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Dybamic events... up and down a line...

Lord.BachusLord.Bachus Member RarePosts: 9,686

I hope that these Dynamic events don't only work like a linear table..... there are stages and if you win you jump up a stage and if you loose you jump down a stage...

 

I hope there will be side branches... like

 

You are fighting off an Invasion Barbarians (excample) and if you win those barbarians will retreat and make camp and you need to take that camp....  So imagine you don't conquer their camp inside a set time, then the barbarians could start their invasion again... but this would be rather Linear... But it could also be that if you don't take that camp in time the barbarians will send out patrolls and start raiding near by farms and poisoning water wells.. and if they succeed at that they would raid another village...

 

The 2nd excample would feel much less linear then the first one

 

What would work even better, is dynamic events with 2 goals... and depending on what goal the players reach first, something different happens...

 

I truely hope dynamic events won't be just jumping up and down the line... i hope they will have several branches........

 

 

 

The only thing we know so far is that there will be dynamic events that influence eachother... so that is very hopegiving.. But no word or proof of different branches in event chains (thats really the wrong word) yet

Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)

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Comments

  • DiovidiusDiovidius Member UncommonPosts: 1,026

    Linear Dynamic Events are already a HUGE step up from traditional quests and even rifts, but you still complain?

  • NaqajNaqaj Member UncommonPosts: 1,673

    I don't see anyone complaining, just someone making reasonable, if unneccessary requests. 

     

    Unneccessary because it's already been confirmed event chains can have multiple branches :)

  • cali59cali59 Member Posts: 1,634

    The problem with what you're suggesting is the amount of work it takes.  If a DE has multiple outcomes, then the amount of work is increased for no real payoff, as you can only see one of those outcomes at a time.  For example, if ArenaNet codes up 9 dynamic events and puts them into three chains of A->B->C and D->E->F, and G->H->I, then you can wander around the zone to three places and take part in possibly all 9 events if they're running.  If instead they code up multiple outcomes like A->(B, C, or D)->(E, F, G, H, I), then you're only seeing three of them.

    Or they could lay all three chains overtop of the same area, and either have them running at different times or interacting with each other.  It's a lot more flexible a system than always starting with the same event and having it branch multiple possible ways.

    People have to remember that this is a game with a huge world and plenty of zones and different regions for each race.  You're not going to be constantly running over the same ground.  You can level one of each race, then make a 2nd human and then you might be in the same area to see that DE again, 500 hours later.

    "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

  • ichihaifuichihaifu Member UncommonPosts: 280

    Anet has already thought of this.

    EDIT: Not all events are multi-branch level epic events, some are simply back and forth ones, but the big ones have multiple branches, which has already been confirmed in Gamescom.

  • DJJazzyDJJazzy Member UncommonPosts: 2,053

    Well not every dynamic event is going to be a long chain leading up to an epic event.

    Some of them just might saving the bunnies from wolves, or maybe having rabbit stew made for the starving orphans.

  • whilanwhilan Member UncommonPosts: 3,472

    It's kind of funny really, i was told that the events would change depending on how you approached it, like if you took down a bridge..now they are more of a line type thing? That at least makes more sense and goes along with what i saw in TB play through, I all the time was told DE were nothing like Public quest, but i got a strong feeling of that as soon as i saw TB play through of the game.

    He went into an area, a quest started up, a bar on the right showed he and the rest of the people needed to defeat enemies, pick up tools and some other things to push the enemy back or...down the line so to speak, there was a progress bar with a white line moving slowly to the right. (thats to show i actually looked at it)

    I see a good portion of these DE being linear in that fashion with a few being able to branch. To have every DE branch and interact with each other is a tad too high of expectations for me. I will note that the DE did look fun..course i haven't played it myself so it might just feel like War hammer again, who knows, and by that i mean it feels like how war hammer did its public quest, do objectives listed X number of times until the event progresses to the next stage, multiple things to do at the same time doesn't really change it, just gives you more to do then kill X number of priest, now you have kill X number of priest or pick up X number of items.

