Good Bad Bugs: Massively Multiplayer Online RPG
- Star Trek Online:
- 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.
- Another Tribble bug would cause any Tribbles used during a heal in Ground PVP to slowly grow in size. For some reason the bug was serverside so every player on the server could see it happening. Over the course of 15 to 20 minutes the Tribble would slowly grow out of the players right pocket, eventually taking up the entire map. Occasionally the gradually inflating Tribble would be anchored to a random body part of the character instead of the right pocket. This would yield several players running haphazardly through the midst of a firefight with a large Tribble consuming the upper half of a player's body, head or leg. The growing Tribble had full collision so given enough time, players would start getting their Tribbles caught on doorways, ship decor and eventually become embedded in the map.
- Sometimes upon switching from Ground PVP to Starship mode, some players ships would be massive flying Tribbles.
- More like a Good Bad Typo, but there's a duty officer assignment to investigate rumors that your faction's military intelligence agency has inserted operatives aboard your ship. Its title is "Investigate Rumors of <insert faction> Intelligence". Cue jokes about <faction> being rumored to be intelligent. Cryptic actually fixed this at one point only to backtrack because people liked it so much.
- One possible version of the "Officer of the Watch" daily in player fleet starbases is to be requested to line a group of cadets up for inspection and inspect them. The KDF version occasionally spawns a targ by mistake.
- A pre-launch bug that reappeared after season 8 launched caused the game to sometimes forget to change the player's avatar when moving from a space map to a ground map, resulting in indoor starships◊ with rather bizarre collision-detection.
I think I've had too much nepeta
now thats some bad parking
- The Lord of the Rings Online had a hilarious bug that allowed a player to move while seated in a chair. This led to chair-trains and the like.
- EverQuest had the best bug ever: naked time. Sometimes, randomly, players suffered an interesting graphical glitch that wiped off their default clothes and left them starkers.
- A similar bug sometimes occurs in World of Warcraft. Sometimes when zoning into an instance, the game for some reason doesn't display the gear of other players in the group, leaving them looking like they're naked.
- Also in EverQuest, there was a longstanding bug (now fixed, sadly), wherein you could a) discard a weapon, causing it to appear on the ground under your character, making him rise the thickness of the weapon to end up standing on it, b) drop another weapon, which stacks on top of the first, and raises your character another few inches, c) pick up the first weapon from the bottom of the "stack", which leaves the second fixed in mid-air (the key glitch) with your character still standing on it, d) rinse repeat, allowing your character to (slowly) ascend to an arbitrary height using an endless "ladder" of two alternating weapons. Fun for overcoming terrain obstacles, hovering high in the air to confound the uninitiated, or getting a peek at strategic locations.
- The sliding doors in the multi-level Shissar temple could be used to advantage. Stand in their way as they slide shut, and when they wedge your character against the door jamb, the physics engine would usually squirt you out either side like a watermelon seed as intended, but sometimes would squeeze you into the wall and pop you out into the room below, skipping past numerous encounters and the occasional locked door.
- When in wolf form, the "eye" location on the 3D model was fractionally beyond the collision-avoidance radius, making it possible to peer through walls if you pressed hard against them, to scope out the situation in the next room before you entered.
- World of Warcraft once had a bug wherein players could jump off of and onto thin air by timing it right. Between discovery and fix, all the cities were deserted, and all the players were sitting in the air above.
- The 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 replicated on purpose, during the "in-game event" before the Wrath of the Lich King expansion went live, as a Zombie Apocalypse caused by The Virus. It was either awesome or horrible.
- Another popular bug was the one that allowed players to scale steep mountain terrain, allowing them to get into areas such as the Moonglade Troll Village, Old Ironforge, the Ironforge Airport, and an alternate Zul'Gurub. Exploiting this bug took a certain amount of skill, and players felt that the areas were there to be explored. Blizzard thought it was an exploit and removed it. An item that could allow slow-fall (Noggenfogger Elixir) was also changed so players couldn't leap off mountains safely.
