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Guild Wars 2: Lead Content Designer Details Dynamic Events System

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  • happyfartshappyfarts Member UncommonPosts: 95

    the dynamic quest system sounds amazing! Though I'm not too thrilled that challenges can be scaled down or up depending on the number of participants :/

    Either way, dynamic quests are a step in the right direction! Even though ... a very ambitious one

    I sincerely hope they pull it off :D

  • TweFojuTweFoju Member UncommonPosts: 1,236

    just wondering, say if the Quest are dynamic, then is there a chance for a new players to miss out on the events? as it is dynamic and not instanced

    say the quest are already ongoing for months ( say the Dredge's Army thing ) then a new player just sub to the game, but at that time the events are just finished, does that mean that new player wont ever get that quest again?

    So What Now?

  • Loke666Loke666 Member EpicPosts: 21,441

    Originally posted by Jairoe03

    I love how people are trying to figure out how exactly is going to work and then start off by referring to "quests". I echo what some have said and say that they are clearly trying to move away from the quest system so I wouldn't think in terms of quests and mad quest lewts.

    This is more like me walking into town after a few skirmishes to witness a huge disaster taking place allowing me 1 of 2 options. Should I help save the town or should I ignore it because its a waste of time? Maybe I should fight for the forces of evil and turn my back against my own kind etc.? Forget quest logs and who's giving you what and when. Really would like to know how far they plan to go in this because I would hate to assume that ArenaNet would want us all to be heroes >:D

    Forget what loot or gear or reward system they are going to use for "fair and balanced" play. Just having that decision to swing an event one way or another is enough for me. Plus if you read fantasy books, how often do you see the main characters getting phat lewt etc. They normally have like their 1 trusty tool the whole book and acquire/lose many other tools through out their adventure (currently reading The Name of the Wind ;) ). I would love to be able to experience the fortunes AND misfortunes of an actual adventurer rather than constantly keep and hoarde all things on earth in a magical bottomless pit of a box.

    I agree with you, Butters.

    It is not like Conan is looking for magical gear and armor, he in fact throws away a sword that he finds out is enchanted.

    But Anet is refering to "quests" because it is a familiar term. It is the most overused term in gaming history. Finding the holy grail is a quest. Throwing the one ring into mount doom is a quest. Slaying the dark one is a quest (generic for any fantasy book).

    Delivering mail is not a quest. Pest control is no quest. Collecting easily to get herbs isn't a quest either (collect a rare flower that only blooms in the full moon in the forbidden city is).

    I think this is the right way to go. I don't mind a few complicated quest also but adventuring should often be to react to the things around you. If Richard Cypher or Xena see someone that is attack by brigands they react and try to help, they don't get a quest and then see the brigands standing around the "victims" doing nothing.

    This is an experiment that no one has made before. It might not work but it is a good initiative and we need things like that to change the MMOs away from Meridian and EQ with more instances. There are of course other ways to get an interesting world and I hope more devs try to think their own way, no matter if they make PvE or PvP games and no matter if it is a sandbox or not.

  • maskedweaselmaskedweasel Member LegendaryPosts: 12,197

    Originally posted by TweFoju

    just wondering, say if the Quest are dynamic, then is there a chance for a new players to miss out on the events? as it is dynamic and not instanced

    say the quest are already ongoing for months ( say the Dredge's Army thing ) then a new player just sub to the game, but at that time the events are just finished, does that mean that new player wont ever get that quest again?

    I think the purpose is to allow for multiple chains and things going on so that when you log in, something is happening.  If nothing else, expect certain "events" to be on some sort of timer while larger dynamic events would probably appear to be ongoing.  Scalability is interesting though.  Is it area-wide scalability?  Are there more then 1 event in a single area, compounding on eachother?  If there are 2 events in the same area, and 2 people are on 1 and 3 people on another, will each event scale for 5 people?

     

    I can't wait to see how this works.  Hopefully they don't confine these events to small areas, then it would truly feel like just another PQ, but if they overblow it across the entire world, then I don't know how they can scale it and still make it accessible to a small or large amount of players.



