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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.


* 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.


* 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.


** 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.


* 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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* 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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* 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.


** 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.


** 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.


* 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.


* ''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.


* ''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.

to:

* ''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.


* The [[AlchemyIsMagic Alchemy]] feature from ''[[NexusWar Nexus Clash]]'' has a bug wherein if a potion recipe has all unique items (that is, each item occurs exactly once in the recipe) the alphabetically ''last'' ingredient in the recipe is not used up when making a batch of potions. Rather than being patched, this bug has been kept because it is loved by the players and dev team alike. The bug turns the previously random Alchemy feature into a minigame that requires strategic thinking to choose optimal recipes which save the best ingredients.

to:

* The [[AlchemyIsMagic Alchemy]] feature from ''[[NexusWar Nexus Clash]]'' ''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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