An investigation into Frontier's actions on Combat Logging

What is seriously gained by individuals in dedicated, engineered ships interdicting and attacking other CMDRs simply to destroy them. How is this adding any depth or interest to the game?
I agree that the game is a complete mess at the moment but I still keep coming back to this: there is nothing wrong with players in engineered ships interdicting and attacking other CMDRs simply to destroy them as long as it's in a place that makes sense in the fiction. Otherwise security should be all over them like Garfield on a lasagna, and to quote a famous slug they shouldn't "be able to go near a civilised system" until their reputation is restored.

  • Combat zone? Fair game.
  • Community Goal with a plot-deciding outcome in a low security system? Fair game.
  • Hazardous RES? Fair game.
  • Compromised NAV? Fair game.
  • Anything to do with Powerplay opposition? Fair game.
  • Otherwise empty anarchic system in the butt-end of nowhere? Fair game. Yes, even for explorers. Watch your backs.

  • Sol system? No way.
  • Achenar? Uh-huh.
  • Other high security systems or military/political centres? Tut-tut.
  • Eravate (basically the equivalent of a flying school airfield)? Nay.
  • Engineers' bases? Nope.
  • Within visual distance of Jameson Memorial? You're having a laugh.

  • All the places in between? Well that would be for FD to decide on a sliding scale, once they've got the extremes sorted.
Anywhere in the galaxy whether high security or not, but especially where CMDRs congregate? Pretty much what we've got now. A slow golf-clap all round for Mr. Braben with his living breathing galaxy and its rare and meaningful PVP. :(
 
What angers me more than anything, is any PVP engaging player is listed as a 'ganker' and discredited, ridiculed and insulted on these forums... Any play style that is not 'yours' is apparently automatically wrong.
This is not true, as far as I have read. I think everyone agrees that there is indeed a difference between PvP and ganking. PvP, IMHO, is fine and enriches the game as long as it has a purpose other than killing for laughs. This has been discussed in detail.

You are choosing not to. Do not insist that others do not.

I totally agree. If someone chooses to not get into PvP, don't insist that they do. And don't insist they leave open. Attack me if I'm wanted or do PP or carry valuable cargo. That makes sense. Otherwise leave me alone, or don't complain about me clogging.
 
Otherwise security should be all over them like Garfield on a lasagna

The issue here is that even the Elite NPCs have been re-lobotomized with 2.1.05 so that they're currently nearly as useless as they were prior to 2.1. Unless FD wants to dial the overall NPC difficulty back up (and I'm guessing they don't) then they have only one real option, which is to create a "special" class of NPC specifically for enforcing system security. You could even create a backstory for them as being chosen from the best Elite-ranked pilots from the Pilots Federation and give only those NPCs the skill level that NPCs originally had when 2.1 launched (minus the obvious bugs). Otherwise a typical CMDR in an Engineered ship will just fire off a SCB and keep clubbing whatever seal they were clubbing before security showed up.

In a sense this would actually work quite well as an in-game mechanic and would really even the playing field between the "typical" NPCs encountered during missions and the "uber" NPCs that would enforce bounties, but I doubt that FD has the interest in going forward with such a plan. Apparently they're too busy nerfing gimbals and would rather ensure their internal "metrics" are artificially "balanced", whatever that means.

and to quote a famous slug they shouldn't "be able to go near a civilised system" until their reputation is restored.

This is the other main problem. All a CMDR currently needs to do is buy a Sidewinder and self-destruct to "restore" their reputation. They would have to fix this loophole and make any bounties over a certain limit (i.e., anything more serious than a 200-400 credit loitering ticket) persist beyond ship destruction unless certain conditions were met, such as being in the same ship that created the bounty. That would mean that seal clubbing in your Anaconda would create bounties that stay with you until you're destroyed in your Anaconda. Again, like the idea of creating a new "class" of NPCs to enforce bounties I doubt FD is interested in doing this either, but it would certainly go a long way towards addressing the nonexistent crime and punishment system we currently have.
 
All a CMDR currently needs to do is buy a Sidewinder and self-destruct to "restore" their reputation. They would have to fix this loophole and make any bounties over a certain limit (i.e., anything more serious than a 200-400 credit loitering ticket) persist beyond ship destruction unless certain conditions were met, such as being in the same ship that created the bounty. That would mean that seal clubbing in your Anaconda would create bounties that stay with you until you're destroyed in your Anaconda. Again, like the idea of creating a new "class" of NPCs to enforce bounties I doubt FD is interested in doing this either, but it would certainly go a long way towards addressing the nonexistent crime and punishment system we currently have.
I would say all fines should be tied to the pilot and all bounties tied to the ship your were in at the time of bounty being acquired.

