Some games with exponential stat inflation don't have the same issue as Warcraft's inflation. Blizz also have 7+ years of rampant growth in the item budgets.
Last edited by Fencers; 2012-01-22 at 07:08 PM.
This is the first time I say this, but at all the information I've read about GW2 I think it's the only mmo out there that will give wow a challange. Looks so amazing and looking at how good GW1 was I'd say we got a bright future ahead of us.
It really becomes frustrating to have to answer the same questions over and over, especially when we have a sticky on the forum. Even worse are the same misconceptions that must be corrected time and time again.
YES, gear does have stats, it caps out at 80 and beyond that you will focus on differentiating your character through gear modifiers/traits/weapons/skills/player skill.
Dynamic Events only hold a similarity to PQs or Rifts at the very basic level. PQs were entirely static with hard locked difficulty levels, a poor loot roll system, didn't scale, and reset right as you finished it. Rifts had static spawn points in the world that spawned randomly, it didn't scale, you had about 4 different Rift types that just changed the look of the Rift and the enemies that came from it.
Dynamic Events however scale based on the amount of people taking part, scale back down if people stop participating, the more people who are there gives bosses new attacks to help defeat more players, more enemies will spawn so that it's always a challenge based on the amount of people taking part. DEs don't just sit there and respawn, if you complete part of an event it will spawn a new event in that chain relevant to the event you just finished. Here's an example:
Say there’s a Dredge army making their way out of their base. You could possibly get together with people and defeat the Dredge allowing you to push into their base, defeat their commander, rescue captured soldiers, and then even defend the base against rallying Dredge who try to retake it.
Now let’s say you either ignore or fail to kill the Dredge army, that army will then create a base in friendly territory, they’ll build walls, create siege weaponry for defense, etc. They’ll then send out bands of Dredge to sack nearby towns, they might send out a sniper to the nearby hills to kill merchants. Now it’s your job to defeat them, destroy their new base, liberate any taken towns, and even then push back to their original stronghold. This all stems from ONE single event, the Dredge army marching from their base and there are 1,600 of these events currently, all hand scripted.
On top of all of this ArenaNet has said things aren't going to just respawn 5 minutes later, events can take hours, days, weeks, and even months to be back in the same exact way you may have seen it originally. Also, this has to take into account player interaction, if no player does anything the enemy will still move on and conquer the world whether you're there or not. Events also affect other events like a chain reaction, some events can have zone wide consequences, some are triggered through player interaction with an NPC or an object in the world, weather systems, day & night cycles, etc. Nor does this take into account the different experiences you'll have playing with different profession combos making even those experiences unique due to profession synergy.
The world is ALWAYS changing, you're never going to login and know exactly what state the world is in. If players don't intervene, enemies will conquer the world and it will stay conquered for as long as it takes until players take it back. So if centaurs have taken over a fortress and it's been 2 weeks since that happened, if no players have taken it back then it's not going anywhere. During that time the centaurs won't just sit there, they'll spread out to take over other parts of the zone, they'll kill merchants, npcs, etc. They won't sit still and wait for you to come kill them.
- You can't farm a dynamic event unless you wait until they respawn; you might be waiting for a long time
- Can't say anything for Rift but Warhammer's PQs are not the same thing, it failed in practice because of the reliance on the holy trinity, you needed a tank and/or healer to complete the final stages. Also if you failed the event and just left out of frustration there are no consequences to your actions, losing the town to a hoard of zombies for example, the event will eventually just reset and start at stage 1 again.
Does anyone know how exactly the game decides how many players are "participating" in the event? Is it just anyone who is within the area? If everyone leaves the area, are the enemies instantly downgraded so the remaining person/people can successfully complete the objective?
It certainly sounds like a neat system, but I can definitely see it running into problems when I want to log in to maybe do a specific thing in a specific area and find out I can't because of world events.
EDIT: Also, will the events themselves be random, or will it run into a situation where these zombies are always attacking this fortress, or a small list of situations where it cycles through?
furthermore events have positive and negative consequences. It's not like a quest. When you fail, you won't be allowed to try it again at this moment. Other events will start and take you through the map.
e.g: the enemy has taken a village, because you weren't able to stop the invaders in time. So the enemy builds up his troups, creates defences and sends out snipers to kill friendly NPCs in the surrounding area.
new events kick in:
-) you will have to stop the snipers
-) you will have to destroy the enemies supply lines
-) you will have to free some imprisoned allies
-) do a certain amount of damage to the specific enemies
-) resurrect allies
-) support your friends
it can't be griefed:
-) if you come by and play bad --> you won't do enough damage to make the event scale up
-) if you come by and play really bad (but do damage) --> you will die from enemy attacks --> death players don't count as participating
You won't have to do certain events, events don't have this specific reward. They give you karma, experience and gold as reward. With karma you can then buy your rewards from certain vendors.
those vendors are often in critical locations. Like villages which can be overrun by eventchains. So if you fail in the event, the vendor gets killed and there is no other way to get your reward from this guy.
Last edited by Maarius; 2012-01-22 at 07:37 PM.
PQs in Warhammer had the intention of being gathering points leading to PVP. As PVE was threadbare and not the focus it allowed Mythic to set distinct gear thresholds as reward between PVP lakes.
Rifts are also not a sole means of questing. Trion specifically want players to not spend much time leveling as the bulk of content is intended for level 50s- where open world DEs and rifts do matter [& are significant]. Having rifts open during the leveling experience was more of a way to situate players with the concept and provide even quicker xp gains- xp vials and boost are the standard now in Rift. You are expressly not meant to wallow as a level 23 in Rift.
GW2 uses their DEs as a questing scheme but that was not the intention of the above two mention games.