Log off countdown

I think we need a timer for when someone in combat tries to log off to avoid destruction. At the moment its impossible to negotiate ransoms because of this. Something akin to eve online. Thoughts?
 
I think we need a timer for when someone in combat tries to log off to avoid destruction. At the moment its impossible to negotiate ransoms because of this. Something akin to eve online. Thoughts?

There already is a 15 second timer when your ship is in danger ....

Edit: Ninja'd :p
 
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It's hard to prevent due to the game using P2P and not a standard client/server model. The 2 clients need to have direct communication. If one disconnects what is there to verify any damage you to do them?
 
It's hard to prevent due to the game using P2P and not a standard client/server model. The 2 clients need to have direct communication. If one disconnects what is there to verify any damage you to do them?
I'm no server engineer, but I believe it would be possible to make the server save everything that happens to you in the x minutes after logged out in space and when you log in, it synchronizes the data between you and the server.
Example:

Player 1 goes bounty hunting and notices he's going to lose.
Alt F4 in a "safe" spot and the ship disappears before exploding.

Bring in the synch thingy.

After the player logged out, his target beat the out of his ship which then exploded.
Player 1 logs in some time later to keep on playing.
The server applies the data of what happened after log out into his save game, thus he's in a station watching a insurance window.
 
I'm no server engineer, but I believe it would be possible to make the server save everything that happens to you in the x minutes after logged out in space and when you log in, it synchronizes the data between you and the server.
Example:

Player 1 goes bounty hunting and notices he's going to lose.
Alt F4 in a "safe" spot and the ship disappears before exploding.

Bring in the synch thingy.

After the player logged out, his target beat the out of his ship which then exploded.
Player 1 logs in some time later to keep on playing.
The server applies the data of what happened after log out into his save game, thus he's in a station watching a insurance window.
you misunderstand, there is no need to do a special sync on your local game, everything is always synced via server as that is the only way to stop cheating. so whether you log out correctly or not, you will always sync with your saved data that is on the main ED server
 
you misunderstand, there is no need to do a special sync on your local game, everything is always synced via server as that is the only way to stop cheating. so whether you log out correctly or not, you will always sync with your saved data that is on the main ED server
Ah, of course. not sure why I had a picture of part of the save being on your HDD.

But yeah, keeping the player online for x minutes after log out works wonders on this.
 
you misunderstand, there is no need to do a special sync on your local game, everything is always synced via server as that is the only way to stop cheating. so whether you log out correctly or not, you will always sync with your saved data that is on the main ED server

It only syncs every X seconds, after certain events (e.g. handing missions in, selling cargo) and when you log out I think. The server does not keep track of everything all the time like in a traditional MMO. Otherwise the server running costs would be at full MMO levels.

That does open holes and makes it easier to cheat, luckily FD have plugged most of the exploits since alpha. But there will always be flaws like this one :/
 
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