I'm certainly sure - but I think the quotes got a bit messed up there![]()
Sorry, the whole this was intended as a reply to Mr Sole.
I'll try and tinker.
I'm certainly sure - but I think the quotes got a bit messed up there![]()
Sorry, the whole this was intended as a reply to Mr Sole.
I'll try and tinker.![]()
Huh.
You sure about that?
I wish the game developers solve the problem then it comes to Combat loggin but it's simelary around that like strangle your own internet speed but that is parhaps another threat to discuss![]()
The thing with Elite - is that internet speed doesn't really matter.
You can have a 128Kbps connection, a 1Mbps connection, a 10Gbps connection - they are all functionally the same.
You only need to maintain a minimal connection to three of FD's servers, and normally they are very forgiving. Linerates of 30Kbps will manage it - what you would get from an old dial-up modem from the 90's.
Now - where that all goes pear-shaped is of course where other players are involved. Traffic increases by n+n*n-(1) and with dozens of players in an instance, that can overwhelm poor connections very quickly.
It also doesn't help that some poor players will deliberately sabotage connections for the lulz.
All you can do really, is just play the game, and have fun![]()
I suggest you to look at your quotes, you are confused.
The server structure is irrelevant. I am pretty sure Frontier is fully capable to know when someone is combat logging. They generate logs for every events in the game.
They are just being lazy and simply don't care about combat logging anymore because too many people do it and they just don't have an efficient system to prevent people from doing it.
Source : https://lavewiki.com/technical
Anybody experiencing as many disconnections as some of you are suggesting should not be playing in Open, simple as that. I know that if my connection was so bad that I was constantly dropping out no way no how would I be playing in Open. It's not fair to the other players.
What if they are roleplaying a psychopath and that player group doesn't exist in their experience of reality?
So how would you solve the problem?
To prove combat logging, you need to prove INTENT to do so (and I suggest a repeated pattern of behaviour if some action is to be taken such as a ban). Intent is more difficult to prove than the actual disconnect itself and that's where the pattern of behaviour comes in. A single event could be an aberration. Repeated disconnects in combat, but not regularly observed in other gameplay might indicate a combat log assuming there's not some hardware complication at the user's end (such as some bug that causes a crash when in combat or an instance with other players - presumably Frontier would know if such issues existed in their code but it would need to be categorically eliminated before progressing to a ban).
There certainly is more likelihood of a disconnect in combat rather than when alone, just because there's more moving parts to go wrong and more continuous use of the network coding. You could have a ten-second network drop when alone in space and possibly not even notice ... mid-fight, you'd certainly notice and probably get kicked.Repeated disconnects in combat, but not regularly observed in other gameplay might indicate a combat log assuming there's not some hardware complication at the user's end (such as some bug that causes a crash when in combat or an instance with other players - presumably Frontier would know if such issues existed in their code but it would need to be categorically eliminated before progressing to a ban).
Yes, absolutely. This would also benefit non-loggers who had genuine network issues: there's the occasional thread from someone who spent hours searching for a USS to complete a mission, and then their connection dropped and they're going to have to spend more hours finding it again.Additionally, if possible, one's instance state should be saved upon quitting and at frequent intervals otherwise, so PvE threats would be restored upon logging in again.
Yes, absolutely. This would also benefit non-loggers who had genuine network issues: there's the occasional thread from someone who spent hours searching for a USS to complete a mission, and then their connection dropped and they're going to have to spend more hours finding it again.
Additionally, if possible, one's instance state should be saved upon quitting and at frequent intervals otherwise
Give the man a cigar.
Save the "Morbad is in combat" or "Morbad is not in combat" state along with with the current location (which we know the game does save every so often): Then just check on start-up.
if disconnect.state="Morbad is in combat" then rebuy()
If count (disconnect.state="Morbad is in combat") > count (disconnect.state="Morbad is not in combat") then dirtylogger(teleport to beaglepoint)
It doesn't need to be a network problem. In fact, it's better is it's not.
If I was flying my corvette on either a bad connection day, or after any of FDEV's patches (which always break connectivity) that could cost me a hundred million credits an hour even though I never clog.
Why has this thread been put in PvP? Combat logging is combat logging whether its against a player or the bots.