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Implement suicide.

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spikespiegel84
Posts: 303

Re: Implement suicide.

Post#31 » Fri Apr 28, 2017 11:55 am

It's sad. But we are a bunch of lamers and we have to deal with it.
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Daknallbomb
Game Artist
Posts: 1781

Re: Implement suicide.

Post#32 » Fri Apr 28, 2017 12:31 pm

Looks like :)
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Thamor
Posts: 113

Re: Implement suicide.

Post#33 » Fri Apr 28, 2017 4:59 pm

Daknallbomb wrote:Hmm Ot looks like iam The only that trust in the good side of players :)
Well I like to think most players are more honest in playing by how the game works and not abuse everything the game can offer. Sad truth is not all has this mentality and for some abusing / cheating is more fun for them.
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Thamor
Posts: 113

Re: Implement suicide.

Post#34 » Fri Apr 28, 2017 5:05 pm

ragafury wrote:https://github.com/WarEmu/WarBugs/issues/9520

seems unfixable at the moment.

idk. a kill command should only work in sc's. with .u is already enough possible.
Actually most of my point was about scenarios not open RvR. So if this was possible just make it work in scenarios, but that would increase how much you need to code to make it work.

Another if this ever will be thought about by the devs, if you use the suicide command you would only spawn to warcamp not inside the keep. It's not rocket science, and I would say for most here think more solutions not just about whining what it would affect :D
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Luth
Posts: 2840

Re: Implement suicide.

Post#35 » Fri Apr 28, 2017 8:28 pm

Daknallbomb wrote:Hmm Ot looks like iam The only that trust in the good side of players :)
viewtopic.php?f=2&t=3357
viewtopic.php?f=2&t=7324
viewtopic.php?f=2&t=20820
Just one older and another, more recent example but there are more. :P
ragafury wrote:https://github.com/WarEmu/WarBugs/issues/9520

seems unfixable at the moment.

idk. a kill command should only work in sc's. with .u is already enough possible.
It can't be really fixed atm, because the game objects that have to be moved are located on the client, which can't be altered yet. DB devs could actually place server sided game objects as a bandaid fix to block these spots, but a real fix is only possible with client modification.

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ragafury
Posts: 684

Re: Implement suicide.

Post#36 » Sat Apr 29, 2017 1:51 am

hehe, thx for clarifying the technical issues behind that.

it's always interesting how things work and why they can't be done atm. even from a consumer pov.
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Bacta
Former Staff
Posts: 422

Re: Implement suicide.

Post#37 » Fri May 05, 2017 3:55 pm

Arbich wrote:
Drudge wrote:I get stuck all the time, but i just keep spamming jump and eventually it actually registers and i jump out. Never actually had to use /stuck or anything.
You never made an acquaintance with the torch of dead in nordenwatch?
Must be Cousins with the Tree of Death in Caledor
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Thamor
Posts: 113

Re: Implement suicide.

Post#38 » Thu May 18, 2017 10:59 am

Bacta wrote:
Arbich wrote:
Drudge wrote:I get stuck all the time, but i just keep spamming jump and eventually it actually registers and i jump out. Never actually had to use /stuck or anything.
You never made an acquaintance with the torch of dead in nordenwatch?
Must be Cousins with the Tree of Death in Caledor
Must be the lost brother of Bridge of Death in Reikland Factory (Order spawn)
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Tesq
Posts: 5704

Re: Implement suicide.

Post#39 » Thu May 18, 2017 9:16 pm

....easy boys.... just enable it in sc where of course you cant log out /in with out get a dam quitter debuff.
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mamabunny03
Posts: 23

Re: Implement suicide.

Post#40 » Fri May 19, 2017 4:43 pm

or, of you use the /die or whatever it would be, it ports you back to start zone in T1 regardless of your rank with the quitter timer...

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