Game taken offline till glitch is fixed

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Koloth

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I have been informed that players have abused a glitch with a trigger in the Vlad Boss. I will put game back online when glitch is fixed.
 
Couldn't players just be denied access to that area or something? There isn't really anything to do in that area or the one you reach from there yet anyways. >.>

I can't really do anything much anyway, but if this has it offline for a prolonged period of time, that could be a bit of a setback, just for one thing in one area, but if it is absolutely necessary to get the glitch fixed, take all the time that is needed then.

Fyi, I'm not one of the glitch abusers, though I do think I know what the probably may be that the players are abusing: After I defeated Vlad and the 10 Gargoyles, went back to the NPC, and selected the new option.

However, until I picked that, the old option that triggers the forementioned battle was still there, though disappeared after selecting the chat option that leads you to the castle.

But if one were to just keep selecting that first option before going to the castle, one could battle Vlad and those Gargoyles as much as they would like, just moving on once they would feel good and ready to. >_<

If some players weren't so lawless about the RPG, it'd sure make the RPG Directors' jobs a heck of a lot easier. Can't have so much as a single glitch in it or somebody will abuse that glitch. :/
 
Ok, it has been modified to a travel boss area with no teaming allowed. Hopefully there will be no more glitch abuses.
 
Hopefully players that have already defeated them don't have to fight them again and get beneficial exp again...but if so, it'd be guaranteed just a second battle if that, so it wouldn't be enough for players to level up a bunch off of, I might not even level up from them now if I have to face them while being at Level 26. :P

Glad the issue got resolved quickly, great work, keep it up. :) Just wanted to mention that one potential event, so it's a bit of a heads up, shouldn't be any real problem though.
 
If you already defeated Vlad and the Gargoyles, you should not see them in the area. Meaning you defeated them already.
 
I traveled area by area to Naaville Castle from Mysterious Ruins 5 [Rest Area], and never encountered them, so it appears to be as it should be, so no worries whatsoever. :awesome:

Just wanted to confirm that. Any players that already defeat Vlad and those Gargoyles from the NPC that was there, won't have to face them again to get through to the Castle, seeing as this is the result of a successful test. xD
 
Hopefully players that have already defeated them don't have to fight them again and get beneficial exp again...but if so, it'd be guaranteed just a second battle if that, so it wouldn't be enough for players to level up a bunch off of, I might not even level up from them now if I have to face them while being at Level 26. :P

Glad the issue got resolved quickly, great work, keep it up. :) Just wanted to mention that one potential event, so it's a bit of a heads up, shouldn't be any real problem though.

Yes, that is the glitch, and yes, be grateful you didn't abuse it.

Wish I had that "heads up" a few hours ago though. :p
 
People will always try to abuse parts of the game. It's been that way ever since it was first added. It isn't easy making things work correctly and preventing people from abusing them :(
 
I already tried to beat the boss. Damn, ten Gargoyles? That is gonna be tough for a Mage like me. XD
 
People will always try to abuse parts of the game. It's been that way ever since it was first added. It isn't easy making things work correctly and preventing people from abusing them :(

Aye, the best way to create one time boss battles is with the usage of Game Variant settings while assigning variable triggers to different NPCs, in order words, you don't get the first trigger unless you talk to another NPC first. It is HARDER to make Game Variant work, specially since they tend to screw up after some time (one variable lost....start all over again).

Adamant once managed to make a one time boss battle, I believe it was Maria. You only had one chance to fight her, even though you could get her Earth spell anyway regardless of losing or winning. Using components to lock down triggers is a good one, since once you win, run or lose, the component can be taken in the convo triggering the battle, forcing the player to go back for another one. Since after winning, if the convo disappears most people would select the newly revealed convo after the boss fight victory, this greatly reduces the chances of cheathing. Then again, we still have that 0.5% mayor S.O.B. who insists on finding a way to cheath, like those running bombs bastards we used to fight in Modern Warfare 2 but thanks to IW no longer see nowadays.

Bolt, the reasons for those who have defeated Vlad not seeing is because the same boss was most likely probably used, set to Boss settings, and the relocated. In Boss settings, once you defeat it once he won't be seen again, ever. So your previous concern well...was no concern at all ;)

In summary, dudes...don't be a prick, and don't cheath. If it were for me, Inferno would have had a PERMA Ban option (I wonder why ZT never added one in the Inferno Admin CP) to be used in members to kick cheathers out of the way individually so that the cheathers would never, ever, EVER play the fucking RPG, ever, again.:ohoho:
 
^ Yeah, I jumped the gun a bit with that assumption, I hadn't yet attempted to travel from the rest area in the Mysterious Ruins, to Naaville Castle, so I didn't know that I wouldn't encounter those enemies again on the way there since the change. xP

I may make a point of testing stuff like that before posting assuming things I haven't seen for certain in the future, definitely decreases the chance of being incorrect. :monster:

Edit: Two Ex-RPG Directors posted in the same thread, don't see that every day. :wacky: Actually, I think there's three... :gasp:
 
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meh :monster: but alas, he's right. The game variants are very very specific and you need to know exactly how to make them to make it work. I'm not sure if any of the current or past staff, aside for maybe adamantaters, could use them correctly. Mainly, it's dealing with triggers and trigger conditions is what makes everything work now.
 