    At the core it's still going to be kill things to get experience to move it to the next point line. How connected these DE are to the game world or to each other, well the jury is still out on that one for me. But so far the video from TB just confirmed what i thought, a step up for Public quests.

    Still looks good mind you (yes i feel i need to say that again least get branded as a hater or something) just it looks more like what i was expecting, step up from public quests and somewhat linear in design at least for the most part.

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  • DJJazzyDJJazzy Member UncommonPosts: 2,053

    Well they still branch in a way. There is a pass/fail component to the events. Even failing it will branch it off in a different direction.

    Warhammers PQ were so systematic that the only thing I see in comparison to this is that they involve everybody. But everything else seems a lot different than in that game.

  • megera23megera23 Member UncommonPosts: 239

    PQs were a step in the right direction for MMOs. However, there was a number of issues with them, which Arenanet seem to be fixing. Which is what really matters, imo.

  • fiontarfiontar Member UncommonPosts: 3,682

    Originally posted by ichihaifu

    Anet has already thought of this.

    EDIT: Not all events are multi-branch level epic events, some are simply back and forth ones, but the big ones have multiple branches, which has already been confirmed in Gamescom.

    This matches my understanding. With Dynamic Events replacing quests entirely, you have to expect than many will be somewhat simple, linear chains. Some will be long or very long chains. Some will be branching. Some will interact with other chains, to activate additional chains. Even the simple chains can be modified by the more complex chains. A simple chain to help a farmer defend his field vs. rabbits will vanish if the farm has been over-run by undead, for example, while a new simple chain to retrieve a body of the farmer who died in the undead assault will spawn. In that example, once someone retrieves the body, that chain will disappear, rather than respawn on a timer. In the future, if the players retake the farm and help the farmers rebuild, there could be another undead invasion, which if not repelled will result in the loss of the farm and another dead farmer to retrieve, but that will be a case of "history repeating itself". During any given run of the Dynamic Event, there will just be the one farmer's body to retrieve, rather than and endless line of the same farmer respawning every five minutes to be rescued by another adventurer.

    Even though the concept of Dynamic Event Chains can be fairly simple to understand, the results are very complex. The number of Dynamic Events in each zone, combined with some of those chains being fairly complex, some of them branching and some of them interacting with each other, allows these Dynamic Events combine to make a complex system with many combinations. With the chains having the ability to effect buildings, terrain and other world content, you will indeed experience the zone if different ways each time you adventure there.

    To up the ante, ANet has mentioned that some chains will have some randomization in them. For example, there may a juncture where one of three friendly NPCs can be randomly determined to show up and aid the players and a particular NPC showing up  may effect the paths that the chain can take.

    Also, ANet has said they plan to add new Dynamic Events to existing zones as part of the on going, live environment. Some will be on top of existing content, some will interact with existing content and some will rotate in and out with other Dynamic Events. e.g. The constant Centaur threat to a zone might be quelled, only to have those Dynamic Events replaced by an Undead Invasion series of Dynamic Events that play out differently.

    This will be an extremely dynamic world, with many permutations. They've also found a way to allow players to effect the game world, with out having to resort to phasing. This should provide the best illusion of a living game world seen to date in any MMORPG.

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  • LeongtiLeongti Member Posts: 37
    Seems like an interesting topic, I like to think of DE's like those books you used to be able to get, you make a decision which can effects multiple different outcomes.

    It seems from what you lot are saying would support this, and going from the post above it also would allow for additional new outcomes to be added without a large overhaul.

    I can also see that even a linear event could be adapted to support a multiple outcome effect once the storyline structure is in place, this would mean even the standard relatively boring events could be bought into a more interesting light.

    One can hope anyway...
  • Lord.BachusLord.Bachus Member RarePosts: 9,686

    Originally posted by fiontar

    Originally posted by ichihaifu

    Anet has already thought of this.

    EDIT: Not all events are multi-branch level epic events, some are simply back and forth ones, but the big ones have multiple branches, which has already been confirmed in Gamescom.

