Today’s MMOrning Shots comes to us from Defiance. I didn’t fully understand why the Volge were constantly attacking E-Rep camps until I came across the above area and realized that they are trying to steal our anti-gravity technology. The hovering truck is one thing, but I’m not sure what the point of the levitating garbage can or sandbags is.
MMOrning Shots shows off interesting games and locales, and can be seen here at MMO Fallout every Monday, Wednesday, and Friday. To submit your own MMOrning Shot, send an email to contact@mmofallout.com.
Last week saw a patch roll out for Grand Theft Auto Online to fix a rather nasty bug resulting in characters not being displayed. When the bug first popped up, Rockstar acted quickly and warned users not to create new characters in the missing slots. In a followup comment posted just a few days ago, Rockstar Games has revealed that the characters lost due to the bug can not be recovered.
For those asking about their lost characters or rank, those will not be able to be restored so we sincerely hope that this cash stimulus we’re giving out this month will help you get back on your feet or to make your new life in Los Santos & Blaine extra sweet.
To compensate players for launch issues, lost characters, and lost vehicles, Rockstar is giving half a million dollars to anyone who plays GTA Online in October. The money will be doled out in two halves, with the first dropping this week and the second by the end of the month.
Wizardry Online is live and kicking. The hardcore free to play MMO launched today under Sony Online Entertainment, who issued a news piece advising players who participated in beta. For the sake of reducing complications between the beta client and the live client, SOE has advised that players uninstall any beta versions before launching the game.
With Wizardry Online’s Official Launch it’s time for a fresh install. Because the Launch version of Wizardry Online has a number of minor differences in the server environment, a clean install will provide you with the best possible experience of Wizardry Online and avoid technical issues.
Those of you not willing to install a fresh copy of Wizardry will be happy to know that this is simply a precautionary move. You may encounter some bugs that wouldn’t exist on a fresh copy, but the game should work alright.
Donde los yikes! The good news is that Path of Exile is proving itself to be quite popular with the dungeon crawling gamers, bringing the server down yesterday with a peak of almost seventy thousand concurrently. Even better, as often happens when the server is overloaded, Grinding Gear Games was able to patch a bug that had not yet exposed itself prior: In very rare cases, players randomly logged into accounts other than their own.
In addition, there is a very rare bug that caused some players to log in to accounts from other players. The scope of this bug is very limited (and in almost all cases, the players logged out without disturbing anything). Fixes for both are being worked on at the moment. Because the game experience is compromised and people are disconnected due to the crashes, we have turned the game servers off until they can be brought up in a more stable state.
Happily, a patch was deployed quickly fixing the bug and the servers were brought back up, with the number of affected accounts reportedly very small. This isn’t the first time we’ve seen an account system go nuts and start giving people access to places they shouldn’t be going, NCSoft’s account service did this back in January 2010, to approximately ten people before the exploit was fixed. Similar fast action from the GGG was responsible for keeping this bug from getting any bigger than it needed to be.
Leave it up to the internet to find even more humor in an already humorous bug. In The Old Republic, players discovered that using the emote /getdown causes your enemies to be unable to target you properly. Bioware has stated that no one has been banned or warned for this, so dance to your heart’s content!
If you can’t read the signature, this was made by Nikolai Trashev, who you can find here and see his other work at Minicrit.com. Check it out, his art is well drawn and hilarious to boot.
Silly Eve-izen, that’s not even from the right game. Losing items in a game where you drop everything upon death, is nothing short of not news. Players are killed, hacked, and generally die for one reason or another, on a daily basis and, whether or not we want to accept blame (Lag, account theft, etc), more often than not we are met with a simple “sorry, your stuff’s gone for good,” should we try to retrieve it.
There are three levels of item loss, as I will demonstrate:
If you want to annoy your players, allow them to be killed due to unforeseeable, yet annoying issues. Lag is chief in this category, not to mention players with easy access to exploits in the system, hacks, and other such software.
If you want to piss off your players, kill them via in-game bugs and don’t return their items. In Runescape, it isn’t uncommon for at least one update every four or five months to have some instant-murder effect, or allowing player killing in a spot it shouldn’t be. When Mobilising Armies was released, one player lost an enormous sum of money simply by talking to an NPC, and was not reimbursed despite confirmation by a Jagex employee.
And finally, if you want to get players to quit, take the items right out of their possession, by process of one of your intended features going haywire.
If you were logged into Eve Online today, or even if you weren’t, you may have logged in to find that one or more of your items were missing. Due to an unintended issue, the Eve Online ItemID recycling system ended up deleting a mass amount of items. How many? Up to fourteen thousand, to be exact. But how exactly did this bug happen?
In Eve Online, every item has its own procedurally generated ID (The ID is created when the item is created). In order to prevent items six years from launch being labeled #34054083489534890583890459348, Eve Online recycles ItemID’s back into the pool once the associated item is destroyed, or stacked with another stack of the same item. The retrieval system failed, causing items to not receive an ID when created under various circumstances, and thus disappear.
Although CCP is not returning lost items (they have no way to, the data trail is literally gone), they will be reimbursing players. Players affected are asked to file a petition with the list of items they lost due to the bug. As for how well players will be reimbursed, MMO Fallout will be listening in.
More on [MMO name retrieval failed. Deleting portion.] as it appears.
Silly Eve-izen, that’s not even from the right game. Losing items in a game where you drop everything upon death, is nothing short of not news. Players are killed, hacked, and generally die for one reason or another, on a daily basis and, whether or not we want to accept blame (Lag, account theft, etc), more often than not we are met with a simple “sorry, your stuff’s gone for good,” should we try to retrieve it.
There are three levels of item loss, as I will demonstrate:
If you want to annoy your players, allow them to be killed due to unforeseeable, yet annoying issues. Lag is chief in this category, not to mention players with easy access to exploits in the system, hacks, and other such software.
If you want to piss off your players, kill them via in-game bugs and don’t return their items. In Runescape, it isn’t uncommon for at least one update every four or five months to have some instant-murder effect, or allowing player killing in a spot it shouldn’t be. When Mobilising Armies was released, one player lost an enormous sum of money simply by talking to an NPC, and was not reimbursed despite confirmation by a Jagex employee.
And finally, if you want to get players to quit, take the items right out of their possession, by process of one of your intended features going haywire.
If you were logged into Eve Online today, or even if you weren’t, you may have logged in to find that one or more of your items were missing. Due to an unintended issue, the Eve Online ItemID recycling system ended up deleting a mass amount of items. How many? Up to fourteen thousand, to be exact. But how exactly did this bug happen?
In Eve Online, every item has its own procedurally generated ID (The ID is created when the item is created). In order to prevent items six years from launch being labeled #34054083489534890583890459348, Eve Online recycles ItemID’s back into the pool once the associated item is destroyed, or stacked with another stack of the same item. The retrieval system failed, causing items to not receive an ID when created under various circumstances, and thus disappear.
Although CCP is not returning lost items (they have no way to, the data trail is literally gone), they will be reimbursing players. Players affected are asked to file a petition with the list of items they lost due to the bug. As for how well players will be reimbursed, MMO Fallout will be listening in.
More on [MMO name retrieval failed. Deleting portion.] as it appears.