I like the idea of sidekicking down. Though sidekicking up was just something I was going to elect not to do. One of the best moments of my mmo life was when I made it from Bastok to Sandoria at level 5 in Final Fantasy XI. I like the idea of being in a dangerous place and discovering locations I am not suppose to be in yet.
I can understand the excitment in such exploration. In the days if vanillia Wow I used to run level one toons to other race starting areas or enemy teritory just for the fun of doing so.
That said though I personally would have prefered a system where I could just jump in with my mates to fight the good fight, rather that forcing them to come wuss out to help me grind through the "kill ten rats" portion of the game they've already seen. Guess the more things change, the more they stay the same.
How are they staying the same. There's no killing ten rats, and unless you're both the same race with the same storyline, their should be plenty anew and different at lower levels. Dynamic content in and in itself creates unique environments that will still challenge your level 70 when you're bumped down to 10.
If you're playing with your friends and getting XP for it, and you're still challenged, it will be a different experience than any MMO out there. As GW2 has proved, you certainly won't be killing 10 rats when youre sidekicked.
Seems logical. While i agree sidekicking up wouldnt probably cause many problems in open pve, i wouldnt like to do a dungeon with someone who has only really played his character up to level 5 or so. Like someone before said, you can still play with friends, just do their content if they are lower level, dont expect them to do yours.
Not too sure about that. In the vids so far I've seen a huge number of Dynamic Event sub-objectives which seemed just as chore-like as in standard questing, up to and including escorting slow moving npc's along predetermined paths between a predetermined (and actually numbered) amount of objectives with predetermined npc spawn encounters. Etc.
i.e. The point this picture tries to bring across:
I think it is very safe (and wise) to assume that while the way questing is packaged, the way they are distributed and sometimes hidden in the world and the way you pick them up in GW2 might be novel, the actual tasks the DE's consist off won't be so revolutionary at all in most cases.
The reasoning that suddenly you can't play with your friends seem so faulty to me considering DE's aren't like the static quests in other MMO's. In other MMO's people didn't want to redo lower level stuff. A because they would be overpowered for it in most games. B because it would be the same old same old. In GW2 leveling should never be exactly the same, sure you can run into the same DE's, but more then likely you will find that you see new ones you had missed a previous round. So GW2 gives 2 reasons to go play with your friends in lower areas. A it won't be the same old. B it will still be somewhat of a challange.
So just because you can't take lower levels to higher level zones doesn't mean you can't still play with friends. Also are they truly friends if they refuse to level down to your content level because they already did that area? Instead they want you to go up to their level and make you play through the same content twice so to speak onece when you do it at their level and once at your own.
Now we don't know the exact reasoning it was taken out and making assumptions that it is suddenly against their philosofy is just plain wrong.
One reason simply is that people would skip whole zones if they could. It's ingrained into most players minds that higher level mobs also means better gear and more exp. For all we know Anet has found this to be true in their testing.
Not too sure about that. In the vids so far I've seen a huge number of Dynamic Event sub-objectives which seemed just as chore-like as in standard questing, up to and including escorting slow moving npc's along predetermined paths between a predetermined (and actually numbered) amount of objectives with predetermined npc spawn encounters. Etc.
i.e. The point this picture tries to bring across:
I think it is very safe (and wise) to assume that while the way questing is packaged, the way they are distributed and sometimes hidden in the world and the way you pick them up in GW2 might be novel, the actual tasks the DE's consist off won't be so revolutionary at all in most cases.
Well, it kinda goes back to the conundrum of event-based games. There's only so many types of events you can do, the best you can do is to try and dress them up to seem more interesting / dynamic. However, you will always either be killing something, collecting something, running something, or protecting something.
That said, I believe this was one of TotalBiscuit's criticisms on the game. Some of the DEs just have static 'kill X or collect Y' amount of whatever. It would be better if they could introduce a more random element to these events, or at the very least 'hide' the counter, so we don't know exactly how many of X or Y we are grabbing.
