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* ''VideoGame/ClubPenguin'' had a bug that only worked if you clicked the igloo button while your penguin was on its way to play the Aqua-Grabber minigame. After losing the game, you could click the "close" button to earn the coins you earned a second time, potentially earning you millions of coins. This also worked with the minigame Bean Counters.

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** One glitch that gained brief notoriety among twinks (players who create low level characters to PVP with the best gear at that level) involved an elite mob in the zone Dragonblight. Krueg Oathbreaker, an undead giant targeted in an Alliance quest was the only NPC in game to drop an item called "Enti's Quenched Sword." The item, itself a reference to a sword from [=EverQuest=], was an altogether uninteresting {{vendor trash}} sword that did a maximum of two damage... Until someone actually equipped it and saw that it was actually doing hundreds of times that. This still wouldn't have been too interesting, as weapons at the time still did thousands of damage more than the sword, except for the fact that [[DiscOneNuke there was no minimum level to equip the sword.]] Queue lines of dozens of people farming poor Krueg in hopes of getting a 40% drop rate sword, that could one-shot nearly anything at low levels, and be sold for hundreds of gold to other players. Unfortunately, Blizzard caught the bug within a week or so, and fixed the info text on the sword, as well as creating a minimum level of 70 to equip it.

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** One glitch that gained brief notoriety among twinks (players who create low level characters to PVP with the best gear at that level) involved an elite mob in the zone Dragonblight. Krueg Oathbreaker, an undead giant targeted in an Alliance quest was the only NPC in game to drop an item called "Enti's Quenched Sword." The item, itself a reference to a sword from [=EverQuest=], was an altogether uninteresting {{vendor trash}} -uninteresting sword that did a maximum of two damage...damage making it BetterOffSold... Until someone actually equipped it and saw that it was actually doing hundreds of times that. This still wouldn't have been too interesting, as weapons at the time still did thousands of damage more than the sword, except for the fact that [[DiscOneNuke there was no minimum level to equip the sword.]] Queue lines of dozens of people farming poor Krueg in hopes of getting a 40% drop rate sword, that could one-shot nearly anything at low levels, and be sold for hundreds of gold to other players. Unfortunately, Blizzard caught the bug within a week or so, and fixed the info text on the sword, as well as creating a minimum level of 70 to equip it.
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** During ''Shadowbringers''[='=] Alliance Raid, The Copied Factory (based off of ''VideoGame/NierAutomata''), there was a rare glitch that would happen where, during the final boss of the raid, a dragon would randomly spawn for players but not everyone could see it. It turned out to be a strange bug occurring for players who did the level sixty Dark Knight class quest, but the fact the dragon spawned in a raid based on ''Nier'', a game set in the same universe as ''VideoGame/{{Drakengard}}'', and produced by the same creator, Creator/TaroYoko, caused a huge EpilepticTrees in the community until it was patched.

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** During ''Shadowbringers''[='=] Alliance Raid, The Copied Factory (based off of ''VideoGame/NierAutomata''), there was a rare glitch that would happen where, during the final boss of the raid, a dragon would randomly spawn for players but not everyone could see it. It turned out to be a strange bug occurring for players who did the level sixty Dark Knight class quest, but the fact the dragon spawned in a raid based on ''Nier'', a game set in the same universe as ''VideoGame/{{Drakengard}}'', and produced by the same creator, Creator/TaroYoko, Creator/YokoTaro, caused a huge EpilepticTrees in the community until it was patched.
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** When the Phantom Forest was first released on the Global server, the devs forgot to enable the "Boss" flag on Bigfoot, a powerful enemy that appeared on nearly every map in the area to give the illusion that it's "chasing" players. This lack of a Boss flag meant that it was vulnerable to StatusEffects. Due to how the poison ailment works (it deals a percentage of the monster's max HP every second), this meant that classes that could inflict poison (at the time restricted to Fire/Poison Mages, Shadowers, and Night Lords) could easily kill it for its massive EXP reward. When the error was finally fixed, Nexon also [[DisproportionateRetribution banned everyone]] [[NeverMyFault who had killed Bigfoot this way]].
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** Similarly, for a while a bug when chopping ivy would cause the animation to use whatever your main-hand tool was, whether or not it was a hatchet. So you could see players slapping the overgrown wall with their boxing gloves, or whacking it with a live salamander.
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* ''VideoGame/{{Minecraft}}'' Hypixel's version of [=SkyBlock=] allows you to fly with DoubleJump and the grappling hook item, [[https://youtu.be/vLLJAiII6p4?t=394 as discovered by]] ''{{LetsPlay/Technoblade}}''.
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* ''VideoGame/{{Minecraft}}'' Hypixel's version of [=SkyBlock=] allows you to fly with DoubleJump and the grappling hook item, [[https://youtu.be/vLLJAiII6p4?t=394 as discovered by]] ''{{LetsPlay/Technoblade}}''.
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* ''VideoGame/{{Minecraft}}'' Hypixel's SkyBlock allows you to fly with DoubleJump and the grappling hook item, [[https://youtu.be/vLLJAiII6p4?t=394 as discovered by]] ''{{LetsPlay/Technoblade}}''.
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* ''VideoGame/{{Minecraft}}'' Hypixel's SkyBlock allows you to fly with DoubleJump and the grappling hook item, [[https://youtu.be/vLLJAiII6p4?t=394 as discovered by]] ''{{LetsPlay/Technoblade}}''.

