Lol, trust me the dynamic is not so dynamic, can't wait for people to realize this. I don't care if it spawns at different times randomly feet away from the last spawn its still the same event over and over.
Wait till people level a few toons up...
"The King and the Pawn return to the same box at the end of the game"
Sigh... literally, first thing that pops up in google, when you search the word dynamic =
'Characterized by constant change, activity, or progress.'
If you want a more official definition, those aren't hard to find either, but may be more confusing for people who don't have english as their first language. Dynamic has nothing to with 'impact on the world'. That said, there are dynamic events that DO impact the world of GW2.
Will picking berries change which dragons rampage the world? Of course not. But repelling that centaur attack will save that village, outpost, bridge, etc. What happens if you don't? It gets overrun, and you have to take it back. This has been shown multiple times, in many different ways, and is also something I have personally experienced in abundance in GW2.
That said, there is a huge amount of confusion between dynamic events, and heart quests. Dynamic events often DO NOT have an indicator. You have to go out and find them, at best you will get an icon on your map showing an epic mob / enemy that spawned as part of the dynamic event.
Heart quests are something else entirely. The reason they are in the game, is to cater to people who just didn't 'get it' that this type of quest system requires you to go out and look for things yourself. These events were added, due to feedback they got during early beta testing, in which most players were confused because they didn't have any shiny icons telling them what to do. These are not the same as dynamic events, even if some of the heart quests are indeed dynamic.
What I'm curious about are 2 things:
1) What exactly are these people expecting? Are any of their expecations actually ground in reality?
2) Why now? The game hasn't been playable for how long? It's been over a month since the last BWE, and we just now have a new thread about how 'feature X was promised, but Anet clearly lied!' that is based on misinformation at best.
Lol, trust me the dynamic is not so dynamic, can't wait for people to realize this. I don't care if it spawns at different times randomly feet away from the last spawn its still the same event over and over.
Wait till people level a few toons up...
Wait so you want a game where every dynamic event is different every time you play through it?
Let's see here, you do exactly what you're complaining about with quests in every other game.
You're thinking dynamic events are like normal quests, one and done - then on another toon do the exact same thing.
They're not, they're like quest chains that you hop in on at any point in the chain.
Take this chain from WoW:
Protect Red Dragon -> Force Black Dragon to lay an uncorrupted egg -> Escort egg carrier to Red Dragon -> Protect Red Dragon and egg -> Escape with egg
This would be a dynamic event if you could join at any point in the chain, if it was failable, and if you acquired the quest by getting in the area where the quest was taking place. It's really not that hard for companies to do.
Also, the point you make has absolutely no value. That is what public quests in WAR did, not events in GW2. There's no area on the map "GO HERE FOR -- DYNAMIC EVENT" where the dynamic event is guaranteed to be. If you're trying to make a point about the hearts on the map; those aren't dynamic events.
EDIT: Looking at your Avatar, I realize you are a troll, I apologize for taking the troll seriously everyone.
you people are all going to learn the hard way but the way the "Event's" work are like this. I cannot call them dynamic because they are not ever changing.
- You don't have to physically click on a quest giver, whippty dooooooo.
- It adds more monsters depending on how many people are in your party, yay!
- Its the same event over and over if you hangout in that area, roffle!
- It will change the environment for a bit after win/loss then resets after some time...
Lol, trust me the dynamic is not so dynamic, can't wait for people to realize this. I don't care if it spawns at different times randomly feet away from the last spawn its still the same event over and over.
Wait till people level a few toons up...
I leveled 3 classes in the same area.
I actually followed NPCs around and listened to what was going on instead of following a random zerg.
Guess what?
I did the same event 3 times, the same event lead to 3 different conclusions.
Now what?
People just need to start playing the game and not worrying about following the zerg or leveling fast.
Leveling isn't mandatory in GW2...just have fun PVEing.
you people are all going to learn the hard way but the way the "Event's" work are like this. I cannot call them dynamic because they are not ever changing.
you people are all going to learn the hard way but the way the "Event's" work are like this. I cannot call them dynamic because they are not ever changing.
