Good Bad Bugs/Video Games/Massively Multiplayer Online Role Playing Game


 * 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.
 * The funny part is, the first sequel to The Trouble With Tribbles involved just that- tribbles growing uncontrollably.
 * Sometimes upon switching from Ground PVP to Starship mode, some players ships would be massive flying Tribbles.
 * 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 Terrorsaur (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 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!
 * 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
 * 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.
 * 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.
 * 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.
 * 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 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.
 * 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.
 * 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.
 * 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.
 * Maple Story 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 had a bunch of these, but we'll stick to listing the ones that were known to have been fixed at the time it shut down...
 * 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.
 * 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.
 * 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 once a bug that caused hovering robot enemies to explode ten times when defeated! This 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 Rikti Drop Ships that randomly invaded the game zones were meant to be avoided, not confronted. Screw that!
 * Which was, itself, an instance of The Lord British Postulate.
 * With COH's return from the dead, a Drop Ship spawn during the tower phase was added to the Mother Ship Raid in the Rikti War Zone -- with the explicit intent of dogpiling and destroying it.
 * 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.
 * Similarly, there were for a short time a spate of muggings where the mugger never appeared, resulting in numerous women trying to keep their handbags from flying off into space under their own power.
 * 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).
 * 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, even though it did damage. If 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. 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 Game Breaker.
 * 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. 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 Good Bad Bugs So Bad It's Good that it borders on Game Breaker territory. One of the most egregious ones are the so called "one-day buffs". That's right, folks, 24-hour buffs! This was a result of another Good Bad Bug, 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 is based on INT. 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.
 * Wonder why some level 60+ Blades in pFlyFF used to level grind on Glaphans? A Good Bad Bug involving good ol' 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.
 * 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.
 * Ragnarok Online has a few. One i remember is when special equipment sets for PvP were introduced. They decreased the damage you recevied 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 kinda fixed lately though
 * Another one was with a monster - Increase Soil, that would copy itself by a small chance on attack. The atack needn't actually hit, so with stacking dogde, you could make hundreds of such mobs