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* ''VideoGame/DungeonsAndDragonsOnline'' used to have a bug where using your diplomacy skill on a chest would convince it to give you better loot - during Beta testing. It got fixed before release, but some players still tried to do it anyway. Since then, the system was changed so that diplomacy is a passive skill.
* In ''Franchise/FinalFantasy'' games which gave [[RedMage Red Mages]] the ability to chaincast - fire off a spell immediately after casting one without having to charge it first, it became a common practice for players to start off by casting a weak spell that had a short charge time, then take advantage of the ability to chaincast to fire off a much more powerful spell without having to charge it first. In ''VideoGame/FinalFantasyXIV'', this became an AscendedGlitch when this method of chaincasting was made an integral part of the Red Mage's rotation: casting a weaker but faster-charging spell such as Jolt and following up with the more powerful but otherwise slower-charging Verthunder or Veraero.

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* ''VideoGame/DungeonsAndDragonsOnline'' used to have ''VideoGame/DungeonsAndDragonsOnline'', in its beta, had a bug where using your diplomacy skill on a chest would convince it to give you better loot - during Beta testing.loot. It got fixed before release, but some players still tried to do it anyway. Since then, the system was changed so that diplomacy is a passive skill.
* In ''Franchise/FinalFantasy'' games which gave [[RedMage Red Mages]] the ability to chaincast - fire off a spell immediately after casting one without having to charge it first, it became a common practice for players to start off by casting a weak spell that had a short charge time, then take advantage of the ability to chaincast to fire off a much more powerful spell without having to charge it first. In ''VideoGame/FinalFantasyXIV'', this became an AscendedGlitch when this method of chaincasting was made an integral part of the Red Mage's rotation: casting a weaker but faster-charging spell such as Jolt and following up with the more powerful but otherwise slower-charging Verthunder or Veraero.
skill.



** When Blue Mage was introduced, there was a design decision to not let the job run dungeons normally in Duty Finder due to the potential GameBreaker skills a Blue Mage could have. Since dungeons are the primary source of XP outside of quests, the developers tweaked the XP reward multiplier of Blue Mages so players could level up by killing regular mobs. However this led to some unexpected side effects like if you can get another player to weaken a high level mob and if you deliver the finishing blow, you get a massive XP reward or if you have your Chocobo companion out, it too also gets the XP multiplier making leveling up the Chocobo trivial. While the devs acknowledged this, they said they can't do anything about it without overhauling the character development system and instead encourage players to level up the job as was intended. The glitch was eventually patched out.
** Viera and Hrothgar were added as new playable races in the ''Shadowbringers'' expansion. Originally, they weren't going to have headgear visible due to the complex nature of their heads, faces, and hair. The developers managed to get some headgear visible, but some of them also glitched out and removed the character's hair entirely while having an big empty spot on their heads.

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** When Blue Mage was introduced, there was a design decision to not let the job run dungeons normally in the Duty Finder due to the potential GameBreaker skills a Blue Mage could have. Since dungeons are the primary source of XP outside of quests, the developers tweaked the XP reward multiplier of Blue Mages so players could more easily level up by killing regular mobs. However However, this led to some unexpected side effects like effects: if you can get another player to weaken a high level mob and if you then deliver the finishing blow, blow yourself, you get a massive XP reward reward, or if you have your Chocobo companion out, it too also gets the XP multiplier multiplier, making leveling up the Chocobo trivial. While the devs acknowledged this, they said they can't do anything about it without overhauling the character development system and instead encourage encouraged players to level up the job as was intended. The glitch was eventually patched out.
** Viera and Hrothgar were added as new playable races in the ''Shadowbringers'' expansion. Originally, they weren't going to have headgear visible due to the complex nature of their heads, faces, and hair. The developers managed to get some headgear visible, but some of them also glitched out and removed the character's hair entirely while having an a big empty spot on their heads.



