What happened to IPv6 anyway?
IPv6 won't work if the other instancees don't have it.What happened to IPv6 anyway?
Interesting - I have a static address, what does that get me exactly?In that case you'll be a preferred instance host as Frontier attempts to minimize TURN relay usage if your ports are properly forwarded.
The same as a dedicated dynamic one.Interesting - I have a static address, what does that get me exactly?![]()
A lot. And all that happened were not always positive things. It is very likely that IPv4 is going to be for a long time in use...What happened to IPv6 anyway?
So if I think right, me blocking people may have even bigger difference?In that case you'll be a preferred instance host as Frontier attempts to minimize TURN relay usage if your ports are properly forwarded.
Boo!The same as a dedicated dynamic one.
Yeah, if I understood that right.Boo!
So the effect would be that if I am hanging at a star with another cmdr who is not currently in my instance and has a dynamic IP, I will be more like to get instanced with anyone who jumps in than the other cmdr??
Correct. They are likely to find more solo instances unless there's someone else with a dedicated IPv4 address or a working IPv6 address (if the blocked player also has one).So if I think right, me blocking people may have even bigger difference?
Technically a static and a dynamic IPv4 address, for instancing purposes, work the same.Boo!
So the effect would be that if I am hanging at a star with another cmdr who is not currently in my instance and has a dynamic IP, I will be more like to get instanced with anyone who jumps in than the other cmdr??
Understood, but I was wondering the above for both the static/dynamic cases ..Technically a static and a dynamic IPv4 address, for instancing purposes, work the same.
The instance becomes unstable if there's no other suitable host and an Orange Sidewinder may occur if TURN relay connections couldn't be established in time.What happens when the "hosting" commander jumps out or quits the game?
Host migration.What happens when the "hosting" commander jumps out or quits the game?
Using TURN if possible and necessary (if no other CMDR is directly reachable). If it fails, Orange Sidewinder for some or all remaining CMDRsHost migration.
Since ODY I have hardly bothered, it's so difficult to find anyone.
Lots of stuff I agree with there, although the closing paragraph implies to me that there is little can be done that is actually feasible as far as you are concerned.
I believe the following would help, yes:
- immediate scan by cops (in SC) on entering any high sec system
- if you are wanted or notorious, chain interdictions in SC
- if you are clean, offer by NPCs to escort you to your station (which you can refuse)
- if you get attacked by a player at a station or base, immediate ATR style reply and offer of full refund (no rebuy) by local authorities if they fail to protect you
- a notorious player, if caught, would have to pay compensation to all players killed, and would risk financial bankrupcy (a number of gankers have actually promoted this)
- piracy in these systems could still be possible if the trader stray off the shipping lanes, where the local cops would take longer to arrive, and opportunities for a big heist would exist for those that dare.
This would of course gradually scale down as you get to anarchy.
In addition, I would add clearer more 'in your face' warnings when jumping to a populated anarchy, and I would add a filter to the galmap to filter out system which have recent reports of attacks.
In anarchies controlled by pirates (via power play for example) I would expect any trader to be treated mercilessly by the NPCs, such that even a wing of players would not expect to escape without loss if they don't comply. In these systems there would be random attacks by killers as well.
To be honest, the chat interface is to blame here. The number of times ive had it just delete what ive typed before i can hit enter because someone else made a comment in the chat is absurd.. Also the number of times when ive had system chat selected and just not noticed that stuff happened in local chat.
So if i was flying a ship that was at all possible to destroy, i dont think i would want to stop and type, since it would enormously increase the chances of getting killed, compared to flying the ship.
Why would classical pirates just kill their prey? They werent murder hobos.Yeah i've noticed this even with just NPC pirates to deal with. I would 'like' to send a message back, but as a newbie that has been interdicted i'm all "where are my pips to shields and engines!", "why are my weapons not deployed!", "god, where was i going again?!" and stuff like that. I've totally got my hands and head full, that i don't have time to think to press 2 then reply to a pirate request, and why would i trust the word of a pirate that they would spare me if i did drop cargo?
There was a system classical pirates used (flag type perhaps, i can't quite remember now) to show if they were just after goods or if they were going to kill you. I'm not sure what the system was behind all that, or even why they did it, but it worked and the traders got to know when to run or fight etc.
But yeah the IRQ-like chat interface is not the best thing to reach for in a panic![]()