Actually Adamant was not the one to make Maria work. His variant triggers for that and the Sephy boss were messed up. I spent half a day fixing both. Variant triggers are tricky and I prefer not to bother with them because they tend to get currupt.

Main reason I chose to just make this a travel boss with an area not allowing teaming.

Actually 3 former RPG Directors posted on this thread.
 
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Actually Adamant was not the one to make Maria work. His variant triggers for that and the Sephy boss were messed up. I spent half a day fixing both. Variant triggers are tricky and I prefer not to bother with them because they tend to get currupt.

Main reason I chose to just make this a travel boss with an area not allowing teaming.

Actually 3 former RPG Directors posted on this thread.
Ah, memory failure then. Yesh my mind is really messed up these days. I remember the first time I played, when someone accidently let Pandemonium open for world travel since the beginning. Adamant was like "WTF?!? OMFG NuuuuUUUUUUuuu!!!". But aye, I give you that, Game Variants surely are a pain once I realized they had a tendency to banish/corrupt themselves for no reason. Now I wonder, will ZT ever resume his work in Inferno Technologies?
Three former Directors? Tielknight....myself...who's the third?:gonk: Oh Danny? I don't sshhpoot Danish xD
 
It's Vryheid. Is he Danny...? :gasp: And I did correct myself to saying three after I said two, Kolly. :monster:

So, did you have a cake there today, and if so, did you eat some? I believe I said what I would do to it if you had a cake but ate none of it: I'd turn it into mashed potato using a marvelous invention: :monsmash: < That was precisely it. xD
 
I already tried to beat the boss. Damn, ten Gargoyles? That is gonna be tough for a Mage like me. XD

It's actually WAY easier than you think. There is about a 10% chance an enemy Gargoyle will get instantly killed when you hit them in the head, even if you do 0 damage. Simply equip yourself with the Holy Axe and strike away (after you've beaten Vlad with spells of course). I killed half of the gargoyles this way, even though I only had 10 STR and DEX...

Koloth said:
Actually Adamant was not the one to make Maria work. His variant triggers for that and the Sephy boss were messed up. I spent half a day fixing both. Variant triggers are tricky and I prefer not to bother with them because they tend to get currupt.

Main reason I chose to just make this a travel boss with an area not allowing teaming.

Actually 3 former RPG Directors posted on this thread.

That is a load of baloney and you know it. I made Maria a one shot battle regardless of whether you win or lose, I don't know how you thought the boss was broken. As for Sephiroth I don't remember, but I do know that I always had a plan for these creations before I started working on them. The main problem was when people made traveling between areas available without telling me which screwed up some very fragile trigger setups. I'm sure I thought the Sephiroth fight worked perfectly well at the time. Another issue was how much the game changed when Darkblade (the original site owner here) FINALLY upgraded the RPG system to the one we use now. Before most of the triggers did not even exist, which lead to inconsistencies. We also tended to release areas very quickly, so you can't expect everything to be perfect.

You make it sound like I had NO idea how those triggers worked, when you know full well that I had spent a huge amount of time studying each command in the game and writing the only guide to using these triggers I've ever seen for Inferno. In every RPG Inferno I worked on after this I set up all of the variables in the very beginning of the game, which gave me a huge amount of leniency with triggers later on and allowed some very complex story setups. I also started using Quests, another tricky setup that is even more confusing than raw trigger links but gives objectives to be displayed right in the user bar (the "Quests Log" box). They were a huge source of confusion on the original GZE support pages and the fact that I managed to use them successfully shows that I had a fair amount of trigger-crafting ability. And of course there was my piece de resistance, the 10 battle tournament NPC, which will probably never be seen in an RPG Inferno again.

You must admit some of the enemies I made (like the joke thief that you get to beat up for no reason, or the elf/dwarf teams) were pretty entertaining. I really wanted to create some epic, difficult bosses, and from the positive responses I got they managed to fill that role pretty well.

And yes, I know of a huge amount of glitches in this game, including some experimental battle tactics that frankly I am not going to get into here. Some of them I personally asked Zero Tolerance to fix, others I discovered when it was too late. I can only hope the current developer team realizes that they have to treat spell effects with kid gloves or otherwise some clever mages will figure out how to break PvP entirely.
 
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Meh, i still hate you for your ocean floor area :monster:


Oh gosh, you reminded me. I had nearly forgot. :p

THAT WAS GENIUS THOUGH and you know it. Who would think of creating a huge, invisible underwater labyrinth and filling it with treasures and deadly monsters? Nothing like that had ever been done in Inferno before. The only ways to get through that area was to either draw a map or leave chat messages in every shoutbox, and it ended off with another epic boss thanks to yours truly. The later areas only got even more brutal, though I certainly heard many members frustrations as they tried to get through this early on. :p
 
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