

It is up to the players that do Timed Keys, if they want to or not to bring a saboteur. It is an opt-in and set up by the group leader, so it is not forced upon anyone. This system enforced automatically should make it more certain that noone leaves a completion key as readily. Even if you join a group manually (That was qued up as completion key), when the prompt pops, you will auto-decline the accept button and the key wont be able to start. Leaving the key before completion will flag the player as a saboteur and grant the “Keystone Saboteur” (debuff), that lasts for 24 ingame hours and is account-wide, during that time the player can not join another completion marked key.After an AFK player is flagged as a saboteur, his vote will be retracted from the /FF.

If the AFK player flagged as saboteur returns, and the key is still ongoing, a prompt will pop to forgive or not the offender on key completion (Majority vote weighted to punishment).

You can not remove a player from a completion key.If the duration of the key becomes longer than twice of the set timelimit, the key will be flagged as completed.It requires 3/5th majority vote to flag the key as completed. During the key, any player can start a vote to end the key by doing /FF.Before key is activated, all players must click a prompt asking them to accept to join this completion key.The room is at the end of the hallway and easily identified by the lit candles and markings all over and around the door.As I am bored of all these complaints and threads about keystones having leavers, can we make this a system? A Dorm room 314 marked key is required to unlock the door. The first ritual spot is located in the marked room (dorm room 314) on the third floor of the 3-story dorms on Customs. These locations are known to have high-value and rare loot, so proceed with caution. Their markings look identical to the one shown in the quest banner. The objective of this quest is to plant a MS2000 Marker at each of the four ritual spots on the maps Customs, Woods, and Shoreline. Unlocks dorm room 314 (three-story dorms) on Customs where the ritual spot is located. When placed, the item is removed from the players' inventory. We will contact you regarding that cult when the time comes. Got any news? Great, then let's deal with those fanatics. 1× Knight's Armament Company SR-25 7.62x51 marksman rifle.978 Dollars with Intelligence Center Level 2.893 Dollars with Intelligence Center Level 1.Locate and mark the the ritual spot with an MS2000 Marker on Shoreline.Locate and mark the second ritual spot with an MS2000 Marker on Woods.Locate and mark the ritual spot with an MS2000 Marker on Customs.Locate and mark the first ritual spot with an MS2000 Marker on Woods.Find them and mark with beacons, and we will try to trace the activities of this organization in detail, to learn how much democracy they have. We only know that they have several such sacrificial altars everywhere. It is not clear where they take it from or what they do in the rest of their time. Now, they often make sacrifices to their gods, and what would you think they offer as sacrifice? Weapons. I’ve heard rumors before that there is some group actively spreading the news of approaching cataclysm and that kind of hysteria. What you have discovered in the village is very interesting, it looks like some kind of occult sect.