    This matches my understanding. With Dynamic Events replacing quests entirely, you have to expect than many will be somewhat simple, linear chains. Some will be long or very long chains. Some will be branching. Some will interact with other chains, to activate additional chains. Even the simple chains can be modified by the more complex chains. A simple chain to help a farmer defend his field vs. rabbits will vanish if the farm has been over-run by undead, for example, while a new simple chain to retrieve a body of the farmer who died in the undead assault will spawn. In that example, once someone retrieves the body, that chain will disappear, rather than respawn on a timer. In the future, if the players retake the farm and help the farmers rebuild, there could be another undead invasion, which if not repelled will result in the loss of the farm and another dead farmer to retrieve, but that will be a case of "history repeating itself". During any given run of the Dynamic Event, there will just be the one farmer's body to retrieve, rather than and endless line of the same farmer respawning every five minutes to be rescued by another adventurer.

    Even though the concept of Dynamic Event Chains can be fairly simple to understand, the results are very complex. The number of Dynamic Events in each zone, combined with some of those chains being fairly complex, some of them branching and some of them interacting with each other, allows these Dynamic Events combine to make a complex system with many combinations. With the chains having the ability to effect buildings, terrain and other world content, you will indeed experience the zone if different ways each time you adventure there.

    To up the ante, ANet has mentioned that some chains will have some randomization in them. For example, there may a juncture where one of three friendly NPCs can be randomly determined to show up and aid the players and a particular NPC showing up  may effect the paths that the chain can take.

    Also, ANet has said they plan to add new Dynamic Events to existing zones as part of the on going, live environment. Some will be on top of existing content, some will interact with existing content and some will rotate in and out with other Dynamic Events. e.g. The constant Centaur threat to a zone might be quelled, only to have those Dynamic Events replaced by an Undead Invasion series of Dynamic Events that play out differently.

    This will be an extremely dynamic world, with many permutations. They've also found a way to allow players to effect the game world, with out having to resort to phasing. This should provide the best illusion of a living game world seen to date in any MMORPG.

    I obviously missed some infomation...  I can live with the majorrity of the vents being linear... as long as there are allways things to shake some of them up... I am still looking forward to this experience... I hope in the end the text i highlighted is what we might see ingame...

    Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)

  • mazutmazut Member UncommonPosts: 988

    Originally posted by Leongti

    Seems like an interesting topic, I like to think of DE's like those books you used to be able to get, you make a decision which can effects multiple different outcomes.



    It seems from what you lot are saying would support this, and going from the post above it also would allow for additional new outcomes to be added without a large overhaul.



    I can also see that even a linear event could be adapted to support a multiple outcome effect once the storyline structure is in place, this would mean even the standard relatively boring events could be bought into a more interesting light.



    One can hope anyway...

    Exactly. Colin Johanson said that they took the idea from the early Browser games, which are the digital equivalence of this "game books". This is the best possible way to understand the DE. "Game book" implemented in a game.

  • Dream_ChaserDream_Chaser Member Posts: 1,043

    Haven't they already said mulitple times that dynamic events are branching with different ways to progress and to win/lose, and that other dynamic events will intersect them, even? I'm sure I've read that a bunch of times.

    Whether they actually will or not is another matter, but I'm sure they've made the claim.

  • rpgalonrpgalon Member Posts: 430

    I'm hoping that they are putting some effort into the dynamic event quests. I would rather have a well writen quest, than 10 stupid ones.

  • KuppaKuppa Member UncommonPosts: 3,292

    Originally posted by whilan

    At the core it's still going to be kill things to get experience to move it to the next point line. How connected these DE are to the game world or to each other, well the jury is still out on that one for me. But so far the video from TB just confirmed what i thought, a step up for Public quests.

