As I stated in another thread somewhere down the long list, I always thought of this as the less than 1% chance of a diety answering a request for help, but the Devs fixed it. Now if you cause a teleport error lock to happen while in the penalty room you will be sent to your Res location (happened today to one of my toons).
My concern is;
When someone flys to the room and starts pulling the lever there are, sometimes, lots of teleport error locks caused mainly when sending a party down, cleric casts mass healing spells and giant or elementals send party members back up during the healing process.
Will you be making programming modifications to make sure they are sent to where they belong when the server notes a teleport lock error;
if teleport lock error = true
if live person pulled lever in penalty room
then send person back to battle or kill so they can be resent down
else send person to res location
end if
I'm not a real programmer if you didn't notice, but this should give you idea of a way to keep legitimate teleport lock errors from upsetting an already somewhat volatile player base.
I am not upset with the change, I suspected it was in the works because forcing a teleport lock error isn't the developers actually coming up with a way to simulate a diety answering a request for help, but it was fun while it lasted.
Now that you have shown that you can look for specific teleport lock errors that we will see better solutions for some of the more drastic ones, like my example above in Reaver's Fate.