Logging During Combat Punishment [Proposal]

What this is NOT
A discussion of exiting the game through game menu functions, it's countdown, or it's validity.
A discussion about how guilt is determined or who is guilty, merely the punishment once guilt is established.
The developers already have methods of determining guilt.

Can't have a meaningful discussion without that being addressed.
 
Sort out griefing and a proper Crime and Punishment system in game, then come back to me with this as if you play in open you should expect pirates and blockades as well as the consequences of them with appropriate punishment for logging.

But until those who take pleasure in just ruining somebody else's day are dealt with and a proper C&P system exists that doesn't allow hundreds of crimes to just be wiped for little cost to the player, I can see no justification in setting punishments for the victims.

This is not a space combat game after all, if you want that go to CQC. This is a space game which can involve space combat as part of it and that means it needs balance rather than just enabling the game for PVP and those who wish to ruin somebody else's day.
 
I'm drafting a punishment system for those who log during PVP combat framed within the six general forms of punishment. Comments, questions, concerns are welcome and encouraged, whether through comments on this document or in forums this document is posted in.

https://docs.google.com/document/d/16UeeC2cMDgLE0RPJB5OFBfNW3X8cahkNJWjgDfVqYVM/edit?usp=sharing

Logging During Combat Punishment

Based on feedback from multiple people, it seems the most popular form of punishment for combat logging and other offenses, would be a combination of banishment, financial burden, and restitution.
- Banishment: the guilty party is prevented from connecting to game modes. The duration of this banning could increase with frequency of combat logging.
- Financial burden: fine (or bounty) the guilty party their rebuy. The ability to clear fines and bounties would need to be reworked for this form to be more
- Restitution: the rebuy of the guilty party added as a collectible bounty to those players engaged in combat with the combat logger. Splitting this bounty among all players could prevent this method being used to create free money. Additionally, if paired with the banishment, the time out of game would get longer and longer, meaning the restitution element would be more difficult to farm.

What this is
A proposal for an Fdev implemented punishment system within the mechanics of the game.
A listing, explanation, and lore justification of punishments for those that exit the game during PVP combat.

What this is NOT
A discussion of exiting the game through game menu functions, it's countdown, or it's validity.
A discussion about how guilt is determined or who is guilty, merely the punishment once guilt is established.
The developers already have methods of determining guilt.

Terms
Combat Logger:
- anyone who purposefully exits the game by terminating the game or game connection during PVP combat after interdiction has begun until either high- or low-waked out of the normal space instance, destroyed, or exiting through the game menu

Justification for Punishment
- There should be some consequence to those who exit or logout of the game during combat. I think this is the most aggravating thing to those that put forth time, effort, and credits to PvP. The offender is at risk and must face consequences for engaging in PvP, but the receiver can face no consequences simply by exiting the game.

Methods of Punishment

General Theory of Punishment
- There are generally six methods of punishment: incarceration, banishment/shunning, financial burden, restitution, public humiliation, physical pain.
- The general idea is to apply as many punishment types together because it is difficult to know what punishment provides the best deterrent.
- Players have brought up that being sent to solo or open may not be a punishment, and therefore not act as a deterrent to reduce combat logging (or other activities that break the Terms of Service, EULA, etc). Therefore I have added an additional banishment/shunning method.


Incarceration

- Incarceration: this could be done by locking a player in open and/or in the system they combat logged from for some time (play time and real time). This prevents the combat logger from escaping from pursuing players by going to solo or private and exiting the system.

Banishment

- Banishment/shunning: player kicked from the Bubble into solo for some time. Removes them from repair/restock/refuel as well as other players/NPCs and money making methods. May severely limit movement since many combat ships have low jump range.

Alternative Incarceration/Banishment Systems
- An alternative to, and combination of, the incarceration/banishment punishments would be to banish and incarcerate the offender into a prison system central to the bubble. The offender is placed at dock in the single station (Coriolis) in the prison system.
- Temporary banishment (banning) from the game could act as a viable punishment and deterrent to combat logging. This could be implemented by preventing the player’s account from connecting to open/solo/private groups for some period of time. Disabling the player’s ability to connect to the game would have the additional benefit of preventing players from abusing the financial burden and/or restitution methods.

Financial Burden
- Financial burden: combat logging pilots are fined their rebuy but not reset to station or loss of cargo. Penalizes the combat logger as if their ship was destroyed.

Restitution
- Restitution: the combat logger is fined their rebuy, and that amount is split as a bounty to all hostile players in that instance. Provides a reward for those that engage in PvP and penalizes combat loggers. This punishment would not stack with the financial burden.

