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EverQuest Players Defeat 'Unkillable' Monster

Thanks to Got Game? for their posting discussing the in-game slaying of Kerafyrm, aka The Sleeper, in PC MMO EverQuest. This event, commemorated with a screenshot on the site of one of the guilds involved, is notable because the players "...killed what Sony Online Entertainment intended to be unkillable. But rather than actually make it untargetable, Sony just gave it a hundred billion hitpoints. For those non EQers out there a reference scale: a snake has about 10 hitpoints. A dragon has about 100,000. A god has 1-2million." So, it took "close to 200 players almost 4 hours to beat the thing down into the ground", after an earlier failed attempt where the guilds "beat it down to 27% and then it mysteriously disappeared. Without dying. It seems that one of the Game Masters at SoE reset the zone because 'they thought the encounter might be bugged'."

16 of 196 comments (clear)

  1. Everquest players.... by quandrum · · Score: 5, Funny

    Proving they have too much time on their hands one unkillable monster at a time.

  2. Re:The Result? by roche · · Score: 5, Informative

    The last line in the first article says, "Oh, and God drops no loot."

    --

    roche
    Bah Humbug!
  3. MMORPG challenge by Anonymous Coward · · Score: 5, Insightful

    This is half the fun of MMORPGs and it happens all too infrequently.

    Half the articles on here are about how designers want to create camraderie amongst players and keep them from griefing newbies. Here's a secret-- give them a challenge, something that they can't do, then wait and see how long it takes. And on a PVP server too, bravo.

    On an old MUD I used to play the designers created quests that were insanely hard to crack. People would spend hours trying to figure them out. New games rarely have this sort of thing-- even the high level EQ quests are waaaay too straightforward and don't require any brainpower.

    I suppose it just costs too much to have to make unique quests that are reworked after being solved.

    1. Re:MMORPG challenge by Pete+(big-pete) · · Score: 5, Interesting

      On an old MUD I used to play the designers created quests that were insanely hard to crack.

      *grin* I learned that to make a decent quest on AnotherMUD I had to make it exceptionally tough - and I learned the hard way. Nothing like seeing the players swarm over hours of preparation in no time at all, and having it go to waste.

      I only managed to make one quest that was tougher than the players, and I recompensated everyone who tried it - I thought getting to the final creature was insanely difficult and the final creature itself was virtually impossible, I had to log off for a bit... When I came back all the surrounding creatures had been slaughtered, but the final creature had a big chest full of corpses and equipment from all the players who tried and failed.

      The important thing any game designer should remember is to NEVER underestimate the players. Some people will go to incredible lengths to achive the impossible and go that extra mile. For an example see the Lytha way for Thief: The Dark Project.

      People are crazy. ;)

      -- Pete.

  4. All I can say is... by Anonymous Coward · · Score: 5, Funny

    I would like to be there when they try to use their 15 minutes of fame to get laid at a bar.

  5. Kinda like the Matrix... by wickedj · · Score: 5, Interesting

    The monster was kind of like an Agent from the Matrix. Even though it was "all powerful" and supposedly impossible to kill, it was still bound by the laws of system. Same as an Agent. Instead of running away from it, some users decided to go all "Neo" on it and take it down. Not bad.

    1. Re:Kinda like the Matrix... by SamBeckett · · Score: 5, Funny

      if i hear another friggin matrix analogy i am going to kill myself... and have trinity kiss me to wake me back up..

  6. algorithm for hit points by SolemnDragon · · Score: 5, Interesting
    If it were me- and it's not and i'm not making games, so this is an armchair argument at best- the next 'unkillable' thing would require some form of regenerative algorithm, where the reduction of hit points triggers an addition, or some other form of increase- and make the darn thing reset at a certain level!

    i think it's pretty d*d funny that the one thing gameplayers could agree on for an in-game large-scale social goal was to thwack the monster meant to be part of the permanent landscape. Somewhere, an executive is going mad under their desk, whispering things about a revolution...

    i wonder whether such things will be deliberately introduced into future games, as a quiet little way to increase teamwork?

    1. Re:algorithm for hit points by FortKnox · · Score: 5, Interesting

      Its happened before in the first major MMORPG, Ultima Online. Richard Gariott (creator and 'king' of the game) came on for a ceremony. Well, instead of doing the 'infinite hp' thing, he just loaded a buncha hp into his character. Well, an 'evil' guild planned an assassination, and it was successful. Lord British died. They went along with it and made it quite entertaining experience for the players, too.

