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ellbent
May 2, 2007

I NEVER HAD SOUL

quote:

"FFXI was soul-crushing and horrible!"

Man, do I miss FFXI.

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Machai
Feb 21, 2013

Not exactly game related but still pretty good:

Back in college, we had this one rear end-hat stoner guy that liked to hang out with us. We called him The Stache because he had a horrible dirt lip. He was an idiot and a huge pathological liar that would make poo poo up about things he had no actual clue about just so he could argue with people about it. Once, when he had gotten really pissed at us shooting velcro nerf darts at his precious felt hat, instead of leaving the suite common room (for a suite he didn't even live in) he threatened to go get his knife from his room. That set one of the other guys off and he got right up in The Stache's face and threatened him right back. He stopped hanging out with us after that.

One semester, I had a class with The Stache, some forgettable Humanities class. Like pretty much everyone else at our college, his laptop of choice was a MacBook. MacBooks come with a little IR media remote (or they did at the time) that can open up a special fullscreen media library application that lets you browse your music, video and picture libraries as well as watch DVDs. You can pair a certain remote to your laptop and block all other remotes from controlling your laptop, but the default settings allow any remote pointed at the laptop's IR receiver to control it. The Stache, being the tech idiot that he was, had not changed the default setting. Once I had figured this out, I made sure to always sit behind him with a clear view of his IR receiver.

At first, I would just press the button that started up the media application, interrupting any note taking or, more likely, 4chan browsing, he was doing. He didn't really catch on at first, thinking he must be hitting some obscure key command, but eventually he figured out someone was messing around with a remote. He didn't have much luck figuring out who it was because pretty much everyone in the class had a MacBook and could be the culprit. After a couple of weeks of this, I escalated the griefing.

One day he was called up to write on the board at the front of the class. While he was up there, with his back turned, I opened up the media browser and started going through his music library. I found some files that looked like personal audio notes he had made, queued one up and maxed his volume. Just as he came back to his seat, I pressed play.

As far as I could tell from the crazy ramblings in the audio note, he had recorded himself while really high. He was really surprised by what was going on so we were treated to a whole 15-20 seconds of him talking about an idea for a Taco-Blender or some such nonsense. He was thoroughly embarrassed, but I did not stop there.

I let a few weeks pass without incident. One day, he was called to the board and I went into his media library again, this time into his videos. Just as I suspected, he had what looked like a bunch of porn in his default video folder. This was too good of an opportunity, especially because he hadn't learned from he last time to close his laptop when he went to the board. I selected a video at random, something about cheerleaders, maxed the volume and prepared to play. This time I didn't wait for him to get back to his seat, I hit play as soon as he was done at the board and about to turn around. His seat was about 30 feet from the board and the space between rows was narrow and cluttered by backpacks. It took him a good 40 seconds to realize what was happening and get back to his seat to shut it off. He quickly packed up his stuff and ran out of the classroom. He never returned to the class.

(USER WAS PUT ON PROBATION FOR THIS POST)

SpaceBanditos
Aug 29, 2006

Did you hear maracas?
Poor bastard probably killed himself after that..

As for my griefing there are many tales but the one I have time to type is a pretty basic WoW staple.. training mobs.

For those that aren't familiar with the term it refers to gaining aggro on a mob and then having it follow you, ideally you lead it to some place it has no business being. Usually people use this to have NPC's kill mobs that they cant handle on their own.

There was a dragon in one of the blackrock zones in the middle of the continent (pre-expansion time frame) that would heal itself with a breath attack. It wasn't very powerful per-say but it was more than a match for most players at the time. I would regularly borrow my friends hunter to abuse the fact that I could use aspect of the cheetah (ability that lets you run faster but dazed you if you were hit) to plink the dragon with arrows and maintain aggro.. Because of the speed advantage the dragon couldn't catch me unless I messed something up and I would pull it all the way into Ironforge(half way across the continent), the main trading hub of the continent.

The dragon would aggro guards whom would follow it around inside the city and I would eventually lead it to the Auction House. It would chain its breath attack to heal every few seconds preventing people from killing it while simultaneously killing all of the low level players in the area. People would have no idea what the gently caress was going on becasue this dragon was something that a large majority of the player base had no awareness of and would be screaming in general chat for someone to save them. My buddy and I would do this with such regularity that people on the server began to think it was some kind of event that occured.

Eventually a GM would stop it or an enterprising warrior would try to lead it away from the masses that it was using to sustain itself and it would be dealt with, but only after it had made a mess of the whole area.

Eventually they changed the mechanics and instituted a "tether" of sorts that would prevent mobs from straying more than an certain distance away from their spawn points.

Machai
Feb 21, 2013

SpaceBanditos posted:

Poor bastard probably killed himself after that..

As for my griefing there are many tales but the one I have time to type is a pretty basic WoW staple.. training mobs.

For those that aren't familiar with the term it refers to gaining aggro on a mob and then having it follow you, ideally you lead it to some place it has no business being. Usually people use this to have NPC's kill mobs that they cant handle on their own.

There was a dragon in one of the blackrock zones in the middle of the continent (pre-expansion time frame) that would heal itself with a breath attack. It wasn't very powerful per-say but it was more than a match for most players at the time. I would regularly borrow my friends hunter to abuse the fact that I could use aspect of the cheetah (ability that lets you run faster but dazed you if you were hit) to plink the dragon with arrows and maintain aggro.. Because of the speed advantage the dragon couldn't catch me unless I messed something up and I would pull it all the way into Ironforge(half way across the continent), the main trading hub of the continent.

The dragon would aggro guards whom would follow it around inside the city and I would eventually lead it to the Auction House. It would chain its breath attack to heal every few seconds preventing people from killing it while simultaneously killing all of the low level players in the area. People would have no idea what the gently caress was going on becasue this dragon was something that a large majority of the player base had no awareness of and would be screaming in general chat for someone to save them. My buddy and I would do this with such regularity that people on the server began to think it was some kind of event that occured.

Eventually a GM would stop it or an enterprising warrior would try to lead it away from the masses that it was using to sustain itself and it would be dealt with, but only after it had made a mess of the whole area.

Eventually they changed the mechanics and instituted a "tether" of sorts that would prevent mobs from straying more than an certain distance away from their spawn points.

Doom Lord Kazzak was even worse. Whenever he killed someone, he would send out an AOE with a big radius that dealt a lot of damage and also heal 10% of max HP. If kited into a city, he would be constantly AOEing and healing, essentially making him immortal, because all of the lowbies an guard NPCs would be constantly getting killed. Even with the tether mechanic, if a mob kept being attacked every few seconds, it would not activate the tether (at least most did). Thus Doom Lord Kazzak would never tether once in a town due to the respawn rate of the guards keeping him in combat. It actually became a bannable offense to bring him into a major city because the server had to be taken offline to make him go away.

