A Simple Solution to Combat Logging

Huh. Nope, I don't see any contradiction. First point is about the risk that the interdictee feels and why they log - they log as the risk didn't add up to the reward. Second point is the alpha dog with meta-ship that lives for pixel glory - this player simply doesn't care about rewards and has little risk. Does this help?
The point i was tring to make was about how risk vs reward plays out in relation to wings that hunt griefers.
If a griefer can sidestep the risk of being killed by these sheriff squads by clogging surely this just presents more imbalance.
With no effective in game C&P they get off scott free to rinse and repeat.
 
Worked for the largest ISP in my area, hated it, but that's a different story. I do know that most of those "faulty/old landlines" at least as far as the US is concerned, are predominately POTS lines these days, with the occasional crappy aDSL service, but even that is dying rapidly.
However, faulty lines do occur regularly, usually from the pole to the home, or from the node to the pole. Your ISPs will, with some level of complaining, replace the pole-to-home run. More often though, it is the node-to-pole lines that have been there for 10, 20, or 30 years. The insulation on these typically crumbles when handled and even birds and squirrels don't like to get on them. Your ISPs hate replacing these however, as they are typically long runs, which means lots of cable, as well as not just taking you offline while the replace them, but an entire neighborhood.

There there is the matter of the nodes themselves. You've likely seen these, little, greenish, locked metal boxes, like the ones the electric companies use, though usually smaller, often not on a concrete slab, and what's in there? Mostly routers, usually expandable routers, a bunch of cable terminations, and...

Mice, rats, gophers, chipmunks, nesting materials, and water. Yeah, these things get to be straight up disgusting. I've cracked a few of these open and discovered a rat king. Yuck.
Getting your ISP to maintain these though... you'd need to get all your neighbors complaining at the same time, so you may need to have a neighborhood meeting prior to making those calls, so everyone can get their story straight at the same time.

Can't say if it works the same way on the other side of the pond, but I imagine when it comes to complaining, y'all could teach us a few things. ;-)

Finally, when it comes to the cost of a fiber run... yes, if you, individually, call your ISP and say "I want fiber, and I want it next week.", yes, your ISP is going to tell you "$10k, up front." However, there are ways around this. Again, talk to your neighbors. You might not want to soak a $10k bill, but 30 or 60 people might not balk at an extra $14 a month for the next year. See, thing is, your ISP's, especially here in the US, are just miniature monopolies - however, they are precision-crafted by the finest lawyers, to ensure they just skirt around the Truman Antitrust Act, and when they do get right on that line, they're greasing politicians with sums of money Bill Gates would actually miss. Your money, which they recoup from you, in the forms of strange little fees the law makers ensure they are allowed to pass right back to you.
Other lands, other conventions. I can only talk about Germany. Here the landlines are (almost completely) underground and 90% of them are owned by the one and only sucessor of the former state-institution "Deutsche Post"...the almighty "Telekom". In the U.S. you know them under "T-Net / T-Mobile" ,the "magenta giant". An isp is literally only that: an internet-service-provider. So here an isp is dependend on the work and infrastructure of ONE lineowner. Sure they are others, but they are in a minority holding accessable landlines "for everyone". So if the line is shortcircuited or even damaged, it literally takes weeks until the line is fixed. Even if you just want to move from one appartment to the other within the same building, it takes 3 weeks in average to switch the landline, because...because.🤦‍♀️ Bureaucracy rules!🤮
As "our" chancellor once said: "Internet is the undiscovered country". Still we have places in major cities that are not sufficently provided with G4, hence 50MBit/s landlines (I have to live in one of these blind-spots, till I get my new job, hopefully within the next 3 month, but it's a stable 16MBit/s connection without any dropout the last 5 years, so I don't complain( so much)).😁

One other thing: "We" germans call ourself (but never commit it) as "the masters of complaining". We WILL complain about the tinyest things but heck, we don't want to get our fingers dirty. :sneaky: So I cannot count on my neighbores.
 