    They have mentioned that the outcome of DE will affect the game world in various ways: http://www.guildwars2.com/en/the-game/dynamic-events/dynamic-events-overview/

    One other thing that people keep bringing up is that dynamic events are really just static sequences linked together in a non-linear fashion. To make a truly dynamic system definately takes a more sophisticated AI and a lot more work. But as far as DE's are concerned its pretty damn cool and different from the MMO norm image

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    image

  • UnlightUnlight Member Posts: 2,540

    Originally posted by whilan

    It's kind of funny really, i was told that the events would change depending on how you approached it, like if you took down a bridge..now they are more of a line type thing? That at least makes more sense and goes along with what i saw in TB play through, I all the time was told DE were nothing like Public quest, but i got a strong feeling of that as soon as i saw TB play through of the game.

    He went into an area, a quest started up, a bar on the right showed he and the rest of the people needed to defeat enemies, pick up tools and some other things to push the enemy back or...down the line so to speak, there was a progress bar with a white line moving slowly to the right. (thats to show i actually looked at it)

    I see a good portion of these DE being linear in that fashion with a few being able to branch. To have every DE branch and interact with each other is a tad too high of expectations for me. I will note that the DE did look fun..course i haven't played it myself so it might just feel like War hammer again, who knows, and by that i mean it feels like how war hammer did its public quest, do objectives listed X number of times until the event progresses to the next stage, multiple things to do at the same time doesn't really change it, just gives you more to do then kill X number of priest, now you have kill X number of priest or pick up X number of items.

    At the core it's still going to be kill things to get experience to move it to the next point line. How connected these DE are to the game world or to each other, well the jury is still out on that one for me. But so far the video from TB just confirmed what i thought, a step up for Public quests.

    Still looks good mind you (yes i feel i need to say that again least get branded as a hater or something) just it looks more like what i was expecting, step up from public quests and somewhat linear in design at least for the most part.

    I don't think I've seen anything yet that looks like branching either.  Mostly just linear, back and forth along a set path.  The big difference between this and PQs though are that a failure in a PQ resets it to the first step a few minutes later but a failure in a dynamic event degrades it to the previous phase.  I'll be pretty stoked if the actions you take during the event can alter the next step beyond just a success of failure check.

    I'd definitely like to see some actually examples of how branching works though.  I'd also like to see how overlapping DEs function and if they can influence each other.  I know they are supposed to overlap but I haven't heard any details about what that actually means.  I hope it's more than just having a few more DE notifications on your screen at the same time.

  • drazzahdrazzah Member UncommonPosts: 437

    You have a great point and i totally agree. A linear event type would totally suck. Having several "branches" is the way to go.

     

    Also, i hope they do something like.... let me give an example...

     

    A town is getting attack by thieves. Hide your kids and lock up your wives because thats what there after. Lets say if you defend them off, they fall back out of the city and build a base just outside. Now lets say another DE was going on just over the rainbow where english talking manbearpigs where trying to loot an inn and steal all the food. You head over and defend off that way because you see some serious shiz is going down.... but..... so do the thieves who recently tried to steal yo child. Now you got manbearpigs AND candy bearing kid snatching thieves trying to loot this inn and destroy it. 

     

    I hope close DE some how intertwin with each other, rather then send those thieves back to thier base and just have them attack, the same way, 20 minutes later.

    image

  • KuppaKuppa Member UncommonPosts: 3,292

    Originally posted by Unlight

    Originally posted by whilan

    It's kind of funny really, i was told that the events would change depending on how you approached it, like if you took down a bridge..now they are more of a line type thing? That at least makes more sense and goes along with what i saw in TB play through, I all the time was told DE were nothing like Public quest, but i got a strong feeling of that as soon as i saw TB play through of the game.

    He went into an area, a quest started up, a bar on the right showed he and the rest of the people needed to defeat enemies, pick up tools and some other things to push the enemy back or...down the line so to speak, there was a progress bar with a white line moving slowly to the right. (thats to show i actually looked at it)

    I see a good portion of these DE being linear in that fashion with a few being able to branch. To have every DE branch and interact with each other is a tad too high of expectations for me. I will note that the DE did look fun..course i haven't played it myself so it might just feel like War hammer again, who knows, and by that i mean it feels like how war hammer did its public quest, do objectives listed X number of times until the event progresses to the next stage, multiple things to do at the same time doesn't really change it, just gives you more to do then kill X number of priest, now you have kill X number of priest or pick up X number of items.

