An idea that could fix logging?

Serous question : if two players are in combat and one disconnects, is there actually ANY way for FD to know which one it was? From my networking knowledge, the answer is "no". Which would mean any punishment scheme would be a disaster.
 
Serous question : if two players are in combat and one disconnects, is there actually ANY way for FD to know which one it was? From my networking knowledge, the answer is "no". Which would mean any punishment scheme would be a disaster.

The idea is, with long term tracking, trends will appear. Those trends can be used to infer 'intent'. Commit some unwanted behavior, Cheating on Modifications, Seal Clubbing, and/or Combat Logging, and that will be recorded. Once enough occurrences build up the players intentions become clear enough for FD to attach punishment.

In the case of Engineering Cheats, intent was apparent, so no 'Case Building' was needed. In the case of some other infractions, data over time is required.
 
It has been determined that due to the P2P structure of E|D, it is not possible to create an NPC replacement. This has been mentioned by more than one Dev, on more than one occasion.

and yet it is still a lame excuse.

tell me something, did you buy a multiplayer game, or did you buy a p2p implementation? (hint, look at the 'box').

as a customer and fan i couldn't care less about the implementation. if the game fails and the maker just blames the implementation he personally chose that's as lame as it can get.

wait, it can get better. there can be horde of forum fans repeating the mantra ...

oh, well ...
 
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and yet it is still a lame excuse.

tell me something, did you buy a multiplayer game, or did you buy a p2p implementation? (hint, look at the 'box').

as a customer and fan i couldn't care less about the implementation. if the game fails and the maker just uses the implementation he personally decided as an excuse, that's as lame as it can get.

wait, it can get better. there can be horde of forum fans repeating the mantra ...

oh, well ...

I bought a galaxy simulator with space ships. I bought a multiplayer game with three modes of access. I bought a game with P2P instancing. And guess what? I knew that before I bought the game. And, to top that off, I don;t expect them to change the basic design of the game because someone can cheat. The implementation was decided upon through a review process carried out between the development team, and those that backed the game. Get a grip.
 
No rational reason why not apart from the fact Frontier have turned a blind eye to combat logging. The 15 second log out timer is revealing enough.

Playing devils advocate, the networking is so dodgy its a certainty people would get flagged through no fault of their own.

Still, no system would be perfect in any event. I've never actually been disconnected during a fight. Whats needed is a deterrent in the absence of it being impossible combat log.

The simplest solution, in my view, would be that if you lose connection during combat with another player you log in to the rebuy screen. They'd never actually do this of course.. Just imagine the forum crying..
plus the demands for refunds from militant people whose only 'crime' was their isp decided on a whim to shut down for maintenance unwarned or like it occasionally does to me, change my ip address randomly so elite itself then logs out to the main menu with start greyed out until you quit out entirely and restart the game. if they can prove to consumer protection it was not their fault they will be entitled to compensation.

incidentally seeing an imgur 404 message might confuse combat loggers but otherwise im not sure what it achieves. :D
 
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I bought a galaxy simulator with space ships. I bought a multiplayer game with three modes of access. I bought a game with P2P instancing. And guess what? I knew that before I bought the game. And, to top that off, I don;t expect them to change the basic design of the game because someone can cheat. The implementation was decided upon through a review process carried out between the development team, and those that backed the game. Get a grip.

then you should be satisfied with the sub par multiplayer experience you got. congrats!

i'm not, not by a long stretch, and i do not buy a bad architecture choice or a faulty implementation as an excuse.
 
The implementation was decided upon through a review process carried out between the development team, and those that backed the game.

actually, that sounds interesting. i didn't know that. i would like to know more specifics about that discussion and the decision. anyway, do we have to blame the backers now? :D
 
then you should be satisfied with the sub par multiplayer experience you got. congrats!

i'm not, not by a long stretch, and i do not buy a bad architecture choice or a faulty implementation as an excuse.

That's kind of funny. You did just that. Literally, and figuratively.

It came down to a choice between Sub Fees, or P2P. The rest is history. Stomping around, blaming someone else for a mistaken purchase, isn't going to change the architecture of the game.
 
That's kind of funny. You did just that. Literally, and figuratively.


no, i didn't. i wrote very clearly 'as a customer and fan i couldn't care less about the implementation'. what i do care about is fully working multiplayer. you said 'can't be fixed cos it's p2p'.

that p2p is not an appropiate approach for competitive multiplayer is something i know for a fact. it's not impossible, i guess it could work if gotten very right. not the case yet.

It came down to a choice between Sub Fees, or P2P.

sounds like a false dichotomy to me, but i'll go dig ... that's the dd forum, right?

The rest is history. Stomping around, blaming someone else for a mistaken purchase,

dude ...

isn't going to change the architecture of the game.

who knows. probably not but ... 'is it webscale???' :D joke. i mean, we have only the bare bones of the game and it's already presenting severe problems. i wouldn't be surprised if this leads to a dead end at some point as content gets added, and then it will be change or die.

anyway we know this thread won't change a thing. we're just chatting.
 
