History GoodBadBugs / MassivelyMultiplayerOnlineRPG

26th Aug '17 4:40:22 PM nombretomado
Is there an issue? Send a Message


** 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.

to:

** 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.

to:

* ''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
Is there an issue? Send a Message

Added DiffLines:

** 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
Is there an issue? Send a Message


* 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.

to:

* 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
Is there an issue? Send a Message


** 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]].

to:

** 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
Is there an issue? Send a Message


*** 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.

to:

*** 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
Is there an issue? Send a Message


** 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]].

to:

** 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]].


Added DiffLines:

** 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
Is there an issue? Send a Message

Added DiffLines:

*** 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.
28th Dec '16 5:55:44 AM Morgenthaler
Is there an issue? Send a Message


* In ''VideoGame/RuneScape'', after the Evolution of Combat, boxing gloves are for some reason classified as two-handed swords. While they are still incredibly weak joke weapons, it allows for lots of cool animations that were originally only meant for a {{BFS}}, the epitome of which is Meteor Strike, where you [[{{Badass}} leap above the screen and smash down]] with a [[GroundPunch ground-shattering punch]].

to:

* In ''VideoGame/RuneScape'', after the Evolution of Combat, boxing gloves are for some reason classified as two-handed swords. While they are still incredibly weak joke weapons, it allows for lots of cool animations that were originally only meant for a {{BFS}}, the epitome of which is Meteor Strike, where you [[{{Badass}} leap above the screen and smash down]] down with a [[GroundPunch ground-shattering punch]].
24th Nov '16 3:04:32 AM Gen
Is there an issue? Send a Message


* ''StarWarsGalaxies'', past and present, has been riddled with hilarious bugs. At one point, when a MOB or NPC would spawn "incorrectly" for various reasons, they would instead spawn at the center of the planet at coordinates 0,0. Hundreds of mostly hostile mobs could accumulate between server resets. Going anywhere near this area would cause insane lag and even high-level characters would be dead before they could even react.
** The game features fireworks and fireworks launchers. When they were first implemented, players quickly found that one could use the launcher to "launch" ''anything'' in the game into the air, and they wouldn't come down. Cue hundreds of players frustrated as quest [=NPCs=] float inaccessibly in the air, players stuck in the air, and even entire cities hovering twenty meters above where they should be.

to:

* ''StarWarsGalaxies'', past and present, has ''StarWarsGalaxies'' had been riddled with hilarious bugs. At one point, when a MOB or NPC would spawn "incorrectly" for various reasons, they would instead spawn at the center of the planet at coordinates 0,0. Hundreds of mostly hostile mobs could accumulate between server resets. Going anywhere near this area would cause insane lag and even high-level characters would be dead before they could even react.
** The game features featured fireworks and fireworks launchers. When they were first implemented, players quickly found that one could use the launcher to "launch" ''anything'' in the game into the air, and they wouldn't come down. Cue hundreds of players frustrated as quest [=NPCs=] float inaccessibly in the air, players stuck in the air, and even entire cities hovering twenty meters above where they should be.



** Early in the game, players could use the /pickup command to pick up not only items that belonged to them, but any item in the world that could be targeted. Savvy players used this to rob NPC locales of furniture and items, some of which have never been attainable through legitimate means. The glitch was fixed quickly after it was discovered, so only a few items made it into the player population, but they tend to sell for massive prices when placed up for sale.
** 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 exist.

to:

** Early in the game, players could use the /pickup command to pick up not only items that belonged to them, but any item in the world that could be targeted. Savvy players used this to rob NPC locales of furniture and items, some of which have never been attainable through legitimate means. The glitch was fixed quickly after it was discovered, so only a few items made it into the player population, but they tend tended to sell for massive prices when placed up for sale.
** 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 exist.existed when the game shut down.
6th Oct '16 7:21:20 PM nombretomado
Is there an issue? Send a Message


** Though more of an oversight than a genuine bug, it still qualifies: In the beginning of EverQuest, hybrid classes were assigned a 40% experience penalty to offset what was perceived as an otherwise unfair advantage over single-role classes. This was accomplished not by penalizing earned experience points, but instead by requiring 40% more experience for a given level than a class without penalties. Sometime down the road, after the Tank/Damage/Healer trinity became more understood, the developers realized that the hybrids' "jack-of-all-trades, master of none" design was, in an environment based on specializing in a particular role, a limitation in itself, and removed the penalty. They did this by simply applying a 40% bonus to all earned experience. Fast-forward to the Planes of Power expansion, where the Alternate Advancement system was implemented, which introduced an alternate experience point pool used to purchase upgrade abilities. Learning from past mistakes, the developers made the experience tables for earning these points the same for every class. However, they '''forgot to remove the previous bonuses granted to hybrids!''' This resulted in hybrid classes gaining alternate advancement experience 40% faster than other classes. By the time the issue was discovered and fixed, many players had racked up hundreds of alternate advancement points that their fellow non-hybrid gamers could not.

to:

** Though more of an oversight than a genuine bug, it still qualifies: In the beginning of EverQuest, [=EverQuest=], hybrid classes were assigned a 40% experience penalty to offset what was perceived as an otherwise unfair advantage over single-role classes. This was accomplished not by penalizing earned experience points, but instead by requiring 40% more experience for a given level than a class without penalties. Sometime down the road, after the Tank/Damage/Healer trinity became more understood, the developers realized that the hybrids' "jack-of-all-trades, master of none" design was, in an environment based on specializing in a particular role, a limitation in itself, and removed the penalty. They did this by simply applying a 40% bonus to all earned experience. Fast-forward to the Planes of Power expansion, where the Alternate Advancement system was implemented, which introduced an alternate experience point pool used to purchase upgrade abilities. Learning from past mistakes, the developers made the experience tables for earning these points the same for every class. However, they '''forgot to remove the previous bonuses granted to hybrids!''' This resulted in hybrid classes gaining alternate advancement experience 40% faster than other classes. By the time the issue was discovered and fixed, many players had racked up hundreds of alternate advancement points that their fellow non-hybrid gamers could not.
This list shows the last 10 events of 83. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=GoodBadBugs.MassivelyMultiplayerOnlineRPG