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* ''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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* ''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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* ''CityOfHeroes'' has a bunch of these, but we'll stick to listing the ones that have been fixed...

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* ''CityOfHeroes'' ''VideoGame/CityOfHeroes'' has a bunch of these, but we'll stick to listing the ones that have been fixed...
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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.
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*In ''VideoGame/RuneScape'', after the Evolution of Combat, boxing gloves are for some reason classified as two-handed swords. While they are still incredibly weak joke weapons, it allows for lots of cool animations that were originally only meant for a {{BFS}}, the epitome of which is Meteor Strike, where you [[{{Badass}} leap above the screen and smash down]] with a [[GroundPunch ground-shattering punch]].
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* EarthEternal has a cosmetic one: If you perform a special attack (one with [[PowerGlows glowy effects]]) while swimming, the effects 'stick', resulting in Rogues who look like they have [[LaserBlade 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.

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* EarthEternal ''VideoGame/EarthEternal'' has a cosmetic one: If you perform a special attack (one with [[PowerGlows glowy effects]]) while swimming, the effects 'stick', resulting in Rogues who look like they have [[LaserBlade 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.

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* ''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 [[GameBreakingBug demise]].

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* ''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 addressed 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 thoroughly dominating the PvP. It didn't help much that the Raven could attack at least 2 tiles farther than any other character. While the developers quickly adressed this, some privately-owned servers left the things as they were, utlimately ultimately leading to their own [[GameBreakingBug demise]].demise]].
* Certain weapon types in ''[[PhantasyStarOnline2 Phantasy Star Online 2]]'' have advanced attack-cancelling combos which enabled players to move faster than the standard walking speed. According to a developer livestream, this behavior was not intended, but because the technique was so popular, they decided not to try to fix it - instead, they decided to ''increase the maximum movement speed globally'', as to effectively "match" the top speed that this technique granted, thus theoretically nullifying its usefulness. Interestingly, the technique is still rather useful, as the max running speed is not instant - the character must not have its weapon drawn, and must gradually build up momentum in order to reach max running speed - but the attack-cancel dash and similar techniques still allow more skilled players to move more quickly immediately out of an attack.
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Corrected spelling of \"targeted\"


** 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.

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** 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.targeted. Savvy players used this to rob NPC locales of furniture and items, some of which have never been attainable through legitimate means. The glitch was fixed quickly after it was discovered, so only a few items made it into the player population, but they tend to sell for massive prices when placed up for sale.
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** And as of the Warlords of Draenor expansion, there is [[http://www.wowhead.com/item=119092/moroes-famous-polish a quest reward]] that allows players to trigger this effect intentionally.

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** *** And as of the Warlords of Draenor expansion, there is [[http://www.wowhead.com/item=119092/moroes-famous-polish a quest reward]] that allows players to trigger this effect intentionally.
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** And as of the Warlords of Draenor expansion, there is [[http://www.wowhead.com/item=119092/moroes-famous-polish a quest reward]] that allows players to trigger this effect intentionally.
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** Though more of an oversight than a genuine bug, it still qualifies: In the beginning of EverQuest, hybrid classes were assigned a 40% experience penalty to offset what was perceived as an otherwise unfair advantage over single-role classes. This was accomplished not by penalizing earned experience points, but instead by requiring 40% more experience for a given level than a class without penalties. Sometime down the road, after the Tank/Damage/Healer trinity became more understood, the developers realized that the hybrids' "jack-of-all-trades, master of none" design was, in an environment based on specializing in a particular role, a limitation in itself, and removed the penalty. They did this by simply applying a 40% bonus to all earned experience. Fast-forward to the Planes of Power expansion, where the Alternate Advancement system was implemented, which introduced an alternate experience point pool used to purchase upgrade abilities. Learning from past mistakes, the developers made the experience tables for earning these points the same for every class. However, they '''forgot to remove the previous bonuses granted to hybrids!''' This resulted in hybrid classes gaining alternate advancement experience 40% faster than other classes. By the time the issue was discovered and fixed, many players had racked up hundreds of alternate advancement points that their fellow non-hybrid gamers could not.
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If that was Exactly What It Says On The Tin, it would be called \"The Persistent Orange Pixel In The Chatbox\".


** Another well-loved bug was "The Orange Pixel", which caused [[ExactlyWhatItSaysOnTheTin an orange pixel to persistently appear in the chat box]] during beta. Although it was fixed for the live version, many forum users still reference it in their signatures or posts.

