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News & Features Discussion  » [Column] The Secret World: Mayans, Exploits, and Repercussions

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62 posts found
  Rednecksith

Apprentice Member

Joined: 6/12/09
Posts: 1272

Bite my fiery metal ass!

1/09/13 5:40:39 PM#41
Arenanet needs to look at this as an example of how to handle possible 'exploit' situations, rather than taking the easy way out and just banning people (without confirming or denying that it is indeed an exploit to begin with).
  Ortwig

Hard Core Member

Joined: 4/20/12
Posts: 1032

1/09/13 6:24:56 PM#42
Originally posted by Rednecksith
Arenanet needs to look at this as an example of how to handle possible 'exploit' situations, rather than taking the easy way out and just banning people (without confirming or denying that it is indeed an exploit to begin with).

Yep, think it will go down as a learning experience.  The event was a lot of fun, in any case, and I think this was the best possible outcome for everyone.

  Stuka1000

Apprentice Member

Joined: 8/20/03
Posts: 782

1/09/13 6:54:41 PM#43
Funcom made the right choice in how they dealt with it.  There has to come a time when developers and not the players take the flack for faulty game mechanics, it happens too often these days that players use what is there, intelligently in most cases, only to find themselves slapped with a ban, so well done Funcom for using some sense.
  MaxJac

Novice Member

Joined: 1/06/12
Posts: 185

1/09/13 6:55:45 PM#44
Originally posted by Vannor
Exploits like that should be added 'into' the mechanics in the first place. That's what they should learn from this; players like pulling things into force fields. It's just fun.

That is a really interesting consideration. I suppose I have been so used to devs blocking discoveries that I had not considered that this should be encouraged. Perhaps keep it from being the only viable option, but still keep it as one. I don't play TSW but I can agree that making things kill themselves sounds fun.

  Ren128

Apprentice Member

Joined: 3/27/12
Posts: 67

1/09/13 7:42:11 PM#45
I'm not sure if that's still the case, but in the past you could pull people into the forcefields in Fusang killing them instantly. 
  Br3akingDawn

Advanced Member

Joined: 2/01/11
Posts: 1284

1/09/13 9:51:48 PM#46
Devs fault for not fully thinking it thru. Companies like ANet though would just start banning people. Just horrible. Stop releasnig broken materials/content and blaming the players. Anyone would go for the easier way of achieving their goal. Its like cutting your grass, would you rather use a lawn mower or a pair of scissors?

  blackhawkzz

Novice Member

Joined: 6/18/12
Posts: 53

1/09/13 10:33:18 PM#47
Did the dev's say they were blaiming anyone? They just found it unfair that people used the mechanic had an advantage over the other players so gave out the reward out to everyone. Kudos to funcom for treating there players more fairly than Anet did with the karma exploit.
  Zikari

Novice Member

Joined: 2/28/12
Posts: 78

1/09/13 10:48:39 PM#48
Good solution, was positively surprised when logging in and finding my reward. Regarding the who's fault is it question. The forcefields are an intended mechanic, you get quests for pulling zombies and puppets into the runes at the Church and Academy, while the one at the morninglight camp is being shown killing zombies during a cutscene. You can use those outside of the quests too, however any mob killed that way did not grant any experience nor loot. Now with one exception: the event mobs that will drop loot when pulled in and cout toward the competition (not sure about xp though). That was an oversight by Funcom and the way they handled that in the end is a very positive one. The event itself was mosty big fun, even it could get a bit annoying sometimes when you wanted to do something else...
  Rayshe

Novice Member

Joined: 11/30/11
Posts: 1294

1/10/13 1:30:08 AM#49
Originally posted by Eir_S
[mod edit]

What are you talking about. If you read the thread you will notice a Massive approval rate on what funcom did.

 

Anyways i am happy to hear that people are starting to warm back up to Funcom. they really are among the best of the MMO Developers. TSW is a great game, its really hard to deny that unless you are Anti Themepark. Personally i approve of what they did, Ill also enjoy talking to the Devs on the forums since they are incredibly active on them.

Because i can.
I'm Hopeful For Every Game, Until the Fan Boys Attack My Games. Then the Knives Come Out.
Logic every gamers worst enemy.