Here is a video of Kazzak attacking Stormwind (the human capital). @ 1:07 you can see him spamming his AOE (the flying skulls)
https://www.youtube.com/watch?v=Jl0VWJdE01M

Chopstix
Nov 20, 2002

Speaking of internal, AI sided greifing in MMOs, one thing that might bring back some nostalgic memories for Asheron's Call players: the dreaded "Wi Flag".

Here is part of the description form their Wiki, http://asheron.wikia.com/wiki/Wi_Flag

quote:

For those of you who don't know what the Wi Flag means, a little history. From the beginning of AC, some players have complained about unbelievably bad luck. When the swarm of Lugians spawn in the citadel, they will go after certain players--every time. The player's level doesn't seem to matter, nor does the number of other players in the room. What does seem to matter is that this player is cursed with that most unfortunate of distinctions: the Wi Flag.


For some players, the flag came and went. For others, it was a perpetual nightmare, present in nearly every monster experience. To live a Wi-Flagged life meant to be hunted at every turn. Perhaps other adventurers could know peace in a BSD or a Citadel, but there was no rest nor respite for one under Wi.


Our developers at Turbine initially answered these complaints by saying that they could find no such bug. Occasionally, a senior Turbine engineer could be found who would admit that perhaps there was something “not quite right” with the system, but they still could not identify a cause, if one even existed. Easy culprits, such as a malfunctioning random-number generator, were eventually dismissed.

So for some people at some times, all the enemies would specifically target you every single times. For an unfortunate few, monsters would target you EVERY SINGLE TIME.

Chopstix fucked around with this message at 08:38 on Mar 8, 2013

cock hero flux
Apr 17, 2011



SpaceBanditos posted:

Eventually they changed the mechanics and instituted a "tether" of sorts that would prevent mobs from straying more than an certain distance away from their spawn points.

Doing things that make the devs actually change the game to stop you is great. A couple of weeks ago, the Space Station 13 goon servers added Domesticated Space Bees. Basically, you order a Honey Production crate at the Cargo Bay and you get a crate with 4 bee eggs. You can use a pen on the egg to name the bee, and then pop it open to release a larva that eventually becomes a bee that flies around and makes honey from plants.

Upon hearing of this addition, I rolled Captain, put the entire station's budget into the Cargo Bay, and turned it into a giant bee factory. I had 100,000 credits to work with, with each egg costing roughly 100. By the end of the round there was less than 30,000 credits left. The cargo bay was full of literally hundreds of bees, some of which were spilling out into the hallway. They were docile, but would respond if attacked, which was very easy to do if you were trying to pick something up since the bees took up almost the entire tile. Someone brought in a plantpot from Hydroponics and very quickly it became surrounded by so much honey that right-clicking on the square would crash your game. But the best discovery was made when someone in the cargo bay used the dance emote. Turns out, if a bee sees you dance, it will also dance. Dancing puts a message in the chat log. Every time someone danced, everyone who could see the cargo bay would get spammed with hundreds of messages about dancing bees. And you could dance as fast as you could input the command. Eventually we had 4-5 people, each dancing multiple times a second, causing thousands upon thousands of lines about dancing bees to fill up people's chatboxs. And, from what I heard, each bee dance also got it's own line in the admin log.

By the next day, the game had been changed so that dancing had a cooldown on it. It's the only emote that doesn't make noise that has a cooldown.

synthetik
Feb 28, 2007

I forgive you, Will. Will you forgive me?

Chopstix posted:

Speaking of internal, AI sided greifing in MMOs, one thing world that might bring back some nostalgic memories for Asheron's Call players: the dreaded "Wi Flag".

Here is part of the description form their Wiki, http://asheron.wikia.com/wiki/Wi_Flag


So for some people at some times, all the enemies would specifically target you every single times. For an unfortunate few, monsters would target you EVERY SINGLE TIME.

I swear I read somewhere that it was actually by alphabetical order or something. I'll see if I can find that again.

cock hero flux
Apr 17, 2011



synthetik posted:

I swear I read somewhere that it was actually by alphabetical order or something. I'll see if I can find that again.

If you read through the rest of the linked article it tells you exactly how it worked. Essentially, enemies were supposed to randomly decide who to attack based on how far away the targets were, with farther targets being less likely to be attacked. The way it did this was to assign all possible targets a range of numbers between 0 and 3 and then roll a number and attack whichever person had that number in their range. Unfortunately, they hosed up, and the number rolled would never go above 1, so only the earliest people in the list would get attacked. Your position in the list was determined by a value assigned at character creation, so if your value put you early in the list you would get attacked almost all of the time.

Infinite Monkeys
Jul 18, 2010

If you think this has a happy ending, you haven't been paying attention.

Dauntasa posted:

If you read through the rest of the linked article it tells you exactly how it worked. Essentially, enemies were supposed to randomly decide who to attack based on how far away the targets were, with farther targets being less likely to be attacked. The way it did this was to assign all possible targets a range of numbers between 0 and 3 and then roll a number and attack whichever person had that number in their range. Unfortunately, they hosed up, and the number rolled would never go above 1, so only the earliest people in the list would get attacked. Your position in the list was determined by a value assigned at character creation, so if your value put you early in the list you would get attacked almost all of the time.
What kind of idiot bases aggro on a value assigned at character creation?

a crisp refreshing Moxie
May 2, 2007


LegionAreI posted:

You know, as much pain as I went through back in the day with all the horror stories, hearing how it is now is almost sad. :( What people are playing now is definitely not the same game I loved and hated.

The funny thing is, the Final Fantasy 14 beta forums (Game is set to be relaunched this summer) are full of people with rose colored glasses *cough*Stockholmsymdrome*cough* asking Square to implement a lot of the terrible original FFXI designs. Everything from forced party-based grinding to Notorious Monster camping to esoteric crafting mechnanisms has been asked for. Basically for every horror story you read about FFXI in this thread there's people who will actively campaign to have that in their games.

Perhaps they are the greatest griefers of them all.

cock hero flux
Apr 17, 2011



Infinite Monkeys posted:

What kind of idiot bases aggro on a value assigned at character creation?

It shouldn't have mattered, but somebody forgot to change a 1 to a 3 so only the first people in the list ever got attacked.

Opinion Haver
Apr 9, 2007

Dauntasa posted:

It shouldn't have mattered, but somebody forgot to change a 1 to a 3 so only the first people in the list ever got attacked.

No, it's that they only picked a value from 0 to 1, as opposed to 0 to the number of players minus 1.

cock hero flux
Apr 17, 2011



yaoi prophet posted:

No, it's that they only picked a value from 0 to 1, as opposed to 0 to the number of players minus 1.

Oh, yeah, you're right. Misread the thing.