    At the core it's still going to be kill things to get experience to move it to the next point line. How connected these DE are to the game world or to each other, well the jury is still out on that one for me. But so far the video from TB just confirmed what i thought, a step up for Public quests.

    Still looks good mind you (yes i feel i need to say that again least get branded as a hater or something) just it looks more like what i was expecting, step up from public quests and somewhat linear in design at least for the most part.

    I don't think I've seen anything yet that looks like branching either.  Mostly just linear, back and forth along a set path.  The big difference between this and PQs though are that a failure in a PQ resets it to the first step a few minutes later but a failure in a dynamic event degrades it to the previous phase.  I'll be pretty stoked if the actions you take during the event can alter the next step beyond just a success of failure check.

    I'd definitely like to see some actually examples of how branching works though.  I'd also like to see how overlapping DEs function and if they can influence each other.  I know they are supposed to overlap but I haven't heard any details about what that actually means.  I hope it's more than just having a few more DE notifications on your screen at the same time.

    Quoting my previous post: http://www.guildwars2.com/en/the-game/dynamic-events/dynamic-events-overview/

    " In GW2, the outcome of every event will directly affect the game world around you. If an enemy dredge army is marching out of their main base, players will be asked to mobilize with their allies and help destroy the army. If the dredge army is defeated, other events will cascade out from there. Players will be able battle their way inside the dredge base, face off against their commander, rescue captured friendly troops being held in the dredge prisons, and even hold the captured base while fighting waves of dredge, who arrive from deep underground to try and take back their home.

    If, on the other hand, players fail to destroy the army, it will establish a fort in friendly player territory. From there, the dredge will send shipments of troops and supplies to the fort from the main base while building up walls, turrets, and siege engines to help defend it. Enemy dredge forces will then begin to move out from their newly established fort to attack friendly player locations in the area, sending snipers out into the hills, sending assault team forces to capture friendly player villages, and trying to smash down friendly fortifications with massive dredge walkers. All of these events continue to cascade out into further chains of events where cause and effect is directly related to the player's actions..."

    That pretty much shows branching right there image

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  • ThomasN7ThomasN7 87.18.7.148Member CommonPosts: 6,690

    The trail of events still hold you by the hand just like quests do but dynamic events are meant to be more fun. We'll see how it goes! 

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  • AKASlaphappyAKASlaphappy Member UncommonPosts: 800

    Originally posted by Kuppa

    Originally posted by whilan

    At the core it's still going to be kill things to get experience to move it to the next point line. How connected these DE are to the game world or to each other, well the jury is still out on that one for me. But so far the video from TB just confirmed what i thought, a step up for Public quests.

    They have mentioned that the outcome of DE will affect the game world in various ways: http://www.guildwars2.com/en/the-game/dynamic-events/dynamic-events-overview/

    One other thing that people keep bringing up is that dynamic events are really just static sequences linked together in a non-linear fashion. To make a truly dynamic system definately takes a more sophisticated AI and a lot more work. But as far as DE's are concerned its pretty damn cool and different from the MMO norm image

     


    I agree Kuppa, DEs are pretty damn cool and a step up from the normal MMO questing and even PQs.  When you look at the various impacts they can have on the world, through the link you provided, you can see some of the ways they are different then PQs and standard quests. But to me I find it interesting how people down play the non-linearity that plays out within the  linear design of DEs.


     


    What I mean by this is that even though you can look at DEs and see the linear design you can also see the non-linear way they can play out. This is a huge difference from what has come before! For example in WAR’s PQ you would wonder into an area and get a popup saying you are in a PQ area. This PQ would give you a list of objectives like kill 10 Witch elves and destroy 5 cauldrons, after finishing said objectives you would move onto the second step. This would go on for 3 or 4 steps and then it would end with a reset timer for the PQ to start at the first step. So you are always going from step 1 to step 2 to step 3 to step 4, sort of like following a bread crumb path setup by the developers.


