Talk:Dynamic event/Archive 2

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Event titles

OK, I'll be the first to admit it: I hate the long titles that the articles are displaying for each event. Does anyone have any ideas to do....something about it? (Xu Davella 11:59, 9 February 2011 (UTC))

Maybe it is a problem for you, but not necessarily for anyone else. I like that event names are informative, so you know what to do in order to accomplish the event. 91.83.121.233 12:07, 9 February 2011 (UTC)
As I elaborated in a previous comment about these titles; the reason why they are long as they are is because they reflect the player's state of mind when they stumble onto the event. Charr are attacking the Ebon Vanguard troops, who are going to need help protecting a caravan, for instance. That would be "concisely" named by a hero as: Protect caravan of the Ebon Vanguard against the charr attacks. A hero would not stand there for 5 minutes and think of a short name to encompass the ordeal; "Protect the caravan!" To understand the titles, you need to place yourself into your average hero. - Infinite - talk 12:57, 9 February 2011 (UTC)
I understand perfectly that we cannot shorten titles, that would be heading in the opposite direction to improving the state of the articles. And that's simply because we'd be renaming the article to something only people on the wiki would be familiar with. I was meaning more along the lines of having all events of one particular area merged into one article. As much as I would love to type a massive title into the search engine; flipping back and fourth from the game to make sure that I've got every word spelt and positioned correctly, I would find an amalgamation a lot easier. That way, if someone does type in that long event chain, then a whole list of other events will be available for them there as well. (Xu Davella 11:59, 10 February 2011 (UTC))
I mean, there's also got to be a way that we can link events that chain together more fluidly than an unoriginal "see also" blurb at the bottom of the article. (Xu Davella 12:04, 10 February 2011 (UTC))
"Events in Shaemoor", "Events in Blazeridge Steppe", etc. would be fine, wouldn't it? - Infinite - talk 23:39, 10 February 2011 (UTC)
Discussion also here. Aqua (T|C) 23:46, 10 February 2011 (UTC)

Small taste of this via Terraria

So, while watching terraria videos and playing the game, I noticed how Terraria gives a small sense of how the event system works in Gw2, people who understand Terraria will get my point instantly, but let me break it down for you guys... Terraria is an indie game which currently costs $10 on Steam. There are random events that occur in the world of Terraria which affect the game such as meteorites hitting the land (causing an explosion and debris of minerals), goblin armies which raid the world and wreak havoc where they want to, blood moons which increase spawn rate of enemies, and bosses which you summon yourself through special items. In addition, there are several npc's which live in houses that you build when certain living conditions are met and these npc's can be killed giving the world a more dynamic feel. the world is changing constantly in Terraria but not as much as it would be in guild wars. It gives a small taste of what the Event system in gw2 COULD be. Also, really look into the game, its fun AND addicting! --Eclipse143 04:48, 30 May 2011 (UTC)

And you based all of this on incomplete information, minor demos and a giant sense of Terraria-bias. This is not actually related to GW2 as you make it appear to be. - Infinite - talk 23:58, 30 May 2011 (UTC)
Skyrim is going to have dynamic events too; that doesn't mean it needs to be discussed here... Aqua (T|C) 00:23, 31 May 2011 (UTC)
While I don't condone the whole advertising for another game on this wiki, I think Eclipse makes a valid point: for those people with no clue how a dynamic event works you should do some research and possibly checking on the events other games offer while we continue to wait for GW2 is not a bad idea. I myself have run across a few and actually participating in one gives you a much more focused idea of how the GW2 ones will work. Nay the One and Only User Nay the One and Only SIG.jpg 10:12, 31 May 2011 (UTC)
Various games use random events. I'd rather compare Terraria to RuneScape than Guild Wars 2.
As for Skyrim, that is a single player game, whereas GW2 is a persistent MMORPG.Mediggo 11:05, 24 August 2011 (UTC)

So... who thinks people are just going to farm events?

