One thing I’ve noticed is that while, when you’re in the very early starting areas the DEs just seem to repeat, but as you move into the game, there’s more “dynamic” to them.
I think what’s happening is that in the very earliest starting zones the initial stages of the DEs are getting zerged so they don’t “get going”, as it were. But as you move into the game people are more spread out, so things don’t always go so well, and you start to see some real changes, like friendly areas changing hands for a while. I don’t know if that was what Warhammer had, but Tabula Rasa certainly had it and I used to love that, and the pitched battles that would ensue to take the spot back (only problem with the version in TR was that there were less teleport spots, so it could be a PITA if you just wanted to sell and repair).
I noticed this today twice, once in a Norn 1-15 and once in Sylvari 15-25. It’s like there’s a natural “cycle” that’s balanced between friendly mobs and enemy mobs, that is going to happen. At any point players can pertub that cycle and it leads to a different result in the game world - i.e. players have changed the game world. It’s the closest a themepark can come to a sandbox, I reckon (obviously it has to be a loop, so it’s not open ended like a sandbox, but the player has a somewhat similar feeling of being able to affect things in the game world).
Also, it’s quite a bit more heroic and exciting when you come across an event and you’re the only one doing it. You might be the only one there but so long as you try, even if you fail you get a “gold” reward, which is nice.
Also, today I beat my first event where you have those boss mobs with the cow skulls patrolling around with a couple of cronies - and I beat her! Goddamnit I actually beat the bitch!
Further on that slow running thing that was mentioned in the QT3 podcast: I can really see the rationale for the slow running and lack of “mount speed” now. They want you to explore and enjoy the world, not just mindlessly run through it to get from one spot to another. If you want to mindlessly get from one spot to another, you teleport (and there’s an abundance of teleport points), so ultimately you aren’t desensitized to and annoyed by having to go get to roughly where you want to be in world by any speed less than instant. Any time you are actually moving through the world itself, you are moving at a natural pace that gives you a sense of being there.
The whole thing is just a wonderfully intermeshing work of genius. Everything has a reason and purpose, nothing seems to be thrown away or put in just because it “has” to be there for some abstract reason (by the numbers). Everything has been gone through with a fine tooth comb to ensure that it all fits together and makes sense, not just as gameplay, but wrt to the virtual world.
And merchants dying and needing to be rezzed! What a great touch!