"Soon".Combat logging is being looked into and FD will be coming up with something soon. It's a sticky in one of the forums.
Posted in January
"Soon".Combat logging is being looked into and FD will be coming up with something soon. It's a sticky in one of the forums.
Tbf there are workarounds, ED does have a central server it just doesn't host instances and (most) data is transmitted directly between clients.I don't think everyone quite understands the dilemma here.
Most MMO's use the model on the top. All computers talk to one server. Most of the time it is actually a cluster of multiple computers, but your computer only sees it as one server. Your client tells the server where you are, what actions you are taking, and where you are going. It runs it's calculations, then reports back to your client where your opponent is, what your opponent is doing, and where your opponent is going. This is considered an arbiter. If one player logs off, the server can take over temporarily, and decide the fate of that player based on preset parameters.
Elite: Dangerous, on the other hand, uses the model on the bottom. It essentially connects both computers together, hence the term "peer-to-peer". Remember Kazaa, Bear Share, etc? Most of those used Peer to Peer technologies, which connects two clients together, relying solely on each client's connection to each other to send data. There is no arbiter, so everything is determined based on the parameters set by the client itself, which does not account for a lot of variables that a normal server could. In this scenario, if one player stops sending or receiving data, the other player's client has no idea where they are, what happened to them, and can no longer send information or report back any information. You are essentially, a ghost.
To give a (bad) analogy. The difference between the two would be the difference between communicating with someone using Teamspeak or Ventrilo, vs communicating with someone directly by calling them on your cell phone. If you are talking to someone on a cell phone, and the call drops, their line will hang up immediately.
TLDR: The reason why there is no easy solution on punishment, or how to handle combat loggers, is because in a peer to peer infrastructure, it is very easy to fool the other opponents client, and make it look like you lost connection to the game, by blocking ports, unplugging the router, Alt+F4, etc.
There is no way for the game to tell who cut the connection between the peers.
A combat logger is a combat logger regardless of what 'persona' they adopt in game.
If they're just killing the process then ED log it and know it happened anyway, Windows gives applications quite a lot of time to close down neatly in that event.The one that also loses connection to the validation server is likely the logger. Obviously, this won't find those who are blocking specific IPs, but that is much less common than just terminating the game process, and even the IP blockers should be leaving a pattern that can be checked for and corroborated with reports.
Indeed. A player abusing game mechanics in this way is an exploiter and a cheater, utterly irrespective of the character they play, or any possible rationale they may use as justification.
If they're just killing the process then ED log it and know it happened anyway, Windows gives applications quite a lot of time to close down neatly in that event.
I will never understand why people fly around demanding cargo without first fitting a cargo scanner to verify there's anything to take. Even NPC pirates have cargo scanners.
So you'd like to start paying a subscription then, to support the exponentially higher operation costs of maintaining those servers?
Yeah but realistically they'll just be hitting end task and you'll get a chance to do cleanup with the reason for closing given as "TaskManagerClosing".Assuming the user is an Administrator (fairly likely for a home system) then you can force kill any process instantly with no logging or defence, you can't log the Admin on a box anyway. The only real approach is to track disconnects over time with in-game context.
The central server could easily check with both clients, information is already routed through it if a peer is unreachable by another client.So many people don't understand the complications of p2p.
If the solution was to keep the ship on machine B when A disconnects so A could get killed, what would stop A disconnecting through blocking traffic and now A thinks B has disconnected. So now A can easily kill B and B kills A in local instances.
The central server could easily check with both clients, information is already routed through it if a peer is unreachable by another client.
ED has a server, it is not purely P2P.
So many people don't understand the complications of p2p.
If the solution was to keep the ship on machine B when A disconnects so A could get killed, what would stop A disconnecting through blocking traffic and now A thinks B has disconnected. So now A can easily kill B and B kills A in local instances.
So you'd like to start paying a subscription then, to support the exponentially higher operation costs of maintaining those servers?
How do you complain about combat logging?
As I pirate I have interdicted several human players who don't appear. I gather they turned their PCs off or quit ED to avoid the combat?
How do you complain about combat logging?
As I pirate I have interdicted several human players who don't appear. I gather they turned their PCs off or quit ED to avoid the combat?
I've also noticed some people vanish when you start approaching them in SC, if they don't leave a high/low energy wake then they saw you coming and logged.actually people not appearing usually just a disconnection bug with the interdiction, i've been on both sides of this one fairly often - its not exactly common, but its not rare either.
What your looking for is people who instantly vanish while getting shot, or whose ships suddenly stop taking damage while getting shot.