How is FD going to "prove" someone pulled a cable?
That's easy. You get an FDev employee to stand behind every player and if they get disconnected from the game the FDev asks whether they did it on purpose or not
How is FD going to "prove" someone pulled a cable?
How is FD going to "prove" someone pulled a cable?
For one off cases not at all, benefit of a doubt and all that.
But if someone keeps disconnecting when they are about to be destroyed and has had numerous reports, then they really shouldn’t be allowed into Open. In such cases the player in question either is combat logging, or has a terrible internet connection. Both cases they shouldn’t be in Open and stick to solo/private mode for a duration. The former would learn not to combat log on players or face expulsion from open, and the latter would either be content with solo/private or go fix their internet connection for stability.
For one off cases not at all, benefit of a doubt and all that.
But if someone keeps disconnecting when they are about to be destroyed and has had numerous reports, then they really shouldn’t be allowed into Open. In such cases the player in question either is combat logging, or has a terrible internet connection. Both cases they shouldn’t be in Open and stick to solo/private mode for a duration. The former would learn not to combat log on players or face expulsion from open, and the latter would either be content with solo/private or go fix their internet connection for stability.
Who cares about winning a stupid argument, my point is that combat logging is a rather dumb mechanic that hurts Piracy, bounty hunting, and Powerplay. Apparently that’s grounds for you to take personal offense for some reason, I don’t understand why though as I haven’t insulted you earlier nor called your opinion a joke. (Unlike you earlier, with no explanation given either)
If you want to nitpick though rather than address the issue that combat logging is a bad mechanic, then hey take a ‘win’ in a forum thread. It’s easy to criticize when you don’t actually put your own opinions up on the chopping block and just bash other ideas without explanation.
Otherwise, what is being asked for is to skew the game mechanics in favor of the attacker. I will point out that what that will do is make the game less populated by non-combat focused players because they already get punished twice for dying (loss of cargo and supplies, then the rebuy cost), and ensuring that they die is not going to be seen as a good thing. Once that becomes common knowledge (ever heard of Reddit, Facebook, etc?), those people will not come to play.
The Attackers CLog (by whatever means) too. It is the more frustrating problem.
HAHAHAHAHAHAHAHAHA!!!!!!!!!!!!!!
I just realised, the OP is a Griefer!! I encountered Him at the Gnosis Where he was immediately added to block list and never seen again (after heartlessly murdering one of my friends in an unarmed exploration Krait)!
Unless this is somehow a different person with the exact same CMDR name (even with the o7 o7 at the end) We all know the intentions behind this post... and they aren't good
BUSTED!
Indeed. While I find all combat logs ungraceful and offputting, the most frustrating times, for me, are when it’s an attacker logging on me. As the discussion here is not around the severed connection, but rather the menu log, I’ll direct my comment at that. I find two things annoying about it. One, the timer allows a player to effectively “cheat” their way out of danger and that’s unsportsmanlike. The second is from the point where one genuinely has to leave the computer for whatever reason, and it can’t wait. I think once someone decides to log out, the timer should be automated and no further input required to exit the game. Once the timer is finished, the game closes. Right now you’re stuck waiting to confirm. This is sort of ridiculous. I’ve lost several ships because I simply could not wait for rl reasons and refused to sever the connection.
So in brief, one change is to deal with effective misuse of the function and the other is a much needed qol improvement.
Possibly have an additional timer for combat? If you deploy hardpoints, or maybe do damage to another ship, for the remainder of that combat instance if you decide to menu log, the timer is increased to 60? 120? seconds. And the same for a 'disconnection', if you were in that combat state, additional timer.
I know, that might not be enough for people in combat builds who enjoy 'role playing and pirating' defenseless builds, but it might at least address the issue of actual aggressors menu logging to escape a situation they initiated. That I would agree is an argument that has some real merit. For the most part this thread is ' my game enjoyment > your game enjoyment '. There's not really anything FD can do that will satisfy everyone and not off someone.
