History GoodBadBugs / MassivelyMultiplayerOnlineRPG

22nd Oct '17 1:58:55 PM nombretomado
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*** The Kappa Event itself was a bug. The US server was never supposed to receive that event (this was confirmed by Creator/AeriaGames when they decided to hand out the special outfits made for this event without the event itself), but {{Cave}} accidentally let the Kappa Bully demons slip in one of the updates. Atlus Online then requested the event wasn't removed due to popular demand, and kept the original schedule for the event. They skipped the 2nd part of it, though.

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*** The Kappa Event itself was a bug. The US server was never supposed to receive that event (this was confirmed by Creator/AeriaGames when they decided to hand out the special outfits made for this event without the event itself), but {{Cave}} Creator/{{Cave}} accidentally let the Kappa Bully demons slip in one of the updates. Atlus Online then requested the event wasn't removed due to popular demand, and kept the original schedule for the event. They skipped the 2nd part of it, though.
26th Sep '17 6:32:30 AM Malachi108
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** When ''Fallen Empire'' launched, all of the companions that players previously owned had not only their main hand weapon sent to your inventory, but also their ''pants'' as well, and some even lost more than that. There was also a bug allowing players to go to the opposite faction's fleet, so Sith partying on the Republic Fleet were an occasional sight, and a bug that allowed Jedi Knights to have two versions of T7-01 after they're reunited with him.
** Patch 4.7.2 caused almost all non-hostile [=NPCs=] to start [[OrnamentalWeapon carrying Vibroblades]] on their backs [[https://www.reddit.com/r/swtor/comments/55v977/somehow_everyone_in_imperial_intelligence_decided/ causing]] [[https://www.reddit.com/r/swtor/comments/55xrob/vibroswords/ amusing]] [[https://www.reddit.com/r/swtor/comments/5652ce/that_joke_is_so_pre472/ moments]].
** Patch 5.4 was probably a definitive example for the game: all quests in the daily areas had their base Command XP reward increased by a factor of 15, from 75 to 1125. While this was definitely not intentional, this resulted in higher player activity, with daily areas having population not seen since they were first released. Bioware eventually agreed this was a good thing and not only announced there would be no punishment for using this bug, but intentionally left it unfixed for over a month.
22nd Sep '17 11:36:05 AM Necrodomo
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* The [[AlchemyIsMagic Alchemy]] feature from ''[[NexusWar Nexus Clash]]'' has a bug wherein if a potion recipe has all unique items (that is, each item occurs exactly once in the recipe) the alphabetically ''last'' ingredient in the recipe is not used up when making a batch of potions. Rather than being patched, this bug has been kept because it is loved by the players and dev team alike. The bug turns the previously random Alchemy feature into a minigame that requires strategic thinking to choose optimal recipes which save the best ingredients.
26th Aug '17 4:40:22 PM nombretomado
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** Star Wars Galaxies was originally designed with 10 planets; three of these planets (Yavin IV, Dathomir, and Endor) were supposed to be wild adventure planets, where players were unable to build houses and structures. However, for the first few months of the game, players could still place houses on these planets. SOE quickly removed the code that allowed for houses to be placed on these planets and told the owners of existing houses that they had best move or risk having them deleted, but the threat was never followed through on and a handful of these "wild houses" still existed when the game shut down.

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** Star ''Star Wars Galaxies Galaxies'' was originally designed with 10 planets; three of these planets (Yavin IV, Dathomir, and Endor) were supposed to be wild adventure planets, where players were unable to build houses and structures. However, for the first few months of the game, players could still place houses on these planets. SOE quickly removed the code that allowed for houses to be placed on these planets and told the owners of existing houses that they had best move or risk having them deleted, but the threat was never followed through on and a handful of these "wild houses" still existed when the game shut down.



* ''LaTale'' has the Invoke bug, which allows you to completely direct all of the boss' attacks away from the players in exchange for only using long range attacks and one player sitting in some (rather harmless) lava. Given almost every boss will be ''{{that one boss}}'' when you first fight it, and Invoke is the first instance boss in the game, you can see how a lot of players would be quick to exploit it.