** Squadrons also had a unique LimitBreak where, when executed, would do massive damage to the target and give the player and the rest of the party a huge damage boost for several seconds. Due to an oversight in the programming, it was possible to use the unique skill outside of Squadron content where it wasn't intended. The exploit went unnoticed by the developers for ''months'' until they finally caught wind of it and saw some players were using the exploit in [[HarderThanHard ultimate trials]]. Everyone that got caught were hit with account suspensions or permament bans. On top of this, the developers also pointed out how one player that used the exploit in the ultimate trials [[EpicFail couldn't clear it even with their cheating]].
** During ''Shadowbringers'' Alliance Raid, The Copied Factory (based off of ''VideoGame/NierAutomata''), there was a rare glitch that would happen where during the final boss of the raid, a dragon would randomly spawn for players but not everyone could see them. It turned out to be a strange bug occurring for players who did the level sixty Dark Knight class, but the fact the dragon spawn in a raid based on ''Nier'', a game set in the same universe as ''VideoGame/{{Drakengard}}'', and produced by the same creator, Creator/TaroYoko, caused a huge EpilepticTrees in the community until it was patched.

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** Squadrons also had a unique LimitBreak where, which, when executed, would do massive damage to the target and give the player and the rest of the party a huge damage boost for several seconds. Due to an oversight in the programming, it was possible to use the unique skill outside of Squadron content where it wasn't intended. The exploit went unnoticed by the developers for ''months'' until they finally caught wind of it and saw some players were using the exploit in [[HarderThanHard ultimate trials]]. Everyone that got caught were hit with account suspensions or permament permanent bans. On top of this, the developers also pointed out how one player that used the exploit in the ultimate trials [[EpicFail couldn't clear it even with their cheating]].
** During ''Shadowbringers'' ''Shadowbringers''[='=] Alliance Raid, The Copied Factory (based off of ''VideoGame/NierAutomata''), there was a rare glitch that would happen where where, during the final boss of the raid, a dragon would randomly spawn for players but not everyone could see them. it. It turned out to be a strange bug occurring for players who did the level sixty Dark Knight class, class quest, but the fact the dragon spawn spawned in a raid based on ''Nier'', a game set in the same universe as ''VideoGame/{{Drakengard}}'', and produced by the same creator, Creator/TaroYoko, caused a huge EpilepticTrees in the community until it was patched.patched.
** ''Stormblood'' {{ascended|Glitch}} abuse of Red Mage's chain-casting ability from previous ''Franchise/FinalFantasy'' games: with every spell cast, the player in question is able to dualcast ''any'' other spell they have, without having to spend time casting it. Primarily, this is to use the more powerful elemental spells, which deal more damage than the standard Jolt but have much longer cast times when used on their own, though it can also be used to skip the cast times for healing spells, including the class's version of Raise in an emergency.
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*** Super Fun Happy Slide: civilians would get stuck on a loop, running up the back of an underground bunker and then sliding down the front door. Sometimes 50 or more civilians would be taking the SFHS. (When the bug was fixed, the devs left a plaque on said bunker commemorating the villainous mind control plot that took place on the spot).
*** "Saved" civilians typically run to the nearest functioning (not just decorative) door, so that they can exit the world. Quite often this is the door to the same hideout full of villains that the players are about to enter ("Wait, don't go in there--!") The "infinite treadmill" effect above was because that particular door was coded, but also permanently ''locked.''

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*** Super Fun Happy Slide: civilians would get stuck on a loop, running up the back of an underground bunker and then sliding down the front door. Sometimes 50 or more civilians would be taking the SFHS. (When When the bug was fixed, the devs left a plaque on said bunker commemorating the villainous mind control plot that took place on the spot).
spot.
*** "Saved" civilians typically run to the nearest functioning (not just decorative) door, door so that they can exit the world. Quite often this is the door to the same hideout full of villains that the players are about to enter ("Wait, don't go in there--!") enter. The "infinite treadmill" effect above was because that particular door was coded, technically functional, but also permanently ''locked.''



* ''VideoGame/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.

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* ''VideoGame/StarWarsGalaxies'' had been riddled with hilarious bugs. At one point, when a MOB 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.



** ''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.
** Arguably the most influential glitch of the first three years of Star Wars Galaxies was buffing. Doctors in SWG could buff a player's stats, raising them to higher-than-normal levels for a limited amount of time. However, the designers failed to take into account what sort of buffs could be created with the best materials available (purportedly due to a glitched calculation in the game code), and, as a result, doctors were soon able to buff players' stats to superhuman levels for three hours at a time. Enemies that were supposed to require a group to take down could now be comfortably soloed. Soon, you weren't considered prepped for combat unless you had these buffs onboard. SOE's first reaction was simply to make new content geared for these buffs (I.E. with insanely overpowered enemies), although when they decided to revamp the combat engine, buffs were one of the first elements to meet the chopping block.