Public Humiliation
- Public humiliation: combat logger players are published in a weekly GalNet article "Pilot's Federation Crime Report" as well as in the station news feed of all systems they engaged in hostilities. Ship flagged as "coward" similar to wanted.

Physical Pain
- Physical pain: Not sure how to implement this. /s This is most assuredly unpopular, impractical, and illegal. This method was included for completeness with regards to the six methods of punishment.

Lore Justification

The lore justification for this punishment system would be the Pilot's Federation policing their members. The Pilot's Federation is an apolitical and neutral organization. A code of conduct or uniform code of justice could be created. All members would be subject to the galactic jurisdiction of the PF.

Annexes and Addendums

Increased Bounty Value
- The fundamental problems of the crime and punishment system are not the values of the bounties, but the ease of clearing bounties and the difficulty in collecting bounties.
- Simply increasing the value of bounties put on players wouldn't fix the issue, and might make it worse.
- For example, let's say the bounty given for player destruction is 5% of the OFFENDING player's ship. For decent combat FDL this would be ~300,000. Their friends get in sidewinders and get destroyed, rapidly pushing the offending player's bounty to the cap. Roles and ships swap, instant free money without leaving a system.
- If the bounty were given based on the rebuy of the defender's ship, the scenario would just mean the offenders are attacking other players, instead of each other.
- We must also consider the impact of increased bounties on the BGS. Bounties and fines are directly tied to the lockdown and civil unrest states. Currently a small but dedicated group of players can lockdown a system in a few days. If the bounties increased in value, the time needed to lockdown a system could shorten to the point of locking down a system in one day.

Link to this thread and Reddit thread
- https://www.reddit.com/r/Elite_PVP/comments/5g77oa/logging_during_combat_punishment/
- https://forums.frontier.co.uk/showthread.php/312685-Logging-During-Combat-Punishment-Proposal

EDIT: Added content to clarify the intent of the proposal is not to determine guilt because the developers already have methods of determining guilt.

Lol.

Fix the unwanted PvP, and nothing of your wall of text is needed.
 
Terrible is a relative term that depends on the person. What should be the focus is whether or not something breaks the rules (illegal). Punishing for morals is a weak system because morals are relative. Legals on the other hand should be objective (justice is blind) and equally and fairly applied.
It is indeed relative! [yesnod]
 
Escaping through the in game menu isn't combat logging, therefore not punishable under this proposal. Other than the physical pain method, what makes the other methods illegal?
If you look at most definition of combat logging for this forum include game menu and switching mode as combat logging.. As for what's also illegal.. Public shaming of OOC actions on a In Character medium, such as GalNet is a breach of what GalNet is for especially when GalNet is logged and references months or even a year after it first was shown. I would class that as illegal humiliation.

Also.. using the game menu over crashing the game is 5-15 seconds faster, which is what I was referencing.
 
Unwanted PvP? No such thing, not in open. When you press open you accept open, if you press it and only accept the parts of open you like then you should be thrown out.

This attitude pretty much guarantees that combat logging will always be a thing. It's the only surefire way to annoy people like you.
 
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Only Greifers care about CLogging.

I've never seen evidence to the contrary.

Are you even sane? You must be willfully missing "the evidence".

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This attitude pretty much guarantees that combat logging will always be a thing. It's the only surefire way to annoy people like you.

When you press Open you accept this can happen to you. If someone combat logs, they cheat. Sorry the truth hurts :D How does "that attitude" guarantee anything?
 
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Again, the OP post is another that only addresses part of the problem and fails totally to look at the bigger picture.

This would be worth reading and discussing if the same about of effort had been put into the full cause and effect and a balanced approach taken against the OP just discussion the part the most upsets them.
 
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When you press Open you accept this can happen to you.

When I press open I normally meet 100 nice commanders cooperating on the same target, for example exploring the Alien ruin site. And 1 idiot who is berserking around the alien site and shooting down commanders. For the lulz, and not for "Open play".

They want to cause havoc. And that´s why I can only ask everyone to play in Private Groups until this stupid idiotic gameplay mechanic is fixed. End of discussion.
 
This attitude pretty much guarantees that combat logging will always be a thing. It's the only surefire way to annoy people like you.

I want crime and punishment as much as the next guy but when I press open I know what I am getting, whether I am pirating or not I know there is a crime and punishment system I dislike and I deal with it, whether it be a guy ramming me outside of Founders, getting followed by a Cutter or the piracy mechanics.

But sure, if you wanna combat log on me just to annoy me, go right ahead but who's the being the :):):):) then? And you know, that attitude is also a way to guarantee that griefing and ganking will also always be a thing.
 
