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?

Every combat logger I have ever encountered has attacked me first, and logged when they are losing. funny how when you come to the forums, they all clam to be unwilling victims. I don't believe them, and presume they just enjoy their griefer exploit.
 
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 game 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.
You assume too much.

I only have experience of two on-line games. Both of them, you lose connection, in combat and you are dead. At the same time, both of them, offer the choice of entering combat, it is not thrust upon you by someone idiot getting their jollies. At the same time, both of them have very good 'crime and punishment' systems in place.

Your issue seems to be, some will not play the game your way and become your cannon fodder.

I repeat: I have never combat logged or feel the need to do so in the future; because I am too fast, just to become someones cannon fodder.
 
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Every combat logger I have ever encountered has attacked me first, and logged when they are losing. funny how when you come to the forums, they all clam to be unwilling victims. I don't believe them, and presume they just enjoy their griefer exploit.

That's it. And the saddest thing is that FD are not going to do anything about it.
 
I can't speak for those that would do it normally, like that guy in solo, but for the rest so long as we have this retardation of undefendable super-powered metas that are futile to fight against then CL'ing will be the only option for people in open. And until the foolishness of the RNGineers is fixed, it will continue to happen.
 
You assume too much.I only have experience of two on-line games. Both of them, you lose connection, in combat and you are dead. At the same time, both of them, offer the choice of entering combat, it is not thrust upon you by someone idiot getting their jollies. At the same time, both of them have very good 'crime and punishment' systems in place.Your issue seems to be, some will not play the game your way and become your cannon fodder.I repeat: I have never combat logged or feel the need to do so in the future; because I am too fast, just to become someones cannon fodder.
Crime and punishment needs updating, when it comes, FD can be more heavy-handed with punishing combat logging, unless they don't care about player conflict that is supposedly integral to the game. Their recent attention to PvP has me believing otherwise, that it's a matter of time.
 
You assume too much.

I only have experience of two on-line games. Both of them, you lose connection, in combat and you are dead. At the same time, both of them, offer the choice of entering combat, it is not thrust upon you by someone idiot getting their jollies. At the same time, both of them have very good 'crime and punishment' systems in place.

Your issue seems to be, some will not play the game your way and become your cannon fodder.

I repeat: I have never combat logged or feel the need to do so in the future; because I am too fast, just to become someones cannon fodder.

You say that like I'm a ganker, from which there is no salvation except combat log. More often they try to blow me up, and if I'm willing to give them a decent resistance, they just logoff. Actually, there are mechanics allowing you to retreat from almost any, even the most hopeless situation. Jump to another system. If you do not waste any time and quickly proceed to the evacuation, the chance of retreat is very high. Tested by me more than once) But that's not the point. The point is that if you're afraid to become cannon fodder, if you're not ready for dangerous situations, then just play solo. Of course if FD would create a safe zones, with a high level of security, and in these areas the chance to become cannon fodder would be minimal, the players could choose to fly to dangerous places, or stay where it is not so hot. But it's probably more difficult to implement than punishment for cheating))
 
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Honestly they could just load up an NPC with the same name, ship and loadout as the player once the player disconnects, in the exact place the player was when they disconnect. Toss results at the server and update the player when they log back in. Takes a little effort but I'd like to think their network code isn't so complicated they can't do this.
 
I'm not oft to repeat myself, but since this keeps popping back up...

Nothing is going to be done about this, and not because FD doesn't want to do anything about, it's not something on their radar, or because it's too hard.

There's simply no way to do anything about it.

If "Oh, you disconnected in an unusual manner" is mete with "Your ship is destroyed, rebuy" there will be an endless flood of support issues for legitimate disconnection caused by power failures, ISP failures, even cats sitting on surge suppressors and turning them off - all things outside of the player's control that resulted in an unwarranted ship destruction. So this option is pure fail.

Flagging people for the same reason is also pure fail, because connection issues and power faults do happen.

The ONLY real, viable "solution" to this is:

Suck it up and deal with it, you're not getting your way.

