Perpetually Static: Difference between revisions

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** Likewise, there was an event which involved fighting to save a small woodland town from invasion. Some shards just didn't try hard enough, and the town was partially corrupted into a giant swamp full of mutated creatures; it has only just been reverted, several years later.
** ''[[Ultima Online]]'' also ''accidentally'' violated the first law, with the [[Lord British Postulate|eponymous Lord British]] getting killed of by a simple fireball spell during an event. In fact, they ''did'' code Lord British to be unkillable -- a server crash reset the 'Unkillable Flag' and the staff didn't notice until Richard Garriot's character was dying in front of a crowd of several hundred.
* In ''[[EveEVE Online]]'', how static a region is varies directly with its security level. The highest-security systems are almost completely in the hands of NPCs, and no player-controlled building is allowed, while no-security "zero-zero" sections are all-players, no-rules. The publishers of the game have decided to leave this be, as the player base seems capable of providing for itself, and the economy is now almost completely anarcho-capitalist. It helps immensely that this particular gameworld is space, as the almost complete emptiness lends itself well to player control.
** The recent ''Incursion'' update brought with it the titular 'Incursion' system, which undermines somewhat the above sliding scale of staticness. While player-control rules remain the same, the incursions, wherein local sovereignty is subverted by pirate-faction interests, can strike in absolutely any security zone, screwing up reward rates, PC ship stats, and instance types while ambushes will occur around major points in the affected system. This situation will persist (and get gradually worse) until such time as players band together to kick the pirates out again.
* Subverted and then given a good hard kicking in ''[[Achaea]]'' (and other Iron Realms games). The world is run entirely by the players; they rule the cities, control every major organisation and create the vast majority of the content, from clothing to pets. The only reason the status quo stays that way is that the powerful players at the top want it to - and every now and then it shifts dramatically, with everything up to player-guided ''wars''. (However, NPCs are more or less static, respawning shortly after they're killed, and the safer newbie-lands of Lodi and Minia are completely static with no player control at all.)