Maybe this is a bit cynical but knowing guild wars it seems almost inevitable that players will figure out some reproducable chains that trigger an event, farm it, and flame anyone who tries to do whatever they want to do as they're wrecking their farming. Greep 19:26, 12 June 2011 (UTC)

Unless there's a specific chain which has a ridiculous pay to effort ratio AND involves the forcing of an event failure, I don't see the second part, at least happening. Do keep in mind that event awards, like every other action, rewards every participant fully dependent on their contribution. Also remember that said rewards of events are, for the most part, generic rewards, so people would benefit more from maintaining the "success" result for the specific "rewards" like special merchants and the like. That said, though, people will still farm where they can, being ingrained in the MMO mindset, but I hope these event chains are being made intelligently enough that a "wait-less" infinite loop can not be created. Using the oft-used centaur raiding example: if you drive out the centaurs from the town and only have to wait a short time (read: less than a few real time hours) with no one attacking their garrison to "reset" the attack to very quickly reap the rewards of the success of that event again, then yes, we'd have such an example. It would also be bad for lore reasons, since it would take more than a couple days for centaurs to regroup and mount another attack. So hopefully between lore and how these event chains play out, it will be extremely difficult to find such loopholes, and people will be driven to find out different events for feeding their karma and coin purses. -Yossitaru 21:46, 12 June 2011 (UTC)

Regarding move

I agree with the move proposal. Simple and easy to find. - Aios Wanna talk? 18:28, 1 July 2011 (UTC)

That's why there's redirects. Go from short-names to proper names. Like how Underwater goes to Underwater mode. I disapprove of the move, the target page is already a redirect to here ~~ User Kiomadoushi sig.png Kiomadoushi 18:30, 1 July 2011 (UTC)
But there's no need for "system" and no need for the pluralization. It's over-naming. Plus, the redirects are limited - you have event, events, "event system", dynamic event, "dynamic Events", and "dyanmic Event". If one knew that system was involved, but didn't know it's all lowercased and that event is plural (which is a very weird convention for wiki articles, as we try to singularize every single article unless specifically plural like Sons of Svanir), then you'll end up searching for "Dynamic Event System", "Dynamic Events System", "Dynamic event system" or so forth, getting nothing. Underwater mode is a different situation than this - one documents a form of content, the other documents a form of gameplay. Not only that, but "Underwater" could have more meanings than "dynamic event" does. This name is unnecessarily long.
That, and most articles are linking to redirects for one reason or another, proving that the other names are far more reasonable than this. Konig/talk 19:07, 1 July 2011 (UTC)
I agree with move. --MushaUser Musha Sigc.png 22:45, 1 July 2011 (UTC)
Just 'event' IMO for the fact it is easier to say, is used like the similarly short 'quest' and that it sounds less like we're an arm of the ArenaNet marketing machine. -- aspectacle User Aspectacle.png 23:10, 1 July 2011 (UTC)
I agree with move. Dynamic event. --Moto Saxon 20:34, 6 July 2011 (UTC)
Event works for me, as that is more flexible of use on articles. Konig/talk 21:03, 6 July 2011 (UTC)
I agree aswell, the name is easier, and people will probably search it that way anyway IrishNation 19:30, 11 July 2011 (UTC)

6th event typo? (should be merchant in Bettletun not Divinity)

IMO there seems to be a minor typo, but maybe im missing something, just putting this out there so people can decide if it is or not, it says the beer merchant is unlocked in Divinity's Reach when they escorted him/her to bettletun and protected him, so why would he be avaible in Divinity's Reach if they just escorted him away from there to Bettletun

text, with what i think is happening in parenthesis:

Another example is of event clashing, or multiple event chains in one location. The example has been given of a player escorting a beer merchant from Divinity's Reach to Shire of Beetletun; when the destination is reached (so they are in Beetletun), the player notices centaurs attacking the city (Beetletun), whilst players trying to defend it. The escort player can then join in the fight, protecting the merchant. Completion of the success goal unlocks the beer merchant in Divinity's Reach (if they protected the merchant in Beetletun, why would the merchant appear in Divinity's Reach?) to all players, and the merchant may be shown differently - in a stand, in a shop or a building, and repels the attacking centaurs.

