Yeah, in a world of perfect programming that might be true. In the real world it's not. Heck, even if it DOES create a log... so what? You've lost all connectivity at this point. Do remember you're proposing harsh penalties, so you need hard proof. Once you've lost all connectivity, you've got 0 hard evidence.The difference between killing ED and ED crashing? ED generates a crash log when it crashes, not when you kill it.
Plus you've got a multitude of other possible failures - power outages, ISP failure, computer crashing... These things DO happen, and your best case for dealing with them is "stats will show". Well, again, you want harsh punishments? Offer harsh evidence. The likes of statistics you're proposing are bovine excrement for what you want to use them.
Except the architecture in ED is P2P (as far as player interaction goes). The connection can fail multiple ways, and you're not 100% certain to get logs.Match making server error? The fact that the client is capable of returning that error shows that the error has been handled. Meaning Frontier would be well aware of it by looking the data the client returns to them, not to mention the logging that occurs server side.
And you seem to think ED operates purely on a server-client basis. It does not.People are trying to tell me things, they just have no experience in client/server architecture and application interoperability. I do.
Here's an alternative take on this whole ordeal.
If this were an easy problem to fix, it would have been fixed a long, long LONG time ago. ED (in terms of mechanics) mostly resembles an MMO. MMOs, when someone disconnects, just leave the character standing there doing nothing - whatever happens to that character happens. Seems like it should be easy to fix, right? Except... it's not such a simple issue. Again, they wanted to cut down on server costs and designed their network architecture in a manner that doesn't involve a massive server handling all the clients (plus, they'd need multiple servers to keep pings low all across the globe).
So they went in with a far cheaper P2P solution. Frontier servers only handle things like the enigmatic BGS, tracking in-game credits and basic stats (where you are, what you're flying, what modules you have). But everything else is handled client-side via P2P ad-hoc connections. That's why, if you flip a switch on a router, you could be flying solo despite picking "Open" in the main menu. Open some connection tracking software and check what kind of connections ED establishes. It's also why it's possibly to actually cheat in ED - things like infinite shields / hull or super-powerful weapons are possible exactly because there's no central server tracking your moves.
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