- 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.
- It was, however, very useful for petty retribution against goldsellers and their auctioneer alts. Pop a Nova totem next to the level 1 orc warrior spouting poorly-spelled gibberish and disconnect. Log back in... /point /laugh.
- 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. 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 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, 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, 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.
- The same could be done with Anachronos (who was also a 40-man raid boss) and Orgrimmar, the orc capital. It was a longer run, and Anachronos wasn't as powerful as Kazzak, but he did still wipe out most of the city.
- Similar to the above, a (different) raid boss occasionally casts a spell on one of his attackers, chosen randomly, that turns them into a bomb; after a short countdown they explode, doing huge damage to everything around them. The bug part comes from his random targeting including players' pets, which could be dismissed before the countdown ended, then re-called later, say in a peaceful city full of unsuspecting people, with their fuse still lit and burning down. Whether this counted as a good bug or not depended largely on whether you were in the blast radius. Although it was hilarious while it was possible, Blizzard disagreed; players who pulled it off got temporary bans until the bug was finally fixed.
- There were also the enemies in the Blasted Lands that couldn't be killed by normal means. You could pound on them endlessly until you smashed a nearby crystal that held their life force. It was eventually discovered that the enemies could be pulled to Stormwind, where usually at least 100 people, level 1 to 60, would join in the fray.
- Especially useful back in the day, as it was a perfect way to level up your weapon skills with little to no actual input. Said mobs would be kited up as far as Ironforge (why?!) just to have players level up their skills very easily.
- Death Knights also got the pleasure of being the tour-guides for a rather trippy... trip. Discovered when a bored DK was in Booty Bay, basically as far south as one can go without walking off the beach into the endless horizon, and decided to duel random people. Then the boat arrives, and the Death Knight uses his spells to yank his target to him. This caused the target to freak out, and launch off at super-sonic speeds northward, through the terrain, to finally stop on an underground boat in the northern part of the continent. And it's a big continent. The whole trip took about 8 minutes.
- When the talent trees underwent their first change (just before Burning Crusade), Warriors gained an ability called Rampage that when activated would give a buff that would grant extra attack power, and would stack up to five times with each blow dealt. Eventually someone discovered that when you jumped out of an instance, or back in, the Warrior would gain five more stacks of the buff. The catch was the buff lasted only 30 seconds or so, but by dueling a player outside an instance, activating Rampage, then jumping in and out, a player could build his attack power to insane levels. There is a video of a Warrior one-shotting enemies in Molten Core for millions of points of damage. Warriors at level 80 still don't hit for more than 5000 in most cases.
- A similar (but much less powerful) thing happened to Shammies when they removed Dual Wield from the talent tree. They got a point back for the removed talent, but kept already slotted talents regardless if they had enough points, allowing them to get 41/21 builds.
- Another similar thing almost happened to Warlocks (it got fixed in Beta, but MAN, what a Beta) between Burning Crusade and Wrath of the Lich King. Tier 5 Warlock armor had a set bonus that increased the power of Corruption - a damage-over-time spell - with each Shadowbolt - a nuke spell - that struck that target. Then, WoTLK introduced a new talent called Everlasting Affliction, which refreshed the duration of Corruption when the afflicted target was hit with Shadowbolt. This got fixed immediately after a video appeared showing a Warlock's Corruption ticking for more digits than the game could handle, estimated to be somewhere in the trillions.
- A bug with the new Looking For Dungeon instances allows druids to drive ground mounts through the air. By zoning into a dungeon with the LFG function while in flight form and then leaving the dungeon while mounted, the druid would return to their original location in flight form with the mount hovering just under them. It's a bird! It's a plane! It's a druid riding a flying mammoth!