I see no point arguing over semantics, tbh.
Yeah, they're scripted.
I mean, what do you want, really?
Maybe he wants them to be programmed by magic?
Non-scripted events = player generated content. There is nothing preventing this from happening, but there are also no notifications either.
you people are all going to learn the hard way but the way the "Event's" work are like this. I cannot call them dynamic because they are not ever changing.
I see no point arguing over semantics, tbh.
Yeah, they're scripted.
I mean, what do you want, really?
I would like to have a beer right now...
"The King and the Pawn return to the same box at the end of the game"
Excellent video example of some DE mechanics, I hadn't seen that one. Thanks.
Performance looked horrible in that video, they've come a long way.
I like that this shows pretty clearly the complexity in terms of components, branches and consequences of level 60 area DEs compared to some of the more basic low level DEs that keep being referenced. The difference seems a lot more pronounced when comparing this (level 60ish) to level 1-15 DEs, than the usual comparison of 15-30 DEs compared against the 1-15 DEs).
It would be great if they could afford to introduce some of those mechanics a bit earlier than they do, but considering some people still confuse DEs with Karma regions, I guess leaving them out of early content might be necessary.
I'm a little bewildered why the OP waited 4 weeks+ after BWE to start this thread, guess he has nothing to do and is eager to start the next weekend event. But my money is on that this is another troll attempt, "yaaaawn".
you people are all going to learn the hard way but the way the "Event's" work are like this. I cannot call them dynamic because they are not ever changing.
I see no point arguing over semantics, tbh.
Yeah, they're scripted.
I mean, what do you want, really?
I would like to have a beer right now...
DE on GW2 have progress , constant changes and have a persistent impact on the world.
tell me what dynamic mean for you???? or better give an example of a dynamic event ...
That's a shame, you shouldn't have to start off by requesting trust, state actual facts and you earn it - that's how it works.
Obviously the rest of this thread goes into some nice detail and includes great examples that explain why it's dynamic, arguing that it's not, or intentionally ignoring it is just beyond silly and really stands no chance of swaying the opinions of those that have first hand knowledge which clearly disproves your insulated observation.
Claiming that events that change dynamically based on player interaction, amongst other variables, aren't dynamic (if you expected more than that, you failed to maintain realistic expectations anyway) is an observation that absolutely cost you any trust I'd have been willing to extend. If you're truly suggesting that, then we can safely conclude that A.) You're unfamiliar with word dynamic, or B.) You're unfamiliar with how the events work.
We can stop right there as already that's enough to cause anyone to seriously consider how valuable any input you might have could possibly be.
Also, your bulletpoint list could use some work, you seem to have a few misconceptions that aren't helping your case - an uneducated summation of mechanics tends to distance you from the subject you'd have us believe your actually familiar with.
When your tactic is 'trust me' rather than well thought out arguments that nicely illustrate your points, you might want to reassess the whole situation.
I never really saw any lasting affect from DEs. This could be because players in the area were succesfull at containing defeating the events. It would be really awesome if the DE continues when the players do not contain or defeat them.
As it is it seems that when a DE is not contained it simple resets after a predetermined time. In my opinion DEs should not reset unless the players in the area defeat it.
AMD Phenum II x4 3.6Ghz 975 black edition 8 gig Ram Nvidia GeForce GTX 760
It would be really awesome if the DE continues when the players do not contain or defeat them.
They do, that's where some of the lasting effects come in to play. Look at the waterworks area for example, southern Kryta or any of the outposts that become unusable until flipped. The enemies remain in control, usually triggering new events that reflect their control of an area, until the situation is changed.
I can't think of any DEs outside the low level zones that simply reset as if nothing happened.
I wouldn't consider the events "Dynamic" either. They're pretty much better done events than Warhammer and Rift has. Very fun, and cleverly done quest disquise. I enjoyed it though, even though I knew it wasn't really something totally new and innovative. The WvsWvsW is what has me the most excited though.