I didn't bring that up because that's beyond the scope of this proposal. I don't claim that this proposal will stop combat logging entirely, merely that it would act as a deterrent to combat logging and as a punishment to those found guilty of combat logging. I don't think there IS a way to stop combat logging entirely.

I'll stop you right there because you can't really talk about "punishment" for an activity that can't be reliably detected or enforced. It just makes no sense. FD clearly chose to utilize a P2P architecture for the game which has several inherent limitations. Combat logging being undetectable and unenforceable is one of those issues and FD can't suddenly "fix" that without completely redesigning the game's achetecture, which they obviously won't be doing.

I agree that connection issues, interdiction problems, and instance problems need to be improved; but that was outside the scope of the proposal. The issue with justification is whether Fdev considers it valid justification. Their perceived inaction on the matter lends evidence to support the claim that there is valid justification for combat logging. People are able to justify to themselves and others a wide range of behaviors. A recent post on the Elite Dangerous Community Facebook group justifies destroying anything without shields for...I don't think there was a reason given, just a statement of intent. Some activities (trading, mining, exploration, bounty hunting, running missions) don't seem to need justification. Other activities players feel a desire to justify, whether those activities are ganking, griefing, combat logging, cheating, etc.

That's not at all what I was referring to. I'm talking about core game mechanics being objectively broken. It's not a subjective "justification" where it's just someone's opinion, I'm referring to losing an interdiction minigame because the game insta-failed you when you submitted or doesn't allow you to escape when pointing directly towards the escape vector. If these core game mechanics don't work then telling players not to combat log makes zero sense because the game is quite simply not working. You can't tell someone to play by the "rules" of the game when the game does not follow these rules properly itself.

As I've said before, and attempted to clarify in the opening post, this proposal isn't about how guilt of combat logging is found. Fdev have some way of determining guilt, though I don't know what that method is, so I can't critique it.

They have no reliable way to determine this, all they can tell is if the game was exited "gracefully" by a menu log-out or "ungracefully" by terminating the client process. The issue is that we have many "ungraceful" exits from the game for reasons that are completely outside of our control as players. It is simply not possible for FD to distinguish between the game crashing to desktop, the game freezing and requiring a termination of the client process and a player intentionally terminating the client process in some manner. Given that I still routinely have the game crash on me and have had to terminate the client process several times because of this there is no way FD is going to be able to identify players who are "intentionally" shutting down the game. They have to be close to 100% certain that a player is cheating if they are going to "punish" them for it and at this point they are simply incapable of determining this with any degree of reliability.

Regardless of the incentive, as it stands currently, combat logging is an exploit.

It's only an "exploit" because FD has decided to call it one. It is not a "game mechanic" that players are abusing and it is only possible at all because FD has gone with an inexpensive P2P architecture instead of running the game off of a central server. For them to call it an "exploit" simply deflects attention from the poor design choices they made when creating the game. If you design something with an inherent flaw, and then complain that players can use that flaw, that's the fault of the game developers.

It's also noteworthy that they don't consider mode-switching an "exploit" when it clearly circumvents an in-game limitation on mission board spawn rates. Why is one an "exploit" and the other not an exploit? FD is defining something based on completely random decisions and like I said the only reason here is that they want to deflect attention away from game limitations that they can't fix.

I agree that there is little effort from the PVP community to present a better front to the community at large. I've recommended creating battleground systems for PVP, or routine openly published PVP, or PVP tournaments, or expanding the ship roster for CQC/Arena, or guidance from Fdev on what their intent/vision of PVP is. So far little of that has gained traction.

You know why? Because the vast majority of PVP players don't want "challenging" PVP. They want seal clubbing, and that is what we have with the vast majority of interdictions. Combat logging is a definitive answer to seal clubbing and has no way to be reliably identified or enforced, so the seal-clubbing PVP "community" (if you could really call it that) is becoming very vocal about something that is only an issue for their very imbalanced playstyle.

You don't see this issue with consensual PVP duels because those PVP players WANT a challenge and the fights are balanced. The issue is that players need to find each other to do this and FD has almost no in-game features to facilitate player interactions beyond the very limited and buggy wing mechanic.

Again, this comes down to FD having a very limited, buggy and broken game system which naturally leads to PVE players combat logging when faced with all of these issues. FD has no ability or intent to fix these underlying issues and that is why we currently have so much combat logging.

I don't combat log myself, because I have a fleet of fully Engineered ships that can either fight or get away from almost any interdiction situation, and the few ones I can't get away from (i.e., interdicted by multiple Clippers who can outrun and mass-lock a smaller ship) I can just use the 15-second logout method which FD "supports". That isn't the case with many PVE players however and I don't blame them in the slightest for combat logging behavior.
 
