Important note, FDev have said they will be monitoring this thread, if you think you have a good alternative proposal, or like one of the ones in this thread please do join the discussion.
From the feedback over the last day or so it seems clear that there are lots of things in the game that some people consider to be exploits, but one that stands out as fairly universally accepted to be a 'cheat' is Combat Logging.
There are lots of innocent reasons why a client may disconnect ungracefully, and unlike the recent Engineers cheat it's much harder to determine whether a CLogger did so deliberately or not.
For an excellent proposal from CMDR_Cosmicspacehead, please go to Post #34.
A revised proposal combining feedback & ideas from this thread is in post #267 & 268. There is an addendum in post #410 too.
For a comprehensive breakdown of the problem from Red Anders, please go to post #61.
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Original post is below for posterity & to preserve continuity:
I'd like to propose a simple 1hr ban from the game following any disconnect*, no matter what the reason.
*whilst the ship is in danger.
If a client is having connection difficulties, waiting a while before trying to reconnect is probably a good idea anyway, if they are genuinely trying to diagnose why the game crashed or their internet connection dropped, pinging the server & other stuff can be done in this time anyway.
If the client CLogs to avoid being ganked the gankers 'win' by preventing the CLogger from reaching the station (for an hour) etc, adding something to the gameplay rather than simply avoiding it.
If the client CLogs to avoid punishment (eg spawncamper being attacked by the AA) then the newbies have been given some breathing space where the ganker cannot simply relog & carry on popping sidewinders.
Would this be a reasonable compromise all round?
Edited 24/6/17: Clarified that proposal is only whilst the ship is in danger. Added useful links.
Edited 26/6/17: Amended formatting for clarity.
Edited 4/4/18: Re-arranged to promote the favoured proposal and depreciate the original post that started the conversation.
From the feedback over the last day or so it seems clear that there are lots of things in the game that some people consider to be exploits, but one that stands out as fairly universally accepted to be a 'cheat' is Combat Logging.
There are lots of innocent reasons why a client may disconnect ungracefully, and unlike the recent Engineers cheat it's much harder to determine whether a CLogger did so deliberately or not.
For an excellent proposal from CMDR_Cosmicspacehead, please go to Post #34.
A tagging system.
When you enter any form of danger (anything that requires the 15 second timer to legally exit the game), a "tag" is placed on your save, which contains some information.
When you leave danger, the tag is removed. You'd be none the wiser.
If you illegally combat log, or have a CTD, server error, etc, while in danger, the tag would not be removed.
This tag is then read when loading the game, and using the information it stored, will only allow you to re-enter your previous mode for a limited time.
I particularly like this idea, because if you're just going about your business and suffer a server failure or CTD while in danger, you simply reload the game and continue as normal, in your previous mode, which we all do anyway.
But if you're intentionally combat logging in PvP, your only options are to rejoin the same mode, where your opponent may be waiting. Or don't play at all.
No one is ever barred entirely from the game, and accidental disconnects are not punished.
CMDR Cosmic Spacehead
A revised proposal combining feedback & ideas from this thread is in post #267 & 268. There is an addendum in post #410 too.
For a comprehensive breakdown of the problem from Red Anders, please go to post #61.
Bear in mind that FDev can determine whether you logged via the menu or not (triggering the 15 second delay is an eventt and can be logged) so we're only talking about applying any judgement to exits other than via the menu. The discussion about whether that is fair, unfair or whatever is for another thread - as things stand FDev say that is legit, whilst cable-yanking, ALT-F4 etc isn't and they make the rules not us.
The easiest way to deal with it, not ideal because some players would undoubtedly slip through the net, but still incomparably better that what the game offers now* is to do what I suggested in the now-locked thread and apply a balance of probabilities test.
Let's kill the strawmen before they spawn.
1. Nobody gets banned for a single occurrence of anything because yeah, my connection drops sometimes. Most people's connections will drop occasionally for a number of reasons.
2. Nobody gets banned for an ungraceful exit whilst just flying around in supercruise, or when jumping in/out - the issue is combat logging.
I would have to accept that one potentially exploitable scenario would have to be exempt, namely connection drops at the point of a successful interdiction. The reason is that I know this is a time when flaky connections can cause genuine problems, same as when trying to drop in on a wingmate. It'sa well-documented problem and a potential nightmare to police.
OK, that will undoubtedly mean that some players will just log at the point they're about to enter combat and get away with it, even if we leave aside the tedious and never-ending discussion around 'when is combat logging actually combat logging?' Is that ideal? Nope. Is it considerably better than the situation now, where a player who is happy to join the fight when they think they might win but then logs when they realise they won't, can also get away with it? I'd say that it is. If we can't do perfect, let's focus on doing better and just commit to working towards perfection lol - not being able to do it perfectly is not a reason to do nothing.
