Actually, it is rather strange, that a character logs off and just disappears into the aether. Argue the point one way or another, it's the players option to log off at any time, or it's exploiting a game mechanic.
However, there is some validity that the logoff mechanism is being used in a way that was not intended. And there is something that could be done here:
- When a bot logs on the terrain, and the 2 min timer on beta is up, the bot still appears on the terrain, but not on radar and not lockable. This means if you get in visual on screen range, you will see it like a "statue", but you would have to be within a couple hundred meters to see it.
-While logged off, it is not targetable or affected by AOE damage
-When the character logs back in, it has the normal instablity and protection.
Let the screaming commence.
However, this would not eliminate logoffs, it would only limit them. Out of the way locations, mountain passes and crevasses, would still work as places to logoff. But logging off right in front of an OP, you would see the statues there. Lack of radar detection would still give the ablity not to be seen by a detector, only if someone walks right past them and visually sees it.
Face it, the mechanic is being used in such a way currently so that ppl can set up traps. But it is totally 1 sided, and impossible to do anything about. Something like this would balance the scales.
In the gods we trust, all others bring data!