Not too sure about that. In the vids so far I've seen a huge number of Dynamic Event sub-objectives which seemed just as chore-like as in standard questing, up to and including escorting slow moving npc's along predetermined paths between a predetermined (and actually numbered) amount of objectives with predetermined npc spawn encounters. Etc.
i.e. The point this picture tries to bring across:
I think it is very safe (and wise) to assume that while the way questing is packaged, the way they are distributed and sometimes hidden in the world and the way you pick them up in GW2 might be novel, the actual tasks the DE's consist off won't be so revolutionary at all in most cases.
Of course the content of the DE's will be the same as in normal quests. You can't escape that. The whole point is that not finishing an objective can have consequences. If you don't kill a certain amount of rats the town might be over run by rats. If that NPC caravan doesn't get escorted safely a town might not get crucial goods to sustain that town. Where as in other MMO's it won't matter if you do or don't.
I like the idea of sidekicking down. Though sidekicking up was just something I was going to elect not to do. One of the best moments of my mmo life was when I made it from Bastok to Sandoria at level 5 in Final Fantasy XI. I like the idea of being in a dangerous place and discovering locations I am not suppose to be in yet.
I can understand the excitment in such exploration. In the days if vanillia Wow I used to run level one toons to other race starting areas or enemy teritory just for the fun of doing so.
That said though I personally would have prefered a system where I could just jump in with my mates to fight the good fight, rather that forcing them to come wuss out to help me grind through the "kill ten rats" portion of the game they've already seen. Guess the more things change, the more they stay the same.
How are they staying the same. There's no killing ten rats, and unless you're both the same race with the same storyline, their should be plenty anew and different at lower levels. Dynamic content in and in itself creates unique environments that will still challenge your level 70 when you're bumped down to 10.
If you're playing with your friends and getting XP for it, and you're still challenged, it will be a different experience than any MMO out there. As GW2 has proved, you certainly won't be killing 10 rats when youre sidekicked.
There is plenty of it, the only difference is that rats just don't wait at one place to get killed but you will be killing plenty of rats.
Sidekicking down is totally okay with me. I still would want to go through all the dungeons on max level, and it will still be challenging. Plus I can play with my friend who will not join on the first day, but will come later.
Good think that they did not add sidekicking up. Otherwise there would never be anything challenging for you.
Aha, the sidekick system was originally meant to scale you up as well? News to me
Can't say i'm displeased with the removal of a feature i didn't know existed in the first place, they obviously had their reasons. As to the merits of such a feature in general, i personally don't mind and can certainly see the pros and cons of implementing it. However, stating that Anet's decision constitutes a complete shift or u-turn in overall design philosophy is a perhaps a statement largely reserved for drama queens.
Not too sure about that. In the vids so far I've seen a huge number of Dynamic Event sub-objectives which seemed just as chore-like as in standard questing, up to and including escorting slow moving npc's along predetermined paths between a predetermined (and actually numbered) amount of objectives with predetermined npc spawn encounters. Etc.
i.e. The point this picture tries to bring across:
I think it is very safe (and wise) to assume that while the way questing is packaged, the way they are distributed and sometimes hidden in the world and the way you pick them up in GW2 might be novel, the actual tasks the DE's consist off won't be so revolutionary at all in most cases.
Well, it kinda goes back to the conundrum of event-based games. There's only so many types of events you can do, the best you can do is to try and dress them up to seem more interesting / dynamic. However, you will always either be killing something, collecting something, running something, or protecting something.
That said, I believe this was one of TotalBiscuit's criticisms on the game. Some of the DEs just have static 'kill X or collect Y' amount of whatever. It would be better if they could introduce a more random element to these events, or at the very least 'hide' the counter, so we don't know exactly how many of X or Y we are grabbing.
Yup, I saw that too. It was one of the rare points of constructive criticism on the game from "press" in the past weeks and I fully agree with him. They should really try to make event stages like that feel less predetermined.
