Guarantee any simple solution to anything in Elite dangerous breaks the game
Guaranteed if FD do manage to add something new that doesn't cause problems some here will still complain about it.Guarantee any simple solution to anything in Elite dangerous breaks the game
Fortunately my ego isn't so fragile![]()
How many times must this be said? Once you disconnect from other players in an instance, your ship cannot remain in the instance for them. It doesn't matter if it would be a good idea or not; it's simply impossible. This means that it does not happen and it cannot be made to happen. That's P2P.
How large a segment of the player base does this 'huge' issue affect?... this huge issue... and then cherry picking the occasions to fix...
Considering most people playing Solo or private group, I imagine not very manyHow large a segment of the player base does this 'huge' issue affect?
Perception of any issue is only 'huge' in the eye of the beholder... as is illustrated aptly by so many topics raised over minor bugs that are considered 'game breaking' by the poster.
I'm not debating that your, and a few others, consider something which is unlikely to be remedied, to be in your opinion a major issue - that is all fine and good.
Me, I'm just playing a game for entertainment and certainly won't get bothered how anyone else wishes to play nor wish to enforce my ideas of what appears 'right' on them, minor difference in perspective on my part, I guess.
Edit: grammar
How large a segment of the player base does this 'huge' issue affect?
Perception of any issue is only 'huge' in the eye of the beholder... as is illustrated aptly by so many topics raised over minor bugs that are considered 'game breaking' by the poster.
I'm not debating that your, and a few others, consider something which is unlikely to be remedied, to be in your opinion a major issue - that is all fine and good.
Me, I'm just playing a game for entertainment and certainly won't get bothered how anyone else wishes to play nor wish to enforce my ideas of what appears 'right' on them, minor difference in perspective on my part, I guess.
Edit: grammar
If you can't take someone out before the timer expires, deal with it. You failed.
I don't understand exactly what you are implying... If an issue is currently unresolvable - the operand is the last 2 words of the statement.oh, I see that I missed to enclose huge in ""...
I do not really care about this. but when people propose fixes and then cherry picking when it should be fixed and when to not fix the what is the same issue, that I want to point out....
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.
Whatever any client does, all clients do. So if you lose connection with another player and his ship gets made into an NPC for you, your ship will also get made into an NPC for him. Think about it. That way lies madness.What makes it impossible though? Somebody's client needs to build a working model of your ship in order to have your cmdr be in their game. Networking mandates that most of this work be done in the runtime. Otherwise you're subjecting the whole simulation to a massive bottleneck. Once it has a certain required amount of information, their runtime can manage your ship entirely on its own. The only thing it continually needs from you is updates to rectify state changes.
So what I'd guess happens is your client sends a dump of information to theirs at the start with all the relevant bits of your ship and cmdr, probably during the deceleration or drop-in poiint, and then only sends little updates about what you're doing after that.
So, stuff like, "I'm flying over here" or "I'mma firin mah laser!" etc. When they shoot you, they update you with something like "yo, I just shot u weak spot for massive damage". Now, to try to maintain integrity, it's probably not that simple. I don't know if clients check in with the Frontier servers at some point like a tick system or if there is some kind of AP system that ships deduct from so both clients can reason that what's happening now isn't far-fetched from what was happening a moment ago so you can't send an update that you just shot a guy with 10000 dmg or you have infinite bank and so on. But, what probably happens is that the communication becomes more simple after two ships are introduced.
So what makes it impossible again? Once they've got your ship in their game, their client can manage it same as yours can. You can say that trust issues arise, but I'd say that a total loss of connection is a trust issue too. So why should ultimate trust be put in the DC? I say for PVP it shouldn't.
That goes with the Good AI added to get them to not be pushovers.Whatever any client does, all clients do. So if you lose connection with another player and his ship gets made into an NPC for you, your ship will also get made into an NPC for him. Think about it. That way lies madness.
Because people would then use the same problematic disconnect methods on others to get said reward. Unless it's not enough to worry about. It would have to be balanced to not encourage certain things.Returning to the actual topic, I think there needs to be a more graceful way of handling the visuals of menu-logging and clogging. Maybe call it a frameshift drive malfunction; other players in the instance get a 'Frameshift Fragmentation Detected' warning and some particle effects around the ship in question.
If the player is menu-logging, then if they survive the timer than their ship disappears and leaves some kind of wake behind.
If the player was suddenly disconnected, then their ship stays as a static object, but due to potential problems with state information things like its appearance and systems information can be garbled. After the amount of time equivalent to the menu timer, it wakes away.
The same warning could also appear in conditions of degraded network performance - it would provide an in-game explanation of rubber-banding et cetera.
What there doesn't need to be is any significant penalty for someone logging out either way. Not for menu-logging, because people would be tempted to clog instead. Not for clogging, because it is fundamentally impossible to determine, from the d/c alone, whether it was accidental or deliberate. The only realistic way to detect genuine clogging would be by monitoring for a pattern of behaviour (d/cs only during combat, say), and even then it could never be completely reliable. Let people left behind in the instance after someone logs get some rewards, because why not?.
Because people would then use the same problematic disconnect methods on others to get said reward. Unless it's not enough to worry about. It would have to be balanced to not encourage certain things.
It's fine to want to win, it's fine to enjoy winning. Most games are designed so that at least one player has to lose for someone to win.
It's not fine to want to make other people lose, for its own sake. It's a pathological behaviour.
If someone genuinely can't enjoy a game, even if they 'win', unless they feel like someone else has lost, then I respectfully suggest that they should steer clear of playing games with other people completely until they've fixed that particular hang-up.
I don't understand exactly what you are implying... If an issue is currently unresolvable - the operand is the last 2 words of the statement.
If soemone not wishing to enjoy your delightful company ungraciously exits the game to remove themselves why worry? Just chalk it up as a 'win' and carry on enjoying playing - there is currently nothing that can be done to 'force' the persistence of their pixels for you, no matter how 'badly' you wish it could.