thanks, Joe IrishNation 19:24, 11 July 2011 (UTC)

We could probably remove or reduce the example section. I don't know where the example was sourced, but I agree that is doesn't make a lot of sense for a successfully escorted NPC to show up to sell things where they were escorted from. -- aspectacle User Aspectacle.png 00:08, 12 July 2011 (UTC)
I think we should get rid of that example due to it hurting our brains.--Icyyy Blue User IcyyyBlue Elementalist Blue.png 00:30, 12 July 2011 (UTC)
I'm definitely giving that whole example section the side-eye. There is a definite use for event examples, but I don't find those useful to the article. In the future, when we have more information, event types, like 'defense' (defend the quaggan pastkeeper), 'combat' (kill the drake broodmother), 'assist' (extinguish the fires), 'elite' (liberate Ascalon settlement from the centaurs), may be a small but representative sample, but until then, I consider that section a bit outdated. Redshift 19:57, 12 July 2011 (UTC)
So remove them?--Icyyy Blue User IcyyyBlue Elementalist Blue.png 21:09, 12 July 2011 (UTC)
Removed. In closer reading, I don't think it's a stretch to say that at this point they were highly speculative and unsourced. We won't have any shortage of real examples to use, and can repopulate/rebuild that section as necessary. Redshift 21:31, 12 July 2011 (UTC)
In defense of the examples :) -> many of them date to 2007 - 2009 where our only understanding of the events came from interviews and the examples they gave us were a huge part of that information. At the time they did add something to the article, however with the demo and real events and their different types now apparent the section has certainly become redundant. -- aspectacle User Aspectacle.png 23:28, 12 July 2011 (UTC)
Certainly understood :). To clarify, I think they had served their purpose, and worked within the limits of what information was available, but in comparison to the information we have now I in finer detail feel that their speculation bordered on undermining an accurate portrayal of events in game. Instead of turning into pigs hunting truffles, we have snow leopards. Instead of dragons on a town, we have... well.. big chickens. And so on. So with that, farewell to them for their service. Redshift 23:51, 12 July 2011 (UTC)

Event Scaling

An idea popped in my head today about the event scaling. I can see it as a potential annoyance from the perspective of let's say you are soloing an event/boss or even doing it with you're friends/guild. Let's also say you and your friends/guild are quite good (we'll call it "quite good" cuz I hate the term leet) and doing well in the battle. Then let's say halfway thru the battle 2-3 people who are far less good players but perhaps lvl'd up quickly to your level withouth gaining the practical experience and are running ineffective skill bars show up. The event looks at those new players' level and scales the event to make it harder for the new people that showed up making the entire battle harder and causing you to fail thanks to the scaling and new people (don't like the word noobs) that showed up. Really what you wanted was for everyone to stay away and let you and your friends/guild fight the battle that you were doing already well at and that now you failed. (Usaf1a8xx 17:58, 22 July 2011 (UTC))

