The status of CL sucks sure, but the options of doing anything about it would suck far more.
Again you are forgetting that in order to play you ALSO need to be connected to FDev at all time.
There are other methods, all of which are significantly more effort than just killing your non-CLogging foe in-game.
And some exist which are no effort at all, indeed some are forced upon you by powers outwith your control with no notice and no remedy possible.
The circumstances of a player being annoying enough to motivate someone to go to these lengths is enough on it's own to put it into the edge case category imo.
Someone could just show up at your door one day with a gun. It could happen, it does happen. But it's not likely and not something FDev can code for.
Indeed they could - which is precisely why I also own and am trained and licensed to use and carry firearms
In-game though - over the years we have already seen concerted efforts by players to manipulate things to their own liking. CQC bombing went on for a good while, where certain players milked each other for ranks and nuked everyone else out of their game to remain undisturbed. There was The Great IP Gathering on Reddit. There was even a pfsense filter sold for real money.
Lulzbunnies will always find a way - either to generate lulz, or to be the subject of them.
If you want to make another player look like a CLogger (ie forging evidence) you can use a video. If it's reported to FDev then sure, they can check the logs & see that it wasn't a CLog, but they wouldn't necessarily know who disconnected from who.
There are other methods, all of which are significantly more effort than just killing your non-CLogging foe in-game.
Players that deliberately slows down their response time, enough to desync their P2P link or block specific P2P connections are practically impossible to detect.
This isn't hard to achieve and may be the reason that FD are reluctant to spend a huge amount of resources on the problem. Even a perfect system would only catch the 'casual' CLers.
FD would never punish anyone for CL if they kept their server connection. The only way to fake a CL, is to force disconnect a player from their ED server(s). This require an illegal(criminal, noe EULA breach) hacker attack like DDOS or malware.
While I'm in no doubt that a minority exists that are both capable and willing to do this, it's by no meas easy.
It would also be quite easy to document in hindsight, that foul play was involved. I don't see this as a real problem.
The scenario that that is though for FD to detect is players that combat log, without dropping their own server connection. Players that deliberately slows down their response time, enough to desync their P2P link or block specific P2P connections are practically impossible to detect.
This isn't hard to achieve and may be the reason that FD are reluctant to spend a huge amount of resources on the problem. Even a perfect system would only catch the 'casual' CLers.
You're obviously missing my point.It's due to the fact there is no centralised server, a player is connected to your personal machine, and you to his.
If he adjusts his personal networking protocols to no longer allow communication with your machine, and this can be enabled\disabled on the fly, your connection with each-other will seize and from his perspective look as if you forcibly logged out, which is practically imperceptible from a networking crash.
The truth is, penalizing combat logging would penalize players on less than stellar internet connections, so most of Asia, Australia and non central locations in most countries, probably more than half their player base would run the risk of being penalized from something outside of both their and FD's sphere of control.
The status of CL sucks sure, but the options of doing anything about it would suck far more.
Atleast someone gets it! Must be a gene/environment thing [big grin]FD would never punish anyone for CL if they kept their server connection. The only way to fake a CL, is to force disconnect a player from their ED server(s). This require an illegal(criminal, noe EULA breach) hacker attack like DDOS or malware.
While I'm in no doubt that a minority exists that are both capable and willing to do this, it's by no meas easy.
FD would never punish anyone for CL if they kept their server connection. The only way to fake a CL, is to force disconnect a player from their ED server(s).
It would also be quite easy to document in hindsight, that foul play was involved. I don't see this as a real problem.
You are incorrect. To fake a CL, all I need is to block incoming P2P traffic from another player, and he will vanish from my instance. We will still both have connection to FD. FD is not able to determine whether I am the culprit, or he is.
You are incorrect. To fake a CL, all I need is to block incoming P2P traffic from another player, and he will vanish from my instance. We will still both have connection to FD. FD is not able to determine whether I am the culprit, or he is.
And then FD would of course not punish either of you. They aren't mad. They know how their game works. The P2P connectivity will never held against anyone.
If you are dubious enough to use it actively to combat log, you will go free. If you try to use it to frame someone, nothing will happen.
Correct! See thread title
BUT: There is a way to fix this. They already have the needed components. However, they'd need to change their P2P implementation a little, and it would require more resources on their end. The components are already there and you can actually ensure that you're protected from being framed as a combat logger, however it's not straightforward at the moment.
If they do this for all players, then yes, Frontier could actually detect when people try to selectively block P2P traffic. And they could implement CL punishments without having to fear that people are getting framed.
Again, you're missing it. You cannot be framed as a combatlogger in the eyes of FDev if the other party does a bit of P2P trick to make you de-instance. Combatlogging is exiting the game in combat, which FDev will know has happened if that's the case. If both players are still in the game then neither has combatlogged!Correct! See thread title
BUT: There is a way to fix this. They already have the needed components. However, they'd need to change their P2P implementation a little, and it would require more resources on their end. The components are already there and you can actually ensure that you're protected from being framed as a combat logger, however it's not straightforward at the moment.
FDev have introduced ways to "selectively block P2P traffic" in the game themselves (modes and blocking function). Sure, doing it "on the fly" is quite a bit on the nefarious side, but since neither party has combatlogged, there is nothing to punish from FDev's pov.If they do this for all players, then yes, Frontier could actually detect when people try to selectively block P2P traffic. And they could implement CL punishments without having to fear that people are getting framed.