Post by bustedcasuality on Oct 27, 2012 16:30:45 GMT -5
I can't believe I didn't think of this before. Right, the idea is this is "junk drawer" or "slush pile" of known glitches. Since Sburb has more bugs than your average swamp, I thought it would be a good idea to collect all those odd little glitches that get mentioned in passing, or are scattered among various subject-specific guides. Anyway, if you run into a glitch, you can report it here. Here's the format.
Description: Describe the glitch. This can be an abstract description, an personal anecdote, or both.
Make sure your description is enough to differentiate the Glitch from glitches with similar causes or effects.
Handling the Glitch: Here, you explain how to end, circumvent, and/or exploit the effects of the glitch. Make sure to take note of any dangers involved in this.
Addendum 1,2,3, etc.: Anything important that you forgot to mention when earlier goes in an addendum, along with anything that doesn't quite fit.
Description: A rarely-seen glitch associated with the Doubt Aspect, which governs uncertainty. It messes with the Game's ability to determine whether non-players who enter the medium are timeline-Doomed are not. As a result, the game won't try and kill them off. Generally, if a non-player doesn't need constant babysitting and you've got a Doubt player in your session, this is likely what's happening. This glitch can be very good for the mental health of First-Time players. I've personally seen this glitch twice; once with a single person (a troll's buddy), and once in my first session, where the non-players outnumbered players something like 4-to-1. In the former, the non-player was lowly abstracted. In the latter, the non-players were mostly highly abstracted.
Handling the Glitch: Non-players typically don't have an echladder, health vial, or a strife specibus. On one hand, this makes them fragile. If you have firearms (such as hunting rifles, pistols, submachine guns, assault rifles, etc,) give them to the non-player; because they're not subject to the nerfing effect of Strife Sbecibi, firearms are typically more dangerous in the hands of non-players. If this isn't the case, non-players can be great for coordination, mission control, organization, and research. If you can pull it off.
Another issue is that non-players can have a variable level of game-abstraction, which changes how they interact with the game.
Low-Abstraction Players typically tougher to handle. They can trigger dangerous bugs if they try and interact with game abstractions like portals, consorts, carapaces, etc. Don't give them alchemized weapons. On the other hand, they can blithly ignore some harmful game abstractions (such as some poison gas or "energy" effects) and they can sometimes slip into restricted areas because of the way the game's ability to tag them is bugged. Because they often lack stats, they can have secondary bugs typically associated with Void (or in some cases, Saccharine Dopplegangers). The best place for them is an empty ruin or dungeon. If you're flow, freeze all the enemies in an area, and use it as a "safe place" where your buddy can hang out unmmoletsted. Don't bring them to the dream moon or a consort village; they fuck things up there like you wouldn't believe. They're role is limited strictly to coordination, planning, web-searching, and data analysis.
Highly abstracted non-players are easier to handle, since they can wield alchemized weapons and are highly unlikely to cause secondary glitches through interacting with other game. They can also use alchemical items, and can grind the Item-Mastery, so give them an item with a good attack ability. If you can get them on the Dream Moons, you can keep them both fairly safe and have them handle any Dream-Moon business that's not exactly a quest. They're exceptionally good for babysitting players who haven't woken up yet, or whose sleep ratio is low enough that they're crazy loopy when dreaming.
[Glitch Name]
The name of the particular glitch, obviously.
Description: Describe the glitch. This can be an abstract description, an personal anecdote, or both.
Make sure your description is enough to differentiate the Glitch from glitches with similar causes or effects.
Handling the Glitch: Here, you explain how to end, circumvent, and/or exploit the effects of the glitch. Make sure to take note of any dangers involved in this.
Addendum 1,2,3, etc.: Anything important that you forgot to mention when earlier goes in an addendum, along with anything that doesn't quite fit.
[Non-Player Uncertainty Bug]
Description: A rarely-seen glitch associated with the Doubt Aspect, which governs uncertainty. It messes with the Game's ability to determine whether non-players who enter the medium are timeline-Doomed are not. As a result, the game won't try and kill them off. Generally, if a non-player doesn't need constant babysitting and you've got a Doubt player in your session, this is likely what's happening. This glitch can be very good for the mental health of First-Time players. I've personally seen this glitch twice; once with a single person (a troll's buddy), and once in my first session, where the non-players outnumbered players something like 4-to-1. In the former, the non-player was lowly abstracted. In the latter, the non-players were mostly highly abstracted.
Handling the Glitch: Non-players typically don't have an echladder, health vial, or a strife specibus. On one hand, this makes them fragile. If you have firearms (such as hunting rifles, pistols, submachine guns, assault rifles, etc,) give them to the non-player; because they're not subject to the nerfing effect of Strife Sbecibi, firearms are typically more dangerous in the hands of non-players. If this isn't the case, non-players can be great for coordination, mission control, organization, and research. If you can pull it off.
Another issue is that non-players can have a variable level of game-abstraction, which changes how they interact with the game.
Low-Abstraction Players typically tougher to handle. They can trigger dangerous bugs if they try and interact with game abstractions like portals, consorts, carapaces, etc. Don't give them alchemized weapons. On the other hand, they can blithly ignore some harmful game abstractions (such as some poison gas or "energy" effects) and they can sometimes slip into restricted areas because of the way the game's ability to tag them is bugged. Because they often lack stats, they can have secondary bugs typically associated with Void (or in some cases, Saccharine Dopplegangers). The best place for them is an empty ruin or dungeon. If you're flow, freeze all the enemies in an area, and use it as a "safe place" where your buddy can hang out unmmoletsted. Don't bring them to the dream moon or a consort village; they fuck things up there like you wouldn't believe. They're role is limited strictly to coordination, planning, web-searching, and data analysis.
Highly abstracted non-players are easier to handle, since they can wield alchemized weapons and are highly unlikely to cause secondary glitches through interacting with other game. They can also use alchemical items, and can grind the Item-Mastery, so give them an item with a good attack ability. If you can get them on the Dream Moons, you can keep them both fairly safe and have them handle any Dream-Moon business that's not exactly a quest. They're exceptionally good for babysitting players who haven't woken up yet, or whose sleep ratio is low enough that they're crazy loopy when dreaming.