Not too sure about that. In the vids so far I've seen a huge number of Dynamic Event sub-objectives which seemed just as chore-like as in standard questing, up to and including escorting slow moving npc's along predetermined paths between a predetermined (and actually numbered) amount of objectives with predetermined npc spawn encounters. Etc.
i.e. The point this picture tries to bring across:
I think it is very safe (and wise) to assume that while the way questing is packaged, the way they are distributed and sometimes hidden in the world and the way you pick them up in GW2 might be novel, the actual tasks the DE's consist off won't be so revolutionary at all in most cases.
Well, it kinda goes back to the conundrum of event-based games. There's only so many types of events you can do, the best you can do is to try and dress them up to seem more interesting / dynamic. However, you will always either be killing something, collecting something, running something, or protecting something.
That said, I believe this was one of TotalBiscuit's criticisms on the game. Some of the DEs just have static 'kill X or collect Y' amount of whatever. It would be better if they could introduce a more random element to these events, or at the very least 'hide' the counter, so we don't know exactly how many of X or Y we are grabbing.
Yup, I saw that too. It was one of the rare points of constructive criticism on the game from "press" in the past weeks and I fully agree with him. They should really try to make event stages like that feel less predetermined.
+ 1
and
AFAIK
Some (all?) events 'reset' way too quickly.
They should be slowed down and by alot imo.
Events impact on world should be much much longer.
I don't have experience with this system as it worked in EQ2 or CoH, but I'm confident in it's original intention for GW2. It was to allow friends to play together.
There are still plenty of ways to group together. Higher level players can go to lower level areas with friends, since it will remain challenging for them. Or they can all go PvP together.
Its better if they dont scale low level players up, that way they can focus on making higher level dungeons challenging for people with the right amount of traits and skills unlocked.
I've already addressed the dungeon part.
The playing together aspect specifically refers to people not being able to play with their friends in dynamic events in the open world because the upscaling system no longer applies to that portion of PvE.
I can't imagine it would be hard for them to design the system so that players can not apply upscaling to dungeons.
While I specifically mentioned dungeons, the same should apply to DE difficulty. I understand where you are coming from, but I think it makes far more sense for an experienced adventurer to go and help less experienced players, rather than dragging people to areas they are not ready for yet.
Not too sure about that. In the vids so far I've seen a huge number of Dynamic Event sub-objectives which seemed just as chore-like as in standard questing, up to and including escorting slow moving npc's along predetermined paths between a predetermined (and actually numbered) amount of objectives with predetermined npc spawn encounters. Etc.
i.e. The point this picture tries to bring across:
I think it is very safe (and wise) to assume that while the way questing is packaged, the way they are distributed and sometimes hidden in the world and the way you pick them up in GW2 might be novel, the actual tasks the DE's consist off won't be so revolutionary at all in most cases.
There are still kill quests, regardless of how you dress it up. If people are expecting something radically different then they will be disappointed, the game is still an RPG.
That being said, the picture you linked refers more to the 'heart events' rather than the 'dynamic events'. Heart events are closer to traditional quests, and are more common in low level areas but get less and less frequent as you level up, giving way for more dynamic events. The heart quests also have a variety of things to do like putting out fires, throwing snowballs at kids, feeding animals, helping gather apples etc. Not mind blowing, but still a nice diversity.
Dynamic events usually don't have counters showing how many you have killed, sometimes they have bars showing the remaining strength of a structure you are defending or whatever, but the event just keeps going until there are no more waves of attackers.
Well, it kinda goes back to the conundrum of event-based games. There's only so many types of events you can do, the best you can do is to try and dress them up to seem more interesting / dynamic. However, you will always either be killing something, collecting something, running something, or protecting something.
That said, I believe this was one of TotalBiscuit's criticisms on the game. Some of the DEs just have static 'kill X or collect Y' amount of whatever. It would be better if they could introduce a more random element to these events, or at the very least 'hide' the counter, so we don't know exactly how many of X or Y we are grabbing.
Yup, I saw that too. It was one of the rare points of constructive criticism on the game from "press" in the past weeks and I fully agree with him. They should really try to make event stages like that feel less predetermined.