I know, that's not the answer PvP folk want to hear, but it is the only answer. You might as well open a poll to have grass turned blue, or water to freeze at 70 degrees, because these are more realistic to happen.

The only other option would be to eliminate the insurance rebuy and all losses for combat destruction, and then no one would care and wouldn't disconnect, because all that would happen is that they end up back where they last docked, and PvP would die because there would no longer be any real incentive for it - there's no more "thrill" of costing someone potentially all they have and forcing them to start over to satisfy yourselves.

Is that what you really want?
 
If "Oh, you disconnected in an unusual manner" is mete with "Your ship is destroyed, rebuy" there will be an endless flood of support issues for legitimate disconnection caused by power failures, ISP failures, even cats sitting on surge suppressors and turning them off - all things outside of the player's control that resulted in an unwarranted ship destruction. So this option is pure fail.

Except that's the way it used to happen in games, right back in the days of dial-up and shonky connections. It was aggravating when it happened and could cost a day of XP, but it was accepted, because the alternative to your character remaining there to take a kicking for 30 seconds after a disconnection was to enable cheats to escape death by pulling cables. The player base accepted the lesser of evils: Stop cheating at the cost of the occasional character death by disconnect.

Apparently the community would now rather coddle cheating rather than take the occasional blow in preventing it.
 
I'm not oft to repeat myself, but since this keeps popping back up...Nothing is going to be done about this, and not because FD doesn't want to do anything about, it's not something on their radar, or because it's too hard.There's simply no way to do anything about it.If "Oh, you disconnected in an unusual manner" is mete with "Your ship is destroyed, rebuy" there will be an endless flood of support issues for legitimate disconnection caused by power failures, ISP failures, even cats sitting on surge suppressors and turning them off - all things outside of the player's control that resulted in an unwarranted ship destruction. So this option is pure fail.Flagging people for the same reason is also pure fail, because connection issues and power faults do happen.The ONLY real, viable "solution" to this is:Suck it up and deal with it, you're not getting your way.I know, that's not the answer PvP folk want to hear, but it is the only answer. You might as well open a poll to have grass turned blue, or water to freeze at 70 degrees, because these are more realistic to happen.The only other option would be to eliminate the insurance rebuy and all losses for combat destruction, and then no one would care and wouldn't disconnect, because all that would happen is that they end up back where they last docked, and PvP would die because there would no longer be any real incentive for it - there's no more "thrill" of costing someone potentially all they have and forcing them to start over to satisfy yourselves.Is that what you really want?
Flagging can work since if a player is disconnecting constantly in the middle of combat with another player present, it's not only probable to assume there is malicious intention, but also evidence for punishment for ruining other players' experience.Eliminating rebuy would make death meaningless, so that's not an option.Also the assumption that PvP is just about boiling ship up is either pure ignorance or false categorizing.

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Except that's the way it used to happen in games, right back in the days of dial-up and shonky connections. It was aggravating when it happened and could cost a day of XP, but it was accepted, because the alternative to your character remaining there to take a kicking for 30 seconds after a disconnection was to enable cheats to escape death by pulling cables. The player base accepted the lesser of evils: Stop cheating at the cost of the occasional character death by disconnect.Apparently the community would now rather coddle cheating rather than take the occasional blow in preventing it.
Mostly because this forum has a heavy PvE population, which the issue doesn't even concern most of the users here, not surprised, really.
 
I'm not oft to repeat myself, but since this keeps popping back up...

Nothing is going to be done about this, and not because FD doesn't want to do anything about, it's not something on their radar, or because it's too hard.

There's simply no way to do anything about it.

They can look at analytics though. It's may not be a popular idea to punish players who have random disconnects (personally I'm of the opinion that you shouldn't be allowed to play an online-only game with a shared universe where your actions, even in solo, impact everyone if your network can't handle it), but if there's a clear pattern of players somehow losing connection during combat situations then who's going to feel bad for them if Frontier wield the banhammer?
 
not everyone CLs.. even in solo / PG.

