Consequences of one's actions... Can you give me examples of one's actions that have consequences that are not easily escapable? Is the anger due to someone not getting "the kill"? You missed out on murdering someone... I just don't get the anger in that. Murder is not sportsmanship at all. It's the cheapest of the cheap. Don't get me wrong, I've shot my share of people, I've been shot by my share of people. I don't alt/f4. I have aborted after a firefight was over, I killed a player and I was badly hurt but alive. Had my friends come give me assistance. I did not avoid (imminent) death or the firefight but only when it was over did I abort. It's my perogative to abort when I like is it not? I don't mind folks dc's during combat when I'm shooting at them as much as I care they can then go to another server and ghost me from behind. If you shouldn't be able to avoid combat in the zombie apocalypse by dc'ing you certainly should not be able to bend time and space to go to another dimension only to return on this dimension in a different space. I say if anyone uses the proper way to disconnect, say using the abort menu, let them dc without issue. If they alt/f4, let them start in downtown cherno during the next log in (on the same server only) in the exact same condition they dc'd (bleeding out, unconscious, whatever). or... You could also force any alt/f4 dc'd client to reconnect within say x minutes (put arbitrary number here) or risk a full respawn starting over with nothing. Bottom line, these issues we squabble over are part of one big test bed. Working within the constraints of the current engine I doubt this will be solved. If this ever makes it to a stand alone product I'm sure something will be put in place and I'm sure it will be there by design from the beginning. To continually argue over things that likely cannot be changed or that are not within the scope of the purpose of this alpha is ridiculous. Is it a problem? Maybe? Not for me, it's the ghosting that pisses me off. Is it a priority for the devs to put some mechanic in place to stop it at this point? I doubt it. At this point they are testing for what works what doesn't in prep for making the real game, on an entirely different engine. Should they waste time to fabricate the mechanic on this engine when they are not going to use this engine for the final product? In my opinion, no. I'd rather them spend more time on the real game.