The last several pages of posts have contained useful information and from this one major concern I continue to draw from is that regardless of the present released information and the few short videos on DE's in action we as a community should continue to keep a healthy level of criticism for this feature. I concede that my post was created to cause controversy, and for those that have had that same level of criticism for the topic itself--well it to some degree is warranted.
That aside, the DE's because of many factors have to really live up to that word, Dynamic; else potential problems from my perspective are myrid. There should be enough dynamism to the system that the exact same conditions do not always cause the same outcomes. My hope currently is that the system will--beyond having variability in the event system itself--allow a large degree of spill over (e.g., centures are left to defeat a village and centaurs now become a threat for the larger DE to the point where it wipes out the centaurs or let your imagination flow etc to the possibilities). The devs have hinted at this and time will bear out how well this translates to reality.
The last several pages of posts have contained useful information and from this one major concern I continue to draw from is that regardless of the present released information and the few short videos on DE's in action we as a community should continue to keep a healthy level of criticism for this feature. I concede that my post was created to cause controversy, and for those that have had that same level of criticism for the topic itself--well it to some degree is warranted.
That aside, the DE's because of many factors have to really live up to that word, Dynamic; else potential problems from my perspective are myrid. There should be enough dynamism to the system that the exact same conditions do not always cause the same outcomes. My hope currently is that the system will--beyond having variability in the event system itself--allow a large degree of spill over (e.g., centures are left to defeat a village and centaurs now become a threat for the larger DE to the point where it wipes out the centaurs or let your imagination flow etc to the possibilities). The devs have hinted at this and time will bear out how well this translates to reality.
Ahh ok that post seems a little clearer on what your critisms are. I agree, dynamic should be more than just roaming mobs. It should be cascading consequences wether you pass or fail the DE's. And I too agree that there always needs to be critisism. Fanboyism helps no one, and even hurts the community. But only time will tell how this turns out when we can actually beta test these features.
Originally posted by Gutrippa Left undealt with though, events and DE's will revert back to their starting points in a matter of days or as much a couple of weeks.
I believe ANet has said events will never "revert" themselves. If a group of dredge take over an outpost they will simply occupy that outpost until players do something about it.
Beyond that the Dredge will build up the defenses of the outpost and then potentially send out further raids on other nearby outposts.
From the GW2 homepage:
Where previous systems reset and start again and really don't change the world, dynamic events chain and cascade across a zone and leave persistent effects in the game world after the event has ended.
If, on the other hand, players fail to destroy the army, it will establish a fort in friendly player territory. From there, the dredge will send shipments of troops and supplies to the fort from the main base while building up walls, turrets, and siege engines to help defend it. Enemy dredge forces will then begin to move out from their newly established fort to attack friendly player locations in the area, sending snipers out into the hills, sending assault team forces to capture friendly player villages, and trying to smash down friendly fortifications with massive dredge walkers. All of these events continue to cascade out into further chains of events where cause and effect is directly related to the player's actions.
For example, if the players do not mobilize to stop the dredge snipers, they'll begin to shoot down all the villagers and merchants in nearby friendly villages. If they fail to stop the dredge assault teams from capturing a village, players will need to lead a force to help liberate the town and free the villagers. All of this content is derived from a single initial event - the dredge army marching through the map.
There are achievments in the game and some of them are based on killing 1,000 of mob type X. Most people will probably accumulate totals for these achievments just by following a normal progression of DEs until the cap, then going back to participate in DEs in zones where a given mob type may tend to be plentiful. However, some may take a more determined approach to earning their achievments.
There are some mobs that exist in the world that are not part of active DEs. These tend to get displaced by mobs associated with DEs, so you may not be able to find a particular pocket reliably. As others have pointed out, there isn't much reason to grind mobs not associated with DEs, when DEs offer their own additional rewards, but that option is there. (I'd point out that it's even possible that some otherwise "neutral state" mobs could provide a trigger for a DE, like maybe wiping out a native species in an area opening up an incursion by something else, or maybe awakening something that wishes to protect the endangered species, etc... Not all DE triggers will be obvious).
Mobs of all kinds offer opportunity for explorers. Not only do you never know when you might stuble upon a DE, or have your actions trigger a DE, but mobs accumulate bonus XP based on the amount of time it's been since the last time they were killed by a player. Exploring and hunting for rare DEs and rarely touched mobs in isolated areas of the world will be a worthwhile undertaking for the exploration loving hunter.
Comments
The last several pages of posts have contained useful information and from this one major concern I continue to draw from is that regardless of the present released information and the few short videos on DE's in action we as a community should continue to keep a healthy level of criticism for this feature. I concede that my post was created to cause controversy, and for those that have had that same level of criticism for the topic itself--well it to some degree is warranted.
That aside, the DE's because of many factors have to really live up to that word, Dynamic; else potential problems from my perspective are myrid. There should be enough dynamism to the system that the exact same conditions do not always cause the same outcomes. My hope currently is that the system will--beyond having variability in the event system itself--allow a large degree of spill over (e.g., centures are left to defeat a village and centaurs now become a threat for the larger DE to the point where it wipes out the centaurs or let your imagination flow etc to the possibilities). The devs have hinted at this and time will bear out how well this translates to reality.
Ahh ok that post seems a little clearer on what your critisms are. I agree, dynamic should be more than just roaming mobs. It should be cascading consequences wether you pass or fail the DE's. And I too agree that there always needs to be critisism. Fanboyism helps no one, and even hurts the community. But only time will tell how this turns out when we can actually beta test these features.
Beyond that the Dredge will build up the defenses of the outpost and then potentially send out further raids on other nearby outposts.
From the GW2 homepage:
I can't help but laugh by looking at the poll reasults lol. Just curious how many here played GW2 for 1 second or more?
Currently Playing: SSFIV AE, SFxTekken, SWTOR, WoW. Waiting for: GW2, Resident Evil 6.
There are achievments in the game and some of them are based on killing 1,000 of mob type X. Most people will probably accumulate totals for these achievments just by following a normal progression of DEs until the cap, then going back to participate in DEs in zones where a given mob type may tend to be plentiful. However, some may take a more determined approach to earning their achievments.
There are some mobs that exist in the world that are not part of active DEs. These tend to get displaced by mobs associated with DEs, so you may not be able to find a particular pocket reliably. As others have pointed out, there isn't much reason to grind mobs not associated with DEs, when DEs offer their own additional rewards, but that option is there. (I'd point out that it's even possible that some otherwise "neutral state" mobs could provide a trigger for a DE, like maybe wiping out a native species in an area opening up an incursion by something else, or maybe awakening something that wishes to protect the endangered species, etc... Not all DE triggers will be obvious).
Mobs of all kinds offer opportunity for explorers. Not only do you never know when you might stuble upon a DE, or have your actions trigger a DE, but mobs accumulate bonus XP based on the amount of time it's been since the last time they were killed by a player. Exploring and hunting for rare DEs and rarely touched mobs in isolated areas of the world will be a worthwhile undertaking for the exploration loving hunter.
Want to know more about GW2 and why there is so much buzz? Start here: Guild Wars 2 Mass Info for the Uninitiated
