Same old song about cheaters

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I wonder, is there even any chance that fdev will solve the problem of combat log? I know Mr. Braben to personally call it cheating. I've seen it myself) I recently spoke with one of the new players, and he said to me that actively uses the combat log even in solo that would not have to pay insurance. Is this normal? It really does not matter to anyone?
 
I never have, I do play in solo a lot just to have a RES without competing for kills though. Yesterday I had two deaths in my Python that cost me more than I made all day lol, I decided I should stop running with a class 3 shield that is only used for bumping the mail slot. Can't imagine closing the game over and over while playing, they should put a timer on the log in or limit you to once every 10 minutes or something.
 
I believe they said previously that its pretty much not going to be fixed. (either its too hard or not on their list)
But yeah, people are morons and use it a lot, combat logging to just avoid the insurance payment is just pitiful and imo people who are so low should just stop playing and go play something else because ED obviously isn't for them.
 
I wonder, is there even any chance that fdev will solve the problem of combat log? I know Mr. Braben to personally call it cheating. I've seen it myself) I recently spoke with one of the new players, and he said to me that actively uses the combat log even in solo that would not have to pay insurance. Is this normal? It really does not matter to anyone?

Well it is not an easy fix with p2p, and it isn't really 'fixable' with servers either, sure on a server they might just sit around at attackers mercy if they log, but if that happens they will just go private/solo more, so it isn't really an answer.

So yeah, some people will use it regardless. If it is in solo it doesn't really affect you.


I think one technical aspect that could 'fix' some of the issues, is that they increase the 'save' point, to also being for example when people are not just switching instance, but say if a person is under attack it saves, and every 15 seconds, also including the instance, so say you were in open, and getting attacked by x, if you disconnect, as long as x remains where he is, you would be forced into that again if you disconnected from open? and only allow mode switching if you exit 'properly' ?
 
There should be a counter on the stats (or even dash) showing the amount of combat logs right at the top, this is not the count down but unexpected log off.

This would then show up for everyone and become an embarrassment when showing stats.

I agree that open is not perfect or safe for non PVP players.
 
This old chest nut.

Is Combat logging cheating? Of course it is; but then cheating seems to be a way of life in this modern world. Those that are meant to set us all an example, cheat all of the time: Politicians, bankers, lawyers, everyone is doing it.

So; should FD 'punish us' for combat logging? Nope. Why not? It is a valid option within the game, just like player killing for the laughs or flying without insurance.
 
Count the number of logoffs from which perspective? It would be incredibly to slap some pew-pew with apparent logoffs from an innocent and unarmed but very, very naughty traders perspective.

Who wants to be the pew-pew logging on to find they are streaming a lovely red Combat Logs 20 in the cockpit that they know nothing about?
 
It's not fixable.
Prove someone Combat Logged and did not suffer a power failure or connectivity failure beyond their control.

Of course, there is one real solution, but you won't like it.

Stop Attacking other Players without their consent.

This is yet another of many reasons I stick to Solo play. So much less drama. And I promise, not a single System Authority ship or NPC Pirate I've ever logged out on will ever post a QQ here about it.
 
I wonder, is there even any chance that fdev will solve the problem of combat log? I know Mr. Braben to personally call it cheating. I've seen it myself) I recently spoke with one of the new players, and he said to me that actively uses the combat log even in solo that would not have to pay insurance. Is this normal? It really does not matter to anyone?

Open only
If i'm supposed to die, i do it with honor!
Vs. NPC's mostly because i wanted too much, vs. Players because i'm not this good like them or too stupid to avoid.

At the end every insurance i had so far was totaly my own fault. Combat log means, that you don't accept mistakes and are not willing to learn from them. So how will a combat logger improve his skill? ;)

I don't think that Frontier is able to fix this issue without some groundbase changes to the mechanic. The day we get combat log fixed, is the day where the game becomes an open-only game sponsored through a monthly payment and/or pay2win microtransactions to pay the servers.
Fighting the Devil with Beelzebub.
I for myself prefer the Devil i already know ;)
 
It's pointless to discuss this because FD is not going to fix it. It's got absolutely nothing to do with not being able to or it's too hard. FD's programming is set and they dont work on other stuff even if it's a simple issue. If it doesn't fall within the swim lane they're on...they dont do it. *caugh*powerplay*caugh*

p2p makes it difficult, but not totally beyond fixing. You can cover the instance where a player disconnects from the game instancing server. On registering this disconnect they could code the backend to handle the player's character as if it was an npc injecting into any other player's game who's in the same instance. Any action taken against this npc would be saved into the player's savegame. After 10-15 seconds, the npc would warp out...regardless of damage unless destroyed.

If nobody is connected to the instance, the server would roll a dice based on the hostile state of the instance and deal damage against the player's ship and save. This could yield nothing, some damaged shields, dropped shields and hull damage or complete destruction.

This would not be reflected on transaction server disconnects and other disconnects related to coming into an instance...since those are obviously not the case of combat logging.

It also wouldn't affect the cheaters who are dropping individual p2p connects to other clients but not the game server. I think this reflects a minority of combat loggers though.


See. It's simple and easy. Just apply it across the board and dont care if the disconnect is intentional or not. It just becomes how the game behaves and it behaves how many people expect multiplayer games to behave.
 