- On a similar note, in the Icecrown Citadel raid instance, there is an encounter called the Gunship Battle, wherein players must shoot down an opposing airship with cannons, and as part of the encounter must leap back and forth between ships with the help of rocket packs. The problem was that Druids in Bear Form... displayed the rocket packs directly on their asses. This was 'fixed' very briefly by disallowing any shape-shifted player to use the pack - and then fixed right back due to outcry from tanks not really wanting to have to change forms just to fly over and do their jobs. To this day, Bear Tanks fly by ass power. The Daily Quest illustrates it nicely
- Another interesting one to see is the new Halls of Origination, where every player can ride on a camel — including shapeshifted Druids. Rocket bear on a camel? Fear it.
- After completing certain quests, whenever you enter the Brunnhildar Village zone in Storm Peaks, your character will automatically be transformed into a female Frost Vrykul to blend in and interact with the villagers. Until it was fixed, this disguise was unaffected by the various transformations available to certain classes. With the Shaman's Ghost Wolf or the Druid's Travel Form it only meant you'd have a very fast-running vrykul, but the Druid's Flight Form allowed your still Vrykul-shaped character to swim through the air.
- The infamous Reckoning Bomb: a talent in the Paladin tanking tree called Reckoning causes any damage dealt to the paladin to have a chance to cause their next attack to deal an extra hit, originally the number of hits that the talent could stack had no maximum. By having a low-level person with weak weapons but fast attack speed hit the Paladin repeatedly without him hitting back, the paladin was able to store up an unlimited number of bonus hits, all unleashed on the next attack. This was immediately fixed after a video was made showing a Paladin one-shotting the above mentioned 40 man raid boss, Doom Lord Kazzak. Reportedly, resolving the 10,000+ attacks took so much processing power that the whole server froze for several seconds.
- Warlocks had a series of fun glitches associated with their pet and enslaved demons, including being able to sacrifice a demon for one buff, then have it resurrected to gain a second buff. Even more fun was a glitch with mind control that allowed one to permanently enslave a demon. The (potentially Elite and two levels higher than you) demon would follow you around even after the enslave effect normally ended. You would lose the pet only upon zoning through a loading screen, or logging out and waiting for the displaced monster to realize it was far from home and despawn. If you logged out and back in quickly, you could summon a second demon and have two pets following you around. Also, logging out with this powerful beast enslaved would revert him to his hostile form, regardless of location. If you logged back in before he despawned or died he would revert to your control. Amidst corpses of your low-level "allies."
- There are several glitches with costumes. For one thing, if the costume uses a non-player race model, it defaults to the male gender if your character is female. This even affects gender-specific titles. Going from male to female is a lot harder, but not impossible with the help of engineering teleports.
- Until it was fixed, using a costume while driving a bike with sidecar would glitch the sidecar to an unintended angle. While this was fixed, some costumes also change the size of your character (and the bike). As for vehicles in general, some costume models (and the druid moonkin form) refuse to sit down when they should. Also, while most costumes can't be used in conjunction with druid forms, the few that can lead to amusing results such as being able to mount in form.
- Certain instances make player characters look human for story reasons. The human model will have the same gender as your race, unless you zone in while under the influence of a costume buff that is always the same gender, in which case the human model's gender will correspond to that of the costume. It's also possible to overwrite the human transformation by using a costume after zoning in. After the costume buff wears off, you'll revert to your true form.
- A still active glitch is in Stormwind, where one can jump through the wall and land "underneath" the city. If done right, one can travel anywhere in Stormwind instantly, and can even do an instant warp to Westfall.
- The mage arcane talent Incanter's Absorption allows the shielded mage to convert a percentage of absorbed damage back into spellpower for a few seconds. In its original form, any shield would do this with no upper limit. Some enterprising mages learned to steal the Naxxrammas Death Knight mob bone shields and racked up enough spellpower to solo the entire 20-man instance.
- Even after a percentage of the mage life was hotfixed as an upper limit, any shield could still theoretically yield this increase. This allowed the game mechanic of the Twin Valkyr in the Trial of the Crusader instance to give the mage a constant free spellpower update for the entire fight, effectively doubling their damage. As a result of this, yet another fix to the talent now limits these increases from coming ONLY from the mage's shields - Mana Shield, Mage Ward and Ice Barrier. No other shield effect will trigger the buff.