  • Loke666Loke666 Member EpicPosts: 21,441

    Originally posted by TweFoju

    just wondering, say if the Quest are dynamic, then is there a chance for a new players to miss out on the events? as it is dynamic and not instanced

    say the quest are already ongoing for months ( say the Dredge's Army thing ) then a new player just sub to the game, but at that time the events are just finished, does that mean that new player wont ever get that quest again?

    There are thousands of events that will happen because of what the players have done in the world. As far as I seen can all events happen again, but there might be some onetimes.

    But all players, new or old will miss some events, you just can't be everywhere all the time. Is that really a problem?

    An event is about you reacting to what is happening around you, and unlike other games where you always do the same quests in the same order you will have to be in the right time at the right place to do it.

    I think it is great to get enough stuff to keep players busy a long time, regular quests gets done rather fast and then you can only raid. But you will miss some things...

  • OzmodanOzmodan Member EpicPosts: 9,726

    Why do so many people get excited about an over instanced game?  I don't even consider it a MMO myself, it is a closed world except for the hubs.  That was fine 20 years ago, time they got into the present.

  • maskedweaselmaskedweasel Member LegendaryPosts: 12,197

    Originally posted by Ozmodan

    Why do so many people get excited about an over instanced game?  I don't even consider it a MMO myself, it is a closed world except for the hubs.  That was fine 20 years ago, time they got into the present.

    I haven't been following this game much, but from what I know, they said its supposed to be a mostly open world.  Someone in this thread said they will still have their questing hubs for story instances unlike TOR which has personal story instances as part of their open world.  

     

    Not sure how that will pan out, if it will be like the original guild wars where you zone through the questing hubs and have a cutscene or what. Theres just too much that isn't answered yet to really say this game is overinstanced.   Unless I'm just missing something entirely.



  • WarbandWarband Member UncommonPosts: 723

    Originally posted by maskedweasel

    Originally posted by Ozmodan

    Why do so many people get excited about an over instanced game?  I don't even consider it a MMO myself, it is a closed world except for the hubs.  That was fine 20 years ago, time they got into the present.

    I haven't been following this game much, but from what I know, they said its supposed to be a mostly open world.  Someone in this thread said they will still have their questing hubs for story instances unlike TOR which has personal story instances as part of their open world.  

     

    Not sure how that will pan out, if it will be like the original guild wars where you zone through the questing hubs and have a cutscene or what. Theres just too much that isn't answered yet to really say this game is overinstanced.   Unless I'm just missing something entirely.

    The main world will be persistant but the personal story will be like the missions in the original gw. Dungeons and raids will also be instanced. So pretty much the same ratio of persistance and instance as mmo's like WoW but with missions mixed in.

  • GrumpyMel2GrumpyMel2 Member Posts: 1,832

    This will be absolutely amazing if they can execute it well. If they do, they'll deserve to OWN the market for MMOs!

  • maskedweaselmaskedweasel Member LegendaryPosts: 12,197

    Originally posted by Warband

    Originally posted by maskedweasel


    Originally posted by Ozmodan

    Why do so many people get excited about an over instanced game?  I don't even consider it a MMO myself, it is a closed world except for the hubs.  That was fine 20 years ago, time they got into the present.

    I haven't been following this game much, but from what I know, they said its supposed to be a mostly open world.  Someone in this thread said they will still have their questing hubs for story instances unlike TOR which has personal story instances as part of their open world.  

     

    Not sure how that will pan out, if it will be like the original guild wars where you zone through the questing hubs and have a cutscene or what. Theres just too much that isn't answered yet to really say this game is overinstanced.   Unless I'm just missing something entirely.

    The main world will be persistant but the personal story will be like the missions in the original gw. Dungeons and raids will also be instanced. So pretty much the same ratio of persistance and instance as mmo's like WoW but with missions mixed in.

    Interesting,  I enjoyed the missions in guildwars when it first came out, but my love for them slowly died out, and became stale for me, especially when I rerolled.