+ 1
and
AFAIK
Some (all?) events 'reset' way too quickly.
They should be slowed down and by alot imo.
Events impact on world should be much much longer.
That's something they probably only can do when the game is live. It's a careful balance. If the events reset to quickly, players will feel that their efforts have no impact on the world. To slow and the players will be disgruntled because they need to wait till the cool stuffs appears. ArenaNet needs reliable statistics before they can tweak those timers. Hopefully all the pre-order testers are enough for reliable numbers, otherwise we will see this fixed in the months after the release.
About the comment of TotalBiscuit, the comment I remember was in his Thief vid. When a combat pet from some NPC dude was killed, he triggered the escort quest to find a new pet. That one listed 'x/5 spots checked', which killed the questing text of the NPC you were escorting, because you already knew when he was going to find his new pet. It would be nice if they can randomize those events up a bit.
The problem with the side kicking up feature is that it creates balancing problems.
Imagine your friend is lvl 80 and you are lvl 2, after the long journey to the lvl area of your lvl 80 friend you are there, with 1 skill.
Now i ask of you good people, how can you balance the DE system . Its either the only thing you are doing is spamming 1 skill, you get gold medal the same way your friend using all his array of skills gets a gold medal. or give the guy with 1 skill only bronze medal, but then the guy would say "WTF MAN I DID EVERYTHING I COULD" and since you are suposed to get good rewards acording to your lvl you would actually be gaining less effectively making sidekicking down more effective for the two of you since you would also get gold.
The other issue is that DE are not your own little world. Lets say that for example you got 100 ppl taking one big dragon and 20 of them are low lvls, now even though the game checks everytime if you are doing something i dont think its so advanced that it scales also taking account of the fact that some of the low lvl players may not have all their utility skills or elite skill so sidekicking up also creates a problem in content difficulty scaling since you need a much more advanced system to take into account those factors. You might want to play with your low lvl friends but what about the other 79 ppl there that just want to enjoy the game, you just made the content much harder for them to complete and they are now forced to carry other people.
Also to the people that are claiming now suddenly exp boosts become required, thats a load of BS.
When you were sidekicked up you still needed to lvl to get your skills. Switch weapons is at lvl 5 first uitlity is at lvl 10 2nd is i think at 20, elite at 30 and so on, then it extends to traits. You ALWAYS need to lvl up
You are only scaled it was NOT an auto lvl option.
Ok, I absolutely agree with this news, that there will no be sidekicking up but only down. Its fair enough for me, but then another question comes up, does that mean that the low level players can't participate in higher level bossfights, for example the Shatterer is for 50lvl, if i'm 30 level will I be able to be sidekicked for the event?
Ok, I absolutely agree with this news, that there will no be sidekicking up but only down. Its fair enough for me, but then another question comes up, does that mean that the low level players can't participate in higher level bossfights, for example the Shatterer is for 50lvl, if i'm 30 level will I be able to be sidekicked for the event?
You won't even be in the area, so it is kind of irrelevant. Higher level mobs will demolish you.
You won't even be in the area, so it is kind of irrelevant. Higher level mobs will demolish you.
Hmmm.. that sounds bad . . . But its kind like more fair, because if lets say 25 persons are participating in the bossfight and 10 of them are much lower level, the boss is scaled for 25 person fight, but 10 of them have less skills, hp, stats etc... so then the fight gets much harder and unfair... And also it would be annoying that i'm lets say 50lvl and I've made so long way to get to it, and another player just started playing and we are fighting the same boss... Anyway thanks for your reply and sorry for my poor english
Not too sure about that. In the vids so far I've seen a huge number of Dynamic Event sub-objectives which seemed just as chore-like as in standard questing, up to and including escorting slow moving npc's along predetermined paths between a predetermined (and actually numbered) amount of objectives with predetermined npc spawn encounters. Etc.
i.e. The point this picture tries to bring across:
I think it is very safe (and wise) to assume that while the way questing is packaged, the way they are distributed and sometimes hidden in the world and the way you pick them up in GW2 might be novel, the actual tasks the DE's consist off won't be so revolutionary at all in most cases.