     


    Now let’s compare this to some of the DE designs in GW2. Now please watch the GW2 events panel parts 1 through 10. In this panel the developers say something that is important and that is you do not have to complete DEs in a set pattern. For example they talk about 4 vigil bases that start besides the sea and move in towards a lake in a defensive line against the Orr undead. For this example we will name the base closes to the sea base A and finish with base d as the one closed to the lake. During the natural course of events, if people do not interfere with this DE it will run in a linear fashion, the undead will take over base A then base B and so on till they have all 4. After that they could potential start another DE to cause havoc in other parts of the map after the vigil have been wiped out.


     


    Now with the above example in a PQ you would have a script set of events you would do. Like stage 1 take back base D, step 2 take back base C, step 3 take back base B, step 4 take back base A. Same if this was a traditional quest it would follow a set pattern the developers designed for you to follow.


     


    Now let’s say a group is going through the area and sees a DE popup that says take the bases back. This group decides to split their forces and have one group take base A so the undead cannot get reinforcements, while the second group attacks base D to get control of the lake area. After conquering their individual objectives the second group marches to base C while the first group starts attacking the source of the undead. Then as the 2nd group finishes off the bases they can reinforce the first group and start taking the DE down the new path.  Now let’s say two weeks later a new group comes across the same DE and decides to just attack base C and work their way towards base A and completely ignoring base D till the end. That choice could lead to a difference experience that the first group had two weeks earlier did not see, in essence because of choice helping to create non-linearity in a linear design.


     


    It is amazing to me people ignore this difference and just say DEs are PQ or just regular quests. That is like saying Deus EX because it has a beginning and an end it is the same as Duke Nukem Forever. And that is just not true, yes both games are linear because they have a set beginning and end but what is in between those two things makes a huge difference. IE Dues EX lets you make choices on how you experience the game while Duke Nukem Forever has you following a set path the developers make you follow.


     


     


    This is why I do not share the concern of the OP, yes there are going to be simple DEs, but there will also be more complex ones if GW2 lives up to its design theory. The joy is we all get to find out together when the game launches if ANet has accomplished the joy of games like Deus EX or if we end up with Duke Nuken Forever.  But until then I will just smile and laugh every time I see someone tell me that DEs are just PQs or traditional MMO quests.

     

     

  • Loke666Loke666 Member EpicPosts: 21,441

    Originally posted by ichihaifu

    Anet has already thought of this.

    EDIT: Not all events are multi-branch level epic events, some are simply back and forth ones, but the big ones have multiple branches, which has already been confirmed in Gamescom.

    Yeah, and the DEs will most likely evolve if the game sells well. The mechanics are new and will probably eventually turn into a rather different system then they are at launch.

    This is after all rather untried still, no other game are actually replacing most of the quests with DEs and like all game mechanics it will be improved by different people in time.

  • waynejr2waynejr2 Member EpicPosts: 7,771

    Originally posted by cali59

    The problem with what you're suggesting is the amount of work it takes.  If a DE has multiple outcomes, then the amount of work is increased for no real payoff, as you can only see one of those outcomes at a time.  For example, if ArenaNet codes up 9 dynamic events and puts them into three chains of A->B->C and D->E->F, and G->H->I, then you can wander around the zone to three places and take part in possibly all 9 events if they're running.  If instead they code up multiple outcomes like A->(B, C, or D)->(E, F, G, H, I), then you're only seeing three of them.

    Or they could lay all three chains overtop of the same area, and either have them running at different times or interacting with each other.  It's a lot more flexible a system than always starting with the same event and having it branch multiple possible ways.

    People have to remember that this is a game with a huge world and plenty of zones and different regions for each race.  You're not going to be constantly running over the same ground.  You can level one of each race, then make a 2nd human and then you might be in the same area to see that DE again, 500 hours later.

     Yes, but this is going to be the appearance of dynamic rather than use something like GA or CA to be dynamic.