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** Another well-loved bug was "The Orange Pixel", which caused [[ExactlyWhatItSaysOnTheTin an orange pixel to persistently appear in the chat box]] box during beta. Although it was fixed for the live version, many forum users still reference it in their signatures or posts.
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*** 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.

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*** 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 we 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.
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** Another well-loved bug was "The Orange Pixel", which caused [[ExactlyWhatItSaysOnTheTin an orange pixel to persistently appear in the chat box]] during beta. Although it was fixed for the live version, many forum users still reference it in their signatures or posts.
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*** 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. TheDailyQuest [[http://daily-quests.com/comic/?p=285 illustrates it nicely]]

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*** 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. TheDailyQuest The webcomic ''Webcomic/DailyQuests'' [[http://daily-quests.com/comic/?p=285 illustrates it nicely]]

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* There was an interesting bug in ''FlyForFun''. It allowed "pinata players" in PVP arenas.
** To explain: Dropping item from your inventory of which you have more than one would open a new ingame window in which it would ask you how many of it you want to drop. Clicking or walking would deactivate that window, and dropping another (or the same item) would open another one. Clicking ok would make you drop item on the place you were standing when you tried to drop it before moving.
** The Philippine server used to get riddled with GoodBadBugs SoBadItsGood that it borders on GameBreaker territory. One of the most egregious ones are the so called "one-day buffs". That's right, folks, [[ExactlyWhatItSaysOnTheTin 24-hour buffs!]] This was a result of another GoodBadBug, where equipments with stat bonuses ''decrease your base stats'' when unequipped instead of returning them to their original values. This made ''negative INT'' possible, thus triggering the aforementioned one-day buffs since buff duration ''[[OhCrap is based on INT]]''. [[TheMedic Assist]] classes practically made a living out of this by [[AdamSmithHatesYourGuts charging obscene amounts of Penya to anyone who wants to have one]] so they could do LevelGrinding without stopping unless they die.
*** Wonder why some level 60+ [[DualWielding Bla]][[LightningBruiser des]] in pFlyFF used to [[LevelGrinding level grind]] on Glaphans? A GoodBadBug involving good ol' [[JokeItem Catchers]]. They would simply equip it, then unequip it, rinse and repeat ''really fast'', and presto, they have ''frickin' insane amounts of HP'' high enough to absorb whatever is thrown on them.

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* There was an interesting bug in ''FlyForFun''. It allowed "pinata players" in PVP arenas.
** To explain: Dropping item from your inventory of which you have more than one would open a new ingame window in which it would ask you how many of it you want to drop. Clicking or walking would deactivate that window, and dropping another (or the same item) would open another one. Clicking ok would make you drop item on the place you were standing when you tried to drop it before moving.
** The Philippine server used to get riddled with GoodBadBugs SoBadItsGood that it borders on GameBreaker territory. One of the most egregious ones are the so called "one-day buffs". That's right, folks, [[ExactlyWhatItSaysOnTheTin 24-hour buffs!]] This was a result of another GoodBadBug,
''FlyForFun'' where equipments equipment with stat bonuses ''decrease decrease your base stats'' stats when unequipped instead of returning them to their original values. This made ''negative INT'' possible, thus triggering the aforementioned one-day buffs negative INT possible; since buff duration ''[[OhCrap is based on INT]]''. INT, it could make buffs that lasted real-time days. [[TheMedic Assist]] classes practically made a living out of this by [[AdamSmithHatesYourGuts charging obscene amounts of Penya to anyone who wants to have one]] one so they could do LevelGrinding without stopping unless they die.
*** Wonder why some level 60+ [[DualWielding Bla]][[LightningBruiser des]] in pFlyFF used to [[LevelGrinding level grind]] on Glaphans? A GoodBadBug involving good ol' [[JokeItem Catchers]]. They would simply equip it, then unequip it, rinse and repeat ''really fast'', and presto, they have ''frickin' insane amounts of HP'' high enough to absorb whatever is thrown on them.
die.
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**** 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. TheDailyQuest [[http://daily-quests.com/comic/?p=285 illustrates it nicely]]
**** This bug is still consistently referenced by my guild whenever our Bear tanks an instance. You haven't player [=WoW=] until you've seen a bear flying around with an ass-powered rocket pack. 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.