- The Twin Valkyr fight also had another bug exploitable by warlocks. In the fight, all characters must click on portals to recive shields of light or darkness, which absorb the corresponding damage. Once you absorb a certain amount of damage, you get a temporary buff. For some reason, the light shield was triggered by the warlock's Hellfire spell (which deals damage to both the caster and any enemies in range), so warlocks would often spam the spell just as the fight started for free stacks.
- Piddling when compared to the above glitches but still pretty amusing, on occasion back in Vanilla WoW, a player's name would be inexplicably inflated to ridiculously ginormous degrees. Ridiculously ginormous. As in, hundreds of times larger than the character himself. This made for often hilarious moments in PVP, when an enemy player would attempt to sneak up on you, unaware that his name, rank and guild affiliation was larger than the sky.
- Occasionally happened with the ! or ? of a questgiver too; so.
- 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 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.
- 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 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.
- One of the most famous was the Grimtotem Spirit Guide, a 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, 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.
- Another series of interesting pets which can still be seen walking around major cities are a ghost crocodile, a hydra, and a pile of slime. A quest in the area Sholozar Basin involved summoning one of the above three NPCs. At the time, while crocolisks could be tamed, hydras were one of the classes of "beast" which could not, and slimes had typically been denied any classification at all. All three NPCs, however, were flagged a tameable beasts. Unfortunately not only were the hydra and slime flagged as untameable, so was the crocolisk, in a later hotfix.
- Going even further back, all the way to vanilla, snakes could not originally be tamed. Eventually someone found one which could, inside an instance. Pretty soon afterward, since the instance wasn't max level, nearly everyone went and got one. Blizzard fixed the bug shortly after. It's ok though, they were pretty nice about it, they let everyone keep the snakes they had gotten. Oh, except they removed the ability to feed them. And at this point, pets would run away, or even turn hostile against you, if you went too long without feeding them. In other words, hundreds of unique pets which could no longer be gotten were either released, or put in the stables never to be used again.
- One of many named quest mobs introduced with the Wrath of the Lich King expansion was a wolf named Garwal. Garwal's big thing was that, when he was about halfway dead, he would transform into a worgen (werewolf), switching from being a beast, to a humanoid. Eventually someone found out that if you tamed Garwal at exactly the right moment, he would transform as the taming finished, and you would have a pet worgen. It was an especially tricky one, too soon and he would remain a wolf, too late and he would become a humanoid, and thus, untameable. Unfortunately, unlike the above pets, when Garwal was discovered, Blizzard not only made him untameable, they changed any tamed Garwals into ordinary, boring wolves. Still, for a while, it was an incredibly cool bug.
- The Sons of Hodir faction starts as hostile, and as you do a particular questline become friendly with you. There are all sorts of advantages to getting reputation with them, and once you do become friendly with them, there's no real reason to flag yourself "at war" with them. Except one. After a certain point in the chain, a large wolf will spawn as a quest giver. This wolf was tameable, and once tamed, it would still offer the quest to anyone nearby. This meant that, for awhile, you had hunters with quest givers following them. This too, was patched not long after discovery.
- Once tamed, Hunter pets are typically scaled to a certain time, increasing very slightly as they become higher level, and keeping hunters from having ridiculously huge pets. Unfortunately, this scaling has always been... buggy, to say the least. One such example involves a giant (and I do mean GIANT) orange and purple wasp which could, breifly be tamed. It would scale down... But would still be at least three times larger than other, already rather large, wasps, sitting at around twice the size of the largest player. These were made untameable, but those who had them were allowed to keep them, and the scaling was never fixed. I still have my Giant LSD Wasp O' Doom sitting in my stable, though my guild got pretty mad at me since they were starting to have trouble clicking the bosses.
