Rifleman Archive

Thread: Bugs and Exploits regarding Lok's Kimogilas

JonSee
Thu Jul 31, 2003 9:51 am
#1

I'm going to post the exploit along with the bug in GOOD FAITH hoping that they both get an equal amount of attention .



It seems the priorty is squashing advancement exploits FIRST and then dealing with the bugs and class balancing later on . In fact , I remember seeing a fix in the works for MOBs that will eliminate the exploit that is revealed here . If true than my attempt at balancing both of these simultaneously has already failed . Sad but true , hopefully this method of reporting both with get both issues the attention they need .



Exploit for killing Kimogilas from safety . Find a very high stalagmite type rock formation on Lok that has Kimos nearby . A lair near a cliff is perfect . If you can open up your shots from atop the cliff you will be more successful . If you have to open at range then run up to the cliff they have a better chance of following you up . Make sure your cliff has a ridge on the top , not a concave surface . Open up with your Mindshots I and II , then prone onto the OPPOSITE side of the ridge that the Kimo is attacking you from . Then just follow up with whatever you want to get XP in , pistol , carbine or rifle , whatever . When your DOTs run out , pump in some more . The Kimo will be stuck at the base of the cliff , scratching around and looking for a way up . Something about their pathfinding prevents them from climbing up the sheer cliff if you are on the opposite side of a ridge on the top of it . When the Kimo gets near death he will attempt to flee , make sure you stand up and follow him out as soon as he turns and takes ONE step in the opposite direction . Because the Kimos have the awesome and unheard of ability in the Star Wars Universe to TELEPORT !



Which brings us to the bug . When I get into range ( 60m ) and open fire with my Mindshot I and II , and stand up I look at the meter indicator on the Kimo ham bars . He is a red con dot on the radar displaying 60 or 64m , then after he takes the shots and a a slight pause for the first DOT tics - he is at melee range . No advancement of the red dot on the radar , and no advancement of the meters away indicator , they both just INSTANTLY change from 64maway to melee range . And then , of couse I am one hit killed and DB'd .



Now I know they run fast , but this is not what I'm talking about . When they run , I have seen it on the hatchlings , they do cover a lot of ground quickly , but there is a run animation , sound , and the advancement of the meter indicator and also the red radar dot . When they TELEPORT there is no animation , no sound and no gradual ( however fast ) advancement of the meter indicator or radar dot - just an INSTANT teleportation of the Kimogila . From 64m away to right on top of you at 5m away .



So basically , this bug makes it impossible to use traps , knockdown shots or status effect shots or ANYTHING besides your initial 3 opening shots that go undetected by the Kimo . It's three opening shots then Kimo teleportation then instant death .



Unless of course you are forced to exploit and cheat from the top of a sheer cliff .



Also , this was discovered by me attacking Kimos on LEVEL terrain , not from on top of anything . I have duplicated it dozens of times . On flat , level ground they teleport on top of you instead of running up to you . So this is not some issue where the Kimo is stuck trying to get you , then teleports to you instead of running like it usually would . In fact , I discovered the exploit because I decided to try shooting from the top of cliff to see if it would teleport up there like it does on flat ground .



And this is NOT lag , either . I am trying this at the lowest population times , when I can run right through cities with my graphics options all turned on and not see any lag .



And I ALSO want to discuss something that is EXTREMELY irritating . This bug has been affecting me since the last patch . When I go out to range and then get into prone my character will rubberband out to like 74 or sometimes even 90+ meters away . Sometimes he snaps back right after I go into prone , sometimes he doesn't snap back until the moment I fire my opening shot .



THIS IS EXTREMLY FRUSTRATING AND ANNOYING . Needs to be resolved asap. I run all the way into range , then prone , then have to get up , run back into range then prone AGAIN and hope I don't get rubberbanded AGAIN when I open up with my first shot .



Other times I get teleported to within 30m of the target ! Of course this is extremely dangerous when fighting red con aggro MOBs that will BAF and all that other nonsense . This has gotten me killed twice and gotten me irritated and frustrated countless dozens of times .



So , devs help us out and fixthese issues .



Much thanks



Jon

A-Pac
Thu Jul 31, 2003 9:56 am
#2

You should not post exploits!!!


Report them directly to the devs. Now everyone and thier mothers are heading to Lok.







Ciga 'and

"Causing item decay on Imperials since the big patch of '03"


Gavvin
Thu Jul 31, 2003 10:21 am
#3

Honestly posting exploits on the boards should get them fixed faster.