SpazmasterX
Jul 13, 2006

Wrong about everything XIV related
~fartz~

fount of knowledge posted:

The funny thing is, the Final Fantasy 14 beta forums (Game is set to be relaunched this summer) are full of people with rose colored glasses *cough*Stockholmsymdrome*cough* asking Square to implement a lot of the terrible original FFXI designs. Everything from forced party-based grinding to Notorious Monster camping to esoteric crafting mechnanisms has been asked for. Basically for every horror story you read about FFXI in this thread there's people who will actively campaign to have that in their games.

Perhaps they are the greatest griefers of them all.

I'm glad all that poo poo is gone from FFXI now, but I'd be lying if I said I didn't feel a real sense of accomplishment from getting past all the bullshit.

HMRising
Feb 20, 2005

Legacy

Machai posted:

Doom Lord Kazzak was even worse. Whenever he killed someone, he would send out an AOE with a big radius that dealt a lot of damage and also heal 10% of max HP. If kited into a city, he would be constantly AOEing and healing, essentially making him immortal, because all of the lowbies an guard NPCs would be constantly getting killed. Even with the tether mechanic, if a mob kept being attacked every few seconds, it would not activate the tether (at least most did). Thus Doom Lord Kazzak would never tether once in a town due to the respawn rate of the guards keeping him in combat. It actually became a bannable offense to bring him into a major city because the server had to be taken offline to make him go away.

Here is a video of Kazzak attacking Stormwind (the human capital). @ 1:07 you can see him spamming his AOE (the flying skulls)
https://www.youtube.com/watch?v=Jl0VWJdE01M

The amusing thing about kiting Kazzak to a city as a bannable offense was that Blizzard later purposely did this for a temporary, pre-launch event of The Burning Crusade expansion with Highlord Kruul, who was--in practice--a more difficult version of Doom Lord Kazzak (although they both shared the same model, loot-table, and abilities, as I recall). Considering that Kruul would sometimes spawn outside the major cities, he would wreak havoc and become virtually unkillable within a matter of seconds because of the same "Capture Soul" mechanic he and Kazzak shared. Kruul would also periodically summon several higher-level enemies all of which had large aggro-radii, and would one-shot lower-level players with Crushing Blows (a NPC mechanic that deals extra damage to a player if the player was at least three levels lower than the NPC).

I remember Kruul spawning outside the Undercity at one point, and the aftermath once Kruul had left revealed heaps upon heaps of skeletons from all races (yes, even Alliance) throughout the southern Tirisfal Glades and Ruins of Lordaeron. For people who haven't played the game, this was one of the the starting zones and frequently a high-traffic area for lower-level players. I think Kruul would eventually despawn as per a timer, and reappear elsewhere, later. To be sure, it wasn't "griefing" in the truest sense, but for its time, it was an enjoyable "world" event that got a lot of people intentionally killed that I don't think WoW has really indulged much in anymore, unfortunately.

HMRising fucked around with this message at 00:38 on Mar 8, 2013

SpookyLizard
Feb 17, 2009

yaoi prophet posted:

No, it's that they only picked a value from 0 to 1, as opposed to 0 to the number of players minus 1.

Yeah, the formula was hosed. It was also based entirely on distance from the enemies in question, as far as I read. You goons need some more reading comprehension.

cock hero flux
Apr 17, 2011



SpookyLizard posted:

Yeah, the formula was hosed. It was also based entirely on distance from the enemies in question, as far as I read. You goons need some more reading comprehension.

The size of a player's range was calculated by the distance to an enemy, but their position on the list was calculated by their InstanceID, which was assigned at character creation. That's why some people always got attacked. Their ID gave them a low value and the system was broken so that it only picked low values.

Pope Guilty
Nov 6, 2006

The human animal is a beautiful and terrible creature, capable of limitless compassion and unfathomable cruelty.

HMRising posted:

The amusing thing about kiting Kazzak to a city as a bannable offense was that Blizzard later purposely did this for a temporary, pre-launch event of The Burning Crusade expansion with Highlord Kruul, who was--in practice--a more difficult version of Doom Lord Kazzak (although they both shared the same model, loot-table, and abilities, as I recall). Considering that Kruul would sometimes spawn outside the major cities, he would wreak havoc and become virtually unkillable within a matter of seconds because of the same "Capture Soul" mechanic he and Kazzak shared. Kruul would also periodically summon several higher-level enemies all of which had large aggro-radii, and would one-shot lower-level players with Crushing Blows (a NPC mechanic that deals extra damage to a player if the player was at least three levels lower than the NPC).

I remember Kruul spawning outside the Undercity at one point, and the aftermath once Kruul had left revealed heaps upon heaps of skeletons from all races (yes, even Alliance) throughout the southern Tirisfal Glades and Ruins of Lordaeron. For people who haven't played the game, this was one of the the starting zones and frequently a high-traffic area for lower-level players. I think Kruul would eventually despawn as per a timer, and reappear elsewhere, later. To be sure, it wasn't "griefing" in the truest sense, but for its time, it was an enjoyable "world" event that got a lot of people intentionally killed that I don't think WoW has really indulged much in anymore, unfortunately.

There was also the Zombie Plague at the end of The Burning Crusade, which was the most fun I've ever had in WoW and which will probably never come back because people whined so relentlessly about it.

ponzicar
Mar 17, 2008
To expand on The Sleeper in Everquest, that boss was not supposed to be beatable. It was more of a scripted event that happened if all four of the big bosses in its raid zone (called Sleeper's Tomb) were dead at the same time. Since that area was the hardest in the game at the time, only a few uber guilds could release it, and what usually happened is that the strongest guild on the server would farm items from the bosses in that zone until they didn't need those items anymore, then they would release the Sleeper for bragging rights.

The server that eventually did kill it was a pvp server, so it was easy for other players to put a stop to any attempt by a rogue guild to wake it up. I heard that killing it was a massive cooperative effort involving tons of players dying repeatedly. It may have also happened after a few more expansions were released, since Everquest is a game with a lot of level and item inflation.


If the Sleeper were woken up, it would go on a rampage, killing players and npcs not just in its raid zone, but in several nearby popular zones as well, that were often filled with low and mid level players. This was a time when the penalties for dying were still quite harsh. Then it would be gone, permanently, and with it all the amazing loot that dropped in its zone. (They did eventually add replacement bosses with similar but weaker loot though).

So I think adding an event where a powerful guild could get a bunch of players killed while screwing the entire server out of ever getting certain pieces of high end gear certainly counts as developers griefing the players (as well as the guild that woke it up griefing the server). It almost seems like a psychology experiment.

ponzicar fucked around with this message at 04:24 on Mar 8, 2013

HMRising
Feb 20, 2005

Legacy

Pope Guilty posted:

There was also the Zombie Plague at the end of The Burning Crusade, which was the most fun I've ever had in WoW and which will probably never come back because people whined so relentlessly about it.

Ooh, right, right, I had forgot about that one: also good times. Though like you said, the backlash from it was so relentless that I think Blizzard may have hotfixed it at one point or ended that particular sequence prematurely.