     

    I hope the story missions, open worlds, and dungeons don't go through a medium like a questing hub. To me that was the hardest part in finding a group in GW1 is that you zoned to a hub and couldn't find a simple PUG in an openworld.  

     

    Either way, even if this doesn't work out, I'd probably end up buying it because they don't charge a monthly fee.  I still log into my guild wars account from time to time and play alittle.



  • TweFojuTweFoju Member UncommonPosts: 1,236

    Originally posted by Loke666

    Originally posted by TweFoju

    just wondering, say if the Quest are dynamic, then is there a chance for a new players to miss out on the events? as it is dynamic and not instanced

    say the quest are already ongoing for months ( say the Dredge's Army thing ) then a new player just sub to the game, but at that time the events are just finished, does that mean that new player wont ever get that quest again?

    There are thousands of events that will happen because of what the players have done in the world. As far as I seen can all events happen again, but there might be some onetimes.

    But all players, new or old will miss some events, you just can't be everywhere all the time. Is that really a problem?

    An event is about you reacting to what is happening around you, and unlike other games where you always do the same quests in the same order you will have to be in the right time at the right place to do it.

    I think it is great to get enough stuff to keep players busy a long time, regular quests gets done rather fast and then you can only raid. But you will miss some things...

    well i guess some people just like to participate in all lore stories, or to get to understand the game more, unless, these events have nothing to do with the Major Lore in GW2

    then i think it's fine, it wouldnt be nice if all of these dynamic events are regarded as a major lore story, and you just probably miss a lot to follow the story of the game

    So What Now?

  • LazerouLazerou Member Posts: 202

    Originally posted by TweFoju

    well i guess some people just like to participate in all lore stories, or to get to understand the game more, unless, these events have nothing to do with the Major Lore in GW2

    then i think it's fine, it wouldnt be nice if all of these dynamic events are regarded as a major lore story, and you just probably miss a lot to follow the story of the game



    I find the idea that the world continues without me to be quite brilliant. It will really give you the feel that it is an actual world. You log back in after a week and that nice calm forest you were going to gather herbs in is now infested with monsters, giving you quite the surprise. That is fantastic and even though I will miss many things that happen this kind of dynamism excites me a lot more than static games that never change.

    People complained in WoW about missing out on worl events that happened before they even started playing. So people are always going to complain about something but as long as there is always enough to do when you do log in then why should anyone care. Of course it may create a new kind of addict that never wants to log off in case they miss some unique moment but there will always be idiots.

  • thrusherthrusher Member Posts: 10

    Your telling me! They have been making guild wars 2 for like 6 years. The second i heard about it all those years back i wanted it. Now it seems like its almost here. CAN NOT WAIT!!!!!!!

  • daeandordaeandor Member UncommonPosts: 2,695

    As it has been said several times:

     

    If they can deliver on what they are promising, GW2 *will* be the next evolution in mmorpgs.  If not, we will see another flamefest of fans and haters that has become so typical of new releases now days.

  • kaiser3282kaiser3282 Member UncommonPosts: 2,759

    I dont know why people keep saying some of the things they do in this thread, it takes about 1 minute of reading to find 2 things about GW2...

    IT WILL NOT BE INSTANCED LIKE GW1, so stop complaining about things like "why do people like this instanced game", both the devs and players have clearly stated many many times, that it will be an open world, with some instancing (dungeons, hero story, etc), not completely instanced like GW1

    THE DYNAMIC EVENTS ARE NOT QUESTS. I dont get where these questions like "What if x player misses a quest" or whatever. They are open world EVENTS, not QUESTS. There will be some that are able to be set off by players performing certain actions, and some occuring at random with no actions required by any players to start it, different things happening in different places constantly allowing us to do different things. It will be an event which anyone can jump into at pretty much any stage of the event, and it is not like "Go talk to [insert NPC name here] to start a quest that triggers the event for you". It will be an ongoing thing in the open world, not an instance generated by you getting a quest. Each scenario of events will have different goals and rewards, not some static quest line that you have to worry about chaining together or else you miss out.

