Stuart444 said:
I suggest looking at the Gamescom vid (
http://www.youtube.com/watch?v=XoICk5E9X7g). That shows most things (more than the GDC demo did imo) including Divinity's Reach, dynamic events (no text boxes that you don't bother reading), the atmosphere in towns (with people talking all around you) and a mid level dynamic event as a Charr (The Shatterer).
Damn that's quite a sit you're putting me through.
/popcorn
Edit
Just watched most of the thing. Before I'm turning this into a Guild Wars 2 discussion i'll just add a few things and then leave it at that.
As far as I can tell this is still go to area X, kill this much of mob Y and get reward. I do have to credit the devs on really streamlining the questing process
a lot. But I truly can't see more beyond that.
You walk into a zone and get a quest, that's what Warhammer online did with public questing. The first part where the female hunter came into the world had rescue 3 villagers as a quest requirement. Then move to the next area and talk to this person.
That all seems pretty familiar. Sure the way the quests are offered to you is a pretty big difference and I see the innovation in that. I can't fathom these events being non repetitive ever though, that just seems impossible. In that respect they're not really dynamic, but more like random public quests.
On another note, conversations with questgivers looked horrible. I can't believe how a game can look that good and then fail on that part so horribly.
To get this thing back on topic;
-Are there public quests in TOR? I really liked that innovation from Warhammer online and kind of hope there is a simmilar system implemented in TOR.
- Can players return to lower lvl areas?
- Can you travel to any planet as any class/ faction or are there restrictions there?
Gaf Guild:
PvE it is then? I'm really impartial as far as that is concerned. As long as there are BG's and stuff you can get pvp whenever you want anyways.
Seems we need to find a way to attract more people though