T mobile has got to be the shadiest mobile phone company ive ever dealt with. The sales rep sold my a wifi hotspot telling me it was unlimited 4g service. Three hours of netflix later and i was out of data. Returned it, got my money back. Still getting collection calls for a servixe i returned after 4 hours because what i sold in theory wasnt what i received. In the states this is called theft by deception.
 
1st confirmed log - 24 hour ban to solo
2nd confirmed log - 30 day ban to solo
3rd confirmed log - Permaban to solo.
No, just no. Combat logging is an exploit abuseable in any mode. Especially in solo (for example against thargoids) this is an issue. I have seen player combat logging against NPCs in open so many times. It happens more frequent in PvE most likely because they have no fear some NPC could report them.

Replace solo with a ban from the entire game and this is a good approach. But all in all I prefare something completely different, which is an automatic response from the client/server or whatnot.

Logged out or disconnected (for whatever reason) while in combat? Ship destroyed and login back to a rebuy screen with all consequences like respawning to the nearest station.

You can even do this local on everyone's machine by just writing an encrypted logfile that contains this information. Upon terminating the game or a los connection the logfile obviously persists and the game can check wheather upon the next log in wheather it was a good or bad log out. To avoid abuse, the logfile must have the same date as the last save of the CMDR save file which is not saved locally but retrieved from FDev servers (just in case players want to delete this file).
Ofcourse this is not "the" solution but an idea for an approach that might work. And it's nothing more than a .txt file.
 
It’s still truly amusing that grown adults are still whining that people won’t play with them.
I wonder how long it will go on...unfortunately I will be working the rest of the week so will need to let you all complain at each other without my helpful interjections. Laterz everyone. Try not to get too upset now - it’s only a game.
It is truly amusing that grown adults admit that reading anything more than a single sentence is beyond their capabilities.

I wonder how long it will go on, fortunately I was raised and educated to be cognisant of others, especially if they take the time to respond to a post of mine, I will take the time to read it and if need be, reply to it. That way people won't make silly complaints that I think I am better than everyone else or that I am just a common troll - and not a very efficient one at that!
 
No, just no. Combat logging is an exploit abuseable in any mode. Especially in solo (for example against thargoids) this is an issue. I have seen player combat logging against NPCs in open so many times. It happens more frequent in PvE most likely because they have no fear some NPC could report them.

Replace solo with a ban from the entire game and this is a good approach. But all in all I prefare something completely different, which is an automatic response from the client/server or whatnot.

Logged out or disconnected (for whatever reason) while in combat? Ship destroyed and login back to a rebuy screen with all consequences like respawning to the nearest station.

You can even do this local on everyone's machine by just writing an encrypted logfile that contains this information. Upon terminating the game or a los connection the logfile obviously persists and the game can check wheather upon the next log in wheather it was a good or bad log out. To avoid abuse, the logfile must have the same date as the last save of the CMDR save file which is not saved locally but retrieved from FDev servers (just in case players want to delete this file).
Ofcourse this is not "the" solution but an idea for an approach that might work. And it's nothing more than a .txt file.
Unfortunately, it's entirely possible to forcibly disconnect someone else. (Although I don't know how personally, but I've been told. Lol)

So your suggestion is way to heavy handed, especially taking in to consideration the other two types of disconnections, internet(or WiFi) drop, and CTDs, neither being the fault of the player.

Best option is still what I suggested, only allow them to return to the mode they was in when they existed ungracefully in combat.
If a pretty explosion is that important, you'll wait for them. Lol
 
Unfortunately, it's entirely possible to forcibly disconnect someone else. (Although I don't know how personally, but I've been told. Lol)

So your suggestion is way to heavy handed, especially taking in to consideration the other two types of disconnections, internet(or WiFi) drop, and CTDs, neither being the fault of the player.