Knowing ArenaNet; event scaling will never make a battle impossibly hard for casual players, so your "quite good/experienced" friends should be perfectly fine. :) - Infinite - talk 18:15, 22 July 2011 (UTC)
Well, first of all, from what I know, the events scale from the amount of players, not from the amount of levels. Also, with the weapon skill system, they've stated that it's actually hard to make a really bad build. I'd also think that they'll keep the overall difficulty down on the Events just for that reason, and have the hard stuff in Dungeons. Furthermore, as said already on this wiki page, most events scale only up to 10 players, and after that it'll be pretty much what's called a "roflstomp". And if that's not enough, you'll also get rewarded for the completion of the event even if you "lose" the event, just not as greatly. So, overall, I don't think it'll be a problem, they've been saying a lot about how the PvE is about the cooperation of the players, not competing against them. If something like this would become a problem, it'd be quite a blow against that sentiment.--Tuomir 18:19, 22 July 2011 (UTC)
I wonder if the event scaling only takes place if a person is participating, i.e. if sumone was AFK somewhere that an event happens and the event happened with them AFK, if the game system would recognize that or would scale anyway for the AFK person. (Usaf1a8xx 20:36, 22 July 2011 (UTC))
That has been confirmed; AFK players do not affect event scaling. - Infinite - talk 20:38, 22 July 2011 (UTC)
Word (Usaf1a8xx 20:58, 22 July 2011 (UTC))
From what I recall, levels scale to events not the other way around. And as said, only participating folks affect the scaling. So there shouldn't be an issue in this scenario. Konig/talk 22:28, 22 July 2011 (UTC)
I've noticed there are events where say for example the event Help Ploint collect raptor eggs for his experiment, if one player needs to collect 9 eggs to complete the event, suddenly, another player walks in within the circle of event, the nuber of eggs to pass to Ploint increased even the another player didn't participate to collect raptor eggs. This is kinda frustrating! Paladinofmm 01:33, 25 October 2012 (UTC)

Elite Event

Proposal for an Elite Event category to be added in addition to the normal Event category as I've just added to Defeat Tequatl the Sunless. If it's too redundant to have both and to just have Elite Event as a subcat of Event, then we can opt for that, but I do think that we should at least have it as a category. (If not extant already.) Redshift 12:51, 21 August 2011 (UTC)

I agree with that. The preceding unsigned comment was added by OneLegend (talk • contribs) at 08:42, 16 July 2012 (UTC).

Possible number of events (rounded ofc)

According to the GWI interview with Ree, she states there are 1,500 events in GW2. Take it as you will. Link. Konig/talk 19:30, 12 January 2012 (UTC)

How to document them

Even in the Beta there were at least 50+ different dynamic events in the game that I personally came across, and I am sure I missed over 70% of them. In the final version of the game there are going to be thousands of them... so how shall we organize them? I think they should be split up between regions and then split further into zones, and each dynamic event page having a brief walkthough, a map, and the rewards for the event. At the moment they are all just getting lumped into the event category, and there are many that are still missing from it. I'll add them when I get around to it since my screenies with the event titles are at home. So after a while it's going to be a nightmare trying to orgazinse all the events. Any ideas? --Lania User Lania Elderfire pinkribbon.jpg17:36, 02 May 2012 (UTC)

Too many events can cross over multiple "areas" (e.g., Village of Shaemoor), but there are too many events to list on "zone" pages (e.g., Queensdale). My suggestion would be to do what we do for hearts - create pages such as [[List of events in Queensdale]]. On individual event pages, denote the "area(s)" covered as well as which "zone" it is, which event(s) lead to it, and which event(s) it creates - usually it'll create 1 event on failure, and 1 event on success (unless they're at the end of event chains), similarly they can be caused by a single event's failure or a single event's success. Occasionally, from what I noted, there are events which can cause multiple events to exist, or require multiple events to be completed (e.g., the event prior to the Shadow Behemoth's showing during Secrets in the Swamp requires three events to be completed). And of course there are some events that cannot be failed (such as every event in Secrets in the Swamp meta event). Then of course also include walkthroughs, maps, the six rewards (success/failure and gold/silver/bronze), NPCs involved, how they're triggered, dialogue, etc. just as we would any quest, heart, or personal story.
In regards to category, I suggest zone category sub-categories - e.g., [[Category:Queensdale events]]. This example would be categorized under Category:Queensdale and Category:Events. Konig/talk 18:28, 2 May 2012 (UTC)
I agree with the categorization by zone, and there's a similar argument on the category:events talk page. It should average to about 62 events per zone, which is pretty manageable. I'll get to work on it tomorrow. Manifold User Manifold Neptune.jpg 04:20, 19 May 2012 (UTC)

Gold/Silver/Bronze Rewards.

