History Main / PerpetuallyStatic

1st Oct '17 7:47:27 PM wingedcatgirl
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** World Rule 3 (infinitely-respawning bosses) is in full force, but with an actual explanation -- primals are, essentially, {{tulpa}}s summoned by the beast tribes, and as long as they still have a reason to ''want'' their primals back, they'll finagle a way to resummon them. Even the HardModeFiller versions are explained, as primals are summoned with [[GodsNeedPrayerBadly prayer]] and [[GreenRocks crystals]], and of course the beast tribes will gather more crystals and pray harder after you beat their god once already.
3rd Sep '17 9:05:12 AM HalcyonDayz
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{{MMORPG}}s are usually based on the concept of a perpetual world. You make your character and enter a large world filled with cities, people (both other players and [=NPCs=]), and all sorts of intrigue. You can fight monsters, undertake tasks given by [=NPCs=], and participate in many events.

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{{MMORPG}}s are usually based on the concept of a perpetual world. You make your character and enter a large world filled with cities, people (both other players and [=NPCs=]), {{Non Player Character}}s), and all sorts of intrigue. You can fight monsters, undertake tasks given by [=NPCs=], and participate in many events.



** This trope can also become jarring to anyone who has started the Knights of the Fallen Empire content, which DOES shake up galactic politics quite a bit, yet you can still return to your factions fleet exactly as it was, and all NPCs from the original content are still going about their business as they were before the expansion happened.

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** This trope can also become jarring to anyone who has started the Knights of the Fallen Empire content, which DOES shake up galactic politics quite a bit, yet you can still return to your factions fleet exactly as it was, and all NPCs {{Non Player Character}}s from the original content are still going about their business as they were before the expansion happened.
6th Aug '17 2:06:41 PM Raijinken
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** This gets handwaved at the end of Patch 2.55 when you are [[spoiler: framed for murdering the Sultana. Any time you go back to Ul'Dah (which most players at the time likely did, since there were a few months between 2.55 and Heavensward), the guards either don't believe you're guilty, or are afraid to take you on alone, giving you plenty of time to escape while they "send for reinforcements" that never arrive.]]
** Runs heavily into Gameplay and Story segregation as the story of Heavensward progresses. [[spoiler: Plot-wise, you win the Dragonsong War, somewhat shrink the gap between nobles and commoners in Ishgard, and the like, but most dragons in the Churning Mists are still out to get you, and leves and some random NPC non-conversation text is still clearly set during the war. Job quests don't fare any better.]]
12th Jul '17 3:44:57 PM NaraNumas
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** However, in the lore at least they're averting this by having the story finally marching on in ways that rivals meet, fight, and terms change, starting with a massive WhamEpisode where Miss Fortune appears to kill Gangplank, leading him to return DarkerAndEdgier with a new model. Other things, such as Graves and Twisted Fate burying the hatchet and returning to being friends have happened. [[GameplayAndStorySegregation However, save situations where the characters need redesigns or relaunches, none of these advancements in their personal stories affect the game outside of a few new lines of interaction dialogue]].
2nd May '17 3:35:46 PM ScorpiusOB1
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# Every major {{boss|Battle}} will respawn and continue to exist long after you've killed him, turned in the corresponding quest, and got rewarded for saving the world from imminent destruction at his hands. This, of course, means he'll not remember you killed said boss ''even if you equip an artifact that you looted from him''.

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# Every major {{boss|Battle}} will respawn and continue to exist long after you've killed him, turned in the corresponding quest, and got rewarded for saving the world from imminent destruction at his hands. This, of course, means he'll said boss will not remember you killed said boss him ''even if you equip an artifact a piece of gear that you looted from him''.his cooling corpse''.
2nd May '17 3:33:54 PM ScorpiusOB1
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# Every major {{boss|Battle}} will respawn and continue to exist long after you've killed him, turned in the corresponding quest, and got rewarded for saving the world from imminent destruction at his hands.

