The only real alternative here is for traders to be completely vulnerable to being ransacked by zombies and the bandits to come in the future, instead of it being invulnerable and making it far less likely for the trader to die. The random teleport at least has a chance of plopping you right back where you were, or even right next to some of the zombies you're trying to use the teleport to avoid anyway. Just disabling the teleportation makes a dozen more potential horde evasion exploits possible. The purpose of the teleportation, as I see it, Isġ: Because you might be inside at the time the trader closesĢ: You might land in or on the trader via gyrocopter as mentionedģ: You might nerdpole to the top of the build limit and jump into the trader area With high parkour skill or whichever it is that reducces fall damage and a high health pool you'll survive the fall into/onto the traderĤ: If you cut corners around the trader building without it teleporting you, zombies may stop to attack the invincible building allowing you to get further away.ĥ: If you're kiting a horde towards the trader, and get teleported strictly 5 steps backwards, instead of to a random location around the trader, You'll end up right inside that horde, disoriented for a moment, and die Which would likely cause many complaints.Ħ: If the teleport always put you to a specific place(EG: Right outside the main door), then it could still be abused the same way anyway by kiting the zombies to the backside and then teleporting so they're on the far side from you.ħ: If the teleport always put you to a specific place(EG: Right outside the main door), Then, If you're inside the trader trading and there are zombies out front that know you're there and are beating on the door, but the trader closes, you're now in the middle of all those zombies, disoriented and likely going to die. There are many many ways of abusing a number of things to basically be safe from the horde, some others already have been mentioned in the above posts.
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