And I learned something today. +1Not on this side of the atlantic
Tempest in a teapot (American English), or storm in a teacup (British English)
http://en.wikipedia.org/wiki/Tempest_in_a_teapot
And I learned something today. +1Not on this side of the atlantic
Tempest in a teapot (American English), or storm in a teacup (British English)
http://en.wikipedia.org/wiki/Tempest_in_a_teapot
And I learned something today. +1
It's not impossible, but it's deeply complex when the game involves such a level of investment of time in your 'ship' and the possibility of losing everything because of an unreliable internet connection would generate more support traffic than FD have the funds to staff at an adequete level to deal with ... just look at all the people complaining of tickets going unanswered already, multiply that by many times and you can see how a simple 'leave the player vulnerable' is not a workable solution.
If it's flagged by a player first and then reviewed it's really not that hard to do and can be mostly automated. And people will always find away, the problem is with no statement and no repercussions nothing's stopping people from casually doing this. There is no reason to think twice.
for the record I don't care about the actual outcome of the encounter, I just want to know if I report somone and they have a habit of doing it, they are warned, and eventually banned for that behavior if they persist. I want to know that if somone ruins my day with a hack they actually have a way to look into it, as it stands they do not.
On a related note, 97.6% of statistics on the internet are fabricated.
There isn't much a of a solution to this due to the p2p architecture this game employs. Its not like Eve or other mmos that use a client / server architecture. If they did make it so losing connection left a ghost of your ship in play then that opens a slew of new problems. For instance you might not be aware of this, but I could quite easily disconnect you from my instance via my firewall, while maintaining my connection to Frontier, which would then leave your ship at my mercy if they employed the "simple" ship persistence after disconnect solution that many people are suggesting. Not a viable solution given the architecture of this game. It was just never envisioned that PvP was going to be a major focal point of this game, this is just something people are going to have to either accept or not play Open.
I don't believe that a purely manual approach is sustainable ... the only way this is going to be workable from a staffing perspective is if it's 99% automated with a review process at the sanctions stage. I don't believe that the sanctions should be banning either ... possibly a reset of the save back to a stock sidey and 1000Cr would be more appropriate.
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Or perhaps the player should be put onto an instancing list which means they only ever get instanced with similarly flagged players.
Ok, do you see what you just wrote up there? ED uses p2p connections, not an instance/universe server. ED is using a validation/matchmaking server. The game itself is being run on your PC, not a master server.So, I am not sure what Frontier's plans are on the matter, but I can tell you how we handled it on our ARMA 3 wasteland server
Planetside 2 is heavily client sided, and they fixed it.
And please stop trying to justify cheating with "oh but PVP wasn't the main focus". That's completely beside the point. Whether or not PVP is the main focus, it is an aspect of the game, and as such it must be working as intended. With the logging problem, it can fundamentally not work as intended.
Totally fine with that approach. I'm also fine with it taking a while to implement. But it needs to be made clear it's not acceptable and that they will start monitoring and most people will stop right there.
It is kinda cool though being p2p, if a player does bother you, just block them permanently in your router. They will never be able to see you again in essence. If they get too close to you not sure what would happen since your router wouldn't talk to them at all. Curiousity.
And people need to realize... since the game is written as p2p, the ONLY way to switch to a client/server model would be a complete REWRITE of the code from the ground up... There's absolutely zero chance of that happening.
What makes this game great IMO is the open world with all its choices and consequences. So if you have a bounty on you and are not prepared to face the possible consequence of being hunted down, please have the courtesy of playing solo instead of wasting my time. This is really frustrating and immersion breaking...I hope the devs will fix it in the future. At the very least let the ships of wanted players be replaced by an AI pilot for a minute or so.
What consequences? People can spend the whole day clubbing baby seals then go down to the corner shop and pay off the fine. All is forgiven!
Fix that and you'll have a case for making player killing easier. Until then, nope.
What consequences? People can spend the whole day clubbing baby seals then go down to the corner shop and pay off the fine. All is forgiven!
Fix that and you'll have a case for making player killing easier. Until then, nope.
Im not justifying anything, I don't play on Open, and if I did I would not resort to combat logging. Im simply saying its not a simple problem to fix, nor is it a big enough problem to enough people to dedicate the resources it would take to fix it if that is even possible given the p2p architecture in lieu of more meaningful development.
If people combat log on you, then congratulations you win that pvp encounter. If it really bothers you then block them so you wont be instanced with them again and move on.
Well, in the current state, it's often the only p2p connection on the router. It's not like you often have dozens of them.How do you identify which IP is the player in question? ... AFAIK the streams are encrypted.