Magic wall "log out jump" is ok to do? Or is it considered a bug/game game weakness exploit?
<p style="text-align: justify;">At style="text-align:justify">At least for Retro PvP and Retro Hardcore PvP, things may work this way nowadays: <strong>Player A is fleeing from Players B, C, D and E</strong> (but player (<strong>but Player B isn't with PZ locked status, locked</strong> status, because he was not attacked so far) in a certain dungeon. <strong>Player A finds a narrow passage (long corridor with 1 SQM of width, so only one player can pass each time), and he casts a single Magic Wall there</strong>.</p><p style="text-align: justify;">Apparently, style="text-align:justify">Apparently, Player A is saved as long the magic wall is on (or as long as he has more Magic Wall runes with him). <strong>But that's what happens with Player B (<em>the one without PZ lock</em>):</strong> <strong>Player B can log out right in front of the Magic Wall</strong>, Player C goes to the place of Player B, and Player D moves right behind to Player C and Player E goes right behind of Player D.<strong> Once Player B logs in again, he will be at the other side of the Magic Wall</strong>, and now Player A will be troubled even though the game mechanics weren't designed to work this way...</p><p style="text-align: justify;"></p><p style="text-align: justify;"><strong><span style="text-align:justify"></p><p style="text-align:justify"><strong><span style="color:#ff0000">The question is: Is the Magic Wall Jump even legal? Is that a bug abuse or game weakness? game weakness exploitation? This whole case is actually a by-product related to the change that made player teleports impossible "Depot/Sheep Teleport" impossible to happen... So it is very close to a bug or game weakness exploit in my opinion...</span></strong></p>