At the moment, a stray accidental shot because an idiot "friendly" NPC flies across your line of fire and it bumps their shields can earn you a bounty. This is too punitive IMO and tends to be more of an issue with larger vessels than smaller ones, but can still happen with the smaller ones. The 5 minute timeout on the bounty should perhaps be a 5 minute parole instead with a 5-15 second grace period perhaps.

As for the AI, the simple answer without adjusting the NPC AI would be an exponential lynching - The higher the wanted person's bounty the more law enforcement turn up.

That aside, the issue of C&P and NPC AI is not exactly the topic under discussion though but I can see how it is related to a degree. If there were more challenging NPC opponents in at least some areas then perhaps there would be less desire by some for widespread PvP. Perhaps a new INSANE level of CZ/RES is in order.
 
Last edited:
I agree that the game is a complete mess at the moment but I still keep coming back to this: there is nothing wrong with players in engineered ships interdicting and attacking other CMDRs simply to destroy them as long as it's in a place that makes sense in the fiction. Otherwise security should be all over them like Garfield on a lasagna, and to quote a famous slug they shouldn't "be able to go near a civilised system" until their reputation is restored.

  • Combat zone? Fair game.
  • Community Goal with a plot-deciding outcome in a low security system? Fair game.
  • Hazardous RES? Fair game.
  • Compromised NAV? Fair game.
  • Anything to do with Powerplay opposition? Fair game.
  • Otherwise empty anarchic system in the butt-end of nowhere? Fair game. Yes, even for explorers. Watch your backs.

  • Sol system? No way.
  • Achenar? Uh-huh.
  • Other high security systems or military/political centres? Tut-tut.
  • Eravate (basically the equivalent of a flying school airfield)? Nay.
  • Engineers' bases? Nope.
  • Within visual distance of Jameson Memorial? You're having a laugh.

  • All the places in between? Well that would be for FD to decide on a sliding scale, once they've got the extremes sorted.
Anywhere in the galaxy whether high security or not, but especially where CMDRs congregate? Pretty much what we've got now. A slow golf-clap all round for Mr. Braben with his living breathing galaxy and its rare and meaningful PVP. :(

I concur, if there's an ingame reason that justified interdiction and destruction - Fine! Great!

But what are those reason at the moment? Next to none?

In short, if you wanted right now to go and fight another player in ED what would you do? How can you easily participate in PvP, yet alone legal PvP? How is it in a two year old game, with thousands of online players, there are no mechanics to allow CMDRs to simply fight another CMDR legally? Why are there no mechanics (tasks/missions) to orchestrate this? Why is PvP at the moment basically interdicting other CMDRs probably not interested in it at the point in time, and shooting them? It's a mess!

And given this is the main way to undertake PvP, if FD were to started heavily penalising all illegal Pilots Federation destruction (as logically it should), how would this leave the game? It would all but terminate PvP.


IMHO FD have two paths:-
1) Introduce a realistic and effective Crime and Punishment system that all but prevents mindless (illegal) Pilots Federation destruction. And then actually create in game mechanics to orchestrate meaningful and interesting PvP.
2) Leave things as they are now, so if you want to PvP, you basically just fly around interdicting anyone you want knowing the fines/bounties are insignificant. And pretend this is all part of some meaningful deep and important mechanic within the game.

IMHO... (1) is the logical solution... (2) is the easy solution...


I predict (2) and time spend on coloured thrusters...
 
Last edited:
If the disconnected player was flying a heavily laden T9, does the other player get to steal their cargo? If so, what happens to the disconnected player's cargo if it's stolen, or indeed if his ship is destroyed? Does it disappear when he next logs in, which might encourage forced disconnections for lulz? Or do both players get to keep it, generating wealth from nowhere and opening up an exploit?

Sure, why not let them steal the cargo? Won't affect the disconnected "Player A" (so won't hurt anybody affected by unintentional disconnection), it only pertains to "Player B" and the instance his client is connected to. If you believe NPCs have feelings that can be hurt, I guess that's a drawback, but I see no problem with it. Pirates know what to do with stolen cargo, I should think. Whether the ship is left alive or not doesn't matter much, honestly, and as for cargo disappearing if Player A logs back in, you're forgetting that Player A has already left the instance - that's what happens when you get disconnected, whether intentionally or not. All that's changing here is that for Player B, who remained in the instance, the ship he's targeting didn't just suddenly disappear; it instead persisted within his game's realm of existence, under the control of an AI.

As for your last point, again, the only difference from how things work right now, is that Player A isn't getting a loss. Player B still has to succesfully defeat an enemy AI and safely collect the cargo, same as pirating any NPC ship. Ultimately it's up to Fdev to try new ideas on stopping any trade/cargo-related multiplayer exploitation, and I don't think my idea would present any new hurdles to jump over. (Plus, I think they already have fixes in or around the corner in regards to Powerplay commodities...?)