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Here's a proposal from another thread.
It's been put together based on feedback from a recent discussion that FDev said they would monitor.

I've been going back through the thread looking for points I might have missed, and comparing them to CMDR_Cosmicspacehead's idea in post #34.

The idea is simple, probably pretty easy to implement and covers all bases without being unduly punishing to genuine CTDs & networking problems.

A 'tag' is added to your save when you enter danger, and removed when you leave legitimately. If you CLog (whether accidental or otherwise) the tag remains, and when you next log back in you can only re-join in the same mode (open/specific group/solo).

I don't think any timer is required on retaining the tag, even if it's hours or days later, if you want to choose another mode just re-enter, exit to menu normally & change mode as usual.

So we need a timer on how long you have to wait after re-joining before you can change modes again. An hour? Less? More? How long should one unit of time be?

Test #1 You CLog on a ganker. If you return straight away they will be waiting for you (in the instance you left or in supercruise). It's not personal, they just want to gank anyone, but you just CLogged on them so maybe it is a little bit personal. You can stay out of the game & wait until you think (hope) they have forgotten about you, but when you eventually return the timer starts & they have 1 unit of time to take you out. You log out (legitimately) and wait for the gankers to leave the game so you can let the timer expire & maybe switch modes. Result, ganked CLogger's actions are taken out of the game unless they accept their fate.

Test #2 You are a spawncamper & CLog on the AA. This time it's personal, they are waiting specifically for you in SC when you return. They catch you again, you CLog again, and so it goes. This is the new game for you, you are getting attention but you cannot make any progress, you cannot slip to solo & move, then pop up somewhere else in Open until 1 unit of time has passed. You get bored & quit for the night. Result, spawncamper is 'policed' out of the game until they no longer want to play, or accept their fate.

Test #3 You are unlucky & CTD whilst in danger (this test also applies to PvE CLoggers). You log back in to the same mode & carry on, 1 unit of time passes no problem.


The 'Karma' system logs the number of CLogs (no matter what the reason), probably averaging it over the past month or something, if you CLog a lot bad things start to happen as described by Truesilver in post #263.

If you have a poor internet connection there will be little direct relation with what you are doing in the game, so most disconnects will not be while in danger. If the game is bugged & CTDs (possibly because of your connection quality, or another player in your instance) as described by Red Anders in post #61 The karma system needs to be able to compare trends over lots of Cmdrs to eliminate these as deliberate. This may require manual intervention for server crashes say.


I think this works, and covers all contingencies. How long should 1 unit of time be?

ETA note that 1 unit of time is time spent playing the game, which is already a metric.
Some notes on the above suggestion, looking at flaws & picking up on comments throughout this thread.

Mode Restricting Timer:

If the mode restricting timer is removed by the rebuy screen it will be susceptible to the suicidewinder exploit. I propose the timer lapses only once it times out. It should count down only while the player is actually in an instance (open/group/solo) and not at a menu screen.

1 unit of time linked to karma system, increases with each subsequent incident.

Timer means the CLogger cannot mode swap for missions etc while it's in effect.

I propose 1 unit of time be 15 minutes. Enough time to reach a dock (or another safe place) and wait safely in-game for the timer to expire. Docking invulnerability negates a longer timer but the CLogger is pinned down by attacker & unable to leave dock, or has left the system (so for example the blockade was successful).


'Ship in danger' 15sec countdown:

Note that the 15 sec 'ship in danger' timer will still work, but can now be increased, provided the player can walk away from the game & is no longer required to confirm after the timer expires as suggested by Stigbob in post #30. This lack of confirmation would need to include the possibility of a rebuy screen, to be shown when the player next logs in. A cancel button during the countdown would allow the player to regain control. The countdown timer should not reset or otherwise change to avoid rewarding 'playful' gankers delaying the legitimate exit.

I propose this countdown be changed to 30secs initially & review up or down in due course.


Potential downsides, stuff to consider:

Risk could be mitigated by the CLogger on rejoining with the in-game blacklist, or router/firewall rules to exclude an IP. Not sure anything can be done (or needs to be done) about this but the mode restricting timer/karma is still some punishment. Pointed out by Vorthax in post #79.

One likely outcome from this would be that habitual CLoggers may tend to move away from open to a group or solo. Improving Crime & punishment mechanics & other aspects of the karma system may help reverse that trend.

There is no monetary nor cargo loss to the CLogger, but their in-game ability to progress will be restricted by their attacker and the mode restricting timer. They save the rebuy cost (assuming they would have died had they not CLogged) but have been prevented from achieving their immediate goal. A ganker does not win, but the blockader achieves their aim. No punishment can be directly applied because we cannot distinguish accidental disconnects from deliberate CLogging. Apart from the effects of the mode restricting timer on mode switching for missions etc, any punishment should only come from the karma based system.

