Opinions on combat logging

Again, we don't need a solution because that is simply unrealistic.
Incremental, positive changes are the best we can hope for due to those limitations, therefore trying to handwave such measures because they aren't solutions, is not logical.

That is the problem I have with Asp's position on that.
It's not a valid counter argument to any of the proposed measures, because it sets an unrealistic bar.
It's noise.

Sort of. It is something to consider and there have been plenty of times I have decided not to spend any time considering how to make a logical ruleset that accounts for certain behaviour.

Router tables is a good example of this; The game cannot prevent (or probably even try to detect) a blacklist outside of the game.

In a broader way stuff like this means CLogging can never be prevented and those that 'demand' this issue be solved need to take this into account.

Arguably (I argue) it cannot be punished either, not for a single instance at least. Patterns may emerge if tracked of course, potentially beyond reasonable doubt.

It can be discouraged though, by attempting to remove the biggest benefits of Clogging. There's a whole thread about it somewhere in the suggestions section.
 
That's a red herring.
Why?
Because that's a given that extends well beyond Elite.

A truth about the entire internet isn't noteworthy.

A truth is a truth. Have you ever played anything else than Elite online? It ALWAYS boil down to that. There's a myriad of multiplayer pvp games out there that are despised and left dying because they simply dont offer proper netcode. Elite's powercreep, insane ttk, bad instancing, lag comp and total absence of matchmaker makes for a sandbox with placeholders for optionnal pvp. And this is what you get.

So the real question is, why is this failing here? People in this thread should respect themselves a bit more and go play quake, then come back and tell us how people disconnecting is not a problem there and how Fdev failed to implement engaging and fun pvp in their game.
 

Deleted member 115407

D
What floors me about all of this is that 2 or so years ago, Rinzler published the git gud guide to trading in open. Title of the video aside, it perfectly demonstrated for players a detailed and near flawless procedure for escaping from combat scenarios without having to log in any way.

The video has been posted and referenced and reposted and rereferenced again and again and again. Beleaguered players ready to quit the game have been directed to the video, taken in the instructions, and with them rose from the ashes like phoenixes, happily proclaiming how much they now enjoyed open play and the prospect of being attacked.

It has worked for me time and again. Badly outgunned and out numbered... I've made clean escapes in everything from vipers to Asps to diamondbacks to pythons and even my big dumb T-9. And when I say clean, I mean maybe a shield ring down, if that.

Despite all of this, there is still a large portion of this community that flat out adheres to the idea that the only way to escape from and annoy their attackers is to combat log.

Frankly, I find the mentality to be pathetic.
 
What floors me about all of this is that 2 or so years ago, Rinzler published the git gud guide to trading in open. Title of the video aside, it perfectly demonstrated for players a detailed and near flawless procedure for escaping from combat scenarios without having to log in any way.

The video has been posted and referenced and reposted and rereferenced again and again and again. Beleaguered players ready to quit the game have been directed to the video, taken in the instructions, and with them rose from the ashes like phoenixes, happily proclaiming how much they now enjoyed open play and the prospect of being attacked.

It has worked for me time and again. Badly outgunned and out numbered... I've made clean escapes in everything from vipers to Asps to diamondbacks to pythons and even my big dumb T-9. And when I say clean, I mean maybe a shield ring down, if that.

Despite all of this, there is still a large portion of this community that flat out adheres to the idea that the only way to escape from and annoy their attackers is to combat log.

Frankly, I find the mentality to be pathetic.

It's not all that hard to understand. Which option takes the least effort, and delivers the most angst? Mystery solved.
 
From a new player? Sub-optimal, but I understand if it's a case where some god-tier conda is raining fire on a hauler.
From experienced players? It's a trash move from a trash player. Learn to play. Be better/
 
The problem with highwaking is that it doesn't get you nearer to your goal.
Instead it gets you to another starsystem, propably damaged, and you have to run the gauntlet again.
It feels like lost time, especially for those players who are used to do a-b trade runs without interruptions.
I was never one who flew shieldless for some extra tons, not even in Solo/Mobius, but a lot of people do this. And then you don't survive rinzlers guide - which is good but doesn't have answers for Wing ganks or grom bombs or alpha strike fragboats either.

