I thought DEs were actually supposed to effect the game?
Dynamic Events = Timed and continuous, optional events.
I think alot of people are coming in and thinking that DEs were gonna really be world changing. Yes, sometimes you can’t use a waypoint, sometimes enemies will be in a camp, sometimes itll be allies, but that’s all its ever gonna be really. This ain’t Everquest and its Sleeper Dragon.
In Queensdale, some merchants will be unavailable depending on how certain DE’s paths have been through near the way to divinity’s reach place.
Dynamic =\=permanent
If you beat. Ack the centaur, they don’t all go join a hippy commune, they regroup and counter attack. If the sons of svanjer take a village you do t just write it off, you attack to take it back…
Not sure why you mistake dynamic for persistent as that was never the case, and Wouk be a silly idea as it would make content one run only which only a minority of players see.
I thought they were persistent because they said they would be in previews and interviews before the game came out.
And not every single event has to be permanent, but it would be cool if some were.
There is an extreme amount of people in some of the areas where the world effect DE’s are. Making them hard to fail. One however is in Mount Maelstrom or something like that where if you allow the destroyers to ravage a camp, then a powerful inquest Golem spawns near the volcano.
I’ve seen DEs fail. Like defending the Skritt king. We failed, he died.. but they had a new king five minutes later.
I think the problem is that the effects are too brief. They don’t need to be permanent, but should last longer than a few minutes.
I want to say they should last a few hours at least, but then they’d need more variety of events, rather than the same one over and over, so that there wouldn’t be huge lulls. I was hoping they’d use more procedural randomized content generation though, because yeah, scripting all that would be an enormous task.
DE’s do change the world for a while…but as mentioned ad nauseum at this point…we’re not seeing any of the fail conditions, because we’re not, well, failing any of the DE’s. the need to be buffed big time, and once the bugs are ironed out, should be good to go until xpac.
The changes are subtle, short and can overall be neglected. DEs simply don’t deliver. Make them better, please.
Dynamic Events only really make their impact in the end game areas, where the entire zones are DE’s. I agree the game tried to sell them as being a bit more long term but the fact of the matter is they haven’t been made hard enough, the scaling isn’t quite at the ratio yet where the more people involved actually makes it challenging enough in comparison to a less populated event. Harathi Hinterlands was one of the more noticeably easy DE areas where even on a fairly low-pop server we effectively owned all centaur camps at all times and this actually made questing not only boring but very time consuming as there was almost no enemy presence on the map.
In contrast to dungeons, particularly Explore mode which can be punishing to the point of frustrating, I feel that nearly all Dynamic Events are too forgiving, and simply scale in size and time to complete rather than difficulty. Yes it’s super cool to fight off nearly 30-40 centaur while defending a supply bull, but when the NPC dies you simply revive them and carry on, make the challenge almost non-existent. There needs to be more consequence for failure so players are driven to work together rather than driven by XP boost.
I second the idea that there should be a longer amount of time between events. that’s bound to frustrate players, but they’d definitely seem more “world changing” that way. how on earth does a village get repaired immediately after it was ransacked? perhaps the survivors could even build a small camp outside the village where they would regroup and collect their bearings for about an hour, and then go and attempt to restore their home.
perhaps there should be short, quick events, like most of the ones we have now, medium time events that seem more world-changing, and of course, the world events where the biggest bosses show up.
Really curious to see someone from ANet answering this! I think that DE are just fine, but also was expecting some long term consequences!
They were probably a little over-cautious regarding the consequences of failed dynamic events. They were scared extreme outcomes might alienate a lot of the player base, which was understandable, but probably overcautious.
You can see it in the way the Straits of Devastation were designed. You have this perpetual invasion scenario playing out, yet there seem to be troops of the mainland and further inland, regardless of the outcomes of the previous scenarios.
What should feel like a perpetual war, thus feels more like a permanent repetition of the same 3 DEs. I can’t really blame them for this attitude, but I do wish they’d been more daring.
That, and the fact that DE seem to repeat in a roughly 10 minute cycle really reduce their meaningfulness.
One thing I noticed during the public betas was that everyone was saying the events were restarting quickly so they could be tested more thoroughly. Imagine my surprise when late tests and head-start weekend showed me that the timing hadn’t changed.
One particularly glaring example is Kol the Giant. Kol takes 10+ minutes to down, even with a large number of people. His attacks are simple and repetitive, and once you get a feel for his tells they are easy to avoid. Stomp stomp punch, roar, mega-stomp, roar, repeat. After killing him, there’s a pretty cool DE chain that leads up to razing the centaur camps. Kol is a great starter for it because it gathers a huge number of people for the subsequent ooze and centaur-slaughtering. It’s all pretty cleverly done.
Every time I’ve done it though, I’ve seen people starting to ask for help bringing down Kol while I’m still killing Centaurs in the event Kol started. Spend a couple of hours on that map and you’ll see at least 10 “Bring down Kol” events. Completely kills any sense of achievement.