Again, here is some clarification to the best of my memory for people who haven't played the game and/or didn't experience the event: this was a world event for the pre-launch of The Wrath of the Lich King expansion that actually was quite long, as it had multiple parts built within it in order to progress the lore, mostly. Nonetheless, in terms of gameplay mechanics, wooden crates carrying the plague were scattered throughout the major cities, and if a player clicked on one, they were immediately hit with a timed debuff that would turn them into a Plague Zombie/Ghoul relatively quickly (and increasingly quickly as the event transpired) if they weren't cleansed, who--once turned--then became conduits for spreading the plague even more. You can imagine the possibilities and where this would lead to.

As a Plague Zombie/Ghoul, you could attack and kill members of your own faction (unprecedented at the time)--NPCs and players alike, although if I remember correctly, killing the former may have incurred a Reputation penalty--as well as communicate with members of the other faction as long as they too were Zombies (which, again, for its time was something that hadn't really been seen before). If you managed to infect another player(s) with any of the Zombie's few abilities (a simple auto-attack or the plague cloud AoE ability would suffice), any and all non-Zombified characters would be afflicted with aforementioned disease debuff. Still, Plague Zombie/Ghoul characters in particular had low HP and continually lost a small percentage of HP overtime if they didn't "feed" (i.e., attack others), so as I seem to remember, there was a surprising amount of skill to be able to effectively stay alive (undead?) as one for long periods of time. But as with any Zerg-type strategy, if you grouped-up with other like-minded players, it wasn't too difficult to coordinate an effective swarm, thereby unleashing large amounts of griefing and massive tears from "carebears" and unwitting AFKers.

I think Goon Squad even made a video of their "raid" on Orgrimmar at one point, too, which was awesome.

EDIT: Yep, here it is: https://www.youtube.com/watch?v=ELUxTIrdnq4

Pope Guilty
Nov 6, 2006

The human animal is a beautiful and terrible creature, capable of limitless compassion and unfathomable cruelty.
The plague cloud you could vomit up would also sustain you from health loss, though I believe you needed 2 or 3 people to keep it going enough to stay alive. Also one of the zombie abilities was to call NPC zombies to you, so you could build up a horde of zombified NPCs and direct them.

Oh, also, you could share quests cross-faction as zombies; I used to have a quest to rebuild the bridge in Redridge Mountains, an Alliance quest, on my troll priest. Sadly, it was removed when Cataclysm hit.

TheSpiritFox
Jan 4, 2009

I'm just a memory, I can't give you any new information.

HMRising posted:

Ooh, right, right, I had forgot about that one: also good times. Though like you said, the backlash from it was so relentless that I think Blizzard may have hotfixed it at one point or ended that particular sequence prematurely.

Again, here is some clarification to the best of my memory for people who haven't played the game and/or didn't experience the event: this was a world event for the pre-launch of The Wrath of the Lich King expansion that actually was quite long, as it had multiple parts built within it in order to progress the lore, mostly. Nonetheless, in terms of gameplay mechanics, wooden crates carrying the plague were scattered throughout the major cities, and if a player clicked on one, they were immediately hit with a timed debuff that would turn them into a Plague Zombie/Ghoul relatively quickly (and increasingly quickly as the event transpired) if they weren't cleansed, who--once turned--then became conduits for spreading the plague even more. You can imagine the possibilities and where this would lead to.

As a Plague Zombie/Ghoul, you could attack and kill members of your own faction (unprecedented at the time)--NPCs and players alike, although if I remember correctly, killing the former may have incurred a Reputation penalty--as well as communicate with members of the other faction as long as they too were Zombies (which, again, for its time was something that hadn't really been seen before). If you managed to infect another player(s) with any of the Zombie's few abilities (a simple auto-attack or the plague cloud AoE ability would suffice), any and all non-Zombified characters would be afflicted with aforementioned disease debuff. Still, Plague Zombie/Ghoul characters in particular had low HP and continually lost a small percentage of HP overtime if they didn't "feed" (i.e., attack others), so as I seem to remember, there was a surprising amount of skill to be able to effectively stay alive (undead?) as one for long periods of time. But as with any Zerg-type strategy, if you grouped-up with other like-minded players, it wasn't too difficult to coordinate an effective swarm, thereby unleashing large amounts of griefing and massive tears from "carebears" and unwitting AFKers.

I think Goon Squad even made a video of their "raid" on Orgrimmar at one point, too, which was awesome.

EDIT: Yep, here it is: https://www.youtube.com/watch?v=ELUxTIrdnq4

This is probably the only WoW event I missed that I wish I had not. I was there for Corrupted Blood and that poo poo was loving magical, I read that the Devs actually drew inspiration from that incident and did the zombie thing to somewhat re-introduce that as a more controlled and player driven event. I did enjoy reading all of the forum tears when this was happening though, there were so many people who raged and raged about how this was destroying their play experience and they couldn't go about their business in peace, especially on PVE servers where people were all too used to not ever being attacked by players unless they specifically chose to allow it.

The thing you forgot that made this event one of the best things ever was that zombies were actually granted their own temporary faction. Anyone of either side who became a zombie became part of the zombie faction, attackable by both Horde and Alliance and green to every single other zombie on the server. They even went so far as to enable any zombie to talk to each other in general area and /yell with any non zombie seeing what was typed come out as "..." and "brains".

This lead to an unprecedented level of inter-faction cooperation, guilds on opposing sides would coordinate on forums or in vent, all go to one place and all get infected by crates and each other until you had massive zombie packs composed of multiple horde and alliance guilds who would then just pick a city and raid the gently caress out of it for an hour or two. I know the guild I was in was part of a massive zombie raid of about 150 people who shut down stormwind for almost an entire afternoon on Laughing Skull when this was going down.

President Ark
May 16, 2010

:iiam:

TheSpiritFox posted:

This is probably the only WoW event I missed that I wish I had not. I was there for Corrupted Blood and that poo poo was loving magical, I read that the Devs actually drew inspiration from that incident and did the zombie thing to somewhat re-introduce that as a more controlled and player driven event. I did enjoy reading all of the forum tears when this was happening though, there were so many people who raged and raged about how this was destroying their play experience and they couldn't go about their business in peace, especially on PVE servers where people were all too used to not ever being attacked by players unless they specifically chose to allow it.

The thing you forgot that made this event one of the best things ever was that zombies were actually granted their own temporary faction. Anyone of either side who became a zombie became part of the zombie faction, attackable by both Horde and Alliance and green to every single other zombie on the server. They even went so far as to enable any zombie to talk to each other in general area and /yell with any non zombie seeing what was typed come out as "..." and "brains".

