Combat logging is out of hand, and I'm about to quit because of it

What if there was a way to momentarily "transform" your ship into a npc ship when you disconnect? And when you re-connect, the game just updates your status based on what happened to the npc? Would that be possible?
 
It's the exact same situation. Without a intermediate party controller to provide clones of disconnected ships, you can't interact with a disconnected ship. You can't make a phone call to someone who's taken out the battery, but you can leave a voicemail as that is provided by an intermediate party.

When player X is already having a conversation with player Y (The moment one detects the other in a given instance, especially during combat), the game can have some sort of code that detects how the call ends. If it was forced hangup, the game can act differently. Example, if a player Y decides to leave the instance for example, they can send some kind of log stating that they left the instance right before hanging up.
 
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What if there was a way to momentarily "transform" your ship into a npc ship when you disconnect? And when you re-connect, the game just updates your status based on what happened to the npc? Would that be possible?

like i said:
- add failsafe telemetry
- add an official peer to "take over" fast

that's nothing that would improve overall networking in instances.
 
What if there was a way to momentarily "transform" your ship into a npc ship when you disconnect? And when you re-connect, the game just updates your status based on what happened to the npc? Would that be possible?

Yes - that would be possible. However, if you log back on into the fight, you've now got two of you :D so you can shoot your attacker, and then shoot your clone - and collect your own bounty lol. FD could make sure that this is impossible by instancing segregation - but the rules of that would become logarithmically more complex with the number of players in each instance, the clones involved, and the "cleanliness" of merging instances. It is pretty messy already.
 
When player X is already having a conversation with player Y (The moment one detects the other in a given instance, especially during combat), the game can have some sort of code that detects how the call ends. If it was forced hangup, the game can act differently. Example, if a player Y decides to leave the instance for example, they can send some kind of log stating that they left the instance right before hanging up.

problem: you can't tell if it is "forced".
Where to set the timeout?
If peered with someone half way across the world, i wouldn't really like to get disconnected and be taken over by AI every few minutes because there was a timeout.
 
Have another choice at the menu Open - Combat Logging Allowed and Open - No Combat Logging Allowed :)

and whilst that is a joke, you could do it so if you leave the fight for any reason whatsoever you sit there in space allowing the other person to shoot the holy crap out of you until you reconnect, after all how often do you get a crash mid fight? really? honestly? lol

If you have flaky net connection and dodgy PC go for the combat logging allowed and play with other cheats!

Sorted...
 
Have another choice at the menu Open - Combat Logging Allowed and Open - No Combat Logging Allowed :)

and whilst that is a joke, you could do it so if you leave the fight for any reason whatsoever you sit there in space allowing the other person to shoot the holy crap out of you until you reconnect, after all how often do you get a crash mid fight? really? honestly? lol

If you have flaky net connection and dodgy PC go for the combat logging allowed and play with other cheats!

Sorted...

:D and then someone swamps your connection, locks up your router and forces you to disconnect and be labelled a combat logging cheat.
 
Have another choice at the menu Open - Combat Logging Allowed and Open - No Combat Logging Allowed :)

and whilst that is a joke, you could do it so if you leave the fight for any reason whatsoever you sit there in space allowing the other person to shoot the holy crap out of you until you reconnect, after all how often do you get a crash mid fight? really? honestly? lol

If you have flaky net connection and dodgy PC go for the combat logging allowed and play with other cheats!

Sorted...

I know this issue doesn't exist anymore, yet it makes a good example.

In Beta i did a lot of PvP... and i got disconnected every time when there were more than three missiles in the instance.
At that time missiles were quite powerful and there wasn't any fight without them ;)

I really had a hard time to get back to my opponents and make clear i didn't log out on purpose...
 
I know this issue doesn't exist anymore, yet it makes a good example.

In Beta i did a lot of PvP... and i got disconnected every time when there were more than three missiles in the instance.
At that time missiles were quite powerful and there wasn't any fight without them ;)

I really had a hard time to get back to my opponents and make clear i didn't log out on purpose...

Then they'd get kicked out too!

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Of course not. I'd do it from yours :D


But mine is the plods! ;-)
 
Then they'd get kicked out too!

nope.
like most bugs, this one didn't hit everyone.

Edit: took me days to figure out it was the missiles. had four launchers on the conda. shot myself out ouf the game in the beginning ;)
 
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But mine is the plods! ;-)

And I'm MI6 - you're nicked sonny :D Seriously though - discussing this kind of thing is all well and good, and it is a valid threat that people have to counter online - but random router bricking is a relatively rare thing. Players shouldn't have to worry too much about it - but PLEASE make sure you UPDATE your router's firmware, and then change your router admin password.
 
And I'm MI6 - you're nicked sonny :D Seriously though - discussing this kind of thing is all well and good, and it is a valid threat that people have to counter online - but random router bricking is a relatively rare thing. Players shouldn't have to worry too much about it - but PLEASE make sure you UPDATE your router's firmware, and then change your router admin password.

you mean "password" on my netgear is no longer safe? ;)

(no, i don't use a netgear router...)
 
Its easy to solve but requires some direction on the behalf of the devs (not to say they haven't got loads, just a statement).

Open play means you log into a nasty and dark universe. Similar to Eve Online you make your choices and live or die by them. If you choose to log out, it takes your avatar 2 mins to do this in game. During that time you are a sitting duck. If you lose your ship due to loss of internet connection, then thats a shame, but you knew that when you logged in. Further Open play increases your income (through whatever means) by a percentage, a significant one. As for griefers (read pirates ;) ) there are strong penalties for crossing the line of the law. I applaude the forthcoming bounty changes, although more info on them would be great. But as far as i am concerned if you deliberately attack another entity (Player or AI) the sanctions against you should be strong. Those willing to do so should be forced to live in lawless systems, those willing not to do so should not get the advantages of visiting lawless systems unless they recognise and accept the dangers of doing so.

In short keep open separate from the other game modes. Make it the hardcore mode with better rewards and the risks that some randomer could wipe them out. Make sure if that happens that player becomes an outlaw that suffers the consequences but at the same time give outlaws a place to call home where anything goes.
 
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In short keep open seperate from the other game modes. Make it the hardcore mode with better rewards and the risks that some randomer could wipe them out. Make sure if that happens that player becomes an outlaw that suffers the consequences.

As has been said many times before - you can't make Open give any benefit over Solo or Group - as then you'd simply end up with people playing in Open in completely closed instances for whatever benefits.
 
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