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What is so innovative about dynamic events?

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  • zeeZerzeeZer Member Posts: 36

    Also keep in mind that this is a demo, and events like the dragon have been set to loop on a timer, while other chains have been cut short to cycle quickly so everyone gets a chance to see them. That's what they say, I can't wait to see the "final" version

  • trnd7trnd7 Member UncommonPosts: 8

    The OP present dynamic events in such a way that they don't LOOK innovative. Because he's focused on the presentation of things, the "New event nearby" message or the loot chest.

    ArenaNet has said that what's really happening in the case of The Shatterer (and was removed in the hands-on demo) is that multiple events lead to the dragon fight. Events are linked and change the world in a visible way. They mentioned many times the case of a village burning and, if no one saves it, it's going to stay burnt until people build it again. OR (and this is the place where player choice makes a difference, they choose to save the village) players save it and it starts another CHAIN of events.

    Plus events are built to allow exploration. And they're rewarded with Karma which allows to buy a lot of stuff (that you'd have to loot or pay with money in other MMOs).

  • AlberelAlberel Member Posts: 1,121

    Originally posted by eLdritchZ

    also they've already admitted that the events will eventually reset just like any other PQ... so what's the point in seeing some big bridge destroyed when it gets restored at the end of the PQ chain? what frackin changed in the game world??? nothing!

    I haven't read through the entire thread so I'm not sure if someone picked up on this but you seem to have a misunderstanding of the way these events play out. They do not 'reset'... ever. There are no 'ends' to the chains. Every completed dynamic event triggers new ones and thus the 'reset' concept is replaced with new dynamic events that return the world to the normal state.

    If a a village is destroyed when players fail to defend it they will later have a new dynamic event to rebuild it; the village won't just magically reappear. If players manage to capture an enemy fortress as part of a dynamic event (and ANet have mentioned this one already) the monsters won't just magically recapture it at an arbitrary end of the chain. The enemy will fight to retake it until they succeed and the players will be required to defend it.

    Dynamic events do not reset. Instead the state of the game world is cyclical as different events transition it back and forth between different possibilities. There doesn't necessarily have to be only two possibilities either as ANet has already said some events can combine and create unusual situations in certain locations.

    This fact alone differentiates dynamic events from PQs as they are truly persistant. There is no reset. If something reverts to an old state it is because the players worked to make it happen.

  • QSatuQSatu Member UncommonPosts: 1,796

    http://www.youtube.com/view_play_list?p=CE69292ECAAB7B5E

    Look at the first 3-4 videos and you will know exactly how events operate. Watch whole thing and all of your questions will be answered. later on players help to design event chain. Evens are quite different from PQ or normal quests.

  • woodyflywoodyfly Member UncommonPosts: 62

    Hell if anything, it's much more fun than going to a guy with a green exclamation over his head OVER AND OVER.

  • Loke666Loke666 Member EpicPosts: 21,441

    Originally posted by TwilightEdge

    http://www.youtube.com/view_play_list?p=CE69292ECAAB7B5E

    Look at the first 3-4 videos and you will know exactly how events operate. Watch whole thing and all of your questions will be answered. later on players help to design event chain. Evens are quite different from PQ or normal quests.

    Well, you see the basics at least. To truly see how they operate and work when you play you need a few hours with the complete game, not a demo of parts of the games with nerfed features and difficulty.

    still, they have things in common with PQ but are a lot more complicated and have a different end result.

  • BlahTeebBlahTeeb Member UncommonPosts: 624

    Here's my take on dynamic events. They themselves aren't exactly dynamic. What is dynamic, is the state which the world is in.

    If you a take a small village, and all of it's surrounding. Take it like this; the village can be bustling, or undersiege, or being re-built. Down the valley the farmers may be gathering crops, or maybe the farms are on fire. Nearby is a bridge crossing the local river. That bridge could be under attack, it may have been destroyed and now sits at the bottom of the river. Maybe workers are repairing with a loaded wagon.

    You take all these things and mix and match. Suddenly the world is not always the same. Dozens of different combinations now exist. Maybe the village is destroyed with the farms on fire. Maybe the village is amassing an army to help the farmers. Maybe the farms are over-run with wild animals. The point is, the world will have numerous different states it can be in. This could all happen within a small map, and I have only listed a 4 different events. If you were to give each map or area a decent amount of events, and then spread it across the entire region. Suddenly, the world is never stale, it is always changing. It will always be bound by rules and what not, but it is MUCH more alive than any other games.

