If you really want to do a specific DE you're going to have to push it to that point, doing whatever that entails.
The events aren't random, the zombies will attack the fortress again at some point, but it's not so cut and dry. The events don't just start over on a timer, events are persistent and the outcome of an event then affects the world around you. If those zombies attack the fortress and succeed they'll push in and kill everything, fortify it, they'll keep moving out to conquer other areas of the map which spawns new events from that event. If YOU succeed in killing the zombies, the native wildlife will come back in, the zombies might retreat to nearby areas to plan a new attack, new events will spawn because of your success and you'll push along the branch in that direction just as you'd push along the branch in the other direction if the zombies took the fort.
I say branch because events aren't so black and white, success in an event might spawn a couple new events in the area, success of failure of those new events might spawn more events and so on until it reaches an end point in the branch. Failure from the same original event will spawn new events, and those spawn new events, etc. Then events can be affected by other events or other variables such as weather, time of day, etc. So events aren't one dimensional so you're really not going to know what's going on in the world at any given time, the world is far too dynamic to be predictable.
---------- Post added 2012-01-22 at 11:44 AM ----------
Very true in Warhammer's case in actual practice. Less so in Rift's, but there is still a lot of ridiculous grind they saddle the player with vis-a-vis familiar upgrade paths.
Yea, I can grind 100 rifts and walk away with raid gear or I can just raid? What's the point. Failure, imo.
PQs were flawed because they gave specific loot bags making people only do specific ones or even wanting ones to fail so they got the loot they wanted. They didn't scale at all, the loot roll system was horribly designed and made no sense at all, you could do all the work and end up with a green bag if you weren't the only one there. Three different difficulties ended up being a bad idea in conjunction with the fact that nothing scaled. People ignored tons of PQs and only did certain ones making 2 of 3 PQs in an area a wasteland.
Rifts were better designed in some ways, but there wasn't much variation at all. Every single one I did up to 25 had you kill 1 of 4 different elemental types. Either the Rift was made for a solo player, a small group, a full group, or a raid. That isn't scaling, that's just different difficulties and they seemingly spawned at random with no rhyme or reason. Now it's possible Rifts took into account who was in the area and spawned the appropriate Rift based on that criteria, but I can't be sure. Eventually Rifts became a giant distraction while leveling, especially when one spawned right on top of your quest objectives and it's meant for a group of players and well there's not exactly anyone around. There wasn't many people around in the first zone and when i got to the second zone I think I saw maybe 5 people in 3 levels? Hard to take down any Rifts when no one is playing. I'll take your word that Rifts became more useful and had consequences, but I couldn't be bothered to even get halfway to the level cap because I'm just so tired of that kind of MMO.
Keep politics out of these forums. Seriously, bringing politics into a discussion on the internet always ends in tears. -Edge
Last edited by Edge-; 2012-01-22 at 10:31 PM.
I saw that it was mentioned that gear was purely cosmetic, and that didn't appeal to that particular person.
This is not true. Gear has stats. However, gear progression that exists in WoW will not exist in Guild Wars 2, so, to a degree, gear won't matter.
In Rift, the Rifts were nearly static in their nature. One would spawn...perhaps even spawn on the area you were questing. You couldn't stop the Rift in its early stages and there was more incentive to avoid the Rift patrols that spawned and continue with your kill x quests than to do anything about it. World events were pretty fun, but smaller rifts while leveling were just an annoyance.
SWTOR offered voice acting...but that's it. Other than that the standard kill x for lootz was ever present and your choices made no difference other than giving you light side/dark side points (which really did nothing than make different looking gear available, change the color of your eyes, and make the NPC for that quest be scared or angry with you). Your choices really had no effect on the world.
I guess, to me at least, there is a lot of room for innovation if a company chooses to seek it out. Do I want to kill x droids, kill x welps, or kill x alligator people? Do I want to close Rifts or just do nothing knowing they will simply go away in an hour or so? Or do I want to help push back an invasion that can take me and other players weeks to accomplish and actually risk failing causing the problem to become worse and more widespread?
You see, their morals, their code...it's a bad joke, dropped at the first sign of trouble. They're only as good as the world allows them to be. I'll show you. When the chips are down, these...These "civilized" people...they'll eat each other. See, I'm not a monster. I'm just ahead of the curve
For "we could play the game already" counter to this, SWTOR looked wonderful and completely set to meet the goals during the beta. Then came release, and massive disappointment.
GW2 DEs are different in function and premise.
I personally don't really see DEs in GW2 in the same league as Rift/Warhammer/FF11. They are so different as motivators.
This is really the crux of most criticisms of forums. I respect you did not like the style of the above games. However, I don't think GW2 does anything 'better than' so much as 'different than' but we get a lot of fan enthusiasm nonsense in between all that....but I couldn't be bothered to even get halfway to the level cap because I'm just so tired of that kind of MMO.
There are many elements forums goers state about games which are not particularly thoughtful. Often coming down to, "I do not like pie" wrapped in incorrect terms of "broken" and "flawed".
Something to keep in mind as the MMO-C forums see a lot of "I do no like pie" sentiments followed by "Cake is boring!".
What happens when those zones are no longer occupied because of future expansions or loss of interest? Newer players will have to deal with them? Interesting but seems a bit.... unfair.
But I personally doubt this will be anywhere near a commonplace thing, seeing as there will be people leveling alts all the time, not to mention potential new players
Fod Sparta los wuth, ahrk okaaz gekenlok kruziik himdah, dinok fent kos rozol do daan wah jer do Samos. Ahrk haar do Heracles fent motaad, fah strunmah vonun fent yolein ko yol.
There is also the fact that DEs spawn chain DEs. Which means if a DE goes undefeated, it will spawn a new set of DEs that can spawn another set of DEs.
The difference is that DEs have consequence good or ill. That's a major separation from Rift/Warhammer DEs which were inconsequential (rift) or static (warhammer). That isn't to say DEs don't reset after a time in GW2. But it is to say the sequence of events that lead to one or the other is [as far as we know] a long & intricate process.
Last edited by Fencers; 2012-01-23 at 12:46 AM.
If this game is even half as successful as WoW was, then we can expect something very special and I, for one, am excited.
And on topic, hopefully, GW2 will be great. I'll certainly be happy if Arena.net injects some new life into the genre.
Last edited by Beavis; 2012-01-23 at 01:30 AM.
i would like to highlight this point for the next inevitable waypoint threadIf the fortress is overrun it will remain occupied by zombies until cleared, a valuable travel point will be lost, merchants and other NPC’s will be unavailable. My act of killing the zombies actually protected the fortress with the consequence of possibly losing the fortress when I failed the event.