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Old 04-28-2008, 20:11   #11
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Quote:
dy·nam·ic (d-nmk)
adj. also dy·nam·i·cal (--kl)
1.
a. Of or relating to energy or to objects in motion.
b. Of or relating to the study of dynamics.
2. Characterized by continuous change, activity, or progress: a dynamic market.
3. Marked by intensity and vigor; forceful. See Synonyms at active.
4. Of or relating to variation of intensity, as in musical sound.
n.
1. An interactive system or process, especially one involving competing or conflicting forces: "the story of a malign dynamic between white prejudice and black autonomy" Edmund S. Morgan.
2. A force, especially political, social, or psychological: the main dynamic behind the revolution.
I found this at The Free Dictionary. The bold text is actually quite interesting. EU is an interactive system which involve competing(players) or conflicting forces. Since I have been here PE/EU has had continual change and continues to change.

From my own perspective I have seen EU evolve into a system where all professions and most actual activity in EU benefit other users. I think MA throws around the term "dynamic" because its a closer fit to what EU has become. The term "balancing" always threw me off of bit but somehow when I read all these articles EU being dynamic makes more sense or at least I understand why its repeated so often.

Our market in EU is dynamic for sure. Our avatars? well if you think about it no two avies are exactly alike once they start performing skill based activities in EU. It seems we all get different results and have differing theories not only from each of us being dynamic and unique in real life but just as dynamic and unique in the virtual one as well.

Ahhhh I like that Feedback Loop article. It pretty much sums up how I participate and have participated in PE/EU. I can remember getting some really great loot and depositing like a madman trying to gain more skill to use items better to get better loot. Then when loot dried up I played less and more frugal. Reminds me of all my posts about "Risk VS Reward", "action <-> reaction", and "tangible results = happy players which = happy depositors"

Hmmmmm its all interesting and I need to give it more thought. I am also going to start keeping a more detailed log adding in such things as my mood compared to the positive and negative aspects of feedback I get from EU.

Thanks again for all the posts and information its greatly appreciated.
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Old 04-28-2008, 20:26   #12
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Aside from the obvious ("dynamic" meaning that it is not a fixed system with a given set of rules), I believe they intend it to mean that even they do not "script" the entire range of experiences within the environment, we script it as players to some extent.

I would compare and contrast this with WoW, where the "rules" are more or less fixed, the environment is more or less static, and although they introduce some variables, the variables themselves are based on rigid behaviors. In EU, these operational aspects are "managed" rather than "coded", and this difference is where the term dynamic is most relevant, in my opinion anyway.

Things like social interaction and economic stimulis are not as rule based so much as they are behavior based, and managed/balanced (rather than coded) to provide an environment that encourages continued interest.

Note: the definition of "continued interest" above is intended to represent a corporate perspective rather than any individual player perspective, and they are only marginally aligned. (Extra points if you catch the pun)

Last edited by Traf Rellik; 04-28-2008 at 20:31.. Reason: Emphasis added
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Old 04-28-2008, 20:54   #13
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Quote:
Originally Posted by Sirhc View Post
I found this at The Free Dictionary. The bold text is actually quite interesting. EU is an interactive system which involve competing(players) or conflicting forces. Since I have been here PE/EU has had continual change and continues to change.

From my own perspective I have seen EU evolve into a system where all professions and most actual activity in EU benefit other users. I think MA throws around the term "dynamic" because its a closer fit to what EU has become. The term "balancing" always threw me off of bit but somehow when I read all these articles EU being dynamic makes more sense or at least I understand why its repeated so often.

Our market in EU is dynamic for sure. Our avatars? well if you think about it no two avies are exactly alike once they start performing skill based activities in EU. It seems we all get different results and have differing theories not only from each of us being dynamic and unique in real life but just as dynamic and unique in the virtual one as well.

Ahhhh I like that Feedback Loop article. It pretty much sums up how I participate and have participated in PE/EU. I can remember getting some really great loot and depositing like a madman trying to gain more skill to use items better to get better loot. Then when loot dried up I played less and more frugal. Reminds me of all my posts about "Risk VS Reward", "action <-> reaction", and "tangible results = happy players which = happy depositors"

Hmmmmm its all interesting and I need to give it more thought. I am also going to start keeping a more detailed log adding in such things as my mood compared to the positive and negative aspects of feedback I get from EU.

Thanks again for all the posts and information its greatly appreciated.
I would love to read this log when your done.....
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Old 04-29-2008, 07:30   #14
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I belive eu to be built by using dynamical system as spoken about and then toss in some feedback stuff and also a bit of entropy and shake it all around and voila out comes EU.
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Old 04-29-2008, 08:02   #15
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Old 04-29-2008, 08:28   #16
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EU dynamics is a little bit different from what normal ppl understand when they hear the word "dynamic". I try to put EU dynamics in one sentence:

EU dynamics means that, what we (players) asked yesterday and they (MA) promised today to implement it, they (MA) don't (have to) do it tomorrow (or before v22.47893.345.76).
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