To Solo Play Players: If You Could Disable PVP, Would You Play in Open Play Mode Instead?

and if they stop taking damage during said log, you can be 100% certain they task-killed.
Lost packets can cause the same effect. It's peer to peer. The peer cannot be controlled by FDev. FDev cannot know for sure whether it's intentional or an unlucky streak of outage events.
Hence, unless FDev has a very strong case, they won't ban the logger.
As such, yes, blocking is easier.
 
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most people just pulls off the plug
Oh well done focusing on a sentence that has nothing to do with the point I was trying to make.

However, regardless of what FDev says about the matter, combat logging is very much a part of the game. They chose to get their multiplayer solution at El Cheapo as a result there's nothing in the game code that prevents it. In other words: the game allows it.

I could try to combat log in FFXIV but my character would remain online long enough for anything or anyone to kill me, here the game actively prevents combat logging

I mean they can call it an exploit but that doesn't change the fact that the choices they made when building the game meant there would be no way to prevent people avoiding defeat by simply killing the client or "pulling the plug"

Now as far as I know simply logging out of the game is still allowed, there's a timer (because that's something they can enforce client side) so it might not save you but it remains a possibility.
 
If this happens to same player 3 times and he loses connection at the same hull rate you can be sure it is not an accidental disconnection.

Yea, right.
So this was posted here on the forums:
A player, in cqc, had a bad connection and they were lagging all over the place, they were reported for cheating, they were banned (most likely it was an automated response or a hasted decision)
The player appealed through support and after investigation the ban was lifted.

The point being: you cannot ban someone without solid evidence. It's not good for the business.
And it's very hard upto impossible to obtain solid evidence that a disconnect was a voluntary action or was the result of a crash, internet hiccup or some other event outside of player control

Honestly, Elite does not have what i would call stable clients.
Both Horizons and Odyssey are crashing alot (sometimes due to the server connection in AWS or other FDEV infrastructure glitches)

So while reporting loggers is the right thing to do, sometimes is just better to block them. Saves from the future trouble (not fun to play with or against someone with a bad or unstable connection)
 
Oh well done focusing on a sentence that has nothing to do with the point I was trying to make.

However, regardless of what FDev says about the matter, combat logging is very much a part of the game. They chose to get their multiplayer solution at El Cheapo as a result there's nothing in the game code that prevents it. In other words: the game allows it.
did you read the rest of the posts below?
 
Yea, right.
So this was posted here on the forums:
A player, in cqc, had a bad connection and they were lagging all over the place, they were reported for cheating, they were banned (most likely it was an automated response or a hasted decision)
The player appealed through support and after investigation the ban was lifted.
Like i said, Frontier has more tools to investigate a situations and judge them correctly.
 
No one made any personal accusation against you.

I'm just responding to your attempt to provide cheaters with plausibility. It's not bannable to play with unstable internet, but "lost packets" do not cause clog events.
"Lost packets" are accounted for in the net-code to prevent them from causing clog events. Packets are lost all the time.
My router could crash or reboot, my internet could go down, a short could take out my power.

FDev decided to go with P2P, a protocol that was designed for file transfers, for their multiplayer and they did not consider the possibility of combat logging or did not care either way combat logging is only possible because of choices made during the creation of the game. It is therefore very much a part of the game since it is the code that makes it possibly. Undesirable perhaps but still made possible by the way the game was coded.

Again any decently designed multiplayer game can easily prevent it server side. P2P however doesn't have a game server...
 
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