Reminds me of Crocodile Dundee when he turned on the TV in his hotel room, when the reporter pointed it out to him. He sees I Love Lucy and he makes a quip regarding that - yep - that's a TV and that's what he saw.
That is how I feel about DE's - saw them in Warhammer and then we saw Rifts in Rift and now we see DE's in GW2.
DE's in GW2 are the evolution of Rifts in Rift which were the evolution of PQ's in WAR.
If you don't / can't see the differences, you aren't looking very hard.
You are seeing what you want to see.
Tell me, how truly dynamic is the DE's? Are they randomly generated content where no two DE's ever are the same and will the DE's change locations?
LOL no of course not. Newsflash, GW2 is not a sentient machine that scripts its own content. But seriously, if this is what you demand of an MMORPG before you give it a chance, then you may as well stick to single player games. No one that I know of has ever argued that DEs are what you describe.
I dunno, I feel like SWTOR broke your heart, and now you're just incredibly bitter towards any new MMORPG that vaguely resembles it. All I'm saying is...try to see the light at the end of the tunnel. There will be great MMORPGs again at some point. I feel like you're basically judging this game unfairly because you got burned before, and possibly robbing yourself of a great experience.
I'm not saying this to be insulting or anything, I'm just saying that you may actually like it if you give it a chance and don't decide that you completely hate it before even playing it.
That is how I feel about DE's - saw them in Warhammer and then we saw Rifts in Rift and now we see DE's in GW2.
DE's in GW2 are the evolution of Rifts in Rift which were the evolution of PQ's in WAR.
If you don't / can't see the differences, you aren't looking very hard.
You are seeing what you want to see.
Tell me, how truly dynamic is the DE's? Are they randomly generated content where no two DE's ever are the same and will the DE's change locations?
There is no such thing as randomly generated content when it comes to programming a computer - someone will always and has always figured out the variables/conditions.
They are "dynamic" in that the adjust their size/difficulty based on the number of players and they have multiple win/loss conditions and phases, like a tree with multiple branches wtih multiple branches branching off of those branches etc.
As such, there is no "linear" path from start to finish, as the path from start to finish is varied based upon what branches are "chosen" based on player interaction.
There are "absolute win" and "absolute loss" conditions at the end / beginning of each chain.
So are they truly dynamic? No.
But as I was saying they are the evolution of Rifts in Rift because they are far more complex.
Really, the strength of the events system is that they chain off each other, overlap, and generally tend to string / weave together. If you only experience 1 part of the chain, in a bubble, then leave, then they don't generally last very long. They definitely don't force you to stick around, but they do give you a lot of incentives for it. Definitely a difference of personal preference, though.
Yeah I did a few chains and those were great. I did see quite a few things that really didn't interest me past the first phase as well though, that's the disparity I was pointing out.
Just for a point of discussion I could point out a way to handle DE's I think would have been a bit better. Cut down the number of actual DE's and make them all a bit more interesting/longer a bit more dynamic (Move around zones more), while filling in the smaller DE's with more actual questing similar to Personal Stories. That's just me though..
Have you seen the layered events?
The reactor place in Asura lands was my first real exposure to a crazy area with multiple DE's running simultaneously on top of each other.
All indications point to that as you level up, there are more/better/layered/longer DE's and less Heart quests.
In my limited experience, this is true.
I didn't hit the asura areas this weekend, I was too busy in the human areas (Only got a few hours in there last BWE). I spent most of the weekend PVPing though which I think is the games real strength. The PVE is fun and so is the world itself, I just didn't see things around to hold me down to one area for long, on top of that I seemed to always arrive at the end of an event, lol.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
Especially the end-level progression part which i find rather harder to discuss as all BWE only allow us to go only around level zone 20ish .
He basically mentioned that once we reach 80 the idea of cosmetic items , well balanced items ...and 'fun' as incentive to continue playing is rather .. insufficient.
You sure you're paying attention?
His concerns with 80 were not in the incentive. It was in his concern that the zones might not be as fleshed out as the earlier ones, and thus we would essentially be going back to lower lvl content and grinding.
If anything that video shows that cosmetic items is definitely incentive enough. He spent 50$ ingame, while filming that, on a bunch of cosmetic stuff, a cow finishing move, and so many dyes that he didn't have room to store them all.