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# Every major {{boss|Battle}} will respawn and continue to exist long after you've killed him, turned in the corresponding quest, and got rewarded for saving the world from imminent destruction at his hands. This, of course, means he'll not remember you killed said boss ''even if you equip an artifact that you looted from him''.
11th Feb '17 8:56:15 AM Gosicrystal
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*** Various one-time events have heralded the introduction of new content, particularly before each expansion, and also with some content patches like the War Effort pre-Ahn-Qiraj, the Scourge Invasion pre-Naxxramas (with an upgraded version pre-''Wrath of the Lich King''), the building of the Argent Tournament, and the retaking of the Isle of Quel'Danas. In many cases this results in LostForever special rewards. In a counter-aversion, some of the [=NPCs=] related to these events are still around to accept any left-over tokens or quest turn-ins, even though the events are long gone, never to return.

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*** Various one-time events have heralded the introduction of new content, particularly before each expansion, and also with some content patches like the War Effort pre-Ahn-Qiraj, the Scourge Invasion pre-Naxxramas (with an upgraded version pre-''Wrath of the Lich King''), the building of the Argent Tournament, and the retaking of the Isle of Quel'Danas. In many cases this results in LostForever {{permanently missable|Content}} special rewards. In a counter-aversion, some of the [=NPCs=] related to these events are still around to accept any left-over tokens or quest turn-ins, even though the events are long gone, never to return.
13th Aug '16 9:59:26 AM Steven
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** While you can choose how to respond to certain [=NPCs-], the only thing that changes is how they respond to you before going back to their script since all quests and the main story are set in stone and cannot be altered. In some cases, it becomes a ButThouMust moment where responding negatively stops the story/quest from advancing until you give a positive response instead.

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** While you can choose how to respond to certain [=NPCs-], [=NPCs=], the only thing that changes is how they respond to you before going back to their script since all quests and the main story are set in stone and cannot be altered. In some cases, it becomes a ButThouMust moment where responding negatively stops the story/quest from advancing until you give a positive response instead.
13th Aug '16 9:58:54 AM Steven
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* ''VideoGame/FinalFantasyXIV'' has some interesting takes on the world and story rules while also playing some of them straight:
** While most [=NPCs=] will stay where they are forever, certain characters related to quests will vanish from the world if the plot calls for it. Beastmen tribes will always appear to antagonize [=NPCs=] and/or the player no matter how many times you beat them in the main story or related quests. Certain cities and areas do actually change over time as you progress in certain quests and in the main story, but other players will not see the changes until they do the required quests. When the game bombed at 1.0, the developers decided to trash the entire world and remade it for the reboot in 2.0, changing a lot of areas as a result.
** In regards to the player, it's a mixed bag. The main story treats every accomplishment done by the player as a solo feat, even though a lot of trials require players to form a party in order to tackle the challenges in the story. The strange part about this is when you talk to an NPC in the overworld to start the trial, they'll always tell you to bring along a few more adventurers to make things easier. When the battle is won, everyone assumes you did everything yourself. Likewise, cut scenes will only show the player character along with the relevant [=NPCs=], but very specific content (like the Binding Coil of Bahamut) will show other players in your party.
** While you can choose how to respond to certain [=NPCs-], the only thing that changes is how they respond to you before going back to their script since all quests and the main story are set in stone and cannot be altered. In some cases, it becomes a ButThouMust moment where responding negatively stops the story/quest from advancing until you give a positive response instead.
6th Jun '16 4:44:30 PM NaraNumas
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** Aversions to several rules show up more and more as the patch cycles go on. Characters related to storylines will move around after that patch's storylines end and have thoughts to share that will change when the next patch comes out and their story continues, and sometimes this bleeds over into others. The best example is probably the fallout from [[WhamEpisode the finale of the 2.0 storyline]], where ''every NPC you've met'' will have some form of comment about what events had played out.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.PerpetuallyStatic