Please fix the Alt F4 exploit

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PLF

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Even handles it by keeping the player alive in the game. FD can't do that. Even though it's been said over and over and over again, Eve, WoW, Guild Wars, etc use a client server model, and FD uses a peer to peer model.
Yes, this, like all the decisions the developers make are based on making a game as cheaply as possible and getting as many to buy it as they can before they pull the plug on it as a learning exercise. It was a way to learn new skills and have the public pay for it all so they had no out of pocket costs and perhaps even made a little money for themselves.
 
Easy enough that it would still be widespread, except that instead of just losing your prey you get to lose your connection and your ship. Its just not a viable solution.
 

PLF

Banned
With the utmost respect, I understand that you feel you are the majority in this game and therefore more entitled to FD's time than everyone else, however I suspect that the people that this issue affects are in the minority here ... FD need to (and will) prioritise their fixes on the basis of the stats only they have access to.

From my perspective I hope that FD ignore this storm in a teacup and get on with developing the features that the majority of players will find useful.
It's 'a tempest in a teapot', not a storm in a teacup, but we get your meaning. :)
 
Ive been reading up on the update additions server side, they are (slowly) adding telemetry to player deaths; little black boxes of sorts.

- were you killed by a player?
- were you killed by a station wall splat?
- were you killed by a ship to ship collision? (<-- most recent)
- was it in combat (weapons deployed?)
- did you just log off? Was THAT during combat?

stuff like that. So they are adding telemetry to the client-server communications, and will someday have the underlying mechanism to deal with rage quitters. Just not yet.

They DID fix the "oops i died- no money for insurance, lets pull plug so I wont lose my ship" exploit. you will log in "dead" with the friendly and helpful insurance screen facing you now.
 
Yes it is, plenty of other multiplayer games do this already. You kill task/drop connection in combat, you leave a ghost alive for X amount of minutes. Doesn't require a connection, the server can keep it there and count all the dmg done towards the ghost, and when the douchebag logs back in, the server sends the info on his client and "Your ship has exploded".

Fixed. And after that has been fixed, I'd raise the log off timer to infinite, with no possibility to log off from the game during combat. You resolve the situation with your skills (or you die and learn from your mistakes), not your log off speed.

Theres no central server to control that ghost, in your example the npc is run on your pc which would be deemed insecure, especially if skiddies ddos your p2p connection making you drop out. The reason that you have 15 seconds on the timer now is because it physically prevents your pc dropping the p2p connection when you go via the menu (theres a reason its only done via menu and its not because they forgot about exe killers).

Saying plenty of other games do it is meaningless as ED isnt like other games which use traditional client / server connections, your connected directly to the other people in your instance and can ectract their details easily (once over it was written in realtime to the log, might still be)
 
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You assume it's a flaw, I think of it as a feature, don't like having players leave the game when you catch them? don't attack players. Combat isn't fun when it's forced on you.
No, combat isn't forced on you at all. If you're playing in open play, you're implicitly consenting to all player interactions good or bad (barring griefing obviously, but that's another issue entirely).

If you want to restrict your player interactions to purely cooperative ones, then there are tools available for you to do so very easily. Form or find a private group of like minded players. There's a very prominent PvE only group advertised right on these forums, at present count it has over 3000 players and growing.

Combat logging is an exploit, it's cheating. It takes a huge amount of mental gymnastics and disregard for other players to think otherwise.
 
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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.

This type of fix is one of the fastest and simplest things a Dev team could do.
 
You assume it's a flaw, I think of it as a feature, don't like having players leave the game when you catch them? don't attack players. Combat isn't fun when it's forced on you.

This attitude is absolutely horrendous. Combat logging is barely a step above bug abusing and ruins the gameplay. if you don't want to play in a universe where there is a chance of dangerous then play solo or privately with your friends.
 
Its not fixable

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 ( I know it is a different game, but it has similar problems ).
If you alt-f4 during a combat engagement you spawn back in dead. Which made combat logging a thing of the past for us. As it stands now, I don't bother fighting other players these days.