Throughout my time testing the game, I have tried to do every event that I can find in my area ( Charr zones ). I came across many, ran many, and repeated many, but I never felt that Impact that Arenanet has hyped as a key game component. When I killed the fire shaman, the game was not affected. When I stopped the harpy invasion on the gates of a city, I felt like a complete hero. Until they respawned 10 minutes later. Now I can go on and on with how many events I did ( and trust me I did alot ) but im just wondering if anyone has felt this impact that I haven't, sadly these events have left me with the impression of a slightly more difficult public quest system.
Well, one cannot simply expect every event to have massive and reverberating reprocussions to an area. It has been stated that later areas will have much more of this, as it may be confusing to new players; this may also play into the fact that so many people will be crammed in the starting areas (though this part is pure conjecture on my end).
To answer your question, I have in fact witnessed a dynamic event you are looking for in the human area. While walking across the fields, an NPC ran up to me and started screaming for help. I followed her to the water plant where bandits were poisoning the water. Unfortunately this event failed as when I got there it was half way over, and people didn't show up towards the end. When I returned to the area where I was, I noticed people starting to get sick and complaining that the water had be poisoned.
Shaking that feeling of defeat off, I decided to do a little more exploring and saw that the water sprayers that originally drenched the massive crop field began to splurg out a massive amount of green liquid instead of the pristine water colors. It was poisoning the field, and killing off the worms. Going back to the water plant, I noticed dozens of poison slimes and a new event that shot off due to the previous failure that I participated in. It was to collect the poison from these slimes in which to make an antidote.
This antidote was then applied, and shortly after the people were getting well again, and the water was a pristine color all over the zone once more.
When a new event shot off later in the day, the pipes were being destroyed by centaurs. When victorious we had to repair the pipes so that the area would have water; I was told that water would stop spraying in general if you lost and the wells would be dry. We then had to protect workers as they repaired the pipes that were destroyed in the previous attack.
In addition, I also read that dynamic events were sped up due to it only being a 48 hours event; when they will occurr when the game is live is anyone's guess. Though it may be not as frequent as people think.
This post gives a very good example of the persistence of DEs and their effect on the world.
First off, I think many confuse Heart Tasks with DEs. They are not DEs. They are content that every character can walk up to and participate in once and they do not have persistence, as they have to be available to everyone who comes along.
Second, remember it's persistence, not permanence.
You can win a battle and that battle can have a real effect on the world, but there will eventually be another battle, with it's own consequences for success/failure. The centaurs, harpies, bandits etc... don't just give up if defeated once. They will try again. Many DEs are part of chains and you may be able to increase the amount of time before a village or outpost is targeted again by following a DE chain that allows you to chase the aggressors further and further back into their own territory. In some cases, this may even end up with an Epic DE where defeating a boss may set back the efforts of the aggressors by a fair amount of time.
Usually, DEs don't just repeat on some set timer. Often, what players do can effect when and how future events play out. If you beat back invaders, then ignore the hints that would have led you into an event to push the invaders back even further, yeah, they will try again and probably fairly soon. If you actually follow the hints or explore the area and find the next event in the chain by happenstance, your actions can definitely effect the ability of the hostiles to launch another attack in a timely manner.
Some chains will gradually tick back in a certain direction, others will sit in a particular state until players do something about it.
DEs range from the fairly mundane to the truly epic and the event chains can contain two or three linked events, or may have a branching path that can encompass a score, or more, of linked events. Some event chains even interact with other DEs and event chains. The point is to make the game world feel organic and alive, while providing players with content to experience.
It's still a game, not a fantasy world simulation, so timings are going to be accelerated so that more people can participate in content over the course of a day. That doesn't discount the ability of players to effect when and how things play out and the forces of good need to be ever vigilant, because the forces of chaos in the world of Tyria are always looking for any opportunity to wreak havoc.
