My idea how to eliviate combat loging in open.

"Especially with an automated system, the 'in combat' state has to be rigidly defined." It does - and a definition that potentially catches logging out when a supposed opponent has drifted off miles away (because they are involved with a fight with someone else for example) is going to create too many false positives.
 
Well, a scan is not "combat".

Even today, some police cars have ANPR systems that scan every plate that passes in front of the police car - it may be a breach of privacy, but it's not the same as them shooting at you ;)


The KWS, for one, acts very much like a weapon to me. It requires being assigned to a trigger to function. Like the Wake Scanner, but using that could never be considered being in combat. I am not completely sold on this position. Considering it now, could solve some issues in the future.
 
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you are only concerned with the peer to server connection of both players not the p2p part. and all that info that is needed is already sent to the server any way.

I was getting a lot of those transaction servers errors my self at one point but they seemed to just go away.
But i will concede that server stability has to be brought up to a much higher standard before this idea could be implemented.

The issue with rewarding people that log off only in space stations is that you are technically punishing explorers then who spend days or even weeks out where there is no space stations.
 
No the appeal is 100% automatic.
No staff looks at anything.
The server automatically says ok you can play open again.
no staff involved.

if you do 12 combat logs a week (or some number the devs decide on)

Then the game says No you cannot play open now.
No staff decides that.
this is a pure mathematical function carried out by the server.

Any way i think i covered all the points of my idea within this thread now. i will come back and check to see if there are any questions about it then.
But i do think anything i would need to answer has been answered..

feel free to expand on the idea, or correct things you feel may cause issues etc.
 
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"Especially with an automated system, the 'in combat' state has to be rigidly defined." It does - and a definition that potentially catches logging out when a supposed opponent has drifted off miles away (because they are involved with a fight with someone else for example) is going to create too many false positives.


So, there are more than one functional issue with an approach like this. Is there any Automated method that could accurately pick out true combat logging from the dross? If there is, this is worth discussing. If those with the technical background say a system could be built, what would it look like? What kind of investment would be required?

Anytime you put a counter out there, you get those that go to 11/12, and stop. Will we be able to accept the 11 times a week? This is just an exercise in futility if you just limit people to a fixed amount. Reducing the number allowed just works its way to wards being punitive to players with connection issues.

Things to consider.
 
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The issue with rewarding people that log off only in space stations is that you are technically punishing explorers then who spend days or even weeks out where there is no space stations.

Make that months when I go off exploring :) But while I'm outside of the area with space stations, there are no Power Play merits to grind nor bounties to claim. Like I say any such reward system would need to be tested for unintended consequences. Just while the networking is flaky I'd prefer to see a bonus for doing right than a penalty for doing wrong (unless it can be proved 'beyond all reasonable doubt')!
 
So, there are more than one functional issues with an approach like this. Is there any Automated method that could accurately pick out true combat logging from the dross? If there is, this is worth discussing. If those with the technical background say a system could be built, what would it look like? What kind of investment me required?

I suppose FD could deploy some software to monitor if [alt]+[tab] or [ctrl]+[alt]+[del] were used within 30 seconds of a disconnect, and monitor if a network adaptor was disabled / disconnected from the PC.
In either case, it would be safe to say a sudden end of the ED process or game connection has nothing to do with FD and their service.
 
I believe a client-enforced system would function better for a P2P network. Reposting an idea I had from the Combat Log sticky;

zxaber said:
Upon entering combat, the client saves to some file a single flag. This combat flag marks that the player had entered combat at some point, by their choice or not. Upon exiting combat, through a kill or escape or whatever other condition the logout timer uses, this flag is set off. The client has acknowledged that the player cleanly exited the combat condition at some point. Should the client ever connect to any mode with the combat flag still set, the client knows it had crashed or otherwise disconnected while in combat, and pursues punishment. (Punishment in my opinion should have a deliberately unspecified number of "forgiveness" exits, and from then on simply count combat logs as automatic deaths and avoid the messy banning business.)

Such a system would mean that simple disconnects from a player or instance host (and other issues caused by P2P) wouldn't count against you, since in those cases you're still connected to FD's servers and are still in game. Pulling the plug disconnects you from everything and the game doesn't get to register it's "out of combat" state. Same with killing the process or killing power to the computer.

Edit:
I suppose FD could deploy some software to monitor if [alt]+[tab] or [ctrl]+[alt]+[del] were used within 30 seconds of a disconnect, and monitor if a network adaptor was disabled / disconnected from the PC.
In either case, it would be safe to say a sudden end of the ED process or game connection has nothing to do with FD and their service.

