Q:
(edited by Stigma.7869)
Q:
Not that i’m saying GW2 doesn’t deserve props for trying. I am impressed with the content thus far. However, does Anet plan on reworking/upgrading its current Dynamic Events in the next expansion?
(Notice I said expansion as I’m still willing to pay for this!)
The way Anet advertised the game pre-release made it seem like each scenario had like 2-3 branches outwards and then another 2-3 branches from that creating a rich event tree for each DE. But in reality it is only 1 possible scenario and then 2 branching off of it depending on pass or fail. This only gives a DE tree of 3 possible scenarios counting as the entire tree. I wished for them to expand this tree to at least 3 levels in depth if not at least 2 branches from the initial condition.
Right now a DE event roughly looks like this:
IF (condition) Then
’something happens
Else
’something else happens
Loop
This is single level and quickly becomes apparent at events where they made the restart timers too short like 60sec… or in Ruins of Orr where the same DE chain together all the time. So instead of like traditional MMOs where players went out to start quests/events, these events are on cruise control and offers the opposite effect of appearing dynamic – they appear repetitive and eventually boring after a couple days.
I wanted it to be more like:
for breadth…
RandomNumberGenerator()
Case 1
IF (bla bla bla)
’This happens
Else
’This happens
Case 2
IF (….)
Else…
…
…etc
or for depth…
IF (condition) Then
RandomNumberGenerator(condition)
Case 1
Case 2
….
Else
RandomNumberGenerator(condition)
Case n
Case n+1
….
If there was more breadth and more depth to each DE scenario tree, than it would at least give a better illusion of being “dynamic.” Some randomness here and there goes a long way to make the world appear bigger than it really is. Right now everyone is getting claustrophobic in terms of end game content.
(edited by Stigma.7869)
watch and then think again.
hey …nice vid…i had no idea…i just followed the dolyak till it was safe and got the escort reward without hanging around to see if it continued..very informative,thank you..
I have experienced event chains and they are interesting and fun. However…
Not all events are dynamic. They can be cyclical and repeat like clockwork, giving no sense of change in the world. While crafting in Wayfarer Hills I can set a watch to a boss and NPC escort event at one outpost. Craft, kill boss, back to crafting. This is not dynamic. Nothing appeared to cause this boss to spawn and killing him doesn’t alter anything when he’ll be back like clockwork. Similarly, the NPC makes routine trips to deliver his Mead. If you are spending any amount of time working in the town, the routine is obvious that your actions had no effect on the world.
To me, that is what needs addressing. I was expecting outcomes to matter. Additionally when players know where and when to pounce, as seen in a karma farming guide, it’s go-go tagging events. That said, bots, which generally works in a predetermined pattern, thrive in these conditions.
I wish I knew which events are like the ones in the vid. Instead of standing around for several minutes just for the same event to recycle
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