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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 right up to when the game shut down.
** Arguably the most influential glitch of the first three years of Star ''Star Wars Galaxies Galaxies'' was buffing. Doctors in SWG could buff a player's stats, raising them to higher-than-normal levels for a limited amount of time. However, the designers failed to take into account what sort of buffs could be created with the best materials available (purportedly due to a glitched calculation in the game code), and, as a result, doctors were soon able to buff players' stats to superhuman levels for three hours at a time. Enemies that were supposed to require a group to take down could now be comfortably soloed. Soon, you weren't considered prepped for combat unless you had these buffs onboard. SOE's first reaction was simply to make new content geared for these buffs (I.E. with insanely overpowered enemies), although when they decided to revamp the combat engine, buffs were one of the first elements to meet the chopping block.
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** The [[http://en.wikipedia.org/wiki/Corrupted_blood_incident famous bug that caused a raid-boss disease to spread into the rest of the world]]. Said disease actually spreads between players, so the effects were comparable to real-life diseases -- to the point where academics expressed interest in studying it. That condition was later [[AscendedGlitch replicated on purpose]], during the "in-game event" before the Wrath of the Lich King expansion went live, as a ''ZombieApocalypse'' caused by TheVirus. [[UnexpectedGameplayChange It was either]] [[SugarWiki/MomentOfAwesome awesome]] or horrible.

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** The [[http://en.wikipedia.org/wiki/Corrupted_blood_incident famous bug that caused a raid-boss disease to spread into the rest of the world]]. Said disease actually spreads spread between players, so the effects were comparable to real-life diseases -- to the point where academics expressed interest in studying it. That condition was later [[AscendedGlitch replicated on purpose]], during the "in-game event" before the Wrath ''Wrath of the Lich King King'' expansion went live, as [[UnexpectedGameplayChange a full-blown]] ''ZombieApocalypse'' caused by TheVirus. [[UnexpectedGameplayChange It was either]] [[SugarWiki/MomentOfAwesome awesome]] or horrible.TheVirus.



** Another bug that brought some players hours of enjoyment revolved around the Shaman's Fire Nova totem. This totem would do damage to all enemies around it every 3 seconds. If a Shaman timed it right, they could drop the totem then DC from the server right before the totem did its damage. Totems disappear slightly after the player when the player logs off, therefore, the totem would go hostile, damaging all players, whether they be on the totem's original owner's side or not. A level 70 shaman could team kill most lower level characters in the capital cities. Typically, panic would begin, with people wondering WTF was going on, then hilarity would ensue as those same people would realize what was happening. Blizzard fixed this one pretty quickly.

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** Another bug that brought some players hours of enjoyment revolved around the Shaman's Fire Nova totem. This totem would do damage to all enemies around it every 3 seconds. If a Shaman timed it right, they could drop the totem then DC from the server disconnect right before the totem did its damage. Totems disappear slightly after the player when the player logs off, therefore, the totem would go hostile, damaging all ''all'' players, whether they be on the totem's original owner's side or not. A level 70 shaman could team kill most lower level characters in the capital cities. Typically, panic would begin, with people wondering WTF having no clue what was going on, then hilarity would ensue as those same people would realize what was happening. Blizzard fixed this one pretty quickly.



** Back in before the Burning Crusade, the world boss Kazzak would cast a debuff on players that would make them explode for massive damage to everyone around when they hit 0 mana. This debuff was not removed by the Paladin immunity spell, which meant they could aggro the boss, get the debuff, teleport to a capital, and cast a spell that would drain their entire mana pool. [[HilarityEnsues Hilarity ensues]].
*** Kazzak was also pretty close to the human city of Stormwind where he could be taken to by certain classes that were diligent enough to make the trip with a huge boss trailing behind. Once there he would cast a spell that would hit everyone in a specific range for massive damage if there were more than 40 people in his aggro radius (he was a 40-man raid boss). Of course, there are usually hundreds of people in Stormwind at any one time so he could completely decimate the city with ease.
*** Even better, Kazzak's DeathBlossom attack - which was intended to keep raids from cheesing him with too many players - also ''healed'' him for the same amount of damage it caused - AND, the Kazzak fight had an incredibly strict Enrage Timer (if you did not kill him in X time, he went berzerk and began attacking much, much faster and for far, far more damage). Kazzak would hit that timer before he even reached the city. What this amounts to, was that once Kazzak reached Stormwind, he was effectively invincible, constantly pumping out thousands and thousands of area-effect damage that was constantly healing him for ''far, far more damage than could ever possibly be dealt.'' In order to get him out of the city, [=GMs=] would need to basically restart the entire server, as nothing in Stormwind - not the players, not the [=NPCs=] and not the human faction boss - could do anything against him but die in horrifying droves. Even without knowing anything about ''World of Warcraft'', the "Kazzak in Stormwind" videos of such encounters are freaking hilarious.
*** Something similar happened frequently with a Devilsaur (T-Rex like elite mob) being kited from Un'Goro all the way to Orgrimmar. The video is hilarious, and seeing a mob being kited pretty much all across Kalimdor -especially the Barrens- is an awesome feat indeed.

