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The Adventurer’s Log!
That is to say, the ability in the UI to monitor events beyond the scope of just near to your character? As it stands, the only way to know whether they’re occurring or what stage they’re at is for there to be others in the area to announce them for those nearby. Integrating this into the UI may seem to discourage communication, but seeing as others are either announcing their occurrence or asking whether they’re occurring, it seems like they’re just filling a UI feature gap to me.
If nothing else, the announcer-type players would still continue to do their thing and helpful players would point to events going on for those interested, so it’s beneficial to communication either way.
~little bump~ The more I think about this, I think it could be a big positive. Dynamic events as they stand are still not that immediately understandable to new players. Being able to keep track of them to revisit them, however, might help them in much the same way as the renown hearts guide them to areas where events might occur.
Lurk in the API forums, and see of someone’s written an overlay for this.
Lurk in the API forums, and see of someone’s written an overlay for this.
Thanks for the advice, but I’m not looking for it, I’m just interested in what some of the players around here think about whether or not it would be a good feature to have in-game.
Actually I think the way it is now works best imho:
Players having to rely on each other to find events and learn how to play, get hints and such fosters the spirit of cooperation and community that is rare in other games. I’d hate to see features of the game that bring players together be eliminated.
Actually I think the way it is now works best imho:
Players having to rely on each other to find events and learn how to play, get hints and such fosters the spirit of cooperation and community that is rare in other games. I’d hate to see features of the game that bring players together be eliminated.
That’s something I was thinking about. I play in a lot of the dead times or dead areas though, hence this thought. Ideally, and I’ve see it pan out in more populated areas and experienced it early on, the world would play out like you say. Unfortunately, ideal situations don’t tend to last. If they decide to further expand the world, the spread of the playerbase across the world is only going to continue to thin out and concentrate in areas seeing new content added, thus this seems like a decent compromise.
Although, I have to admit, I’m coming at this from the perspective of my own suggestions, wherein the events would not be immediately visible and capable of being monitored until they were encountered.
I think all DEs need to be pointed on my map, when I enter the area.
I think all DEs need to be pointed on my map, when I enter the area.
Not exactly what I was thinking, but don’t you think that might be a little overwhelming to have all at once?
To have DEs too marked would lose the point of them, they’re supposed to be stories going on the world that you’re supposed to chance upon in your wanderings, and follow the chain, and accumulate players as you go. If they were marked, they would just be farmed like everything else. Calls in chat are sufficient to allow farmers to do their thing with the end bosses; to make the whole system marked would cheapen it immensely, IMHO.
To have DEs too marked would lose the point of them, they’re supposed to be stories going on the world that you’re supposed to chance upon in your wanderings, and follow the chain, and accumulate players as you go. If they were marked, they would just be farmed like everything else. Calls in chat are sufficient to allow farmers to do their thing with the end bosses; to make the whole system marked would cheapen it immensely, IMHO.
Absentee context through missing the start already cheapens it though. In my opinion, anyway.
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