If the disconnected player was carrying Powerplay merits do they get erased upon his next login if the other player successfully destroyed his doppelganger? If so, it invites networking shenanigans to forcibly disconnect players from opposing PP factions to achieve an easier kill. If not, it negates PP-based PVP because everyone will disconnect to retain their merits and interdicting opposing CMDRs will offer no guarantee of affecting the PP outcome.

I don't think it's necessary to track the doppelganger. Unlike a rebuy bill that could show up the next time player A logs in, Powerplay merits could have totally changed by the time he logs in again, and while you could just simply toss a negative number into his current merit amount, it's too many additional headaches with the sole benefit of knowing Player A suffered some sort of consequence for a disconnection that may or may not have been intentional to begin with.

As for networking shenanigans, that's all up to Frontier and their magic, as far as I'm concerned. I'd like to think they can detect if/when that happens and that they act accordingly (and presumably they do so quietly to avoid raising a fuss).

On your final point: I don't think attacking enemy CMDRs with the sole objective of eliminating their collected merits is an effective strategy with the way Powerplay works...plus I'm still a bit fuzzy on how Powerplay works....
But as far as I know, Player B would still get merits upon collecting the doppelganger's cargo/destroying its ship, right? So the encounter is balanced out, at least somewhat. (And I mean, compared to fighting a player, fighting an NPC should be like "yay, free merits", for most dedicated Powerplay PvPers, right?) Seems like this problem has more to do with the value of cargo vs kills in terms of Powerplay merits, something I understand is already being worked on and balanced right now.

If the disconnected player is carrying a bounty what happens when the NPC replacement is destroyed?

Player B gets to collect a bounty from the doppelganger, presumably equivalent to what Player A's bounty was worth when he disconnected - just another variable that's preserved to the ship now controlled by an AI pilot. This issue's tied with the prexisting issue of intentionally killing one another to collect high player bounties, so any solution to that issue would apply fully here. Of course, in the current version of Elite, player bounties are kept low/capped, AFAIK, with the direct intent of preventing this exploit, so this is already a non-issue!

Victorious player collects bounty and bounty is removed from disconnected player? Will be exploited as a Rebuy-free means of clearing a bounty.

Okay, so don't track the doppelganger in order to affect Player A's game. That's what I see as ideal anyway.

Victorious player collects bounty and bounty remains on disconnected player? Will be exploited by friends disconnecting from each other and claiming "free" NPC bounties.

Again, wholly tied to the prexisting issue surrounding killing eachother for bounty collection. Any solutions to that wouldn't be affected adversely. Capped/low player bounties currently prevent this from being effective, and it's certainly not something I'd see as more beneficial than simply RES farming in a wing.

Victorious player collects no bounty and bounty remains on disconnected player?

Yeah, let's not do that, that's just pretty much doing what combat logging does right now.

Your concern is valid and valuable - I believe paranoia is healthy, personally, erring on the side of caution and all that - but I think I've been able to address each of your raised points.


__________



If they choose not to rejoin Open then that is their choice, no one is forcing them to play in Open in the first place and I see no reason why anyone should either. However, if they did it would allow for easier rematches.

Put bluntly, I think nobody is going to really care about rematches unless they're intentionally engaging in consensual matches to begin with.

As for the relog-in timeout, that would only apply to Combat Loggers for Open so it would not totally stop them from playing the game it would just perhaps limit the potential for them to disrupt players who are willing to accept whatever events happen in Open.

That distinction is acceptable, to me! Though the predictable thing to happen next is these folks then come complaining about how they basically booted themselves from playing in Open....[rolleyes]

As for the replacing of Player A with equivalent NPC A, it would involve duplication since it was obvious that the original proposal was for the in-game benefits of killing the replacement to be equivalent to that of killing the corresponding player...

Only duplication as far as behind-the-scenes-magic is concerned, though. For player B, the ship is being specifically preserved in his instance - *not* winking out, and then replaced by a new NPC ship jumping into his instance with full health/fresh cargo/etc. etc.

All Player B ought to see is the enemy ship's triangle turn from hollow to solid, perhaps drifting strangely for a couple moments due to the nature of latency & server communication, then seeing the ship come to life and respond as much as any other AI ship currently does.

So it's extremly important to fully 'duplicate' all the pertinent variables of the ship over from the moment Player A disconnected. Thankfully, all that data is (presumably, at least) already being tracked and exchanged to/between clients by the servers - otherwise, PvP wouldn't really be possible (and it remains the source of many headaches for Frontier with ongoing instancing problems, I'm sure) - so it's not as daunting a task as it may sound.