In that vein, they really ought to make sure that those Kimogilas don't appear near bridges.....



--Gavvin

Tanker9
Thu Jul 31, 2003 1:30 pm
#4

I agree with the original poster. THEY WILL IGNORE /bug and petitions so this should get their attention.



Isofly Neofly
Master Rifleman
Bloodfin
Hoabob
Thu Jul 31, 2003 3:27 pm
#5

Programmers have limited resources and can only fix so many bugs ina given amount of time. The most used exploits are given priority because they cause the most problems. So when an exploit becomes widely known it gets bumped up the priority list. Resources are directed away from things like game balance to fix the bug. Players not realizing that the problem is self inflicted post more exploits on the forums.



It's a good idea but they aren't going to trade bug for exploit because on some other board another person (possibly with equally honorable intentions) is posting another exploit that will knock down the priority of the prone warping and other issues.

JonSee
Thu Jul 31, 2003 5:45 pm
#6

Here is my opinion on this .



The Devs and " Powers That Be " will always squash XP gain exploits FIRST and foremost . Why ?



Because they know once people get all the XP they need the game doesn't have much appeal . In fact I think this game is just like a lot of college girls I know - drop dead gorgeous and a little bit boring . Once you get overthis game's looks and the " kill XYZ to get new skill XYZ" Mez than you start to realize the games a bit shallow . Once people max out their main character , subscription cancellation is not far behind .



So the devs will do everything they can to put in the appropriate time sinks and roadblocks to ensure that everyone levels at about the same rate , and by the time everyone has mastered ... OH WOW ! What a shockingcoincidence !!!An expansion with new digital carrots to chase around like dumb stupid cows .



Need an example ? People were advancing too fast with Probots . So what do they do ? Fix the Droid Engineer profession that has never worked properly ? Nope . They nerf Probot . Crystal clear priorities RIGHT THERE for anyone that thinks otherwise . Droid Engineers have been SCREAMING to the devs since the class was viable in BETA !!!! FIX THIS CLASS IT'S SO BADLY BROKEN . But as soon as a majority of people start to break the restraints of the Devs time line , you bet your ass they are going to blast that Probot right out of contention . Takes them like a day or two , and they don't mince words about it either ... they said straight up that people are advancing TOO QUICKLY and they were going to nerf the Probot . And Creature Handler . And used the word nerf . And said flat out " people are advancing too quickly " .


So , if anyone thinks that game fix decisions revolve around anything OTHER than money as Priority Numero Uno you are fooling yourselves .



I just hope that this game doesn't fall into the same traps that UO did . Year after year , ignoring long standing bugs and putting in new content to draw more players and keep older ones around . They never GOT the big picture . The practice of " ignore this minority of players - we are going to try to attract others " is flat out offensive and I hope the Devs don't fall into it here .



Like the game , like the respect the devs have shown so far . Realize it's a business and they gotta do what they gotta do to keep things flowing . Hope they realized there are things in this game that are BROKEN period and need fixing - before additional content and BEFORE nerfing to keep people on the time line . Devs don't offend us by putting the Almighty dollar before our enjoyment or play experience .



And before everyone and their mother hops on a Transport to Lok , realize this method is not foolproof , finding a high enough cliff with Kimos nearby is not easy on Lok with all the hard red con MOBs and dying does not get you a free ticket back to the city with all of your gear for much longer .



Good luck all and keep the opinions flowing



Jon

Snaykinn
Thu Jul 31, 2003 6:23 pm
#7

Please report this to Taurin via private message (if it has not been already).



-Snaykinn
SWG Community Relations Representative

Star Wars Galaxies
Sony Online Entertainment

Paladyr7
Fri Aug 01, 2003 12:26 am
#8

Yea i agree, gets them fixed faster .



Paladyr GEGN Wookie-CH-Carbineer
CarverOrmazd
Fri Aug 01, 2003 12:33 am
#9

Did you see how fast the jaxes got fixed after THAT exploit was posted here? It was less than 2 days... and still no word on the poor commandos. But if the commandos were dealing 12,000 damage to each pool with their lightning cannons, you think the devs would still be sitting down about it?



Carver Ormazd
Founder of the Rebel Underground
Today, Smuggling Armorsmith
(Former Master Rifleman, Medic, Doctor, CH, Scout, Merchant, Marksman, Tailor, etc.)

Vendor @ 3400, -7075 on Tatooine, south of Mos Eisley in Echo Base.
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