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Permanence of Dynamic Events

Horatio_KaneHoratio_Kane Member Posts: 18

-I understand that Dynamic Events server other purposes, I'm just interested in this specifically-

One of the arguments I've heard for the tangibility of Dynamic Event outcomes is that something does happen if you fail, for example a town is detroyed or a vendor dies.

I'll use the example of an event I watched on a Youtube video, Ice Creatures attacking a village :

If you fail to defend it the village is destroyed and they go onto the next village.

But, for this system to be reusable you have to be able to reverse the effects so when you save the town the NPC's return (let's say they escaped) and the town is rebuilt (in an unrealistic timeframe).

Is that how it works?

If I clear out the village, does the town respawn do the exact same NPC's return?

Or do the events have any sort of lasting effect?

------

The reason I ask is because the issue I have had with all events in the past is that they are superficial and in the end pointless, beyond an intangible benefit to your character (no different to the Onxyia Head turn-in for Ogrimmar).

Even something as simple as having quests to rebuild the town (gather wood) etc. before they settle back in to there everyday lives would be enough for me. But, if the town automatically respawns I think it would be massively disappointing..

Could any of you provide any examples of reversing a failed Dynamic event?

 

 

 

 

I'm the Hero Arborea deserves, but not the one it needs right now.

Comments

  • Master10KMaster10K Member Posts: 3,065

    One thing that ArenaNet have said time and time again is that Dynamic Events never instill "permanent" changes to the game world, only "persistent" changes. I could explain it to you but ArenaNet devs have done it countless times before.

     

    http://www.youtube.com/watch?feature=player_detailpage&v=-dTpwF--4T4#t=671s

    http://www.youtube.com/watch?feature=player_detailpage&v=-dTpwF--4T4#t=1487s

    Here's a good example

     

    image

  • Horatio_KaneHoratio_Kane Member Posts: 18

    Originally posted by Master10K

    One thing that ArenaNet have said time and time again is that Dynamic Events never instill "permanent" changes to the game world, only "persistent" changes. I could explain it to you but ArenaNet devs have done it countless times before.

     

    http://www.youtube.com/watch?feature=player_detailpage&v=-dTpwF--4T4#t=671s

     

    As I expected, but what is the process of reverting the persistent changes? (If it's in that video I didn't watch it, I don't have sound and I can't read lips that well)

    I'm the Hero Arborea deserves, but not the one it needs right now.

  • IkedaIkeda Member RarePosts: 2,751

    Some items change back automatically and some revert through an anti-quest system if you will.

     

    i.e. Event 1, you kill something and change the area.  Eventually said creature respawns and normalizes back out.

    i.e. Event 2, mob attacks town.  Town sacked and everything burned down.  30 minutes later there is a push from NPCs to take the town back.  If you help, maybe it'll revert to town.  If no support, it'll stay burned down.  These changes, according to them, are reoccuring but different events have different 'cooldowns'.

  • Master10KMaster10K Member Posts: 3,065

    Originally posted by Horatio_Kane

    Originally posted by Master10K

    One thing that ArenaNet have said time and time again is that Dynamic Events never instill "permanent" changes to the game world, only "persistent" changes. I could explain it to you but ArenaNet devs have done it countless times before.

     

    http://www.youtube.com/watch?feature=player_detailpage&v=-dTpwF--4T4#t=671s

     

    As I expected, but what is the process of reverting the persistent changes? (If it's in that video I didn't watch it, I don't have sound and I can't read lips that well)

    Player actions will be what causes the majority of event chains to revert. If centuars go raid a town (event 1), players will have to liberate the town (event 2), and help the NPCs rebuild the town (event 3).

    image

  • Horatio_KaneHoratio_Kane Member Posts: 18

    Originally posted by Ikeda

    Some items change back automatically and some revert through an anti-quest system if you will.

     

    i.e. Event 1, you kill something and change the area.  Eventually said creature respawns and normalizes back out.

    i.e. Event 2, mob attacks town.  Town sacked and everything burned down.  30 minutes later there is a push from NPCs to take the town back.  If you help, maybe it'll revert to town.  If no support, it'll stay burned down.  These changes, according to them, are reoccuring but different events have different 'cooldowns'.

    In terms of building reconstruction is that done instantly upon completing the quest?

    I'm the Hero Arborea deserves, but not the one it needs right now.

  • Horatio_KaneHoratio_Kane Member Posts: 18

    Originally posted by Master10K

    Originally posted by Horatio_Kane


    Originally posted by Master10K

    One thing that ArenaNet have said time and time again is that Dynamic Events never instill "permanent" changes to the game world, only "persistent" changes. I could explain it to you but ArenaNet devs have done it countless times before.

     

    http://www.youtube.com/watch?feature=player_detailpage&v=-dTpwF--4T4#t=671s

     

    As I expected, but what is the process of reverting the persistent changes? (If it's in that video I didn't watch it, I don't have sound and I can't read lips that well)

    Player actions will be what causes the majority of event chains to revert. If centuars go raid a town (event 1), players will have to liberate the town (event 2), and help the NPCs rebuild the town (event 3).

    That sounds good then, as long as people actually have to take effort to rebuild the town and it not instantly regenerate upon destruction of the enemy forces.

    I'm the Hero Arborea deserves, but not the one it needs right now.