Well, it kinda goes back to the conundrum of event-based games. There's only so many types of events you can do, the best you can do is to try and dress them up to seem more interesting / dynamic. However, you will always either be killing something, collecting something, running something, or protecting something.
That said, I believe this was one of TotalBiscuit's criticisms on the game. Some of the DEs just have static 'kill X or collect Y' amount of whatever. It would be better if they could introduce a more random element to these events, or at the very least 'hide' the counter, so we don't know exactly how many of X or Y we are grabbing.
Yup, I saw that too. It was one of the rare points of constructive criticism on the game from "press" in the past weeks and I fully agree with him. They should really try to make event stages like that feel less predetermined.
+ 1
and
AFAIK
Some (all?) events 'reset' way too quickly.
They should be slowed down and by alot imo.
Events impact on world should be much much longer.
For GW2 fans sake I hope it is more persistant than the Rift invasion effects, which just reset after a certain amount of time regardless of what you do. Dynamic events have yet to be done very well in any game thus far, so Anet has their work cut out to truly innovate there. Stringing simple kill/gather/fedex/escort quests together might be a baby step in improving dynamic questing, but if that's all it is then I have a feeling many will be very disappointed after a couple weeks...
GW2 "built from the ground up with microtransactions in mind" 1) Cash->Gems->Gold->Influence->WvWvWBoosts = PAY2WIN 2) Mystic Chests = Crass in-game cash shop advertisements
Taking out content that you promised your fanbase is horrible no matter how hard some people want to spin this, and my very well be a sign of things to come (broken promises, broken hearts)
I prefer the game this way...Even games without levels, their are places you can go that you get smashed, due to not having the skills to be able to do the area....
I am fine with it. I can wait to do PvE content, till I am leveled.
Taking out content that you promised your fanbase is horrible no matter how hard some people want to spin this, and my very well be a sign of things to come (broken promises, broken hearts)
Comments
How are they staying the same. There's no killing ten rats, and unless you're both the same race with the same storyline, their should be plenty anew and different at lower levels. Dynamic content in and in itself creates unique environments that will still challenge your level 70 when you're bumped down to 10.
If you're playing with your friends and getting XP for it, and you're still challenged, it will be a different experience than any MMO out there. As GW2 has proved, you certainly won't be killing 10 rats when youre sidekicked.
Seems logical. While i agree sidekicking up wouldnt probably cause many problems in open pve, i wouldnt like to do a dungeon with someone who has only really played his character up to level 5 or so. Like someone before said, you can still play with friends, just do their content if they are lower level, dont expect them to do yours.
Not too sure about that. In the vids so far I've seen a huge number of Dynamic Event sub-objectives which seemed just as chore-like as in standard questing, up to and including escorting slow moving npc's along predetermined paths between a predetermined (and actually numbered) amount of objectives with predetermined npc spawn encounters. Etc.
i.e. The point this picture tries to bring across:
I think it is very safe (and wise) to assume that while the way questing is packaged, the way they are distributed and sometimes hidden in the world and the way you pick them up in GW2 might be novel, the actual tasks the DE's consist off won't be so revolutionary at all in most cases.
My brand new bloggity blog.
The reasoning that suddenly you can't play with your friends seem so faulty to me considering DE's aren't like the static quests in other MMO's. In other MMO's people didn't want to redo lower level stuff. A because they would be overpowered for it in most games. B because it would be the same old same old. In GW2 leveling should never be exactly the same, sure you can run into the same DE's, but more then likely you will find that you see new ones you had missed a previous round. So GW2 gives 2 reasons to go play with your friends in lower areas. A it won't be the same old. B it will still be somewhat of a challange.
So just because you can't take lower levels to higher level zones doesn't mean you can't still play with friends. Also are they truly friends if they refuse to level down to your content level because they already did that area? Instead they want you to go up to their level and make you play through the same content twice so to speak onece when you do it at their level and once at your own.