People like buying stupid crap. That's been proven in more than just MMOs. As long as they have enough interesting / cool-looking stuff in the game, people will want it.
That is how I feel about DE's - saw them in Warhammer and then we saw Rifts in Rift and now we see DE's in GW2.
DE's in GW2 are the evolution of Rifts in Rift which were the evolution of PQ's in WAR.
If you don't / can't see the differences, you aren't looking very hard.
You are seeing what you want to see.
Tell me, how truly dynamic is the DE's? Are they randomly generated content where no two DE's ever are the same and will the DE's change locations?
There is no such thing as randomly generated content when it comes to programming a computer - someone will always and has always figured out the variables/conditions.
They are "dynamic" in that the adjust their size/difficulty based on the number of players and they have multiple win/loss conditions and phases, like a tree with multiple branches wtih multiple branches branching off of those branches etc.
As such, there is no "linear" path from start to finish, as the path from start to finish is varied based upon what branches are "chosen" based on player interaction.
There are "absolute win" and "absolute loss" conditions at the end / beginning of each chain.
So are they truly dynamic? No.
But as I was saying they are the evolution of Rifts in Rift because they are far more complex.
OK, But will you admit that they are not truly dynamic and that eventually, you'll no doubt run the various DE's and they will start repeating - like what we saw when the guy playing on Twitch TV kept doing the same DE over and over again.
The reactor place in Asura lands was my first real exposure to a crazy area with multiple DE's running simultaneously on top of each other.
All indications point to that as you level up, there are more/better/layered/longer DE's and less Heart quests.
In my limited experience, this is true.
I didn't hit the asura areas this weekend, I was too busy in the human areas (Only got a few hours in there last BWE). I spent most of the weekend PVPing though which I think is the games real strength. The PVE is fun and so is the world itself, I just didn't see things around to hold me down to one area for long, on top of that I seemed to always arrive at the end of an event, lol.
My recommendation would be to not worry about chasing events or what not so much and instead just explore the world and talk to NPCs that you find. I actually triggered a few events this way, and I found it really rewarding to see a horde of players rush to my aid to defeat the cave troll that found me, or help me escort an NPC. It makes it feel like you actually made an impact (albeit temporary) on the world.
The reactor place in Asura lands was my first real exposure to a crazy area with multiple DE's running simultaneously on top of each other.
All indications point to that as you level up, there are more/better/layered/longer DE's and less Heart quests.
In my limited experience, this is true.
I didn't hit the asura areas this weekend, I was too busy in the human areas (Only got a few hours in there last BWE). I spent most of the weekend PVPing though which I think is the games real strength. The PVE is fun and so is the world itself, I just didn't see things around to hold me down to one area for long, on top of that I seemed to always arrive at the end of an event, lol.
Later zones have a lot more permanence too. Obviously a lot of it depends on player population - lots of players means lots of activity and a higher probability events will be completed successfully and advance to "win" conditions.
Later zones have elements of territorial control / capture - unless players are there the "good guys" will lose ground to the "bad guys" and the "bad guys" will hold that ground until players take it back - and if they hold it, it's theres.
That is how I feel about DE's - saw them in Warhammer and then we saw Rifts in Rift and now we see DE's in GW2.
DE's in GW2 are the evolution of Rifts in Rift which were the evolution of PQ's in WAR.
If you don't / can't see the differences, you aren't looking very hard.
You are seeing what you want to see.
Tell me, how truly dynamic is the DE's? Are they randomly generated content where no two DE's ever are the same and will the DE's change locations?
There is no such thing as randomly generated content when it comes to programming a computer - someone will always and has always figured out the variables/conditions.
They are "dynamic" in that the adjust their size/difficulty based on the number of players and they have multiple win/loss conditions and phases, like a tree with multiple branches wtih multiple branches branching off of those branches etc.
As such, there is no "linear" path from start to finish, as the path from start to finish is varied based upon what branches are "chosen" based on player interaction.
There are "absolute win" and "absolute loss" conditions at the end / beginning of each chain.
So are they truly dynamic? No.
But as I was saying they are the evolution of Rifts in Rift because they are far more complex.
OK, But will you admit that they are not truly dynamic and that eventually, you'll no doubt run the various DE's and they will start repeating - like what we saw when the guy playing on Twitch TV kept doing the same DE over and over again.