  • HomituHomitu Member UncommonPosts: 2,030

    Originally posted by Horatio_Kane

    Originally posted by Master10K


    Originally posted by Horatio_Kane


    Originally posted by Master10K

    One thing that ArenaNet have said time and time again is that Dynamic Events never instill "permanent" changes to the game world, only "persistent" changes. I could explain it to you but ArenaNet devs have done it countless times before.

    http://www.youtube.com/watch?feature=player_detailpage&v=-dTpwF--4T4#t=671s

    As I expected, but what is the process of reverting the persistent changes? (If it's in that video I didn't watch it, I don't have sound and I can't read lips that well)

    Player actions will be what causes the majority of event chains to revert. If centuars go raid a town (event 1), players will have to liberate the town (event 2), and help the NPCs rebuild the town (event 3).

    That sounds good then, as long as people actually have to take effort to rebuild the town and it not instantly regenerate upon destruction of the enemy forces.

    Pretty much every event will go through the logical processes in the cycle.  If you fail to defend a farmer's field from an infestation, you will then have to A) take it back, B) replant crops/water them, etc. (as the heart quest/waypoint becomes available again.) 


  • Originally posted by Ikeda

    Some items change back automatically and some revert through an anti-quest system if you will.

     

    i.e. Event 1, you kill something and change the area.  Eventually said creature respawns and normalizes back out.

    i.e. Event 2, mob attacks town.  Town sacked and everything burned down.  30 minutes later there is a push from NPCs to take the town back.  If you help, maybe it'll revert to town.  If no support, it'll stay burned down.  These changes, according to them, are reoccuring but different events have different 'cooldowns'.

    I think you can safely assume that any ''change" near a renown heart will revert fairly quickly.  Like in minutes.

     

    And things that are the equivalent of enemy NPC's taking ownership are have "anti-event" to change it back.

     

    Examples:

    - in the Norn area there are some DE assoicated with a Renown Heart that deal with a cave and some Dredge mole people.  At some point a DE will trigger where you escor t an NPC to blow up the tunnel.  This will actually cause a cave in that can trap people inside it. 

          I am unsure but I suspect this resets by itself rather quicklu

     

    -in Queensdale and beyond there are various places that waves of centaur will attempt to take a waypoing with a camp around it.  If they take it, it stays that way until a "counter" event by humans and PC takes it back.


  • Originally posted by Horatio_Kane

    Originally posted by Master10K


    Originally posted by Horatio_Kane


    Originally posted by Master10K

    One thing that ArenaNet have said time and time again is that Dynamic Events never instill "permanent" changes to the game world, only "persistent" changes. I could explain it to you but ArenaNet devs have done it countless times before.

     

    http://www.youtube.com/watch?feature=player_detailpage&v=-dTpwF--4T4#t=671s

     

    As I expected, but what is the process of reverting the persistent changes? (If it's in that video I didn't watch it, I don't have sound and I can't read lips that well)

    Player actions will be what causes the majority of event chains to revert. If centuars go raid a town (event 1), players will have to liberate the town (event 2), and help the NPCs rebuild the town (event 3).

    That sounds good then, as long as people actually have to take effort to rebuild the town and it not instantly regenerate upon destruction of the enemy forces.

    It of course depends on the events, but thins like gathering resources can be part of a subsequent event.  Once enough are gathered then the NPCs start doing some other action like building a house or repairing a cannon.  Often this has some signficance in the next stage.

     

    Some things do not have a rebuild stage, its merely the same camp and its just about who owns it.  Soem events are petty minor some are much more involved.  Its not always easy to tell or obvious which ones may become involved so you often need to attempt to help in each event just to find out.

  • RoybeRoybe Member UncommonPosts: 420

    Also remember, as far as the game is concerned, you can stay in the 'death' state (the step after fight to survive) indefinitely, while awaiting for someone to rez you.  The same is true for NPC's..they generally run away from the area...or await a rez.  They do not do a Johnny Jump Up on winning back an area, they will need a rez.


  • Originally posted by Roybe

    Also remember, as far as the game is concerned, you can stay in the 'death' state (the step after fight to survive) indefinitely, while awaiting for someone to rez you.  The same is true for NPC's..they generally run away from the area...or await a rez.  They do not do a Johnny Jump Up on winning back an area, they will need a rez.

    And vice versa, I had a Guard rez me during a 1V1 in WvW.

  • MercAngelMercAngel Member Posts: 204

    one thing with very little access to all the zones and most of the players in one or 2 zones for each race most DE did not fail

     

    there one one in the norn area where you had to stop waves of mobs from a mine from rebuilding a tower if you stoped them another event went off to follow 3 NPC into the mine and kill the boss.

    i think i saw the tower building one fail one time. and then about 10 mins latter and event went off to destory the tower and right after the tower was torn down the fist event went off to stop then from rebuliding it again.

     

    so this evetn was something like this

    event 1A1 stop tower fomr getting rebuild if you stop it trigger event 1A2 if you fail trigger event 1B1 at a latter time

    event 1A2 kill the boss no clue what happens if this files did not see it happen

    event 1B1 destory tower if you do destory tower trigger event 1A1 no clue here what happens if you file to destory the tower did not see this event fail.

     

    ao i think when the game goes live and more player move one to other zone's you will see more of the impact the DE have on the word as ther will be more that fail. also rember the DE will still go off if no one is around them.

    image

  • RoybeRoybe Member UncommonPosts: 420

    Originally posted by gestalt11

    Originally posted by Roybe

    Also remember, as far as the game is concerned, you can stay in the 'death' state (the step after fight to survive) indefinitely, while awaiting for someone to rez you.  The same is true for NPC's..they generally run away from the area...or await a rez.  They do not do a Johnny Jump Up on winning back an area, they will need a rez.

    And vice versa, I had a Guard rez me during a 1V1 in WvW.

    I'm shaking my head thinking...'Sometimes this game is just TO cool!' Lol!

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