  WillyMMORPG

Novice Member

Joined: 12/06/12
Posts: 77

1/10/13 2:33:33 AM#50

It been inthe game since day one. The church in kngsmouth has wards and you can easly pull any and all zombies there and kill them. It not an exploit it is bad game design and just about everybody I saw did that so they could clean out the area to do quest objectives without being overrun.

 

That's not an exploit -- it's storyline. The church is protected by a ward from the army of undead.

 

The barrier around the Morninglight camp in KM, same situation, different story element.

 

Mentioned elsewhere, the Innsmouth Academy doorway that has a ward, this is so much a story element that it's zapping of undead denizens of the Academy are featured prominently in at least two of the quests given in an office around the corner from the doorway/ward -- you are instructed to pull "familiars" to the doorway to kill them, then loot their anima essence which is used to create a clickable item that allows you to lay a ward symbol at other strategic locations to "protect" the Academy from the various monsters who have overrun the area.

 

 

Oh, and someone mentioned using the wards/forcefield/barriers to pull the 2.2 million HP world boss Harbinger to insta-poof for great rewards. I don't think this was possible. The Harbingers had to be debuffed with 5 runes that were drops from the Mayan Remains loot bags and seemed tethered to specific areas. I never saw anyone attempt to pull the big guy in Savage Coast to the Academy door (the only ward available in that zone that was insta-zapping the lesser Mayans).

 

 

If someone actually was able to do that, I'd be interested to hear about it, must've been one heck'uva pull, kind of like when those wacky WoW hunters would pull Doomlord Kazzak to Stormwind (across multiple zones).

 

 
  Teran1987

Novice Member

Joined: 8/03/03
Posts: 204

1/10/13 2:34:16 AM#51
My comment is merely to point out that I love Funcom and their games...although not a fan of TSW, just couldn't get into it. But still, I love Funcom. Lol

"Life is not judged by the breaths we take, but by the moments that take our breath away."

  Scot

Elite Member

Joined: 10/10/03
Posts: 5095

1/10/13 4:27:25 AM#52
They picked the best of a poor set of choices to solve this problem. The pet is a bit odd though, we are meant to be fighting for the good guys right? having pet demons looks a bit odd. Or maybe we are all fighting for the bad guys and don't know it!?
  dancingstar

Hard Core Member

Joined: 11/19/11
Posts: 269

1/10/13 5:02:09 AM#53

Kiting mobs into wards has never granted XP, it does increase kill count (for the "kill 10,000 zombies achievement &c.) but kill count on the Mayan spawns wasn't a factor in the contest, what was scored was the number of "Mayan Remains" goodie-bags opened & these could be traded.

Whoever referred to kiting Harbingers into the wards was possibly mixing them up with the 277k "Servant of Seven Deaths" bosses that spawned at the end of each cycle of the zombie / mayans. I'm not 100% certain but I would think that owing to the thing's patrol route and leash distance, never mind the fact that it's several times bigger than the front door, it would have been impossible to pull the Savage Coast Harbinger to the Academy wards with its shield down ("instant death" mechanics in TSW generally work by dealing ~1,000,000 points of damage).

Actually the church wards didn't work on the Mayan zombies. My guess is that the church wards are coded to only affect a single creature sub-type, the "runner" zombies which are normally the only spawn within leash range of that door, whereas the Morninglight and Academy wards are within range of multiple creature types (wendigo, zombies, draugr for the former, familiars and spectres the latter) & so were just coded to affect everything.

Prior to this event the ward couldn't have been seriously abused for farming purposes since mob density and spawn rate meant that you would have been better off just blitzing through the surrounding area spamming Blade Torrent / Clearing the Path while 2+ QL over the "on level" point for the zone.

Preferred fix IMO would be to code so that mobs dying to the wards never drop loot, the only reason they ever needed to was the Innsmouth Academy mission where you needed to gather anima charges from familiars, and that got changed around launch time because the huge number of unclaimed lootbags caused serious graphics lag around the Academy.