This lead to an unprecedented level of inter-faction cooperation, guilds on opposing sides would coordinate on forums or in vent, all go to one place and all get infected by crates and each other until you had massive zombie packs composed of multiple horde and alliance guilds who would then just pick a city and raid the gently caress out of it for an hour or two. I know the guild I was in was part of a massive zombie raid of about 150 people who shut down stormwind for almost an entire afternoon on Laughing Skull when this was going down.

The dumbest part of the whining, to me, was that the expansion came out about two weeks later. WoW has this tradition of jacking item quality waaaaay up at the start of expansions, which basically makes all PVE progress in the previous expansion irrelevant (unless you're at the very bleeding-edge of progression, in which case your gear might last to the level cap of the new expansion). So all the people whining that the zombies got in the way of them getting new gear and getting things done... were getting those things only to throw them away less than half a month later. :psyduck:

Zereth
Jul 9, 2003



Didn't the zombies get stronger the longer the event went on, too? So a zombie on the day the event landed was pretty weak, but by the end they were quite strong?

TheSpiritFox
Jan 4, 2009

I'm just a memory, I can't give you any new information.

President Ark posted:

The dumbest part of the whining, to me, was that the expansion came out about two weeks later. WoW has this tradition of jacking item quality waaaaay up at the start of expansions, which basically makes all PVE progress in the previous expansion irrelevant (unless you're at the very bleeding-edge of progression, in which case your gear might last to the level cap of the new expansion). So all the people whining that the zombies got in the way of them getting new gear and getting things done... were getting those things only to throw them away less than half a month later. :psyduck:

The thing that pissed the most people off that I saw was raiding that Blood Elf island that introduced daily quests in TBC. Gear or no gear people absolutely loathed you if you interfered with their money making time more than anything else. I mean, it was logical since on PVP servers it was not uncommon to see one side or another have a guild show up in force to shut everything down as long as they could just to piss people off. But with the zombie plague you could shut that poo poo down better than any single guild ever could by killing the NPCs and making people who didn't want to be zombies wait out their plauge or go try to die.

Hearing about all of this crap brought back many fond memories of Elemental Plateau. So many people competed for elemental spawns there and this was back in the glory days of the Warlock when you could easily chain pull the entire plateau as affliction and kill them all without ever being touched while simultaneously killing almost anyone who tried to stop you who wasn't on your faction.

The most fun I ever had though was back during TBC in the 50-59 battlegrounds. Felguard locks at 58-59 were completely unstoppable by any single other class, most of the abilities that classes had to shut down a warlock didn't come until 60 and warlocks were by far the strongest class when you were all running around in leveling blues and poo poo. Duelers of that level hated us too. Rogues were delicious. Put felguard on stay put, go far enough away for him to charge, and stand there until the rogue stunned you. Wait out the stun, felguard charge into fear, load up DoTs and send the felguard after them while you stand there and /laugh until they die.

TheSpiritFox fucked around with this message at 05:24 on Mar 8, 2013

SpaceViking
Sep 2, 2011

Who put the stars in the sky? Coyote will say he did it himself, and it is not a lie.

HMRising posted:

Ooh, right, right, I had forgot about that one: also good times. Though like you said, the backlash from it was so relentless that I think Blizzard may have hotfixed it at one point or ended that particular sequence prematurely.

Again, here is some clarification to the best of my memory for people who haven't played the game and/or didn't experience the event: this was a world event for the pre-launch of The Wrath of the Lich King expansion that actually was quite long, as it had multiple parts built within it in order to progress the lore, mostly. Nonetheless, in terms of gameplay mechanics, wooden crates carrying the plague were scattered throughout the major cities, and if a player clicked on one, they were immediately hit with a timed debuff that would turn them into a Plague Zombie/Ghoul relatively quickly (and increasingly quickly as the event transpired) if they weren't cleansed, who--once turned--then became conduits for spreading the plague even more. You can imagine the possibilities and where this would lead to.

As a Plague Zombie/Ghoul, you could attack and kill members of your own faction (unprecedented at the time)--NPCs and players alike, although if I remember correctly, killing the former may have incurred a Reputation penalty--as well as communicate with members of the other faction as long as they too were Zombies (which, again, for its time was something that hadn't really been seen before). If you managed to infect another player(s) with any of the Zombie's few abilities (a simple auto-attack or the plague cloud AoE ability would suffice), any and all non-Zombified characters would be afflicted with aforementioned disease debuff. Still, Plague Zombie/Ghoul characters in particular had low HP and continually lost a small percentage of HP overtime if they didn't "feed" (i.e., attack others), so as I seem to remember, there was a surprising amount of skill to be able to effectively stay alive (undead?) as one for long periods of time. But as with any Zerg-type strategy, if you grouped-up with other like-minded players, it wasn't too difficult to coordinate an effective swarm, thereby unleashing large amounts of griefing and massive tears from "carebears" and unwitting AFKers.

I think Goon Squad even made a video of their "raid" on Orgrimmar at one point, too, which was awesome.

EDIT: Yep, here it is: https://www.youtube.com/watch?v=ELUxTIrdnq4

That was great. I was also on Mal'Ganis at the time (but wasn't a goon), and I was that jackass paladin that ran around cleansing people and smiting their friends for JUSTICE. You wouldn't believe the angry tells us hero types would get for trying to stymie the OBVIOUSLY dangerous plague.

Pope Guilty
Nov 6, 2006

The human animal is a beautiful and terrible creature, capable of limitless compassion and unfathomable cruelty.

Zereth posted:

Didn't the zombies get stronger the longer the event went on, too? So a zombie on the day the event landed was pretty weak, but by the end they were quite strong?

Nah, but it got harder and harder to cleanse the disease off of infected people, and the disease started taking less and less time to kill and convert the infected.

Of course if you were a paladin you could just use your invincibility bubble and it would instantly kill you and transform you into a zombie.

i am tim!
Jan 5, 2005

God damn it, where are my ant keys?! I'm gonna miss my flight!

Pope Guilty posted:

Nah, but it got harder and harder to cleanse the disease off of infected people, and the disease started taking less and less time to kill and convert the infected.

Of course if you were a paladin you could just use your invincibility bubble and it would instantly kill you and transform you into a zombie.

I actually had a lot of fun griefing people during the zombie event on my Paladin doing just this. I gotta say though, most of the anger I got was when I would park my butt in a crowded part of town and cured everybody I could see of the zombieplague. It set people right off, and you could have some fun by playing up the "I JUST WANNA HELP" shtick or roleplaying as the Noblest Healer.

i am tim! fucked around with this message at 05:29 on Mar 8, 2013

Abe Frohman
Mar 1, 2005

Kirby? He'll be a fry cook on Dreamland.

ponzicar posted:

To expand on The Sleeper in Everquest, that boss was not supposed to be beatable. It was more of a scripted event that happened if all four of the big bosses in its raid zone (called Sleeper's Tomb) were dead at the same time. Since that area was the hardest in the game at the time, only a few uber guilds could release it, and what usually happened is that the strongest guild on the server would farm items from the bosses in that zone until they didn't need those items anymore, then they would release the Sleeper for bragging rights.