Just the other night i lost my FGS, complete with 30 tons of Eng commodities.

i was pretty annoyed..... at myself, made a few silly errors, mostly due to impatience and greed, all my own fault and so i took it on the chin.

this whole notion that the majority CL just isnt true IME. I regularly hear my mates on teamspeak swearing as they do a runner and sometimes escape with a few %, or sometimes get blown up.

none of them CL AFAIK.

I do sometimes have to kill the process however due to the odd crash which happens... generally by the time i have realised what was going on, and i got my VR hmd off and managed to kill the process, the truth is, HAD i of been trying to log off in a "dirty manner" i have took so long i would have been quicker legitimately menu logging!.
 
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I'm not oft to repeat myself, but since this keeps popping back up...

Nothing is going to be done about this, and not because FD doesn't want to do anything about, it's not something on their radar, or because it's too hard.

There's simply no way to do anything about it.

Nonsense. Many real options have been floated that don't equate to immediate destruction or zero consequence.

For one, there is some process in the game that removes disconnected ships from space. There has to be, or else they would sit there indefinitely. If you disconnect strangely, the ship needs to stay there longer.

Unless you're in combat or pointed at a star in SC when this happens, it probably isn't going to impact a legitimate player.

I come from a game (League of Legends) where disconnects are always the fault of the player who disconnects and doesn't return speedily. If your power is unreliable, buy a UPS. If your ISP is unreliable, get a new one. If your computer is broken, fix it. It is accepted that a player shouldn't be able to force the consequences of their poor infrastructure on others.

Flagging people for the same reason is also pure fail, because connection issues and power faults do happen.

Not often enough for any decent flagging mechanic to not understand. If you bailed out of some high percentage of your last X weapon deploys, statistically, it's either happening on purpose (and you need to get flagged), or your gear is crap and needs to be fixed (and you need to get flagged).

Hell, even if it had no ingame consequences other than informing other players that you are unlikely to see a fight through (like a symbol on the info panel), it would be a massive benefit.
 
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not everyone CLs.. even in solo / PG.

I think it quite often comes down to player instinct and attitude when it goes pear-shaped. Looking at the forum posts, when something bad happens, some people's instinct is that "The *game* is cheating/bugged/being stupid", rather than "Oh, *I* did a bad thing". The former line of thought very much then legitimises the cable-pulling in the player's mind.

Perception of personal responsibility and natural willingness to admit error and all that. Belay that: A lot of the time it is due to misunderstanding mechanics and *then* deciding that rather than the player's error, it must be the game.
 
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The only other option would be to eliminate the insurance rebuy and all losses for combat destruction, and then no one would care and wouldn't disconnect, because all that would happen is that they end up back where they last docked, and PvP would die because there would no longer be any real incentive for it - there's no more "thrill" of costing someone potentially all they have and forcing them to start over to satisfy yourselves.

Is that what you really want?

You're overreacting. What is dead may never die, right? What thrill is now, if every third uses combat log. They do not pay insurance, only in the case of instant death, but this rarely happens. As mentioned above, there are ways, I'm sure. But the mess that is happening now, I have never seen in any other online game.
 
Flagging can work since if a player is disconnecting constantly in the middle of combat with another player present, it's not only probable to assume there is malicious intention, but also evidence for punishment for ruining other players' experience.Eliminating rebuy would make death meaningless, so that's not an option.Also the assumption that PvP is just about boiling ship up is either pure ignorance or false categorizing.

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Mostly because this forum has a heavy PvE population, which the issue doesn't even concern most of the users here, not surprised, really.

Once again I find myself in agreement with you, GF. You gotta stop being so reasonable so I can maintain my contempt for scurvy pirates!

Yes, flagging with some algorithm around frequency and consistency would be the only way FD could reasonably go.
 
That only works if FD can flag direct from their server data. Seeing as combat in Elite is P2P, with only major events synced serverside, you would be relying on a combination of clientside flagging and watchdog confirmation.

I don't need to point out just what a nasty mess that can turn out to be. Never trust the client!
 
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