Games that have a persistent world and pvp in them take care not to remove the player from the game for a certain amount of time after the connection disappears *AND* the player was currently in combat.
This avoids people dying while not in combat if they legitimately lose their connection, while still effectively preventing combat logging. The few cases where there's a legitimate disconnect during combat are ignored. **** happens.
There is a very good reason why the above is the status quo and why every such game should follow it.
ED is not a closed system anymore, where only helpful and mostly friendly backers participate. It's in the wild now, with probably a couple hundred thousand players. It needs to prevent combat logging. There is not way around it.
I do not see a reason why ED cannot do the same as these countless other games. Unless there's technical reasons (with the game using peer-to-peer multiplayer and all.)
This avoids people dying while not in combat if they legitimately lose their connection, while still effectively preventing combat logging. The few cases where there's a legitimate disconnect during combat are ignored. **** happens.
There is a very good reason why the above is the status quo and why every such game should follow it.
ED is not a closed system anymore, where only helpful and mostly friendly backers participate. It's in the wild now, with probably a couple hundred thousand players. It needs to prevent combat logging. There is not way around it.
I do not see a reason why ED cannot do the same as these countless other games. Unless there's technical reasons (with the game using peer-to-peer multiplayer and all.)
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