The server that eventually did kill it was a pvp server, so it was easy for other players to put a stop to any attempt by a rogue guild to wake it up. I heard that killing it was a massive cooperative effort involving tons of players dying repeatedly. It may have also happened after a few more expansions were released, since Everquest is a game with a lot of level and item inflation.


If the Sleeper were woken up, it would go on a rampage, killing players and npcs not just in its raid zone, but in several nearby popular zones as well, that were often filled with low and mid level players. This was a time when the penalties for dying were still quite harsh. Then it would be gone, permanently, and with it all the amazing loot that dropped in its zone. (They did eventually add replacement bosses with similar but weaker loot though).

So I think adding an event where a powerful guild could get a bunch of players killed while screwing the entire server out of ever getting certain pieces of high end gear certainly counts as developers griefing the players (as well as the guild that woke it up griefing the server). It almost seems like a psychology experiment.

They did it during Planes of Power, there really wasn't a reason to be farming there anymore at that point but by no means was it easy to do, they didn't even have Cheal chains (Complete heal being cast by a line of clerics so that one tank was always being healed) going for the tanks during the whole thing, it was literally just a full raid of Epiced (The Clerics Epic item was an instant clickable version of the best rez spell in the game, don't remember if it had a cool down) Clerics dumping a clicky res chain on a congo line of bodies.

There was a cross server chat channel going on, they had a bunch of people sidelined at any given time to keep the fight going in case of a wipe and the people on the sidelines were giving a rolling commentary as it happened. I remember it pretty well because my entire guild was in the Plane of Time farming at the time and we pretty much stopped dead to watch the commentary.

SoE took the server down and reset the event, a lot of people got pissed and assumed it was to stop them from killing him. I'm not entirely sure, when the server came back up and they set up to try again they admitted that they were near wiping before the server went down anyhow. Maybe SoE did it to give them a second chance? Either way, there was no interference the second time around and they downed him, after he hit the dirt one of the people from the main raid linked a low level leather item and claimed it was the only loot on the corpse.

I'm not sure about the last part, but if someone carried a leather hunk of poo poo into that fight just to link it in case of victory, I'd call that a fair troll. Regardless, it's probably one of the biggest achievements in MMOs to this day even if it did just boil down to an incredibly well orchestrated zerg fest. Getting three top guilds on a PvP server to collaborate on something like that isn't a small task in itself.

The biggest bitch of the fight if I recall correctly is that the sleeper, on top of being a DPSing beast and quad hitting for 5 or 6k when he wasn't using his unlimited range deathtouch (Something like 25000 unresistable damage) is that he resisted almost all forms of magic. I think the only things that could get through besides pure melee were Manaburns (The Wizards big unresistable nuke that hit for some 15000 damage on a 5 minute cooldown) and maybe Harmtouches (Weak Shadow Knight version of a deathtouch). Perhaps the only fight in the game where Wizards had to sit on the sidelines because they weren't very viable at all.

TheIncredulousHulk
Sep 3, 2012

Gabriel Pope posted:

Wait, so if I have this straight, there was basically this huge fuckoff endgame boss that served no constructive purpose whatsoever and existed only so you could be a dick by unleashing it to gently caress over other people? This sounds like a wonderful, terrible idea :allears:

You do have it straight. I think they just put it in there because it was cool. One of the things that made EQ special(to 14 year-old me at least) was things like this that added some... realism, I guess? It was cool that there was a being of unstoppable power in the game that wasn't just in the game to give players something else to kill.

There was tons of other brutal poo poo like that in the game. For the first two expansions, if you wanted to travel between continents, you either got a wizard or a druid to teleport you, or else you ran your rear end to the docks and waited to take the boat across the sea. The boat didn't just take you right to the other continent either. You actually had to sit there while the boat sailed through the ocean, and if you got bored and hosed around, you could very easily fall off and wind up stranded, which means you either spent forever swimming to the other side(if you were lucky), you aggro'd some kind of sea monster and died(which would probably ruin your character), or you ran out of stamina and drowned(which would probably ruin your character).

Also, if you happened to die on the boat and it changed zones, it would destroy your corpse for good. I found this out when somebody tried to do it to me when I agreed to a duel to pass the time. Too bad for him he couldn't take back-to-back crits from from my mighty Axe of the Ironback:getin: He explained it to me in between swear words after I disembarked for Butcherblock feeling like a badass.

There was also things like a forest that was a lowbie zone by day, but when the sun went down, hordes of high-level undead monsters came out. It was borderline impossible to see if you weren't either in possession of a light-generating item or a race with built-in nightvision. Running through there as a low level was legit scary.

Or random fuckoff guys that roamed around in zones that were otherwise way too low for them to be in. Having a griffin swoop down and murder you while you're fighting some wimpy wolves, or crossing a sand dune looking for stuff to kill and getting punched to death by some wandering dark elf rear end in a top hat, or killing dudes on the "Orc Highway" only to see some higher levels run past you, and 10 seconds later have a horde of scythe-wielding spectres slaughter you... it was unforgiving.

Dexanth posted:

The game had a lot of silly flaws like that, but ever since WoW came about it's slowly killed off a lot of the things I really did love about Everquest - in WoW for example there aren't hugely meaningful differences between classes anymore, at least nowhere on the scale there were in either vanilla WoW, let alone in EQ - things like there being no real dedicated Crowd Control class anymore, for example.

I agree with you on this. I had more fun with WoW and it was a much better-designed game, but now that I'm a grown-rear end man, I've already forgotten most of the stuff I did in WoW. I still love swapping retarded EQ stories with my brother and cousins, though. It was memorable.

Artemis J Brassnuts
Jan 2, 2009
I regret😢 to inform📢 I am the most sexually🍆 vanilla 🍦straight 📏 dude😰 on the planet🌎
Oh man, screw Final Fantasy 11 forever. I ended up with a free copy and made it 13 days into my free month.

After spending hours trying to figure out which rabbits wouldn't one-shot me (no exaggeration there), I managed to level up to 11 - which meant I could pick a new subclass. I was super-excited, so I picked a shiny new class that was unavailable to me at lower levels. I sold all my old gear and blew every dollar I had on new level 11 gear. So, I run back outside the town and overconfidently try to attack a lone rabbit, which kills me. I rez back in the city and notice that I'm my old class again, and none of my gear is usable.

That's because, in FFXI, you lost a certain percentage of your XP when you died. That loss could cause you to lose a level and, in my situation, rendered the character I had squandered 13 days of my mid-twenties on completely penniless and with a bunch of unusable gear.

I stopped, cancelled my account and uninstalled the game.

Arms_Akimbo
Sep 29, 2006

It's so damn...literal.
This thread is really starting to resemble the GBS Bitcoin thread. I now know as much about MMOs I've never played as I do about electrical enginering, currency exchange markets, and cryptography. Fascinating stuff.

