The difference is now it is no different than finding proxies for each client, because players can still manage to multitask a window or two in order to cheat in nearby location of each town, honestly it is not hard, you just go into empty encounter and just re-enter in short period of time while fighting, totally manageable.
Not sure how proxies will change that, I don't how we went from.
Doesn't matter where, world map or unguarded location, proxies tend to have massive latency and generally unpractical to use, maybe only for sneakers and then it would render your ability to play normally without unexpected disturbances, lags, disconnections etc. etc. what is the main purpose why proxies cannot be used for waves. Currently the idling timer for a cheater is just the same inconvenience as for a clean player, but he doesn't need to keep them on world map.
The best thing a cheater can do now is to keep multilogs hidden somewhere in unguarded
locations, which I don't think is very effective except for sneakers.
The difference is you could have proxy windows with alts in main menu and login after you die for next wave.
Tell me do you see any point here? If not I have still multiple approaches on this subject, I just don't a big wall of text again so other players on the forum have an easier time comprehending.
Or not even window, just close FOnline, switch proxy setting and enter on another alt. It can be easily automated
with a cheat. Right now you can't do this, well you could try some tricks but they would be very inconvenient
and prone to a fail.
There is no reason to leave a loophole for cheaters.
What are you talking about, if it is a proxy you will pretty much never find it and no player will ever need to close the client or automate anything and proxy settings are set prior the battle and cheating can go either way of the suggestion, that is what you don't understand.
That is why I and other players want this initial timer to go away as it doesn't serve any effective solution, rather than just apply a simple annoyance.
I shouldn't ever had to make such a big deal if you could just reason with us.
Beside I think 150s of "no jumping into combat" is actually good for gameplay.
You can't just call your friends through mumble to squash people with whom you just lost.
I can't? But why I shouldn't, huh? Just because you think it should be like that and you alone should make the decision how the game should be? Do you have any sense of compromise, tell me do you?
I have wrote so much on the topic and so as others why exactly the initial idling timer is unnecessary, but you keep pushing the same question and to be honest it makes me feel helpless against your stubborn mind that tells me that my and all other player voice on this topic, vote is meaningless except your own point of view.
This is utterly ridiculous, you want to decrease the impact on communicators because that is how players get in touch in order to play your game? Maybe you should look how much players there are even left from what it was long time ago.
Do you have any idea what are your even talking about? I have never seen anything like this anywhere, something like that just blows my mind wondering of how such nonsense can possibly exist ...
I try to be patient and reasonable, I really do, but this is just off the charts.
27 out of 7 players on average would either agree or be neutral with the change, but of course all votes on every single topic on the this forum as far as I am aware are never given a fuck about. Very nice.