A Simple Solution to Combat Logging

And that is precisely what some here have been saying for 500 odd posts! The netcode will never be perfect, not game has perfect netcode, so there will always be a grey area on whether a player disconnecting is due to pulling the cable or accidently losing connectivity for a variety of reason.

Can we be honest, what is someone losing when their opponent engages the special cloaking device? Rarely is it a high bounty, and it can't be cargo because a Commander's ship doesn't leave cargo when destroyed. So what are they losing except a bit of salt seeing their opponent blow up? They have already won the engagement, they forced their opponent to flee the scene.

And before some brave soul jumps in and accuses me of encouraging or supporting cheating, I am not, just don't think it is as big a game breaking problem as some here are portraying it to be.
The only cmdrs I can think of, when it comes to "rage-mode based on disco's" are those poor (no sarcasm) pirates who need the cargo to feed their 12+ children.
 
The only cmdrs I can think of, when it comes to "rage-mode based on disco's" are those poor (no sarcasm) pirates who need the cargo to feed their 12+ children.
Aren't they the pirates who tend to forget to fit cargo holds or collector controllers to their ships because it would mean leaving off a HRP or three?
 
Aren't they the pirates who tend to forget to fit cargo holds or collector controllers to their ships because it would mean leaving off a HRP or three?
Nope...in THIS case I really mean those cmdrs who decided to choose that road to blaze their trail. Honestly, I would enjoy it, when a cmdr 'dicts me, demands a bit(!) of my hold and then we're parting, wishing another a nice day. It's a pity that they are not allowed to take this path due to spaghetti-code. It would give Elite another "social" dimension.
 
And that is precisely what some here have been saying for 500 odd posts! The netcode will never be perfect, not game has perfect netcode, so there will always be a grey area on whether a player disconnecting is due to pulling the cable or accidently losing connectivity for a variety of reason.

Can we be honest, what is someone losing when their opponent engages the special cloaking device? Rarely is it a high bounty, and it can't be cargo because a Commander's ship doesn't leave cargo when destroyed. So what are they losing except a bit of salt seeing their opponent blow up? They have already won the engagement, they forced their opponent to flee the scene.

And before some brave soul jumps in and accuses me of encouraging or supporting cheating, I am not, just don't think it is as big a game breaking problem as some here are portraying it to be.

I can only speak for myself, and I was being honest. I've already told you pretty much everything I had to say on the topic.

I still think that the best way to handle clogging would be trying to make it pointless. Ironically, PvPers would be the most affected segment of the playerbase by any undesirable side effects, simply because they spend incomparably more time pewpewing with other people. An average PvPer tends to have orders of magnitudes more rebuys than PvEers, yet it's not them who protest here the most loudly. :)

But the whole conversation is purely theoretical ofc, especially since the game has a lot of stability issues atm. Let's hope they manage to fix at least the most annoying ones during the next few months.
 
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But the whole conversation is purely theoretical ofc, especially since the game has a lot of stability issues atm. Let's hope they manage to fix at least the most annoying ones during the next few months.
I have a pretty stable fibre broadband connection and a good quality commercial router (not one of the 'free' ISP ones), my connection hovers around 80/20 Mbits consistently as the street box is 400m distant.

Essentially, since September last, ED's connection has been unpredictable - different colour snake disconnects at random - previously (barring patch days) connection had been pretty stable. The net code does seem to be more 'fragile' currently and more inclined to dump an error when dropping out of Supercruise in particular (or when arriving in a new system).

While code is this fragile I have a feeling the 'suggestions' penned in this topic may be completely disregarded by Frontier.
 
Essentially, since September last, ED's connection has been unpredictable - different colour snake disconnects at random - previously (barring patch days) connection had been pretty stable. The net code does seem to be more 'fragile' currently and more inclined to dump an error when dropping out of Supercruise in particular (or when arriving in a new system).

Yeah, pretty much the same here.

Suggestions, I'm afraid, will be disregarded by fdev no matter what, but we still can discuss them, why not? :)
 
Yeah, pretty much the same here.

Suggestions, I'm afraid, will be disregarded by fdev no matter what, but we still can discuss them, why not? :)
Indeed, why not :)
In the update-starved void we currently have topics criticising 'X or Y' are abundant, and at least serve to distract us briefly and give us something different to discuss. And it is interesting to read the many opinions expressed.
 
One solution is to make an AI take over if a player drops. make the AI rediculously good. Then its' challenge mode and auto logs off it it survives and meets certain criteria for logging. Then if you loose to a player who logs it's a matter of skill. Just make sure there are no auto win strategies against the AI and it won't matter.
 
I never said the netcode was perfect, on the contrary. Actually it seems to be more buggy than ever, so obviously there is a lot to fix before you can even think about changing anything else.

Do not forget that there are quite alot shenanigans going on with our ISPs and what they are doing that is totally out of our control. There is quite a big difference where you live and what options are available...from you have several connections options and several ISPs to choose from to basically there is only ONE option...


In America and Europe there is LOTS of IPv4 addresses, so it is very common that to get public IPv4 address...and here they generally do NOT embrace and deploy IPv6, since they have plenty of IPv4 addresses.... but they are running out of them too, so they are doing more and more shenanigans to overcome this problems...

