Difference between revisions of "Dynamic event"

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* The event system is a feature that had its beginnings in the unreleased game, ''[[gw1:Guild Wars Utopia|Guild Wars: Utopia]]''.<ref>[http://www.onlinewelten.com/games/guild-wars-2/interviews/arenanet-im-interview-teil-2-4666/seite-6/ ArenaNet im Interview - Teil 2, english version], OnlineWelten</ref>
* The event system is a feature that had its beginnings in the unreleased campaign, ''[[gw1:Guild Wars Utopia|Guild Wars: Utopia]]''.<ref>[http://www.onlinewelten.com/games/guild-wars-2/interviews/arenanet-im-interview-teil-2-4666/seite-6/ ArenaNet im Interview - Teil 2, english version], OnlineWelten</ref>
==See also==
==See also==

Revision as of 22:10, 28 April 2012

2010 May DistantPumphouseFires.jpg

Dynamic events refer to any event that occurs in a persistent area as a result of players interacting with and exploring the world. They are called "dynamic" because there are multiple outcomes that also result in new events, creating a cascade effect. Once an event has triggered, it will develop whether or not a player attends it. Because of this, there is no real concept of failure or success – the result of any event will simply cause a change in the surrounding area. For example, if monsters are successful in raiding an area, they may become strong enough to occupy a fort, which could then be taken by players. [1]

Events are designed to replace traditional MMORPG quests - players are notified when there is a new event nearby rather than looking for an NPC with an exclamation mark over their head. Traditional quests have negative repercussions such as spawn camping and kill stealing. Guild Wars 2's dynamic events prevent these issues by promoting player cooperation by rewarding all players that participate in the event 100% of any experience gained without the need to form a party. To keep a consistent level of difficulty along with increased participation, an event will scale dynamically based on the number of active participants. Not all events require combat to complete.

The event system is built around regular events and unusual easter egg events. The intent is that at any one time, a player cannot know exactly what state the world is in and what one might see wandering around.

Event mechanics

Dynamic events are cyclical in nature and the events are generally chained together. Events do not necessarily follow a fixed schedule, and may only trigger if certain conditions are met - for example, if a snow storm strikes an area, or if night falls on a graveyard. Once an event has triggered, it will continue to progress whether or not players participate in that event. Although the cyclical nature of the system means that consequences are ultimately temporary, event results can persist for days, weeks, or even months until a player comes along and does something to progress the chain of events.[2] Each event has an NPC associated with it with whom the player can talk to learn more about the story and lore behind the event.[3]

Event participation

The foremost requirement of an event is being in the right place at the right time. Events can be discovered in a number of ways, such as exploring the world, conversing with non-player characters, and approaching the heart-shaped goal markers (Incomplete heart (map icon).png) provided by a scout. Whenever a player comes within range of a new event, a New Event Nearby notification appears on screen along with an event assistant entry on the right-hand side. In the cases where the event occurs above or below the player, for example up a mountain or while swimming, a marker is used to indicate an up or down direction. The player map is also updated with a variety of event-related markers for as long as a player is within the event's range. Should a player wander away from the event, any progress made is retained until the player returns to the event or the event concludes.

Event indicators

  • Text color:
    • Orange text indicates a dynamic event
    • Yellow text indicates a meta event
  • Brushstroke: An event is affecting the encompassed area.
  • Event shield (map icon).png An area or NPC must be protected from harm.
  • Event swords (map icon).png An issue that must be resolved by force.
  • Event boss (map icon).png A specific foe that must be vanquished.
  • Event star (map icon).png A service or assistance that needs to be provided.
  • Event collect (map icon).png A task involving collecting or gathering.
  • 20px An area that must be held or claimed.
  • Event cog (map icon).png An object that must be destroyed.

Event scaling

Events scale both up and down according to the number of players who are currently participating.

As more players actively participate in an event, the events themselves may scale upwards by: [4]

  • Increasing the number of monsters.
  • Increasing the level of the monsters.
  • Unlocking new abilities for the monsters to use.

Most events scale for up to 10 players; participation, not level, is the determinant for event scaling.[5][6] Special large group events, such as The Shatterer fight, scale for up to 100 players.[7]

Events can detect that players have not performed any actions relating to the event within a period of time and will scale down the event accordingly.

Elite Events

Separate from event scaling, Elite Events are different in complexity and/or difficulty from other events of the surrounding area. Elite Events are listed in the event assist as [Elite Event], and like other events are marked on the map and compass.

Event rewards

An event is completed with a 'gold-level' reward.

Once an event is completed, everyone who actively participated will receive rewards according to the level of individual participation. To maintain the emphasis on the event system rather than specific events, loot will never be included as a reward. Reward levels are divided into three groups of increasing reward: bronze, silver, and gold.

Rewards include:

Players are still rewarded even if they don't accomplish the win goal of an event, although not as well. For example, if players fail to stop centaurs from pillaging an outpost, they will still receive a reward for participating, so they don't feel as if they just wasted their time.[8] Failing an event gives about half of the reward they would get for succeeding the event at the same level of participation.

Event manipulation

In order to prevent griefing, ArenaNet has developed an array of methods to stop potential griefers from ruining the fun for players who actively participate in an event:

  • Events never encourage player conflict, and never have fail conditions that can be triggered by players.
  • The conditions that may seem to fail an event actually just trigger another series of events.
  • Higher-leveled players will be de-buffed in areas that are intended for lower leveled players. An example has been given of a level 20 player entering a level 5 area, having their level effectively reduced to 8, allowing them to replay or complete missed content in that particular area, without making it too easy.[9]


See also


  1. ^ Guild Wars 2: Changing How You Quest For Good - IGN
  2. ^ Dynamic Events in Guild Wars 2: Living in a Living World - TenTonHammer
  3. ^ Exclusive SDCC Interview with Colin Johanson – Part Two, NecroBator
  4. ^ Guild Wars 2 Intervju, in english, Guild Wars 2 Slovenija
  5. ^ Eric Flannum Answers More of Your Dynamic Event Questions - ArenaNet Blog
  6. ^ Guild Wars 2 Hands-on Review | Buffed.de GERMAN, Eric Flannum, forum post
  7. ^ Guild Wars 2 im Hands-on-Test: Studiobesuch bei Arenanet in Seattle, buffed.de
  8. ^ Colin Johanson Answers Your Dynamic Event Questions - ArenaNet Blog
  9. ^ Martin Kerstein forum post, Guild Wars 2 Guru
  10. ^ ArenaNet im Interview - Teil 2, english version, OnlineWelten