Another way to look at this is the server's programmed reaction to a disconnection is changed: rather than reacting to a detected disconnection by Player B's client "just not having Player A's ship exist anymore", the game 'snapshots' the last known full orientation & set of variables of Player A's ship, keeps said ship in 'existence', and puts it under control of an NPC, by doing the aforementioned background magic of 'cloning' the ship in such a way that it occupies the exact same space, has the same oriention, all the same variables, and so on so that to the outside observer it's the same exact ship.

duplication of bounties and/or cargo

As I mentioned above, this is depending wholly on the value of the bounties (which are currently low and capped, as far as I'm aware), and the cargo is a non-issue: it's no different than players "trading" commodities to transfer funds, the only difference is Player A isn't taking in a loss (or losing things he has collected) - player B still has to work for it, just against an NPC rather than a player.

Heck, you could say it's a small bit of discouragement to combat log, knowing you're giving your attacker an easier target to pirate....

Anyway, no reason to be tossing words like "short-sighted" around.

Surely the main goal of any of the proposed measures is to try and minimise Combat Logging in the first place

Nah, that's about as silly as trying to prevent players from disconnecting from the internet, ever, no-matter-what. You cannot possibly guarantee the circumstances or motive of any given player who is disconnected from the game.

Seeing as - as far as I've been able to tell at least [alien][uhh] - we don't live in the Matrix or Sword Art Online, it's...just not even worth talking about, really.


_________



You don't gain from corpses really, you gain from intimidation.

That's purely subjective opinion, and many posts from self-professed PvP gankers indicate otherwise: corpses are all they care about.

Also 'Effort of finding that target' you mean.. waiting for them to pop into system and tailing them for a few seconds for a target you.. don't know the cargo of, and doesn't have a bounty to pay you for of which the CLogger often are in ships that can't fight back significantly? So.. What is this 'effort' you are exactly talking about again?

You should try interdicting NPCs sometime. It's not a walk in the park, unless you've practiced a lot and know precisely what you're doing; then you have to account for the higher difficulty of finding and engaging another player. And I can just about guarantee you, anybody who does PvP regularly always checks the loadout of their potential targets from supercruise *before* doing anything else.


________



To be fair, CQC is terribly supported. It was a good start when it came out, but no QOL changes have been made to the matchmaker menu and the 3 modes have not had any revamp in some time. I really enjoyed CQC but it got harder and harder to find a match so I've pretty much given up.

Yeah, CQC desperately needs PvE, maybe PvPvE, but PvE nontheless. There's other games I've played that have died out almost completely because of refusal on a part of the devs to allow NPCs to exist as a part of the game...it makes me sad thinking about it....
 
Last edited:
[...]and as for cargo disappearing if Player A logs back in, you're forgetting that Player A has already left the instance - that's what happens when you get disconnected, whether intentionally or not. All that's changing here is that for Player B, who remained in the instance, the ship he's targeting didn't just suddenly disappear; it instead persisted within his game's realm of existence, under the control of an AI.

Player A is buys 12T of palladium, puts it in an unarmed Sidewinder and meets up with Player B, flying an Asp, in a Private Group. Player A disconnects, leaving an NPC Sidewinder with 4T 12T of palladium which Player B purloins using a hatchbreaker. Player A logs back in to the PG with his 12T of palladium still intact and flies off to meet up with Player B. Rinse and repeat.
[RIGHT](edited: forgot my max Sidewinder capacity)[/RIGHT]

Granted this isn't the fastest way of making cash currently offered by the game but I can't see a way around this duplication problem. Either Player B must be prevented from obtaining the cargo (not a problem for sealclubbers, but mighty annoying for pirates) or Player A must lose his cargo as soon as he disconnects (arguably a just punishment for a logger, less so for a victim of a matchmaking glitch or a DOS).

Ultimately it's up to Fdev to try new ideas on stopping any trade/cargo-related multiplayer exploitation, and I don't think my idea would present any new hurdles to jump over. (Plus, I think they already have fixes in or around the corner in regards to Powerplay commodities...?)
I can't agree there. You seem to be falling into the same trap that FD did in the early days: spot a problem, effect a solution without considering the consequences of that solution, and potentially create an even bigger problem. This is the kind of thinking that led to the missile / ramming / speeding merry-go-round and even caused issues outside of the game when "rule clarification" led directly to "a-holes for a-holes."

I will admit to knowing very little about Powerplay mechanics or anything that might be in the pipeline there.