Now we don't know the exact reasoning it was taken out and making assumptions that it is suddenly against their philosofy is just plain wrong.
One reason simply is that people would skip whole zones if they could. It's ingrained into most players minds that higher level mobs also means better gear and more exp. For all we know Anet has found this to be true in their testing.
Well, it kinda goes back to the conundrum of event-based games. There's only so many types of events you can do, the best you can do is to try and dress them up to seem more interesting / dynamic. However, you will always either be killing something, collecting something, running something, or protecting something.
That said, I believe this was one of TotalBiscuit's criticisms on the game. Some of the DEs just have static 'kill X or collect Y' amount of whatever. It would be better if they could introduce a more random element to these events, or at the very least 'hide' the counter, so we don't know exactly how many of X or Y we are grabbing.
Of course the content of the DE's will be the same as in normal quests. You can't escape that. The whole point is that not finishing an objective can have consequences. If you don't kill a certain amount of rats the town might be over run by rats. If that NPC caravan doesn't get escorted safely a town might not get crucial goods to sustain that town. Where as in other MMO's it won't matter if you do or don't.
What other quests can you think of that aren't
Kill stuff
Escort stuff
Spy on enemy
Fed Ex
There is plenty of it, the only difference is that rats just don't wait at one place to get killed but you will be killing plenty of rats.
Sidekicking down is totally okay with me. I still would want to go through all the dungeons on max level, and it will still be challenging. Plus I can play with my friend who will not join on the first day, but will come later.
Good think that they did not add sidekicking up. Otherwise there would never be anything challenging for you.
Aha, the sidekick system was originally meant to scale you up as well? News to me
Can't say i'm displeased with the removal of a feature i didn't know existed in the first place, they obviously had their reasons. As to the merits of such a feature in general, i personally don't mind and can certainly see the pros and cons of implementing it. However, stating that Anet's decision constitutes a complete shift or u-turn in overall design philosophy is a perhaps a statement largely reserved for drama queens.
* Waves at Pushkina *
An honest review of SW:TOR 6/10 (Danny Wojcicki)
Yup, I saw that too. It was one of the rare points of constructive criticism on the game from "press" in the past weeks and I fully agree with him. They should really try to make event stages like that feel less predetermined.
My brand new bloggity blog.
No sidekicking up? <--- good
Still sidekicking down ? <--- also good
Overall gets my stamp of approval.
+ 1
and
AFAIK
Some (all?) events 'reset' way too quickly.
They should be slowed down and by alot imo.
Events impact on world should be much much longer.
While I specifically mentioned dungeons, the same should apply to DE difficulty. I understand where you are coming from, but I think it makes far more sense for an experienced adventurer to go and help less experienced players, rather than dragging people to areas they are not ready for yet.
There are still kill quests, regardless of how you dress it up. If people are expecting something radically different then they will be disappointed, the game is still an RPG.
That being said, the picture you linked refers more to the 'heart events' rather than the 'dynamic events'. Heart events are closer to traditional quests, and are more common in low level areas but get less and less frequent as you level up, giving way for more dynamic events. The heart quests also have a variety of things to do like putting out fires, throwing snowballs at kids, feeding animals, helping gather apples etc. Not mind blowing, but still a nice diversity.
Dynamic events usually don't have counters showing how many you have killed, sometimes they have bars showing the remaining strength of a structure you are defending or whatever, but the event just keeps going until there are no more waves of attackers.
That's something they probably only can do when the game is live. It's a careful balance. If the events reset to quickly, players will feel that their efforts have no impact on the world. To slow and the players will be disgruntled because they need to wait till the cool stuffs appears. ArenaNet needs reliable statistics before they can tweak those timers. Hopefully all the pre-order testers are enough for reliable numbers, otherwise we will see this fixed in the months after the release.
About the comment of TotalBiscuit, the comment I remember was in his Thief vid. When a combat pet from some NPC dude was killed, he triggered the escort quest to find a new pet. That one listed 'x/5 spots checked', which killed the questing text of the NPC you were escorting, because you already knew when he was going to find his new pet. It would be nice if they can randomize those events up a bit.