  Ash23Neuro

Novice Member

Joined: 5/09/07
Posts: 13

1/10/13 5:02:26 AM#54
It wasnt force files but anti undead wards in two places in whole game world. People concocted that undead Mayans can be killed in large amount this way and I dont see it as an exploit, somebody used his brain. FunCom didnt foresee it. Later a some more people started to do it and it became a problem. Any way I sympathy for those who wasted hours of their life farming mobs instead of doing something better. And akab pet is so ugly... 
  shadykid123

Novice Member

Joined: 5/12/07
Posts: 4

1/10/13 5:58:32 AM#55
Pretty happy about the end result. I'm not big on farming, and I was ranked like 56 in my cabal (I'm not in a cabal) so its nice to see that you still get the cool vanity things
  Domenicus

Novice Member

Joined: 7/09/05
Posts: 302

1/10/13 7:28:21 AM#56

It was an exploit, no matter from which angle you see it.... I was playing it and I saw people doing it, it is revolting specially in  a game like Secret World in which everything compels you to feel the game more than to play  to win... I do consider TSW a masterpiece of writing, storytelling and mood setting and with a very good  player base to support it. It is not a WoW or a PvP only game.... Therefore I got myself very angry with all douchebags exploiting a mistake made by FUNCOM (as a robber exploit a mistake by  someone who let the backdoor open, as someone has apppointed), transforming TSW in something that it is not.

 

It is exploiting, it is digusting because if you are doing it you know it is not suppose to be like this... Unless you are really, really dumb... Soon I saw it happening I reported it to Funcom, with no answer... I took screenshots and all...

I really think FUNCOM should be more drastic about it... Its not about  a pet and a title only, but cash from the loot specially... I saw people doing it for hours and hours, the cash they won was HUGE (probably). They should get to the logs and AT LEAST remove the money from this people. This money income to the game world can have negative impact on the economy....

  Blessings

Apprentice Member

Joined: 10/24/07
Posts: 67

1/10/13 7:37:59 AM#57

This wasn't a very bad exploit. A bad exploit was when me and three other people had full 10.4 talismans and weapons, and full 10.4 glyphs in them. We also had full purple enchants on everything.

 

Did I mention this was before the first addon patch?

 

Hurray for cartwheeling through walls and farming heroic bosses without getting locked out. We farmed around 700 tokens a day and never got caught.

  gwei1984

Advanced Member

Joined: 6/22/12
Posts: 349

1/10/13 8:27:08 AM#58
Originally posted by Blessings

This wasn't a very bad exploit. A bad exploit was when me and three other people had full 10.4 talismans and weapons, and full 10.4 glyphs in them. We also had full purple enchants on everything.

 

Did I mention this was before the first addon patch?

 

Hurray for cartwheeling through walls and farming heroic bosses without getting locked out. We farmed around 700 tokens a day and never got caught.

Yeah pal, before 1.1 there have been 3 Nightmares Dungeons. And with the lockout mechanic you could run them just once a day.

Cartwheeling was a serious problem, but you needed to do this for a bunch of weeks every day to get anywhere near "full 10.4"

 

Sooo, I'll call your story BS. But you know that anyway ;)

Hodor!

  jtcgs

Advanced Member

Joined: 9/28/04
Posts: 1843

1/12/13 8:54:30 AM#59

So wow...the game is clearly hurting far more than I thought it was.

I dont think I killed more than 20 yet I was awarded the Hero of Ages title and even got a Hatchling pet. So either my dimension has a really really small amount of players, or they didnt take part in the event at all...I mean I only started playing a few weeks ago and didnt know anything at all about the event. And as stated before, I only found out about the "exploit" right at the end and was basically only "Looting" what the bots werent.

Crazy...

“I hope we shall crush...in its birth the aristocracy of our moneyed corporations, which dare already to challenge our government to a trial of strength and bid defiance to the laws of our country." ~Thomes Jefferson

  SwobyJ

Novice Member

Joined: 9/11/10
Posts: 81

1/12/13 2:54:49 PM#60
Originally posted by jtcgs

So wow...the game is clearly hurting far more than I thought it was.

I dont think I killed more than 20 yet I was awarded the Hero of Ages title and even got a Hatchling pet. So either my dimension has a really really small amount of players, or they didnt take part in the event at all...I mean I only started playing a few weeks ago and didnt know anything at all about the event. And as stated before, I only found out about the "exploit" right at the end and was basically only "Looting" what the bots werent.

Crazy...

Nope. There are leaderboards for these events, and chances are, 90%+ of the top players for this one were botting or exploiting.

 

So they may as well give the reward to everyone, instead of combing though possibly hundreds or more logs.

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