As for networking shenanigans, that's all up to Frontier and their magic, as far as I'm concerned. I'd like to think they can detect if/when that happens and that they act accordingly (and presumably they do so quietly to avoid raising a fuss).
That's the rub, though. They are pretty much powerless to detect or act on anything that diddles with the P2P connection. Once those data packets are off the public internet and on to a user's network, that user has total control over what happens to them. He or she has similar control over any packets attempting to exit the network. Frontier can't control any of that, because their hardware isn't involved.

On your final point: I don't think attacking enemy CMDRs with the sole objective of eliminating their collected merits is an effective strategy with the way Powerplay works...plus I'm still a bit fuzzy on how Powerplay works....
Me too, as above. That may turn out to be a poor example but I was just pulling ideas out of the air.

Player B gets to collect a bounty from the doppelganger, presumably equivalent to what Player A's bounty was worth when he disconnected - just another variable that's preserved to the ship now controlled by an AI pilot. This issue's tied with the prexisting issue of intentionally killing one another to collect high player bounties, so any solution to that issue would apply fully here. Of course, in the current version of Elite, player bounties are kept low/capped, AFAIK, with the direct intent of preventing this exploit, so this is already a non-issue!
Except the bounties can be kept low because they're unique. Once they're gone, they're gone. But if disconnecting players spawn NPC ghosts that can be bounty-hunted, it effectively becomes an infinite supply. Players A and B meet up, Player A disconnects, Player B collects Player A's capped bounty from his NPC doppelganger, Player A reconnects with his bounty intact, rinse and repeat.

Maybe you could code an exception for this, so Player B can only collect Player A's bounty once even if it's still present when they next meet up, but that's a lot of potential extra data to keep track of.

All Player B ought to see is the enemy ship's triangle turn from hollow to solid, perhaps drifting strangely for a couple moments due to the nature of latency & server communication, then seeing the ship come to life and respond as much as any other AI ship currently does.
For resolution of pure to-the-death combat that's probably viable, although those with a specific desire for player pixels rather than NPC pixels might disagree. I'm just concerned about the consequences of a whole ship and its contents being effectively duplicated.

Thankfully, all that data is (presumably, at least) already being tracked and exchanged to/between clients by the servers - otherwise, PvP wouldn't really be possible (and it remains the source of many headaches for Frontier with ongoing instancing problems, I'm sure) - so it's not as daunting a task as it may sound.
You may be surprised at low little arbitration Frontier's servers have when it comes to PVP.

Another way to look at this is the server's programmed reaction to a disconnection is changed: rather than reacting to a detected disconnection by Player B's client "just not having Player A's ship exist anymore", the game 'snapshots' the last known full orientation & set of variables of Player A's ship, keeps said ship in 'existence', and puts it under control of an NPC, by doing the aforementioned background magic of 'cloning' the ship in such a way that it occupies the exact same space, has the same oriention, all the same variables, and so on so that to the outside observer it's the same exact ship.
Again, there is no "server" to "react". All of the networking traffic in a PVP encounter is between the client machines. Each of the clients could potentially be programmed to replace another player's ship with an NPC duplicate if that second player disconnects, but all of the potential pitfalls above still apply. Add in the inherent imbalance in any P2P mesh (one client is always the instance "controller" with the others subordinate; what happens when each disconnects could be significantly different) and it seems like a lot of effort for little reward and a lot of potential unknowns.

I understand your desire for continuity of experience for the non-disconnecting player, believe me. I just think the effort involved would be excessive for the reward if it's even doable at all, and the potential for exploitation too great.

FD took a huge gamble when they went with a P2P system with minimal server arbitration; such a system was always going to be vulnerable to simply pulling the plug with little consequence. Had they built a well-structured and balanced game around it, in which actions had repercussions, this might not have been a problem. But instead they gave us Ganka's Paradise, and some people chose the easy way out as a result. The fact that FD seem to have washed their hands of the whole thing is sad, though.
 
Last edited:
You are STILL ignoring the fact that it can be exploited, it does not matter if the bounties are capped or not (with CMDRs I do not believe it is). Then there is also the cargo duplication issue. Both could be considered "pertinent" depending on the reason for attacking the target. Nothing you have said to date has changed that. And if you are talking about the NPC taking over the player ship (and the player suffering the NPC losses) after a network disconnection then there is no pleasant response to that except - ABSOLUTELY NO WAY.

There is deliberate combat logging and then there are genuine network communication failures, the latter can not be completely mitigated and the surrogate NPC solution only addresses part of the problem while introducing major exploitation potential. True and deliberate combat logging seems to be the main thing the Combat Logging QQers are bothered about which is a definite breach of the EULA but is almost indistinguishable from genuine network communication failures in the main. The latter is a fact of life where internet gaming is concerned and if it happens both sides of the incident should just accept it happened and move on.

IMO FD need to sort out some match making server issues that even affect solo PvE before we can seriously talk about them addressing any form of PvP combat logging more than they already have.
 
Last edited:
Player A is buys 12T of palladium, puts it in an unarmed Sidewinder and meets up with Player B, flying an Asp, in a Private Group. Player A disconnects, leaving an NPC Sidewinder with 4T of palladium which Player B purloins using a hatchbreaker. Player A logs back in to the PG with his 12T of palladium still intact and flies off to meet up with Player B. Rinse and repeat.

First, why would the doppelganger only have 4T of palladium?

Second, how is this a big deal? Players are doing this exact thing already all the time in order to transfer funds. It's not faster than simply trading palladium yourself in your own ship. The only benefit it possibly adds is that Player A is not sustaining a loss.

At the absolute worst, the most potential harm that could be done is that Player A & B are flying Imperial Cutters fully loaded with cargo racks, are trading together, and each hop of the leg they alternate 'winking out' on purpose, saving one of the players the cost of buying the palladium. They can only do it once each leg, because you can't exceed maximum cargo capacity.

But even then, they have to successfully pirate an AI Imperial Cutter who can quite easily make an escape, as it can't be masslocked and has plenty of speed. (And I presume the AI does or should act such that if it has no weapons or even shielding aboard, it defaults to "boost and hyperjump away" behavior).

Not to mention that flying in a shieldless/weapon-less fully loaded Imperial Cutter presents a risk to both players from normal NPC pirate attack.

If you block obtaining of cargo, then the entire point of this is mooted, especially for pirates; if you make player A lose his cargo, you're unfairly punishing anybody who suffers from disconnects. Those are unacceptable solutions.

I can't agree there. You seem to be falling into the same trap that FD did in the early days: spot a problem, effect a solution without considering the consequences of that solution, and potentially create an even bigger problem. This is the kind of thinking that led to the missile / ramming / speeding merry-go-round and even caused issues outside of the game when "rule clarification" led directly to

I fail to see how adding ship persistence would have anything to do with missiles, ramming, or super-speeding.

That's the rub, though. They are pretty much powerless to detect or act on anything that diddles with the P2P connection. Once those data packets are off the public internet and on to a user's network, that user has total control over what happens to them. He or she has similar control over any packets attempting to exit the network. Frontier can't control any of that, because their hardware isn't involved.

Beats me, but that's not an issue caused by adding ship persistence. It's a separate problem that would need a separate solution and any solution would not be adversely affected by ship persistence.

Except the bounties can be kept low because they're unique. Once they're gone, they're gone. But if disconnecting players spawn NPC ghosts that can be bounty-hunted, it effectively becomes an infinite supply. Players A and B meet up, Player A disconnects, Player B collects Player A's capped bounty from his NPC doppelganger, Player A reconnects with his bounty intact, rinse and repeat.

How is this possibly any better than simply doing normal bounty hunting at a RES or compromised nav beacon?

If there's an issue with the value of the bounty not correlating to the ship & combat difficulty, then it's up to Frontier to adjust the bounty value calcuations accordingly (so that if Player A does this in a suicidewinder, Player B gets much less per each doppelganger kill). That's yet another extraneous issue that isn't directly caused by ship persistence.

I'm just concerned about the consequences of a whole ship and its contents being effectively duplicated.

But "ship duplication" already happens constantly every time a new NPC ships spawns anywhere anytime. NPC pirates especially love to clone themselves....

The only real benefit ship persistence offers is that Player B still has a target he can pirate or destroy, for whatever benefits either activity offers, rather than having everything litterally flash out of existence, wasting his time. Anybody attempting to use it for exploitation will quickly find it's generally better, easier, and faster to just do activities like normal.

Again, I must stress Player B isn't just automatically getting a free bounty or a free load of cargo: there is still a challenge inherent to successfully pirating or defeating the NPC ship & preventing its escape. (So if Frontier decides to raise AI difficulty more and change up the Combat rank grind so that each kill is worth more than they currently are now, that would offer the additional benefit of addressing any concerns with disonnection doppelgangers.)

You may be surprised at low little arbitration Frontier's servers have when it comes to PVP.
Again, there is no "server" to "react". All of the networking traffic in a PVP encounter is between the client machines. Each of the clients could potentially be programmed to replace another player's ship with an NPC duplicate if that second player disconnects, but all of the potential pitfalls above still apply. Add in the inherent imbalance in any P2P mesh (one client is always the instance "controller" with the others subordinate; what happens when each disconnects could be significantly different) and it seems like a lot of effort for little reward and a lot of potential unknowns.