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* ''LaTale'' ''VideoGame/LaTale'' has the Invoke bug, which allows you to completely direct all of the boss' attacks away from the players in exchange for only using long range attacks and one player sitting in some (rather harmless) lava. Given almost every boss will be ''{{that one boss}}'' when you first fight it, and Invoke is the first instance boss in the game, you can see how a lot of players would be quick to exploit it.
1st Aug '17 2:05:22 PM LuciaMoore
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** During the initial months of the game's release, an [=NPC=]'s damage was determined by its level, with the formula usually being Level*2. If an [=NPC=] spawned with a weapon (or a player gave them a weapon), their damage would change to <weapon damage>*2 as long as that number was higher than their default, unarmed damage, but the [=NPC=]'s attack delay would remain unchanged. This was exploited in two ways. First, low-level pet classes would give their pets cheap, high-damage weapons (like rusty two-handed swords, which were slow, but relatively powerful at low level) to improve their damage-per hit, and second, particularly mischevious players would outfit low-level monsters with high-damage weapons to ramp up how hard they hit, often causing problems for newbies until a higher level player came along to kill the "twinked" [=NPC=].
** In the same vein as the above glitch, once a player's summoned pets gained the ability to dual-wield (typically in the high 20s), equipping them with a pair of weapons ''would'' actually change their delay to the weapon, but again, their damage was unchanged unless the weapon's base damage was high enough. This led to pet classes equipping their pets with a pair of ''Fine Steel Daggers'', which weren't particularly impressive, but ''were'' particularly cheap had a very low delay of 19, turning their pets into blenders. What's more, a necromancer had the spell ''Feign Death'', which caused them to be ignored by enemies while their pet attacked everything in sight. It was common for a necromancer to go into a dungeon, equip their pet with daggers, then feign death and go to bed, only to wake up several levels higher. This was eventually patched in three ways: By locking a pet's delay to a fixed value independent of weapons, by making it so [=NPC=]s never attack idle pets, and by instituting a timer wherein a pet despawns if its master stays in the feign death state for longer than about 60 seconds.
7th Jul '17 9:05:59 AM Piterpicher
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* Certain weapon types in ''[[PhantasyStarOnline2 Phantasy Star Online 2]]'' have advanced attack-cancelling combos which enabled players to move faster than the standard walking speed. According to a developer livestream, this behavior was not intended, but because the technique was so popular, they decided not to try to fix it - instead, they decided to ''increase the maximum movement speed globally'', as to effectively "match" the top speed that this technique granted, thus theoretically nullifying its usefulness. Interestingly, the technique is still rather useful, as the max running speed is not instant - the character must not have its weapon drawn, and must gradually build up momentum in order to reach max running speed - but the attack-cancel dash and similar techniques still allow more skilled players to move more quickly immediately out of an attack.

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* Certain weapon types in ''[[PhantasyStarOnline2 Phantasy Star Online 2]]'' ''VideoGame/PhantasyStarOnline2'' have advanced attack-cancelling combos which enabled players to move faster than the standard walking speed. According to a developer livestream, this behavior was not intended, but because the technique was so popular, they decided not to try to fix it - instead, they decided to ''increase the maximum movement speed globally'', as to effectively "match" the top speed that this technique granted, thus theoretically nullifying its usefulness. Interestingly, the technique is still rather useful, as the max running speed is not instant - the character must not have its weapon drawn, and must gradually build up momentum in order to reach max running speed - but the attack-cancel dash and similar techniques still allow more skilled players to move more quickly immediately out of an attack.
20th May '17 8:55:58 AM Yuihime
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** The Arc release has a feature where players can explore and collect resources from uncharted islands, each with procedurally-generated topography, flora, fauna, and custom lighting. Players immediately found a bug where said custom lighting will remain in effect if you teleport from the uncharted islands. Naturally, some have used this for landscape photography, screencapping Runescape's existing SceneryPorn in [[{{Pun}} a whole new light]].

