How is combat logging still allowed in this game ? That's just crazy...

Is this something the dev intends on fixing at some point? How can a retail mmo game be sold with such an obvious flaw, I mean... back in 1996 UO had a timeout, it's as basic as that really, this is such a basic mmo mechanics, sure it doesnt have to be as simple as a timeout period, but a system to prevent people from logging out just when they are about to die should have been something the dev thought about way way back in the early concept of the game, alpha or at the latest beta.

This is ridiculous, it seems like they kinda added the multiplayer aspect as an afterthought, geezz it's obvious the dev doesnt give a damn about the multiplayer aspect (that and also how hard it is to play with your friends)... which is fine, you can make a singleplayer game, no problem, but please dont sell it as a mmo / multiplayer epic experience...

The multiplayer/mmo aspect of this game is garbage, i'm really disappointed.
 
There is a countdown when the ship is in danger. The devs did open up their design proposal with the community regarding combat logging before the first Alpha in 2013
 
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The problem with your idea is how do you differentiate between a log out to escape and a simple de-sync...from your level...you can`t and from what i`ve seen of the netcode...its prone to de-syncing at the best of times.
 
There is a countdown when the ship is in danger. The devs did open up their design proposal with the community regarding combat logging before the first Alpha in 2013

Supposedly there is a way around it. Just by disconnecting now. FD didn't fully implement it properly. I thought this was fixed during beta as well. But I see way to much of it now for it to have been fixed. And if it is netcode then I would think they would figure out how to fix it by now lol.
 
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The group and open play modes are erratic at best (group barely works at all), how could you prevent it? At the end of the day you can't stop folks bringing up the task manager and killing the process.
 
If the problem is players getting out of pvp by disconnecting, then that is the problem, not combat logging. Fix the underlying problem, don't let players 'leave' an encounter just because of a disconnect - intentional or not.
 
there is a bug most of the time the connection fails to the other player.there not logging out at all but drop to empty space maybe you should have looked up the bug before ranting.
 
Oh, come on. Ever since on line gaming existed this has been an issue. I have just come off-line and had it twice.



It isn't the game it's the players. Quiting when you are getting busted is dirty pool, name and shame be damned. If any player winks out because they are getting a beasting in straight combat they should be outed.
 
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check the bug sir lets of threads on it. i have never combat logged but had 95% of player interdiction fail submit drop to empty space go whelp that bugged and resume.
 
Better a hundred combat loggers get away with it than a single innocent loses a ship because of a 'net failure/power cut of some kind.

After all, the opponent loses nothing but a kill in their stats.
 
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Is this something the dev intends on fixing at some point? How can a retail mmo game be sold with such an obvious flaw, I mean... back in 1996 UO had a timeout, it's as basic as that really, this is such a basic mmo mechanics, sure it doesnt have to be as simple as a timeout period, but a system to prevent people from logging out just when they are about to die should have been something the dev thought about way way back in the early concept of the game, alpha or at the latest beta.

This is ridiculous, it seems like they kinda added the multiplayer aspect as an afterthought, geezz it's obvious the dev doesnt give a damn about the multiplayer aspect (that and also how hard it is to play with your friends)... which is fine, you can make a singleplayer game, no problem, but please dont sell it as a mmo / multiplayer epic experience...

The multiplayer/mmo aspect of this game is garbage, i'm really disappointed.

small correction this game is not your bog standard MMO and NO game in the 15 years has been flaw free on release so please be patient if not u can uninstall
 
Personally I don't care how someone disconnects, whether it is their fault or not, their ship should remain in space. Its not perfect, but it removes any chance of exploiting the system. Further more, the ship should stay in space for much longer than 15 seconds. You escape, only when you "actually" get away from your attacker.
 
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Personally I don't care how someone disconnects, whether it is their fault or not, their ship should remain in space. Its not perfect, but it removes any chance of exploiting the system.

So you're happy that an innocent may lose a ship so that you gain a slightly improved stat? Doesn't gel with my philosophy that.
 
So you're happy that an innocent may lose a ship so that you gain a slightly improved stat? Doesn't gel with my philosophy that.

Well, yes... What if someone attacked "you", but you fought back, started to win, your attacker realizes they've lost and disconnects, how would you feel? And if you say "the fact he ran away is victory enough" then that's a pointless argument.
 
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