We are talking about potential CLogging situations here, how does making the ship easier to kill make a difference? Compared to simply preventing them achieving their goal?
See my post No.255 in this thread and the series of posts by Sandro in the other thread to which I was referring.
Frontier appear to envisage a possible sequence that runs something like this:
Step 1. Cmdr disconnects from combat.
Step 2. Cmdr incurs negative karma.
Step 3. By reason of negative karma, Cmdr incurs penalties such as cumulatively higher rebuy.
Step 4. Higher rebuy is not irrelevant because other measures makes it easier for that Cmdr to be killed.
Step 5. Those that are truly egregious in their combat logging behaviour may circumvent the above and incur direct account penalties (hence, they can't keep the loop going forever by logging forever).
So basically making them easier to kill is a component part of the deterrence the above sequence is supposed to introduce.
Seems like a solution to capture various 'bad karma' situations. If that's applied to CLogging alone I'm not sure it wouldn't make the situation worse.
Ummm, so equip NPCs with the existing fsd reboot effect on dumbfire missiles?
And yes, they are mainly a gankers tool... though I'm thinking of fitting one on my pirate Viper. Keep target around long enough to drop more cargo.
Replace references to Combat Logging with "clean player destruction" and it could work that way too....
This suggestion to deal with Combat logging assumes that a karma system is in place and a robust mechanism for determining if combat logging has occurred is in place. Combat logging is one of the very few acts of blatant cheating I would use a karma system to resolve in Elite. Karma implies death and rebirth so why not add a threat of character death to the game if it can be determined that combat logging has occurred. Character death would effectively mean a player has to start again from scratch, with sidewinder, starting credits even a new character name. All ranks, money, modules, ships etc. would be lost.
How would it work? If an instance of combat logging is confirmed then this effects your karma score. For example, lets say one instance of clogging reduces your karma score by 10%. If you subsequently are destroyed there should be a 10% chance your character dies. Further confirmed acts of clogging would reduce your karma score further, thus increasing your chance of character death on ship destruction. When 100% of your karma is used up it is instant straight forward character death, no ship destruction required! If a cmdr constantly clogs (therefore, avoids ship destructions), then eventually the karma system will catch up with them. Time factors and logarithmic karma loss could also be introduced. For example one clog might be wiped after x amount of time without further incidence. Or if multiple clogs happen in a short space of time karma is used up quicker.
The whole basis of this idea should be a deterrent, would it be worth risking potentially years of grind of losing your character by clogging? Whilst offering a little bit of protection in debatable cases.
The whole point of the karma system is that Frontier are unable to confirm if someone actually combat logged.
With the above there's a 10% chance a CMDR loses their save due to combat logging when it isn't a combat log.
I've been going back through the thread looking for points I might have missed, and comparing them to CMDR_Cosmicspacehead's idea in post #34.
The idea is simple, probably pretty easy to implement and covers all bases without being unduly punishing to genuine CTDs & networking problems.
A 'tag' is added to your save when you enter danger, and removed when you leave legitimately. If you CLog (whether accidental or otherwise) the tag remains, and when you next log back in you can only re-join in the same mode (open/specific group/solo).
I don't think any timer is required on retaining the tag, even if it's hours or days later, if you want to choose another mode just re-enter, exit to menu normally & change mode as usual.
So we need a timer on how long you have to wait after re-joining before you can change modes again. An hour? Less? More? How long should one unit of time be?
Test #1 You CLog on a ganker. If you return straight away they will be waiting for you (in the instance you left or in supercruise). It's not personal, they just want to gank anyone, but you just CLogged on them so maybe it is a little bit personal. You can stay out of the game & wait until you think (hope) they have forgotten about you, but when you eventually return the timer starts & they have 1 unit of time to take you out. You log out (legitimately) and wait for the gankers to leave the game so you can let the timer expire & maybe switch modes. Result, ganked CLogger's actions are taken out of the game unless they accept their fate.
Test #2 You are a spawncamper & CLog on the AA. This time it's personal, they are waiting specifically for you in SC when you return. They catch you again, you CLog again, and so it goes. This is the new game for you, you are getting attention but you cannot make any progress, you cannot slip to solo & move, then pop up somewhere else in Open until 1 unit of time has passed. You get bored & quit for the night. Result, spawncamper is 'policed' out of the game until they no longer want to play, or accept their fate.
Test #3 You are unlucky & CTD whilst in danger (this test also applies to PvE CLoggers). You log back in to the same mode & carry on, 1 unit of time passes no problem.
The 'Karma' system logs the number of CLogs (no matter what the reason), probably averaging it over the past month or something, if you CLog a lot bad things start to happen as described by Truesilver in post #263.
If you have a poor internet connection there will be little direct relation with what you are doing in the game, so most disconnects will not be while in danger. If the game is bugged & CTDs (possibly because of your connection quality, or another player in your instance) as described by Red Anders in post #61 The karma system needs to be able to compare trends over lots of Cmdrs to eliminate these as deliberate. This may require manual intervention for server crashes say.
I think this works, and covers all contingencies. How long should 1 unit of time be?
ETA note that 1 unit of time is time spent playing the game, which is already a metric.
A useful thing possibly for the 15 second exit to menu? Display the countdown to all CMDRs in the instance! I know pirates who start shooting at victims because they "think" they are exiting to menu, and it could just be the victim isn't quick enough to respond in 5-10 seconds!'Ship in danger' 15sec countdown:
Note that the 15 sec 'ship in danger' timer will still work, but can now be increased, provided the player can walk away from the game & is no longer required to confirm after the timer expires as suggested by Stigbob in post #30. This lack of confirmation would need to include the possibility of a rebuy screen, to be shown when the player next logs in. A cancel button during the countdown would allow the player to regain control. The countdown timer should not reset or otherwise change to avoid rewarding 'playful' gankers delaying the legitimate exit.
I propose this countdown be changed to 30secs initially & review up or down in due course.
Agreed... And as the suggestion is C&P (karma) is not going to apply in anarchy systems - why? - then every new exploration based site discovered, which becomes the griefer goto location of the week, will remain an example of cynical toxic gameplay... Maybe FD will come up with something else to protect these areas...Interesting thread that address only a single specific issue and one I suspect may just annoy the OP the most, most of these suggestions (only skimmed) seem to favour the aggressor. In my opinion there can be no action taken against combat logging until there is a balancing that also impacts the aggressor. I am talking specifically about the ganking side, 4 fully engineered FDLs against a trading T7 or similar, bailing out of a PvP agreed fight or closely matched ships is still unacceptable and must be addressed.
Agreed... And as the suggestion is C&P (karma) is not going to apply in anarchy systems - why? - then every new exploration based site discovered, which becomes the griefer goto location of the week, will remain an example of cynical toxic gameplay... Maybe FD will come up with something else to protect these areas...
Hello Commanders!
A few comments:
* Yes, we will need to consider areas of lawless space that would normally be considered exempt from karma (such as barnacle sites), we're chewing this over.
* Regarding piracy, there are separate issues to do with collection and cost efficiency that we'd also like to address.
* A karma system will not be a panacea. Our initial implementation is also not to completely prevent specific styles of play - it is to add appropriate consequences for them.
Agreed... And as the suggestion is C&P (karma) is not going to apply in anarchy systems - why? - then every new exploration based site discovered, which becomes the griefer goto location of the week, will remain an example of cynical toxic gameplay... Maybe FD will come up with something else to protect these areas...