You are not the first person in history that erroneously thought that their "Final Solution" was a good idea.
If you get hit, the timer should probably reset, too.
i can see this is quite futile? why did they even bother making an open mode? why do i even bother..... what logical reasoning can make someone support such an exploit, then offer groups has a solution.... what is going on?
Every man and his dog will be alt f4-ing in open, and FD will be a laughing stock with review sites if this keeps up.
and what groups are those? the one who play fairly, and the one who don't want to die in open so alt f4?
I agree with this wholeheartedly - if you're bad... Like really bad - enough to warrant a significant bounty kind of bad, then expect less-than-pleasant attention from other ships. If you're just trying to get out the god-damned Sidey and into something that can actually make you some cash, and are pootling along minding your own business when *BAM*, then yeah, there's a problem in how the game balances the risks and rewards of certain behaviours.If you have a wanted tag on YOUR head , be happy someone wants you.
I just agree with the bounty hunter , someone been shot up and quitting before the death blow , is undermining the efforts of the noble bounty hunters they have lives and families to feed what of their RIGHTS!! If your been shot up & have a wanted tag , then quitting shouldn't work , Keep if for those who are just going about the day , and then get attacked, The attacker gets the WANTED tag , the victim keeps their cargo and ship intact.... all good . With this, unwanted game play would be rare, unless your just bad mean & stupid
That would solve a lot of problems but create others.M0b1u5 said:This is one of the reasons FD have got to wake up, smell the goddamned coffee, and create a stand alone combat module, where dying does not lose your ship. An online pure PvP module would support standardised ship loadouts, and only the same ships would face each other to the death. Ideally, the module would allow piggybacking on any player's ship, and keep statistics of combat performance, ranking all players who take part.
You assume it's a flaw, I think of it as a feature, don't like having players leave the game when you catch them? don't attack players. Combat isn't fun when it's forced on you.
The big problem here is wanting things to be "fair".
Ain't gonna happen. Not in Elite. Not in any online game. EVER. The entire concept of "fair" just does not apply to gaming online, and no type of connection, or net code, or punitive actions against dropouts or purposeful DCs can ever make it fair.
Is this not obvious to you all?
You can't stop people disconnecting, and punishing players who have a genuine disconnect is horsehockey.
If your prey does not want to die at your hands, then they should not - plain and simple. Disconnecting from a fight is pathetic - yes it is - but to action against DCers is beyond the pale.
This is one of the reasons FD have got to wake up, smell the goddamned coffee, and create a stand alone combat module, where dying does not lose your ship. An online pure PvP module would support standardised ship loadouts, and only the same ships would face each other to the death. Ideally, the module would allow piggybacking on any player's ship, and keep statistics of combat performance, ranking all players who take part.
So many people who own this game are ONLY in it for the Pewpews - and currently there is zero incentive to take on other human players in a ship matching your own, as a loss can be significant. Hell, My Viper costs $120K to replace, and my Cobra 250K.
PLZ OH GREAT BRABEN - GIVE US A PLACE WE CAN FIGHT WITHOUT LOSING ACTUAL WORK.
I want you to loose your expensive ship , if you attack non wanted ships. I want the consequence, to make the attacker think , If you attack a newbie in a cobra the newbie can quit , then you get the wanted tag and a bigger meaner ships gets a higher bounty for killing you, another than a cobra that's your equal
Dont like the idea of separate PVP zones, it seperates players from the Elite Universe and just becomes a shoot them up, players should be able to fight anywhere , but ED needs consequence , this we can all agree on. Maybe a DUEL system , both agree and fight , but NO quitting allowed and especially if you have a wanted tag and are under attack
Know what's even worse, there's actual real cash on the line, with this whole Race to Elite competition. Imagine the reviewer thrashing when it turns out the winner of the cash was using alt-F4, or even better, had their router set up so that any chance of PvP was blocked.
The kicker of it is, the advocates of "combat logging" are doing the exact thing they accuse PvPers of doing...maliciously exploiting the game mechanics for "the lulz". Sure, they dress it up as "I'm just protecting muh stuff!", but cheating is cheating, regardless of motive.
Even more amusing, the vitriol doled out on the people who're reporting it. The way I figure, if it's not an exploit and within FD's vision for how the game should work, then "combat loggers" have no fear of getting reported. On the flipside, if it *IS* an exploit, well......
Sigh. This is not an exploit. This is a design decision by the developer of the game. When/if they decide to change it, they will.
In EVE Online it was the same for long years, one could just log off and escape interdiction bubbles etc. Then the developer decided to change the game mechanics. In this case this is a bit more difficult, since the game was promised to have a single player offline version, and the missions already count down in real time, the last convince feature left for people who prefer to play alone is the ability to turn off the game whenever they feel like it.
I think that we can be pretty certain of 2 things.
1) Players killing clean players goes against the developer's 'vision' for the game. Note that it is killing that is the problem - not piracy (see below). The only situation where I could see it being acceptable is when you have been given a 'kill traders' mission.
