Combat logging, and why it should stay.

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First, lets lay down a fact we all know.

If you try to leave the game while getting shot, your gonna die.

The situation is this: someone yoinks you out of FTL. You loose/submit and upon being pulled back into realspace, you politely inform them you have no cargo/you are carrying copper/i have no bounty. The Purrdelance replies with laser blasts. Oh joy, PvP psychos. However, your fighting/trading smart. Your in a fast ship. What you cant outgun, you can outrun. You book it, and just as you afterburn past the 'Lance, two Vultures jump in. You start your jump. You keep boosting. Deploying chaff again and again. Shields down. Keep dodging. Pop chaff. Keep boosting. Health is down to 11% aaaaaannnnndd 4, 3, 2, 1, engaged! YES! Your in FTL! And because you know their gonna follow you, you immediately jump out of FTL.

Oh god why wont your arms stop shaking. You need a breather.

You may need to take a walk around in real life. And besides... they will probably just sit in supercruise because you got away. Your not allowed to get away, their entitled to your death, dagnabbit.

If this had been real, you'd quiet the ship and probably take a nap or walk around inside the ship.

In other words, you step away from the controls and combat-log. You would wait it out.

It makes sense in a simulator style game, of which ED is.

is this really a bad thing? Are people really upset about this kinda thing? Or have i been misreading posts again?

EDIT: Apparently what i have described is not combat logging. See page 2 for details. Thanks for helping clear this up guys.
 
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FD told us we should not combat log and they have no feasible way to prevent it, what can go wrong? :) Your script is a bit complicated. My cat has a simpler thinking:
See empty box? Let's ***/**** into it :)
 
I'm trying to understand, are you meaning combat logging after you successfully survive and jump away?
 
FD told us we should not combat log and they have no feasible way to prevent it, what can go wrong? :) Your script is a bit complicated. My cat has a simpler thinking:
See empty box? Let's ***/**** into it :)
There is a way to prevent it. It has been in Eve Online for years. (or it was the last time I played) You get an aggression timer for 15 minutes and if you combat log, you stay there for the remainder of your timer.
 
Combat logging is not logging out once you have escaped back into supercruise, nor logging out using the built-in 15 sec timer (even though 15sec is very short given how tanky ships are in ED). Combat logging is pulling your ethernet cable, killing the game process, or more generally using any mean external to the game to disconnect instantly from the instance you are in to avoid any consequences from a fight. It qualifies as cheating, is an infraction regarding the EULA and generally deteriorates the online experience of ED.

What you describe should and will stay. Combat logging on the other hand should be punished whenever possible, just as the use of any other cheat.
 
There is a way to prevent it. It has been in Eve Online for years. (or it was the last time I played) You get an aggression timer for 15 minutes and if you combat log, you stay there for the remainder of your timer.
And here they come, the Eve players that don't have a clue how ED works. I can only refer you to the 100+ pages thread in the suggestion forum where I tried to explain the technicalities.
 
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And here they come, the Eve players that don't have a clue how ED works. I can only refer you to the 100+ pages thread in the suggestion forum where I tried to explain the technicalities.

i take offense to that sir. why should i not understand how ed works just cos i played eve?
 
There is a way to prevent it. It has been in Eve Online for years. (or it was the last time I played) You get an aggression timer for 15 minutes and if you combat log, you stay there for the remainder of your timer.
Proposed a thousand times already, but this isn't feasible (not easily at least) in ED since the game uses P2P networking. There isn't any easy way to maintain your ship in the game once your client has disconnected from your opponent's, let alone carry the consequences of your hypothetical destruction over to your next session.
 
I think you misunterstood something: combat logging is about pulling to plug/kill the game to force a disconnect to make your ship instantly disappear.
It's not about what you did, it's not about waiting 15 seconds to hyperjump away or exit to main menu (which sometimes gets confused).
 
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I'm trying to understand, are you meaning combat logging after you successfully survive and jump away?

Yes.

Also, no i'm not trolling... is that everyones default question to something they dont understand or something?

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Thank you, Sovereign. That clears up a bit.
 
Yes.

Also, no i'm not trolling... is that everyones default question to something they dont understand or something?

Well then there's nothing at all wrong with doing that. Combat logging that people have an issue with is when you kill the game, avoiding the regular escape time from a succesful interdiction. Or any combat scenario in which you kill the process before you die.
 
Oh get out of here with this idiotic overblown rhetoric. It's an exploit, it's not acceptable under any circumstances and tantamount to outright cheating. No amount of whining will change that and FDev have been very clear on the subject.
 
There is a way to prevent it. It has been in Eve Online for years. (or it was the last time I played) You get an aggression timer for 15 minutes and if you combat log, you stay there for the remainder of your timer.

Ive' heard P2P will not allow that...
 
And here they come, the Eve players that don't have a clue how ED works. I can only refer you to the 100+ pages thread in the suggestion forum where I tried to explain the technicalities.

LOL. Because we can only understand one game? Your Appeal to Authority fallacy is noted.

And yes, technical limitations aside, it would be quite possible to implement a timer on any engagement that would survive even a broken internet connection in a P2P game. It would require about 1kb more data transfer. Not very technical, and not very complicated.
 
Yes.

Also, no i'm not trolling... is that everyones default question to something they dont understand or something?

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Thank you, Sovereign. That clears up a bit.

No, that is everyone's question to something you apparently did not get correctly.
No one is complaining about people escaping a fight and eventually leaving the game. I mean we all do at some point right? The issue is some people alt+f4 or cutting connection (unplug ethernet or just switch off wifi). You are fighting them and suddenly they are gone. They didn't jump out and tried to evade during an exciting hot pursuit. They simply force-quitted.

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Ive' heard P2P will not allow that...

We have all heard that at some point and I still don't know whether it is true. I mean, if you quite how does that prevent other client to see a simulated version of your ship? I am not saying it must work, I am just questioning that common assertion whereby P2P prevents that mechanism.
 
We have all heard that at some point and I still don't know whether it is true. I mean, if you quite how does that prevent other client to see a simulated version of your ship? I am not saying it must work, I am just questioning that common assertion whereby P2P prevents that mechanism.
No, you can certainly have a clone of another player ship in your instance if that player disconnects. The question is what to do when you kill this clone considering that the other player also might have your own clone in his instance... Creating this clone might lower the volume of whining, but people will still be able to DC with abandon.
 
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The question is what to do when you kill this clone considering that the other player also might have your own clone in his instance...

Why would that guy have a clone of me in his instance. I mean, why would he have an instance at all since he just quitted the game?
 
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