My thoughts on the fixing of Combat Logging (and the other myriad of P2P issues) are here:


...taking full advantage of Amazon's extensive AWS infrastructure by moving the P2P portion of Elite to it
 
Still going with the only viable solution here: Play the ship explosion animation when players log off or disconnect anywhere but on a pad. CLog criers will simply not know they weren’t the cause and we’ll never hear about this again. They get the illusion they’ve won and everyone wins.
 
Still going with the only viable solution here: Play the ship explosion animation when players log off or disconnect anywhere but on a pad. CLog criers will simply not know they weren’t the cause and we’ll never hear about this again. They get the illusion they’ve won and everyone wins.

now you've solved that, any ideas for Brexit?
 
Will the NPC left in a player's place instantly wake out (even if on zero hull, zero pp and zero fsd), and then wait in supercruise, restored back to 100% to interdict the other combatant?
 
Please identify my plugged out network cable.
Nodes within existing P2P networks (e.g.: host <> client) generally exchange keep-alive messages in order to maintain network connections. These keep-alive messages are periodic in nature.

When a node disconnects from the network through a legal process (e.g.: the user exits the game or returns to the title screen through the menu), the client node communicates with the network about it's intent to exit. This is known as a graceful exit.

When a node disconnects from the network through an illegal process (Alt+F4 or unplugging the network cable), the client is unable to notify the network about it's intent to exit; as such, the network continues to wait for that keep-alive message. After a period of time (or timeout), the client is seen as an ungraceful exit.

Frontier could write their own application (similar to WatchDog) which could be setup to monitor your network connectivity/Windows messages sent to/from the client while you play. If the program detects that the application closed ungracefully, it could then proceed with a few tests to identify probable causes.
It could, for example, monitor for the WM_CLOSE message sent to/requested from the Elite Dangerous client process. The WM_CLOSE message, part of the Windows API is triggered through Alt+F4, or clicking on the window close button (the X). This is an immediate red-flag when you take into account the fact the client was currently in combat.
Another example could have the application, on a disconnect, query the MIB_IPADDRROW structure to determine if the network was disconnected, or yes, even unplugged.

Whilst not easy or even 100% accurate all the time; it is possible.
 
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It's a hideously terrible idea because it encourages the weaponisation of P2P manipulation tools.

1. I interdict you.
2. I twiddle some software and you get disconnected from the game.
3. I destroy your NPC-piloted ship.
4. LOL.
also gives awful pilots another option...
1) get interdicted
2) log out, to get their fully engineered piloted by zero lag omni pip managing AI with ridiculous FA-Off skills
3) log back in to a dead griefer
4) SCA back to station
5) Crash into ring because you're in the leu
6) return & engage ADA whilst collecting salt from recently repawned (@ rebuy screen) griefer in chat panel!!!
 
which is against TOS, we shouldn't be discouraged from implementing meaningful mechanics because some guys will try & abuse them the illegal way.
cheating is always a breach of TOS and susceptible to banning, so whatever mechanics are added if they are abused with unauthorized methods it's a ban, period.

You can never detect it.
 
I'd add:

  • If player disconnects ungracefully, ship is replaced with an equivalent NPC
  • NPC's AI state is set as how current NPC AI's when low on hull ==> try & low/hi wake.
  • If NPC wakes, all is good. It's deinstanced & player will reconnect to same spot in a new instance (because only the client can remember last spawn position ?)
  • If NPC is destroyed, there needs be another player to witness it & update a flag to the clogger's entry, sothat when he/she reconnects, the client can detect the ship was destroyed and present a rebuy screen.
Thats a lot of work to save the salt farmers.
 
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