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Reader Comments (65)

Posted: Aug 11th 2010 7:42PM (Unverified) said

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We're used to the hype always far surpassing the reality. See 'Peter Molyneux'. We want to go along with the excitement and promises, but until we see it proven for ourselves, we're skeptical.

I'll hand it to them, though. They seem to be the only other truly ambitious thing out there in the MMO space other than CCP with EVE-Online. And Guild Wars already has my money on day one, no questions asked (preferably via Steam).
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Posted: Aug 12th 2010 5:00AM alinos said

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randomessa the issue is tho that while something may always be going on somewhere

whenever my charachter is on nothing might be going on and thats the issue its all well and good if they eventually reset but theres still the chance that i go through a insulated experience never encountering these types of events

and then because presumably there would be a positive to these events completion there would be groups with a purpose of just running through them all the time for the rewards

i could understand maybe an hour or 2 downtime but there suggesting some could be weeks or days which in a non instanced situation could mean alot of people miss out on experiencing them

ill be buying it anyways i really just want more solid information on how they'll work and if these types of issues have been accounted for in anyway
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Posted: Aug 11th 2010 4:53PM Randomessa said

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ugh, a farmer's field is overrun by *rabbits*, not farmers. Though maybe there's some inter-farmer squabble event I don't know about!

Posted: Aug 11th 2010 5:33PM samkash said

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haha, i would enjoy the quest of the farmer's field being over run by farmers. kill those farmers!
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Posted: Aug 11th 2010 6:46PM (Unverified) said

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heh, spinning tops of doom! Great story! Felicia Day tweeted the link to it. How shiny is that?!

Posted: Aug 11th 2010 7:04PM GusSin said

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When I watched the video I though 'Ok so, this game will have phasing like in WoW'. Like if you do a quest and change the game world in a certain way it stays changed for you but not for the players who hasn't done the quest. So you see different versions of the game world because you are at different phases.
But reading the comments here I am beginning to think that is not the case. Or is it?

Posted: Aug 11th 2010 7:16PM Doktor said

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It's kind of like that. There is a personal story in the game, which is the main storyline, you make decisions and thing happen etc. Then there are the Dynamic events (over 1500 of them). They take the place of quests. They happen, almost randomly, all throughout the world. All players on a server experience these dynamic events and the world is changed for everyone. If some centaurs take over a village that village is without merchants and other things that people might need so you can kill the centaurs and take back the village, with the other players at the same time! Also you can totally skip these dynamic events, it's your choice.
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Posted: Aug 11th 2010 7:38PM (Unverified) said

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So the events aren't singular occurrences that happen and are done -- they're toggle switches that have people battling on each side to switch it back to the other, but the entire world only sees it as one or the other at any given time?

That makes more sense than having the "phasing" as the other poster mentioned, but it also seems like a tired game mechanic that we've seen many times (such as in Warhammer). I haven't had any experience in this game other than back playing a bit in the original version years ago, but it sounds a lot like "capture points" and that doesn't sound so dynamic.
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Posted: Aug 11th 2010 8:03PM Eamil said

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Supposedly the idea is that a lot of possible "events" will interconnect. If there's a hostile fortress and there's a frontier village nearby, a force from the fortress might invade the village. Players in the area can pitch in to defend it. If they succeed and drive the enemy force off, the village is saved. If they fail, the village is taken over and becomes a base for the hostile force, which might then launch invasions from there to other nearby towns.

It's like "public quests" to the next level.
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Posted: Aug 11th 2010 8:36PM Randomessa said

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"So the events aren't singular occurrences that happen and are done -- they're toggle switches that have people battling on each side to switch it back to the other, but the entire world only sees it as one or the other at any given time?"

No, they are branching events that have multiple stages in either direction. Each branch has a pass/fail event, but there are multiple stages that can be passed or failed at any given time down the line.

Say you want to access a city populated by rat-people, but you have to earn their trust before they'll let you in. Turns out there are members of this race outside the city being kidnapped by a malevolent cult. Fight the cult to prevent the rat-people from being kidnapped, and if you win, you may be able to enter the city. Fail, and you *could* just stop there... or you could pursue the cultists to their lair, fight your way inside, kill their leader and rescue the rat-people, thereby gaining access to the city that way. You have multiple venues for completing, or failing, the events.

Again, source: http://wiki.guildwars2.com/wiki/Dynamic_events_system
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Posted: Aug 11th 2010 7:25PM Jade Effect said

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The hype meter just keeps building.

The word "manifesto" is pretty deep though. Blew me out of the water. For a moment, I had visions of Karl Marx waving The Communist Manifesto, arguing the end of capitalism by socialism.

Posted: Aug 11th 2010 7:35PM (Unverified) said

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I'm uncertain how they can deliver on certain aspects of this. For instance "when you rescue a village, it'll stay rescued". Well, that's great, but what will happen for players who have not rescued it? Will we all see everything in the game differently from each other? And if so, then why even have an MMO structure when it should just as well be a single player RPG? The big draw of an MMO is to share a world with people, right?