Conclusion:

CMDR_CosmicSpaceHead's idea is independent of the Karma proposal, and can be implemented immediately, along with extending the 15sec timer (along with moving the confirmation to during the countdown instead of after it completes).
 
I already suggested a pretty fool proof way to curb illegal Combat Logging, but doesn't punish genuine disconnects. It went down quite well.

Good luck finding it though. :p
Even I don't know which thread it ended up in. :D

Really need to make my own dedicated thread so I can atleast find the bloody thing again...

CMDR Cosmic Spacehead

Unfortunately, this is not good enough. It has to be completely foolproof and un-spoofable as well and, to put the icing on the cake, should have a false-positive rate of less than 1 part per 100,000 if not a million.
 
Unfortunately, this is not good enough. It has to be completely foolproof and un-spoofable as well and, to put the icing on the cake, should have a false-positive rate of less than 1 part per 100,000 if not a million.

Well it's in the post directly above yours. Judge for yourself ;)
 
talking about tags added to save files - where are these save files? they would have to be at frontier im guessing? or else people will make save editors. at first just to remove the tags but then they will reverse engineer the saves so tney can add credits at will or boost shield and hull values of owned ships or whatever else happens to be in a local save.
 
if two players are in combat and one disconnects, is there actually ANY way for FD to know which one it was?

It is very easy to determine which connection was lost, as the one that wasn't can still maintain a connection to FD's servers. What isn't easy to determine is the cause of the disconnection, and this is the issue. Personally, I believe that combat logging is almost a none-issue, as the only outcome is that a player is unable to kill another one. Just consider that if someone combat logs, you won the battle. There are many more fish in the sea...
 
I agree with your view, but I don't think connections are that simple. By messing with firewall settings I think it would be possible to maintain connection to Frontier but make it look like the other player disconnected. Great fun for griefers!
 
Well it's in the post directly above yours. Judge for yourself ;)

I did and it isn't, unfortunately. It still does not address the issue of network disconnects either by Internet failure, or by pulling the cable or by adding a 'cheat' application that spoofs a legitimate network connect. See also the post (#23) above where duckofdeath shows a screen shot of 729 network disconnects where the commander does not c-log. What the system classes as a disconnect is vastly different from that which you or I would consider.

The system also does not prevent or detect in-memory editing to avoid the issue so it can be spoofed.

The proposed system also seems to penalises mode switching which is defined by FD as legitimate.

It is a good start, but a lot more work would need to be done before it would be workable.

Oh, and lots and lots of testing.
 
It is very easy to determine which connection was lost, as the one that wasn't can still maintain a connection to FD's servers.

No. The lost connection is between the players. A player could genuinely lose the link to his opponent while both maintain their connections to Frontier.

And, as the post below your points out, the other player could trivially spoof such a disconnection.

By messing with firewall settings I think it would be possible to maintain connection to Frontier but make it look like the other player disconnected. Great fun for griefers!

Yes.

On topic, analysing trends to ... guess, when it comes down to it ... whether a particular player has been disconnecting "suspiciously" basically is what the crime and punishment / karma system Sandro has been talking about actually is. The sanctions won't be a fullscreen message "jokingly" accusing you of cheating but they will be a scaled response to data collection over time.
 
No. The lost connection is between the players. A player could genuinely lose the link to his opponent while both maintain their connections to Frontier.

And, as the post below your points out, the other player could trivially spoof such a disconnection.



Yes.

On topic, analysing trends to ... guess, when it comes down to it ... whether a particular player has been disconnecting "suspiciously" basically is what the crime and punishment / karma system Sandro has been talking about actually is. The sanctions won't be a fullscreen message "jokingly" accusing you of cheating but they will be a scaled response to data collection over time.

No. If someone pulls their network connection, or kills the E: D client (the only two methods of combat logging I know of), then the connection to FD's servers will be lost as well.

The only way to maintain a connection to FD's servers but not the P2P clients would be IP/network filtering, and I suspect that the majority of players either couldn't be bothered with that, or wouldn't know how to do this. Yes, there will always be a minority that can and would do this kind of thing, but until a tool was released that did it for you, it would be beyond most people.
 
The simplest solution, in my view, would be that if you lose connection during combat with another player you log in to the rebuy screen. They'd never actually do this of course.. Just imagine the forum crying..

This isn't technically viable and I've yet to see a real-time solution that would be.

The only way to maintain a connection to FD's servers but not the P2P clients would be IP/network filtering, and I suspect that the majority of players either couldn't be bothered with that, or wouldn't know how to do this. Yes, there will always be a minority that can and would do this kind of thing, but until a tool was released that did it for you, it would be beyond most people.

Disconnecting to avoid consequences at all is beyond most players, certainly all legitimate ones.

Those that habitually cheat are going to adapt their cheats to new barriers. Blocking an IP is not difficult, and if this can be done to combat log on someone without suffering consequences like the ones Cosmos envisions, or to inflict those consequences upon others, it will quickly become popular.
 
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