There are programs out there that let you bind a key to kill the currently active window's process. If I was a combat logger, I wouldn't actually open the task manager every time I did it.
 
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So punishment for combat logging is to put someone into solo? Surely this problem has been solved by every MMO since the dawn of time, why cant it be implemented the same in this game? If you exit the game whilst in combat, you die, its just that simple. Yes it will upset people that will have crashes that cause them to die, much like a bug cause me to die last night. In the end it will be worth it because the sanctity of open PvP must be maintained no matter what. Having people log is totally out of order. The game itself must enforce this.
 
Right now there are 105,266 members signed up on this forum. Just this forum.There are 700 going on the explorers quest. How would they feel if by logging off while exploring in the middle of nowhere, they now had to get permission to go back into open.Imagine the servers getting bogged down with the added tasks of determining who combat logged and then allowing that somebody to play the game they paid for. Because of how they wish to play. You have to stop with the play my way or ill punish you for it, mindset.
 
i can make a simple bat file to kill any task..
So key logging really is not an option. It really has to be server side detected too.
any client side file creation or removal can be easily overcome with permissions..
you just save the file when flag is set to off "not in combat" permission the bejesus out of it. and the game cant edit it. you can also atribute it to secondary write location. and it could write to a diferent file entierly but it would read from the original.

the game would be un aware of any of this. and the flag would forever be "not in combat"

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Right now there are 105,266 members signed up on this forum. Just this forum.There are 700 going on the explorers quest. How would they feel if by logging off while exploring in the middle of nowhere, they now had to get permission to go back into open.Imagine the servers getting bogged down with the added tasks of determining who combat logged and then allowing that somebody to play the game they paid for. Because of how they wish to play. You have to stop with the play my way or ill punish you for it, mindset.


How is logging off in deep space combat logging?

this wouldnt affect any one who was not in combat.
Please read post 1 and 4 fully for clarification.
 
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What is the point of all this constant whining about logging? Do some people really need to kill another player that badly in order to give themselves some sense of worth?
 
Right now there are 105,266 members signed up on this forum. Just this forum.There are 700 going on the explorers quest. How would they feel if by logging off while exploring in the middle of nowhere, they now had to get permission to go back into open.Imagine the servers getting bogged down with the added tasks of determining who combat logged and then allowing that somebody to play the game they paid for. Because of how they wish to play. You have to stop with the play my way or ill punish you for it, mindset.

Where on earth did this come from ????

The game knows if you exited with the proper game menu option... ergo, not a CL. So no punishment.

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What is the point of all this constant whining about logging? Do some people really need to kill another player that badly in order to give themselves some sense of worth?

Do some people need to cheat to preserve their egos?
 
Where on earth did this come from ????

The game knows if you exited with the proper game menu option... ergo, not a CL. So no punishment.

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Do some people need to cheat to preserve their egos?

No, just the multi-million credit rebuys.
 
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What is the point of all this constant whining about logging? Do some people really need to kill another player that badly in order to give themselves some sense of worth?
are you saying Some people seem to need to be immortal to play a game whether its vs humans or npcs, to give them self worth?
or are you confusing the fact that this is actually an exploit that does need to be addressed with your belief that you should be able to be immortal if you want?
Its cheating and may eventually end up in banning.

all this idea does is make it a more civil way to persuade the combat loggers to either play by the rules. or go play in solo.
I think its a bit better than an outright ban.
Not as aggressive as my real idea of put them back in a sidewinder in trevithick. but some people probably do actually have a crash and so on. so that could be a bit severe.
 
You folks actually see other player commanders? Weird I have not seen another commander in at least 3 weeks of many, many hours of play. Seems like a hell of a lot of other issues need to be worked on besides this issue that is just part of online play.

Edit to add that Eve fixed it sort of by keeping your ship in combat even if you DC for whatever reason, if in PVE you could appeal and get your stuff back if it was a net problem or power outage or any dozens of reasons. Of course PVP in Eve was a hell of a lot more costly and intense so I could see a reason for it. In Elite I just don't.
 
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So you approve of cheating over playing in a mode better suited to your skills ?

possibly they CL to npcs too so the mode thing is irrelivant.

But lets not boil down to who and why. etc.

the simple facts are.
CL is cheating
Fdev seem unable to work out how to punish them.
This is 1 idea that may help alleviate the issue in open.

anything else is off topic.

So lets not start dragging my ship costs this much in to it.
or i think i should be allowed to cheat, because of this 1 mean guy.
 
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