they are working on.. but they aren't so....
This is not a game.
There are personal story quests that lead you to the open world.
This is not a game.
Not to mention the fact that Blizzard lately seems to be unable to actually add something to the game, as you can see in Patch 4.1 where they decided not to add a dungeon but to give two other dungeons some new paint.
Let's not forget that Blizzard's WoW engine and servers are just not built to support dynamic events. If a simple patch could allow WoW to support DEs then ArenaNet could have just done that instead of making Guild Wars 2. Okay, maybe not the best example, seeing how Guild Wars was a primarily instance-based game however that still doesn't mean their server could handle large-scale dynamic events. Just watch this vid.
When my crystal ball becomes clear again, I will let you know!
Mission in life: Vanquish all MMORPG.com trolls - especially TESO, WOW and GW2 trolls.
if there wont be traditional shoping list then i am pretty sure Anet will provide just an amazingly huge amount of variety of these new way of "questing" so ppl wont get sick of doing the same thing again and again and again (im staring at you Rifts and invasions)......
so, yes... count me in with this new system... i have high hopes with it
To the OP, not knowing where to go is fixed by either following your personal story or going to areas on your map with symbols on them, showing players that there's lots to be done around there if they don't want to explore and discover instances.