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  • cali59cali59 Member Posts: 1,634

    Originally posted by waynejr2

    Originally posted by cali59

    The problem with what you're suggesting is the amount of work it takes.  If a DE has multiple outcomes, then the amount of work is increased for no real payoff, as you can only see one of those outcomes at a time.  For example, if ArenaNet codes up 9 dynamic events and puts them into three chains of A->B->C and D->E->F, and G->H->I, then you can wander around the zone to three places and take part in possibly all 9 events if they're running.  If instead they code up multiple outcomes like A->(B, C, or D)->(E, F, G, H, I), then you're only seeing three of them.

    Or they could lay all three chains overtop of the same area, and either have them running at different times or interacting with each other.  It's a lot more flexible a system than always starting with the same event and having it branch multiple possible ways.

    People have to remember that this is a game with a huge world and plenty of zones and different regions for each race.  You're not going to be constantly running over the same ground.  You can level one of each race, then make a 2nd human and then you might be in the same area to see that DE again, 500 hours later.

     Yes, but this is going to be the appearance of dynamic rather than use something like GA or CA to be dynamic.

     What do those acronyms mean?

    "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

  • fiontarfiontar Member UncommonPosts: 3,682

    Originally posted by Loke666

    Originally posted by ichihaifu

    Anet has already thought of this.

    EDIT: Not all events are multi-branch level epic events, some are simply back and forth ones, but the big ones have multiple branches, which has already been confirmed in Gamescom.

    Yeah, and the DEs will most likely evolve if the game sells well. The mechanics are new and will probably eventually turn into a rather different system then they are at launch.

    This is after all rather untried still, no other game are actually replacing most of the quests with DEs and like all game mechanics it will be improved by different people in time.

    I definitely agree with this. Even as it seems to be implimented, the system is pretty incredible. However, there is room for the system to continue to evolve pretty significantly once it's established. Dynamic Event based MMO content will be in it's infancy. As ANet gains more experience with the technical aspects of the system and evaluates what players like and don't like about the DEs in game, the entire concept will continue to evolve.

    I can already envision Dynamic Event Chains that span multiple zones, charting the progress of plots, armies and powerful NPCs as their influence spreads across the continent, unless players can stop them. Or a band of bandits that can never quite be extinguished, but moves from place to place, either building strength and increasing their sphere of influence, or finding itself on the run, moving their hideout each time they are discovered and defeated. I can also imagine DEs where two or more enemy factions work against each other, with their strength determined not only by clashes betwen the forces, but the impact that the players have had on their strength and supply lines. "The enemy of my enemy is my friend" could play out as players takes sides and chose the lesser of two evils.

    Once ANet has established that they can make Dynamic Events work well and successfully work off of each other, the scope can become more and more ambitious moving forward.

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  • waynejr2waynejr2 Member EpicPosts: 7,771

    Originally posted by cali59

    Originally posted by waynejr2

    Originally posted by cali59

    The problem with what you're suggesting is the amount of work it takes.  If a DE has multiple outcomes, then the amount of work is increased for no real payoff, as you can only see one of those outcomes at a time.  For example, if ArenaNet codes up 9 dynamic events and puts them into three chains of A->B->C and D->E->F, and G->H->I, then you can wander around the zone to three places and take part in possibly all 9 events if they're running.  If instead they code up multiple outcomes like A->(B, C, or D)->(E, F, G, H, I), then you're only seeing three of them.

    Or they could lay all three chains overtop of the same area, and either have them running at different times or interacting with each other.  It's a lot more flexible a system than always starting with the same event and having it branch multiple possible ways.

    People have to remember that this is a game with a huge world and plenty of zones and different regions for each race.  You're not going to be constantly running over the same ground.  You can level one of each race, then make a 2nd human and then you might be in the same area to see that DE again, 500 hours later.

     Yes, but this is going to be the appearance of dynamic rather than use something like GA or CA to be dynamic.

     What do those acronyms mean?

    GA is Genetic Algorithms.  

    CA is Cellular Automata.

    http://www.youhaventlived.com/qblog/2010/QBlog190810A.html  

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