Good Bad Bugs/Video Games/Massively Multiplayer Online Role Playing Game: Difference between revisions

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* ''[[Star Trek Online (Video 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 (Video Game)|The Lord of the Rings Online]]'' had a hilarious bug that allowed a player to move while seated in a chair. This led to [http://www.youtube.com/watch?v=eRPZelM3f0U chair-trains] and the like.
* ''[[Ever Quest (Video Game)|Ever Quest]]'' 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 (Video Game)|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 [[wikipedia: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 [[Ascended Glitch|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]]. [[Unexpected Gameplay Change|It was either]] [[Crowning Moment of Awesome|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|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, [[G Ms]] 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. [http://www.youtube.com/watch?v=VR-kBDVMjA8 Even without knowing anything about World of Warcraft, videos of such encounters are freaking hilarious.]
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** One glitch that gained brief notoriety among twinks (players who create low level characters to PVP with the best gear at that level) involved an elite mob in the zone Dragonblight. Krueg Oathbreaker, an undead giant targeted in an Alliance quest was the only NPC in game to drop an item called "Enti's Quenched Sword." The item, itself a reference to a sword from EverQuest, was an altogether uninteresting [[Vendor Trash]] sword that did a maximum of two damage... Until someone actually equipped it and saw that it was actually doing hundreds of times that. This still wouldn't have been too interesting, as weapons at the time still did thousands of damage more than the sword, except for the fact that [[Disc One Nuke|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 [[Tempting Fate|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 [[So Cool Its Awesome|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, [[Exactly What It Says Onon the Tin|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. [[Internet Backlash|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 [[Blob Monster|slime.]] A quest in the area Sholozar Basin involved summoning one of the above three NPCs. At the time, while [[Call a Rabbit Aa Smeerp|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. [[Oh Crap|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 [[Too Awesome to Use|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.
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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.
*** 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 (Video Game)|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 [[Plot Coupon|quest items]] out of Party Quest dungeons- useful because many are frustratingly hard to get and the game otherwise deletes unused ones each time you leave.
* ''[[City of Heroes]]'' has a bunch of these, but we'll stick to listing the ones that have been fixed...
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** Star Wars Galaxies was originally designed with 10 planets; three of these planets (Yavin IV, Dathomir, and Endor) were supposed to be wild adventure planets, where players were unable to build houses and structures. However, for the first few months of the game, players could still place houses on these planets. SOE quickly removed the code that allowed for houses to be placed on these planets and told the owners of existing houses that they had best move or risk having them deleted, but the threat was never followed through on and a handful of these "wild houses" still 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.
* ''[[LataleLa 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 (Video Game)|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 [[Dead Character Walking|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 ''[[Planet SidePlanetSide]]'' 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 [http://www.youtube.com/watch?v=IM1y354nIbI video.]
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* 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, [[Exactly What It Says Onon the Tin|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 ''[[Oh Crap|is based on INT]]''. [[The Medic|Assist]] classes practically made a living out of this by [[Adam Smith Hates Your Guts|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+ [[Dual-Wielding|Bla]][[Lightning Bruiser|des]] in pFlyFF used to [[Level Grinding|level grind]] on Glaphans? A [[Good Bad Bug]] involving good ol' [[Joke Item|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 WarstheWars: 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