      But, honestly, the best way to do these types of things (used to code for MUDs (text-based predecessors to MMORPGs)) is to have an 'infinited hp' code. Like 0 hp means unconscious, and -1 hp means death... so -2hp means "unlimited hps". So you do a simple check when you are hit for damage....
      if( target.hp == -2 ) then target.hp = -2;
      else target.hp = target.hp - damage;
      Simple as that.

      --
      Good quote, too many chars. Seriously, the slashdot 120 char limit sucks!
    2. Re:algorithm for hit points by Gaijin42 · · Score: 5, Interesting

      I was a member of that guild (The Ravens of Fate) and we were not evil. We all had played the game since pre-alpha 1, several members of the Origin dev team (Pall, Ares, Grimli etc) were members of our guild or played with us regularly. One of our members (Mental4) also ran the primere fansite of the time (ultima.scorched.com)

      In this particular instance, they set a no_kill flag for LB, but he logged off. When he logged back on the flag was reset, and the dev in charge of the event (Grimli if I recall correctly) forget to turn it on again.

      LB was killed by a single blast of a fire (wand or scroll, I don't remember) not some really large amount of HP. other than the no_kill flag LB was actually a pretty weak char.

      Further, killing of LB was a goal in pretty much EVERY incarnation of Ultima, including cool events that happened if you did so, so it should have been no suprise that it happened in UO.

  7. Re:Those were the days. by Violet+Null · · Score: 5, Informative

    Ummm. Not quite.

    1) This happened during betatesting, before the game went live.

    2) Lord British died, not through the guy exploiting a bug in the client, but because British's "Invulnerability" flag had gotten lost during a reset.

    3) He was not banned from UO, he was banned from their beta testing, since he had (unrelated to killing Lord British) exploited bugs in the client without reporting them.

    http://www.aschulze.net/ultima/stories9/beta.htm

    (Or google for 'ultima online killing lord british')

  8. Sometimes the engine won't let you... by smcv · · Score: 5, Interesting

    It depends whether the NPC in question had been thought of when the engine was written, or whether it was added later. I don't know how often Everquest developers update the client, but if it had no concept of "invincible", it's possible that they would decide a client update would be too much effort, and stick to things the client could already do.

    I used to make mods for X-Wing vs TIE Fighter; admittedly, the available tools were all reverse-engineered, so we never really knew for sure what the engine was capable of, but it was pretty limited in areas Totally Games (the developers) hadn't needed.

    One of the early XWvTF missions that used add-on models was the Death Star trench run from A New Hope. The Death Star was represented by a square something like a hundred miles wide, with a trench running across it (10 polygons making up 5 rectangles - "ground" to the left, "ground" to the right, and two sides and a floor for the trench). A few other mod makers (including me) used the same mesh as a convenient representation of "the ground" in other ground-based scenarios.

    It turned out that the XWvTF engine didn't have a form of invincibility that was useful; the "invincible" flag in mission files actually meant "no collision detection", and flying down the Death Star trench pursued by TIE fighters would be no fun if you flew straight through it whenever you should have crashed, so people usually just gave it a few million points of hull strength instead.

    In the sequel, X-Wing Alliance, "invincible" was implemented in a much nicer way: invincible ships could get hit, they could lose shields, they could even be seriously damaged (slightly alarming in one mission where you fly alongside Luke Skywalker), but they never dropped below 1% hull strength.

    (If you still play XWvTF or XWA, see my linked homepage for some old custom models and an XvT mission pack)

  9. Charge of the Heavy Brigade by Anonymous Coward · · Score: 5, Interesting

    1.

    Half a league, half a league,
    Half a league onward,
    All into the Impossible
    Rode almost two hundred.
    "Forward, the Heavy Brigade!
    "Charge the dragon!" they said:
    Into the Impossible
    Rode almost two hundred.

    2.

    "Forward, the Heavy Brigade!"
    Was any wizard dismayed?
    Not though all guildsmen knew
    Someone had blundered:
    Their's not to make reply,
    Their's not to reason why,
    Their's but to go and try:
    Into the Impossible
    Rode almost two hundred.

    3.

    Dragon to right of them,
    Dragon to left of them,
    Dragon in front of them
    Fumed and thundered;
    Stormed at with sword and shell,
    Boldly they fought and well,
    Fought with old Kerafyrm
    Fought at the the mouth of Hell
    Fought almost two hundred.