I noticed that event pages were listing rewards for one or two or three levels of participation, but some didn't list all of them. It seemed odd to me because I didn't think that AN had the time to decide (in a non-formula way) what each level ought to get, so I decided to put some Math to work to figure out how these levels were correlated:

Gold = 100% reward Silver = 85% reward Bronze = 75% reward

From this, we can determine all of the rewards with only 1 level recorded.

However, it was my impression that events gave larger rewards to people of higher levels, to make going back to a starting area more appealing. I found a number of people arguing about what rewards they received on individual pages, both during the same beta period. I think that reward should be listed here as a Level/Participation list so that the Y rows are per level and across the X columns are 3 sections: gold, silver, bronze, each split into sub sections listing karma, coin and exp reward.

--24.209.222.75 16:17, 29 July 2012 (UTC)

Rewards do seem to be dependent on player level, so it's not really any use recording them in the way we do right now. Let's please discuss it at the Template talk:Event reward table since that's where we need to find a solution for displaying these stats --Zerebruin 16:20, 21 September 2012 (UTC)
Rewards scale by the event level, except if your character is more than 30 levels above the event level, in which case the effective event level for calculating rewards is set to 30 levels below your level. —Dr Ishmael User Dr ishmael Diablo the chicken.png 16:23, 21 September 2012 (UTC)

Formulae

I did some research and put it in the wiki. The math functions seem to be broken on this wiki, didn't know what to do, but left it in there. It's been tested for events up to level 34. Gold also seems to follow a pretty strict pattern but I didn't check it properly. I'll go back and do some more math later. 99.23.27.137 23:20, 11 September 2012 (UTC)

Rewards Formula

Why is that karma-formula so difficult? its much easier if i dont get it wrong. --192.168.104.82 13:07, 20 September 2012 (UTC)

It is what it is. I haven't taken math since high school. I'm sure there's a way to simplify it, so if you know it please do so ^_^ There is a simpler function I also wrote down there. If the event level - 1 is divisble by 4 then you take one off the karma. So if it's a level 5 event (5-1 = 4. 4 is divisible by 4.) the karma by that function is reduced by one.
Maybe I should make that loose formula more accessible? It is: Rounded(4.5*n)+18, where n = event level (and as stated before, karma is reduced by one if n-1 is divisible by 4) it's in the text already, but maybe it should be bold or something?
After some more thought I've decided to start compiling a table for the events. I'm trying to use data from wiki pages that were edited after September 10-20th. It's not very scientific, but the majority of answers seem to follow a trend. Especially for karma and coin. It's easily copy pastable into a new google doc so you can do formulas to see the difference between the levels etc. If you could help me fill this out, it would be appreciated. Green = confirmed by most wiki articles recently written. the rest is still theory. Warning: long table ahead! --99.23.26.187 21:19, 24 September 2012 (UTC)
Great, seems to work fine. Just finished some level 23 events with my lv 74 character. According to the note of Dr. Ishmael (more than 30 levels above event level = player level - 30 levels) I played the events at level 44 rewards, which fits perfectly. Looks like we can calculate event rewards reliably (pending confirmation on all levels) now. So how do we automate this for the rewards box? Can we just take the level from the event infobox and put it into the formula? That would be great! --Zerebruin 22:21, 24 September 2012 (UTC)
I theorize the step function for the gold is always in order of 3,2,2,2,3,2,2,2,2,3,2,2,23,2,2,2,2,3,.. (3, 3 2's, 3, 4 2's, 3 ...) but I am horrible with math. As you can see I don't even know if I calculated the summation for the karma correctly or, if there were a way to simplify it, I wouldn't know. But that's the step difference for the gold. The experience threw me off on more than one occasion, so I can't seem to figure out the step on that one. --192.168.104.82 22:40, 24 September 2012 (UTC)
Well, no matter if the calculation can be simplified, karma works. That's an important first step. I'm not a math genius myself and can't really see the pattern for coin rewards yet. Your formula seems to break at level 57 (reward was 135, not 136 as calculated) I'll continue adding more data. --Zerebruin 08:56, 25 September 2012 (UTC)
German wiki got that math stuff alrdy. --79.194.220.48 20:32, 25 September 2012 (UTC)
The German Wiki's got the XP math done, but I can't find the coin calculation anywhere. Have you got a link? --Zerebruin 08:31, 26 September 2012 (UTC)
There's not a step function for XP, it's always 7% of the XP needed for the next level (based on the event's level or your level - 30, whichever is higher) rounded up. The level XP doesn't seem to follow any reliable function, unfortunately, so we'd have to use a lookup table if we wanted to calculate that from the level. —Dr Ishmael User Dr ishmael Diablo the chicken.png 15:02, 26 September 2012 (UTC)
They got both, Karma and coin calculation. Its in their reward template. XP is just like Dr Ishmael said. --192.168.104.82 19:43, 26 September 2012 (UTC)

