动态事件指的是发生在开放区域的事件,是玩家与世界互动和探索世界的结果。之所以被称之为“动态”,是因为一个事件可能会有多种结果,其结果将引发新的事件,从而形成连锁反应。一旦一个事件触发,无论是否有玩家加入,它都会进行下去。因此,动态事件没有真正意义上的成功与失败的概念—任何一个事件的结果只是会造成周边环境的改变。例如,如果怪物成功地突袭了一片区域,它们便可能强大到可以占领一座要塞,而这个要塞在之后可以被玩家再次夺回。

事件的设计是为了取代传统MMORPG中的任务—当周边有一个新的事件时,玩家们会接到通知,而不是去寻找一个头上带有叹号的NPC来接任务。传统的任务会有一些负面影响,例如“圈地打怪”和“抢怪”现象。激战2的动态事件阻止了这种问题的发生,玩家无需组,所有参与事件的玩家都会获得100%的经验,以此来促成玩家间的合作。为了在加入事件的玩家增多后事件的难度能够得到维持,事件的难度将会随着活跃玩家的数量而进行动态调整。并不是所有的事件都需要通过战斗来完成。

事件机制

动态事件会自然地循环,并且事件通常会串连在一起。事件不必遵循固定的时间表,并且可能只会在符合某些条件的情况下触发,比如一场暴风雪袭击了一个地区或是夜幕在墓地上降临。许多事件是由玩家进入它们的周边区域而触发的。一旦一个事件被触发,无论玩家是否参与到事件中来,事件都会继续进行。尽管事件的重复性意味着其产生的结果终将是暂时的,但是有一些事件,除非有玩家加入或做些事情推动事件或事件链进行,否则这些事件的状态会持续存在几天或一直持续到下一次的服务器重置或更新。[1]每一个事件都会有一个与之相关的NPC,玩家可以通过与其交谈来了解事件背后的故事。[2]

除了单个的事件,我们还可以发现一些常见的事件链。事件链线性进行,并且会在一小段时间后重置。占领类的战斗经常是大型事件的一部分,在这类事件中,玩家通常协同某一阵营与敌人作战,尝试宣夺多个据点或击退多股敌对势力,之后敌人将会尝试将据点夺回,除非有足够多的玩家加入到防守事件中,否则敌人将会成功。

事件状态

事件可能存在的状态:

  • 激活—事件目前正在进行。
  • 成功—事件已成功。在这种状态下,NPC可能进行不同的对话并提供某些服务。该事件链的后续事件可能在几秒内开始。
  • 失败—事件已失败。
  • 就绪—事件尚未激活,且只会在符合某些条件的情况下被激活,如和一个像Ine Duran这样的NPC(NPC的头上有一个马车轮或橙色片状标志)交谈。
  • 准备—已具备事件开始的条件,但是某些活动(例如“击败暗影巨兽”前的“沼泽的秘密”)还没有被完成。在这些活动被完成后,事件将会变成激活状态。

事件参与

参与事件最重要的条件是在正确的时间处于正确的地点。玩家可以通过许多方式发现事件,如探索世界,与非玩家角色交谈以及接近由侦察兵提示的黄色形标志(
Incomplete heart (map icon).png
)。无论玩家何时进入一个新事件的范围,屏幕上都会出现“周边新事件”的提示,右手边会随之显示一个事件辅助面板。当事件发生在玩家所处位置的上方或下方时,例如在山上或需要游到水下,会有一个标记来表明它处于玩家上方或下方。只要玩家处在事件范围内,玩家的地图上还会更新出各种与事件有关的标记。如果玩家走出了事件范围,之前的参与度会被保留至玩家返回事件范围或事件结束。

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 boss (map icon).png
    A specific foe that must be vanquished.
  • Event cog (map icon).png
    An object that must be destroyed or protected.
  • Event collect (map icon).png
    A task involving collecting or gathering.
  • Event fist (map icon).png
    A chaotic brawl.
  • Event flag (map icon).png
    An area that must be held or claimed.
  • Event shield (map icon).png
    An area or NPC must be protected from harm.
  • Event star (map icon).png
    A service or assistance that needs to be provided.
  • Event swords (map icon).png
    An issue that must be resolved by force.
  • Event wrench (map icon).png
    An object needs to be built.

