Please fix the Alt F4 exploit

Status
Thread Closed: Not open for further replies.
- - - - - Additional Content Posted / Auto Merge - - - - -



P2P by definition is "hands off"... The whole point of it is to be as data "Stingy" as possible. Here's an example. People by hybrid cards to be "Economical", so in that vein, FD made an economical game, but people want it to have "Gas Guzzler Supercar" performance. the 2 things just arent /=
Then consider it a proposition to make it hands off, with exceptions, as in the case of trading.
 
Except the game doesn't know you disconnected... Only a client/server configuration tracks that kind of information.

Difficult. Well the server knows the other player is not there anymore. Your PC knows the hostile has disappeared. Report goes from your PC to Server, replacement set up, black mark against DC player... Replacement Equivalent NPC sent in to instance.
 
Start seeing a pattern of disconnects happen at specific times, THEN take action.

I remember a time in Beta when launching more than three missiles in my Anaconda crashed my game EVERY TIME.
That would qualify as a pattern ;)

Luckily i wasn't known for combat logging before and most of the time i was able to find my opponent again to appologize and offer another round.
 
Then consider it a proposition to make it hands off, with exceptions, as in the case of trading.

Correct, they wanted money to be "honest" dare I say "unhackable" at least easily. They know/knew this was coming, and they protected what they thought was most important... Da CASHEZ!
 
There are better things for FD to be working on than fixing this ... it only affects a very small (but vocal) section of the playerbase.

I would rather they spent their time working on wings, new ships, better missions and more modules ... thanks.

Its not a small section, its only a small section that is affected at any one time by pvp, because not everyone is in a pvp scenario all the time. Its still a very relevant issue because with this Alt+F4 capability, it pretty much circumvents any consequence of death for proactive players in any role, not just pvp combat.

However, regardless of your perception of the pvp orientated players and their numbers or vocality, pirating/killing and bounty hunting are legitmate game choices, as the devs already have stated. So with regards to that, the alt + F4 shenanigans, render some people's game choices non viable. If you can't see this is a problem for people and why they have an issue with it then you need to grow some empathy.

Not sure if you got the memo, but one of the main core features of ED is the concept of managing your resources and the real consequences of death and possible ship loss. So yeah, it affects everyone not just a 'small' section of the community as you assume. Nice try though, it sounds like you would never use this 'feature'....
 
Please fix the Alt F4 exploit


I doubt this will be fixed any time soon. The player base is still growing and alt 4 let's new players a get out if all else fails while they are learning the game. Leave it alone for now and fix it once the number of players stops growing. It's a fix that is needed but it's too soon in the games development to put new inexperienced players off.
 
I remember a time in Beta when launching more than three missiles in my Anaconda crashed my game EVERY TIME.
That would qualify as a pattern ;)

Luckily i wasn't known for combat logging before and most of the time i was able to find my opponent again to appologize and offer another round.

Yeah, that'd be an innocent reason, and would still work out relatively well. Get pushed to solo, send Support a message with "Yeah every time I do X it causes a crash." Bug fixing galore!

Main reason I'd like to have a human in the loop somewhere making decisions on these cases, at least where punishment and account sanction type stuff is considered. A guy who's crashing out all the time for whatever reason, those crashes are going to be during random game activities. A person crashing due to bug, it'll be a specific set of circumstances every time. A person intentionally causing crashes to escape PvP, it'll only be happening during PvP/interdiction.


Human being takes a quick look at the "crash/disconnect log" generated by the client, and goes "Huh, they ONLY crash out when interdicted/about to lose/engaged by a PC. Time to do something" over "Huh, they're crashing every 10 seconds, regardless of what's happening around them, it's innocent."
 
Last edited:
There are better things for FD to be working on than fixing this ... it only affects a very small (but vocal) section of the playerbase.

I would rather they spent their time working on wings, new ships, better missions and more modules ... thanks.

