Talk:Resign

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Annoying[edit]

I find resigning annoying because when you resign, it takes up to five seconds for it to 'kill' you and take you back to the outpost you came from. It wouldn't bother me so much except that its effect is instantaneous if you're already dead and that the timing is apparently completely random. I only really use the resign command to end a farming run and I'd rather not see my death count to get up to 2000 just because the game doesn't feel like letting me go back yet. 64.53.184.116 18:13, 21 July 2008 (UTC)

ditto on that Panthor

but then survivors would abuse this

Something Weird[edit]

I was doing Vizunah Square (Foreign Quarter) with someone from my guild, and the cutscene didn't trigger after we killed the first mob of Afflicted, so we resigned. My friend's bone minions went hostile, and when someone killed them the cutscene triggered. Here's the weird part: we were all resurrected after the cutscene, but the "Your Party Was Defeated. [Return to Outpost]" message stayed up. Also, when one of my heroes died, we were unable to resurrect him; my sunspear rebirth signet was used up but he stayed dead. When we killed the mob at the end of the mission, we didn't get the last cutscene and couldn't finish the mission. Has this happened to anyone else? Also, I have a couple screenshots if anyone wants to see. Zoe 05:34, 4 February 2009 (UTC)

Never heard of that happening. I know it's been a while but I would like to see screens. Rypofalem 18:53, 26 September 2009 (UTC)

Preposterous[edit]

I've found the need to resign in order to get a party out of an explorable area into a chosen outpost or town absolutely preposterous ever since I found out the command existed. Who the *bleep* thought suiciding your party in order to keep them together was a good idea? This is easily one of the most ham-handed, counterintuitive concepts I've seen in any game. GW, like most MMOs, at least attempts to foster group play, so, why is it not something sensible like allowing players to click a dialog that provides the options "Go to <town> with the rest of your party" or "Remain where you are" with the default being toggleable at any time allowing you to dispense with choosing every time the leader wants to warp to a new town/outpost? If the dialog isn't clicked in a set time (10s or so), it defaults to the toggled selection so no issues with one player locking up the team until the leader boots them (can they even do *that*? [edit: yes, at least they can do that...]). Instead, you need to suicide (how heroic) and are then forced to return to your last outpost/town whether that's where you wanted to go or not. This is user-friendly? Convenient? Practical? None of the above as far as I can see. Your alternative is for every player to individually go where the group wants to go next, then waste time rebuilding the party who might even have landed in different districts, requiring even more time to rebuild. Brilliant. Perhaps someone could explain how this is isn't a critically idiotic process, much less a good one. I love GW, but certain mechanics just flat out piss me off when I'm forced to muck around with them. Kruhljak (talk) 03:15, 1 November 2011 (UTC)

I know, right! If only there were some way to quickly return the whole party to an outpost if people didn't want to split up! -- Armond WarbladeUser Armond sig image.png 22:11, 1 November 2011 (UTC)

Interesting occurance[edit]

If you resign while in a dungeon based mission (Eotn) which is accessed by first going through the explorable to get to the quest giver and dungeon entrance, you will loose any DP accumulated to that point. This is especially helpful in HM for Asuran missions The elusive golemancer and finding the bloodstone.A Liability 04:05, 2 June 2012 (UTC)

Afaik this also works in Against the Charr, but you end up being SW of the helmet, and almost certainly spawn near/in a mob of skale. File:User Chieftain Alex Chieftain Signature.jpg Chieftain Alex 09:47, 2 June 2012 (UTC)
thanks for adding that! It seems this may be intended behaviour for when you beat the mission, being "sent" to the end zone. However i think the mechanics of resign improperly stick - morale/ dp resets and soft rez recharges (confirmed in ftbs). Ill go and checkout more eotn mishions like hots and bwb. So far we confirmed that ftbs, teg, atc all are affected by this anomoly. I wouldnt be surprized if aots exhibited the same behaviour. I think that this anomoly only occurs in the few missions where entering the mision is conducted in an explorable region. Anywho putting a note into this article.A Liability 21:57, 8 June 2012 (UTC)
I also added clearer language for how the functionality works. Added an anomaly tag to indicate that a resign under these slim conditions is not expected to do what it does currently.A Liability 21:57, 8 June 2012 (UTC)

Duration?[edit]

How long does a /resign last? If I /resign on level 1 of a dungeon, and we end up making it to level 4 and then my teammates /resign, does that end it? Or is there some point at which my /resign is canceled? Can I cancel it myself? - Brian Kendig 00:18, 28 June 2012 (UTC)

It's per zone; if you cross a portal, you haven't "resigned." I believe there are some narrow other circumstances when the game doesn't remember a resignation (perhaps after a cutscene). However, as far as I've seen, there's not way to cancel it. – Tennessee Ernie Ford (TEF) 05:59, 28 June 2012 (UTC)