    4.

    Flashed all their sabres bare,
    Flashed spells they turned from air,
    Pelting the Dragon there,
    Charging a Fortress, while
    All the world wondered:
    Plunged into fire-breathed smoke
    Through 2 billion hit points they broke;
    Dragon unkillable
    Reeled from their mighty stroke
    Shattered and sundered.
    Then they returned back, but not
    With a bit of loot
    No rust-sword for the bold
    Almost two hundred.

    5.

    Quiet to right of them,
    Quiet to left of them,
    Quiet behind them
    No mighty thunder.
    No "Jolly good!" and "well!"
    No grand applause to tell
    How they had fought so well
    Came, killed old Kerafyrm
    Came, did the Impossible.

    All that was left for them,
    For almost two hundred, then,
    Was burnt Dragon.
    6.

    When can their glory fade?
    O the wild charge they made!
    All the world wondered.
    Honor the charge they made,
    Honor the Dragon Slayers,
    Nearly two hundred!

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  10. Re:Unkillable by ggwood · · Score: 5, Interesting

    Hi,

    They gave Sleeper total immunity to spell damage and an insane ammount of hit points and an insane regeneration rate. Apparently, it was vulnerable to summoned creatures thus all the magic users who could, made them.
    Sleeper was weaker, but upgraded a couple expansions ago and then he was wakened on virtually every server. This one server may well be the last holdout - no one woke him there. Time passed. Sleeper was not upgraded, but players were.
    Thus the inevitable happened.

    As for invulnerability, they can make a creature untargetable - and thus unkillable. I suppose you could argue that some kind of area of effect attack would injure it, but Sleeper is/was immune to spell damage...and that doesn't leave much.

    I have no problem with just having a really nasty monster in the game, but they should have planned for it to be killed and given it loot. Best loot from Velius expansion, which I guess would seem a bit gimpy now, would have made people think more highly of the development team, because at least they had thought it out.

    It goes to show how much time these people have on their hands. Perhaps more things like this could be introduced with commensurate loot.

    This was on a PvP server, by the way, so all those people spent all that time in close proximity to one another and at any time they could have started smacking each other. They didn't. It is a great feat of organization and dedication.

    Further, after the first time they got the guy down to 27% health and the zone was reset, the people were all given complete resurections (e.g. death with no losses) by a GM *and* a few points (called AA points or alternate advancement points) to make up for all the losses they took in those initial deaths. That was pretty kind of the GM's...given the fact that they probably brought the zone down intentionally to prevent the people from killing it.

    I think there was a quote at the time Sleeper was upgraded that it would take so many people to take it down that the zone would crash - and that was probably true at that time. Perhaps it would have taken, say, 600 people, and that will bring down zones in Everquest, I think. (A zone is just sort of a patch of virtual space. All space is divided into "zones".)

    --
    a war on terrorism? How can we end a war on a method?
  11. 100 billion hitpoints? by vojtech · · Score: 5, Interesting

    It's interesting that the story says that the beast had 100 billion hitpoints. This wouldn't fit into a 'long' on a 32-bit architecture. So either is EQ using more than 32-bit numbers for hitpoint counting, or it was something like 2147483647 (2^31, two billion) hitpoints and they actually managed to underflow the counter ...

  12. Give it stats ... by Kleedrac2 · · Score: 5, Insightful

    As an avid Role-Player myself this rings true to a debate a friend and I have had for years. I play alot of D&D (3.5) and my friend plays Shadowrun. In D&D they came out with a book of Gods & DemiGods and gave them stats that it would probably take 4 - 50th level PC's to take out. As the game only supports level 20 by default (ie minus the Epic Level Handbook) I am of the opinion that that's enough to make sure they won't die should I bring them into a campaign. My friend however pointed out that in the Shadowrun universe any "plot character" such as Harlequin the Immortal Elven Mage has a character sheet that simply states "Harlequin always wins, Harlequin can do anything and everything" And I've argued that this takes away from the game. It's not even a fair playing field! I used to argue that at least the Gods in my campaign, while uber-powerful, had to follow the rules and roll a die before they accomplished something (though the odds of failure were approximately 1 in 20.) This however gives me a new perspective. And I think should my players ever beat a god ... I'll give them good loot.

    Kleedrac

    --
    Sure we wang, can.