- Sadly the above glitch was fixed with the cataclysm. Most if not all pets reverted to boring sizes.
- Two humorous Hunter pet related bugs involved "exotic pets," pets only available to hunters who have put all their talent points into Beast Mastery specialization. These are creatures like T-Rexes, or giant flaming hellhounds. These two pet classes had an interesting problem, the original creatures were very large, and very difficult to fight. As such, Blizzard made the screen shake whenever one walked close. Since they were only found in remote areas, this was fine... Once hunters tamed them, and found that the screen still shook, this was less fine. Every major city was pretty much consistant screen shaking, not to mention constant screen spazzing for a hunter who actually had the thing! The screen shake was fixed pretty quickly. A bug involving the scaling of these huge beasts that can still be found today, however, is possibly even funnier. Since the beasts are so huge, the game scales them down about 70% after taming. However, the way it's coded scales them down EVERY TIME THEY ARE BROUGHT OUT. This means that frequently they will be huge when called, and instantly scale down. Sometimes though, for whatever reason, it will actually scale them UP about 70%. Seeing Godzilla rampaging through Orgrimmar is amusing to say the least.
- With the Dragon Soul patch, a fix to jumping caused a bug which affected in-air momentum. The bad news was that druids in flight form came to a dead stop if they shapeshifted, so no more high-speed flying bears; the good news was that anyone trying to cross water could jump on the surface, and would move at full speed while in air, so constant jumping allowed players to cross water like it was solid ground. That got fixed a few patches later.
- In the 5.1 patch the brawlers guild, a fighting arena where you can fight alone against bosses that scale in power from very easy to near impossible to defeat for some classes. All is not lost as a glitch happens that causes 3 people to fight in the arena at the same time. As long as one boss dies everyone who is still alive wins their matches. this can be both good and bad. If you are fighting one of the hardest enemies and someone brings in the first boss you may sing praise to them, however if they bring in the giant insect that takes up half the screen and kills people in one hit you might be angry.
- MapleStory normally forces players to complete one action before starting another, but with enough practice mages can cast spells in the middle of a jump or teleport. Archers could also fire before hitting the ground with proper timing.
- There's also a method of smuggling quest items out of Party Quest dungeons- useful because many are frustratingly hard to get and the game otherwise deletes unused ones each time you leave.
- City of Heroes has a bunch of these, but we'll stick to listing the ones that have been fixed...
- Being in flight used to, when knocked back, totally negate the animation system. The flip motion would allow one to continue activating powers, moving, and everything as though you hadn't been hit at all. Not just immunity to knockback, but being able to move despite it.
- The Traps powerset used to, with the power Poison Gas Trap, spawn one "trap effect" per critter in the area of effect. This trap effect would stack with itself, causing stuff like archvillains to be held and unable to attack back. This grew to insanity when one could slot, say, a guaranteed damage proc into it for a free nuke-class power...
- In the Obvious Rule Patch category, a misplaced decimal caused Smoke Grenade in the Devices powerset to debuff 100% tohit (The normal critter had 50% tohit, bosses 75%, at that point), instead of 10%. This allowed /dev blasters to solo in total safety.
- If the game could not find the desired model for the hostage, it would load the first one on the list... a 5th Column Mek Man, which would cower and thank you profusely. Sadly, the patch that made a reference to the bug and Hard Light holograms changed the model to a less amusing 5th Column villain.
- One bug that didn't make it out of Beta testing involved a special enhancement that when slotted into a power that weakened enemy defenses had a 20% chance of doing a little supplemental darkness-based damage, comparable to typical filler attack. Something went horribly awrynote and for a while this item was known as Lady Grey's Chance of Scientific Notation Damage. The power of this buggy enhancement 1-shotted the Hamidon, a synthetic cosmic horror the size of a football stadium that normally takes 50 characters an hour or so to finish.
- Another bug that didn't make it out of beta was Call Hawk's graphic effect scaling to the enemy. Using it on a giant monster made it summon ginormous rocs.