Event scaling

Events scale both up and down according to the number of players who are currently participating. [3] Events can scale in a number of ways:

  • Enemy stats can be increased
  • Enemies can gain new abilities
  • New enemy types may appear, including veterans, elites, or even champion versions
  • Enemy count can be increased
  • Objective requirements may increase

Most events scale for up to 10 players.[4] Group events and large scale events such as the finale for meta events will scale much higher. For example, The Shatterer scales up to 100 players.[5]

Events will scale according to the number of players around. Even a player that is not participating will scale the event up. A player that moves away, either by walking or waypointing, will immediately scale the event down.[6]

Group events

Separate from event scaling, Group Events are different in complexity and/or difficulty from other events of the surrounding area. Group Events are listed in the event assistant with "[Group Event]", and like other events are marked on the map and compass. As their name implies, they are designed to be done with groups rather than individuals as they are unlikely to be solo-able (though some can be with patience and tactics).

A list of group events can be found on Category:Group events.

Meta events

Meta events are a series of dynamic events that tells the story of an explorable zone. Meta events are displayed in the event assistant stating if the meta event is inactive or the actual dynamic event that marks the state of the meta event.

Chained events

Certain events follow after other events without being part of a meta event. These chained events are mechanically identical to meta events, but they lack interface indicators like meta events have.

Since neither the Event assistant nor the Content Guide will indicate if a normal event is part of a chain, the only in-game hint players have to know that an event is part of a chain are its NPCs.

At the end of an event, NPCs part of a chain will often talk to each other or to the player characters, build or repair structures, or run to another location at the end of an event. Shortly after that another event or additional rewards such as NPCs opening temporary shops may follow.

Event rewards

文件:Event assist completed.jpg
An event is completed with a gold medal ranking.

Once an event is successfully completed, everyone who actively participated will receive experience, karma, and coin. The amount is based on the level of the event, the level of the player, the medal ranking, and whether the event was successful. If the level of the participant is below or equal to the level of the event, the reward is based on the level of the event. A dynamic event rewards 7% of experience required for the next level for players of the same level of the event. If the level is higher than the level of the event, the player will receive the base reward and an additional portion that scales with the difference in level. Keep in mind that level scaling for the area still occurs and the effective level of the player will be likely be one or two levels higher than the event. Participation can be very difficult for players more than a few levels below the event due to level scaling. Players with a difference of 10 or more levels are not able to participate and receive a ranking for the event.

If the player is upscaled in level, such as with the case of the Lost Shores and The Secret of Southsun releases, the reward will be based on the level of the player rather than the effective level or the level of the event.

If an event fails, players receive no karma and half the experience and coin reward of their current medal ranking for the event:

Reward level Successful Failed
Gold 100% 50%
Silver 85% 42.5%
Bronze 75% 37.5%

Some events may have additional rewards such as:

Anti-griefing design

In order to prevent griefing, ArenaNet has added several measures to prevent a group of players from spoiling the event for others:

  • Events never encourage player conflict.
  • They are designed to avoid including fail conditions that can be triggered by players, although they can fail if parallel events in the chain fail.
  • Higher-leveled players are scaled down in areas that are intended for lower leveled players.

Notes

  • When a character completes an event, whether the event ended successfully or not, they will occasionally shout out one of the following lines, depending on their race and gender.
种族 性别
男性 女性
Asura tango icon 20px.png 阿苏拉 Another victory.
That was easy.
You're welcome.
Successfully completed.
Charr tango icon 20px.png 夏尔 Done and done. All done here.
Target completed.
Worth it.
Human tango icon 20px.png 人类 Done and done.
On to the next challenge.
My task here is done.
Norn tango icon 20px.png 诺恩 That's how it's done.
I call that done.
Everything's complete.
That's how you do it.
All done.
Sylvari tango icon 20px.png 希尔瓦里 That's done.
That satisfied me.
Ah, it was nothing.
I'm ready for my next challenge.

Trivia

  • The event system is a feature that had its beginnings in the unreleased campaign, Guild Wars: Utopia.[7]

References

  1. Dynamic Events in Guild Wars 2: Living in a Living World - TenTonHammer
  2. Exclusive SDCC Interview with Colin Johanson – Part Two, NecroBator
  3. [1], Official forums
  4. Eric Flannum Answers More of Your Dynamic Event Questions - ArenaNet Blog
  5. Guild Wars 2 im Hands-on-Test: Studiobesuch bei Arenanet in Seattle, buffed.de
  6. Player research report - Reddit (Note that the user was using a third-party tool, and replicating this test may result in you getting permanently banned)
  7. ArenaNet im Interview - Teil 2, english version, OnlineWelten

es:Evento dinámicode:Event fr:Évènement dynamique

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