Because of the staged progression of MMOs
Because of the staged progression of MMOs where players complete quests in a certain region and move on, there is minimal need to render any long term local effects on defeated or victorious monsters. Yet there is room for temporary changes, either through morale or through a shift WoW Gold like in the furbolg example above. The facet where monster impact has the greatest potential growth is in the implementation of more widespread faction rules. When gamers play an MMO, it should quickly be WoW Gold clear that they can't be the "one hero" who saves the world like in a single-player game. Instead, they join a society of gamers whose total contribution can affect the MMO world. But when their most hunted targets, the PvE monsters, don't have any factional representation there are few ways to gage such player impact.
Obviously, systems on this model can't be too widespread. Otherwise the game would become so bloated by monster-turned-friendly situations that gamers would have to wait in line to do any quests at all. Yet this example does show that real effects are possible. Another simpler, WoW Gold though more transitory, method of instituting monster defeat would be the stronger use of morale rules. I won't go into this in detail as I've already discussed it quite heavily WoW Gold in previous articles (see May 26, 2008 "On Gaming: Morale"). To put it simply, a monster who sees a compatriot defeated nearby would reasonably suffer from temporarily diminished morale.
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