Combat Logging

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Then a comparable punishment would be to remove from the game then ship used during the C-Log. Akin to removing from the game the exploited 5-1 engineered modules.

Removing some modules would be closer, but they'd have to accurately eliminate the false positives, get post patch server shakiness under control, justify punishments for one specific minor cheat only and all against a backdrop of not having bothered with it in the past.

Realistically it's simply not going to happen.
 
Enlighten me

The clue is probably in the description: Peer to Peer, ie you and Mr X are basically sharing PC's. Do something with your router or whatever that removes/kicks Mr X from your PC and Voila, Mr X has tripped over his ethernet cable on the way to get a cup of coffee.......what a naughty Mr X........


KOS LIST FOR MR X!!!!!!!!!!!!!!!

[haha]

Disclaimer: Just guessing here before I get HAXORRRKOS'd
 
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Then a comparable punishment would be to remove from the game then ship used during the C-Log. Akin to removing from the game the exploited 5-1 engineered modules.

The scary thing is that you might actually believe this but it is so far out of whack it's on a different continent.

Removing the ship from a Combat Logger? That's the equivalent of removing the ship from the 5-1 cheaters, not just their modules. (And possibly reimbursing CMDRs that got destroyed by said ships when they were running the cheat mods, etc... )

It was just the modules that were removed. Not their ships.
 
They can't do anything with video evidence - as it's so simple to manipulate circumstances that the "logger" causing pew-pews grief and emotional distress by not exploding was removed from the instance by the pew-pews themselves, and recorded in the hope of causing trouble for a completely innocent player for the lulz.

The reason you are mistaken is because you are not taking FDs other available sources of evidence into account. The video evidence can be damning on its own but on many occasions it can also be misleading. However when taken in with player journals etc it can be very obvious.
 
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Enlighten me

By attacking the other person's network connection.
A quick packet capture and you can pull their IP easily.
A little bit of network knowledge and you can generate enough latency to make their connection drop.
Or if you have a high-end router, you can block their headers from your end and the instance splits and you both disappear from the other's person's perspective.

And this is one of a few hundred reasons why nothing will ever stop this.
 
The reason you are mistaken is because you are not taking FDs other available sources of evidence into account. The video evidence can be damning on its own but on myany occasions it can also be misleading. However when taken in with player journals etc it can be very obvious.

While I agree with you in principle (part of my job is this kind of digital forensics), the real crux of this exact issue is the source of a disconnect (client vs server vs peer vs ISP vs physcal conditions vs any number of other reasons for sudden unexplained communication loss), and I don't think the game can determine that. Some pedantic folks might say the debate ends there. As I say though I personally agree that in principle, FD should have sufficient additional sources of information to make a determination as to the veracity of one of the player's statements, or at least, record a 'dubious point' against one or both players, then be able to recognise any such pattern going into the future.
 
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You can have as many logs as you like - they will all corroborate the same thing. There were players in an instance, and at some point there was a change in an instance from the perspective of certain players.

What those logs won't show, beyond any shadow of a doubt, is exactly how that change happened. If FD can do this, then they are wasting their time making games and should be licensing their accountable, connectionless, tamperproof, resilient and power-agnostic protocol to banks and governments who would, quite literally, pay with a blank cheque.
 
You can have as many logs as you like - they will all corroborate the same thing. There were players in an instance, and at some point there was a change in an instance from the perspective of certain players.

What those logs won't show, beyond any shadow of a doubt, is exactly how that change happened. If FD can do this, then they are wasting their time making games and should be licensing their accountable, connectionless, tamperproof, resilient and power-agnostic protocol to banks and governments who would, quite literally, pay with a blank cheque.

Indeed some stuff is harder to prove than others. In my particular case, the same player did the same thing to another player not five minutes earlier. Certainly FD have enough evidence between the vid and the previous pattern to make it a fairly reasonable assumption of an intentional log.

While I agree with you in principle (part of my job is this kind of digital forensics), the real crux of this exact issue is the source of a disconnect (client vs server vs peer vs ISP vs physcal conditions vs any number of other reasons for sudden unexplained communication loss), and I don't think the game can determine that. Some pedantic folks might say the debate ends there. As I say though I personally agree that in principle, FD should have sufficient additional sources of information to make a determination as to the veracity of one of the player's statements, or at least, record a 'dubious point' against one or both players, then be able to recognise any such pattern going into the future.

Precisely. While one or two recorded logs can be hard to prove if the player denies it, at some point a pattern can be established.
 
Precisely. While one or two recorded logs can be hard to prove if the player denies it, at some point a pattern can be established.