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** Back in before the ''The Burning Crusade, Crusade'', the world boss Kazzak would cast a debuff on players that would make them explode for massive damage to everyone around when they hit 0 mana. This debuff was not removed by the Paladin immunity spell, which meant they could aggro the boss, get the debuff, teleport to a capital, and cast a spell that would drain their entire mana pool. [[HilarityEnsues Hilarity ensues]].
HilarityEnsues.
*** Kazzak was also pretty close to the human city of Stormwind Stormwind, where he could be taken to by certain classes that were diligent enough to make the trip with a huge boss trailing behind. Once there there, he would cast a spell that would hit everyone in a specific range for massive damage if there were more than 40 people in his aggro radius (he was a 40-man raid boss). Of course, there are usually hundreds of people in Stormwind at any one time time, so he could completely decimate the city with ease.
*** Even better, Kazzak's DeathBlossom Death Blossom attack - which was intended to keep raids from cheesing him with too many players - also ''healed'' him for the same amount of damage it caused - AND, ''and'' the Kazzak fight had an incredibly strict Enrage Timer (if you did not kill him in X a certain amount of time, he went berzerk and began attacking much, much faster and for far, far more damage). Kazzak would hit that timer before he even reached the city. What this amounts to, was that once Kazzak reached Stormwind, he was effectively invincible, constantly pumping out thousands and thousands of area-effect damage that was constantly healing him for ''far, far more damage than could ever possibly be dealt.'' In order to get him out of the city, [=GMs=] would need to basically restart the entire server, as nothing in Stormwind - not the players, not the [=NPCs=] and not the human faction boss - could do anything against him but die in horrifying droves. Even without knowing anything about ''World of Warcraft'', the "Kazzak in Stormwind" videos of such encounters are freaking hilarious.
*** Something similar happened frequently with a Devilsaur (T-Rex like elite mob) being kited from Un'Goro all the way to Orgrimmar. The video is hilarious, and seeing a mob being kited pretty much all across Kalimdor -especially - especially the Barrens- Barrens - is an awesome feat indeed.
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** During ''Shadowbringers'' Alliance Raid, The Copied Factory (based off of ''VideoGame/NierAutomata''), there was a rare glitch that would happen where during the final boss of the raid, a dragon would randomly spawn for players but not everyone could see them. It turned out to be a strange bug occurring for players who did the level sixty Dark Knight class, but the fact the dragon spawn in a raid based on ''Nier'', a game set in the same universe as ''VideoGame/{{Drakengard}}'', and produced by the same creator, Creator/TaroYoko, caused a huge EpilepticTrees in the community until it was patched.

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* When Blue Mage was introduced to ''VideoGame/FinalFantasyXIV'', there was a design decision to not let the job run dungeons normally in Duty Finder due to the potential GameBreaker skills a Blue Mage could have. Since dungeons are the primary source of XP outside of quests, the developers tweaked the XP reward multiplier of Blue Mages so players could level up by killing regular mobs. However this led to some unexpected side effects like if you can get another player to weaken a high level mob and if you deliver the finishing blow, you get a massive XP reward or if you have your Chocobo companion out, it too also gets the XP multiplier making leveling up the Chocobo trivial. While the devs acknowledged this, they said they can't do anything about it without overhauling the character development system and instead encourage players to level up the job as was intended. The glitch was eventually patched out.

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* *''VideoGame/FinalFantasyXIV''
**
When Blue Mage was introduced to ''VideoGame/FinalFantasyXIV'', introduced, there was a design decision to not let the job run dungeons normally in Duty Finder due to the potential GameBreaker skills a Blue Mage could have. Since dungeons are the primary source of XP outside of quests, the developers tweaked the XP reward multiplier of Blue Mages so players could level up by killing regular mobs. However this led to some unexpected side effects like if you can get another player to weaken a high level mob and if you deliver the finishing blow, you get a massive XP reward or if you have your Chocobo companion out, it too also gets the XP multiplier making leveling up the Chocobo trivial. While the devs acknowledged this, they said they can't do anything about it without overhauling the character development system and instead encourage players to level up the job as was intended. The glitch was eventually patched out.


