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

I keep coming back to see "what every other decent P2P game does"

None of the solutions proposed in this thread so far appear to fulfil the above and nor do they address the problem without penalising genuine accidental 'loggers'

Seeing as the point of you repeatedly asking this question is to diminish my character for not knowing the answer I see no reason to bother with you, but since you think you are doing this thread a service I will give you this.

I have no idea what other P2P games are doing to combat this, but as a person who plays said games I know it is possible because they are doing it.

And as for accidental problems, as I have said several times, that's what the ticket system is for.
 
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I'd far rather Frontier fix the problem than have more people stop playing. I don't think 'I'm quitting' is a useful way to express oneself but I can understand the frustration. Everyone of my friends who I speak to about the game is complaining about combat logging.
If your choice of gameplay is impossible because of an exploit, then what other options are there?
 
I keep coming back to see "what every other decent P2P game does"

None of the solutions proposed in this thread so far appear to fulfil the above and nor do they address the problem without penalising genuine accidental 'loggers'

Unfortunately there is no way to tell the difference between an accidental and legitimate combat log. For me, that's simply part of the risk.. If I disconnect, I risk ship destruction. That being said If I undock, I risk ship destruction. There is an old adage amongst eve players that goes: don't fly what you can't afford to lose -- and I think that should carry over here a bit.
 
how about:

  1. Logout timer. 20 seconds to logout, change the logout screen to a screen in your cockpit. If you suddenly D/C the game keeps your ship live for the same 20 seconds. Other players in the same battle see (CMDR joe blogs has disconnected).
  2. Interdiction Immunity. If you have been interdicted and escaped or won the battle you cannot be ID'd again for 5 minutes unless you want to toggle the ID immunity off. Only works if ID is toggled ON prior to any interdictions.
  3. Less death consequences.

1. The game has been terminated at that point. There is no game to keep the ship alive for another 20 seconds.
2. What a horrible and completely unrelated idea. It's even exploitable to some point.
3. People will still combat log, regardless of death consequences.

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I keep coming back to see "what every other decent P2P game does"

None of the solutions proposed in this thread so far appear to fulfil the above and nor do they address the problem without penalising genuine accidental 'loggers'
Then you didn't read the thread very carefully.
 
On what evidence do you come to this conclusion?

It's not possible to link to the evidence for obvious reasons but there is a certain UnKnoWn forum that deals with the subject of CheaTs and the guys there have pretty much torn this game apart. They have cheats for pretty much everything and even a Beginners Guide and Wiki to link to it all.

Here is a typical post from there:

Anyone know a good way to gain fast bounty on your head? I have 2 accounts, one which i do not use the hacks on and the other i pretty much load it up. I wanted to start feeding my clean account with bounty credit. At first, I started to afk farm stations, but I realized that took for ever. If you do not want to share your method's publicly, just pm me please. Thanks
 
I agree that CL is a problem but you have to look at it from the other player.

Until the penalty for killing is drastically changed, then these players are not going to loose millions of credits and hours of game play when the killer is getting a kick from killing and suffer no penalty.


Just like the arguments about Traders making more money than Combat ( which is now adjusted ) for SOME people no dying is equal to the killers not getting punished.

And I image the CL'ers do this because they want to stay in open than moving to a PvE or solo.
 
Seeing as the point of you repeatedly asking this question is to diminish my character for not knowing the answer I see no reason to bother with you, but since you think you are doing this thread a service I will give you this.

I have no idea what other P2P games are doing to combat this, but as a person who plays said games I know it is possible because they are doing it.


Out of curiosity, what other games use P2P networking? Not counting pure server-client networking here. Software like punkbuster might work, but certainly not optimal solution. Also not many games have serious death mechanics, is there anything around that punishes death and relies on P2P?
 
Penalising innocent players with a genuine disconnect is a lesser evil IMO, since the chances of it happening at just the right time aren't that high (unless your connection is too unstable to even play in the first place), and even lower if it's a case of needing it to happen two or three times before you're penalised.

But the problem remains that it's possible to break the P2P connection but keep the connection to the transaction servers alive, so there is no way of knowing who is responsible. People who pull the network cable out can be dealt with, it's the others who are the problem.
 
Hi,
I am going to stick my neck out and say I think combat logging may be linked to the cost of insurance, I have been thinking that if maybe current insurance was kept for self inflicted accidents, and a zero cost insurance policy was implemented for combat, players may hang in there to the end, (you never know).

I for one would try PvP under that condition.

As an old timer back in the day a ship loss would send you back to your last save, which usually lost you a small amount of time (unless you were tardy saving your game), now the loss could be weeks if you are a casual gamer and I am sure self preservation takes over, it has for me even in solo.

So I guess I am thinking carrot rather than stick to keep players online to the bitter end so to speak.

This is a change from a previous view (I had not been playing enough to fully understand the problem).
 
Seeing as the point of you repeatedly asking this question is to diminish my character for not knowing the answer I see no reason to bother with you ...

You misunderstood me.

Since you posted "what every other decent P2P game does" I presumed you did actually know what every other decent p2p game does. I wasn't trying to expose your flawed logic.

If you play the games how come you don't know what they do?


As for ticketing for accidental problems I'm pretty sure every bleeder that intentionally logs would just submit a ticket and claim that their PC crashed or the cat jumped on the keyboard or whatever.

I don't think ED (or any other dev) would want to have to deal with that kind of support queue.
 
I'm not sure why a ship just can't be left vulnerable for 15 seconds if the game detects a forced/crashed disconnect?

Because I believe since the games mostly runs as P2P it's not that simple. There is no central place for something like this to be detected.
 
Penalising innocent players with a genuine disconnect is a lesser evil IMO, since the chances of it happening at just the right time aren't that high (unless your connection is too unstable to even play in the first place), and even lower if it's a case of needing it to happen two or three times before you're penalised.

But the problem remains that it's possible to break the P2P connection but keep the connection to the transaction servers alive, so there is no way of knowing who is responsible. People who pull the network cable out can be dealt with, it's the others who are the problem.

"It is better that ten guilty persons escape than that one innocent suffer", William Blackstone
 
If your choice of gameplay is impossible because of an exploit, then what other options are there?


Change you choice of gameplay maybe, if only for so long until it gets better with the Combat logging.
Or, as i would prefer: go to a group that is dedicvated PVP, should happen less there than in Open where most/some people simply dont want
THAT kind of interaction and do what theiy think is neccessary to protect THEIR choice of gameplay.

Its easy as you see ;-)
 
From a P2P mechanic ( or any other ) how would you feel when players start to create programs that DOS you IP/UDP address causing you to lag and disconnect just.

Will you say, oh well at least its stops the CL'ers...
 
"It is better that ten guilty persons escape than that one innocent suffer", William Blackstone
At what point does that change? There would be no point in having courts if you take that too far. The odds of an innocent suffering are pretty slim and it's not as if the consequences are the same as were being considered in that quote.
 
At what point does that change? There would be no point in having courts if you take that too far. The odds of an innocent suffering are pretty slim and it's not as if the consequences are the same as were being considered in that quote.

At what point does that change? In my book it doesn't. But the 'point' of the post is that such a lazy solution as letting the innocent 'connection loser' suffer along with the combat loggers is the thin end of the wedge. If a solution is to be had it needs to be a close to the 'best' solution as can be managed.
 
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