When a client traps (or other unexpected disconnect) and the user immediately logs back in they are not placed within the same zone that they were in before the trap. Even if the user has joined a group or squad while participating in the event, sometimes they are are not returned to the same event because their spot on the map has been given away while they were relogging.
It’s my understanding is correct that the intent of the developers is to focus on world events that everyone can participate in. Participating in an event for a significant portion of the event and getting booted and unable to resume participating the event is a major disappointment. This often just results in playing other games for a week. If this type of event is to be a heavy focus of the game, then it seems like more thought to handling this scenario should situation.
In cases where the client doesn’t send an exit/logoff message to the server, the server ought to keep the character in the zone for 3 minutes. If the player relogs in that time they can resume (probably have to revive ) in the zone and activity they were in as if they had been there the intervening minutes it took to relog. Players that logout or switch characters normally shouldn’t be impacted as the client should be sending an explicit exit/logoff to tell the server to take them out of the game in that situation.
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