Make menu logging visible in game

I play the game designed by wimps and for wimps because I have no alternative (I have played all versions of Elite, and there is currently no real decent rival/alternative) - not because I'm a wimp (if Star Citizen ever becomes a viable choice, I'll switch over to that).

If I were a wimp, I would argue in favour of keeping the 15 second log out time (probably argue to reduce it) - and various other changes that have already been implemented to reduce the danger/difficulty of the game due to the complaints of what I consider to be whining wimps.

I already told you why it is the way it is and it has nothing to do with wimps.
 
I've also changed my robbery tactics because of loggers, first thing that happens after interdiction is that I shoot out some RC torpedoes, followed by a bunch of packhounds and high yield cannons to the drives.

After that I will finally scan the hold, start hatch breaking and send a message to keep spamming the chat and drop the loot or perish.
If loot doesn't come out(Does everyone power their hatch down or is there some "new" bug with hatch breakers? I'd say roughly 50% of the time loot won't spill out) I will use deadly force.

Most people log back into open for some strange reason after combat logging, often sending taunts. Having shield gen and drives at 1-2% certainly helps a lot for turning the ships into space dust before they vanish again.

A notification would definitely make sense as we also get notified of a FSD charge.
 
I just had a thought, about having the countdown visible, to both parties.

Many players record their encounters. Therefore. It would not be seen as name and shaming; when viewed on a you-tube channel. It maybe considered doing so, if shown here; but on other formats; the rules are different.

Menu logging is seen, as a bad thing to do; by many players. Menu logging by the party who started the fight; is even worse. Think about it. It may not be justice, but it is something to consider.
 
The only time I tend to even see the timer is when I'm too close to a guardian site, and even then my usual response is "oh, I'd better move off, I don't wanna get relocated". I'd be fine with something like the timer resetting every time you take damage too. Or something like "you'll stay in the game for this long, only press yes if you accept the risk of whatever happens to you" so if you need to quit the game to answer the door or some other super pressing need that genuinely means you can't be at your controls and have to put them down now, you don't have to sit there and watch the timer.
Likewise, to deal with people that log the instant they get interdicted before the attacker gets a chance to pop hardpoints, having your drive in cooldown should still count as "in danger" the same way.

If you really want to make it nice for the pve-crowd and slap the people that pick fights and log when they look like they'll lose, make these harder menu-log restrictions only apply if you've deployed your hardpoints at some point in the instance :p
 
The game should allow you logout at any time during an engagement but your ship will remain in-game. An AI of appropriate rank will takeover and try to highwake away (like when you dismiss your ship from the SRV). During this time the other players in the instance can do as they please attack, rob, disable the escaping LOGGED players ship. what ever damage they inflict will appear the next time the logger resumes their game (in which ever mode). In this way real life can happen (got to change the baby's diaper... log out) and the other players can continue the engagement unaware.
 
The game should allow you logout at any time during an engagement but your ship will remain in-game. An AI of appropriate rank will takeover and try to highwake away (like when you dismiss your ship from the SRV). During this time the other players in the instance can do as they please attack, rob, disable the escaping LOGGED players ship. what ever damage they inflict will appear the next time the logger resumes their game (in which ever mode). In this way real life can happen (got to change the baby's diaper... log out) and the other players can continue the engagement unaware.
Any suggestion for dealing with combat logging has to cope with the situation where two players are instanced together, then they lose the connection with each other but both still communicate with FD.

In your scheme, I think both players' ships would get replaced by NPCs in the others' client. I dread to think what would happen when the contradictory situations hit the server.
 
Any suggestion for dealing with combat logging has to cope with the situation where two players are instanced together, then they lose the connection with each other but both still communicate with FD.

In your scheme, I think both players' ships would get replaced by NPCs in the others' client. I dread to think what would happen when the contradictory situations hit the server.
doesn't that just turn into adjunction server issue anyway and quits you into the menu?
 
Some form of penalty for logging while under attack from a player, like a day without being able to log back in (at least into open), would be far more appropriate. Maybe the attacker could decide whether to apply the penalty or not.
If there has to be a penalty for menu logging, though I strongly disagree to such a notion, then the quoted solution would be something I'd find the most reasonable out of all these other crack-pot and pipe dream-esque ideas.
 
If there has to be a penalty for menu logging, though I strongly disagree to such a notion, then the quoted solution would be something I'd find the most reasonable out of all these other crack-pot and pipe dream-esque ideas.

I deally with some sort of appeal process for extenuating circumstances; power outage, ISP issues, dog knocks the plug out, etc. Anything not intentionally initiated by the player.
 
Not a bad idea, and perhaps could even be taken a bit further.

If someone is having connection issues (or has pulled the plug) it could signal this has happened. It should be clearly indicated this doesn't mean someone has pulled the plug, just there is a connection issue. Same could be if you have a low ping with someone, again, some indicator (beyond the obvious rubberbanding that will be happening anyway), but at least explain why shots that appear to hit don't appear to be doing damage. And then a countdown timer for someone menu logging.
 
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