(n) = Event Level. Experience, Karma, and Coin for Gold Medals only.

(n) Experience Karma Coin
2 296 27 13
3 311 32 16
4 328 36 18
5 297 40 20
6 312 45 22
7 329 50 24
8 405 54 27
9 427 58 29
10 450 63 31
11 474 68 33
12 500 72 36
13 526 76 38
14 555 81 40
15 584 86 42
16 616 90 44
17 94 47
18 684 99 49
19 104 51
20 763 108 53
21 112 56
22 889 117 58
23 122 60
24 938 126 62
25 987 130 64 (63?)
26 135 67
27 140 69
28 144 71
29 148 73
30 153 76
31 158 78
32 162 80
33 166 82
34 1582 171 84
35 1673 176 87
36 1757 180 89
37 1885 184 91
38 189 93
39 194 96
40 2170 198 98
41 202 100
42 2415 207 102
43 2541 212 104
44 2681 216 107
45 2821 220 109
46 2975 225 111
47 3136 230 113
48 234 116
49 238 118
50 243 120
51 248 122
52 4081 252 124
53 256 127
54 261 129
55 266 131
56 270 133
57 5306 274 135 (c: 136)
58 5586 279 138
59 5887 284 140
60 288 142
61 292 144
62 6895 297 147
63 302 149
64 306 151
65 8050 310 153
66 315 156
67 320 158
68 324 160
69 328 162
70 333 164
71 338 167
72 11690 342 169
73 346 171
74 351 173
75 356 176
76 360 178
77 364 180
78 369 182
79 374 184
80 378 187

Event issues with HUGE amounts of players

So anyways tried to do Jormag's Claw today, and saw a couple anomalies - First off my secondary skills wouldn't activate for 30 seconds at a time - simply put I would click on them and they would blink as if activating but then suddenly refresh and not activate (they were shouts and my heal slot). After attacking the dragon for the last 1/4 of his health (reviving other players in between and running awya in fear with his stupid fear breath), until he dies, I don't get credit for the fight at all. This seems to be limited to times when the amount of players exceeded 100+. - a_Liability --The preceding unsigned comment was added by 72.253.181.235 (talk).

Please sign your comments with four tildes. That sounds like generic lag, not something specific to busy events. Sometimes it happens. As for getting credit, you need to do direct damage to creatures for many events, ressing or otherwise helping out unfortunately doesn't count. Manifold User Manifold Neptune.jpg 16:43, 7 October 2012 (UTC)

Money rewards?

So, do we know how the reward of silver and copper coins is calculated? Daddicus 18:48, 30 November 2012 (UTC)

No credit if level too low

Apparently, you do not receive any credit for an event if your level is too low. Our team had L30, 40, and 50 characters in Sparkfly Fen events rated 55-65 and the lowest-leveled players didn't receive credit for most of them, although they had plenty of loot from kills. 75.37.16.51 05:19, 22 January 2013 (UTC)

Renown hearts and events

"...and approaching the heart-shaped goal markers () provided by a scout." Events and renown hearts are in no way tied to eachother, and it's clearly stated on the renown heart page. 95.180.84.110 03:46, 29 January 2013 (UTC)