    When you take a look at Dragon Age, or Mass Effect, their worlds are static. The game is incredibly immersive, but the world is static. The world can change, but it stays changed until you progress further into the story. Where as in GW2, the world goes through any number of phases, that you could wait out. When the castle was attacked in Dragon Age, it was a static change. I could log in a week or a year later and it would still be in that state.

     

    GW2 will be a game where you can log in, and you may think to yourself, "Damn, this bridge isn't up right now." You could log off, and come back in an hour when the bridge could have been destroyed. But that's the glory of it all, can it be repaired in an hour? If you really need to cross, you may have to help protect the workers. But if you don't want to, it may stay downed for a week or months until players realize they need to do something.

    Enough with my ranting, the end result is, everytime you log into Guild Wars 2, the world will be a bit different, even it it's just a very very tiny itty bitty difference. The world is unpredictable.

  • jpnolejpnole Member UncommonPosts: 1,698

    Originally posted by jezvin

    This is my only complaint about the game right now. From all the videos I saw they looked 90% the same as WAR public quests.



    You walk into an area



    Your UI tells you your doing a quest



    It tells you kill 10 mobs



    A boss comes out



    It ends

    A chest appears? loot?

    It's basically a public quest. The ONLY thing I see that is something new is that they are made into branching quest chains. Also no timer telling you when the next will start. Are those things really that innovative?



    I just don't think innovative is the right word for dynamic events.



     

    We can tell you are afraid GW2 is going to release and blow your current favorite MMO out of the water. I've already accepted this fact. Your idea of what a dynamic event is happens to be incorrect.

  • xpiherxpiher Member UncommonPosts: 3,310

    The innovation about the dynamic quest system comes from the fact that 

    1) Everything WAR put into their game has been openly discussed by arena-net since 2005

    2) GW2's dynamic events actually have a long lasting effect on the world. In WAR you completed a public quest and it would restart in ~30mins, in GW2 it doesn't restart. Instead, it opens up another part in a long chain of dynamic events that comes full circle. It could be a month before the event is repeated, or it could never repeat and be a constant back and forth between the different forces

    3) It scales

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  • MMO.MaverickMMO.Maverick Member CommonPosts: 7,619

    Originally posted by BlahTeeb

    Here's my take on dynamic events. They themselves aren't exactly dynamic. What is dynamic, is the state which the world is in.

    If you a take a small village, and all of it's surrounding. Take it like this; the village can be bustling, or undersiege, or being re-built. Down the valley the farmers may be gathering crops, or maybe the farms are on fire. Nearby is a bridge crossing the local river. That bridge could be under attack, it may have been destroyed and now sits at the bottom of the river. Maybe workers are repairing with a loaded wagon.

    You take all these things and mix and match. Suddenly the world is not always the same. Dozens of different combinations now exist. Maybe the village is destroyed with the farms on fire. Maybe the village is amassing an army to help the farmers. Maybe the farms are over-run with wild animals. The point is, the world will have numerous different states it can be in. This could all happen within a small map, and I have only listed a 4 different events. If you were to give each map or area a decent amount of events, and then spread it across the entire region. Suddenly, the world is never stale, it is always changing. It will always be bound by rules and what not, but it is MUCH more alive than any other games.

    This is actually a pretty good example, and I predict that the Dynamic Events as soon as people gotten used to the mechanics and playing them, they'll get addictive and when going back to other MMO's, those worlds and quests will suddenly look stale, rigid and unchanging.

     

    But building further upon your example, a village alone will already have the following states it can be in:

    - thriving, fully populated with its inhabitants and merchants selling stuff for players

    - under attack, and this is not just being said in quest text but actually happening, mobs invading the place

    - destroyed

    - rebuilding undergoing by mobs

    - occupied, an enemy fortress now in its place.

    and if players have defeated the mobs and destroyed their fortress,

    - rebuilding undergoing by villagers

     

    That's a lot more states than you'll find with normal quests or even Public Quests, and that was just one event.

    The ACTUAL size of MMORPG worlds: a comparison list between MMO's

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  • ChaosasChaosas Member Posts: 129

    While I welcome the concept of dynamic events, I think they are somewhat overrated. For example GW2 officials talk about how in other MMORPGs you kill a boss and it "respawns 10 minutes later", and how they wanted to change that.