The problem with the side kicking up feature is that it creates balancing problems.
Imagine your friend is lvl 80 and you are lvl 2, after the long journey to the lvl area of your lvl 80 friend you are there, with 1 skill.
Now i ask of you good people, how can you balance the DE system . Its either the only thing you are doing is spamming 1 skill, you get gold medal the same way your friend using all his array of skills gets a gold medal. or give the guy with 1 skill only bronze medal, but then the guy would say "WTF MAN I DID EVERYTHING I COULD" and since you are suposed to get good rewards acording to your lvl you would actually be gaining less effectively making sidekicking down more effective for the two of you since you would also get gold.
The other issue is that DE are not your own little world. Lets say that for example you got 100 ppl taking one big dragon and 20 of them are low lvls, now even though the game checks everytime if you are doing something i dont think its so advanced that it scales also taking account of the fact that some of the low lvl players may not have all their utility skills or elite skill so sidekicking up also creates a problem in content difficulty scaling since you need a much more advanced system to take into account those factors. You might want to play with your low lvl friends but what about the other 79 ppl there that just want to enjoy the game, you just made the content much harder for them to complete and they are now forced to carry other people.
Also to the people that are claiming now suddenly exp boosts become required, thats a load of BS.
When you were sidekicked up you still needed to lvl to get your skills. Switch weapons is at lvl 5 first uitlity is at lvl 10 2nd is i think at 20, elite at 30 and so on, then it extends to traits. You ALWAYS need to lvl up
You are only scaled it was NOT an auto lvl option.
Ok, I absolutely agree with this news, that there will no be sidekicking up but only down. Its fair enough for me, but then another question comes up, does that mean that the low level players can't participate in higher level bossfights, for example the Shatterer is for 50lvl, if i'm 30 level will I be able to be sidekicked for the event?
Sorry for bad English.
You won't even be in the area, so it is kind of irrelevant. Higher level mobs will demolish you.
I'm ok without sidekicking up and hoping they do not.
You already get leveld up to 80 for WvW, and for battleground/warzones (whatever they are called), and higher levels can lower down to you.
If we could sidekick up would there really be a need for levels anymore?
Hmmm.. that sounds bad . . . But its kind like more fair, because if lets say 25 persons are participating in the bossfight and 10 of them are much lower level, the boss is scaled for 25 person fight, but 10 of them have less skills, hp, stats etc... so then the fight gets much harder and unfair... And also it would be annoying that i'm lets say 50lvl and I've made so long way to get to it, and another player just started playing and we are fighting the same boss... Anyway thanks for your reply and sorry for my poor english
Sorry for bad English.
For GW2 fans sake I hope it is more persistant than the Rift invasion effects, which just reset after a certain amount of time regardless of what you do. Dynamic events have yet to be done very well in any game thus far, so Anet has their work cut out to truly innovate there. Stringing simple kill/gather/fedex/escort quests together might be a baby step in improving dynamic questing, but if that's all it is then I have a feeling many will be very disappointed after a couple weeks...
GW2 "built from the ground up with microtransactions in mind"
1) Cash->Gems->Gold->Influence->WvWvWBoosts = PAY2WIN
2) Mystic Chests = Crass in-game cash shop advertisements
Taking out content that you promised your fanbase is horrible no matter how hard some people want to spin this, and my very well be a sign of things to come (broken promises, broken hearts)
I prefer the game this way...Even games without levels, their are places you can go that you get smashed, due to not having the skills to be able to do the area....
I am fine with it. I can wait to do PvE content, till I am leveled.
people can still sidekick up in WvW pvp
http://www.tashadarke.co.uk/2012/04/eufandayqandapt1/
ANET also removed companions from their earlier announced intentions - I saw no problems with that
http://wiki.guildwars2.com/wiki/Companion
game is not available yet for pre-ordering, these are SMALL changes
EQ2 fan sites