Said it many times before. Fairly simple solution. Lock them out of open for some time with a cooldown. Each time it happens, the lockout and cooldown both get longer. After X number of times, the lockout becomes permanent, and from that point forward they are restricted to Group or Solo.

There could be an additional mechnaic whereby someone who wants to reform their CLing ways can get back into Open. Not sure how that could work though. Maybe sacrifice 50% of their assets or something to the dark lords of combat logging.
 
Said it many times before. Fairly simple solution. Lock them out of open for some time with a cooldown. Each time it happens, the lockout and cooldown both get longer. After X number of times, the lockout becomes permanent, and from that point forward they are restricted to Group or Solo.

There could be an additional mechnaic whereby someone who wants to reform their CLing ways can get back into Open. Not sure how that could work though. Maybe sacrifice 50% of their assets or something to the dark lords of combat logging.

And they will happily combat log there as well I suspect, this discussion is narrowly focused on combat loggers against players though combat logging in any mode is a 'cheat'. Would love to see the numbers FD have on 'detected' longing and in what mode.

To me this seems all this discussions since the investigation post has centred around PVP and combat logging, the problem is larger than that.

The current P2P networking makes it difficult to be 100% certain what caused the drop, though circumstantial evidence (happens only if player under threat) will be pretty damning, though could be argued this is also the time of highest network traffic and the most likely time for a failure.

Full server/client maybe a solution, this will come at a cost maybe even a monthly one to support this....careful what you wish for comes to mind
 
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The sense of entitlement that some members of the PVP crowd have to continue their seal clubbing nonsense is amusing but does get a little old after a while.

As long as the game is based on P2P architecture, there is no way to enforce persistence of the CMDR's ship and combat logging will always exist.
As long as the game continues in a ridiculously buggy state and core game mechanics such as interdiction do not work, there will always be justification for combat logging.
As long as the game continues to remain unstable and crashes frequently, there will be no reliable way to distinguish between intentional combat logging and game crashes.
As long as FD insists on increasing the "death cost" by introducing grindy mechanics such as NPC pilots who are insta-killed on ship destruction, there will always be a strong incentive to combat log.
As long as the PVP crowd predominantly engages in seal clubbing instead of demonstrating a desire for balanced PVP, the PVE players will always have a strong incentive to combat log.
As long as there is no effective crime and punishment system, PVE players will always have a strong incentive to combat log.
As long as there is no incentive for PVE players to engage in PVP when interdicted, PVE players will always have a strong incentive to combat log.

Combat logging isn't the problem, it's a consequence of all the other problems in the game that FD is either unable or unwilling to address.

OP . . . . This ^^^

Try and think outside the combat logging box.

P.S. I have never, and never will, combat log. I have never seal clubbed, nor would I. I have engaged in PVP (by seeking challenge) and have never had anyone combat log on me. So to be honest, it is quite obvious (to me, IMHO) that combat logging is not the problem.
 
A very good method for those who buy Elite do not buy again any expansion and save the game Elite Dangerous by Seculam and Seculorum

Which is a very good method?

What do you mean by Seculam and Seculorum?

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Question. How would such a system protect those who have simply lost connection or experienced a power cut? Losing connection happens to me a lot on Xbox, usually during such busy times like a combat zone or RES.

The proposal assumes that the combat logger has been found guilty by whatever means the devs use. I am not privy to that method of determining guilt.

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Can't have a meaningful discussion without that being addressed.

That meaningful discussion is active in other threads and forums. As I said in the opening post, this is a discussion about the punishment system, not the guilt system. I don't know how the devs determine guilt.
 
The proposal assumes that the combat logger has been found guilty by whatever means the devs use. I am not privy to that method of determining guilt.
Hmm.. Looking at this and the OP again, confirmed cases on FDev's part are motions to simply Ban the offenders similar to how they treat confirmed griefers. So if I may.. what is your intent with this topic? Are you assuming FDev does not have a 'Punishment' for this offense that they have confirmed (labeled someone as a Combat Logger)?
 
Lol.

Fix the unwanted PvP, and nothing of your wall of text is needed.

Unfortunately, with in the construct of open, there is no 100% effective way to avoid PVP; I think this is why the devs created solo and private groups. Creation of an Open PVE mode might solve this, but it could require some changes to the game mechanics.

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Unwanted PvP? No such thing, not in open. When you press open you accept open, if you press it and only accept the parts of open you like then you should be thrown out.

There is no explicit or implicit agreement to PVP in open, or private mode for that matter.
 
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