Both methods you said towards the afk problem are inefficient, and no offence but stupid at the same, I go afk quite a few times because I tab out or get called to do something, logging out each time especially if ur midway through a convo with someone is just silly. Running to the far corners of the map before I go afk wastes times and then when I come back wastes time again considering i have to run back to where I was and if I go afk in the next 2 min, u get the point, idk if uve played with members from the forum but if u have you can see why both methods are ridiculous
I would argue that *to go afk* is silly in itself, and for the exact reasons I stated above. The area is open PvP, you shouldn't expect other players to patiently wait for you for who knows how long -- and I see no one has yet to make the counter-argument that there are people who *utilize the afk-method to try and sneak a kill*.
If you intend to be afk for several times in succession, just tell everyone you're logging out for a bit and that you'll be back; don't worry about your stats -- as Vreg himself said, you'll soon be able to stop worrying about those anyway.
...though I do wonder if that system will be protected from stat-hacks (pointless, yes, but we all know *somebody*'s bound to at least *try* it).
i swear u literally just skipped over what i said, i gave you reasons why u cant keep logging out or finding a safe place to hide, if my parents called me to do a quick task, and i come back to my pc, then they call me again in literally no time by the time i know im going to be afk for a good while id have already been killed how many times, so that succession thing isn't gonna work.
The fixes u gave were bad alternatives (no offence), its like if SLO had a constant crashing problem which froze your whole PC and the fix would be to just restart your pc everytime, like i said before if you've played with other forums members sometimes it's more fun to talk than play, so if ur mid way through a convo and get FB to death then theres literally no way to stop that, unless an /afk feature or somet like that is added
Please read the post by Tsunayoshi above. Making a comparison to computer crashes makes little to no sense in this situation, as these two contexts are so far apart that it starts to get...a little ridiculous to think about, in all honesty. Also, when I stated that you should tell everyone you're logging off, I *meant that you should log off for a bit, do the things you need to do, and then come back into the game*. It appears you've either misunderstood me on multiple accounts, or that
you have "literally ignored the last thing I said".
*If* your only (or at least "Main") aim while you're online is to simply talk to other players, why should you care whether or not you're being killed? If, on the other hand, you intend to talk
and kill, do so, but log out should something irl come up. As I stated previously, the map's an open warzone, there's no real reason anyone should have to wait for your blessing just to put a hole in your chest. In addition --much like I said before-- if you happen to be popping *in and out that many times "in succession"*, you really out to log out, complete the task/tasks, and then come back in a while later. Plus, not every conversation you'll ever have is going to be finished when you'd like it to be -- things come up, sometimes they're important enough to require being taken care of, and the conversation gets left behind.
Finally, provided something is *So Important That You Must Leave The Computer Immediately*, aka an emergency, your character getting killed for standing still would again cease to matter.
HOWEVER, since people really seem to dislike simply taking the time to log out, I suppose it'd be best just to have several 'spawn-zones' that automatically negate the ability to start up hand-signs; the only minor problem I see here is that you might end up getting cornered in such areas by people waiting for you to leave, but it does at least give you a place to sit for infinity and converse with the other players.
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