Add kill zones everywhere you’re not supposed to be.
Under terrain? Kill zone.
Add a “safe area” on top of all terrain, so you can still do stuff like “slow fall into Un’Goro” without being insta-gibbed by a kill zone.
Put them inside instances too so automated booster bots aren’t “Taking the stairway to heaven” in ZG.
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You and I have very different definitions of “easy”.
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If they’using a GUI for map design, they’d literally just have to drag and drop a box.
I wouldn’t call this an “easy” fix. Sounds like a lot of work that would need a massive amount of testing to be sure you don’t mess up ‘legal’ areas.
I think it would be easier and more effective to find how they are doing this and eliminate the exploit.
Drag and drop or not the world is huge.
Pretty sure you just make an invisible cuboid that kills anything upon collision.
This is what I’m saying.
Flight paths are already immune to damage.
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I’m not saying this is a bad idea, but for whatever reason the thought popped into my head that an over zealous intern puts the kill zone just a little too low and, during the fish boss in BG, the entire raid gets insta-deaded 
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That’s what the PTR is for.
If I was in the raid I would laugh really hard.
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LMAO. I’m guessing you’ve never done any serious system design or programming before.
Even just thinking off the top of my head the edge cases you would have to handle all while verifying client/server positioning all while creating a new layer to exist that auto-kills players that enter it in a 3d space.
ya, just drag and drop a box…
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Game design isn’t rocket science. A certain Italian plumbers creator began his career as some guy with just ideas in his head and nothing else.
Haha yea I obviously wasn’t serious. But having said that, I’ve been a software dev long enough to know that it’s exactly these kinds of issues that manage to slip through, and embarrass the crap out of you when they do 
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It’d be a little bit more for the back end/server side.
They already track where players are in an XYZ fashion so they can communicate that to other players.
This would literally just be verifying that you’re not outside the playable game world.
Again.
The amount of genius behind the coding on an 8-bit system might be a bit beyond you. Just the way they even handled the sprite loading is a known computer science legend.
Mario is a perfect example of how something that looks simple is insanely complex under the hood.
It literally is rocket science and kinda shows how little you know about game design.
The formulas used to calculate complex physics don’t change just because you’re rendering them in a video. You want to calculate acceleration in a game it’s the same way you calculate acceleration in the real world.
The overlap between Rocket Science and Computer Science exists and a lot of that overlap will show up in gaming algorithms.
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I know how I’d do it if I was the engineer in charge but there is nothing simple about it.
Whenever you add features into a game engine with the complexity of the WoW engine you are going to have issues.
In theory we already have a “killzone” layer in wow, the fatigue system. You could just take that system, apply some Z-range limitations and remove the timer.
The issues come with all the different edge cases.
- Rocket boots force you too high because you launched off a mountain.
- bad wormhole portal
- jumping/freefalling/slowfall from places, where previously fine you now might pass through a “killzone”
- abusing killzones with mindcontrol
In large system designs nothing is ever “simple” or “just do this” when it comes to fixing issues.
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So if I jump off a cliff with snowfall how do I avoid that cuboid someone else should be killed for?
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You know there is no flying, and that characters are not real, right?
It is all pixels on your computer screen. Just because YOUR screen makes FatLarry LOOK LIKE FatLarry is flying, does not mean FatLarry’s screen looks like he is flying, or that WoW detects FatLarry’s “location” as an illegal in-the-air location.
I’ve done rocket science (the Apollo project). Then I had a career as a software dev. In my opinion, the software in MMOs is harder than rocket science.
But it varies. Some designers can think “as if” Azeroth was real and everything in it was real. Implementors have to turn all that into pixels and viewpoints and models and…messy stuff. Crazy mathematics. Yuck!
Poor analogy. The creator of Doom went on to open Armadillo Aerospace which designed and built rockets.