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Reader Comments (64)

Posted: May 19th 2011 4:21AM BGExorcist said

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"if there are no players, the enemy will take over and you'll have to get it back before you can actually do anything. That's why it feels more organic and breathing."

Hope its not as Rift's gimmick. Good thing they dont have monthly subs.

Posted: May 20th 2011 9:37PM Chapstarr said

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So many developers have claimed this before, Ill believe it when I see it.

Posted: May 21st 2011 11:33PM Marz said

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I remember something like this in Tabula Rasa. If you didn't repel the invasion on a fort then they would take it over and you couldn't trade or do missions there until you got it back.

Posted: May 23rd 2011 12:50AM StDraco said

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Ok, something a number of you are failing to understand. The Event System in GW2 replaces quests. They are the quests. So like quest hubs in other games, events are scattered all over the place. When you happen into one, you can choose to participate, along with everyone else. You all get credit for participating as long as you actually participate. When you and the other people around you complete the collective objective, you all receive a reward. In addition, the event then branches out to the next part of the event chain. Now, you can "fail" the event and everyone will still get rewarded (not as good a reward) and the event will move to a different part of the chain.

Example: You are on a road headed to a town when you see a guard rushing up to you asking for help. He says bandits are attacking a merchant caravan and asks for help. (He actually says it, you don't have to click on him) You go down the road and see the bandits attacking. You rush in to help. There are wounded guards who you can help, there are bandits looting and burning the wagons that you can stop and there are others taking the merchants. You start attacking, to drive them off. Then some more players come and start helping the guards and fight the bandits, all of a sudden more bandits come from the hills. Eventually you and everyone drives them off. Event is done and everyone gets a reward. Then one of the merchants chimes in and says his wife and daughter were taken and you see some of the bandits that were driven off running over the hills. You chase after them (Next part of the event starts.) You catch up to the bandits in a cave and find others who have been captured and so you start to free them. Several bandits come out and try to stop you, but you manage to free everyone. That part of the chain ends and you get a reward. Then the bandit leader comes out. He is tough but doesn't seem like he wants to protect his cave, but just wants to escape. You do your best, but he manages to flee. That event ends, you failed but you still get a reward, although not as good.

These kinds of things are happening all over the place and can be triggered by all sorts of different actions, including things that are outside of the players control like weather and seasons. They keep happening even when no one is around.

Now, as far as coming back in the middle of one or having to repeat the same one over and over, well first there are way points that you can teleport to that are safe spots away from the focus of events. You can teleport to them at any time (although you have to discover them first). Secondly, you shouldn't have to worry about your favorite town being overrun all the time because there should be enough people on at any given moment to keep it safe, and the chains shouldn't be that tightly timed. Additionally, ANet is aiming for non-linear chains, so just because you complete part A doesn't mean it immediately leads to B or that if you fail B you are back at A again.

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