Dynamic events attribute to any event that occurs in a enduring area as a result of players interacting by and exploring the world. They are called "dynamic" for the reason that there are multiple outcomes that furthermore result in new events, creating a fall effect. Once an event has triggered, it direct develop whether or not a gambler attends it. Because of this, in that place is no real concept of failure or prosperity - the result of any event faculty of volition simply cause a change in the surrounding sunken space adjoining the basement. For example, if monsters are prosperous in raiding an area, they may change to strong enough to occupy a castle, which could then be taken by players.
To summarize, the dynamic events are positive "occurrences" in the world that perform the operations indicated in on their own (usually in a negative scheme) if they are not influenced means of a player or a group of actor that happen to pass by.
The universal is extremely simple and replaces the boring and repetitive "standardized" quests that are grant in more and more MMOs these days, with the NPCs that have various outcry points onto their heads, no substance how dangerous or serious they glance.
The mechanic is rather simple, persuading on a horizontal axis from negative to absolute and back again, having fixed checkpoints in a line the way. If you choose to succor, you will progress to the nearest checkpoint where you can do any other task, receiving even more bonuses and touching the story even more into the clear side. If you fail to repress, the dynamic event will move more remote down the negative axis, to not the same mini-event and you will desire to work even harder to get an impact and help the populate or the area in need.
It's a unbroken back and forth motion between these checkpoints, in the midst of which only the positive ones bestow good rewards and only if you scheme them. If not, you will be the subject of to clear the negative ones to capability the "positive state" of the dynamic end.
What is great about them is that it makes you have the consciousness of being like you're a part of the nature and the actions around you sway everything, even you. If you decay at an event and it reaches the most negative checkpoint, you could see that bridge you had to protect collapsed at your feet and your home path blocked, until a new dynamic consequence occurs where you have to reconstruct it and at the same time preserve the workers from furious bears.
The Dynamic Events execute you feel like you have affair to say in the world you're playing, the surrounding areas thoughtful the actions or non-actions of you and your com gamers. This is why Guild Wars 2 breaks from the every-day MMO standards and creates the the one and the other-way link between the character and the universe, by now being just a united way street where only the universe could influence the character and not badness-versa.