Just posting this to whomever might read this to decide what to do: "The scout system was introduced to help players more used to a traditional MMO questing system find recognizable goals, give a checklist of things to do, and to point them to locations where they may run into dynamic events." from the trivia of the scout page. I haven't had a scout (excluding the ones in Orr, and even they just show the lay of the area with some lore) point out an event that was going on for me, just the renown heart locations that very rarely contain events in the same area (usually those events help with heart completion). If it was up to me i would remove the whole scout/heart part, but since I don't even own an account here, i'll leave it to someone with a little more experience here. 95.180.84.110 04:13, 29 January 2013 (UTC)
Kind of an older reply, but the trivia statement you gave refers to the fact that hearts "tend" to have more events near them than other areas of a map, and that you "may run into events" while you're near a heart. Scouts don't point out events, but merely areas where events may be more common...i.e. hearts. This isn't always true, but yeah, that's why the page says you may find events approaching the hearts. Vahkris 13:44, 18 April 2013 (UTC)

Event Map Location

Is it possible to create something like that? This site is a good example: gw2.mmorpg-life.com the zone websites

However you cant edit and add events to the site I linked, so most of the events are missing. Or infos how u can trigger them etc. Something like that everyone in the wiki can edit would be awesome.

This was something I've been thinking about recently, but I would think a tool like this would need flash or at least javascript and I don't know enough about the wiki on whether it can handle stuff like this properly. I'm settling for gathering the necessary info and just making a single image of all the event locations in each map as best as possible for now. Vahkris 20:11, 15 April 2013 (UTC)
This has got my attention, for some reason, so I wanted to check and see which map is best. I'm working on a map that shows where events are in a zone (kinda like those maps for GWW where we showed where each boss was). I'm starting with Queensdale right now, but I'm not sure if I should be basing it off the main map we have for it with all the area borders or the previous map which doesn't. Having the area borders might be nice, but it also might be too much noise. Granted, I'm not entirely sure my efforts will result in anything worthwhile, but maybe it will. Thoughts? Vahkris 14:02, 18 April 2013 (UTC)

Group Events list?

We have a list of Meta events, but no corresponding list of Group Events. With today's new addition of the Group Events Completer in the Hero->Achievements->Daily window, a lot of people were asking "Which are the Group Events?" in game today, Perhaps we need these listed, particularly given that there are so few of them per zone. Morgaine 12:12, 27 February 2013 (UTC)

Category:Group eventsDr Ishmael User Dr ishmael Diablo the chicken.png 13:58, 27 February 2013 (UTC)

External links

Archived from the article per Pling's edit-summary suggestion:

The most recent link is 2.5 years old. Most players today aren't going to be interested in any of these, assuming they still work. —Dr Ishmael User Dr ishmael Diablo the chicken.png 03:28, 28 February 2013 (UTC)

Loot Chests

With the new update that has major event chests always dropping at least 1 rare, everyone seems to be chest hunting for better loot. I think it would be quite helpful to mark events that lead to high-loot chests. Some sort of a chest tag at least, so you can have a page that lists them all. More than that we could make a little chest icon and attach it to dynamic events that we list on certain pages, like we do with event types. Thoughts? Quickfix 00:05, 1 March 2013 (UTC)

The chests are already listed on chest.--Relyk ~ talk > 00:44, 1 March 2013 (UTC)
Most (all?) of those chests didn't get any boost to loot rarity. The Glorious Chests did and there are some others too. What I'm thinking is all the chests that got the major loot boost should be listed somewhere, at least. Unless it is only meta event chests. I'm not sure. Quickfix 04:55, 1 March 2013 (UTC)
Some chests are only lootable once per day and I don't think it's obvious to many players which. The chest from the Fire Elemental group event in Metrica can be looted multiple times, but the one near the Hirathi Champ in the hinterlands cannot. There should be an easy way to tell which is which looking at the articles on the event or on the chest. 75.36.181.195 04:58, 1 March 2013 (UTC)
Could the Fire Ele chest be a bug? It's the only "chest" I know of that has a big boss and big drops. Anyways, I did more digging and there are non-meta events that have buffed chest drops. They also seem like once-per-day chests. If I have time, I'll start a page listed all the buffed chests and the events/locations. I still feel like some obvious indication that a good chest drops at the end of an event would be nice. Quickfix 19:45, 1 March 2013 (UTC)