I never really saw any lasting affect from DEs. This could be because players in the area were succesfull at containing defeating the events. It would be really awesome if the DE continues when the players do not contain or defeat them.
As it is it seems that when a DE is not contained it simple resets after a predetermined time. In my opinion DEs should not reset unless the players in the area defeat it.
but that happen. i saw some, one event even have a video of some ice mobs conquer one village and than another near and i never seem these event reset...
another event was on a map of lvl 15+ where a big area was all taken by some mobs, because this event wasnt solo ( need at least 4-5 guys) this area everytime i check was on control of mobs during the BW and stress test.
the events have a persistent effect i never saw one reset with time...
I wouldn't consider the events "Dynamic" either. They're pretty much better done events than Warhammer and Rift has. Very fun, and cleverly done quest disquise. I enjoyed it though, even though I knew it wasn't really something totally new and innovative. The WvsWvsW is what has me the most excited though.
Your distinction is just not accurate. Player actions can determine which follow up events occur in a Dynamic Event chain. It isn't a static step 1, step 2, step 3; repeat in five minutes; sort of thing. Events also dynamically scale up depending on the number of players involved. This isn't just a boost to mob HP, or some such, it often also involves the enemy using more advanced skills and a change in tactics. Some events require some trigger, which isn't always obvious to players. It may be as simple as picking up a toy sword you see lying on the ground, or as complex as winning a particular event in a branching Dynamic Event chain that only occurs rarely, due to the particular branches that need to occur in the path leading up to the creation of that event.
Players can effect when events occur, which events occur, how events occur and even can draw a logical parallel to why certain events occur. The events themselves can adapt to the number of players involved and how the event itself plays out. Many events also have persistence and won't change from a particular state until players take some action or other events play out in a certain way.
It's a very Dynamic form of content and to pretend otherwise is pointless. It's a game, not a fantasy world simulation, so of course we can imagine all sorts of ways things could be even more dynamic, but the game and it's Dynamic Events are still leaps and bounds beyond the very static content seen in other games.
So some people are complaining that Guild Wars 2 Dynamic Events don't generate PERMANENT effects?
For some reason permanent seems kinda static to me.
It is dynamic because you never know (within reason) what you going to find - maybe the town is controlled by the good guys, maybe it is controlled by the centaurs; maybe that region is flourishing with wild life, maybe the undead killed all the wild life and now it is barren.
The DEs create change, just not long term one.
Of course the developers will have the ability to swap DEs out of areas and put new ones.
On the other hand we have been playing the starter area, which in other games generally means we are killing rats that are standing 5 meters from where we spawn.
It is like I've played the starter area of WoW and Rift and I'm commenting on Raids difficulty based on killing those lvl 1 kobolds.
Currently playing: GW2 Going cardboard starter kit: Ticket to ride, Pandemic, Carcassonne, Dominion, 7 Wonders
Anyone that says they don't feel dynamic events are dynamic must be looking for another word. It's the only rational explanation. I'd love it if they could find it because I have a feeling that somewhere behind the mistake, they might have a valid point they're trying to make.
I'm actually interested, it's far more interesting to hear the well thought out opinion of someone I disagree with or the intelligent opinion of someone with an outlook different to mine than it is to hear from people that agree with me on everything.
These events in game are altered through player interaction as well as other variables and have varying outcomes, they're the very definition of dynamic. That's all it takes. It's just not up for debate.
You're more than welcome to say they're crap, that you don't like them, that you hate them with a passion, they're crap because their effects aren't permanent, they use tab targetting and that you have never seen a worse mechanic in any game since the beginning of time, even better if you can give an excellent reason that explains why you feel that way, but what you don't get to do is decide on new definitions for already established words.
That's just not how reality works.
Take a minute, look up the word dynamic, think about what you're trying to get across, and try again.
I don't doubt that some of you have some interesting points to get across, I only doubt your grasp of the word 'dynamic'.