You have that option, sure, but you don't have to do it. There is more than enough content in the game so that you never have to repeat a DE, but if you really liked one, you may actually want to repeat it.
I know that I did the flame shaman DE in the Charr land a ton of times because I found it fun. But I could have just as easily moved on to something else.
Define successful. We can't measure subs, so that metric is out.
I'm sure it will sell zillions and zillions of copies and be financially successful.
But what I wonder is if 1 year from launch, will it still have the same number of people playing on the servers, or perhaps more than there were at launch, (a la EVE or WOW) or will the number of active players fall off substantially making the servers ghost towns? (like most other games)
The latter is how I measure success, but I'm sure ANET prefers the former. (along with how well expansions/cash shop items sell)
^ this is true. However, GW1 while a different animal alltogether, had the same pricing structure. And while I did not enjoy the game I do own it, and recently reinstalled to reserve my names on GW2. I dont have or know any numbers, but from what i saw of the game I would never call it a failure based on retention... as it feels like it's busting at the seams still. Maybe they're just good at hiding the drop off there, dont know. I dont even know how many GW1 sold at launch or over time.. so I can't really cpompare those things.
Define successful. We can't measure subs, so that metric is out.
I'm sure it will sell zillions and zillions of copies and be financially successful.
But what I wonder is if 1 year from launch, will it still have the same number of people playing on the servers, or perhaps more than there were at launch, (a la EVE or WOW) or will the number of active players fall off substantially making the servers ghost towns? (like most other games)
The latter is how I measure success, but I'm sure ANET prefers the former. (along with how well expansions/cash shop items sell)
^ this is true. However, GW1 while a different animal alltogether, had the same pricing structure. And while I did not enjoy the game I do own it, and recently reinstalled to reserve my names on GW2. I dont have or know any numbers, but from what i saw of the game I would never call it a failure based on retention... as it feels like it's busting at the seams still. Maybe they're just good at hiding the drop off there, dont know. I dont even know how many GW1 sold at launch or over time.. so I can't really cpompare those things.
I'm sure ANet and NCSoft will be using the actual money they make on the game to judge its success...not any crazy estimate that we players can come up with. And really, you can even use this metric as well. NCSoft always publishes their earnings in their quarterly reports. It will be plenty easy to judge GW2's success or failure.
Tell me, how truly dynamic is the DE's? Are they randomly generated content where no two DE's ever are the same and will the DE's change locations?
There is no such thing as randomly generated content when it comes to programming a computer - someone will always and has always figured out the variables/conditions.
They are "dynamic" in that the adjust their size/difficulty based on the number of players and they have multiple win/loss conditions and phases, like a tree with multiple branches wtih multiple branches branching off of those branches etc.
As such, there is no "linear" path from start to finish, as the path from start to finish is varied based upon what branches are "chosen" based on player interaction.
There are "absolute win" and "absolute loss" conditions at the end / beginning of each chain.
So are they truly dynamic? No.
But as I was saying they are the evolution of Rifts in Rift because they are far more complex.
OK, But will you admit that they are not truly dynamic and that eventually, you'll no doubt run the various DE's and they will start repeating - like what we saw when the guy playing on Twitch TV kept doing the same DE over and over again.
Yes of course, I have no misconceptions.
I know exactly what DE's are and what they offer - and it's leaps and bounds over what WAR or Rift or any other theme park or sandbox MMO offers in terms of PvE content.
You have to remember that low levels during testing = lots of player/population concentrated into a single area, so more players = pushing events towards "completion" a whole hell of a lot faster, so you'll see more resets and less events in "fail conditions."
The kind of thing you are asking for is currently impossible unless you have dedicated human beings inventing and running events on the fly 24/7 - oh and they all have to be just as "good" as each other and never have "bad days."
My recommendation would be to not worry about chasing events or what not so much and instead just explore the world and talk to NPCs that you find. I actually triggered a few events this way, and I found it really rewarding to see a horde of players rush to my aid to defeat the cave troll that found me, or help me escort an NPC. It makes it feel like you actually made an impact (albeit temporary) on the world.
Yeah I'm not typically the type to chase down content, I think that had a lot to do with having limited time to play. When the game releases and I have as much time as I want I'll surely dig deeper. I was more or less trying to see as much as possible before the only option is to buy the game .
