PvP An Investigation Into Frontier's Actions on Combat Logging, Part 2

Whys that? I never said they should be immune to flagging for PvP disconnects.

Since you seem to have forgotten what you previously wrote, I'll remind you...

Pattern analysis would only flag players who disconnect while under attack or interdiction multiple times.. that's kind of the whole point. Nobody expects fdev to trawl over logs and manually apply every penalty - they would have to write an algorithm to flag certain players who consistently avoid PvP related consequences. It wouldn't flag those who simply disconnect a lot generally.

If such a system were implemented, all that a person would have to do in order to avoid being detected would be to task-kill MORE often.
Task-kill at the end of a play-session or randomly every couple of hours and you would ensure that you weren't flagged by any algorithm designed to detect people who disconnect from the game while in combat a disproportionately high percentage of the time.

Even if I CLed 100% of the time I was involved in PvP it'd probably only equate to, perhaps, 2 disconnects a month.
I probably already suffer more random disconnects than that per week.
If I deliberately task-kill at the end of every play session as well it'd mean that, out of 60 disconnects per month, 2 of them would be during combat.

Good luck creating an algorithm that can reliably flag people for "cheating" on the basis of 3% of their behaviour.
 

Goose4291

Banned
When I was getting rank for a corvette I got bored and took a load of chained ground scan missions just for a break, I turned up scanned the first outpost and competed every pending mission I had. Some people were exploiting that for data at the time, but not being a cheat I didn't know and lost most of the data due to not having storage room.

There's a difference between stumbling across a bug and active cheating.

Leaving aside that you've still gained through an exploit (because you've just gained 10 missions worth of rank for doing one mission) how would Frontier determine that, particularly when they leave exploits unmolested till they reach a critical mass of rage with the chosen few, so we get to the point where people either assume it's working as intended,

My tl/dr is this: If you're using an exploit before it's deemed cheating, you're exploiting. If you use an exploit after its deemed a cheat, then you're cheating. If you're used an exploit till it was deemed cheating, but stopped, then you're not a cheater.

People clog to avoid a rebuy, ie they cheat to save money. That's no different to cheating to get money, which has always been rampant.
I don't do either, they are effectively the same from my perspective.

Which is, cheating, right?
Heads up Stig, for some reason half your text is being formatted into grey.

I have several people say they would like to play but they're scared of an Eve like gank as soon as they launch.

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Even though Sandro has said that according to their statistics it doesn't happen as often as people thing. I would add that the Griefing that the SDC have a reputation of doing (See the mobius group invasion, no warnings or stand or deliver calls there, just plain griefing) is far more damaging to the game than the Clogging.

Well of course it isn't. We've just had years of nonsense propaganda from the Mobius types declaring how horrible open is (usually without having stepped foot into it) to try to draw more to the group and further the self-importance of it's owner. As to those infiltrations being more damaging to the game? It depends on what you play. I'd suggest combat logging is more damaging to the game if you play as a pirate, whereas Powerplay fans generally lean towards the idea that the 'easy mode' that solo/private groups provide damaged their game a lot more than a few yahoo's going into a private group and violating it's gentleman's agreement rules to explode a few pixels.

You know you have to take a realistic view of this, any FDEV action against cheaters for clogging has to be consistent with action against cheaters in the past, or they are just randomly picking on people.

Now the biggest cheating scandal the games ever had was the 5-1 engineers exploit, for which people were not punished they just had their cheaty modules removed that sets the precedent. So cloggers can realistically expect exactly the same level of punishment, ie nothing.

Which is where we are already.

Not true. Precedent was set WAY back in the day with the original credit exploit, when people were buying ships in the founders world, jumping next door and selling them for a markup.

People just had their credits earned by doing this taken off them. They didn't even confiscate the ships that they sunk their credits into to try to hide the fact.
 

Sir.Tj

The Moderator who shall not be Blamed....
Volunteer Moderator
Oh sure.

As the messiah of Elite I will absorb all sins, even those from your processor. But not those from Tj. I would feel bad barging in on his territory.

Receiving blame on a regular basis is a bittersweet experience.....

I tend to recover by swinging hammers of the ban.
 
Since you seem to have forgotten what you previously wrote, I'll remind you...

I didn't forget what I wrote, you were just applying your own assumptions to it (shocker).

If such a system were implemented, all that a person would have to do in order to avoid being detected would be to task-kill MORE often.
Task-kill at the end of a play-session or randomly every couple of hours and you would ensure that you weren't flagged by any algorithm designed to detect people who disconnect from the game while in combat a disproportionately high percentage of the time.

Even if I CLed 100% of the time I was involved in PvP it'd probably only equate to, perhaps, 2 disconnects a month.
I probably already suffer more random disconnects than that per week.
If I deliberately task-kill at the end of every play session as well it'd mean that, out of 60 disconnects per month, 2 of them would be during combat.

Good luck creating an algorithm that can reliably flag people for "cheating" on the basis of 3% of their behaviour.

I think it would a little more complex than that, but Fdev seemed confident they could do it as they have mentioned the concept whenever karma was brought up.
 
I think it would a little more complex than that, but Fdev seemed confident they could do it as they have mentioned the concept whenever karma was brought up.

an ingame karma system is less disasterous if it gets it wrong tho.

ie if the game assumes i clogged on you (i wouldnt) and it gets it wrong, and assigned 1 bad karma point, and that means i cant dock at a station for a few months until i some how put my karma right, that is a minor pain.

IF however the same sytem banned me from playing, or took my ship off me, then i would probably be a little more put out.

a karma system can afford to get it wrong from time to time. punishment from FD has to have (almost) no false positives.
 
I didn't forget what I wrote, you were just applying your own assumptions to it (shocker).