SpazmasterX
Jul 13, 2006

Wrong about everything XIV related
~fartz~

Artemis J Brassnuts posted:

After spending hours trying to figure out which rabbits wouldn't one-shot me (no exaggeration there), I managed to level up to 11 - which meant I could pick a new subclass. I was super-excited, so I picked a shiny new class that was unavailable to me at lower levels. I sold all my old gear and blew every dollar I had on new level 11 gear. So, I run back outside the town and overconfidently try to attack a lone rabbit, which kills me. I rez back in the city and notice that I'm my old class again, and none of my gear is usable.

That's because, in FFXI, you lost a certain percentage of your XP when you died. That loss could cause you to lose a level and, in my situation, rendered the character I had squandered 13 days of my mid-twenties on completely penniless and with a bunch of unusable gear.

I stopped, cancelled my account and uninstalled the game.

Yeah almost none of what you said is an actual thing that happened.

Renzuko
Oct 10, 2012


SpazmasterX posted:

Yeah almost none of what you said is an actual thing that happened.

poo poo that might have almost happened.txt?

my brother died TONS to the rabbits in west ronfaure when he first started, but that's because he didn't pay much atention

but yeah, you can't even get the ability to have a "sub class" till your level 18, and you also can't unlock new job's until your level 30. Also, you couldn't magically be changed class, only you can change that, in your mog house.

(USER WAS PUT ON PROBATION FOR THIS POST)

fakebaconandeggs
Feb 18, 2011

CREDO!
I bring you another tale from Age of Wushu, a love story far greater than that of Twilight. Crossposted from the main AOW thread.

fakebaconandeggs posted:

Jianghu is a land filled with difficult choices. Even being on the side of the law, forces man to choose between country and romance. This ill-fated love tale begins with a citizen, bound by honour, apprehending a criminal for human trafficking.



As their swords collided, their souls entwined between the clash. The poor renegade explained how he needed the money to feed his dying mother. Our citizen, distracted with the selfeshness of duty, tried to reconcile this event.



As he lay dying before her eyes, she knew that they were bound by a special kind of duty. True love.



No longer happy with what the Gods had in store for her, our citizen stabs herself, sucumbing to steel.



She is startled and surprised, by what she saw on rooftops.



Angered by the rebel's deception, she couldn't hold back her anguish.




As the last of her love bleeds out of her pierced bowels, she is too proud to show her true feelings. Her anger takes over her dying body, and she chases the villain one last time.



The rebel swam so far deep into the river, knowing she could not reach him in the deep.



And the river carries him to his death.





Explanation:

For those who don't play AOW, there are several legal ways to kill players in the game. One of them being killing people kidnapping offline players in town. What happens after you kill a kidnapper is completely up in the air, as I found out this afternoon in Jianghu. Once I killed him, he sent me a barrage of angry messages. Much to my surprise he resurrected himself and he went into PVP-mode and started hitting me. Being higher level then he was, I got him down to about 1/4 of his health. He decided to fly up onto the rooftops as I followed him for the finishing hit. It turned into a 15 minute stand off with him refusing to come down from the roof while yelling "FU CK DOG YOU GO DOG". Even though, he could pretty easily get away from me having a height advantage, I was able to keep him up there. He then decided to get a move on, we chased each other in the river at the edge of the game map, until he ultimately drowned himself while spamming me "DOG YOU" as he died.

Jastiger
Oct 11, 2008

by FactsAreUseless

Dexanth posted:

Back when I played EQ, the Epic Quests were still a fairly recent thing.

Epic Quests were just that - there was one for each of the dozen or so classes at the time. Verant didn't tell anyone how to get them, and data mining didn't really exist back then - so basically the entire population of Everquest was feeling their way around in the dark, since they involved say, finding the first NPC in the middle of a dark forest and he'd be surrounded by deadly monsters and there was no way to know what or who he was for until you Hailed him and hopefully figured out the right prompt on what to say.

And then each quest often involved gathering all sorts of items. For example, I was an Enchanter - various things we had to do included killing a Giant Ape on a tropical island, a Sand Giant in an Oasis, two NPCs deep in the bowels of cities that were hostile to 80% of the players, and a ghost-thing that spawned in the Plane of the God of Fear. The City NPCs were on around 72 hour spawn timers, and I think the Shissir or whatever it was was longer than that - but the reward was awesome, so you wanted to do it. The Enchanter Quest involved collecting 16 or so such items.

Now, as memory serves the cleric version was all around not all that bad - except for one NPC named Zordak Ragefire. His respawn timer was up to 72 hours after his last death. The Cleric Epic Weapon gave a right click resurrection, which was basically amazing as heck since this was back in the pre-WoW days where you could say, Rez in combat, since 'Combat' didn't exist as a status effect yet. So being able to bring back people who dropped mid-fight was huge. And it cost 0 mana.

As soon as Ragefire died, clerics would move in and literally sit there. For days. Without logging out. Thus, the instant he spawned, they'd alert their guild who would log in and race there to be the first to lay claim to him. This was the era of 'He spawns at 4 AM, you call people and wake them up to come do this'. The -drama- Ragefire caused was INCREDIBLE. There were two guilds on my server - Sylvan Rangers and Harbingers of Despair - that hated each other, or at least the news posts on SR's website always suggested it. They would have crazy amounts of drama over this, to the point of GMs being constantly involved; so much so that the guildmaster of SR was I believe on a first-name basis with several of them.

Basically, Everquest back then griefed the hell out of its playerbase. I doubt there s hall ever be its like again.

Hahaaa I remember this. Fennin Ro, right? If it wasnt this it was people fighting over Plane of Fear or Plane of Growth. Ahh what fun, what fun.

Dead space 3 grief. If you join a co op game then the hose either has to restart at a checkpoint or advance to the next one to join. I joined a game and the guy was a total racist tool bag....so if the partner leaves it yanks the host back to the prior checkpoint, negating all progress. Que is getting to the very end with all the loot and OOPS I disconnected.

Do it all again, jerk.

Edit: All this nostalgic EQ talk has made me reinstall and launch it again. ~Wistful sigh~ I may have been a snot nosed 15 year old, and everything that I consider wrong with MMORPG's today, but dammit if that game doesn't remain the most magical gaming experience I've ever had.

Jastiger fucked around with this message at 20:19 on Mar 8, 2013

Dexanth
Dec 4, 2003

The last thing an ice cream cone ever sees

Jastiger posted:

Hahaaa I remember this. Fennin Ro, right? If it wasnt this it was people fighting over Plane of Fear or Plane of Growth. Ahh what fun, what fun.

Yep! WoW drama never held a candle to the amazing stories that sprang out of Everquest. I never played on any of the PvP servers, but as memory serves there were tales of someone's body being camped nonstop for days to ensure their corpse would rot and they would lose all of their items.

