Combat logging, reasons why its happening and solution

I was thinking about asking a friend to be my bodyguard in a private group... But if s... hits the fan, i log out.

And honestly i do not feel bad about it.

As long as you're not doing it to other players I really don't mind. How you play the game is up to you as long as you're not being unfairly detrimental to other players.
 
You shouldn't be using an out of game mechanic as an "escape" to begin with.



Being ill-prepared to high wake is not the issue of the predator but the victim.




Clearly has no idea how piracy works...

I have no idea too i think...

In my entire ED experience, I have met only oné propper pirate...
Politely asked for a portion of my cargo with guns pointed at me.
I have it to him, watched him scoop it and we had a nice chat.

Now that was great experience...


All others were psychos pnly willing to kill, no comms just guns blazing. Most of the time i managed to escape.
 
I'm betting that "real life" is not the logging reason in the vast majority of cases. Simply put, they don't want to pay the rebuy and lose any cargo/exploration data. A better crime and punishment system won't change that fact -- the percentage of loggers would remain constant, there would just be fewer interdictions.
 
LOL
#1 Effectively removing any chance at all of escape...
Let them die for playing open should they have the misfortune of running into you. \\ You mean.
#2 a completely Pointless notification that would just clutter everyone's comms that would not be able to differentiate between a logger and anyone just stopping for the day.
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Those who just want to see other Players die are not satisfied to see someone log. That's really silly.
Those who just want to play without dying at the hand of another Player and instead use the existing method of Logging to survive. That's also Really silly.
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While a little Zen here wouldn't solve the problem... it might go a long way toward both parties accepting the facts as they are and just enjoying the game <not needed>.... At least until there is a better mechanism that addresses these faults.
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"Desire" is the root of all unhappiness after all. :D

righto.. :rolleyes:

I have no idea too i think...

In my entire ED experience, I have met only oné propper pirate...
Politely asked for a portion of my cargo with guns pointed at me.
I have it to him, watched him scoop it and we had a nice chat.

Now that was great experience...

All others were psychos pnly willing to kill, no comms just guns blazing. Most of the time i managed to escape.

Recent updates to the game have hit pvp piracy hard (due to bugs and design decisions), so nobody really does it right now. Currently you're more likely to run into a killer than a pirate.
 
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How many pirates really make even close to the majority of their living on human players where combat logging has an even remotely significant impact on their bottom line? Very few I would imagine, and even fewer of the griefers.

Trust me, players that pirate both NPC and players get a majority of their piracy income from the player, fyi.
 
I wish I get all my chaff, heat sinks, missle ammo and replenish my hull whenever someone combat logs. Because the fight never really occurred if they log out. Saves me a trip back to station atleast.
 
righto.. :rolleyes:



Recent updates to the game have hit pvp piracy hard (due to bugs and design decisions), so nobody really does it right now. Currently you're more likely to run into a killer than a pirate.

And allowing players to set a damage threshold could resolve some of that...20% hull left after which damage no longer registers...any good pirate would have targeted the cargo hatch, which would have surely popped by then.

Or an Open PvP mode with say a five minute log off timer regardless of network state, and an Open PvE mode where player damage simply does not register at all.
 
Recent updates to the game have hit pvp piracy hard (due to bugs and design decisions), so nobody really does it right now. Currently you're more likely to run into a killer than a pirate.

It hit solo piracy in secured system, yes.

Now we need more incentive for traders to visit anarchy and have actual consequences for clean ship explosions.
 
I have no idea too i think...

In my entire ED experience, I have met only oné propper pirate...
Politely asked for a portion of my cargo with guns pointed at me.
I have it to him, watched him scoop it and we had a nice chat.

Now that was great experience...


All others were psychos pnly willing to kill, no comms just guns blazing. Most of the time i managed to escape.
That's cyber mugging :p I just don't get what the pirate gets out of it. It can't be for the money, and one can only live on RP for a while... Pirates are a weird bunch. At least your dude was civil, but still... That's why I stay out of open.
 
And allowing players to set a damage threshold could resolve some of that...20% hull left after which damage no longer registers...any good pirate would have targeted the cargo hatch, which would have surely popped by then.

Or an Open PvP mode with say a five minute log off timer regardless of network state, and an Open PvE mode where player damage simply does not register at all.