If you mean something other than what the words you use suggest, maybe you need to use different words?

I think it would a little more complex than that, but Fdev seemed confident they could do it as they have mentioned the concept whenever karma was brought up.

FDev seem confident of many things, few have which have yet to manifest themselves in-game.

I'd suggest that wasting time creating something which can easily be circumvented is not a useful way to spend time and effort.
 
I have several people say they would like to play but they're scared of an Eve like gank as soon as they launch.

So tell them to play. In. Private Groups.
Or Solo.

I will never understand the resistance to this perfectly valid option. If someone manages to get "ganked" in Private Group, the only ones they have to blame are their friends. Or perhaps their ability to judge character.
 
In all this, why does a group of people feel that they need to be vigilantes 'on the side' of good, stopping other people from playing the game?

I don't get why Combat Logging is an issue to the average Commander?
I don't do it, I feel the need to do it and I don't see why other people should be offended by people doing it.
Can someone please tell me why it is something

It does not hurt the attacker, the attacked ship persists after the commander has killed the connection.

The only reason I see for penalising Combat logging is load on the Frontier servers - the servers are trying to communicate with PCs that are no longer responding, thereby wasting processing resource. This is not being given as the justification for this post and why it is such a big issue.

This all feels like a group of 'entitled' kids want to gain notoriety by pointing at something and saying 'look it's broken'.


The same type of kid that feels that they can justify ganking speeders in a station, justifying it by saying that the in-game police don't penalise you for speeding because you haven't hit anything so they are going to cause the station to destroy your expensive ship by suiciding you in their cheap ship.
 
I mean in his dealings with the rest of us, not what he does for giggles in a video game. So far the only accusation against rinzler is that he plays the game. You're gonna have to do better than that if you expect me up dig out the torch and pitchfork.

Alright, I'll confess: I regularly criticise Frontier and their actions/policies, and have a hard time trusting what they say.

Come get me, fanbois.
 
an ingame karma system is less disasterous if it gets it wrong tho.

ie if the game assumes i clogged on you (i wouldnt) and it gets it wrong, and assigned 1 bad karma point, and that means i cant dock at a station for a few months until i some how put my karma right, that is a minor pain.

IF however the same sytem banned me from playing, or took my ship off me, then i would probably be a little more put out.

a karma system can afford to get it wrong from time to time. punishment from FD has to have (almost) no false positives.

That's why punitive action would never be based on one incident alone, but be based on a pattern of behavior.

I'd suggest that wasting time creating something which can easily be circumvented is not a useful way to spend time and effort.

It would be a better use of time than half of the updates we've had so far..
 
So tell them to play. In. Private Groups.
Or Solo.

I will never understand the resistance to this perfectly valid option. If someone manages to get "ganked" in Private Group, the only ones they have to blame are their friends. Or perhaps their ability to judge character.


Don't you recall when a notorious player group collectively gained access to Mobius a few months ago
 
an ingame karma system is less disasterous if it gets it wrong tho.

ie if the game assumes i clogged on you (i wouldnt) and it gets it wrong, and assigned 1 bad karma point, and that means i cant dock at a station for a few months until i some how put my karma right, that is a minor pain.

IF however the same sytem banned me from playing, or took my ship off me, then i would probably be a little more put out.

a karma system can afford to get it wrong from time to time. punishment from FD has to have (almost) no false positives.

Exactly.

Way back at the start of this thread somebody referenced a simple method of detecting task-killing.
It really would be simple to create a "game mode" lock and only remove it after a player returns to the main menu, thus forcing a player back into whatever mode they were in after task-killing.
The problem is, much like this "cheat algorithm", that it wouldn't actually solve anything.
Players would still be able to avoid destruction simply by logging out and then making a cup of tea before logging back in, just as players would also be able to avoid detection by an algorithm simply by deliberately task-killing on additional occasions.

Given the current state of the game, the last thing FDev need to be doing is wasting their time on pointless exercises, I'm afraid.
 
Can someone please tell me why it is something

Ultimately because it's against the spirit of the game. You're supposed to be able to lose as well as win, and to take your knocks. Yes, there's always the 'unfair' encounters where you get some massively Engineered death ship taking on inexperienced Commanders at effectively no risk to themselves, but that's what the Block feature is for.
 
In all this, why does a group of people feel that they need to be vigilantes 'on the side' of good, stopping other people from playing the game?

I don't get why Combat Logging is an issue to the average Commander?
I don't do it, I feel the need to do it and I don't see why other people should be offended by people doing it.
Can someone please tell me why it is something

It does not hurt the attacker, the attacked ship persists after the commander has killed the connection.

The only reason I see for penalising Combat logging is load on the Frontier servers - the servers are trying to communicate with PCs that are no longer responding, thereby wasting processing resource. This is not being given as the justification for this post and why it is such a big issue.

This all feels like a group of 'entitled' kids want to gain notoriety by pointing at something and saying 'look it's broken'.


The same type of kid that feels that they can justify ganking speeders in a station, justifying it by saying that the in-game police don't penalise you for speeding because you haven't hit anything so they are going to cause the station to destroy your expensive ship by suiciding you in their cheap ship.

I think it's rude to assume that they are "kids" and anyway, this is about game cheating and ensuring that ALL cheating is dealt with fairly on the same level.
 
That's why punitive action would never be based on one incident alone, but be based on a pattern of behavior.
Agreed.

I recall when suggesting a C&P (Karma) mechanic for illegal destruction, that it would ignore a few over a given time frame, and then start ramping up ingame penalties such as more and more stations/systems not permitting you there. The same or similar could be employed for repeat combat logging. In this way internet/computers issues would be lost in the wash and probably ignored. Only repeat/habitual behaviour over a given period would result in penalties.
 
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