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**** *** 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. TheDailyQuest [[http://daily-quests.com/comic/?p=285 illustrates it nicely]]
**** This bug is still consistently referenced by my guild whenever our Bear tanks an instance. You haven't player [=WoW=] until you've seen a bear flying around with an ass-powered rocket pack. *** Another interesting one to see is the new Halls of Origination, where every player can ride on a camel-including camel -- including shapeshifted Druids. Rocket bear on a camel? Fear it.

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Corrected typo, Examples Are Not Recent


** 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.

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** 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* 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.



** A recent 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!

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** A recent 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!



** 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. Up until recently 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.

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** 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. Up until recently 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.



*** Until recently, 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.
**** Speaking of druids, 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.

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*** Until recently, 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.
**** Speaking of druids,
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.



** There was a recent bug, currently being fixed, 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!

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** There was a recent bug, currently being fixed, 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!



* In [[GaiaOnline 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. A recent 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 GameBreaker.

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* In [[GaiaOnline 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. A recent 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 GameBreaker.
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** 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 [[http://img20.imageshack.us/img20/5052/rdt3.png indoor starships]] with rather bizarre collision-detection.
---> '''Eleya@starswordc:''' I think I've had too much [[FantasticDrug nepeta]].\\
'''[=Baldrick@pickledonion451=]:''' now thats some bad parking

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* ''VideoGame/StarTrekOnline'', 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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* ''VideoGame/StarTrekOnline'', during ''VideoGame/StarTrekOnline'':
** 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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** 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 [[http://en.memory-alpha.org/wiki/Targ targ]] by mistake.
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** 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.
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** 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 awry[[hottip:*:The proc attack was coded to deal ten times a (low) value in the appropriate damage scale table. However, instead of the value in the table, it references... the target's maximum hit points. Times ten. Using it on giant monsters was the reason...]] 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.

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** 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 awry[[hottip:*:The awry[[note]]The proc attack was coded to deal ten times a (low) value in the appropriate damage scale table. However, instead of the value in the table, it references... the target's maximum hit points. Times ten. Using it on giant monsters was the reason...]] [[/note]] 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.
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* ''ShinMegamiTenseiIMAGINE'' 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.

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* ''ShinMegamiTenseiIMAGINE'' ''VideoGame/ShinMegamiTenseiIMAGINE'' 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.

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** 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 awry 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.

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** If the game could not find the desired model for the hostage, it would load the first one on the list... a 5th Column [[MechaMook Mek Man]], which would cower and thank you profusely. Sadly, the patch that made a reference to the bug and HardLight 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 awry awry[[hottip:*:The proc attack was coded to deal ten times a (low) value in the appropriate damage scale table. However, instead of the value in the table, it references... the target's maximum hit points. Times ten. Using it on giant monsters was the reason...]] 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.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.
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*** Occasionally happened with the ! or ? of a questgiver too; [[http://www.wowpedia.org/File:ZOMG_Quest!.jpg?c=1 so]].
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* 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.

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* MU Online ''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.

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** The funny part is, the first sequel to The Trouble With Tribbles involved just that- tribbles growing uncontrollably.



*** Which is, itself, an instance of The LordBritishPostulate.



**** 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.

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**** *** 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.



**** This was because "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 - not technically a bug, but still rather silly. ("Wait, don't go in there--!") The "infinite treadmill" effect was because this particular door was coded, but also permanently ''locked.''

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**** This was because "saved" *** "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 - not technically a bug, but still rather silly. ("Wait, don't go in there--!") The "infinite treadmill" effect above was because this that particular door was coded, but also permanently ''locked.''



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

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

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** 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.

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much to some peoples sadness fixing some World Of Warcraft things


*** 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.

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*** 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.


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** 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.
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** It was, at one point, possible to cast buffs on [=NPCs=], most likely because of a glitch in the programming. Players who knew about the bug had fun with it by casting Coyote Spirit and Fleet Feet on moving [=NPCs=] (such as the Pizza Delivery Guy in Barton), just to see how fast they could make them run.

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** It was, at Before one point, of the general bug fixes, it was possible to cast buffs on [=NPCs=], most likely because of [=NPCs=] due to either a glitch programming mistake or [=NPC=] interaction in battle being hastily DummiedOut late in the programming. planning stages. Players who knew about used the bug had fun with it to amuse themselves by casting stacking Coyote Spirit and Fleet Feet on moving [=NPCs=] (such as the Pizza Delivery Guy in Barton), just Barton to see how fast they could make them run. him run insanely fast.

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