Event Participation Anomally

Was doing some PVE in Plains of Ashford when I was near enough to help with 'Defeat the Flame Legion Shaman.' Decided to give it a try, and well we fail miserably. We got wiped (only took him down to about 75-80% health). I rezz'ed at the waypoint and hurried back to find no one went back, the Flame Legion Shaman had healed back to full health. Seeing as no one came back (and I already failed) I gave up and started exploring down to Lake Adorea (daily had Aquatic Kills which I went to do). Roughly 10-15 minutes later (while in Lake Adorea) I randomly had a pop up confirmation of Gold Level Event success complete with reward. Confussed I decided to test it again with another event. Came up to the top right Plains of Ashford and solo'ed the Statue and Catapult events (just 1 statue and the bridge catapult). The Siegemaster popped up and I decided to go over. No one was there. I decided to attempt solo (never has there been such a failure). I only dented his health 95-99% (it wasn't full but that was it). I rezz'ed again at the nearest waypoint and went back to watch his health regenerate. At this point I started timing and ran off again battling my way to the other side of the map again. I did 'Recover stolen supply containers from the harpies for Explorer Erin' (solo again) and then 17 minutes and 12 seconds after starting the Siegemaster event I got the Reward for it (Gold Level). Coincidently I got the Daily Reward for 'Group Event Completer' as well.

  • The map I was on was relatively unpopulated: There was few human players (mostly all were dungeon crawling)
  • Time lapsed event participation event is quite large; 17:12 after any participation still gave me complete completion reward (even though none of it 'counted': it was all healed back with time before they were killed)

I'd test this more but I usually don't have money (spent on crafting items) and I'm out of undamaged armor now... (Wednesday March 13/2013 was the game date) Lancour 14:03, 13 March 2013 (UTC)

It's not an anomaly, it just means that someone else came along 15-17 minutes after you and killed them, and you got the reward because you did sufficient damage to the foes previously. Happens to me all the time. Sometimes I don't even actually do anything and I'll still get a gold reward somehow. Sometimes I'll be nowhere near where the event happens and I'll still get a bronze reward. —Dr Ishmael User Dr ishmael Diablo the chicken.png 14:38, 13 March 2013 (UTC)

Players More Than 10 Levels Below Event Can Participate

The page currently states, "Players with a difference of 10 or more levels are not able to participate and receive a ranking for the event." This is inaccurate, I received full rewards for the Claw of Jormag event (level 80) with a level 68 character today. That included boss chest and bonus rare. I've also gotten credit for Shatterer (50) at level 39. If there was a level requirement, it's been removed or changed and the page should be updated. My theory is that event participation ranks are based on total damage milestones, and characters too low of level simply can't output enough damage to reach the minimum goal for credit. 68.227.231.198 14:41, 10 July 2013 (UTC)

Defeated Players...

Do defeated players that were participating in an event still contribute to event scaling. Like if there are 20 defeated players in an event, does it still scale up or will it scale back down? User Tytan Crow Crow.jpg Titan Crow 23:20, 21 May 2015 (UTC)

It will scale back down. Someone posted research on reddit a while back, using a memory reader to track a boss's health. —Dr Ishmael User Dr ishmael Diablo the chicken.png 23:38, 21 May 2015 (UTC)

possibly time for a move?

Is it perhaps time to move this to Event? I don't think I've heard anyone use the full term "dynamic event" in a very long time, even in official Anet posts. —Dr Ishmael User Dr ishmael Diablo the chicken.png 03:11, 11 November 2015 (UTC)