Yes - but you can manipulate events to create a pattern that clearly shows someone else logging off when they have done no such thing, even to the point where you've got multiple wings of players seeing it happen and having the logs that show it happened, just by one malfeasant lulzbunny with a grudge against someone.

Data protection and privacy laws also complicate matters.
 
Yes - but you can manipulate events to create a pattern that clearly shows someone else logging off when they have done no such thing, even to the point where you've got multiple wings of players seeing it happen and having the logs that show it happened, just by one malfeasant lulzbunny with a grudge against someone.

Data protection and privacy laws also complicate matters.

Indeed. What I was more referring to was a pattern over time (accessible to FD). So for example even my somewhat damning vid + the vid of the previous guy catching the player out under similar circumstances look a lot like what ai believe it to be, on their own they possibly are not enough for FD to take action (even with their internal access). However when more of these pile on, then a fairly reliable pattern can be established.
 
Yes - but you can manipulate events to create a pattern that clearly shows someone else logging off when they have done no such thing, even to the point where you've got multiple wings of players seeing it happen and having the logs that show it happened, just by one malfeasant lulzbunny with a grudge against someone.

Data protection and privacy laws also complicate matters.

That's a bit of an extreme possibility, though, and it's the sort of thing that could be assessed by a human being too.

Firstly, if this is happening regularly enough to become an issue, chances are you'll be aware that it's happening only when you're in combat with a specific person, or group of people.

So, you get some kind of punishment for "combat logging".
You appeal and say you dunno what's happening but, from your POV, whenever you're in a fight with certain people you end up losing your connection.

FDev then look at your own history and see no record of you doing anything similar during combat with others, even when you've been losing and had ships destroyed.
FDev then look at the histories of the people you were in combat with when it happened and discover that, by some strange coincidence, the same thing happens to an unusually large number of players who also don't normally CL but appear to when in combat with these people.
And, while they're at it, FDev can also look at friend, chat and wing records for the people involved to find out who's buddies with who.

With that information to hand, are FDev likely to assume that a bunch of people who don't know each other are acting in a perfectly reasonable way 99.9% of the time but all seem to be CLing when they meet these specific people?
Or are they more likely to assume that a group of people who all know each other, and have a history of the same thing happening, are somehow responsible?

The main thing that FDev are going to have to understand is that if they implement any meaningful type of C&P, they ARE going to have to set up some kind of "appeal" process and they are going to have to allocate human beings to spending time sorting stuff out.

If they're hoping to implement some kind of fully automated C&P algorithm and then leave it to police the game, they're going to be disappointed.
 
I feel I need to go and find my Combat Logging Solution idea again....

If only I remembered where I left it...?

Anyone who has participated in the last few CLogging debates probably knows what idea I mean. :D

CMDR Cosmic Spacehead
 
Probably asking for trouble by saying this but it just occurred to me....

When you get into combat the ship you're shooting at turns red.
That means the game "knows" you're in a fight with somebody.

Why not disable the "quit to menu" option as long as there's a hollow red blob on your scanner?

That way you'd either have to jump out or, at least, put some distance between yourself and your opponent before menu logging.

FDev probably allowed menu log in case something urgent happens when doing combat, otherwise they woudln't have cared about the issue at all and just not create the timer.
 
Solution for combat logging is pretty simple.

Persist all ships involved in player versus player aggression, in the instance, for 2 minutes. Even if the player himself is gone.
 
PP merits? Credits? Rly?? Seems rather petty and insignificant in the face of a pvp victory, no? Why do you want to take their merits anyway? And how does them losing credits affect you?



ok, but that's not combat logging cos you're losing a fight, that's outright cheating. :)

Are you serious? The people who still power play (and I'm not one at the moment) are very serious about it, at least the non-smurf factions. Removing merits from enemy CMDRs is huge these days because its rare you see anyone in Open outside of a few factions.

Clogging is obviously a cash exploit when it's done to avoid losing space credits, no different to exploiting easy space-credits in the first place really. Both are cheating to gain financial advantage or minimize financial loss, same end result. Admittedly both are less serious than things like the 5-1 engineer thing, but they are all cheating nonetheless.

Menu logging isn't remotely comparable to any of it, it's just people leaving the game.

Real life comes first.

For the third time, what credit exploits?
 
Solution for combat logging is pretty simple.

Persist all ships involved in player versus player aggression, in the instance, for 2 minutes. Even if the player himself is gone.

:D

All that happens then is that players combat log, the game creates AI clones of their ships complete with bounties, and players log back on, blow their AI clones up and gather the bounties on themselves :D
 
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