    And i see a lot of people comparing it to PQs, but i dnt really see the comparison, or at least barely. The only thing they really seem to have in common is that neither of them are actual quests. Beyond that the difference is pretty huge, nothing seems the same. PQs in WAR were basically just quests called by a different name.  that people could jump in on in larger groups to complete, with a reward at the end. The only thing PQs really did was eliminate the need to talk to an NPC to get the quest & reward. Rather than talking to the NPC, him telling you go here and kill this many of X mob and then defeat the boss and return to me for your predetermined reward, it was just **walk into PQ area** Kill X mobs, kill boss, and get your reward from the chest right here. Nothing ever changed, it was always same mobs, same bosses, same rewards. They tried to make it unique, but it was really no different at its cor ethan doing repeatable quests already found in nearly every MMO.. The DES will mix both prescripted events and random events, causing there to be different mobs, different bosses, different outcomes, different rewards. Unlike PQs, you basically wont know whats going to happen every time. As i was saying above, only thing in common with the PQ from WAR is youre not required to go talk to an npc to get a quest.

    If you must make a comparison, its more like combining some elements of PQs from WAR with elements of games like Diablo 2. In Diablo, every time you went into a game, dungeon, zone it was different. There were different mobs in different places, different treasure chests, different drops from the mobs and chests, and the overall layout of the places/maps (in most areas) was different. You may go into 1 dungeon and run into lots and lots of "unique" mobs, which for those that dont know what that means, they were sort of like mini-bosses with their own horde of regular mobs and their own special buffs. GW2 seems to be taking a lot of the randomness and chances for your experienc eto be different every time, and putting it into an open world enevironment which anyone can join in on, like PQs in WAR.

  • RohnRohn Member UncommonPosts: 3,730

    Originally posted by daeandor

    As it has been said several times:

     

    If they can deliver on what they are promising, GW2 *will* be the next evolution in mmorpgs.  If not, we will see another flamefest of fans and haters that has become so typical of new releases now days.

     

    It will likely be a flamefest either way.  That's the MMO community of today.

    It should be interesting to see how this plan, and the personal storyline system, turn out.

    Hell hath no fury like an MMORPG player scorned.

  • robin1232robin1232 Member Posts: 42

    this is definitely going to be pre-ordered at some time.

    I seriously hope it will beat World of Warcraft, because Arenanet deserves it.

    I also hope this will be playable on Mac, either natively or through Wine, because I don't like booting up Windows.

    image

  • MithithielMithithiel Member Posts: 77

    You know what.. the Trion Worlds company made this a top feature in their upcoming Rift: Planes of Telara and it blew me away then.. well, Guild Wars has always been a favorite of mine and if they want to do what other upcoming games are doing, more power to em! This sort of world should be a point for ALL new and upcoming games. Thank-you for bringing back the fantasy excitement of an mmorpg.

  • MorgantheronMorgantheron Member UncommonPosts: 8

    Apparently I was misunstood.

    "I mean think about it, everyone at level "whatever" gets this quest for the dredge some will get it done others won't so basically that region is held hostage in a cycle chained to a quest some one may or may not do. Am I the only one that sees this idea turning this game into a nightmare? Countless people getting a quest at different times but unable to complete it because say some one didnt do the quest and this army has encamped itself so it becomes a dead quest till the uber ones show up and clear the area to let the chain start again?  Unless they are going to wave the magic "Instance" stick for certain quests and missions.

    But, that would make it regular Guild Wars with just one huge town or outpost with things you can kill in it."

    That is what I voiced as a concern as to this 'Idea" that is being talked about for GW2 this pass / fail "ok event instead of quest" is going to hold the region hostage till its cleared.

    And if its an "Event" that means their has to be a GM or staff to pull the switches.

  • QSatuQSatu Member UncommonPosts: 1,796

    Some ppl have to learn to read. EVENTS ARE NOT QUESTS! You won't be able to to get a quest you will be participating in currently active events.

