Comments (3)
I don't feel like that's a bad thing. If anything I feel like that's a good thing. It makes sense to me that if there was more than one person in the pocket dimension, you'd be able to tell if a path was safe or not by whether or not the person going along that path dies
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So people can remember which path is correct easilly. It's already happening at our servers because players start to understand how to exploit this system.
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It's not exactly easily, it has the requirement of having multiple people in the pocket dimension, then one of you has to find the correct path, then it forces you to mark the correct paths and even then people can screw you over by changing or removing the marker.
To me, you should be able to realize a path is safe if you see someone get out while you're in the pocket dimension with them. The issue with ragdolls in the pocket dimension was that you could enter it, see corpses in six of the paths and have a 50/50 chance of getting out. Now unless you work together you'll always have a 1/8 chance, so you actually have to start thinking about what you'll do in there
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Related Issues (20)
- Fix removed overwatch function in serverroles.cs
- Re-add events to smod
- IEventHandlerLCZDecontaminate
- Fix deactivated commands
- Fix github CI HOT 19
- Reimplement removed commands
- Fix SCP 079 tesla gate interactions
- Fix players getting kicked from the server but still showing in the server list when exceptions occur HOT 2
- Reimplement AdminQueryEvent
- Writable Round-Stats HOT 2
- Submit Smod2.dll as a Nuget package
- RoomType LCZ173 -> LCZ_173
- Add player who activated generator to ongeneratorfinish event
- Change "medical" api names to "consumable"
- Add back reserved slots management
- 079 room is not set until you move between rooms
- RA commands not working with smod 3.9.10 HOT 3
- Fix console commands always returning an empty string in the API
- Fix nuke button cover not being openable
- Re-implement IEventHandlerShoot if possible
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