There really isn't a good solution to the Clog problem. We can't prove it was a Clog, and because of that are pretty much stuck before we even get to any sort of discussion on punishment. Block people you strongly suspect have Clogged on you. If everybody does that, eventually, the Cloggers will just be Clogging with each other.
 
There really isn't a good solution to the Clog problem. We can't prove it was a Clog, and because of that are pretty much stuck before we even get to any sort of discussion on punishment. Block people you strongly suspect have Clogged on you. If everybody does that, eventually, the Cloggers will just be Clogging with each other.

That's it in a nutshell, FDEV already fixed it by letting us block people if we want. No proof human intervention or impact from false positives.

The only sensible solution I ever heard for clogging was anyone who disconnects in a fight for whatever reason is then limited to open only for an hour afterwards. That way if my rural connection packs in I'm right back where I want to be, but a clogger takes a self imposed mini-ban or has to risk losing again.
 
That people stop getting upset enough about pretend spaceships to clog, confuse a menu logout with a cheat, make dreadful "fix" suggestions or rant about it in the forum.

I don't think just hoping the players will change their behaviour is a particularly good solution, the game design attracts a certain type of player. Changing the fundamental nature of the game in the hope that this problem is diminished seems a drastic step when compared to some of the solutions proposed.

There probably is a problem that was solved with a strawman argument, I can't think of one though.
 
There really isn't a good solution to the Clog problem. We can't prove it was a Clog, and because of that are pretty much stuck before we even get to any sort of discussion on punishment. Block people you strongly suspect have Clogged on you. If everybody does that, eventually, the Cloggers will just be Clogging with each other.

But the bloodthirsty thirst for blood. There's no gratification for them from this. Sure, it might fit as a solution to an unsolvable issue, but it lacks the sort of satisfaction these folks demand.
 
Yep, good isn't it.
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"They're Grrrreat!"
 
That's it in a nutshell, FDEV already fixed it by letting us block people if we want. No proof human intervention or impact from false positives.

The only sensible solution I ever heard for clogging was anyone who disconnects in a fight for whatever reason is then limited to open only for an hour afterwards. That way if my rural connection packs in I'm right back where I want to be, but a clogger takes a self imposed mini-ban or has to risk losing again.

That was my idea. 😁

To be honest, I made that suggestion, and I've been promoting it, and defending it...


But I've never clogged or been clogged on. Ever. Lol

But I can see why it's annoying for other players (traders clogging on pirates, murderhobos clogging on enforcers, etc), hence why I suggested it.
 
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That was my idea. 😁

To be honest, I made that suggestion, and I've been promoting it, and defending it...


But I've never clogged or been clogged on. Ever. Lol

But I can see why it's annoying for other players (traders clogging on pirates, murderhobos clogging on enforcers, etc), hence why I suggested it.

Its a perfect solution, no impact on people with a connection issue (all of us after most patches) and it doesn't need any intervention by FDEV. Its not harsh enough for the more extreme elements but nothing ever will be so they can just be disregarded.

Cloggings like hacking far more widespread in peoples imaginations that reality. It doesn't help that some people went on a campaign of reporting menu logs as clogging because they thought it would force FDEV to change their stance on people being able to answer the phone or whatever. They probably stopped listening after that.
 
What solution would you prefer?
The solution is ... get over it, at least until someone can invent a 100% reliable network. So long as networks are not 100% reliable, there is no way to determine what is causing an outage. Are you going to "punish" players because a DSLAM on their Internet provider's local loop went kablooey for a couple of minutes? Should you be "punished" because your Internet provider decided to bounce your modem for diagnostic reasons while you were in the middle of a firefight? It happens, you know. o7
 
The solution is ... get over it, at least until someone can invent a 100% reliable network. So long as networks are not 100% reliable, there is no way to determine what is causing an outage. Are you going to "punish" players because a DSLAM on their Internet provider's local loop went kablooey for a couple of minutes? Should you be "punished" because your Internet provider decided to bounce your modem for diagnostic reasons while you were in the middle of a firefight? It happens, you know. o7

My preferred proposal is that the player that ungracefully disconnects while the ship is in danger (ie a CLog whether deliberate or not) must rejoin the mode they left. The idea is that it doesn't punish anyone, but discourages the casual CLogger who can't drop to solo & move position to evade a blockade or whatever. If your internet dies you just log back in to what is presumably the mode you wanted to be in anyway. There would need to be a few other rules (eg a timer) but that's about it.

Would that be something you could live with?
 
My preferred proposal is that the player that ungracefully disconnects while the ship is in danger (ie a CLog whether deliberate or not) must rejoin the mode they left. The idea is that it doesn't punish anyone, but discourages the casual CLogger who can't drop to solo & move position to evade a blockade or whatever. If your internet dies you just log back in to what is presumably the mode you wanted to be in anyway. There would need to be a few other rules (eg a timer) but that's about it.

Would that be something you could live with?

I could live with it ... o7
 
What's the issue? If you're ganker then no it doesn't solve the issue. If you're a genuine pirate then you have a better idea on where to focus your efforts.

So what would this counter solve then? what benefit would it give the pirate? how many times do a "normal" player that get interdicted panic that much so that they panic exit the game to actually give the counter a meaningful value?

Considering that a pirate is supposed to be trying to request cargo or steal it with hatch breaker limpets, so pirate is not going start with guns blazing, and thus exit to menu works really well for any intended victims, and if they are doing that, it is very unlikely that the pirate will notice this happening, as they victim have stopped and hopefully is reading the pirate message. And now 15 seconds goes by fast and then the victim is just gone, and your counter would be useless, as this was not a combat log, just an approved exit to menu.
 
So since reading the developers can't really tell if you pulled the ethernet cable (or used a kill switch) or there really was an honest connection issue, the best thing i have seen suggested was putting the player right back into the position they were in when they disconnected the next time they log in with no other game play options available to them.

Perhaps when the person that lost connection logs back in, an automatic message is sent to the other person asking if they want to continue/finish off that battle.
I get the feeling that someone winning a fight wasn't always winning it easily and may not want to go through it again. So what if they didn't want to continue/finish off the battle? Well, answering my own question, i suppose that'd be the end of it then and both parties just get on with it.

I still think it would be something that would become a factor for combat loggers, since if they picked on the wrong commander and were getting minced, they certainly wouldn't want to be forced right back into that fight.
 
So since reading the developers can't really tell if you pulled the ethernet cable (or used a kill switch) or there really was an honest connection issue, the best thing i have seen suggested was putting the player right back into the position they were in when they disconnected the next time they log in with no other game play options available to them.

Perhaps when the person that lost connection logs back in, an automatic message is sent to the other person asking if they want to continue/finish off that battle.
I get the feeling that someone winning a fight wasn't always winning it easily and may not want to go through it again. So what if they didn't want to continue/finish off the battle? Well, answering my own question, i suppose that'd be the end of it then and both parties just get on with it.

I still think it would be something that would become a factor for combat loggers, since if they picked on the wrong commander and were getting minced, they certainly wouldn't want to be forced right back into that fight.
I do like that, but you would have to bring the party that did not CLog right back to the state they were in prior to the other person CLogging because it may have been a legitimate loss of connection.
 
I hope these group -hugs actually help those troubled by CLogging. Talking it out can only foster the healies.

Godspeed Commanders, Godspeed.
 
Stupid question, perhaps, but:

When an opponent clogs, isn't that a win? Doesn't that resemble giving up, rolling over, playing dead? Doesn't that give the winner the same satisfaction, or maybe even more?

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