Feedback:User/Qanux/"Flaw" in Dynamic Event Chains

From Guild Wars Wiki
Jump to navigationJump to search

This is with regards to the way Dynamic Events currently work as far as I know.


In the "Pillars of GW2 Gameplay" video, Colin Johansan mentioned the ogres kidnapping a child, and triggering a chain of events if we fail to prevent the kidnapping. My concern is that the chain will always be stuck on the first stage: the ogres attacking to kidnap the child. The natural instinct of players is simply to complete whatever quests appears on the map. As a result, I believe many players will not bother to let the child be kidnapped in order to progress the chain, thus leading to most of us not being able to experience the entire event. Another point to note would be the event may seem repetitive and boring after awhile since it's always stuck on the first part of the chain.


One possible solution would be to add more "Stage 1" that will lead up to the same chain, i.e. The child was saved but she wanders off into the woods after sometime and gets kidnapped there. Or the village that was attacked decided to mount an attack on the ogre camp and in the midst of fighting the child was kidnapped by a second group of ogres regardless of the success of the aforementioned quest. The point is to enable progression without over complicating things(only add in 1 quest).


A simpler solution would be to let the chain progress even upon successful completion: The ogres were fought back but the child was still kidnapped during the heat of battle (these things happen).


I do not presume to have all the solutions, my initial goal was merely to point out the "flaw" in dynamic event chains but I figured a couple of suggestions would help get the ball rolling. Hope everyone can toss in some ideas while we're waiting for release anyway! (: