Pirates combat logging in open

But I hope there will be a technical solution, I just wanted to start to do some pirating and
this way it makes no sense...

Actually the situation is not as bad as it seems. Sure, there are combat loggers, but it's not like 9 out of 10 players will combat log. I did some PvP lately and from my experience most players are not combat logging. It's more like 9 out of 10 players will stay in the instance, which positivley surprised me.
 
Dark Souls 2 bans players to Offline mode for a specific time if they combat log from online play. Elite: Dangerous could do that as well... Wait... No they couldn't.... :)
 
Yes, a game that makes you wait 5 mins or plan ahead before you want to quit. Great idea champ, frontier should snap you right up

Also I can count on 1 hand the number of players who have combat logged against me in the last 3 months. It's not a big a problem as people make out. Also try to relax, it's just a game, go out and have some fun
 
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Off the top of my head, I'd go with sessions. Your session is only ended when you use the menu to log out;

The game is P2P, the session are hosted by the peers themselves. If one of them quits, their session is de facto terminated and there is nobody you can trust with hosting it in their stead to keep them in the game. Most respectable MMOs go around this by hosting virtually everything on a master (well, a farm of) server which they 100% trust, but FD decided to cut corner and trust everybody with their own little bubble in which they can do whatever they please with the exception of a few things covered by the transactions server. That's the price you pay for a one-time purchase without monthly fees. You can't make a competitive open world game on that model because people will simply exploit the hell out of it and you can do nothing but put stop gap solution in place with no real fix, because the issue is a fundamental one. All the solutions FD will put in place will have flaws easily exploited, because they will either rely on the clients themselves sending telemetry data to spy on themselves and others, data which you can both stop from being sent or even fake to protect yourself or lie about other users, or be intrusive anti-cheat solutions like Punkbuster, which can only protect against old known cheats and take away the users right to have total control over his computer and have been known to spy on users regarding things not related to the game.
 
The game is P2P, the session are hosted by the peers themselves. If one of them quits, their session is de facto terminated and there is nobody you can trust with hosting it in their stead to keep them in the game. Most respectable MMOs go around this by hosting virtually everything on a master (well, a farm of) server which they 100% trust, but FD decided to cut corner and trust everybody with their own little bubble in which they can do whatever they please with the exception of a few things covered by the transactions server. That's the price you pay for a one-time purchase without monthly fees. You can't make a competitive open world game on that model because people will simply exploit the hell out of it and you can do nothing but put stop gap solution in place with no real fix, because the issue is a fundamental one. All the solutions FD will put in place will have flaws easily exploited, because they will either rely on the clients themselves sending telemetry data to spy on themselves and others, data which you can both stop from being sent or even fake to protect yourself or lie about other users, or be intrusive anti-cheat solutions like Punkbuster, which can only protect against old known cheats and take away the users right to have total control over his computer and have been known to spy on users regarding things not related to the game.

FD certainly shot themselves in the foot going for a P2P design instead of the tried and tested solution of a server farm; if it's good enough for the biggest MMO's in gaming history, it should certainly have been good enough for FD.

But, to clarify, I know the game is P2P but this doesn't automatically stop one from telling the clients how to behave. They still need to communicate with the server; even if they do act as their own mini-servers for instancing.

My comment implied ( or, I thought it did, :) ) that some control would have to be moved over to the server. The server doesn't need to control everything, only the session states. The client talks to the server regularly anyway, therefore the client could send through a "I'm still alive" flag with every (or every other) packet (if it doesn't already). If the server doesn't receive that notification from the client, then the server flags that connection in an "idle" state; during this state the server notifies the other clients in the instance; which in turn forces the clients still connected to simply show a ship floating in space, perhaps with a "disconnected" icon above it. AI stop targeting it; but players can still attack if they want.

During this idle state, the server logs the state of the ship (health etc). If the ship is destroyed, then the next time the client logs in, the server sends that packet through with the updated ship information which the client then knows what to do with. I can imagine the cries of frustration when the combat logging chickens log back in with a smug look on their face only to find a "Your ship was destroyed" message waiting for them. :)

Granted this won't completely remove the problem and neither is it fool-proof, but it will at the least (I hope) make the concept of combat logging less inviting.
 
