Currently — correct me if I'm wrong — there is a static disconnection timer with a duration of 5 seconds, which was implemented in an attempt to deter players from disconnecting in situations where the probability of dying was high. I'm glad that this issue is being addressed, but I believe that the implementation could be improved (assuming that it can be programmed efficiently and won't further decrease the performance of the servers). Instead of a static disconnection timer (which punishes players who aren't disconnecting to avoid conflict situations), why not implement a dynamic disconnection timer which determines if a player is being engaged (or engaging) based on the radius of zombies, other players, weapon discharges, and bullet impacts? For example: (1) Player A is within 50 metres of player B: 15 second disconnection period. (2) Player A is within 50 metres of player B and a weapon has been discharged: 30 second disconnection period. (3) Player A is within 50 metres of player B, a weapon has been discharged, and a bullet impact is within 5 metres: 45 second disconnection period. The above examples haven't been precisely calculated, but the general idea is there. There would also be a fall off based on the radius. For example: (1) Player A is within 100 metres of player B: 10 second disconnection period. (2) Player A is within 100 metres of player B and a weapon has been discharged: 20 second disconnection period. (3) Player A is within 100 metres of player B, a weapon has been discharged, and a bullet impact is within 10 metres: 30 second disconnection period. Obviously, adjustments would need to be made to account for snipers at extreme distances (upwards of 400 metres), but once again, the general idea is there. What do you think?