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
My recommendation would be to not worry about chasing events or what not so much and instead just explore the world and talk to NPCs that you find. I actually triggered a few events this way, and I found it really rewarding to see a horde of players rush to my aid to defeat the cave troll that found me, or help me escort an NPC. It makes it feel like you actually made an impact (albeit temporary) on the world.
Yeah I'm not typically the type to chase down content, I think that had a lot to do with having limited time to play. When the game releases and I have as much time as I want I'll surely dig deeper. I was more or less trying to see as much as possible before the only option is to buy the game .
Hehe me too. I basically tried to maximize exp gain through a lot of the beta just to try out different classes, but I found that I had much more fun when I just wandered around .
Reminds me of Crocodile Dundee when he turned on the TV in his hotel room, when the reporter pointed it out to him. He sees I Love Lucy and he makes a quip regarding that - yep - that's a TV and that's what he saw.
That is how I feel about DE's - saw them in Warhammer and then we saw Rifts in Rift and now we see DE's in GW2.
DE's in GW2 are the evolution of Rifts in Rift which were the evolution of PQ's in WAR.
If you don't / can't see the differences, you aren't looking very hard.
You are seeing what you want to see.
Tell me, how truly dynamic is the DE's? Are they randomly generated content where no two DE's ever are the same and will the DE's change locations?
I know this argument well, I don't mean this specific one but the form it takes.
You have two things usually one is "the status quo" and something new in competition to it, where the new thing is always nitpicked into pieces but the same base logic is never applied to the status quo.
OK, But will you admit that they are not truly dynamic and that eventually, you'll no doubt run the various DE's and they will start repeating - like what we saw when the guy playing on Twitch TV kept doing the same DE over and over again.
It really comes down to what you consider 'dynamic'. If you use the word as it's defined:
affected by the passage of time or the presence or absence of power:
Then yes, the events absolutely are dynamic. Whether or not an event is repeatable, has nothing to do with if it's dynamic. Those are two separate things. Dynamic Events were also never presented as 'random' events. They were presented as a questing system in which player action or inaction determines the end result, and how the quest progresses. That's exactly what they do in the game as it is currently.
This has also been explained multiple times, not the least of which can be viewed here: Overview of Lvling in GW2
Define successful. We can't measure subs, so that metric is out.
I'm sure it will sell zillions and zillions of copies and be financially successful.
But what I wonder is if 1 year from launch, will it still have the same number of people playing on the servers, or perhaps more than there were at launch, (a la EVE or WOW) or will the number of active players fall off substantially making the servers ghost towns? (like most other games)
The latter is how I measure success, but I'm sure ANET prefers the former. (along with how well expansions/cash shop items sell)
^ this is true. However, GW1 while a different animal alltogether, had the same pricing structure. And while I did not enjoy the game I do own it, and recently reinstalled to reserve my names on GW2. I dont have or know any numbers, but from what i saw of the game I would never call it a failure based on retention... as it feels like it's busting at the seams still. Maybe they're just good at hiding the drop off there, dont know. I dont even know how many GW1 sold at launch or over time.. so I can't really cpompare those things.
I'm sure ANet and NCSoft will be using the actual money they make on the game to judge its success...not any crazy estimate that we players can come up with. And really, you can even use this metric as well. NCSoft always publishes their earnings in their quarterly reports. It will be plenty easy to judge GW2's success or failure.
Again, financial success is how ANET will measure the title, but I use a different yardstick, basically seeing whether people are still actively, regularly playing it after a year or more's time or have they moved on to something else.
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
OK, But will you admit that they are not truly dynamic and that eventually, you'll no doubt run the various DE's and they will start repeating - like what we saw when the guy playing on Twitch TV kept doing the same DE over and over again.
It's just the evolution of those other games mechanics that makes this special to us. we obviously enjoy the movement away from static questing into a more dynamic environment for questing. Not "a dynamic" environment, just a more dynamic environment than the last batch of mmo's, it's just an evolution.
For somebody who dislikes these types of events, this wouldn't be seen as a good move, but for us that love it it;s a great move. Arenanet has really taken it to the next level, but people that experience the heart events and think that's the DE's of GW2, they are missing a lot of what makes a DE more dynamic. The branching out of the events and the way it plays out if you succeed or fail are really neat compared to both WAR and Rift.