Actually, about the only PvP story I ever have in Everquest was the result of a quirky spell known as Gravity Flux. Gravity Flux was a nuke that flung anything affected by it some length of distance into the air - decent damage, but then they'd fall back down and take more. It wasn't the best spell by any means, just hilarious.

One day I am in the Arena of Freeport which is an open PvP area, just sort of dicking around or something, when another player comes in. Out of amusement I end up casting this spell on him, and it flings him up and at an angle, causing him to land outside of the arena where he dies.

Normally, dying in the arena isn't a huge problem - the area was coded so that you didn't lose experience there. However, because the spell had thrown him out of it, he'd gotten hit with the full death penalty - which was bad, since the xp loss without a proper resurrection was often multiple hours worth of time. Cue angry tells saying I ought to find him a proper resurrection, to which I left him hanging since hey, he was in the arena, he died, -I- had no idea that could have happened. It was totally unintentional griefing, I haven't thought of it in years, and it still makes me giggle to this day.

Dexanth fucked around with this message at 22:53 on Mar 8, 2013

Jastiger
Oct 11, 2008

by FactsAreUseless

Dexanth posted:

Yep! WoW drama never held a candle to the amazing stories that sprang out of Everquest. I never played on any of the PvP servers, but as memory serves there were tales of someone's body being camped nonstop for days to ensure their corpse would rot and they would lose all of their items.

Actually, about the only PvP story I ever have in Everquest was the result of a quirky spell known as Gravity Flux. Gravity Flux was a nuke that flung anything affected by it some length of distance into the air - decent damage, but then they'd fall back down and take more. It wasn't the best spell by any means, just hilarious.

One day I am in the Arena of Freeport which is an open PvP area, just sort of dicking around or something, when another player comes in. Out of amusement I end up casting this spell on him, and it flings him up and at an angle, causing him to land outside of the arena where he dies.

Normally, dying in the arena isn't a huge problem - the area was coded so that you didn't lose experience there. However, because the spell had thrown him out of it, he'd gotten hit with the full death penalty - which was bad, since the xp loss without a proper resurrection was often multiple hours worth of time. Cue angry tells saying I ought to find him a proper resurrection, to which I left him hanging since hey, he was in the arena, he died, -I- had no idea that could have happened. It was totally unintentional griefing, I haven't thought of it in years, and it still makes me giggle to this day.

I have to ask, who were you in ole Fennin Ro?

The biggest grief Everquest ever did was the PvP flagging. Most servers were not PvP enabled so players could never attack each other unless they were in an arena or dueling. Well to allow some to do PvP, you could turn in a book you started with to flag yourself for PvP. This would turn your name red and meant any other player that wanted to could attack you if they too were flagged. The downside? Absolutely NO spells could work on you from the non flagged. No heals, buffs, teleports, no nothing.

My dumbass turned one in on my ranger and I went clear to level 30, which was multiple months at least, before the GMs started changing people back. It was terrible. Grouping with people and being unable to heal or be buffed. I dunno how many times I died because no one could heal me. This is in the same game that allowed you to gimp yourself in character creation so it should be no surprise they would make you unhealable by 97% of the population.

So yeah I griefed myself unintentionaly. Didn't help that rangers at the time were literally the worst PvP class in the game.

TheSpiritFox
Jan 4, 2009

I'm just a memory, I can't give you any new information.

Jastiger posted:

I have to ask, who were you in ole Fennin Ro?

The biggest grief Everquest ever did was the PvP flagging. Most servers were not PvP enabled so players could never attack each other unless they were in an arena or dueling. Well to allow some to do PvP, you could turn in a book you started with to flag yourself for PvP. This would turn your name red and meant any other player that wanted to could attack you if they too were flagged. The downside? Absolutely NO spells could work on you from the non flagged. No heals, buffs, teleports, no nothing.

My dumbass turned one in on my ranger and I went clear to level 30, which was multiple months at least, before the GMs started changing people back. It was terrible. Grouping with people and being unable to heal or be buffed. I dunno how many times I died because no one could heal me. This is in the same game that allowed you to gimp yourself in character creation so it should be no surprise they would make you unhealable by 97% of the population.

So yeah I griefed myself unintentionaly. Didn't help that rangers at the time were literally the worst PvP class in the game.

I love Everquest stories. The poo poo people put up with to play with other people in an online RPG astounds me, the only thing better is the best of the best of EVE Griefs. I love EVE griefs because of the PLEX system which allows you to roughly equate losses with real world money.

A bunch of you probably know about the loss of 74 plex in Jita (a system frequented by tons of people) back in I think 08. For those not into EVE Plex can cost 15 or 30 bucks depending on one or two month subscriptions, so the guy who got blown up in total lost about 1200 dollars worth of game time. The guys who blew him up were hoping some of the plex might survive, but no in fact every single one of them was destroyed when the ship died. Plex are only ever created when someone buys them. You cannot make them in-game or anything, you can buy them with game money yes but that means that someone paid 15 or 30 bucks and you're the one who's benefitting by trading your time for subscription extensions. So basically CCP created a game where you can pay them tens or hundreds or in this case thousands of dollars and then stupidly allow that money to get blown up, and there is zero recourse. It's perfectly allowed within the game's rules. 1200 dollars to the owners and developers of CCP that disappeared into the black hole that is some idiot getting blown up in a frigate.

The funniest part to me was this wasn't just happenstance. There are items you can put on ships which let you scan other ship's cargo holds. The guy with the plex got scanned and they knew exactly what they were doing when they blew him up. If the 74 plex had not been destroyed and they had looted it from his wreck the pirates who destroyed him would have profited (or anyone else who was quick enough to grab the loot since attacking someone in Jita gets you blown up by NPC police almost instantly) over a grand.

That bit of hilarity is only topped by the occasional Titan kill.

Again, for the EVE uninitiated Titans are massive ships which take months of real time to build and can be destroyed in process. They require massive amounts of money and material resources which if you purchased on the open market would be billions and billions of isk. If you bought enough PLEX to flat out buy your own Titan at production costs you're talking about anywhere from four to seven thousand dollars per ship depending on the current cost of plex and materials and such at the time of purchase.

There have been to my knowledge 18 confirmed Titan kills in the history of EVE. Think about that.

Even Everquest cannot rival the degree to which EVE griefs it's players and allows them to grief each other. It's such a terrible game that even playing it is griefing yourself, but if you know how to gently caress other people over you can take what you are doing to yourself by playing and magnify it literally a million fold and send it out into the void to destroy the experiences of hundreds or thousands of other players.

TheSpiritFox fucked around with this message at 06:08 on Mar 9, 2013

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MisterOblivious
Mar 17, 2010

by sebmojo
Idiots still fly plex around in shuttes; here's a $730 kill from earlier today.

There may have been only 18 titans killed when you heard that stat but zkillboard lists 162 killed since August 2011.

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