- 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。
- Text color:
- Orange text indicates a dynamic event
- Yellow text indicates a meta event
- Brushstroke: An event is affecting the encompassed area.
- A specific foe that must be vanquished.
- An object that must be destroyed or protected.
- A task involving collecting or gathering.
- A chaotic brawl.
- An area that must be held or claimed.
- An area or NPC must be protected from harm.
- A service or assistance that needs to be provided.
- An issue that must be resolved by force.
- An object needs to be built.
Events scale both up and down according to the number of players who are currently participating.  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
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.
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 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.
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.
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.
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:
Some events may have additional rewards such as:
- Chests and bonus chests
- NPCs offering products or other services.
- Allowing access or making access easier to certain locations such as jumping puzzles, vistas, points of interest, mini-dungeons and dungeons.
- Spawning charmable animals.
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.
- 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.
|阿苏拉|| Another victory.
That was easy.
|夏尔||Done and done.|| All done here.|
|人类|| Done and done.
On to the next challenge.
|My task here is done.|
|诺恩|| That's how it's done.
I call that done.
That's how you do it.
|希尔瓦里|| That's done.
That satisfied me.
Ah, it was nothing.
I'm ready for my next challenge.
- The event system is a feature that had its beginnings in the unreleased campaign, Guild Wars: Utopia.
- Dynamic Events in Guild Wars 2: Living in a Living World - TenTonHammer
- Exclusive SDCC Interview with Colin Johanson – Part Two, NecroBator
- , Official forums
- Eric Flannum Answers More of Your Dynamic Event Questions - ArenaNet Blog
- Guild Wars 2 im Hands-on-Test: Studiobesuch bei Arenanet in Seattle, buffed.de
- 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)
- ArenaNet im Interview - Teil 2, english version, OnlineWelten