Are you sure that what you saw that guy running over and over wasn't a heart event? Because in my experience I could not run the DE over and over, there was a very substantial delay in it resetting, if it ever even did, as the branches of it just kept going on and on for a long time. Even when i think it was completely over, I could not restart it...
But the heart quests just restart over and over, as you can see from the video I linked to above.
DE's in GW2 are the evolution of Rifts in Rift ...
That's not entirely accurate. Rift was in development in parallel with DEs being in development at ANet. It's possible the DE system actually predates rifts, it's just Rift that was released sooner, before DEs became public.
DEs in GW2 have no influence at all from rifts in Rift. Parallel evolution with markedly different results.
The kind of thing you are asking for is currently impossible unless you have dedicated human beings inventing and running events on the fly 24/7 - oh and they all have to be just as "good" as each other and never have "bad days."
It's funny that you mention that, because Anet does have a team dedicated to swapping out events.
This doesn't mean that they won't have bad days, and it also doesn't mean that they will be able to crank them out at the rate that some people seem to want, but it does mean that the events will be getting swapped out regularly, and replaced with fresh ones.
It will be successful........for me, it's a FRESH experience and new world to explore. I haven't played a MMO for a few months now due to MMO burnout so I am excited to start again!
Proud MMORPG.com member since March 2004! Make PvE GREAT Again!
DE's in GW2 are the evolution of Rifts in Rift ...
That's not entirely accurate. Rift was in development in parallel with DEs being in development at ANet. It's possible the DE system actually predates rifts, it's just Rift that was released sooner, before DEs became public.
DEs in GW2 have no influence at all from rifts in Rift. Parallel evolution with markedly different results.
Yeah I can get behind that statement from a purely factual standpoint I am sure you are right.
But as a player, GW2 dynamic events "feel" like an improvement/evolution of the Rifts in Rift - as Rift was released over a year ago.
So having experiencing Rifts first, DE's feel like an evolution of Rifts, just as Rifts felt like an evolution of Public Quests.
OK, But will you admit that they are not truly dynamic and that eventually, you'll no doubt run the various DE's and they will start repeating - like what we saw when the guy playing on Twitch TV kept doing the same DE over and over again.
This is not entirely inaccurate at all. I saw a few DEs that had repeated. What's actually rather nice about that is that I had the option to do them again and get rewarded if I so chose, instead of the way it is in your generic quest-based games where you do the quests once and the content in the area is now dead to you. in the future, as more DEs are constantly being injected into the game, current events (giggle) will spawn less and less frequently as more unique events spawn.
Not truly dynamic... disagree with that phrase however. They're not static quests. They're dynamic, moving, self-spawning. Maybe you're using a different definition than I am, but dynamic is the opposite of static, stationary, non moving.
gw2 is very casuall mmorpg, and if you had to compare gw2 to wow in dificulty , it would be 1 to 10.. gw2 is by far most casual game i ever saw ( not including actually casual browser games )
I'm going to call BS on that one. Look, I've played WoW for about 5 years (will be quitting finally thanks to MOP and GW2 two hit combo), and WoW is not a difficult game. I don't even know why people claim it is. Leveling from 1 to 85 is so easy, anyone can do it, it defines "casual", and raids are only a small percentage of the game - even then, they've made raids easier, and all it really is is memorizing some places to stand and when to attack.
I can level a paladin in WoW to 85 without dying.
Try getting to level 80 in GW2 without dying... a lot.
Penalties? Yes, GW2 has the same penalties as WoW too. You pay for dying in one way or another. So if GW2 is casual, WoW is super casual.
Comments
LOL no of course not. Newsflash, GW2 is not a sentient machine that scripts its own content. But seriously, if this is what you demand of an MMORPG before you give it a chance, then you may as well stick to single player games. No one that I know of has ever argued that DEs are what you describe.
I dunno, I feel like SWTOR broke your heart, and now you're just incredibly bitter towards any new MMORPG that vaguely resembles it. All I'm saying is...try to see the light at the end of the tunnel. There will be great MMORPGs again at some point. I feel like you're basically judging this game unfairly because you got burned before, and possibly robbing yourself of a great experience.
I'm not saying this to be insulting or anything, I'm just saying that you may actually like it if you give it a chance and don't decide that you completely hate it before even playing it.
Are you team Azeroth, team Tyria, or team Jacob?
There is no such thing as randomly generated content when it comes to programming a computer - someone will always and has always figured out the variables/conditions.