Logging out, get back into solo and finish Mission is much more appealing in this view than running the gauntlet again and again until you get instance luck or are destroyed - especially compared to dangerless hauling in solo/PG.

Disclaimer: I don't log and don't advocate this, but there are convenient reasons to do it. Why those people don't chose solo/PG in the first case though, I will never understand...
 
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What floors me about all of this is that 2 or so years ago, Rinzler published the git gud guide to trading in open. Title of the video aside, it perfectly demonstrated for players a detailed and near flawless procedure for escaping from combat scenarios without having to log in any way.

The video has been posted and referenced and reposted and rereferenced again and again and again. Beleaguered players ready to quit the game have been directed to the video, taken in the instructions, and with them rose from the ashes like phoenixes, happily proclaiming how much they now enjoyed open play and the prospect of being attacked.

It has worked for me time and again. Badly outgunned and out numbered... I've made clean escapes in everything from vipers to Asps to diamondbacks to pythons and even my big dumb T-9. And when I say clean, I mean maybe a shield ring down, if that.

Despite all of this, there is still a large portion of this community that flat out adheres to the idea that the only way to escape from and annoy their attackers is to combat log.

Frankly, I find the mentality to be pathetic.

Yup, those people are PvE min/maxers.
I hate min/maxing.
 
Despite all of this, there is still a large portion of this community that flat out adheres to the idea that the only way to escape from and annoy their attackers is to combat log.
Frankly, I find the mentality to be pathetic.

Frankly its not that hard to understand..."PvP meta" Combat ships attacking Unarmed/poorly shielded traders is usually (not always, there ARE exceptions) merely done to "annoy" the other player - rather than for any "in-game" benefit...so what's the difference?
 
A truth is a truth. Have you ever played anything else than Elite online? It ALWAYS boil down to that. There's a myriad of multiplayer pvp games out there that are despised and left dying because they simply dont offer proper netcode. Elite's powercreep, insane ttk, bad instancing, lag comp and total absence of matchmaker makes for a sandbox with placeholders for optionnal pvp. And this is what you get.

So the real question is, why is this failing here? People in this thread should respect themselves a bit more and go play quake, then come back and tell us how people disconnecting is not a problem there and how Fdev failed to implement engaging and fun pvp in their game.



You seem to agree it's a given.
That's exactly why it's pointless to bring up.

It is what it is, but that doesn't mean they can't make incremental, positive changes.

Sort of. It is something to consider and there have been plenty of times I have decided not to spend any time considering how to make a logical ruleset that accounts for certain behaviour.

Router tables is a good example of this; The game cannot prevent (or probably even try to detect) a blacklist outside of the game.

In a broader way stuff like this means CLogging can never be prevented and those that 'demand' this issue be solved need to take this into account.

Arguably (I argue) it cannot be punished either, not for a single instance at least. Patterns may emerge if tracked of course, potentially beyond reasonable doubt.

It can be discouraged though, by attempting to remove the biggest benefits of Clogging. There's a whole thread about it somewhere in the suggestions section.



Again, that is all a red herring.

What floors me about all of this is that 2 or so years ago, Rinzler published the git gud guide to trading in open. Title of the video aside, it perfectly demonstrated for players a detailed and near flawless procedure for escaping from combat scenarios without having to log in any way.

The video has been posted and referenced and reposted and rereferenced again and again and again. Beleaguered players ready to quit the game have been directed to the video, taken in the instructions, and with them rose from the ashes like phoenixes, happily proclaiming how much they now enjoyed open play and the prospect of being attacked.

It has worked for me time and again. Badly outgunned and out numbered... I've made clean escapes in everything from vipers to Asps to diamondbacks to pythons and even my big dumb T-9. And when I say clean, I mean maybe a shield ring down, if that.

Despite all of this, there is still a large portion of this community that flat out adheres to the idea that the only way to escape from and annoy their attackers is to combat log.

Frankly, I find the mentality to be pathetic.



Agreed, and they try to spread it like a disease.
 
Frankly its not that hard to understand..."PvP meta" Combat ships attacking Unarmed/poorly shielded traders is usually (not always, there ARE exceptions) merely done to "annoy" the other player - rather than for any "in-game" benefit...so what's the difference?