9/10 CMDRs I engaged with in combat, logged out just before their hull was too low for their comfort. It is just the reality of the game right now and as such makes combat pointless. Unless, of course both parties agree to duel.
 
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 ( I know it is a different game, but it has similar problems ).
If you alt-f4 during a combat engagement you spawn back in dead. Which made combat logging a thing of the past for us. As it stands now, I don't bother fighting other players these days.

9/10 CMDRs I engaged with in combat, logged out just before their hull was too low for their comfort. It is just the reality of the game right now and as such makes combat pointless. Unless, of course both parties agree to duel.


Same with our DayZ server but it wont happen on a commercial game where persistence is a marketable feature. You cant kill someone whos router crashed or net died, it wont happen, regardless of how unlikely that occurrence is at point of contact. They would end up having to roll back characters daily.
 
Same with our DayZ server but it wont happen on a commercial game where persistence is a marketable feature. You cant kill someone whos router crashed or net died, it wont happen, regardless of how unlikely that occurrence is at point of contact. They would end up having to roll back characters daily.

Dayz is a commercial game handles it the same, they all do. They made the mode they have to support it, end of story really.
 
I'd rather see more stuff added to the game than some fix for players pulling the plug during combat. Get over it man... It is a pretty monumental undertaking due to the way multiplayer is handled.
 
I'd rather see more stuff added to the game than some fix for players pulling the plug during combat. Get over it man... It is a pretty monumental undertaking due to the way multiplayer is handled.

Are you going to feel that way when you start facing eagles with unlimited shield cells and missiles? Because those are already here. And not all of those I exploded for no reason threads where because of bugs ; ) none of the rest of the game matters if fd doesn't step up here because open will become a joke once this becomes prolific. I'm sure as hell not sticking around for the spiral down, and the only reason I can deal with the bugs and issues is because at least I can play open and have something interesting happen. It doesn't effect you now but it will sooner or later if you play in open.
 
Are you going to feel that way when you start facing eagles with unlimited shield cells and missiles? Because those are already here. And not all of those I exploded for no reason threads where because of bugs ; ) none of the rest of the game matters if fd doesn't step up here because open will become a joke once this becomes prolific. I'm sure as hell not sticking around for the spiral down, and the only reason I can deal with the bugs and issues is because at least I can play open and have something interesting happen. It doesn't effect you now but it will sooner or later if you play in open.

You are perfectly entitled to your opinion, as we are to hold our own perspectives ... this issue just isn't a deal-breaker for most of us ... chill out, FD will fix it when they come up with a workable solution that doesn't unfairly disadvantage honest people.
 
You are perfectly entitled to your opinion, as we are to hold our own perspectives ... this issue just isn't a deal-breaker for most of us ... chill out, FD will fix it when they come up with a workable solution that doesn't unfairly disadvantage honest people.

Fair enough but bear in mind elite is the first online mmo that doesn't have a way to prevent a player from triggering an invulnerable state. That's its reputation on those forums. And naturally some of those people that know better are on these forums saying it's not possible to fix..
 
Are you going to feel that way when you start facing eagles with unlimited shield cells and missiles? Because those are already here. And not all of those I exploded for no reason threads where because of bugs ; ) none of the rest of the game matters if fd doesn't step up here because open will become a joke once this becomes prolific. I'm sure as hell not sticking around for the spiral down, and the only reason I can deal with the bugs and issues is because at least I can play open and have something interesting happen. It doesn't effect you now but it will sooner or later if you play in open.

I understand the sentiment and as gameplay its just low but I think their solution will be more telemetry based rather than physical (although I would be happy to be wrong). I jyst cant see how they could deal with a delayed log off / ghost player with a p2p connection securely. if I sever the p2p connection then it may well be you that spawns in dead if im hosting the instance.

For info cells will be hit with the nerf bat and missiles damage against shields has been significantly reduced (both dev confirmed).
 
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Fair enough but bear in mind elite is the first online mmo that doesn't have a way to prevent a player from triggering an invulnerable state. That's its reputation on those forums. And naturally some of those people that know better are on these forums saying it's not possible to fix..

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.
 
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