MMO's With Actual Consequences

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Now this is something that is hard to put into games i know but i feel it should be done or i may have missed it.
Star wars was promised that what you did effected you, well it does but only physically you can have a good Sith or a Bad Jedi but it doesn't do anything.

Watch dogs ( i know isnt an MMO) but if you kill civilians and have a bad rep the police get called all the time you see someone. So that's a consequence of an action.

Are there any games that effect what you do and have what i would call real life consequences and eco systems.

Thoughts and opinions please
 
Well this might not be exactly what you meant, but Dayz springs to mind (although not technically an MMO it has similar characteristics). The 'actual consequences' being that if you get killed then you lose all your gear and you have to start from scratch.

EDIT: There's also a hunger/thirst system, as well as consequences of weather (e.g. getting damp from rain), but as it stands these aren't fully working properly yet.
 
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Dayz is probably the closest one I guess - don't recall any first person or third person type MMOs games that have the same ecosystem as eve online. City of heros was kind of shaping up towards it but then they canned the whole game.
 
ED when it comes out, end of the year. Or beta now if you want to pay for it.

Get bounty in your head, influence politics and economy etc.
 
Last game I played that had proper consequences was in 1999 - Ultima Online, pre-trammel. Everything since has been care bear land.

Nothing like being jumped by some sod, having all your gear stolen, including your house key (and house now being ransacked) when you go back to your corpse to see if they left anything to see they've chopped you up into pieces and left you a lovely note telling you why you should quit.

God I loved that game.
 
Last game I played that had proper consequences was in 1999 - Ultima Online, pre-trammel. Everything since has been care bear land.

Nothing like being jumped by some sod, having all your gear stolen, including your house key (and house now being ransacked) when you go back to your corpse to see if they left anything to see they've chopped you up into pieces and left you a lovely note telling you why you should quit.

God I loved that game.

Problem with that kind of functionality in games it tends to turn into the game being both too much like a second job, which many people play games to escape from, older players tend to grief new players into the ground and the active playing numbers dwindle to nothing.

I've always thought it sad that there isn't really any games which have a hybrid of that where certain higher end content and items, etc. can be lost like that but the core gameplay doesn't have the same hardcore functionality.
 
http://www.project1999.com/

Emulates Everquest as it was back in the day. Biggest consequence is when you die, all your stuff stays on your corpse and you get put back to your bind point, naked - if you were not a caster type, this was often quite far away and if you were really unlucky, on another continent. You often had to get help from friends to retrieve your corpse.

There were also a myriad of factions that you could raise or lower by killing various mobs and this would effect how other NPC's in the world treated you. This could eventually enable say a troll, who would have been hated by most human cities, to travel freely among them and even trade assuming they got their faction high enough. A lot of mobs when killed raised one faction whilst lowering another, so sometimes it was a balancing act.

There were even some raid zones where you could gain faction with the raid mobs so they would not attack you on site - very handy.
 
sounds like the posts above regarding eve online and ultima are probably the best examples.

There is a consequence of dying in the old school mmo I currently play, Asheron's Call.

When you die you appear at the last lifestone you bound to and leave behind a corpse (this cannot be looted by other players unless you are on the pvp world, darktide)

The corpse will have on it - depending on your level - up to approx 10 randomly selected most expensive items (you can mitigate this by purposefully carrying expensive stuff to drop, like bracelets etc)

you will also have a 5% vitae penalty.
This means you have temporarily lost 5% of your life force, so your stats go down.
If you immediately return to wherever you were killed, to collect your body, and die again - now you have another 5% vitae so you're even weaker.

the maximum vitae penalty is 40%. everytime you die you get 5% and you have to work it off by gaining xp.

the best way to get rid of it is just to fight weaker monsters until it's down to a bearable level but remember you probably dropped your best sword/wand and maybe 2 pieces of your best armour from the first death .....

to be honest its not that bad though, and even if you die before its time to go to bed and you just cannot be bothered to run back to wherever you were, chances are your body will still be there after work (corpses last for 1 hour plus an extra hour per level - iirc) Also assuming you were with a friend and they survived, you can give them permission to loot your corpse and retrieve your stuff for you.

so it IS a consequence and something you want to avoid if you can but its not too bad more inconveniant.
 
I like the idea of Archage and the fact that people decide your fate if you commit crimes. However I'm not paying £100 right off the bat for a game that's actually just a beta.
I suppose a decent hard working mmo is for the hard core that have unlimited amount of times eat onion rings and drink mountain dew but no reason a causal gamer over years could find it doable.
I'm not ever worried about quick leveling.
I'm currently playing rift with some of the guys from here and it's enjoyable but it lacks some substance to it. It's missing any form of story and right to passage.
Supposedly the new everquest is going to be good but that's taking it's time as well as Camelot online bit everything seems to be years away!!!
 
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Star Wars Galaxies - major consequence for Jedi at one point in the game was permadeath should you find yourself on the bounty hunter mission terminals, hunted and killed. Unless you were either lucky or fully levelled its why Jedi tended to level alone out on quiet planets in the middle of nowhere.
 
I loved having consequences in Ultima. If I died there was a good chance that I'd return to a naked corpse - hell even the NPC's would loot your body for an item or two if they killed you.
You had long walks to find NPC healers or civilisation and unless the skill was learnt, people couldn't even talk to you when you were dead.

It made you think before going to the more dangerous areas and was a true example of Risk Vs Reward. Go to the deepest dungeons for the best loot and you could lose all that you're carrying. Stay protected and the loot drops considerably.

But people these days don't want a challenge I'm afraid. They simply want to put on their "leet gear" and go fight in the most dangerous areas knowing they are safe. Death means nothing, in fact "death runs" these days are considered a legitimate way of getting to the ends of dungeons etc.
 
There is an easy solution to this.

Keep playing Rift, but if/when you die, delete all your equipped items :D
 
I didn't necessarily mean dying and having the consequences. What you do and how that effects the world etc. I've not stopped playing rift I just started surfing the net exploring all mmos last night!
 
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