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Hey all, I've been reading up on probably the most interesting topic of GW2.
But I'm trying to wrap my head around it, and I've come up with some questions:
Paying Warhammer and Rift which I guess are like DE's in a way, I found that after the intial rush of the release I started to be unable to do any of the "DE's" because there was not any players around to do them.
Will GW2 be victim of the same? or do the DE's work in another way where it scales with the number of people participating in the event?
I didn't play any beta and I am still on the fence about buying, but GW2 is the most interesting MMO I've seen in quite a while and I feel I don't want to miss out since the release of an MMO always seems the best when everyone is on the same page and exploring new lands.
Comments
DE's scale with numbers. Most have NPCs helping out aswell, especially in the lower levels. Easily soloable. And unlike RIFT there are ALOT more DE's going on the map at any given time.
I've done the lvl 2-12 DEs surrounded by dozens of players in BWE1 and alone or with one or two others in later Stress Tests and they really do scale nicely. Even better I felt the number of people made the experiences subtly different but both enjoyable.
Unlike RIFT where the Invasions were sporadic group content that could interrupt your solo/quest experience, DEs in GW2 are the content for both solo and casual group play at all times.
The one thing to watch out for though - if you look on your Map and see a DE with I think a "Crossed Swords" symbol that means you are approaching an "Elite" mob/DE which really are designed for groups (although groups as small as 3 can be enough for the ones I've encountered).
Taking the starting human area by example, there are 17 Renown Hearts ("static" quest-like areas that are non-repeatable) and 58 Dynamic Events. This means that the amount of DEs in a zone is almost triple to the amount of hearts. Since you can't repeat hearts, the majority of your experience will come from participating in events, unlike the other MMORPGs you mentioned where the "dynamic" part was a very small portion of the experience, in Warhammer for example there were around 5 PQs in some zones, compared to hundreds of "regular" quests.
Mechanics that help solve the problem of numbers:
1. Events scale to the number of participants
2. Downscaling, higher level players can go back to experience events they've missed and they will be downscaled in level so the content is still relevant
3. Event branching, events have different victory conditions, one time you might win and experience the "storyline" of winning, some other time you might lose and see a completely different storyline. Unlike Warhammer, losing an event means there will be more events afterwards that depend on losing
Block the trolls, don't answer them, so we can remove the garbage from these forums
The problem with Rift and War was the Rifts and PQ's were an after thought and detracted from the overall goal of the game. The offered no meaningful reward for doing them and usually slowed your leveling process down.
In GW2 the DE's are the questing features, there are no hubs and there is no hand holding (if you choose). There is heart quests which are nothing but a guide to where you can go to do some DE's and they also act as a currency vendor and reward giver to give some guidance for the adventurer.
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Playing: GW2
Waiting on: TESO
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