    Well first of all, as far as I understand dynamic events will be looping / repeating themselves after some time too. The only difference is that the time period will be pretty long to give an impression of dynamic world. Devs simply can't afford to make - and keep making - thousands of "one time" events that will only happen once. So we have to draw a conclusion that there will be a lot of areas with maybe 2-3 different "states" and attached dynamic events, but they will cycle between each other (depending on what players do or don't do perhaps) so it's not at all out of the question that the same player will encounter the same dynamic event, or the same 'state' (e.g. village being attacked by centaurs) if he visits the area twice.

    So we just have to hope they will create so many dynamic events that for most players it will give a good illusion of a truly dynamic world.

  • CaelumLumenCaelumLumen Member Posts: 4

    Originally posted by Chaosas

    While I welcome the concept of dynamic events, I think they are somewhat overrated. For example GW2 officials talk about how in other MMORPGs you kill a boss and it "respawns 10 minutes later", and how they wanted to change that.

    If you refer to Manifesto Video, where one ANet Dev is talking about killing the boss and he respawns ten minutes later, it wasn't about Dynamic Events - she was refering to Personal Story.

    Quote:

    Colin: Right, when Ree refers to, “players will kill a boss and they won’t re-spawn 10 minutes later,” she is saying when playing through your personal story line if you kill a boss, that boss will stay dead and your personal story will reflect this. It’s not really physically possible to make each dynamic event permanent, because the game needs enough content for everyone to play, and we don’t have 10,000 people making content for Guild Wars 2, event chains need to cycle and events need to repeat to ensure players have enough to do in the persistent game world. Our goal with events is to ensure that when an event ends, you feel like it actually has some sort of outcome on the game world for all players, if even for a short period of time, where traditional MMO quest in persistent areas generally have no affect on the world.

     

    Source: http://www.arena.net/blog/mmo-manifesto-reactions

  • ChaosasChaosas Member Posts: 129

    Thanks, I didn't see that. Well, it's nice of them to explain and ackowledge that dynamic events will only have a short effect on the game world instead of trying to hype it up :)

  • MalevilMalevil Member Posts: 468

    Originally posted by Chaosas

    Thanks, I didn't see that. Well, it's nice of them to explain and ackowledge that dynamic events will only have a short effect on the game world instead of trying to hype it up :)

     

    Point is that they will have an efect on game world, some shorter some longer. Closest thing to them, WARs public quests had zero effect on game world. You know, thats called innovation .

  • trnd7trnd7 Member UncommonPosts: 8

    Originally posted by BlahTeeb

    Here's my take on dynamic events. They themselves aren't exactly dynamic. What is dynamic, is the state which the world is in.

    The events are dynamic in the sense that they scale to the number of players participating to the event, and the scaling is even dynamic (if someone joins or leaves in the middle of the event, it'll scale up or down accordingly). But you're prtty correct on the rest :)

  • IkonicIkonic Member UncommonPosts: 310

    Originally posted by trnd7

    Originally posted by BlahTeeb

    Here's my take on dynamic events. They themselves aren't exactly dynamic. What is dynamic, is the state which the world is in.

    The events are dynamic in the sense that they scale to the number of players participating to the event, and the scaling is even dynamic (if someone joins or leaves in the middle of the event, it'll scale up or down accordingly). But you're prtty correct on the rest :)

    I have a question that may not have been covered here. So if I m playing and I am slightly behind the leveling rush and I really want to do "Dynamic Quest X" that has several branching parts and is supposed to be this really cool and innovative quest chain that many people can do a once. The problem is I always seem to miss the so called "root" of this "Dynamic quest" and so realistically its  like a rare spawning mob in other games, I could potentially never have a chance to this quest because there is always someone triggering step 1 of it when I am not around. So I would either have to wait around for X amount of time for it to reset or jump into the dynamic chain at the random spot that other people have progressed it to? 

  • ClanRSClanRS Member UncommonPosts: 64

    Originally posted by Ikonic

    Originally posted by trnd7


    Originally posted by BlahTeeb

    Here's my take on dynamic events. They themselves aren't exactly dynamic. What is dynamic, is the state which the world is in.

    The events are dynamic in the sense that they scale to the number of players participating to the event, and the scaling is even dynamic (if someone joins or leaves in the middle of the event, it'll scale up or down accordingly). But you're prtty correct on the rest :)

    I have a question that may not have been covered here. So if I m playing and I am slightly behind the leveling rush and I really want to do "Dynamic Quest X" that has several branching parts and is supposed to be this really cool and innovative quest chain that many people can do a once. The problem is I always seem to miss the so called "root" of this "Dynamic quest" and so realistically its  like a rare spawning mob in other games, I could potentially never have a chance to this quest because there is always someone triggering step 1 of it when I am not around. So I would either have to wait around for X amount of time for it to reset or jump into the dynamic chain at the random spot that other people have progressed it to? 