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** In Squadron content, your NPC allies are set to obey your orders to attack or retreat. There was a glitch with the order to attack where it would reset the cooldown of your party's skills, thus spamming it would have them use their strongest skills at every turn. This was eventually patched out.
** Squadrons also had a unique LimitBreak where, when executed, would do massive damage to the target and give the player and the rest of the party a huge damage boost for several seconds. Due to an oversight in the programming, it was possible to use the unique skill outside of Squadron content where it wasn't intended. The exploit went unnoticed by the developers for ''months'' until they finally caught wind of it and saw some players were using the exploit in [[HarderThanHard ultimate trials]]. Everyone that got caught were hit with account suspensions or permament bans. On top of this, the developers also pointed out how one player that used the exploit in the ultimate trials [[EpicFail couldn't clear it even with their cheating]].
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* ''VideoGame/RagnarokOnline'' has a few. One example was when special equipment sets for PvP were introduced. They decreased the damage you received from players but greatly increased the damage from monsters including bosses. Quite soon they were started to be used to kill bosses using damage reflecting skills. Was fixed though.

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* ''VideoGame/RagnarokOnline'' has a few. One example was when special equipment sets for PvP [[PlayerVersusPlayer PvP]] were introduced. They decreased the damage you received from players but greatly increased the damage from monsters including bosses. Quite soon they were started to be used to kill bosses using damage reflecting skills. Was fixed though.



** 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 addressed 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.[[PlayerVersusPlayer PvP]]. It didn't help much that the Raven could attack at least 2 tiles farther than any other character. While the developers quickly addressed this, some privately-owned servers left the things as they were, ultimately leading to their own [[GameBreakingBug demise]].
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* ''VideoGame/PiratesOfTheCaribbeanOnline''
** With the addition of potion brewing came a glitch that occurred upon rapidly clicking on the same potion to drink multiple at a time. After using this glitch, the effect of the drunk potions would linger until the player logged out, instead of for the obligatory time limit. This glitch was dubbed the "Swift Foot Glitch" due to most players using the Swift Foot potion to increase their speed for the duration of their session. Unfortunately, this glitch was patched out in the remake, ''The Legend of Pirates Online''.
** Before the Ravens Cove Story Quest was implemented in ''The Legend of Pirates Online'', players had found an area on the island of Ravens Cove with glitched collision that could be exploited to glitch inside of the island. By swimming around, a player would be able to access [[AbandonedMine El Patron's Mine]], which was intended to be inaccessible at the time but was still fully created in order to prevent crashes, including the high-level enemies within. This gave medium-high level players a spot to grind without interference such as experience leeching. Of course, now that the Ravens Cove Story Quest has been added to the game - and with it, a proper way to access the Mine - the glitch isn't necessarily useful anymore, although a low-level player can still use it to enter the mine far earlier than they're supposed to.
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* There was an interesting bug in ''FlyForFun'' where equipment with stat bonuses decrease your base stats when unequipped instead of returning them to their original values. This made negative INT possible; since buff duration is based on INT, it could make buffs that lasted real-time days. [[TheMedic Assist]] classes practically made a living out of this by charging obscene amounts of Penya to anyone who wants to have one so they could do LevelGrinding without stopping unless they die.
* ''Videogame/StarWarsTheOldRepublic'' had an interesting one during Early Game Access when random [=NPCs=] would suddenly be reduced to a height of about six inches during cutscenes. The other characters would continue to talk while looking down at their lilliputian allies, while the camera would occasionally focus down on them.

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* There was an interesting bug in ''FlyForFun'' ''VideoGame/{{Flyff}}'' where equipment with stat bonuses decrease your base stats when unequipped instead of returning them to their original values. This made negative INT possible; since buff duration is based on INT, it could make buffs that lasted real-time days. [[TheMedic Assist]] classes practically made a living out of this by charging obscene amounts of Penya to anyone who wants to have one so they could do LevelGrinding without stopping unless they die.
* ''Videogame/StarWarsTheOldRepublic'' ''VideoGame/StarWarsTheOldRepublic'' had an interesting one during Early Game Access when random [=NPCs=] would suddenly be reduced to a height of about six inches during cutscenes. The other characters would continue to talk while looking down at their lilliputian allies, while the camera would occasionally focus down on them.

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* When Blue Mage was introduced to ''VideoGame/FinalFantasyXIV'', there was a design decision to not let the job run dungeons normally in Duty Finder due to the potential GameBreaker skills a Blue Mage could have. Since dungeons are the primary source of XP outside of quests, the developers tweaked the XP reward multiplier of Blue Mages so players could level up by killing regular mobs. However this led to some unexpected side effects like if you can get another player to weaken a high level mob and if you deliver the finishing blow, you get a massive XP reward or if you have your Chocobo companion out, it too also gets the XP multiplier making leveling up the Chocobo trivial. While the devs acknowledged this, they said they can't do anything about it without overhauling the character development system and instead encourage players to level up the job as was intended.