Server, client, the gist is still the same. I admitted there could be odd periods of 'lag drift' for a few moments, related to that network imbalance. But the amount of effort isn't that large if all the necessary data is already being transmitted and communicated to begin with.

The fact that FD seem to have washed their hands of the whole thing is sad, though.

Fact according to what? They have a lot on their plate, they can't publicly explain some of the things they have to do regarding combat logging for security reasons, and nowhere have I seen Fdevs post "yeah this is how things are and we're just not bothered about doing anything about it".

You are STILL ignoring the fact that it can be exploited

No, I haven't. Addressing exploitation concerns is largely what my last two posts have been all about. Keep up.

it does not matter if the bounties are capped or not (with CMDRs I do not believe it is).

Yes, it does. If trying to exploit ship persistence offers no actual benefit over regular gameplay, then the issue is a moot point.

Then there is also the cargo duplication issue. Both could be considered "pertinent" depending on the reason for attacking the target.

I'm not following your point here.

There is deliberate combat logging and then there are genuine network communication failures

But there's no concrete way of knowing the difference for absolute sure 100% of the time every time. So debating the difference is a moot point, and it's entirely up to Support to arbitrate in reported situations.

Having a difficult-to-engage target just wink out of existence entirely is the crux of the Combat Logging issue.
 
Last edited:
First, why would the doppelganger only have 4T of palladium?
Typo / editing fail. I'll amend the original for clarity but leave the quote intact.

Second, how is this a big deal?
I didn't say it was a "big" deal, which would require quantification or at least comparison. I said it was an example of a potential exploit, which is what concerns me about any new game feature. I won't comment on the analysis regarding Imperial Cutters since that was your scenario.

In fact to be honest I'm going to stop commenting on specifics at this point because they're all either theoretical "what ifs" that will just keep morphing until they're irrelevant, or technical limitations on which we clearly don't see eye to eye.

Having a difficult-to-engage target just wink out of existence entirely is the crux of the Combat Logging issue.

Seriously, good luck in getting traction for this idea if it means so much to you, because it's certainly not without merit in dealing with the inability to continue combat after a disconnect. It's not a new concept either; I'm sure it came up during early testing if not in the DDA so there are definitely players who would agree with you and it will have been on FD's radar at some point. For those players for whom discontinuity of combat is the most important aspect of CL it would clearly make your games much more engaging and that can only be welcomed.

But "the crux"? It would only appease a subset at best. Take a look at the OP of this very thread, and some of its contributors, and ask whether you believe replacing a CLing player with an NPC would in any way be a satisfactory solution to all parties. CLing is a zero-consequence and loss-free action for the logger, and a major annoyance for the loggee. The NPC solution would solve part of the second issue but none of the first. Even without unintended consequences I don't think it's the answer FD are seeking.

But hey, I've been wrong before and at the end of the day FD will do as FD wants. That unpredictability is part of the joy (and sometimes pain) of following this project.
 
But "the crux"?

Yes. You answer your own question here:

CLing is a zero-consequence and loss-free action for the logger, and a major annoyance for the loggee.

If you remove that annoyance, you remove the main impetus for threads like this.

I feel like I am repeating myself over and over on this point, but: you cannot prove without justifiable doubt that anybody who disconnects did it intentionally or unintentionally. Frontier's support staff does arbitration as necessary for reported events based on whatever information available for them to go on, and that's as far as that gets.

Anything you do to address the first 'issue' will unfairly harm anybody who gets disconnected by things out of their control. That's unacceptable.
 
One hundred and sixty three pages later, the horse has risen from the grave, been beaten down again, returned as a ghost and was beaten down a third time.

At this point, I feel all I can do is unleash the most powerful axiom I know of on this whole situation:

If you are not part of the solution, you are part of the problem.
 
If I had a nickel for every crybaby thread about Combat Loggers...
:D

tevye.jpg
 
If you remove that annoyance, you remove the main impetus for threads like this.
And why is it an annoyance? What does Player A feel they have lost when Player B disconnects? Answer that (hint: there's more than one answer) and you'll understand why NPC replacement could only ever be a partial mitigation.

What proportion of players do you estimate would be happy ending a PVP encounter with a PVE encounter? What would the reaction of the remaining proportion be to such a mechanic? I'd suggest running a poll but we are only a couple of threads away from the Poll Event Horizon and I wouldn't want to be responsible for what happens at the singularity.

I feel like I am repeating myself over and over on this point, but: you cannot prove without justifiable doubt that anybody who disconnects did it intentionally or unintentionally.
Nothing I have said implies otherwise, so I'm not entirely sure what the relevance is.
 