I've never combat-logged in my entire game career, but I HAVE crashed during a scrap once. Fortunately that was pre-release and when I got back on I found my opponent in another instance of the same CZ and apologized for the crash spoiling his fun as well as mine.

The problem with FD "fixing" combat-logging is they have no way to differentiate between that and a genuine network issue.

When somebody combat-logs on me I just count that as a "win" and add the perp to my KoS list. If I later find them or they find me and they DON'T combat-log, then I assume their earlier disappearance wasn't their fault and they are off the list.

Other than that, the only reasonable response to combat-loggers is to just point and laugh.
 
It's pointless to discuss this because FD is not going to fix it. It's got absolutely nothing to do with not being able to or it's too hard. FD's programming is set and they dont work on other stuff even if it's a simple issue. If it doesn't fall within the swim lane they're on...they dont do it. *caugh*powerplay*caugh*

sad to hear it. It just depresses me that the game turns to some children's attractions. No danger, no challenge. How a game with that issue can be taken seriously? Forever solo with your own code of honor?) Only if so.
 
p2p makes it difficult, but not totally beyond fixing. You can cover the instance where a player disconnects from the game instancing server. On registering this disconnect they could code the backend to handle the player's character as if it was an npc injecting into any other player's game who's in the same instance. Any action taken against this npc would be saved into the player's savegame. After 10-15 seconds, the npc would warp out...regardless of damage unless destroyed.

Good idea for letting their opponents accumulate credit for the fight, horrible idea for the player with a genuine disconnect.

If nobody is connected to the instance, the server would roll a dice based on the hostile state of the instance and deal damage against the player's ship and save. This could yield nothing, some damaged shields, dropped shields and hull damage or complete destruction.

Horrible idea for the same reasons quoted above. Cue the flood of support tickets and forum rants saying "My network glitched and I lost my ship? Whiskey Tango.... "

FD would lose more player goodwill from this approach than they currently do for not doing anything about disconnects. Therefore bad business decision even if it should be possible in code. Ergo, not going to happen.
 
So... Combat Logging (alt-F4 etc)...

The solution is simple. Any unplanned disconnect & you guarantee hull loss. The devil, of course, is in the detail.

There are times when an unplanned disconnect occurs. Your ISP throws a wobbly, your PC crashes from overheating, whatever. So you can't have a simple rule, you have to have caveats.




So I throw this challenge out to the community. Come up with a set of rules that will cover all the bases. It's okay for the rule to allow the occasional CL through the net, but not okay for a disconnect beyond the players' reasonable control to lose their ship & uninsured contents.

BTW complaining won't solve the problem, workable solutions will though :)

Test 1: List ALL possible reasons why a detected CL may actually be legitimate, and how to define/detect it
Test 2: Find a way to define a deliberate CL. If you think you know one when you see one, try to pin it down to a set of criteria, post them here for others to thrash out.
 
I lose connection 1 in 3 times I play, at random times.

Therefore my attitude is; there should be no real punishment, because if there were, be it times outs or ships costs, I would have left the game a long time ago and I really love this game.

Never combat logged myself and don't see the need to do so: I nearly lost my Clipper running into Walters dock the other day, to idiots and I am very limited on re-buys. So after docking up, I took the option of mode changing; which some here think is a sin, so for some, there is no win or solution to this issue.

The final thing to think about: Before you think about punishing those that 'combat log', ask yourself this. 'Will they really care, really be bothered?' If they are 'cheating' and that is what is happening, they will just think 'meh' and play another game. Where as, if you punish those who have had genuine connection issues, or even those driven to it by 'bullies' etc, you are hurting the wrong players.

There is no real resolution; it IS an option, leave it be.
 
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I lose connection 1 in 3 times I play, at random times.

Therefore my attitude is; there should be no real punishment, because if there were, be it times outs or ships costs, I would have left the game a long time ago and I really love this game.

Never combat logged myself and don't see the need to do so: I nearly lost my Clipper running into Walters dock the other day, to idiots and I am very limited on re-buys. So after docking up, I took the option of mode changing; which some here think is a sin, so for some, there is no win or solution to this issue.

The final thing to think about: Before you think about punishing those that 'combat log', ask yourself this. 'Will they really care, really be bothered?' If they are 'cheating' and that is what is happening, they will just think 'meh' and play another game. Where as, if you punish those who have had genuine connection issues, or even those driven to it by 'bullies' etc, you are hurting the wrong players.

There is no real resolution; it IS an option, leave it be.

I'm sorry, but I see no reason to complicate a simple question by philosophical reflections. If it is cheating then it is cheating and should be punished accordingly. We have experience of many online games, including p2p, Dark Souls series for example. You know what they do with the combat loggers? Shadow ban. Not instantly. Will have to do it 10-12 times before you get "ban" message. So if you had a connection failure on the provider's fault, you are in no danger. Over 2 years of playing ED I only had a couple of instances of disconnection, so I do not believe that someone is often losing internet connection, especially during the combat) You think this is unfair? Or too harsh? I don't think so. The observance of rules brings respect to the community, to other players. Makes the game better, more serious and more adult.
 
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