Players pull the plug in a fight to avoid dying and keep all their loot
If saving happens the instant someone disconnects, quitting becomes the best defence in the game. Here is how to treat a drop during a fight, what the character does while gone, and why reconnecting must not become a way to reset the clock.
Why this works
Leaving only helps when it ends a danger instantly. If the character stays in the world for a short while after a recent fight, pulling the plug no longer saves anything, so the honest result is the same as staying: the fight finishes.
When not to use it
Harsh in a cooperative game where a real emergency, a power cut or a child at the door, should not cost a character. There, make the figure safe or invisible and tell the group, or skip the rule when no enemy is near.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 28 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Players pull the plug in a fight to avoid dying and keep all their loot" (read_entry leaving-mid-fight-no-escape) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP