Falling through a hole in the floor at the fence. Charging past a target and through a wall in a delve. Falling through stairs into a building prop (twice). Dodge-rolling into scaffolding props. Enemy knockback into a rock (and once into a cage).
At least when I clip into a rock in the worldspace, I can teleport to a group member or guildmate easily enough. But in a delve, or in the fence's area, I cannot port.
If I log out for a couple minutes, I will eventually be kicked out of the delve. But the fence still disables that. And what about that last example - the rock knockback? If I don't have my DOTs on, what drops combat so I can port/log out?
So.. the only way out is /stuck, which incurs a charge. A charge I may not even HAVE on me, because (given that I run alts as well as trade cross-faction) I keep most all of my gold and possessions in the bank. So far I've gotten lucky - I've had the money on me, or a guildmate has mailed me what I need. The time I was knocked into a cage was in Fungal Grotto with a dreugh, so I just opened it. Knocking back into a rock? DOTs finish that enemy I was ported normally. RIGHT NOW I'm writing this from my Character Select screen while I wait for my stuck Redguard to reset outside of a delve.
But what about the other people, or when my luck runs out? Honestly, giving how it is impossible for QA to catch every clip (and infeasible for the techs to repair all of them) - esp if any are exaggerated by lag or ping - it is probably unwise to charge players on the spot for porting. (And yes, I do submit bugs with screenshots, especially in high-traffic areas like the fence or building stairs.)
If you wish to 'punish' people who need the system (likely to prevent people using it in lieu of intended transport options), then make the charge after-the-fact - rather than charging them upfront to port to a wayshrine, kill them. Perhaps disable soul gems to prevent people using those and staying in their trap. There will still technically be a charge for this, but it will be in the form of armour damage, and can be paid when the player has freedom of movement and can access the bank.
:'( Realistically you cannot find and patch every hole, and there's no real accounting for problems highlighted by poor/slow connections. So maybe make the recovery a little less hit-and-miss, please?
Also: anyone who PvPs on the reg able to tell me if /stuck works in Cyro? Fortunately I've yet to be trapped there. I know some people use (or used) Ravage Health to deliberately suicide there. If so, is there a timer? Does it cost AP or gold?
Oh, and for those wanting to know my country that my connection could be so catastrophically bad: New Zealand.
Edited by snackrat on August 13, 2015 7:22AM