    The dynamic event chains work in a loop. Forward and backwards so there really isn't a first step. You can join in on any step and still get rewarded for it.

    But I suppose if you REALLY want to see this one particular step you would have to wait it out or get lucky. You could also try to manipulate the chain towards this step. But this behaviour is not encouraged and really misses the point of dynamic events.

    But I suppose it can't be helped that there will be sites where you would see chains and their steps written down soon after launch :(

  • ChaosasChaosas Member Posts: 129

    If I remember correctly, all of these events will only reward you with XP and some sort of points (which you'll be able to exchange for items of your choice later), so there should be little point in trying to "camp" or "farm" one event or another.

    Hmm but I guess people will still want "dragon slayer" recorded in their personal story or something like that. Hopefully these big and awesome events will be available often, or have equally awesome alternative events while they aren't.

  • sidhaethesidhaethe Member Posts: 861

    Yeah, it would seem that if you are a content completionist, who absolutely needs to see everything through from beginning to end, Guild Wars 2 will drive you crazy, because for every event you get to see through, there are dozens more in the surrounding area that will be in a state of flux.

    While the fact that events cycle reduces the chance that you will *never* get to see an entire event chain, the fact that cycles can operate on a daily, weekly, or monthly cycle (or be tied to weather patterns, or require player initiation) still makes those possibilities tricky.

    As for the big events, I'd rather hope that they happen *infrequently* lest the gravity of "omg a dragon just landed and lay waste to the land" be lost.

    I'm about as casual a player as you can get, and I'm satisfied with this - I'm okay with missing some content because there will always be *some content* somewhere - but then again I'm not a completionist. I'm not sure what the answer is for such a person in Guild Wars 2.

    image

  • xenogiasxenogias Member Posts: 1,926

    Originally posted by lucid4life

    A piece taken from an article here on MMORPG explains it better then I could.It doesn't end like you think it does nor do the most dynamic events look like that at all.But read below to understand better:

     

    "Colin goes on to describe how quests are flawed, in that if you are sent out on a quest to kill 10 Ogres who are supposedly going to destroy an NPC's home, you'd typically just find these Ogres "standing around in a field picking daises," basically just waiting for you to kill them at the quest's marked location. This won't be the case in Guild Wars 2 due to the dynamic events system. Instead, if an NPC tells you Ogres are coming to level his house -- you'd better believe it!

    The dynamic events system isn't simply a different conduit to deliver storyline and quest to players, according to Colin it also gives players the potential to have a lasting impact on the game world, something not often found in most MMOs:

    A single player decision can cascade across a zone, changing the direction of a chain of events until they dramatically alter the content played by players in a map.

    Other developers have tried to tackle this problem, but in Guild Wars 2 we go further. Where other multi-player quest systems were pass or fail - our dynamic events evolve in response to player interaction and the outcomes they achieve. Where previous systems reset and start again and really don't change the world, dynamic events chain and cascade across a zone and leave persistent effects in the game world after the event has ended.

     This is where I will have to see it for myself to believe it. The reason I say this is because the verry first event in the game will have to have a never ending chain. Lets say there is a pre-order or CE early start. Well thoes first couple players walk into the zone and start the event. They are the first and only people who will ever see this event. Lets use the Ogre example. CE player A,B,C manage not to save the house but are given a quest to kill the Ogres anyway. Now 1 year later I decide to play. I walk into the zone and 1 of 2 things would happen. I go talk to the npc and he tells me "Sorry your late to the game there is no dynamic event for you to enjoy. Shoulda bought guildwars2 a year ago.". The other Option is after some time the NPC rebuilds the house and it starts all over again which is what they are claiming wont happen.

    The third option isnt a valid one because the developers would have to be consistantly making new dynamic events for a zone from day 1 till they shut the servers down. That would cost them way to much in development time.

     

    The system sounds good dont get me wrong. But just like all developers arenanet is just sugar coating it to make it sound diffrent.