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** The Arc release has a feature where players can explore and collect resources from uncharted islands, each with procedurally-generated topography, flora, fauna, and custom lighting. Players immediately found a bug where said custom lighting will remain in effect if you teleport from the uncharted islands. Naturally, some have used this for landscape photography, screencapping Runescape's existing SceneryPorn in [[{{Pun}} a whole new light]]. [[AscendedGlitch Custom skyboxes, lighting, and camera modes became an official feature in May 2017]].
7th Mar '17 9:42:04 PM mlsmithca
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*** One of the most famous was the Grimtotem Spirit Guide, a [[SoCoolItsAwesome spectral wolf.]] "Spectral" looking creatures were, at the time, nearly all untameable (there was one exception, a ghost cat, and since this happened, a new type of pet the "spirit beast" has been introduced, which is comprised entirely of rare creatures that have one-day spawn timers.) This particular beast was especially interesting, a random NPC in the middle of nowhere had a spell he would cast which would summon one of these creatures for a mere five seconds. Tame Beast, the spell that, well, [[ExactlyWhatItSaysOnTheTin tames beasts]] took 20 seconds to cast. Hunters however, managed to figure out that by stacking nearly every cast-reduction spell and enchantment at once (a pricey feat) and getting at least two other players to help you (one to mind control the NPC who summons it, and one to cast Bloodlust, a cast time reduction spell) you could get the cast time on Tame Beast to just under 5 seconds. What drew so much attention to this particular bug, however, was that a Blizzard employee actually posted shortly after the bug was discovered that, since the method was so cool, it would be left in the game... Only for the Grimtotem Spirit Guide to quietly be flagged as untameable the very next Tuesday. Oops. Apparently what he had meant to say was that those who had already gotten one by the time the bug was fixed would be allowed to keep it.

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*** One of the most famous was the Grimtotem Spirit Guide, a [[SoCoolItsAwesome spectral wolf.]] wolf. "Spectral" looking creatures were, at the time, nearly all untameable (there was one exception, a ghost cat, and since this happened, a new type of pet the "spirit beast" has been introduced, which is comprised entirely of rare creatures that have one-day spawn timers.) This particular beast was especially interesting, a random NPC in the middle of nowhere had a spell he would cast which would summon one of these creatures for a mere five seconds. Tame Beast, the spell that, well, [[ExactlyWhatItSaysOnTheTin tames beasts]] took 20 seconds to cast. Hunters however, managed to figure out that by stacking nearly every cast-reduction spell and enchantment at once (a pricey feat) and getting at least two other players to help you (one to mind control the NPC who summons it, and one to cast Bloodlust, a cast time reduction spell) you could get the cast time on Tame Beast to just under 5 seconds. What drew so much attention to this particular bug, however, was that a Blizzard employee actually posted shortly after the bug was discovered that, since the method was so cool, it would be left in the game... Only for the Grimtotem Spirit Guide to quietly be flagged as untameable the very next Tuesday. Oops. Apparently what he had meant to say was that those who had already gotten one by the time the bug was fixed would be allowed to keep it.
24th Jan '17 8:01:54 PM Yuihime
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** After the Dark Lord class was introduced there were some issues with the health of Raven - Dark Lord's newly introduced pet, so devs made him indestructible. At the time, the Raven would attack once per each click of the mouse, either randomly around or at pointed target. Result? Clicking tools that made the DL one indestructible powerhouse eliminating even the most powerful bosses in a matter of split-second, wiping the events clean and thoroughly dominating the PvP. It didn't help much that the Raven could attack at least 2 tiles farther than any other character. While the developers quickly adressed this, some privately-owned servers left the things as they were, ultimately leading to their own [[GameBreakingBug demise]].

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** After the Dark Lord class was introduced there were some issues with the health of Raven - Dark Lord's newly introduced pet, so devs made him indestructible. At the time, the Raven would attack once per each click of the mouse, either randomly around or at pointed target. Result? Clicking tools that made the DL one indestructible powerhouse eliminating even the most powerful bosses in a matter of split-second, wiping the events clean and thoroughly dominating the PvP. It didn't help much that the Raven could attack at least 2 tiles farther than any other character. While the developers quickly adressed addressed this, some privately-owned servers left the things as they were, ultimately leading to their own [[GameBreakingBug demise]].


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** The Arc release has a feature where players can explore and collect resources from uncharted islands, each with procedurally-generated topography, flora, fauna, and custom lighting. Players immediately found a bug where said custom lighting will remain in effect if you teleport from the uncharted islands. Naturally, some have used this for landscape photography, screencapping Runescape's existing SceneryPorn in [[{{Pun}} a whole new light]].
4th Jan '17 11:07:45 AM srmalloy
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*** This was actually the second version of this enhancement, having been patched from an earlier -- but no less broken -- version. In its first incarnation on the test server, the 'Touch of Lady Grey: Chance for Negative Energy Damage' enhancement would be better named by removing 'Energy' from the name -- when the proc attack went off, it did '''negative''' damage, ''healing'' the target of the attack.
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