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Thread: Allow /stuck while standing

  1. #1

    Allow /stuck while standing

    Is there really any reasons not to allow /stuck when standing?
    If not they should allow it, most places i get stuck in this ... game are locations i cant sit.

  2. #2
    if you /camp and log back in you can sit.

  3. #3
    I've had to force quit the game in those situations where you cannot sit down and wait about 2 minutes. (Assuming I didn't want to /terminate) When you log back in, you will usually be sitting and can do a /stuck. Somehow I got stuck inside a wall in foreman's one time, and couldn't sit. I didn't want to run all the way back in, and that got me out.

    Annoying, but it works.
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  4. #4
    Double Alt+F4 for a quick exit, upon logging back in the server will move you to geometry that you can sit down at.
    Then you can happily /stuck, provided you don't accidentally move a pixel when you log back in

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  5. #5
    I always found that Alt+F4x2, then sitting immediately on relogging (x) worked every time when I was stuck somewhere I shouldn't be.
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  6. #6
    Quote Originally Posted by Aiken View Post
    I always found that Alt+F4x2, then sitting immediately on relogging (x) worked every time when I was stuck somewhere I shouldn't be.
    This. A million times this.

    Granted, it's not practical and shouldn't be how it's done.. but.. it got me out of a lot of stuff when I played my extra-tiny agent. That thing got stuck on EVERYTHING you can imagine. Yes, even THAT.
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  7. #7
    Workarounds are nice and all, but when you have a function that is unable to do what it was made for in the exact situation it was meant to be used, then said function is effectively broken to the point of utter uselessness (as it has been for like, forever).

    I'm not even sure what's the reasoning behind the "you must be sitting" and "it will take 2 minutes" limitations the current /stuck implementation has, and as a matter of fact, taking those into account it is indeed more reliable and faster to just kill the client and relog, than trying to use /stuck, since it will take about the same amount of time, if not less (well, maybe not with the new client, considering the initial startup/loading time).

    Still, something that actually does work when it's needed (when you can't move from where you are, regadless if you are sitting, standing, "falling", being aggressed, etc.), and works in a reasonable amount of time (10-15 seconds, max.) would be quite welcome, even if, as far as I remember, I very rarely got stuck, but most of the time when I did, /stuck either was unusable, or simply moved me from one bad place to another.

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  8. #8
    Quote Originally Posted by Honorbound View Post
    I'm not even sure what's the reasoning behind the "you must be sitting" and "it will take 2 minutes" limitations the current /stuck implementation has,
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  9. #9
    Quote Originally Posted by Honorbound View Post
    Workarounds are nice and all, but when you have a function that is unable to do what it was made for in the exact situation it was meant to be used, then said function is effectively broken to the point of utter uselessness (as it has been for like, forever)/SNIP.
    Don't forget it's entirely possible that it's like this to avoid exploits & such. I don't think it should be considered 'broken'. There's no easy solution to something like this I'd prefer functional over proper any day ;
    One profession to RoO them all, one profession to proc stun them, one profession to calm them all and in the darkness Exp perk them!

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