  • cloud8521cloud8521 Member Posts: 878

    Originally posted by xenogias

    Originally posted by lucid4life

    A piece taken from an article here on MMORPG explains it better then I could.It doesn't end like you think it does nor do the most dynamic events look like that at all.But read below to understand better:

     

    "Colin goes on to describe how quests are flawed, in that if you are sent out on a quest to kill 10 Ogres who are supposedly going to destroy an NPC's home, you'd typically just find these Ogres "standing around in a field picking daises," basically just waiting for you to kill them at the quest's marked location. This won't be the case in Guild Wars 2 due to the dynamic events system. Instead, if an NPC tells you Ogres are coming to level his house -- you'd better believe it!

    The dynamic events system isn't simply a different conduit to deliver storyline and quest to players, according to Colin it also gives players the potential to have a lasting impact on the game world, something not often found in most MMOs:

    A single player decision can cascade across a zone, changing the direction of a chain of events until they dramatically alter the content played by players in a map.

    Other developers have tried to tackle this problem, but in Guild Wars 2 we go further. Where other multi-player quest systems were pass or fail - our dynamic events evolve in response to player interaction and the outcomes they achieve. Where previous systems reset and start again and really don't change the world, dynamic events chain and cascade across a zone and leave persistent effects in the game world after the event has ended.

     This is where I will have to see it for myself to believe it. The reason I say this is because the verry first event in the game will have to have a never ending chain. Lets say there is a pre-order or CE early start. Well thoes first couple players walk into the zone and start the event. They are the first and only people who will ever see this event. Lets use the Ogre example. CE player A,B,C manage not to save the house but are given a quest to kill the Ogres anyway. Now 1 year later I decide to play. I walk into the zone and 1 of 2 things would happen. I go talk to the npc and he tells me "Sorry your late to the game there is no dynamic event for you to enjoy. Shoulda bought guildwars2 a year ago.". The other Option is after some time the NPC rebuilds the house and it starts all over again which is what they are claiming wont happen.

    The third option isnt a valid one because the developers would have to be consistantly making new dynamic events for a zone from day 1 till they shut the servers down. That would cost them way to much in development time.

     

    The system sounds good dont get me wrong. But just like all developers arenanet is just sugar coating it to make it sound diffrent.

    uh.... wrong on all 3.

    the answer is option 4. you do an event that rebuilds the house.

  • BlahTeebBlahTeeb Member UncommonPosts: 624

     This is where I will have to see it for myself to believe it. The reason I say this is because the verry first event in the game will have to have a never ending chain. Lets say there is a pre-order or CE early start. Well thoes first couple players walk into the zone and start the event. They are the first and only people who will ever see this event. Lets use the Ogre example. CE player A,B,C manage not to save the house but are given a quest to kill the Ogres anyway. Now 1 year later I decide to play. I walk into the zone and 1 of 2 things would happen. I go talk to the npc and he tells me "Sorry your late to the game there is no dynamic event for you to enjoy. Shoulda bought guildwars2 a year ago.". The other Option is after some time the NPC rebuilds the house and it starts all over again which is what they are claiming wont happen.

    The third option isnt a valid one because the developers would have to be consistantly making new dynamic events for a zone from day 1 till they shut the servers down. That would cost them way to much in development time.

     

    The system sounds good dont get me wrong. But just like all developers arenanet is just sugar coating it to make it sound diffrent.

    Actually, it's more like this. Events cycle, but not in a circle. Say there is a long line of events, starting from point A to point B. Though events have mulpitple outcomes, we will use a standard string for argument ease. If the event gets pushed ffrom A to B, it does not simply reset to A. Depending on the event, NPC's would try and push it back to A. Perhaps somewhere along the line, Players interfere, which could make the event halt. This halt is not indefinite, but could last for a long time. It's REALLY player driven.

     

    It just seems like you got missinfomred information.

    Events can hold a change for a year, or maybe just 2 minutes. It's really random and unpredictable. Thus the reason everybody likes them so much. Have you really ever walked into a game where you didn't know if that city would be up? Or you didn't know if the bridge would still be up?

  • cloud8521cloud8521 Member Posts: 878

    i bet that they are not in a staright line or circle either. they coudl also brach in two directiosn at one time.

     

    A may go to B and C, example is centars attacks min hold, and they win taking it over. then they attack two places at the same time (one A the other B) 

     

    yyou may (MAY) be able to take back an outpost that was earlier in thye event, but that cuts off supplies to the other strongholds makeing them easier to take back *crosses fingers* i hope

  • BlahTeebBlahTeeb Member UncommonPosts: 624

    I explained that events have multiple outcomes, I was just using A to B to simplify the matter.

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