Anyone that says they don't feel dynamic events are dynamic must be looking for another word. It's the only rational explanation. I'd love it if they could find it because I have a feeling that somewhere behind the mistake, they might have a valid point they're trying to make.
I'm actually interested, it's far more interesting to hear the well thought out opinion of someone I disagree with or the intelligent opinion of someone with an outlook different to mine than it is to hear from people that agree with me on everything.
These events in game are altered through player interaction as well as other variables and have varying outcomes, they're the very definition of dynamic. That's all it takes. It's just not up for debate.
You're more than welcome to say they're crap, that you don't like them, that you hate them with a passion, they're crap because their effects aren't permanent, they use tab targetting and that you have never seen a worse mechanic in any game since the beginning of time, even better if you can give an excellent reason that explains why you feel that way, but what you don't get to do is decide on new definitions for already established words.
That's just not how reality works.
Take a minute, look up the word dynamic, think about what you're trying to get across, and try again.
I don't doubt that some of you have some interesting points to get across, I only doubt your grasp of the word 'dynamic'.
For me atleast, from the way ANET had presented it, these events were said to have a lasting impact on the world. Ive come to the conclusion that the events themselves are dynamic ( can be changed ) , but they are also chained in a static rotation. To conclude dynamic events are dynamic events, and the world itself is Not dynamic.
So some people are complaining that Guild Wars 2 Dynamic Events don't generate PERMANENT effects?
For some reason permanent seems kinda static to me.
Frankly, the best argument in the whole thread.
People complain too much, about things that are trivial, or get lost into semantic battles that seldom go anywhere.
I disagree, I have actually leared alot from this thread. Personally I would be more happy with permanent effect, and if the world itself became dynamic well...that would be something else.
I disagree, I have actually leared alot from this thread. Personally I would be more happy with permanent effect, and if the world itself became dynamic well...that would be something else.
The world is dynamic. Just how dynamic, it's up for debate. Different people expect different things, and 'dynamic' is by no means a fixed concept.
I am quite happy with what I've seen so far. Players do promote changes in the world, via PVE and PVP. But, those changes are not set in stone and become crystalized. Thus, promoting a dynamic world, in which you have to pick your fights and choose sides.
Frankly, this is vastly superior from almost anything that's in the market now. But it is not a starry-eyed utopia. It's what's feasible at this time and age.
Comments
Lol, trust me the dynamic is not so dynamic, can't wait for people to realize this. I don't care if it spawns at different times randomly feet away from the last spawn its still the same event over and over.
Wait till people level a few toons up...
Sigh... literally, first thing that pops up in google, when you search the word dynamic =
'Characterized by constant change, activity, or progress.'
If you want a more official definition, those aren't hard to find either, but may be more confusing for people who don't have english as their first language. Dynamic has nothing to with 'impact on the world'. That said, there are dynamic events that DO impact the world of GW2.
Will picking berries change which dragons rampage the world? Of course not. But repelling that centaur attack will save that village, outpost, bridge, etc. What happens if you don't? It gets overrun, and you have to take it back. This has been shown multiple times, in many different ways, and is also something I have personally experienced in abundance in GW2.
That said, there is a huge amount of confusion between dynamic events, and heart quests. Dynamic events often DO NOT have an indicator. You have to go out and find them, at best you will get an icon on your map showing an epic mob / enemy that spawned as part of the dynamic event.
Heart quests are something else entirely. The reason they are in the game, is to cater to people who just didn't 'get it' that this type of quest system requires you to go out and look for things yourself. These events were added, due to feedback they got during early beta testing, in which most players were confused because they didn't have any shiny icons telling them what to do. These are not the same as dynamic events, even if some of the heart quests are indeed dynamic.
What I'm curious about are 2 things:
1) What exactly are these people expecting? Are any of their expecations actually ground in reality?
2) Why now? The game hasn't been playable for how long? It's been over a month since the last BWE, and we just now have a new thread about how 'feature X was promised, but Anet clearly lied!' that is based on misinformation at best.
Wait so you want a game where every dynamic event is different every time you play through it?
