Combat-Logging is currently one of the most game-breaking cheats in existence for pirates and PvP players in general. Although FD announced how seriously they are taking this issue, the attempt to manually track the cheaters down does not seem to have any effect. I'm still encountering as many combat loggers as ever.
That being said, I suggest the following attempt to disincentivize combat-logging.
The game is peer-to-peer which makes a fix difficult, but possible if we utilize the fact that we basically have a "triangular" connection. Both peers are connected to each other, and both are connected to the matchmaking-/transaction-server. We could utilize this to implement a solution as follows:
- If the p2p connection between the clients fails, but both server-connections are still intact, then nothing happens, since we can't tell, who's at fault.
- If the p2p connection fails and one of the clients loses the server connection at the same time, we can assume that he killed the process/pulled the cable. Once the player reconnects, he gets an insurance screen, as if his ship was destroyed.
As this is a pretty harsh punishment and we are all aware that "real" disconnects/crashes can happen, we need a few limitations to prevent innocent players being punished. This can be achieved as follows:
- Limit the mechanis to PvP combat only. Although combat logging can also be used in PvE combat, the effect is far less serious as other players are not affected. These cases have to be tracked the traditional way.
- Add a "grace count"... i.e. one incident per week will be overlooked.
Let's be honest here... how likely is experiencing 2 "legit" crashes in PvP in one week, especially for those people who try to avoid PvP anyway? Almost impossible. Combat loggers otoh are usually doing it regularly.
That being said, I suggest the following attempt to disincentivize combat-logging.
The game is peer-to-peer which makes a fix difficult, but possible if we utilize the fact that we basically have a "triangular" connection. Both peers are connected to each other, and both are connected to the matchmaking-/transaction-server. We could utilize this to implement a solution as follows:
- If the p2p connection between the clients fails, but both server-connections are still intact, then nothing happens, since we can't tell, who's at fault.
- If the p2p connection fails and one of the clients loses the server connection at the same time, we can assume that he killed the process/pulled the cable. Once the player reconnects, he gets an insurance screen, as if his ship was destroyed.
As this is a pretty harsh punishment and we are all aware that "real" disconnects/crashes can happen, we need a few limitations to prevent innocent players being punished. This can be achieved as follows:
- Limit the mechanis to PvP combat only. Although combat logging can also be used in PvE combat, the effect is far less serious as other players are not affected. These cases have to be tracked the traditional way.
- Add a "grace count"... i.e. one incident per week will be overlooked.
Let's be honest here... how likely is experiencing 2 "legit" crashes in PvP in one week, especially for those people who try to avoid PvP anyway? Almost impossible. Combat loggers otoh are usually doing it regularly.
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