In Asia/Australia/etc they have far less IPv4 addresses so here IPv6 and other measures are used to overcome this limitations... which making it harder and harder to write functional netcode...


So what this means is that there is alot things that your ISP can do with your traffic that can huge impact on things like how netcode in games works, and as "western" ISPs keep on denying their customers IPv6, then this is just a problem that is going to be more and more prevalent as time goes on.... Mobile internet (over mobile networks) are getting more popular, and what I have seen with these is that they are more and more NOT giving you a public IP-address, so going from your xDSL/Cable/Fiber connection to a Mobile provider does change things up.... in a negative way when it come this.

And this is where we end up in NAT nightmare.. since first, many have NAT routers at home... and some think that NAT is a security measure... to overcome NAT, we got idiotic stuff like uPNP, that nowdays is enabled by default by ISP delivered equipment...
Then we have Carrier Grade NAT, basically what your router does, but now your ISP does it on a much larger scale... so that now you could have TWO systems hiding your computer from direct access, making it increasingly harder to established direct connections... There are several tricks out there to overcome this, but as our ISPs comes up with new ways to do this on, things constantly breaks... like how netcode appears to be more buggy nowdays than before... could be the result of what our ISPs are doing...


So the bottom line is, it is hard to keep up, as long as we delay the deployment of IPv6, then IPv4 is going to be more and more messy....and FDev is embracing IPv6, but that does not sovle the issue if the "western" players don't get IPv6 addresses from their ISPs...And then they added NAT to IPv6... so we have already started to mess up IPv6 again....
 
One solution is to make an AI take over if a player drops. make the AI rediculously good. Then its' challenge mode and auto logs off it it survives and meets certain criteria for logging. Then if you loose to a player who logs it's a matter of skill. Just make sure there are no auto win strategies against the AI and it won't matter.

Who controls that AI? the other player? Server? what happens if the other player had router reboot (tripped power chord, etc,) and comes back?

[EDIT]
By controlling, I mean running the AI code
[/EDIT]

Then the abuse of the system, notice you are far better than me, so I now CL to make my ship be controlled by the Super AI instead...
 
Who controls that AI? the other player? Server? what happens if the other player had router reboot (tripped power chord, etc,) and comes back?

Then the abuse of the system, notice you are far better than me, so I now CL to make my ship be controlled by the Super AI instead...
The point is to have it good so no easy kill method is available to make it desireable to mess another's connection up. And if it's a good AI it's just each players responsibility to be good. Then get rid of the concern for the issue altogether outside of errors in the AI. Although that could be difficult practically. A maximized AI is traditionally easy to write.

I would have the server run it with the idea to get logged off legally as fast as possible and wait to handshake back to the original user if they return prior. The AI could focus on escape over fighting also. Or only fight the amount needed to leave and not kill the opponent. Disable and run etc. Or run if able and the ship is better for it. Maybe even use radar breaking techniques if needed. A full Ai designed to live another day.
 
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The point is to have it good so no easy kill method is available to make it desireable to mess another's connection up. And if it's a good AI it's just each players responsibility to be good. Then get rid of the concern for the issue altogether outside of errors in the AI. Although that could be difficult practically. A maximized AI is traditionally easy to write.

I would have the server run it with the idea to get logged off legally as fast as possible and wait to handshake back to the original user if they return prior. The AI could focus on escape over fighting also. Or only fight the amount needed to leave and not kill the opponent. Disable and run etc. Or run if able and the ship is better for it. Maybe even use radar breaking techniques if needed. A full Ai designed to live another day.

So server side, so now we have to transfer the control to the server and all that fun stuff, will not happen instantly... so we will get some pause mechanics in the fight that we need to hide from the remaining player...

What good would this escape/evasive thing do in the end? I would think this would mean alot of work for something that should not a be big problem, in the first place.

Do not forget that players can also CL while solo... what about those players?
 
So server side, so now we have to transfer the control to the server and all that fun stuff, will not happen instantly... so we will get some pause mechanics in the fight that we need to hide from the remaining player...

What good would this escape/evasive thing do in the end? I would think this would mean alot of work for something that should not a be big problem, in the first place.

Do not forget that players can also CL while solo... what about those players?
Those players obviously don't affect anyone who 'demands' an explosion, surely?
 
I would have the server run it with the idea to get logged off legally as fast as possible and wait to handshake back to the original user if they return prior. The AI could focus on escape over fighting also. Or only fight the amount needed to leave and not kill the opponent. Disable and run etc. Or run if able and the ship is better for it. Maybe even use radar breaking techniques if needed. A full Ai designed to live another day.
'The server' in ED is the client that owns the instance. If there are only two people in an instance and the other guy logs of, you are the server.

The FD servers don't run the program. They just up/download data and negotiate traffic.
 
Those players obviously don't affect anyone who 'demands' an explosion, surely?

but still... it happens, and it could still be happening while other players are present in the same instance.... just not playing together or against each other...just happened to be in the same instance...
 
but still... it happens, and it could still be happening while other players are present in the same instance.... just not playing together or against each other...just happened to be in the same instance...
What players in the same instance in solo would that be, then?
Perhaps the comment wasn't obvious enough as to that it referenced...
 
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