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It may sounds harsh but I belive that you should only be able to log out if :
You are in a station.
If you are in a instance with no other players (you turn off SC and then you go logoff)

or :
If in combat when you log off your ship is still there and is just a sitting duck.
 
It may sounds harsh but I belive that you should only be able to log out if :
You are in a station.
If you are in a instance with no other players (you turn off SC and then you go logoff)

or :
If in combat when you log off your ship is still there and is just a sitting duck.

If you had read the thread you are posting in, you would know why this is not possible.
 
It may sounds harsh but I belive that you should only be able to log out if :
You are in a station.
If you are in a instance with no other players (you turn off SC and then you go logoff)

or :
If in combat when you log off your ship is still there and is just a sitting duck.

Now that would be Elite: Dangerous. :)

Thankfully there would still be group and solo for all the PvE softies... (like me :)) I prefer my game time infused with less punks. ;)
 
Forced online with a garbage online system is the problem.

Why they use a P2P mix system rather than a full client/server system is beyond me. Would probably stop that "jumping" around of players and NPC's I've seen a lot of too.

Haven't they said they're going to start doing something about combat logging? How about making it not possible. Fix the game, not the players.

I agree. The lag is a more serious issue than people trying to save a little bit of coin.
 
My comment implied ( or, I thought it did, :) ) that some control would have to be moved over to the server. The server doesn't need to control everything, only the session states. The client talks to the server regularly anyway, therefore the client could send through a "I'm still alive" flag with every (or every other) packet (if it doesn't already). If the server doesn't receive that notification from the client, then the server flags that connection in an "idle" state; during this state the server notifies the other clients in the instance; which in turn forces the clients still connected to simply show a ship floating in space, perhaps with a "disconnected" icon above it. AI stop targeting it; but players can still attack if they want.

You're right, after rereading carefuly it is much clearer. My bad for reading the forums while at work!
As for your suggestion, I can't see anything wrong with it, apart from it requiring FD to dedicate some computing power to it... and I guess that's the culprit.
 
I have had an experience were I was interdicted by 1 Python + 1 FDL in Lugh - since it's war, it's fair game of course. I was alone and my wingmen didn't seem to get to my instance in time. So, facing a fight in my Python vs. the 2 other vessels. I didn't stand much of a chance, tried to destroy the FDL first, but I simply drew too much fire from them both. My shields were gone in like no time, couldn't even fire shield cells. My last option was to actually ram the FDL, too at least make it withdraw or break off the attack.
That did take care of its shields but the other CMDR was not impressed at all and kept on firing. Shields off...urgh....
Withdrew and tried to jump out of this mess...my wingmen were still out of reach...
So, the inevitable happened: the FDL could masslock the Python to the point they both focussed their fire on my FSD drive. At about 50% hull, my FSD and Drive were both gone. I was toast. Restarting modules didn't help either. So, I died...even though I thought the Python "should" be able to withstand more firepower. Unfortunately not. The other CMDRs tracked me down to the nearest Outpost and actually saluted me for not logging out. So, at least I died with honor. I made some critical mistakes in the battle and hence I deserved to loose. But 8 Million loss is of course a bit harsh. I find the masslock behavior a bit harsh - in this case a smaller vessel could effectively masslock a heavier vessel - the effect simply is too heavy. Maybe time to un-nerf the Python, since the FDL exists? Or the Python will simply be the PvE ship deluxe and the FDL it's PvP sister.

actually mass lock is broken.

from your text, i get you are not aware, but mass lock only kick in if you try to SC out, not if you jump out.

would you have selected another system, no mass lock.

this is bad design imao, but since FD won't fix it, let's use it.

anyhow, props to you for having honor, and to the other cmdrs for being fair play
 
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What? I haven't heard or read anything about this. Please elaborate.

People have been banned for using cheat scripts, i.e. "infinite ammo" "infinite health" "log off when about to die" I think it's only 1 or 2 so far, but I doubt that FD would publish the figures. There ARE still issues of course, in that a banned-to-solo player could use the 2000Ly jump hack to mess up exploration data.
 
People have been banned for using cheat scripts, i.e. "infinite ammo" "infinite health" "log off when about to die" I think it's only 1 or 2 so far, but I doubt that FD would publish the figures. There ARE still issues of course, in that a banned-to-solo player could use the 2000Ly jump hack to mess up exploration data.

Crikey. What a mess. Thanks for sharing.
 
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