
Yet more Dynamic Event goodness from ArenaNet, today it was Lead Designer Eric Flannum's turn to answer some of the more commonly asked questions surrounding the game since last weeks reveal of their game changing mechanic.
In this latest article Eric discusses ArenaNet's plans to keep griefing to a minimum, event scaling and whether or not traditional quests are a thing of the past.
A few things need to be said about the event system here. One of the primary goals when we design each and every event is ensuring that the event is not griefable. The entire point of the event system is that players work together to succeed at events, therefore the only way to manipulate the system in a negative way would be to cause an event to fail. “Events never encourage player conflict, and never have fail conditions that can be actively triggered by players.”Events never encourage player conflict, and never have fail conditions that can be actively triggered by players.
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