It's still down to poor game balance. Traders fly soft because NPCs allow them to do so. Killers fly Meta-builds because the game does not limit them.

If NPC pirates were a bit tougher on traders and Meta combat ships were far weaker, these confrontations would not be as uneven.

The reason this isn't balanced properly is that it would conflict with massacre game play(commanders killing large groups of NPCs without much danger).
 
With 99.999999% of the bubble not having any PVP players , I don't have an opinion on combat logging or need one. I used it once when I visited my starter system.

Ganking in this game is almost non existent because PVP is almost non existent. So why even worry about it. And trading is not even the best way to make profit in this game. Its not called "Space Bus Simulator" for no reason

No wait ... the actually name is Elite Dangerous ? WOW

but why ?

:D

Ganking is for losers anyway and fortunately this unlike EVE Online is not a good game for gankers. The reason being of course how spread out the population is inside the bubble even though FD tried its best to keep it in bubble by making exploration so crappy. Of course to them its not ganking its PVP cause most of them don't even know or heard of PVP outside their ganking friends. Also they think they are good at the game because they can gank. You can recognise a ganker not by the fact he attacks a defenseless opponent but by the fact of how fast he runs when he realises that his opponent is not as defenseless as he initially thought. I had a few laught in EVE online being in an equivalent Sidewinder making an equivalent FDL run for the hills. Ah good laughs.
 
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It's still down to poor game balance. Traders fly soft because NPCs allow them to do so. Killers fly Meta-builds because the game does not limit them.
If NPC pirates were a bit tougher on traders and Meta combat ships were far weaker, these confrontations would not be as uneven.

I won't disagree with any of that...NPCs that are 1 for 1 challenging to the average player (rather than cannon fodder) genuinely "safe" High Security Zones (last time I looked no-one got shot down on aproach to JFK) and genuinely "dangerous" Anarchy Zones would solve alot of problems...and create a more interesting game to boot...

Doesn't solve the problem of CLogging though does it...whilst there are obviously some genuine (PMF Conflict, PP etc) reasons for non-consensual PvP, alot of it is simply done by players with an "Out of the Game" reason for doing so (I like blowing people up/I like p*ssing People off...delete as appropriate) CLogging is simply an "out of game" response to that...

I don't condone it..because the best response to not wanting to be seal clubbed by kiddies in their moms basement is judicious use of solo/Private mode for things like CGs, starter systems, engineer systems etc...using Open when you're doing something that's reliant on Player Interaction or with your Wing Mates...
 
Frontier's would be nice :)

We had Frontiers.

Pressing [ESC] and doing the 15 second exit, is fine and within the rules of the game.

[ATL] + [F4] (or any other method of terminating the game / connection) is "Combat Logging" and should be reported to Frontier for them to take action on it.

They made this clear years ago.
 
I'm a vegan who thinks meat is murder and this current Community Goal is problematic.

How else am I supposed to stop the mass-murder of Manatees other than shooting down traders until they realise that it just isn't morally right to profit off of murder.

I also have to support my brethren who are being genocided for their view that Manatees should live free, in the form of "Bounty Hunting" by the oppressing Imperial Faction at Munshin.


Yeah.

Because performing murder is the absolutely most logical way to protest against murder. Displays so much integrity and with so much credibility towards your cause.

That's what I call reverse-engineer role-play. (which isn't really role-play at all)

Think of something that you want to do in game, then manipulate a "reason" to do it after the fact.

Rather than *actual* role play of having a reason or a code or a complex "character" - then, when discovering decision points in the game, your CMDR then elects a certain route or choice based upon the CMDR's pre-defined character.

Kind of like choosing to protest against the "murder" of Manatees because your CMDR was *already* a vegan, and didn't just turn vegan for a week to support the player's decision (not the CMDR's decision) to pursue random murder. I'd hazard a guess that if next week's CG is based around delivering fruit and vegetables to be celebrated in a vegan festival, then your CMDR will immediately turn to a meat-only diet in order to "role-play" the killing of vegan festival supporters? ( <- reverse-engineer role-play)

Again, possesses so much integrity and so much credibility.

Yours Aye

Mark H
 
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