The whole community is being affected by this. Why? Those traders that are getting hit by PKers who then combat log whenever someone comes to sort them out. Sort this out, you get less PKers, and more Traders will come in to Open, making life better for all concerned. If PKers are dealt with, then Traders will stop combat logging because there's a better chance they'll get away with dropping a few cans of beer.

Deal with this, everyone wins.
 
I used this analogy yesterday,

Any of you have Xbox live, and play Fps games? Example COD. You form a group up, and it never fails, SOMEONE has trouble connecting to the party... I know some of you guys know exactly what I'm talking about. It all boils down to NAT (Wont go into specifics). But Routers operate off of a NAT, it can be OPEN (Allow any un-warranted outside source to come into your network unrestricted VERY hacker friendly), MODERATE (Allow some/not all of these to come in based on a number of reasons.), or STRICT (All NO external sources to come into your network UNLESS your computer asked them for informatino first.. Very hacker blocking..). Now, when your buddy can't join a party in Xbox whats happening is SOMEONE's NAT in the party is blocking the person who's trying to join, and unless the HOST of the room's xbox receives an ok from everyones xbox that they can all talk to each other, the person cant join..)

I said all that to say this, ED works the same way. I guarantee 100% there are already people who's routers have strict NAT's that if they go into a system, they aren't seeing everyone there anyway. Their routers are disregarding any/all unsolicited data packets due to "STRICT NAT". It's always been an issue with p2p games. Always will be until more people either A. Buy routers with Open Nats by default, or B. Learn how to open the NAT themselves.

NAT is like a firewall in front of your firewall. (VERY basicly)

Anyway, FD can't tell what kind of NAT you have, (Wrong, they can tell if they program it to look for it, I don't honestly know if they search for it or not...) Their match server simply "drops" people in, if a connection doesn't happen.. BAM you both become hosts independently...

Ever wondered why people get knocked out of supercruise BUT when they reach normal space nobody is there? BAM! One of them has a strict NAT, and they couldnt talk to each other, so they each got put into their own instance, both made "Hosts" of their own game lobbys.
 
Last edited:
Correct, they wanted money to be "honest" dare I say "unhackable" at least easily. They know/knew this was coming, and they protected what they thought was most important... Da CASHEZ!
Well, humor me for a moment if you will, my coding ability begins and ends with assembly, machine language, and peculiar niche languages unused except rarely in some engineering applications. Some of the stuff you guys go over is just peripheral knowledge for me.
.
Ok, player A and B enter an instance. One would expect their presence to be relayed to the server so that the server is at least minimally aware of events, no? So the battle ensues and one disconnects... would it be possible to require each player to communicate exit from the instance to the server, once again logging events? If it is possible, then if one has exited and the other has not and there is no continuing periodic comm from the other signaling status, would that serve some useful purpose? Now, that is presuming each comp is required to periodically register its presence.... and being logged in to begin with does register some connection beyond that P2P connection.
 
Human being takes a quick look at the "crash/disconnect log" generated by the client, and goes "Huh, they ONLY crash out when interdicted/about to lose/engaged by a PC. Time to do something" over "Huh, they're crashing every 10 seconds, regardless of what's happening around them, it's innocent."

Very nice, you hit one one possibility... The client or launcher when "started" could look for the old log file and upload it for analysis... But if a program is terminated the log file would just end.. They wouldn't know if you ended process, Alt-F4'd, machine lost power, blue screened, etc.. So they could pore over 50,000+ customer logs looking but would be very labor intensive and in the end wouldn't know the cause of the logfile just "ending", all they would know is it "ended" abrubtly at such and such time. And since they don't track logoffs, they have nothing to correlate it against... GREAT IDEA though!
 
And specific telemetry to tell when this is happening.

Slappy slappy wrists on the way.

Yes they can stop it, when they bust them back to Solo.
 
Also, incentives for not combat logging? lol "Thanks for dieing to the enemy pilot, free credits here!"
Yeah, the sticky made me laugh. They might start applying some penalties to people abusing this for griefing, but even this remains to be seen.
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom