Food for Thought : Possible Solution to Combat Logging & Stacking of Missions?

I don't think you read/understood the suggestion. It has to do with the combat timer so unless all the times you mentioned were in the middle of combat you would've been fine. Even if it was, the 15 minute time was a general idea. It could be shortened to something more suitable like 5-10 minutes. I hope you read the whole thread.

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Again this has to do with combat timer, not logging to menu when docked or not involved in combat. Please be sure to read the whole thing.

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Has nothing to do with connection drops or alt+f4 (alt f4 is illegal by FDev). Seems a lot of people are failing to read.

No, you please go read your 1st post.. you punish the mode switching.. people stack mission while docking..

And yes I failed to read.. lol
 

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Solutions for Combat Log and Mode Switch Stacking:

1. Make a proper crime and punishment system
2. Give us a large amount of missions in stations

Done :)

Agreed.

But FD thrives off of petty complexities and restrictions that vamp the game to its very core (besides simple combat mechanics).
Friendly fire and its immediate sweeping system wide consequences is their idea of a crime and punishment system, can you imagine what this crew will come up with next as an addon to whats already crazy at minimum?

So, this (what you suggest as "proper" crime and punishment) and enough missions that drive a feeling that you cant wait to get back to the station knowing how many juicy ones are waiting for you or anything close to it will never ever happen under this regime--but i can tell you already knew that.

If 2.1 proves me wrong, i will give 5 mill CR to a newbie.---edit...with the coordination of the philanthroper CMDR Hellrazr
 
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So you freely consent to be killed, robbed, whatever... every time you step through your front door? Sorry, but that's not a world I want to live in.

The rules within ED (or video games in general) don't apply to real life - I can't select an "instance" and bypass all humans.

*Edit:
I am on your side by the way in that crime / punishment is lacking. You take on that risk (which I think is a better term than "consent") by entering open and it's your job to mitigate that risk to avoid undesirable endings. When the crimes happen it's the games job to ensure that the consequences match it which right now they don't.
 
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In my opinion, if you have not deployed weapons, never mind fired them, then you are not in combat. Taking fire is not the same thing.

I agree with this sentiment. If someone doesn't deploy weapons, I see no reason to consider them to be in combat unless they were the ones interdicting you. I'd let them go anyway. My weapons are on pretty much auto-deploy though.
 
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Not in E:D, as the trader explicitely expressed consent by flying in Open (PvP enabled) instead of Solo (PvE mode). In such a case, combat logging should NOT be used to influence the outcome of the battle.

Care to show us where the trader explicitly expressed this? Just a screen shot confirming there was such an expression to accept when entering the open mode will do.

I ask as FD seem to keep telling us that PvP is not the main aim of the game. It was never intended to be a pure PvP mode, it's open, to allow the player to play how they wish.

I do agree that combat logging is something that should be addressed but it has to be done in such a way that the cause of the log-out is also addressed i.e. pew pew kiddies that are only in the game to ruin it for others. How this is done I don't know but it certainly is not through the use of a timer.

I liked Siobhan's idea from a few pages back.
 
Thoughts?
I don't think your suggestions would help matters.

1) Losing your ship results in losing far more than 15 minutes game play, so the benefits of combat logging still outweigh the punishment you suggest. Nobody is going to choose not to combat log because of this. You would be penalising a wide section of the ED player base without actually affecting the behaviour you're trying to stop.
2) Penalising people for playing in Open is only going to result in fewer people using that game mode, which is not a good result for anyone.

Combat logging itself isn't the problem, it's just a solution players have found to deal with other issues. Ultimately, the problem with Open is that dying has a huge effect on your gameplay. You're likely to lose hours of progress, and so people are rightly afraid of being killed. Introducing extra punishments isn't going to help matters.

There are only two solutions that I can see:

1) Reduce the consequences for dying.
2) Reduce the chances that you will be killed in Open.

Both solutions are possible. For the former, all you would need to do would be to reduce insurance costs. For the latter, increase the variety in Open Play so that there is something else for CMDRs to do there other than gank each other.

Reducing the consequences for dying would seem to go against the 'dangerous' nature of the game, so that would probably be somewhat controversial. If you want to encourage PvP then you just implement Pilots Federation insurance whereby insurance costs are reduced if killed by a fellow player. That balances the increased likelyhood of being killed by a player with the increased consequences of being killed by an NPC, which then stops people being paranoid about PvP without affecting the PvE game balance.
 
Care to show us where the trader explicitly expressed this? Just a screen shot confirming there was such an expression to accept when entering the open mode will do.

I am not at home, but if you log in with your game client, you have the options of "Open" (PvP), Group (PvP/PvE with select CMDRs according to group rules) and Solo (PvE).

Apart from a few bugs (e.g. speeding/ramming), the rules are the same for NPCs and PCs. If you click on "Open" you state your explicit consent that other players will be part of your gaming experience.

I ask as FD seem to keep telling us that PvP is not the main aim of the game. It was never intended to be a pure PvP mode, it's open, to allow the player to play how they wish.

PvP is not the main aim of the game. That's why "open" exists, so that PvP players can battle each other (among other stuff).

I do agree that combat logging is something that should be addressed but it has to be done in such a way that the cause of the log-out is also addressed i.e. pew pew kiddies that are only in the game to ruin it for others. How this is done I don't know but it certainly is not through the use of a timer.

If you don't want your game ruined by pew-pew kiddies, then don't play with pew-pew kiddies. That issue has been solved from the beginning.
Keep in mind that NPCs, although often less skilled, will attack you while docking/undocking as well as intercept you and open fire on occasion. That's how the game works. Why complain that some other CMDRs do the same when you play with them?
 
The only solution to mission stacking is to finally give us all these missions at once. Why should i go out for a tiny little small mission in my anaconda if i could do 30 missions at once with my ship and setup?
 
I propose that after a person has used the 15 second log-out timer they must wait an additional 15 minutes until they are able to log back into any mode of play.

This will force PvPers to either commit to a fight or go without playing for 15 minutes. A large argument that is pro-logout is based around the opinion that the majority of logouts are done by defenseless traders or newbies, however my personal experience says this isn't always the case. A large misconception I've noticed is people tend to think that the PvP community are all griefers out to fry small fish. In fact there are quite a few anti-pirates who fight these such "bad-guys" and they often are foiled by this log-out timer, allowing the "bad-guys" to continue unabated.

So here I am exploring systems within or near the bubble. Nature calls, and thus I go off to produce my sacrifice for the porcelain god. To ensure I am not interdicted and possibly killed in the few minutes I am gone (random NPCs are random), I log off to the main menu.

I'd be mightily miffed if every bathroom break would forcibly extended to 15 minutes.

This also in essence will kill two birds with one stone and remove the mode-swapping that is common to stack missions.

This is 100% an orthogonal issue and has nothing whatsoever to do with how logout or combat logging is handled or dealt with. The problem is that the server generates different sets of missions for different modes, instead of creating exactly one set and serving this regardless of your current mode. I don't want to see the logout/login handling be meddled with in any way as a means to "address" this issue, because it doesn't address it, just suppress it.

Also, as a side-effect, people would not be so forthcoming in logging out to quickly free up the medium pad for someone else on an outpost if they would have to wait 15 minutes to get back into the game.
 
How about we leave developers to solve real problems. Logging out and getting the 15 second timer is logging out, not combat logging. And who cares if people stack missions. Frontier don't.

The game would be a lot better if people spent more time playing the game and less time worrying about what other players are doing.


^here is your answer. +1 rep
 

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Reducing the consequences for dying would seem to go against the 'dangerous' nature of the game, so that would probably be somewhat controversial.

Only controversial because a) people are used to the high rebuy cost and b) *some* people indeed love to inflict this high rebuy cost on others. Cynically spoken, there is less salt to be had when the victim suffers but a minor interruption.

Plenty of games have no personal penalty for dying in PvP whatsoever (strategic disadvantages in consensual PvP notwithstanding). From the almighty World of Warcraft to almost every multiplayer shooter in existence - you die, you respawn, you walk back to the fight (or wherever else you wanted to be instead).
 
I'm sure the flaws in the mission stacking have been pointed out, but how is logging out via the menu any different than high waking? I mean sure, the ship disappears and that may be a bit jarring and I sympathise, but, it's a game and people have real stuff to do and just plain preferences on how to get out of a sticky situation. So if they use the prescribed time to log out/high wake, then go for it. I suppose if someone comes out of interdiction then they could avoid the 45 second FSD cooldown and such with that logout, but in that case the solution would seem to be to simply make it take as long as it would to high wake. In any case it should be significantly easier to take out an opponent sitting and waiting for logout than if they high wake because if he's waiting to log out he can't maneuver his ship or pop chaff or use an SCB or anything, he's just sitting there.
 
In the real world, (unfortunately) you cannot choose not to have other "players" (people) around.

If you actively choose a "game mode" in which other people exist, some of whom may try to rob you (despite the action being illegal) then you are responsible for the choosing of your game mode and its consequences.

I'll add my own, Rubbish! You are blaming the victim for the assaulting player's actions. That argument is not even valid for NPCs. The person ATTACKING the trader is responsible for the attack, not the person they choose to attack.

I won't deny that the person logging into Open (if they understand what Open is, which is questionable for new players) should be aware of the risks, but let's not delude ourselves that you are not responsible for your own actions.

Elsewise, the PvP pirates owe me for my copy of E:D and need to pay me, not my character, but me, so that I am beholden to them and they can demand that I be available to them. That way, they are responsible for my actions, whereas I will never be responsible for theirs.
 
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I personally think that it isn't combat logging and so called griefing that is the problem but the bounty and fine system in Elite. Bounties especially for killing another Commander should be HUGE things in the game. What about 5% of your assets as your bounty that you must pay off in order to be clean. You should not be able to travel safely for 30 L/Y if you kill another Commander. (ie Be wanted for 30L/Y). Any security that scans you should immediately call in reinforcements. Your bounty should stay until you pay it off not switch to a fine like it does now. The bigger bounties you accumulate the further the systems you are wanted in.
 
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