Let's see here, you do exactly what you're complaining about with quests in every other game.
You're thinking dynamic events are like normal quests, one and done - then on another toon do the exact same thing.
They're not, they're like quest chains that you hop in on at any point in the chain.
Take this chain from WoW:
Protect Red Dragon -> Force Black Dragon to lay an uncorrupted egg -> Escort egg carrier to Red Dragon -> Protect Red Dragon and egg -> Escape with egg
This would be a dynamic event if you could join at any point in the chain, if it was failable, and if you acquired the quest by getting in the area where the quest was taking place. It's really not that hard for companies to do.
Also, the point you make has absolutely no value. That is what public quests in WAR did, not events in GW2. There's no area on the map "GO HERE FOR -- DYNAMIC EVENT" where the dynamic event is guaranteed to be. If you're trying to make a point about the hearts on the map; those aren't dynamic events.
EDIT: Looking at your Avatar, I realize you are a troll, I apologize for taking the troll seriously everyone.
you people are all going to learn the hard way but the way the "Event's" work are like this. I cannot call them dynamic because they are not ever changing.
- You don't have to physically click on a quest giver, whippty dooooooo.
- It adds more monsters depending on how many people are in your party, yay!
- Its the same event over and over if you hangout in that area, roffle!
- It will change the environment for a bit after win/loss then resets after some time...
Not Dynamic, very scripted imo.
anyways, ya heard it hear first
http://www.youtube.com/watch?v=Z9A6CEKDYr8
Go educate.
I leveled 3 classes in the same area.
I actually followed NPCs around and listened to what was going on instead of following a random zerg.
Guess what?
I did the same event 3 times, the same event lead to 3 different conclusions.
Now what?
People just need to start playing the game and not worrying about following the zerg or leveling fast.
Leveling isn't mandatory in GW2...just have fun PVEing.
Betaguy is just another troll who doesn't know what he is talking about and probably didn't play game
Block the trolls, don't answer them, so we can remove the garbage from these forums
I see no point arguing over semantics, tbh.
Yeah, they're scripted.
I mean, what do you want, really?
Maybe he wants them to be programmed by magic?
Non-scripted events = player generated content. There is nothing preventing this from happening, but there are also no notifications either.
I would like to have a beer right now...
Excellent video example of some DE mechanics, I hadn't seen that one. Thanks.
Performance looked horrible in that video, they've come a long way.
I like that this shows pretty clearly the complexity in terms of components, branches and consequences of level 60 area DEs compared to some of the more basic low level DEs that keep being referenced. The difference seems a lot more pronounced when comparing this (level 60ish) to level 1-15 DEs, than the usual comparison of 15-30 DEs compared against the 1-15 DEs).
It would be great if they could afford to introduce some of those mechanics a bit earlier than they do, but considering some people still confuse DEs with Karma regions, I guess leaving them out of early content might be necessary.
I'm a little bewildered why the OP waited 4 weeks+ after BWE to start this thread, guess he has nothing to do and is eager to start the next weekend event. But my money is on that this is another troll attempt, "yaaaawn".
DE on GW2 have progress , constant changes and have a persistent impact on the world.
tell me what dynamic mean for you???? or better give an example of a dynamic event ...
That's a shame, you shouldn't have to start off by requesting trust, state actual facts and you earn it - that's how it works.
Obviously the rest of this thread goes into some nice detail and includes great examples that explain why it's dynamic, arguing that it's not, or intentionally ignoring it is just beyond silly and really stands no chance of swaying the opinions of those that have first hand knowledge which clearly disproves your insulated observation.
Claiming that events that change dynamically based on player interaction, amongst other variables, aren't dynamic (if you expected more than that, you failed to maintain realistic expectations anyway) is an observation that absolutely cost you any trust I'd have been willing to extend. If you're truly suggesting that, then we can safely conclude that A.) You're unfamiliar with word dynamic, or B.) You're unfamiliar with how the events work.
