Is Combat Logging (CL) needed to be fixed?

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In general the answer is probably yes! But...

Motivated by a current thread started by a well known PvP advocate I had some thoughts. First: I play in open since release and switch to solo only to free up some platform on an outpost. I tried Mobius but left the group after a while to make free my place.

The first fact to state is that for a none PvP player like me and if you are able to leave your starting system PvP encounters are rare, VERY rare! This maybe different in ongoing CGs or in crowded systems like Lave. Wait, my point is something else:

1) From the viewpoint of somebody who wants to avoid a PvP event it is quite easy to achieve that. For those Non-PvP-players being interdicted and being not able to run is very rare, and I assume that this type of players makes the majority.

2) From the viewpoint of a PvP player, it is not so difficult to find some victims somewhere (starter worlds, CGs, Lave, ...) but it is just SOME victim from the majority of people who behave like in 1). This means that PvP players, looking for victims by chance, will nearly never have the same player in front of his guns.

These two points, if they are real, make the problem: PvP avoiding players will Combat Log because in months of game play they will do it only once, namely the single one time when the rare thing happens: to be interdicted and making some error failing to flee. Maybe this single time something is to loose so they DO IT, CL, but it was only once they say.

If only 50% of the majority of non PvP players would act like this, the result would be: A PvP player would encounter nearly every time a CL. When you as a PvP were able to bring someone else near down to destruction chances are good that the victim will CL, because nearly everything does count for this to happen (no insurance, big haul, engineer materials, exploration values, ...) and ONLY a single, some kind of artificial, moral aspect speaks for not to CL. AND it was only once, they say.

So here, in this game, PvP results in a mainly frustrating experience especially for the skilled PvP players! The more skilled you are the more likely it is, that your victim will CL.

3) The technical circumstances make it difficult to prevent or to punish CL (this is dicussed on excess, no need to argument here).

Therefore any solution to CL will be expensive to implement and would only benefit a few.

The upcoming Karma system will not help: The PvP players will accumulate bad karma from the crowd of victims, the CLers will only get some maluses once in a while. Thats not as it should be as PvP is a legit play style (in general).

Putting all together my conclusion is: there is no solution against CL in this game without hitting lots of innocent people with bad networks. The ratio of punished CLers to innocent Non-CLers would be the new problem. Few would benefit, many would suffer.


Is Combat Logging needed to be fixed? In general the answer is probably yes! But... how?

No answer needed, question is rethorical, ton of threads with ideas to find.

Open for discussion: Do you agree there is no solution possible? What has to change to make solutions feasible? Netcode? Peer2Peer?
 
I agree, there is no solution against CL. Apart from the situation where a PvP player constantly fights another PvP player and always pulls the plug. In that case 10 reports should be enough to send him to Solo. But this case is so rare that it can be done on a case by case basis.



I absolutely support your proposal because it makes sense, but it's not going to stop anyone from clogging. I'll simply high wake as soon as I rejoin the game. (hypothetical me of course...)
 
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I absolutely support your proposal because it makes sense, but it's not going to stop anyone from clogging. I'll simply high wake as soon as I rejoin the game,

It caters for that contingency too.

ETA for clarity it's not my proposal, I combined a lot of other people's feedback together. The post includes attributes to those whose ideas were incorporated.
 
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It's pretty much my sentiment from another thread:


At the end of the day, combat logging only exists because it's there. It's part and parcel of the game architecture.

There's only one way to fix it. Properly. Don't have it there! :)


It's like this. Picture a bunch of 4 year olds in a room. In the center of the room there's a bowl of Haribo. As the adult leaves the room, he says.. Kids, don't touch the Haribo.

At first the kids may listen, but, sooner or later.. all the Haribo will go.

If there were no Haribo in the room, the kids would get on and play.


Any and all of the suggestions so far about combat logging have been about either a) punishing the kids for taking the Haribo (how do you prove who took what? Some kids probably didn't touch them)... or b) somehow poisoning / contaminating the Haribo so the kids are put off touching them... but in doing so, ruin the Haribo for everyone else.

About time we steered clear of thinking of ways to turn the Haribo bad... or thinking of ways to punish the kids for taking something that is so in view it's almost baiting them to have some.

The only proper thing to do is make combat logging irrelevant through architectural change. If that's not going to happen, then combat logging will never stop. Human nature.
 
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It caters for that contingency too.

ETA for clarity it's not my proposal, I combined a lot of other people's feedback together. The post includes attributes to those whose ideas were incorporated.

In that case I didn't understand your proposal and can no longer support it ;)
 
Truly skilled PvP players don't need "victims" who are neither prepared for nor desire PvP.

Combat logging can't be directly fixed. But that's fine, because one way or another most encounters where somebody feels the need to log shouldn't be happening in the first place. If changes are made to support legitimate, consensual PvP while stamping out the griefing which is often mislabeled as PvP, combat logging will fade away naturally.
 
Personally I think it would be best if people just don't care.

I played CSS (which, unlike ED, is a real PvP game) for 10 years and we never bothered about combat logging. Quite the contrary, it was absolutely normal to leave the game as soon as your team couldn't win anymore.
 
I don't particularly care if folks log on me (yes folks should not do it, but i'm certainly not going to get my knickers in a twist about it like some folks do). I chalk it up as a victory and move on.
 
Personally I think it would be best if people just don't care.

I played CSS (which, unlike ED, is a real PvP game) for 10 years and we never bothered about combat logging. Quite the contrary, it was absolutely normal to leave the game as soon as your team couldn't win anymore.

As Gunnet says you can't stop players leaving the game whenever they want. Nor can it be directly punished because context can't be established reliably for any single event (you can't 100% detect whether it was on purpose or not).

Similarly, you cannot control how others will react to a player leaving the game, you can only control your own actions.

