What to do when players break your game…



If you make a game, players will break it.

How you respond to this, shows what kind of developer you are.

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Josh Strife Hayes

33 bình luận trong “What to do when players break your game…

  1. SWTOR had daily zones rewards in rease due to a bug. But players loved that and old daily zones suddenly became populated again, and devs did not removed it completely, but shifted massive rewards to a weekly quest, acknowledging that players loved that and that was a success.

  2. Can you please do Worst MMO review on the private re-release of Warhammer Online? Seems like the community kept the server content after the game shutdown and restarted it privately for free and with the blessing of the original makers. Sounded interesting to me and thought it would be a good one for your series. Great vidoes, recently subscribed.

  3. Ark forge speed runs in defiance. We'd decoy through the wall and run on the roof of the map and beat the boss is about 30 secs. And wed repete it till we reached our weekly max. When they patched it you would die if you went behind the door. And 3 times you got banned lol.

  4. 10:05 Turn 2 …pfft, I knew a guy that played a deck that could turn 1 Emrakul…and give it haste. Of course his deck was only legal in a single format, and he used restricted cards to do it, so he had to get real lucky to pull it off, and 9 out of 10 games he would get trashed…but that one game in 10…

    Edit: Also MTG is full of stupidly overpowered cards/combos which is why I stopped playing it.

  5. One of the benefits of devs putting cheat codes in their (singleplayer) games back in the days was, that they enabled people to have fun their own way. It's a beautiful message and should still be followed.

  6. I remember Blizz banning a group in the Icecrown Citadel world first race because they used an exploit with Saronite Bombs to get the clear. Also stripped them of the world first title. I don't think many people liked that, but it's a fine line, right? You don't want to encourage exploits in something as competitive as the WFR but like… that was the hammer coming down hard.

  7. One of my favorite breaking of an MMO that I've read about is in Final Fantasy 11, the older MMO… In one of their many expansions, they introduced the Ninja class, the developers fully designed the class to be a DPS class and all, but amongst it's many abilities it had one that allowed it to completely dodge attacks, and it worked against anything at all..
    Players realized what it could do, so the players worked the class into a tanking class.

    And the most ironic thing, it was introduced alongside another class, Samurai, which was actually meant to be a tank, but it did more damage than the Ninja did…

  8. I don't believe that WoW GM story was intentionally designed to make the situtation fun or ironic for the griefers, GM's were bastards, I'd bet good money it was one of the school of vindictive turbonerd GM's hired pre 2008 flexing his power.

    My favourite game was summoning gatherbots into an air pocket in a underwater cave, it broke the bots pathing as it couldn't find a path underwater, so it would try to mount up, wait a few seconds while mounting(which would fail because it was inside), then jump to get airborne, repeat ad infinitum. so you could fill a cave with jumping jacks. well until I banned them one by one that is.

    ^even that was strictly against Blizzard policy (for which I eventually earned a written warning for breaking), which was to leave the bots to their devices until the bi-monthly MWheeler scripts hit them. As accidentally summoning a player genuinely going about their days play was considered unacceptable.

  9. reminds me of the old days in eso where you could leap into keeps with certain abilities, some of them didnt make sense (2h gap closer) but some made perfect sense, like the DK ult. it was so fun jumping onto someone taunting you from the walls of their keep and knocking them off with a knockback. or jumping from one of the outer towers into the main keep because someone was standing too close to the edge. instead of tweaking it to work with abilities that made sense they just patched it out entirely and iirc even banned people for using it while it was known by the devs but not patched yet. i could be wrong about that but either way such a cool concept wasted

  10. I remember a couple of quest NPCs in Anarchy Online that where not ment to be killable by players, but if you had enough people you could kill them for massive XP reward. We camped one for an evening, killing it over and over, and gained several levels.
    We return the following week, but now the NPC had a reflect shield, and returned any damage back on you. The devs didn't make the NPC un-attackable. They just made it kill you if you did.

  11. there is a very interesting arcade game on steam called "duck game" which has a lot of little quirks like this. the amount of bugs discovered that have been turned into 'techs', like diagonal shooting and high jumps. it adds another layer of skill to a game that is, on the surface, a couch arcade game.

  12. By far my favorite examples of a good change is in destiny 1 & 2, there is a cheeky nod to an old loot cave and if you are an old destiny player you should know who Randal the vandal is as well as Randal perfected

  13. I disagree with fixing bugs/glitches,though. I mean you invested time and money to create the thing as a developer and if you did something wrong, as long as it doesn't make your game unplayable, it should remain to constantly remind you to work harder on releasing something you have guaranteed for the quality.

    The reason is simple: Every freaking business in the world except the software industry cannot get away with mistakes. If you release a faulty product into the market, you will need to compensate people/retailers who invested their time&money and sometimes even their health into purchasing&using it. The same applies to services.

    And yet the software producers got extremely lazy by just enforcing patches every now and then, going as far as releasing non-finished products to meet the deadline and send the other party a "patch" to fix it. The whole usage of the word "patch" is in itself ironic criticism because patches are used to cover holes, so you sold a thing with holes just to patch them up later.

    If your players can actually break your game, you are just a bad game developer who is unable to understand what your code actually does and/or how it interacts with hardware & other software.
    Patches are unnecessary, they keep bad designers & programmers needlessly long alive by fraudulently trying to sell a faulty product. Online games are the worst pinnacle of that what began with the $#!+show of the operating systems created by Microsoft.

    Players need to emancipate themselves from these lazy peon developers who sell you faulty products and then try to fix them with enforced internet access to patch or DLC.

    Exploits and bugs do not exist, everything is released as intended. Developers are responsible for their final version on release, and if it's faulty, then the gameplay is faulty, it's not the fault of the players who just play the game as released, even if they can use the code to gain an "advantage" (which doesn't exist because everyone can just do the same thing).

    Oh, and by the way, the TOS of software companies are bull$#!+, too, if they do not release at least the Algorythms they based their program on so the client can actually see what was written differently than intended, even if they have no legal access to the source code.

    If some developer guy wants to claim a "bug/exploit", the faulty code and the original Algorythm have to be released to prove that it was a bug, otherwise he's a fraudster and deserves to be fired from his job for his inability to code the program the right way in the first place.

  14. One of the coolest features of Asheron's Call, strafe casting, was completely accidental. By pressing the movement keys in a certain fashion while casting, you were able to glide across the floor way more quickly than with conventional movement. Turbine could have addressed this, as they had with the glitch that allowed players to jump in the air, but left it in. Strafe casting (and speed casting) injected a level of technical skill that many MMOs at the time lacked, and was a key feature in attracting people to PK combat.

  15. I wish when CDPR fixed the beehive and blacksmith exploit in a way that when you tried it again, the blacksmith would pick up the beehive and toss at you haha.

    you forgot one other thing CDPR did in the Witcher 3 and that is they made a side quest that asked you IF you did any of the exploits that were previously in the game haha.

  16. One of the game bugs that ended up becoming core, and in fact, integral to an ENTIRE genre was fighting game combos.When street fighter 2 was created, the testers discovered that you could chain certain attacks together to create combos that the devs did not originally intend. The SF2 devs however, realised that the testers were having so much fun with the combos and it allowed for a lot of ways to play the game despite the unintended feature, they decided to keep it in. And an ENTIRE genre was born.

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