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* When Blue Mage was introduced to ''VideoGame/FinalFantasyXIV'', there was a design decision to not let the job run dungeons normally in Duty Finder due to the potential GameBreaker skills a Blue Mage could have. Since dungeons are the primary source of XP outside of quests, the developers tweaked the XP reward multiplier of Blue Mages so players could level up by killing regular mobs. However this led to some unexpected side effects like if you can get another player to weaken a high level mob and if you deliver the finishing blow, you get a massive XP reward or if you have your Chocobo companion out, it too also gets the XP multiplier making leveling up the Chocobo trivial. While the devs acknowledged this, they said they can't do anything about it without overhauling the character development system and instead encourage players to level up the job as was intended. The glitch was eventually patched out.
** Viera and Hrothgar were added as new playable races in the ''Shadowbringers'' expansion. Originally, they weren't going to have headgear visible due to the complex nature of their heads, faces, and hair. The developers managed to get some headgear visible, but some of them also glitched out and removed the character's hair entirely while having an big empty spot on their heads.
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* In ''Franchise/FinalFantasy'' games which gave [[RedMage Red Mages]] the ability to chaincast - fire off a spell immediately after casting one without having to charge it first, it became a common practice for players to start off by casting a weak spell that had a short charge time, then take advantage of the ability to chaincast to fire off a much more powerful spell without having to charge it first. In ''VideoGame/FinalFantasyXIV'', this became an AscendedGlitch when this method of chaincasting was made an integral part of the Red Mage's rotation: casting a weaker but faster-charging spell such as Jolt and following up with the more powerful but otherwise slower-charging Verthunder or Veraero.
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** The [[http://en.wikipedia.org/wiki/Corrupted_blood_incident famous bug that caused a raid-boss disease to spread into the rest of the world]]. Said disease actually spreads between players, so the effects were comparable to real-life diseases -- to the point where academics expressed interest in studying it. That condition was later [[AscendedGlitch replicated on purpose]], during the "in-game event" before the Wrath of the Lich King expansion went live, as a ''ZombieApocalypse'' caused by TheVirus. [[UnexpectedGameplayChange It was either]] [[CrowningMomentOfAwesome awesome]] or horrible.

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** The [[http://en.wikipedia.org/wiki/Corrupted_blood_incident famous bug that caused a raid-boss disease to spread into the rest of the world]]. Said disease actually spreads between players, so the effects were comparable to real-life diseases -- to the point where academics expressed interest in studying it. That condition was later [[AscendedGlitch replicated on purpose]], during the "in-game event" before the Wrath of the Lich King expansion went live, as a ''ZombieApocalypse'' caused by TheVirus. [[UnexpectedGameplayChange It was either]] [[CrowningMomentOfAwesome [[SugarWiki/MomentOfAwesome awesome]] or horrible.
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* When Blue Mage was introduced to ''VideoGame/FinalFantasyXVI'', there was a design decision to not let the job run dungeons normally in Duty Finder due to the potential GameBreaker skills a Blue Mage could have. Since dungeons are the primary source of XP outside of quests, the developers tweaked the XP reward multiplier of Blue Mages so players could level up by killing regular mobs. However this led to some unexpected side effects like if you can get another player to weaken a high level mob and if you deliver the finishing blow, you get a massive XP reward or if you have your Chocobo companion out, it too also gets the XP multiplier making leveling up the Chocobo trivial. While the devs acknowledged this, they said they can't do anything about it without overhauling the character development system and instead encourage players to level up the job as was intended.

to:

* When Blue Mage was introduced to ''VideoGame/FinalFantasyXVI'', ''VideoGame/FinalFantasyXIV'', there was a design decision to not let the job run dungeons normally in Duty Finder due to the potential GameBreaker skills a Blue Mage could have. Since dungeons are the primary source of XP outside of quests, the developers tweaked the XP reward multiplier of Blue Mages so players could level up by killing regular mobs. However this led to some unexpected side effects like if you can get another player to weaken a high level mob and if you deliver the finishing blow, you get a massive XP reward or if you have your Chocobo companion out, it too also gets the XP multiplier making leveling up the Chocobo trivial. While the devs acknowledged this, they said they can't do anything about it without overhauling the character development system and instead encourage players to level up the job as was intended.
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None

