Daggwood posted:
Crelic-- explain how not logging out on death discourages UCMing
It's not hard to see in the fellow panel who is there, and who isn't. Usually, no matter what level you are, what majors you're wearing, or how high your vitals are, when you're fighting a mob of bad guys, your vital stats move and juggle. That's not that hard to see, and that's also how many people now can tell if you're there or not. If you go for an extended period of time (15+ minutes I'd say is reasonable) and your vitals DON'T move whatsoever... I'd say with pretty darn good certainty they aren't killing anything and probably leeching. If they just recently died and aren't talking in /f, what would your guess be?
Right now on DT this option is still enabled. We're still debating the pros and cons of this feature on a white server. It's still possible for it to be changed back, but for right now that's how it's going to stay.
Feedback (the non-flaming or attacking kind) is the best way to get our attention.
The log on unfriendly is also that of a discussion between us, but a little easier to explain. Yes, you have a very valid point. However, if you are macroing quest mobs, you know when someone is in radar range of you, and you should be able to make that decision yourself to leave or not. There aren't that many reasons for needing an auto-logger in a quest dungeon if you're attending the game IMO.
Darktide is it's own beast. This function, for them, is mostly used to avoid death. I can still see how they should know if they're sitting there, but Lifetank's range does extend to that beyond the radar, so they can avoid the hassle of a confrontation by auto-logging then. Yes, I can see how it can be abused as well, but we feel the need outweighs the cons right now.
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