We can stop right there as already that's enough to cause anyone to seriously consider how valuable any input you might have could possibly be.
Also, your bulletpoint list could use some work, you seem to have a few misconceptions that aren't helping your case - an uneducated summation of mechanics tends to distance you from the subject you'd have us believe your actually familiar with.
When your tactic is 'trust me' rather than well thought out arguments that nicely illustrate your points, you might want to reassess the whole situation.
I never really saw any lasting affect from DEs. This could be because players in the area were succesfull at containing defeating the events. It would be really awesome if the DE continues when the players do not contain or defeat them.
As it is it seems that when a DE is not contained it simple resets after a predetermined time. In my opinion DEs should not reset unless the players in the area defeat it.
AMD Phenum II x4 3.6Ghz 975 black edition
8 gig Ram
Nvidia GeForce GTX 760
They do, that's where some of the lasting effects come in to play. Look at the waterworks area for example, southern Kryta or any of the outposts that become unusable until flipped. The enemies remain in control, usually triggering new events that reflect their control of an area, until the situation is changed.
I can't think of any DEs outside the low level zones that simply reset as if nothing happened.
I wouldn't consider the events "Dynamic" either. They're pretty much better done events than Warhammer and Rift has. Very fun, and cleverly done quest disquise. I enjoyed it though, even though I knew it wasn't really something totally new and innovative. The WvsWvsW is what has me the most excited though.
What happens when you log off your characters????.....
http://www.youtube.com/watch?v=GFQhfhnjYMk
Dark Age of Camelot
This post gives a very good example of the persistence of DEs and their effect
on the world.
First off, I think many confuse Heart Tasks with DEs. They are not DEs. They are content that every character can walk up to and participate in once and they do not have persistence, as they have to be available to everyone who comes along.
Second, remember it's persistence, not permanence.
You can win a battle and that battle can have a real effect on the world, but there will eventually be another battle, with it's own consequences for success/failure. The centaurs, harpies, bandits etc... don't just give up if defeated once. They will try again. Many DEs are part of chains and you may be able to increase the amount of time before a village or outpost is targeted again by following a DE chain that allows you to chase the aggressors further and further back into their own territory. In some cases, this may even end up with an Epic DE where defeating a boss may set back the efforts of the aggressors by a fair amount of time.
Usually, DEs don't just repeat on some set timer. Often, what players do can effect when and how future events play out. If you beat back invaders, then ignore the hints that would have led you into an event to push the invaders back even further, yeah, they will try again and probably fairly soon. If you actually follow the hints or explore the area and find the next event in the chain by happenstance, your actions can definitely effect the ability of the hostiles to launch another attack in a timely manner.
Some chains will gradually tick back in a certain direction, others will sit in a particular state until players do something about it.
DEs range from the fairly mundane to the truly epic and the event chains can contain two or three linked events, or may have a branching path that can encompass a score, or more, of linked events. Some event chains even interact with other DEs and event chains. The point is to make the game world feel organic and alive, while providing players with content to experience.
It's still a game, not a fantasy world simulation, so timings are going to be accelerated so that more people can participate in content over the course of a day. That doesn't discount the ability of players to effect when and how things play out and the forces of good need to be ever vigilant, because the forces of chaos in the world of Tyria are always looking for any opportunity to wreak havoc.
Want to know more about GW2 and why there is so much buzz? Start here: Guild Wars 2 Mass Info for the Uninitiated
but that happen. i saw some, one event even have a video of some ice mobs conquer one village and than another near and i never seem these event reset...
another event was on a map of lvl 15+ where a big area was all taken by some mobs, because this event wasnt solo ( need at least 4-5 guys) this area everytime i check was on control of mobs during the BW and stress test.
the events have a persistent effect i never saw one reset with time...