- Location effects, like rains, tornadoes, and storms, began inheriting buffs in approximately Issue 5 - the intent being that they inherit only things like Accuracy and Damage, and ignore things like Recharge. However, both through Invention enhancements (by some trick of the coding, the pseudo-pets these powers create inherit recharge from multiple-aspect enhancements, even when they don't do so from regular Recharge enhancements) and through regular player buffing, these effects were inheriting recharge, enabling their attacks to come faster - which caused them to do more damage, which meant...
- At one point there was a bug that allowed characters to slot damage/range Hamidon Origin enhancements into melee AoE's, essentially turning a simple sword swipe into a giant wave of death. It was first discovered (and exploited by) one of the developers.
- There was a bug that caused hovering robot enemies to explode TEN TIMES when defeated! Made certain missions with a large team look like a Michael Bay movie. Bonus: This bug was around for the 4th of July!
- Not so much a bug, but the Ritki Drop Ships that randomly invade the game zones are meant to be avoided, not confronted. Screw that!
- In the early days there were even more noticeable, surreal, and hilarious bugs that were eventually fixed:
- SWAT muggings: Occasionally, female civilian models would be replaced with SWAT officers. This resulted in a SWAT officer struggling over his purse, and then doing a Girly Run when you showed up to rescue him.
- This glitch also occasionally happened with hostile NPCs. Trolls would routinely drop their purse, pull out a revolver, then scream like a girl and run away.
- The City of the Damned: A strange brown fog covered King's Row. All the civilians were locked in place at telephone poles, eerily unmoving and staring out to the street.
- 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.
- The Apathetic Mobster: A particular Family member in St. Martial who would stand on a corner reading a newspaper, and responded to any attack by... ignoring it, although it did do damage. Even when knocked down, he'd just get back up and go back to his paper.
- Star Wars: Galaxies, 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.
- Another bug allowed players to put other players in their inventory. It's unknown what this looked like on the side of the victim, but it required GM assistance to fix.
- 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 targetted. 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.
- 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.
- La Tale 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.
- One of the bosses in Champions Online loses his arms when down to 1/3 health, using eye beams and chest blasts. However, if he heals up above 1/3, he will resume use of the Shockwave attack, which consists of pounding the ground with your arms repeatedly. Despite no longer having arms.
- On occasion NPCs in the game will sometimes stop attacking or moving at all, allowing some end-game bosses to be killed by a single player of any level, with enough patience.
- There was a enhancement that was supposed to increase the characters height by a few feet and increasing strength , instead it left them 50 feet tall. It was purely cosmetic, but I was sad when they fixed the bug.
- Using a slash command used to correct various animation glitches while dead used to be able to allow your character to stand back up and move about with 0 health. You could do emotes while in this state, and the emote would loop repeatedly, even while moving. You could walk around, but were unable to use any powers and as soon as you targeted anything, you would fall back down again.
- In Gaia Online's zOMG!, players used to cherish the Turtle ring for its ability to raise your defense so high that enemy attacks would deal negative damage and heal you. An update that overhauled the game's defense mechanics and rebalanced the rings put an end to this, and one of the devs stepped forward to declare that a) this behavior was due to a programming oversight that could have been easily corrected (but for some reason wasn't until now) and b) the Turtle ring was never intended to have any healing properties. Naturally, some players complained about the loss of such a beloved Game Breaker.
- Before one of the general bug fixes, it was possible to cast buffs on NPCs due to either a programming mistake or NPC interaction in battle being hastily Dummied Out late in the planning stages. Players used the bug to amuse themselves by stacking Coyote Spirit and Fleet Feet on the Pizza Guy in Barton to make him run insanely fast.
- The physics engine of SOE's MMOFPS Planetside could be exploited in several useful, or amusing ways.
- It is possible to use techniques that cause aircraft to turn in a much tighter radius than normal, and even cause the plane to appear to teleport to an observer.
