Now that board flipping is going to be gone here's an idea to fix combat loggers.

Make our ships persistent even after logging off.

There they are, floating in space or nestled in a station safe and secured while we go on our daily activities in real life.

But who am I kidding, they still don't have wing instancing 100% fixed yet.

Now that you've fixed combat loggers can you also fix griefing [up]
 
yet punishing other players for it is ok? if you join a multiplayer environment you are expected to have a stable connection and not spoil others' experience, as well as a working pc/console. if you don't, solo is your mode, that's how it is.
Can you show me the rule where it states players with poor connectivity are supposed to be in solo? If not, that's just your opinion. One which you are quite welcome to, but also one which players with poor connectivity can happily disregard.

edit: In other news, I'm slow.
 
The rest of what you said I agree with, but this I do not. Remember Solo is also online and subject to such ISP issues.

i know, but in solo he is not affecting other's network experience. in elite in particular a bad connection affects all in the instance. in general, if you have a bad connection in any multiplayer game you will be anything from a nuisance to a game breaker to others. that's just how it is, working comms required for online games, who would have thought? :)

On top of that, Logging against NPCs is also against the rules the same as it is for players.

of course.

And no, it's not the player's responsibility to make sure they have a stable connection before connecting with other players to avoid adversely affecting their game. It is FD's responsibility to minimise the effects someone with a poor connection can have on other player's games.

i agree, there are instances where the implementation is at fault, but that's not the case i responded to, which was a customer blaming his own isp. of course frontier have to do their part too, and they mostly don't, that's true but not what i was getting at. the issue was: flaky user connections aren't a valid reason for not leaving ships in persistence after a connection loss, because working connections are a pre-requisite to any online game.
 
Can you show me the rule where it states players with poor connectivity are supposed to be in solo? If not, that's just your opinion. One which you are quite welcome to, but also one which players with poor connectivity can happily disregard.

edit: In other news, I'm slow.

come on, ziggy. it's basic civism civility. if you have a bunch of players having fun and just spoil it by joining with your poor connection ... odds are you will be kicked, for a reason. this varies with the type of game, but really don't see how you can make a drama out of that. it's just life. i swear i didn't invent it! :)
 
I'm surprized no one mentioned karma yet.

You remember karma?

That next major landmark feature which will take us into our next era for Elite PvP? It was all the rave early last year.

I'm sure it's set to arrive soon and to finally bring closure to this whole murderhobo/clogger drama.
 
Make our ships persistent even after logging off.

There they are, floating in space or nestled in a station safe and secured while we go on our daily activities in real life.

But who am I kidding, they still don't have wing instancing 100% fixed yet.

Well given the technical limits in this given the games p2p nature I propose an alternative in keeping with the best traditions of Elite and Frontiers game development.

A timer!

Yes if you log off during a combat encounter then the next time you should meet a timer that counts down until you are allowed to play the game.

5-10 minutes should suffice and it can even be increased in increments if the transgressor continues to combat log.

Edit: After thinking on this I've come to the conclusion to make it more Frontier authentic then the log in timer needs to be rng.
 
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It is against the rules to log out anytime you wish in Solo? How will that be enforced if it exist.

Honestly if I was running around in a cargo ship and you jumped me, bye bye I am out, but since I play those in Solo just have the rats after me.
 
Does the combat logging and the open only conversations keep going for 5 + years because new people come in wanting to play a balanced game?

Or does the carousel keep turning because people like taking advantage of others using the unbalanced game mechanics and keep showing up to threads like this to stop it from changing?

Hmmm....
 
Well I was kind of being facetious because I'm on the fence with FD's decision to "fix" board flipping when the game has been out for this long. And you gotta admit the persistent ships would please the "I need immersion" community lol. I had my own views and ideas on making PvP better but that went nowhere and it would definitely work with persistent ships.

Really though what is in the game now that makes you want to play in Open besides PvP? There isn't. So this idea wouldn't make people go in Solo any more then they do already. It would just make things more challenging and make you think more on where to go before you log off. Like what are the chances of another player to find another player ship that is shutdown on a planet surface? Or even floating around in normal space? Heck make a sleep mode for the ships so they don't give off a strong heat signature while your logged off.