They are "dynamic" in that the adjust their size/difficulty based on the number of players and they have multiple win/loss conditions and phases, like a tree with multiple branches wtih multiple branches branching off of those branches etc.
As such, there is no "linear" path from start to finish, as the path from start to finish is varied based upon what branches are "chosen" based on player interaction.
There are "absolute win" and "absolute loss" conditions at the end / beginning of each chain.
So are they truly dynamic? No.
But as I was saying they are the evolution of Rifts in Rift because they are far more complex.
I didn't hit the asura areas this weekend, I was too busy in the human areas (Only got a few hours in there last BWE). I spent most of the weekend PVPing though which I think is the games real strength. The PVE is fun and so is the world itself, I just didn't see things around to hold me down to one area for long, on top of that I seemed to always arrive at the end of an event, lol.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
You sure you're paying attention?
His concerns with 80 were not in the incentive. It was in his concern that the zones might not be as fleshed out as the earlier ones, and thus we would essentially be going back to lower lvl content and grinding.
If anything that video shows that cosmetic items is definitely incentive enough. He spent 50$ ingame, while filming that, on a bunch of cosmetic stuff, a cow finishing move, and so many dyes that he didn't have room to store them all.
People like buying stupid crap. That's been proven in more than just MMOs. As long as they have enough interesting / cool-looking stuff in the game, people will want it.
OK, But will you admit that they are not truly dynamic and that eventually, you'll no doubt run the various DE's and they will start repeating - like what we saw when the guy playing on Twitch TV kept doing the same DE over and over again.
My recommendation would be to not worry about chasing events or what not so much and instead just explore the world and talk to NPCs that you find. I actually triggered a few events this way, and I found it really rewarding to see a horde of players rush to my aid to defeat the cave troll that found me, or help me escort an NPC. It makes it feel like you actually made an impact (albeit temporary) on the world.
Are you team Azeroth, team Tyria, or team Jacob?
Later zones have a lot more permanence too. Obviously a lot of it depends on player population - lots of players means lots of activity and a higher probability events will be completed successfully and advance to "win" conditions.
Later zones have elements of territorial control / capture - unless players are there the "good guys" will lose ground to the "bad guys" and the "bad guys" will hold that ground until players take it back - and if they hold it, it's theres.
You have that option, sure, but you don't have to do it. There is more than enough content in the game so that you never have to repeat a DE, but if you really liked one, you may actually want to repeat it.
I know that I did the flame shaman DE in the Charr land a ton of times because I found it fun. But I could have just as easily moved on to something else.
Are you team Azeroth, team Tyria, or team Jacob?
^ this is true. However, GW1 while a different animal alltogether, had the same pricing structure. And while I did not enjoy the game I do own it, and recently reinstalled to reserve my names on GW2. I dont have or know any numbers, but from what i saw of the game I would never call it a failure based on retention... as it feels like it's busting at the seams still. Maybe they're just good at hiding the drop off there, dont know. I dont even know how many GW1 sold at launch or over time.. so I can't really cpompare those things.
A bit like blizzard and their 10 million subs most coming from asia whcih has a pay per session model.
I'm sure ANet and NCSoft will be using the actual money they make on the game to judge its success...not any crazy estimate that we players can come up with. And really, you can even use this metric as well. NCSoft always publishes their earnings in their quarterly reports. It will be plenty easy to judge GW2's success or failure.
Are you team Azeroth, team Tyria, or team Jacob?
Yes of course, I have no misconceptions.
I know exactly what DE's are and what they offer - and it's leaps and bounds over what WAR or Rift or any other theme park or sandbox MMO offers in terms of PvE content.
You have to remember that low levels during testing = lots of player/population concentrated into a single area, so more players = pushing events towards "completion" a whole hell of a lot faster, so you'll see more resets and less events in "fail conditions."
The kind of thing you are asking for is currently impossible unless you have dedicated human beings inventing and running events on the fly 24/7 - oh and they all have to be just as "good" as each other and never have "bad days."
Yeah I'm not typically the type to chase down content, I think that had a lot to do with having limited time to play. When the game releases and I have as much time as I want I'll surely dig deeper. I was more or less trying to see as much as possible before the only option is to buy the game .
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
Hehe me too. I basically tried to maximize exp gain through a lot of the beta just to try out different classes, but I found that I had much more fun when I just wandered around .