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* When Blue Mage was introduced to ''VideoGame/FinalFantasyXVI'', there was a design decision to not let the job run dungeons normally in Duty Finder due to the potential GameBreaker skills a Blue Mage could have. Since dungeons are the primary source of XP outside of quests, the developers tweaked the XP reward multiplier of Blue Mages so players could level up by killing regular mobs. However this led to some unexpected side effects like if you can get another player to weaken a high level mob and if you deliver the finishing blow, you get a massive XP reward or if you have your Chocobo companion out, it too also gets the XP multiplier making leveling up the Chocobo trivial. While the devs acknowledged this, they said they can't do anything about it without overhauling the character development system and instead encourage players to level up the job as was intended.
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** Hunter pets have been incredibly buggy throughout the history of the game. For those unfamiliar with the game, the Hunter class is able to tame [=NPCs=] tagged as "beasts." However, not all beasts are tamable, even though another pet that looks exactly like it may be. Over the history of the game however, several pets have been tamed that were thought to be utterly impossible to tame. Usually, when a pet is intended to be untameable, the developers flag it as such. On occasion, however, there are beasts with unique models that have some gimmick to them that would make them [[TemptingFate completely and utterly impossible to tame, so the developers don't even bother tagging them as such.]] Of course especially clever hunters will always find a way around these.

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** Hunter pets have been incredibly buggy throughout the history of the game. For those unfamiliar with the game, the The Hunter class is able to tame [=NPCs=] tagged as "beasts." However, not all beasts are tamable, even though another pet that looks exactly like it may be. Over the history of the game however, several pets have been tamed that were thought to be utterly impossible to tame. Usually, when a pet is intended to be untameable, the developers flag it as such. On occasion, however, there are beasts with unique models that have some gimmick to them that would make them [[TemptingFate completely and utterly impossible to tame, so the developers don't even bother tagging them as such.flagging them.]] Of course especially clever hunters will always find a way around these.
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** [[https://runescape.wiki/w/4_tick_auto_attack 4 tick auto attacking]] is a exploit that lets you quickly fire an extra magic attack by switching weapons and activating a spell and ability at with just the right timing. Jagex was planning to remove this but ended up deciding to leave it in, although they did patch the game to prevent continuous 4 tick auto attacking, which let players attack very quickly with the damage of a slower weapon using a similar but more difficult trick.
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** During closed and open beta there were numerous bugs which although game breaking, were incredibly funny. The best of them involved Tribbles which in the game are basically a small medkit. Petting a Tribble you carry in your backpack heals you slightly every ten seconds. The ideal time to use the Tribble is during critical moments in ground PVP while making good use of cover. During a Ground PVP mission aboard a Klingon freighter, the opposing teams eventually meet at the central corridor where a bitter firefight ensues. Both sides take cover behind large obstructions and attempt to gain ground on the other. Losses are not heavy since players can simply crouch and heal. Unfortunately a bug forced the client to consider the Tribble to be a viable Medkit. Since players may forget the number of medkits they are carrying, repeatedly pressing 'H' to heal would cause the game to run the Tribble heal animation. This involves the character taking the tribble out of their backpack and gently stroking it while it purrs, giving it a gentle poke and laugh as the fuzzball softly coos before returning it to the backpack. This animation forces the character to stand out of cover for a solid 10 seconds. Many missions were lost due to the majority of either teams suddenly standing up and deciding to poke their Tribbles while taking the entire opposing team's phaser fire to the face.

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** During closed and open beta there were numerous bugs which although game breaking, were incredibly funny. The best of them involved Tribbles which in the game are basically a small medkit. Petting a Tribble you carry in your backpack heals you slightly every ten seconds. The ideal time to use the Tribble is during critical moments in ground PVP while making good use of cover. During a Ground PVP mission aboard a Klingon freighter, the opposing teams eventually meet at the central corridor where a bitter firefight ensues. Both sides take cover behind large obstructions and attempt to gain ground on the other. Losses are not heavy since players can simply crouch and heal. Unfortunately a bug forced the client to consider the Tribble to be a viable Medkit. Since players may forget the number of medkits they are carrying, repeatedly pressing 'H' to heal would cause the game to run the Tribble heal animation. This involves the character taking the tribble out of their backpack and gently stroking it while it purrs, giving it a gentle poke and laugh as the fuzzball softly coos before returning it to the backpack. This animation forces the character to stand out of cover for a solid 10 seconds. Many missions were lost due to the majority of either teams suddenly standing up and deciding to poke their Tribbles while taking the entire opposing team's phaser fire to the face.
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* The [[AlchemyIsMagic Alchemy]] feature from ''VideoGame/NexusClash'' 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.

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* The [[AlchemyIsMagic Alchemy]] feature from ''VideoGame/NexusClash'' 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. [[AscendedGlitch Rather than being patched, this bug has been kept 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.

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* ''VideoGame/
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.

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* ''VideoGame/
StarWarsGalaxies''
''VideoGame/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.

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* ''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.

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* ''StarWarsGalaxies'' ''VideoGame/
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.

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