This is just mainly to help the PvPers with combat logging.
It won't work because there are no servers controlling player presence in the universe. There isn't even an adjudication server determining whether hits are actually hits or not - it's all instanced and dependent on the game client being active on the player's computer. Other players will see the player (or not) depending on whether the matchmaking server decides they should be in the same instance and introduces them. You can't make a player's ship persistent when their computer is acting as the instance host - if their client is closed, there is no instance. You can't make a player's ship persistent when another player's computer is acting as the instance host, as that would open up the possibility of all kinds of abuse: force-disconnect the player from your instance (say, by blacklisting their IP address in your router), then kill their persistent ship.
 
Well given the technical limits in this given the games p2p nature I propose an alternative in keeping with the best traditions of Elite and Frontiers game development.

A timer!

Yes if you log off during a combat encounter then the next time you should meet a timer that counts down until you are allowed to play the game.

5-10 minutes should suffice and it can even be increased in increments if the transgressor continues to combat log.

Edit: After thinking on this I've come to the conclusion to make it more Frontier authentic then the log in timer needs to be rng.

...and you can collect materials that will reduce the timer as a reward from missions.

Right screw this mate, get onto Braben and talk licences, we're making Elite IV.
 
i know, but in solo he is not affecting other's network experience. in elite in particular a bad connection affects all in the instance. in general, if you have a bad connection in any multiplayer game you will be anything from a nuisance to a game breaker to others. that's just how it is, working comms required for online games, who would have thought? :)



of course.



i agree, there are instances where the implementation is at fault, but that's not the case i responded to, which was a customer blaming his own isp. of course frontier have to do their part too, and they mostly don't, that's true but not what i was getting at. the issue was: flaky user connections aren't a valid reason for not leaving ships in persistence after a connection loss, because working connections are a pre-requisite to any online game.

I see where you're coming from, however, the case the Penguin was talking about was my joke suggestion of instantly blowing the ships up on connection loss, because the persistence isn't possible through P2P.

I think from what FD have said in the past, they seem to be more concerned with developing internal tools to make sure they are punishing actual combat logging and not accidentally catching everyone whose connections drop. Once they've got that telemetry in place (remember how Sandro used to talk loads about a "karma" system that would track trends over time?) then they will need to figure out a way of preventing it or deterring it in game. Obviously blowing the ship up is... Heavy handed if you accidentally catch some people whose connections drop (because it does happen even to people with usually good connections). Leaving it persistent to continue being attacked is not possible... So, what's another way? There has to be another option, but everyone keeps getting caught up on this persistence issue too much to think of a better way.
 
While I feel sorry for you Drew if you're dropping out every 15 mins you could be affecting other players durin that time (and you know that's not fair)... I'd suggest solo till you get it sorted or take the risk of a suggested ban to solo for combat logging*

*suggested ban to solo for a week-month-qtr on a proven habitual offence.
 
yet punishing other players for it is ok? if you join a multiplayer environment you are expected to have a stable connection and not spoil others' experience, as well as a working pc/console. if you don't, solo is your mode, that's how it is.

Absolute garbage.
 
There has to be another option, but everyone keeps getting caught up on this persistence issue too much to think of a better way.

there is none if you want a consistent virtual world. persistence is not an issue, it's the crux of a believable simulation.

and it's not impossible, it could be done in p2p having other peers taking over. it would be complicated and foolish ... but not really much more foolish than the decision to use p2p for this in the first place. which is why i'm just theorizing. i don't expect frontier to change any of this, it's far too late and it obviously isn't even a priority for them. it's not the end of the world, it's just the reason why we can't have nice pvp.
 
Does the combat logging and the open only conversations keep going for 5 + years because new people come in wanting to play a balanced game?
New blood play game and see what is broken/wrong and suprisly all see the same nonsense over past years. But nobody listen, new voice slowly become silent, maybe even stop play. That is true face of this game hidden inside this forum.
 
On the other hand, this could be an opportunity for FDev to sell sprays in the store, so you'd sometimes log back in only to find your ship vandalised by "Matt woz 'ere" written all over it in giant pink letters and maybe a couple of bricks where the landing gear's supposed to be.

Damn it, no coffee & cats warning. Repped anyway.
 
I love reading these posts about griefer butt hurt! So much entertainment value!




Whaaa!!!! I wasn't able to dissuade a new player in a sidewinder with my mega death machine! FDEV FIX NOW!!! I WANT TO PEWN NEWBS!!! WAAAAAA (LUIGI)!
 
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