Are you team Azeroth, team Tyria, or team Jacob?
I know this argument well, I don't mean this specific one but the form it takes.
You have two things usually one is "the status quo" and something new in competition to it, where the new thing is always nitpicked into pieces but the same base logic is never applied to the status quo.
It really comes down to what you consider 'dynamic'. If you use the word as it's defined:
affected by the passage of time or the presence or absence of power:
Then yes, the events absolutely are dynamic. Whether or not an event is repeatable, has nothing to do with if it's dynamic. Those are two separate things. Dynamic Events were also never presented as 'random' events. They were presented as a questing system in which player action or inaction determines the end result, and how the quest progresses. That's exactly what they do in the game as it is currently.
This has also been explained multiple times, not the least of which can be viewed here: Overview of Lvling in GW2
Point me towards an mmo currently on the market that is more fun than guild wars 2 and i'll gladly play it. Until then guild wars 2 it is.
Again, financial success is how ANET will measure the title, but I use a different yardstick, basically seeing whether people are still actively, regularly playing it after a year or more's time or have they moved on to something else.
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Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
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It's just the evolution of those other games mechanics that makes this special to us. we obviously enjoy the movement away from static questing into a more dynamic environment for questing. Not "a dynamic" environment, just a more dynamic environment than the last batch of mmo's, it's just an evolution.
For somebody who dislikes these types of events, this wouldn't be seen as a good move, but for us that love it it;s a great move. Arenanet has really taken it to the next level, but people that experience the heart events and think that's the DE's of GW2, they are missing a lot of what makes a DE more dynamic. The branching out of the events and the way it plays out if you succeed or fail are really neat compared to both WAR and Rift.
Are you sure that what you saw that guy running over and over wasn't a heart event? Because in my experience I could not run the DE over and over, there was a very substantial delay in it resetting, if it ever even did, as the branches of it just kept going on and on for a long time. Even when i think it was completely over, I could not restart it...
But the heart quests just restart over and over, as you can see from the video I linked to above.
That's not entirely accurate. Rift was in development in parallel with DEs being in development at ANet. It's possible the DE system actually predates rifts, it's just Rift that was released sooner, before DEs became public.
DEs in GW2 have no influence at all from rifts in Rift. Parallel evolution with markedly different results.
Oderint, dum metuant.
It's funny that you mention that, because Anet does have a team dedicated to swapping out events.
This doesn't mean that they won't have bad days, and it also doesn't mean that they will be able to crank them out at the rate that some people seem to want, but it does mean that the events will be getting swapped out regularly, and replaced with fresh ones.
It will be successful........for me, it's a FRESH experience and new world to explore. I haven't played a MMO for a few months now due to MMO burnout so I am excited to start again!
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Yeah I can get behind that statement from a purely factual standpoint I am sure you are right.
But as a player, GW2 dynamic events "feel" like an improvement/evolution of the Rifts in Rift - as Rift was released over a year ago.
So having experiencing Rifts first, DE's feel like an evolution of Rifts, just as Rifts felt like an evolution of Public Quests.
This is not entirely inaccurate at all. I saw a few DEs that had repeated. What's actually rather nice about that is that I had the option to do them again and get rewarded if I so chose, instead of the way it is in your generic quest-based games where you do the quests once and the content in the area is now dead to you. in the future, as more DEs are constantly being injected into the game, current events (giggle) will spawn less and less frequently as more unique events spawn.
Not truly dynamic... disagree with that phrase however. They're not static quests. They're dynamic, moving, self-spawning. Maybe you're using a different definition than I am, but dynamic is the opposite of static, stationary, non moving.
Oderint, dum metuant.
I'm going to call BS on that one. Look, I've played WoW for about 5 years (will be quitting finally thanks to MOP and GW2 two hit combo), and WoW is not a difficult game. I don't even know why people claim it is. Leveling from 1 to 85 is so easy, anyone can do it, it defines "casual", and raids are only a small percentage of the game - even then, they've made raids easier, and all it really is is memorizing some places to stand and when to attack.
I can level a paladin in WoW to 85 without dying.
Try getting to level 80 in GW2 without dying... a lot.
Penalties? Yes, GW2 has the same penalties as WoW too. You pay for dying in one way or another. So if GW2 is casual, WoW is super casual.
In short: WoW is not hard. GW2 is.