No, I haven't. Addressing exploitation concerns is largely what my last two posts have been all about.
You have zero grasp of the potential issues despite myself and others spelling it out for you... in short I refuse to waste any more of my time on trying to explain the flaws in this absolutely insane and definitely exploit ridden idea that you seem to be clinging on to with what seems to be blind desperation. Maybe others will have better luck explaining the folly and flaws in the overall concept.

Besides which, IMO it also fails to address the issues surrounding CLing to any significant degree.
 
Last edited:
And why is it an annoyance? What does Player A feel they have lost when Player B disconnects? Answer that

I already have earlier in this thread, but I will line it out one more time. The annoyance stems from the time and effort invested into equipping one's ship, seeking a target, successfully interdicting it, and engaging it in combat - and all of that essentially winking out of existence right along with a disconnected ship.

What proportion of players do you estimate would be happy ending a PVP encounter with a PVE encounter?

You tell me: Would you rather have absolutely nothing to show for your efforts if a target disconnects, or would you like to at least get SOMETHING out of it?

I'm willing to wager most people want to get *something* as opposed to *nothing*.

Nothing I have said implies otherwise, so I'm not entirely sure what the relevance is.

You're kidding, right? So far you've advocated focusing on punishing combat loggers. Your words, not mine: "CLing is a zero-consequence and loss-free action for the logger" - that is what you claim is the issue that needs fixing.

Everything I put in bold explains why that's unacceptable.

I honestly do not know how to make it any simpler.

You have zero grasp of the potential issues despite myself and others spelling it out for you...

You're either pulling my leg, or flat-out not reading my direct responses to everything you've said thus far.

I'll point out you're the only one tossing out words like "insane", "exploit-ridden", "clinging on", "desperation", etc. etc.

Hyperbole is a poor way to carry an argument.
 
You're either pulling my leg, or flat-out not reading my direct responses to everything you've said thus far.
I have read your responses and you are in obvious and blatant denial over the concerns several of us have raised. It is sad that you do not see it but it is obvious to me.
 
You tell me: Would you rather have absolutely nothing to show for your efforts if a target disconnects, or would you like to at least get SOMETHING out of it? I'm willing to wager most people want to get *something* as opposed to *nothing*.
That all depends on what the attacking player was hoping to gain from the encounter. If all they were after was the rush of combat, survival through victory and a pretty space-pixel explosion then an NPC replacement may suffice. If they were trying to send a rival player to the Rebuy screen? I'd guess not so much.

You're kidding, right? So far you've advocated focusing on punishing combat loggers. Your words, not mine: "CLing is a zero-consequence and loss-free action for the logger" - that is what you claim is the issue that needs fixing.
Ah, I'm beginning to see the issue here: because I've mentioned Rebuy screens and loss-free actions you have assumed I want to "punish combat loggers." As it happens I have no horse in this race, being strictly PVE for the time being, but FWIW with the underlying P2P network structure I don't believe there is a realtime technical solution to deliberate disconnection. In fact I never claimed CL to be "the issue that needs fixing." I said that it was the root of an issue that your solution wouldn't solve. A subtle but important distinction.

I'll try to distil this down because we're going around in circles:

  • Disconnections during combat, whether unintentional or deliberate, are annoying to some players.

  • Among a subset of those players (let's call them Group X) the annoyance stems from, or is amplified by, the possibility that the disconnecting player has avoided an in-game penalty as a result of the disconnection.

  • Replacing the disconnected player with an NPC would do nothing to solve Group X's annoyance.
That is why I considered your proposal to offer only a partial mitigation at best, and so to be an inadequate solution to the overall issue. I'm not interested in the politics of PVP in this context beyond the fact that Group X exists and is non-zero in size. What I'm interested in is the technology and the number of players affected. The technology makes this solution tremendously difficult if not impossible to implement without a ground-up redesign, and the numbers mean that any attempt to do so would not only fail to address Group X's issue, it would probably annoy them even more. That's without even factoring in the already-discussed "duplication" problems.

Anyway, the whole thing is moot for reasons a few of us have been trying to explain for the last few pages, and which Sandro Sammarco happened to clarify yesterday:

[video=youtube;9nUByxd8SBs]https://www.youtube.com/watch?v=9nUByxd8SBs[/video]
 
That's without even factoring in the already-discussed "duplication" problems.
There is a viable solutions to the "duplication" problem: cap the rewards from destroying/pirating the NPC stand-in at the same as those for killing or pirating a NPC of whichever rank was added. It will be a small extra letdown if the cargo or bounty of the player is better than what a NPC would have, but still better than the ship simply vanishing, and without any dupping issue (as the rewards would be the same as simply hunting down a NPC).

Alternatively, you could have extra NPC "bodyguards" drop into the fight to justify the added reward. Make the player have a level of risk in line with what he gets to gain if he wins.
 
Back
Top Bottom