Posted: Aug 11th 2010 8:30PM Randomessa said

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If there are players who didn't rescue the village, the village is still rescued. It is rescued for everyone on the server. This does not mean that there is no longer any content in the area: there may then be an event where a nearby farm is overrun by rabbits, or bandits may be poisoning the water supply or *something*. Not everyone will get to see all content ever at all times, but there will always be something for people to do.

Like other posters have before me, I refer you to ArenaNet's blog that discusses these things in detail and also provides Q&A with follow-up questions about how this will be done.
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Posted: Aug 11th 2010 8:21PM (Unverified) said

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The Dynamic Events is a replacement for the regular quests you see in MMO's, and an evolution of the Public Quests you can see in WAR.
There are already 1500+ events in GW2, and they're like chains or branching trees of Public Quests, with varying triggers. Also, it's no phasing, it all happens in the persistent world, criscrossing eachother in areas making it a dynamic environment.

Example: from a centaur base, more and more bands of centaurs are being sent to invade a village. The villagers defend themselves, but if no players that are passing by in the area help them, they'll get overrun. If players assist, the attacks are deflected. A next step will be that an expedition is being sent towards the centaur base that you can help out.
If the players didn't succeed in chasing the centaurs away, the village will be destroyed. Then the centaurs will start turning the destroyed village into one of their bases. Are they allowed to do that unhindered, then after a while - hours, days - when their base is finished, they'll start sending out scouts and bands towards one of the other towns of the area, which after a long chain of such events could end up in the local human king being killed, his castle in ruins and the centaurs one of the dominant powers in the area. After a while though his son is appointed a new king and he starts rallying resistance to fight back the centaurs.
This event cycle could happen within a day or over the period of a few weeks, varying from event to event.

While that event is happening, other event chains are occurring simultaneously in the same area, like maybe a band of bandits that can roam freely since the centaurs have killed the king's patrols, etc etc.
On any given moment players are wandering throughout the area dealing with the state the area is in at that moment: maybe they're there just when a large assault is being launched at the centaur's main base, or they're there when the village is being attacked and they can help out, or they were wandering the area as adventurers only to be able to fight along the king and his men in their last stand.

This is in short how the several interviews and Q&A's described the dynamic events.


Posted: Aug 12th 2010 4:44AM alinos said

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im just concerned that these things will always be finished

like sure cool idea but if i walk through the entire game i may never actually encounter one of these things

because at the times ive moved through the area they've been in a stagnant state

sure its unlikely ill miss out on all of them but things like spawn times are probably tied to say midday on a tuesday or something

which is why i see a segment of instancing or phasing(i assume this is sorta only i can see it type thing) as more usefull in making me feel part of the world i mean what needs is there for me to go through if someone else has already saved the place
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Posted: Aug 11th 2010 9:09PM Durinthal said

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The dynamic events system is a big draw for me. Even just having a cycle longer than 24 hours would be a huge improvement in my opinion. I don't want phasing, I don't want instancing. I want everyone else to know that I was the savior of the town.

Uniqueness is a good thing; I don't want to save a princess only to have her respawn back in the same location ten minutes later to need rescuing by someone else (alternatively, why can't I go out and retrieve her again if she does manage to get kidnapped a second time? I already know how to get it done). Add unique rewards and ignore players that whine that they missed it because they were hunting in the other half of the world.

Posted: Aug 12th 2010 12:03AM cray said

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Just to clarify, Dynamic events are not timed. They start when it's triggered, whether by someone stumbling upon them or end result from another event branch.

Some events will not restart for a long time, until it's trigger has been activated. So its possible for an event to be a rare occasion.

Also need to keep in mind that not all 1500 Dynamic events are huge, they could be little things that people barely notice. In other words people will stumble upon them and set of a chain of events.

Sounds very innovative, I just hope it executes as well as ArenaNet hopes.
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Posted: Aug 11th 2010 9:11PM (Unverified) said

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GW2 will be innovative, but is playerbase huge enough for it to be revolutionary?
GW2 is stunning, with environmental weapons, dynamic quests, persistant worlds, world pvp, a very cool character cutomization including both lots of rp and cosemtic elements, their cross class combo system makes cooperative combat much more fun(cross class combo means that you can combine skills from different or the same class in many creative ways, yet to be discovered), personal story, no dedicated healers(all classes will have a dedicated healing slot for their healing skills, meaning you will be able to selfheal), their unique skillbar, and yeah, lots of more stuff...

GW2 will have a free open beta near the release, so you gotta try it out, no matter what type of gamer you are. ;)

Posted: Aug 13th 2010 3:09PM Valdamar said

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I think just the fact it's a triple-A (i.e. big commercial studio) western-made MMO with no subscription fee is going to give it a huge head start in subscriber terms - there's not many western MMOs of this calibre with no subscription.

I wouldn't be at all shocked if GW2 hits 1 million subscribers faster than WoW did - and depending whether they launch it globally that may not be the only one of WoW's records they break.
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Posted: Aug 12th 2010 3:42PM (Unverified) said

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Think of the event system as a quest with many chapters, even if you reach the last chapter of the event, eventually your village will get attacked again, if you want to see the other chapters allow the enemy to win and go down the chain to the first chapter.

Over 1500 events have been made so far and well over 2000 by the time the game is done and many of those are underwater events.

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