Ok, so that leaves us with players who can fly round in supercruise with no problems, can manage to drop into an instance with another player with no problems, can then fight that other player for a period of time with no problems, yet whose connection suffers an incredibly unfortunate failure just as they drop to 5% hull with their opponent drawing a bead on them.
If that happens once, should the player be getting a ban? I'd say not, bad luck is a real thing.
How about twice? Hmmm. Well I guess some people have really really bad luck.
Tell you what. Let's see how many times other players think someone could reasonably be unlucky, in what is a very specific situation and one that would be occurring after the most likely disconnect points for people with naturally flaky connections, who nontheless decide that playing online games that require a good, stable connection is a really good idea.
Quiz time:
You arrive home from work on Friday evening to discover your front room window smashed. There's a brick in the middle of the room which has clearly come through the window. Standing outside is a bloke with brick dust on his hands. He says 'This your house mate? Wow, proper mess that. I saw this fella launch a brick through it and run off down there, I tried to catch him but I've got a sore leg.' So obviously you thank him for his public-spirited behaviour and head inside to phone a glazier.
The following Friday, you arrive home from work to discover your front room window smashed. There's a brick in the middle of the room which has clearly come through the window. Standing outside is a bloke with brick dust on his hands. He says 'This your house mate? Wow, proper mess that. I saw this fella launch a brick through it and run off down there, I tried to catch him but I've got a sore leg.' Something is tickling away at the back of your mind about this situation but it's raining on your telly, so you thank him for his public spirited behaviour and head inside to phone a glazier.
The following Friday, you arrive home from work to discover your front room window smashed. There's a brick in the middle of the room which has clearly come through the window. Standing outside is a bloke with brick dust on his hands...
I'm not going to labour the point - just how many weeks would you let that go on before you accepted that the balance of probability is that the bloke is smashing your window and hanging around to have a laugh at you? Three? Five?
Balance of probability does not mean punishing someone for an act of God. It means that there is a tipping point after which a reasonable person could infer that the feathered, quacking bird in front of them is in fact a duck.
I don't agree with automated timeouts as per the OP simply because as I said above I totally accept that connections can drop legitimately and even with mine, which is usually rock-solid, I would have probably been unable to play on any Sunday night for the last year given the number of random disconnects I used to have. Mainly though, if the issue is combat logging, there's no need to do something as controversial as that when we're only really concerned with ungraceful exits during combat. For example I'm currently about 21,000 LY from Sol approaching the edge of the core - what impact is my connection dropping on a jump there having on anyone that means I should sit out an hour? It's just pointless and would be a huge cause of frustration.
I do however think that it's entirely reasonable for players to get banned on the basis that the circumstances in which repeated connection drops happen would defy any reasonable likelihood of being accidental. It's not about the number or frequency of disconnects, it's about the context. Just the same as I thought it was entirely reasonable that players should lose a load of grade 5 engineered mods even though there is an infinitesimally small possibility that they did 1n fact just exit to the engineers menu and then go back to do a grade 5 roll on 172 consecutive occasions.
This concept that what is needed to punish people is 'proof' in the sense of a video of them doing it and laughing about it along with a signed statement to that effect is bunk. What is needed is a reasonable belief that the chances of other causes are sufficiently small as to be disregarded and that is a point that you can definitely reach with contextual evidence. Nobody in their right mind can realistically believe that a player who drops connection regularly at the critical point of a fight and yet doesn't do so regularly (or at all) at other times is doing anything other then deliberately pulling the plug. It's nonsense.
* When I say implementing the above would be infinitely better than what we have now, I mean that the perception of what we have now at least is a situation where on the one hand FDev say 'ungraceful exits are an exploit' and yet where what seems to happen about them is nothing. That's actually worse than not having a rule about it at all because it gives the impression that enforcement of rules is weak and in MMOs players quite rightly have an expectation that rules will be enforced.
___________
Original post is below for posterity & to preserve continuity:
I'd like to propose a simple 1hr ban from the game following any disconnect*, no matter what the reason.
*whilst the ship is in danger.
If a client is having connection difficulties, waiting a while before trying to reconnect is probably a good idea anyway, if they are genuinely trying to diagnose why the game crashed or their internet connection dropped, pinging the server & other stuff can be done in this time anyway.
If the client CLogs to avoid being ganked the gankers 'win' by preventing the CLogger from reaching the station (for an hour) etc, adding something to the gameplay rather than simply avoiding it.
If the client CLogs to avoid punishment (eg spawncamper being attacked by the AA) then the newbies have been given some breathing space where the ganker cannot simply relog & carry on popping sidewinders.
Would this be a reasonable compromise all round?
Edited 24/6/17: Clarified that proposal is only whilst the ship is in danger. Added useful links.
Edited 26/6/17: Amended formatting for clarity.
Edited 4/4/18: Re-arranged to promote the favoured proposal and depreciate the original post that started the conversation.
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