Possibly have an additional timer for combat? If you deploy hardpoints, or maybe do damage to another ship, for the remainder of that combat instance if you decide to menu log, the timer is increased to 60? 120? seconds. And the same for a 'disconnection', if you were in that combat state, additional timer.
I know, that might not be enough for people in combat builds who enjoy 'role playing and pirating' defenseless builds, but it might at least address the issue of actual aggressors menu logging to escape a situation they initiated. That I would agree is an argument that has some real merit. For the most part this thread is ' my game enjoyment > your game enjoyment '. There's not really anything FD can do that will satisfy everyone and not off someone.
What surprised me was that not a single clean "do-gooder" jumped in, there was two flashy Corvettes, a Krait II, a Anaconda, a flashy Challenger, and two Vultures, not one joined the fight, so much for the community goal )
I realise that there's nothing to compel anyone to jump into a PvP fight, but come on guys 8 against 2 is great odds, who cares who gets the bounty, why not jump in and have some fun against a "Gankster".
The answer is in your own message: no incentive. A lot of players optimise their money grind, they compare "credits per hour" of different activities and concentrate on the lucrative ones. Whether it's NPCs or ganksters, the "winner takes it all" (well, the last shot takes it all) rule for collecting bounties would need to change. The rule also causes antisocial behaviour at RES sites and such. Just the other day I went in to collect some bounties and work on my abysmal combat rating. A wing of two cmdrs was there too. They several times shamelessly came to collect bounties for targets I had softened first. When I tried to return the favour, they attacked me and I had to wake out. Yes, some would call this "emergent content", but in my books it's a game mechanic that encourages antisocial behaviour and sours the community spirit. Couldn't the bounty be split between the ships that inflicted most damage (with a threshold on damage and bounty sum)? The same mechanism should also be applied to NPCs, so that players can't leech bounties off the cops at RES sites, a tactic I've always found cowardly and reeking of an exploit.
Now before PvP apologists on their high horses rush in to convict me to the eternal loneliness of Solo (or "git gud" - would love to watch them take on two big ships in a Viper), I want to say: mostly Open is an okay place. I play practically only in Open. Usually, people don't even acknowledge your presence (or max. throw an "o7" in the chat), and if you steer clear of the CGs and such, likelihood of encountering gankers is low. But sometimes, you get that gentleman pirate who actually makes demands and lets you live if you drop a decent amount of cargo. Or, when your SRV is facing too many Sentinels and your ship is too far for the PD to work, a friendly stranger appears out of nowhere and rams the sentinels. Or you just happen to spot someone's ship at a Guardian site and when they're unresponsive (probably using the loo or getting a beer), decide to surprise them by hopping on top of their ship, but end up upside down next to it without being able to use the thrusters, much to their amusement. (True story, happened to m... a friend.)
I haven't thought of it like this, I am glad to read a new intriguing suggestions like this.
If you engage in a fight you have to commit to the fight or try to escape fight, not Menu log.
We then know what would happen, they will just do the actual combat log by a network disconnect or Alt-F4 mechanics.
Yes, what I was thinking was that if you disconnected ( intentionally or not ) your character would stay in game, completely vulnerable for a couple of minutes before the game logged them out. You could very easily come back at the re-buy screen.
It would ofc be an annoyance if you actually did legitimately crash, but that should be pretty rare. And if you did have connection issues it would be something you'd probably already be aware of and be able to decide if the risk was worth it depending on where/what you are doing.
So if actively engaging in a fight an alt-f4 would not help you.
Your client runs the game and broadcasts "you" to everyone else in your instance. If you are no longer there, for whatever reason, there is no "you" to stay in the game, and no redundant client anywhere to take over "you" and keep broadcasting you to everyone else in your instance. The servers don't run "you" as a game entity either, and so couldn't keep you in-instance while your client reconnects.