Soft Kill Boundaries in WZFF

Can we only have soft-kill boundaries, please?

Hard-kill boundaries are frankly rubbish. If I’m in a phaeton, and Warden Eternal one-shots me with that pulse thingy, and I go plummeting into the empty air and explode in fiery fashion because of a hard-kill boundary, I become a little upset.

The map designer: “Hmm, you know I could just design maps so that their boundaries are enforced in a clever way, or I could just put an invisible hard-kill barrier to ruin any sense of immersion.” Look, I get that it’s hard to develop a map with clever boundaries, which is why I’m okay with soft-kill boundaries corralling us back in. But hard-kill boundaries? That’s lazy.

Soft kill barriers allow players to basically get outside of the map for ten seconds, do whatever for a small while and jump back in. Hard kills are way of ensuring less exploits pop up.

Tell me about it - I’ve lost so many air vehicles (Phaetons included) just because I “crashed” into an invisible wall of death… -.-