However, undesirable behaviour can be discouraged simply by making the undesirable behaviour less attractive.
 
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As Gunnet says you can't stop players leaving the game whenever they want. Nor can it be directly punished because context can't be established reliably for any single event (you can't 100% detect whether it was on purpose or not).

Similarly, you cannot control how others will react to a player leaving the game, you can only control your own actions.

However, undesirable behaviour can be discouraged simply by making the undesirable behaviour less attractive.

Yes, it's likely that as soon as ganking becomes less attractive the reports about combat logging will also decline ;)
 
Yes, it's likely that as soon as ganking becomes less attractive the reports about combat logging will also decline ;)

The two are undoubtedly related. However in-game consequences should not be habitually avoided with out of game mechanisms.

A CLogging CG trader does not need range reducing armour or big shields, they can optimise their cargo capacity & just disconnect if they face danger.
A CLogging sealclubber does not need to worry about the AA policing them out of the system because they can just disconnect, rejoin in solo & move to another location to continue.

The proposal I linked to above discourages this kind of behaviour without unduly penalising accidental disconnects (or PvE CLogging). It complements the karma system without requiring it.

The only reason I see for not implementing it is apathy.
 
The problem is, that there is not a small number of frequent CLers where a tag/karma can accumulate to make it possible to judge it fair.

But what we have, is a large number of potential CLers where many of them will never CL, because chances of being "ganked" are small. But from the viewpoint of the "ganker", I prefer the unbiased "PVP player", there will be CLers every here and then, but always somebody else.

So, the situation for the PvP players will not change, except for those PvP players, who decide to meet up with others to PvP intentionally. But this is only some kind of stripped down PvP. The "ganking" style PvP is important for the game too, don't you agree?
 
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Truly skilled PvP players don't need "victims" who are neither prepared for nor desire PvP.

Combat logging can't be directly fixed. But that's fine, because one way or another most encounters where somebody feels the need to log shouldn't be happening in the first place. If changes are made to support legitimate, consensual PvP while stamping out the griefing which is often mislabeled as PvP, combat logging will fade away naturally.

FYI I'm not filling out a consent form to pirate, that's stupid when solo and private are options for those seeking to avoid PvP, just go there and you won't have to worry.
 
I agree, there is no solution against CL. Apart from the situation where a PvP player constantly fights another PvP player and always pulls the plug. In that case 10 reports should be enough to send him to Solo. But this case is so rare that it can be done on a case by case basis.




I absolutely support your proposal because it makes sense, but it's not going to stop anyone from clogging. I'll simply high wake as soon as I rejoin the game. (hypothetical me of course...)

Unfortunately, this is easy to spoof, so even a video of the supposed combat log and a report doesn't not mean that it actually occurred.
 
The problem is, that there is not a small number of frequent CLers where a tag/karma can accumulate to make it possible to judge it fair.

But what we have, is a large number of potential CLers where many of them will never CL, because chances of being "ganked" are small. But from the viewpoint of the "ganker", I prefer the unbiased "PVP player", there will be CLers every here and then, but always somebody else.

So, the situation for the PvP players will not change, except for those PvP players, who decide to meet up with others to PvP intentionally. But this is only some kind of stripped down PvP. The "ganking" style PvP is important for the game too, don't you agree?
Lol, the situation where two people who are interested in PvP are fighting each other is somehow stripped down PvP? No, that's actually the only form of PvP. The other thing is called GvV = ganker vs victim. If someone has no chance to win and doesn't want to participate it's not PvP.
 
The problem is, that there is not a small number of frequent CLers where a tag/karma can accumulate to make it possible to judge it fair.

But what we have, is a large number of potential CLers where many of them will never CL, because chances of being "ganked" are small. But from the viewpoint of the "ganker", I prefer the unbiased "PVP player", there will be CLers every here and then, but always somebody else.

So, the situation for the PvP players will not change, except for those PvP players, who decide to meet up with others to PvP intentionally. But this is only some kind of stripped down PvP. The "ganking" style PvP is important for the game too, don't you agree?

I for one certainly don't agree that ganking is important for the game, quite the opposite in fact. The only valuable PvP (or any other form of player interaction) is the type where everybody involved is enjoying themselves.

FYI I'm not filling out a consent form to pirate, that's stupid when solo and private are options for those seeking to avoid PvP, just go there and you won't have to worry.

That's fine. If you're a genuine pirate you won't be destroying ships, and therefore won't run afoul of systems designed to prevent griefing.

You're possibly about to say that traders "combat log" on you even when you aren't shooting them. But that is just another example of what I was talking about. If ganking wasn't tolerated, traders would be less nervous and far more likely to stick around and do some piracy roleplay with you.
 
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FYI I'm not filling out a consent form to pirate, that's stupid when solo and private are options for those seeking to avoid PvP, just go there and you won't have to worry.

You don't need to fill out a consent form, just don't be surprised if some people don't want to play with you anymore because some other "PvP" players think it's funny to blow everyone up for no reason.

Also what's wrong with creating your own private group?
You can call it pirates vs traders, let's see how many people join you.
 
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to=two

Lol, the situation where two people who are interested in PvP are fighting each other is somehow stripped down PvP? No, that's actually the only form of PvP. The other thing is called GvV = ganker vs victim. If someone has no chance to win and doesn't want to participate it's not PvP.

Are you sure? Pirates are gankers and are not legitimate PvP player? The victim who refuses to give cargo and was killed is good, the killer pirate bad?
Bounty hunters who scan their "victims" before killing are gankers too?

Actually this thread is only about those and not at all about your definition of PvP. If two PvP player consent to fight each other and one of them CLs is a problem too, but generally this CL PvP style is indeed easily solved by tags/karma and similar ideas.
 
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