The community has debated this idea before, the problem with it is that without the threat of rebuy, there is no real need to give the pirate anything. Most players would refuse out of principle/saltiness and just take the damage, so this wouldn't work.

It hit solo piracy in secured system, yes.

Now we need more incentive for traders to visit anarchy and have actual consequences for clean ship explosions.

The cargo persistence bug is pretty widespread at the moment, have you not encountered it?
 
Trust me, players that pirate both NPC and players get a majority of their piracy income from the player, fyi.

Fine and I accept that...however, I am not sure that I buy then that piracy is, and has been their primary source of income. Human piracy can't fund an engineered kitted Anaconda. The majority of those credits came from PvE sources such as RES farming, rare trade runs, slave mission stacking, etc. Human piracy is an activity that is funded mainly through other sources, be they in parallel, or in building up a big enough bank account that piracy is more of a leisure activity than actual subsistence. I can't really imagine many pirates being so dedicated to their craft that they end up facing the situation where if they don't get at least two canisters of Paladium this time out, they won't be able to reload their multi cannons.
 
I can't really imagine many pirates being so dedicated to their craft that they end up facing the situation where if they don't get at least two canisters of Paladium this time out, they won't be able to reload their multi cannons.
True pirates use canons :p
 
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The community has debated this idea before, the problem with it is that without the threat of rebuy, there is no real need to give the pirate anything. Most players would refuse out of principle/saltiness and just take the damage, so this wouldn't work.



The cargo persistence bug is pretty widespread at the moment, have you not encountered it?

Wouldn't a good pirate target the cargo hatch, and have the weapons to do so? Hatch Breaker Limpets? The victim really can't control that, so refusing and taking the damage...well, there is a good chance they are going to get their cargo hatch popped anyway, and regardless...the repair bill would likely be larger than the lost cargo if they are in a big ship...
 
The community has debated this idea before, the problem with it is that without the threat of rebuy, there is no real need to give the pirate anything. Most players would refuse out of principle/saltiness and just take the damage, so this wouldn't work.



The cargo persistence bug is pretty widespread at the moment, have you not encountered it?

They could still lose their cargo even without a rebuy so negotiation might still be an option because if the pirate kills them they might get no cargo at all.
 
There should be proper rewards for a proper pirating. I don't know what to do with those that feel pirating means blow up another's ship for salt collection.

What's the difference? Proper, skillful pirating should be surgical in its precision....the difference between filleting a flounder or putting it in a blender....

Until people understand that difference, I'll be waiting for an Open PvE mode.
 
There should be proper rewards for a proper pirating. I don't know what to do with those that feel pirating means blow up another's ship for salt collection.

What's the difference? Proper, skillful pirating should be surgical in its precision....the difference between filleting a flounder or putting it in a blender....

Until people understand that difference, I'll be waiting for an Open PvE mode.

Well I understand it, can't speak for everyone though.
 
There should be proper rewards for a proper pirating. I don't know what to do with those that feel pirating means blow up another's ship for salt collection.

What's the difference? Proper, skillful pirating should be surgical in its precision....the difference between filleting a flounder or putting it in a blender....

Until people understand that difference, I'll be waiting for an Open PvE mode.

I think there is a lot of confusion between Pirate, and thugs in rich boy toys.
 
Open is a place where anything can happen. If people don't want to be killed by other players, there's two modes that'll prevent that from happening.

Also, I consider combat logging to be cheating. As was mentioned before, people usually just do it so they avoid a rebuy.

I think there should be consequences for the logger. Sure, some people just gank others for fun, but there are people who pirate, blockade systems, or actively disrupt power play factions, that are effected by combat logging. I don't care if people pull the plug in solo, that's their own perogative. But in open, it cheats other players. There should really be a way to keep a players ship that's under attack in game for a few minutes. It might really enforce the idea that people shouldn't fly what they can't afford to lose.

Maybe add a warning to open mode: "warning, anything can happen and other players might try to kill you in this mode. By clicking play, you understand this and accept it. If you don't understand or accept, try solo or join a private group with friends. "

If one is against the possibility that another player might shoot them, then they shouldn't be in open. It's a pretty simple concept.
 
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