  • KitynKityn Member UncommonPosts: 117

    These events are on going and cannot be stopped in any way. You either participate or not that is your option. You can either stop the mobs from attacking an outpost or leave them be. If you stop them another part of the event starts. You leave them be and yet a differant part of the event starts. Now players can choose to defeat the mobs holding the outpost. If the mobs are defeated and then yet again aother part of the event begins. No quest to be taken. There will be thousands of events in GW2. Some will be small, while others will be huge and epic effecting the entire area. And some of these events can chan off and effect other parts of the world.

  • Grimm666Grimm666 Member UncommonPosts: 126

    Like others have said, this sounds like the evolution of PQs from WAR. As long as their "dynamic scaling" properly takes into account character level/power and the number of players in the zone/PQ area, then it should be great.

    If not, then this may suffer the same problem as WAR, especially if they're abandoning development of some areas (e.g. regular quests) to place those resources in this upgraded PQ system.

  • bisurgebisurge Member UncommonPosts: 168

    I already sense a ton of problems. For instance, if you read the orb thing and summon evil creatures, then what if other people kill the evil creatures, and your "dynamic event" had already deactivated? Or the dragon had already been slain? What would you do then?

    I think this idea would work much better on a instanced system like the first Guild Wars. There were hundreds of thousands to millions of players playing the first Guild Wars, and obviously that means even a thousand events occuring at once will not allow everyone to participate equally. Especially since some events would probably be better leveling than others.

  • devilisciousdeviliscious Member UncommonPosts: 4,359

    Originally posted by bisurge

    I already sense a ton of problems. For instance, if you read the orb thing and summon evil creatures, then what if other people kill the evil creatures, and your "dynamic event" had already deactivated? Or the dragon had already been slain? What would you do then?

    I think this idea would work much better on a instanced system like the first Guild Wars. There were hundreds of thousands to millions of players playing the first Guild Wars, and obviously that means even a thousand events occuring at once will not allow everyone to participate equally. Especially since some events would probably be better leveling than others.

     The whole point of the event system is so that everyone's experience will not be the same. That element of MMO's is what makes them boring and repetitious. Never knowing when something will happen or what will happen will make it much different. If you read up on what they have told us about the game, you will see that when someone slays the dragon, that something else will happen instead. The players actions actually affect the world. For those among us that  are tired of the " same experience" and yearn for something more, this will be a breath of fresh air.

    Who cares if you get to slay the same dragon as another girl? That should not effect your gameplay when you will be able to make your own way in an ever changing world.  Guild Wars has never been about " leveling' they have already pointed out that it will not play that much of an overall role, even though they remove the lvl 20 cap. I believe the levels are more like  the titles were in Guild wars1, more cosmetic than actually effecting your gameplay.

    Though most people think I only complain about games these days, I am confident that ANet will come through when they say they will. Look at what they accomplished with Guild Wars, not even an MMORPG and yet it beat most hands down, with no monthly subs, and updated content. They do quality well, and when they set their minds to do something, they always come through. ~ this coming from someone who is usually called " overcritical" and hard to please! LOL image

  • twruletwrule Member Posts: 1,251

    Originally posted by bisurge

    I already sense a ton of problems. For instance, if you read the orb thing and summon evil creatures, then what if other people kill the evil creatures, and your "dynamic event" had already deactivated? Or the dragon had already been slain? What would you do then?

    I think this idea would work much better on a instanced system like the first Guild Wars. There were hundreds of thousands to millions of players playing the first Guild Wars, and obviously that means even a thousand events occuring at once will not allow everyone to participate equally. Especially since some events would probably be better leveling than others.

    I think you should reread the interviews more carefully...events lead to other events, these aren't like quests that each individual player starts and then has to get "quest credit" for some objective.  If you had a part in the event, you are rewarded equally.

    They mentioned that there will be a lot more to the world than just these dynamic events too - dungeons, etc.  So you aren't forced to use them as a mechanism for leveling - they are for the fun factor, as it should be.

    If you play closer to launch or at high traffic times, you're likely to see something new nearly every play session.  If you play later in the game's life cycle or late at night when there are few players around, you can probably work your way through the event chains at your own pace and see the majority of the possibilities.  Play the game enough and you're bound to see the majority of the content - it's not without limits.  There should always be something new to discover though, which is how they want it.

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