2) In a 'mature' game (in terms of development and mechanics), combat logging is unacceptable. There may be some argument for its use as a means of peaceful protest against problems in the game, but it should not be celebrated or used for entertainment. Nobody should be intending to use combat logging long term and have that accepted as a legitimate tactic.
So the developers need to work hard at eradicating both 1) and 2).
In terms of killing clean players the simplest approach is simply to dump the killer back to the main menu with the message that they have a day's suspension. Second offense you get a week off. Third offense you are banned from open play indefinitely, but can play solo and in groups where killing clean players is allowed (I'm not sure how the groups work at the moment but would imagine that each one has an 'administrator' that could toggle this on and off). Only exception is whilst pirating - the way I would work it is to have a key assigned to send a generic message demanding cargo. The defender then has 2mins to either drop some cargo (if they partially clear their cargo a further demand can be made) or accept the challenge and try to flee. If the challenge is accepted then they no longer count as clean for the purpose of this mechanic. If they empty their cargo and are still killed this counts as killing a clean player.
In terms of combat logging again I think they should take the simplest approach - if your game disconnects whilst you are in combat in open you are treated as having been killed. When you return to your station you will have lost your cargo and have to re-buy. If you don't have the re-buy the loan mechanic works as currently but with no limit to the amount you can loan. If you combat log in solo or in groups that allow it then there is no penalty. I appreciate this may be harsh on players with unstable connections but would draw the analogy with someone trying to run the game on a 6 year old laptop with no graphics card - the game is clearly online only and so if you don't have a reliable connection you are clearly not going to get the most out of the game.
So in the player killer vs combat logger scenario as we have at the moment, the victim is encouraged to avoid disconnecting so that their attacker gets one of their 'strikes' and is one step closer to being banned indefinitely.
That is the simple part that I think we can all get behind.
Piracy is more contentious but my 2c are as follows. Even in Solo you can get pirated by NPCs, although it happens far less frequently and with far less threat. So I think that it is fair to say that piracy is an acceptable behavior for a player. If you find being pirated frustrating there are a number of options, from changing to a more multi-purpose ship to finding quieter routes to eventually moving to a PvE group. Personally I think that pirating players in transport ships is pretty cheap given that they have little chance of defending themselves and so pose no more challenge than an NPC. Maybe this will change with the introduction of wings. For the meantime I would suggest that anybody using the 'pirate key' on another player immediately becomes visible to all players and NPCs in the system, with a bounty equal to their rebuy amount. I'd probably also look at improving the NPC security coverage in some of the core systems that are supposed to be more secure.
yeah it's quite dull, oh well, i've seen it all, all types of crazy reasoning for why force shutting down the app/pulling plug is perfectly ok.
Remember those games were you had 3 lifes to complete the storyline with, if you died, you started from level 1, then they added continues with later games, then checkpoints, now you can just pull the plug anytime you want. and people are okay with this.
In the end, only the Dev's will know what is right, my instinct tells me they know this is a flaw, and hopefully somthing can be done, if not some form of middleground can be met, even though personnally, if your not committed to the risk of open, you should not be there anyway, and instead take advantage of the groups or solo mode.
1) Players killing clean players goes against the developer's 'vision' for the game. Note that it is killing that is the problem - not piracy (see below). The only situation where I could see it being acceptable is when you have been given a 'kill traders' mission.
2) In a 'mature' game (in terms of development and mechanics), combat logging is unacceptable. There may be some argument for its use as a means of peaceful protest against problems in the game, but it should not be celebrated or used for entertainment. Nobody should be intending to use combat logging long term and have that accepted as a legitimate tactic.
In terms of killing clean players the simplest approach is simply to dump the killer back to the main menu with the message that they have a day's suspension. Second offense you get a week off. Third offense you are banned from open play indefinitely, but can play solo and in groups where killing clean players is allowed (I'm not sure how the groups work at the moment but would imagine that each one has an 'administrator' that could toggle this on and off).
Assuming they've created a working, balanced "pirating mechanic", sure. As to appropriate methods for handling these things, I don't pretend to have answers there. With the combat logging thing you really need to be able to differentiate between someone task killing and a genuine disconnect... the problem is that if you can't differentiate you need to err on the side of grace and have the game assume it was genuine. You can't penalise someone for going through a train tunnel and losing signal while playing ED on their way to work, but that's always going to be easy to exploit. That comes down to monitoring, official warnings for a pattern of behaviour, and eventual locking into an exploiter's group.Only exception is whilst pirating
As an example of why its fraught with issues;
1. Player A interdicts player B
2. Player B knowing they have a great internet connection chances he is hosting the instance
3. Player B severs the p2p connection with player A
4. Player B cpu takes control of player A's ship
5. Player B ruins NPC controlled ship
6. Player A logs in dead having appeard to have combat logged
There is no overriding authoritative server looking after the instance, matchmaking from my understanding simply places people into relevant instances ie hosted by you or me.