Your distinction is just not accurate. Player actions can determine which follow up events occur in a Dynamic Event chain. It isn't a static step 1, step 2, step 3; repeat in five minutes; sort of thing. Events also dynamically scale up depending on the number of players involved. This isn't just a boost to mob HP, or some such, it often also involves the enemy using more advanced skills and a change in tactics. Some events require some trigger, which isn't always obvious to players. It may be as simple as picking up a toy sword you see lying on the ground, or as complex as winning a particular event in a branching Dynamic Event chain that only occurs rarely, due to the particular branches that need to occur in the path leading up to the creation of that event.
Players can effect when events occur, which events occur, how events occur and even can draw a logical parallel to why certain events occur. The events themselves can adapt to the number of players involved and how the event itself plays out. Many events also have persistence and won't change from a particular state until players take some action or other events play out in a certain way.
It's a very Dynamic form of content and to pretend otherwise is pointless. It's a game, not a fantasy world simulation, so of course we can imagine all sorts of ways things could be even more dynamic, but the game and it's Dynamic Events are still leaps and bounds beyond the very static content seen in other games.
Want to know more about GW2 and why there is so much buzz? Start here: Guild Wars 2 Mass Info for the Uninitiated
So some people are complaining that Guild Wars 2 Dynamic Events don't generate PERMANENT effects?
For some reason permanent seems kinda static to me.
It is dynamic because you never know (within reason) what you going to find - maybe the town is controlled by the good guys, maybe it is controlled by the centaurs; maybe that region is flourishing with wild life, maybe the undead killed all the wild life and now it is barren.
The DEs create change, just not long term one.
Of course the developers will have the ability to swap DEs out of areas and put new ones.
On the other hand we have been playing the starter area, which in other games generally means we are killing rats that are standing 5 meters from where we spawn.
It is like I've played the starter area of WoW and Rift and I'm commenting on Raids difficulty based on killing those lvl 1 kobolds.
Currently playing: GW2
Going cardboard starter kit: Ticket to ride, Pandemic, Carcassonne, Dominion, 7 Wonders
Anyone that says they don't feel dynamic events are dynamic must be looking for another word. It's the only rational explanation. I'd love it if they could find it because I have a feeling that somewhere behind the mistake, they might have a valid point they're trying to make.
I'm actually interested, it's far more interesting to hear the well thought out opinion of someone I disagree with or the intelligent opinion of someone with an outlook different to mine than it is to hear from people that agree with me on everything.
These events in game are altered through player interaction as well as other variables and have varying outcomes, they're the very definition of dynamic. That's all it takes. It's just not up for debate.
You're more than welcome to say they're crap, that you don't like them, that you hate them with a passion, they're crap because their effects aren't permanent, they use tab targetting and that you have never seen a worse mechanic in any game since the beginning of time, even better if you can give an excellent reason that explains why you feel that way, but what you don't get to do is decide on new definitions for already established words.
That's just not how reality works.
Take a minute, look up the word dynamic, think about what you're trying to get across, and try again.
I don't doubt that some of you have some interesting points to get across, I only doubt your grasp of the word 'dynamic'.
For me atleast, from the way ANET had presented it, these events were said to have a lasting impact on the world. Ive come to the conclusion that the events themselves are dynamic ( can be changed ) , but they are also chained in a static rotation. To conclude dynamic events are dynamic events, and the world itself is Not dynamic.
Played-Everything
Playing-LoL
Frankly, the best argument in the whole thread.
People complain too much, about things that are trivial, or get lost into semantic battles that seldom go anywhere.
I disagree, I have actually leared alot from this thread. Personally I would be more happy with permanent effect, and if the world itself became dynamic well...that would be something else.
Played-Everything
Playing-LoL
The world is dynamic. Just how dynamic, it's up for debate. Different people expect different things, and 'dynamic' is by no means a fixed concept.
I am quite happy with what I've seen so far. Players do promote changes in the world, via PVE and PVP. But, those changes are not set in stone and become crystalized. Thus, promoting a dynamic world, in which you have to pick your fights and choose sides.
Frankly, this is vastly superior from almost anything that's in the market now. But it is not a starry-eyed utopia. It's what's feasible at this time and age.