Combat logging no longer an exploit? * trigger warning *

Oh, I think this gif is far more suited to you:

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Don't know why they just don't code in a 15 second timer when you D/C. That would end all of this. Like 10 lines of code and the whole subject is closed. If D/C happens, check status. If status is danger zone or combat then set 15 sec timer, after 15 sec log out.
 
Don't know why they just don't code in a 15 second timer when you D/C. That would end all of this. Like 10 lines of code and the whole subject is closed. If D/C happens, check status. If status is danger zone or combat then set 15 sec timer, after 15 sec log out.
they already do something like this, no?
 
Don't know why they just don't code in a 15 second timer when you D/C. That would end all of this. Like 10 lines of code and the whole subject is closed. If D/C happens, check status. If status is danger zone or combat then set 15 sec timer, after 15 sec log out.

The issue around this comes down to the P2P model they use, at the moment it is practically impossible for them to identify who is actually disconnecting, all the network traffic shows is that the connection was lost between the respective players. If implemented poorly, it could result in two players who legitimately lose their connection both somehow destroying each other in the 15 seconds after connection has been lost - in that case, should both of them face rebuys?

The more I see this kind of thing, the more I feel that each instance with multiple players in open should keep an independent "referee" player connected to the instance (one who is not actually in the instance, but instead just another player who happens to be in open and therefore has already consented to randomly connecting to other players) to deal with this kind of thing as well as other forms of cheating. Players wouldn't know which of the new connections is the referee, and so would have to be careful about using connection settings to try to cut out their opponent. The big issue with P2P networking between just two individuals is that it is almost impossible to determine what the actual truth is behind any alleged cheating as both parties can just point at each other and say that the other side is wrong/glitched/cheating; a 3rd party observing would then be able to provide an independent set of details regarding the events. This would also help stop exploiters from monitoring network traffic to check for other players in an instance, as network traffic to other players could just be a sign that they are refereeing an instance between players on the other side of the galaxy.
 
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