![]() |
|
|||||||
![]() |
|
|
Thread Tools | Display Modes |
|
|
|
#2
|
||||
|
Quote:
| |||
|
|
||||
|
#3
|
|||
|
Hmm. Where to begin. There were a lot of places you could get NPCs stuck. They cleaned up a most of these towards the end of the open beta and introduced the NPC "teleport" like ability as well. The first level 50 in the beta was a wizard who was notorious for abusing these. In the closed and much of the open beta they still had no caps on AoE spells so if he could pull a train of mobs and get them stuck in one of these spots he could just AoE dozens at the same time.
I knew at least 3 different dupes, one of which is the only one I'll share because it's one I know doesn't currently work on p99 and it very easy and quick to explain. So you had to go to a zone that had a boat in it. Make sure you were NOT bound n the zone. You had to wait at least 10 or 15 mins in the zone. My guess is the server was making some kind of "backup" save of all characters every 10-15 mins. Once you have waited a good 10-15 mins and the boat is now docked, you simply ran onto the boat at that point and then you needed to die somehow .Simply aggroing an NPC before you jump on the boat would work. So you'd die but instead of being naked you would have all of your stuff and additionally you would have another corpse waiting for you at the docks that had a complete second set of all your stuff. There all the "safe spot" teleports, even people who knew about them usually only knew one or two of the more useful ones, like the ones in the keranas that could save you a lot of walking tine. The truth is virtually every zone in the game had one or more spots where you could invoke one of these safe spot telelports. essentially they implemented some kind of code where if you went past a certain limit on the Z, X, or Y axes the game would assume you were "out of bounds" and teleport you to a safe spot. They had hoped this would also prevent the problem of people falling through the world but they had tested this code purely in-house which meant everyone testing it had nearly perfect connections to the server -- not the incredibly awful ping many people had back in the day dialing up throw AoHell. So people with bad connections would often still fall trough the earth and go splat before the "out of bounds" code kicked in. you could lull some NPCs and pull their pets without the aggroing them it was combination of timing, level difference, and strength of the lull. Some of the pathing was so buggy you would find NPCs you could kill their pet without even needing lull at all because the pet would be out of the "assist range" of pet owner. The goblin shamans in lake rathe and oasis would commonly glitch out of the water and were examples of this, but by far the most notorious one one was the sphinx on the hill in rathe mountains. you'd have entire groups of people camping out his animations non-stop. In classic time period when you were charmed by an NPC, they would buff you with whatever buff s they had. Now, shaman actually had charm for ahilw and classic, not only that but the level caps on spells do not apply to NPCs .. so a shaman mob using charm could charm someone else the way up to 50 at that time. Some peeople would purposely let themselves get charmed so the shamans would give them SoW -- even SoW in dungeons since npcs also do not obey the limitations on outdoor only spells either. I used this a ton with chief goonda whenever I had to make the long ass trip out to everfrost and couldn't find a SoW from a player. maybe ill add some more later if have the time(motivation) but this is a pretty good start, I think.. | ||
|
|
|||
|
#5
|
|||
|
ok
| ||
|
|
|||
|
#6
|
||||
|
Quote:
In the high side of echo caverns, there is a room to the right, and then another room beyond that: the back wall recedes beyond the zone line in one corner. You could stand up on the Boulder in the corner and the bugs would just sit there. I don’t know if they pulled the zone line back a few feet or took the script out of the bugs there or how they fixed it but it still works in a few other places from when I was playing on aradune tlp a few weeks ago. The spot needs to recede behind the zone line and have a certain lateral difference between you and the mob. Remember that zone lines arnt just where the tunnel is they stretch the entire zone: think Karanas, ro & oasis and commons.
__________________
I chime in, you chime in, we all chime in.
| |||
|
|
||||
|
#7
|
|||
|
Ahh, now I'm properly caffeinated. Some other fun bugs/glitches/exploits.
The old pulling your phone/ethernet cord out of the modem and using it to bypass doors was a pretty well known one, but most people didn't appreciate the true usefulness of this trick. You could use it to entirely bypass rooms filled with mobs you couldn't or didn't want to deal with and just plug the modem back in when you walked through the areas. Getting past locked doors want that hard anyway. There were tons of ways you could do that: aggro a mob on the other side of the door or you could aggro a mob and pull it near the door on the side you are stuck on and you could often get it to open the door as well if you could get it close enough to the door. If you had the fear spell you could often fear yourself through the door, too, though that waa pretty dangerous a lot of places. You could use the illusion cancelling trick to get through all doors. It probably still works on p99 as I don't think they ever fixed it. Anyone with a guise of the deceiver or could do it.. Actually that's not true and its a funny aside. Dark elves couldn't use the illusion cancelling trick to bypass doors via the guise. LOL. Man were dark elves ever fucked over back in vanilla, eh? One cool trick was to send mobs in zone a /tell. If you sent them a tell and they were in the zone you would actually send them a tell. So you could use it to check for named mob spawns. You needed to know the exact mob name to send the tell correctly but that name was rarely ever te name they had over their head, but it was easy enough to find by trying to trade the mob in question an item from far away. it would then tell you that soandso was too far away, and this message would contain the exact proper name you need to correctly send the tell. The old dueling to replenish your mana was a fun one that worked for a decent while. Was a great trick for a duo of druid/wizards quad kiting stuff. Burn up all your mana and then you kill each other while bound nearby to get all your mana back then you are right back to quad kiting instead of medding for 10 mins. They eventually sort of nerfed it You no longer would send them a message, however it wasn't a complete nerf because when you send the tell you would NOT get an error. If ou get an error player cannot be found the mob wasnt up, and if it was up it wouldn't say anything. Nice try verant but big F. | ||
|
|
|||
|
#8
|
||||
|
Quote:
| |||
|
|
||||
|
#9
|
|||
|
i remember a GM on live summoning manastones for the promise of elf tiddies
(LOL) | ||
|
|
|||
|
#10
|
|||
|
most of the good ones are mentioned, but:
-the great fish fillet cooking bonanza to print money in the early days of Sullon Zek that caused the servers to come down for a hotfix. -looting weapons off of players who went LD on Rallos Zek after they changed it so you couldn't loot player weapons. | ||
|
|
|||
![]() |
|
|