Best option is still what I suggested, only allow them to return to the mode they was in when they existed ungracefully in combat.
If a pretty explosion is that important, you'll wait for them. Lol
Lag switching. I have no idea how it works but it somehow forces someone to lag out. Its probably similar to the way we used to crash peoples yahoo messenger with bot accounts back in the early 2000s
 
No, just no. Combat logging is an exploit abuseable in any mode. Especially in solo (for example against thargoids) this is an issue. I have seen player combat logging against NPCs in open so many times. It happens more frequent in PvE most likely because they have no fear some NPC could report them.

Replace solo with a ban from the entire game and this is a good approach. But all in all I prefare something completely different, which is an automatic response from the client/server or whatnot.

Logged out or disconnected (for whatever reason) while in combat? Ship destroyed and login back to a rebuy screen with all consequences like respawning to the nearest station.

You can even do this local on everyone's machine by just writing an encrypted logfile that contains this information. Upon terminating the game or a los connection the logfile obviously persists and the game can check wheather upon the next log in wheather it was a good or bad log out. To avoid abuse, the logfile must have the same date as the last save of the CMDR save file which is not saved locally but retrieved from FDev servers (just in case players want to delete this file).
Ofcourse this is not "the" solution but an idea for an approach that might work. And it's nothing more than a .txt file.
That would be annoying for me. I menu log almost every time I play RES or CZ. Not because I'm losing, but because RL calls in some way.
Having to wake out before logging of would add extra time to the process. It's bad enough that I have to wait 15 sec. to confirm the logout.
I would rater have a 30 sec logout, with direct confirmation.
 
So now players can DDOS your internet connection, basically making so that your internet connection is overloaded, and thus your client cannot maintain connection and you have now by your own suggested rules combat logged and upon next logon, you must now be punished....


No way this would be abused in any way... as the evidence that people are doing exactly this in other games, the DDOS part, do however suggest that this is something player do engage in, especially if they can gain something from it, like lulz for forcing you to the rebuy screen...
How many DDOS attacks have you had lately?

Ye, cheaters exist, you can report them and (hopefully) they get banned for it, there isn't really anything else you can do about it.

As things stand now, cheaters can give themselves invulnerable shields using hacks. Should fdev remove shields? Or should ships be made unable to move because cheaters using the trainer can make their Conda capable of boosting 1000 m/s?
 
Combat logging is a major exploit in player versus player combat, and a timer is not enough to mitigate this issue. Some players have suggested to increase the timer, but this does not prevent exiting by pulling the network cables. The ideal solution is as simple as allowing the player to quit the game, but for their ship to remain in that instance unless they are docked at a station or there are no hostile players/NPCs in that instance. To prevent the server from flooding, a time limit could be implemented - eg. the ship remains in that instance for 10 minutes before being removed.

This mechanic is present in many multiplayer games and I don't see this as being too hard to implement. There may be better solutions out there, but the current state which allows you to exit and your ship disappears immediately is inappropriate for a game with PvP combat.
The best part about this topic, is it's something I wrote about and read about in 2014 and this is my first foray onto the forums in like 3 years and still, it's on-going as if people expect this game to turn around.

This game will never have even 'average' quality level PvP functionality. This was proven half a decade ago with PowerPlay, ya know the dead on arrival expansion where people farmed defensless bots in Solo. FD does not care about PvP, Open or anything more than puddles.
 
Last edited:
That would be annoying for me. I menu log almost every time I play RES or CZ. Not because I'm losing, but because RL calls in some way.
Having to wake out before logging of would add extra time to the process. It's bad enough that I have to wait 15 sec. to confirm the logout.
I would rater have a 30 sec logout, with direct confirmation.
High waking takes exactly 15 seconds. Granted the hyperspace time on top but that's about it. It's the same. Also I am more referring to task kill instead of menu logging. Menu logging can stay as it is (for now, imo).
 
Top Bottom