(Ab)usable features.
Posted: 20 Mar 2011 22:50
When finding something that seems inappropriate, I normally report it. If not changed/fixed, I assume it's either supposed to work this way, or not important enough to bother taking care of.
Some of these things are probably known by others. Some are known by only a few.
If they are available in the game I feel it unfair to keep it known only to some.
Examples of things I've found earlier, that I can recall, are Gnimpsh lacking any fighting skill (thus great xp for lowbies), goblins at starting point having axes set to type "sword", thus also being great xp for lowbies (the goblins had skill in axe but sucked at swordplay). Possibility to sell items donated in donation boxes. And the Dwarfheim king having a crown that gave 13 pc if sold in the Green Oaks shop.
All these have been fixed.
Current features that can still be used is:
* Possibility to reuse herbs.
* Possibility to lower your carry-weight even into negative, allowing you to carry more loot
* Possibility to be introduced to (and remember) any player, even ones you have never met
* Another nice source of xp for lowbies (I guess many know of this one - since I became a monk I have stopped abusing those goats myself).
These things have all been reported. But since they don't get fixed, I consider them features. And to be fair, I plan to tell about them here, so everyone can benefit from them.
And I invite any other mortal to share his/her features with us as well. And any immortal to read and learn about things that might be of interest to change or fix.
Any I-win things, endless-gold/xp bugs etc should, naturally, be kept hidden, noted to immortals and made sure to get fixed. What I'm talking about here are things that don't follow normal logic, so probably ought to be fixed, but nobody seems to bother about them
And they help make life a bit more comfortable.
Also, maybe I'm not the only one enjoying to learn about things like this. It can be very fun to learn about innocent things turning nasty when a player finds a new way to use them.
A few fun examples:
* Long ago, in Genesis, someone made a stone that could be thrown. You could throw it on another person or creature. It wold hit that person and then fall to the floor. Just a fun thing, didn't initiate a fight. But it did make a slight damage (less than a tenth of a percent of a normal beings health). It was played with by several, just for fun. But later on, the black dragon of Terel (at that time the biggest creature by far, and never before killed) died. Soon afterwards that stone was removed, never to be seen again. I'll leave it to the reader to make the connection.
* Also long ago, someone created the first trash can of Genesis. It was a nice, shiny, brand new thing that you could put things in and they would be destroyed. Very useful! Just "put <item> in trash can" and it would be disintegrated. Problem was that it could destroy anything... items on the ground, unremovable items (so you could destroy your guild item, thereby leaving your guild without punishment or skill loss) and even living beings. An immortal was called, to be shown that this trash can might be a bit too powerful. Upon arrival, a "put immortal in trash can" got him to disintegrated (just lost link and had to reconnect). He got the hint and removed some of the can's powers.
* In another world, the immortals decided that newbies, when quitting, shouldn't be automatically saved. To save... memory? Disk space? I don't know...
So If you were a newbie and typed "save", you would be saved, but if you quit, your wouldn't, and when reentering, you would have what you had when you last saved.
That means if you had one copper piece, saved, dropped the copper piece on the ground and quit, you would then, when reentering, still have be carrying your copper piece. But it would also be on the ground.
When pointed out to the immortals, they acknowledged that yes, this might be a bug. But to quit and reenter a thousand times just to earn a thousand copper pieces isn't worth the trouble, so no need to fix it. The flaw in their reasoning... again, I'll leave this to the reader. Once the flaw was pointed out, the bug was fixed within the hour.
Anyway, I plan to wait a few days, and if no wizard objects by reply, mail or deleting Booger, I intend to bring up the still usable features here. And would appreciate to hear about other features (fixed or still available) here.
Wizards, I suggest to see this as an opportunity to learn. Both about things that might need fixing, and about ideas for traps to avoid when coding. And maybe for a good laugh.
Some of these things are probably known by others. Some are known by only a few.
If they are available in the game I feel it unfair to keep it known only to some.
Examples of things I've found earlier, that I can recall, are Gnimpsh lacking any fighting skill (thus great xp for lowbies), goblins at starting point having axes set to type "sword", thus also being great xp for lowbies (the goblins had skill in axe but sucked at swordplay). Possibility to sell items donated in donation boxes. And the Dwarfheim king having a crown that gave 13 pc if sold in the Green Oaks shop.
All these have been fixed.
Current features that can still be used is:
* Possibility to reuse herbs.
* Possibility to lower your carry-weight even into negative, allowing you to carry more loot
* Possibility to be introduced to (and remember) any player, even ones you have never met
* Another nice source of xp for lowbies (I guess many know of this one - since I became a monk I have stopped abusing those goats myself).
These things have all been reported. But since they don't get fixed, I consider them features. And to be fair, I plan to tell about them here, so everyone can benefit from them.
And I invite any other mortal to share his/her features with us as well. And any immortal to read and learn about things that might be of interest to change or fix.
Any I-win things, endless-gold/xp bugs etc should, naturally, be kept hidden, noted to immortals and made sure to get fixed. What I'm talking about here are things that don't follow normal logic, so probably ought to be fixed, but nobody seems to bother about them
And they help make life a bit more comfortable.
Also, maybe I'm not the only one enjoying to learn about things like this. It can be very fun to learn about innocent things turning nasty when a player finds a new way to use them.
A few fun examples:
* Long ago, in Genesis, someone made a stone that could be thrown. You could throw it on another person or creature. It wold hit that person and then fall to the floor. Just a fun thing, didn't initiate a fight. But it did make a slight damage (less than a tenth of a percent of a normal beings health). It was played with by several, just for fun. But later on, the black dragon of Terel (at that time the biggest creature by far, and never before killed) died. Soon afterwards that stone was removed, never to be seen again. I'll leave it to the reader to make the connection.
* Also long ago, someone created the first trash can of Genesis. It was a nice, shiny, brand new thing that you could put things in and they would be destroyed. Very useful! Just "put <item> in trash can" and it would be disintegrated. Problem was that it could destroy anything... items on the ground, unremovable items (so you could destroy your guild item, thereby leaving your guild without punishment or skill loss) and even living beings. An immortal was called, to be shown that this trash can might be a bit too powerful. Upon arrival, a "put immortal in trash can" got him to disintegrated (just lost link and had to reconnect). He got the hint and removed some of the can's powers.
* In another world, the immortals decided that newbies, when quitting, shouldn't be automatically saved. To save... memory? Disk space? I don't know...
So If you were a newbie and typed "save", you would be saved, but if you quit, your wouldn't, and when reentering, you would have what you had when you last saved.
That means if you had one copper piece, saved, dropped the copper piece on the ground and quit, you would then, when reentering, still have be carrying your copper piece. But it would also be on the ground.
When pointed out to the immortals, they acknowledged that yes, this might be a bug. But to quit and reenter a thousand times just to earn a thousand copper pieces isn't worth the trouble, so no need to fix it. The flaw in their reasoning... again, I'll leave this to the reader. Once the flaw was pointed out, the bug was fixed within the hour.
Anyway, I plan to wait a few days, and if no wizard objects by reply, mail or deleting Booger, I intend to bring up the still usable features here. And would appreciate to hear about other features (fixed or still available) here.
Wizards, I suggest to see this as an opportunity to learn. Both about things that might need fixing, and about ideas for traps to avoid when coding. And maybe for a good laugh.