- Ramming certain vehicles together when both are occupied can cause a 'launch,' sending vehicles rocketing through the air at insane speeds, as demonstrated in this video.
- Earth Eternal has a cosmetic one: If you perform a special attack (one with glowy effects) while swimming, the effects 'stick', resulting in Rogues who look like they have lightsabers or mages with glowing power fists. Some players do this intentionally as a form of customization, and the "Fire Hand" one (Flame Spear spell) is an excellent lag test: if you run around with it and the fire trail is smooth, your lag is very low.
- There was an interesting bug in Fly For Fun 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. 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 Level Grinding without stopping unless they die.
- Star Wars: The Old Republic 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.
- It continues to have a bug, caused by a rare interaction between animation states (usually when a creature recovers from a status effect with an animation and dies in the same instant), that results in dead enemies who don't look dead — usually frozen in their "stand" position, although other stances happen regularly.
- Ragnarok Online 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.
- Another one was with a monster - Increase Soil, that would copy itself by a small chance on attack. The attack needn't actually hit, so stacking dodge, you could make hundreds of such mobs.
- Shin Megami Tensei IMAGINE has a rarely discussed yet very well known bug among the player base. In the Old Ichigaya Camp (Gold) dungeon, if you time your walking right, it's possible to simply skip all floors starting from 12F (it has 35 floors). A lot of players abuse this bug to farm the cards on the 35th floor, which lets you enter a special boss room in the same dungeon.
- There used to be a rather famous bug known as "Sitting Glitch" or "Buttslide". If you entered a Loading Screen while sitting, you would be able to move while sitting, effectively sliding on the floor, allowing you to keep the increased HP and MP regeneration while fighting. If you used any skill, you'd get up, but kept the regeneration buff until something hit you. It was fixed on version 1.605, though.
- And then version 1.605 introduced a new bug: the "buff bug". During a maintenance, sometimes a player would be stuck with all the buffs they were when the server went down everytime they went through a Loading Screen. This allowed for players to have 100% Limit Break chance, spam a cash shop run for free, and abuse the Care command (which allowed for the ultra rare Midgarsormr and Laevateinn weapons to flood the market). It was fixed in august 2012, almost a year after it was introduced.
- When version 1.605 was first implemented, it removed the AI of all the enemies in the Old Ichigaya Camp dungeon. You could do whatever you wanted to the enemies (including using Liberama or Taunt, skills used to draw aggro) and they would never ever fight back. They rushed to fix it once people started posting screenshots and videos on the official forums of their lv20 demons with default skills and no rebirths soloing the boss room.
- During the Kappa Event, there were enemies called Kappa Bullies that would spawn in Ichigaya, Nakano and Shibuya, and would give a lot of experience. One variation of those demons, the Kappa Bully Azumi, was bugged in Ichigaya, and would give ten times the experience it was supposed to give. Said variation was the weakest of the Kappa Bully demons, mind you. A lot of veteran players abused this to power level their other characters, and some newbies did it too, but in their case, most of them ended up with a lv80+ character that couldn't do anything. Took them a week and a half to fix this, but by then the damage was already done.
- The Kappa Event itself was a bug. The US server was never supposed to receive that event (this was confirmed by Aeria Games 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.
- MU Online during its late beta stages, somewhere around v0.94-97 (open to play, of course) had an interesting bug involving trading. To get it to work you needed to unequip your weapon so that it hovered under your mouse, point at another player and type the "/trade" request. If the trade prompt timed-out (no yes/no answer from prompted player) your weapon would (seemingly) disappear. Your client would now treat you as unarmed but deal damage as if you still had your weapon equipped. The point? Swinging your fist was at least twice as fast than swinging any weapon, resulting in 2-3 times more DPS than normal. Elves could do the same with bows and crossbows. The bug was not adressed for at least a couple of months. Best part? For everyone else your weapon and its animation played normally, so it was nigh indetectable.
- 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 thouroughly 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, utlimately leading to their own demise.