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Karmaterror

The Current Combat Log System Dosen't Work

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Do you realize what you are saying?

 

"if we could keep them in  the fight"   The only thing not "keeping them in the fight"  is themselves....

 

 

You are blaming the log out timer for thier bad behavior....

 

I see your point, at the end of the day its on the player, but il stick to my guns on this one. A live system has a much better chance of ending with an interesting interaction, the pics I put in the OP show that. Maybe im the only person who finds it immersion breaking to shoot bots that don't move lol

 

Anyway I saw in recent Q&A that the logout system is a WIP, for me there is hope, so lets wait and see :)

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I dont want anything exploitable, just a fair cancelable system that will maintain combat. Unless people are enjoying mauling NPC's :)

 

EDIT - this one punishes loggers, but dosent maintain combat or tension.

 

Shooting someone in the head also ends combat.

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I have found the new log system to be very good.  We killed two people yesterday after they logged.  I have seen at least a dozen exchanges that I am sure would have been combat logs prior to the change, but the player knew that he couldn't just vanish and would be killed.

 

Combat logging is often about protecting one's gear.  If a player knows they are dead meat if they log out, they will try and win the fight to protect their gear.

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I see your point, at the end of the day its on the player, but il stick to my guns on this one. A live system has a much better chance of ending with an interesting interaction, the pics I put in the OP show that. Maybe im the only person who finds it immersion breaking to shoot bots that don't move lol

 

Anyway I saw in recent Q&A that the logout system is a WIP, for me there is hope, so lets wait and see :)

 

 

I hope so too.

 

 

30 seconds is not nearly long enough to catch a combat logger before they log. I think the timer should be increased to at least 60 seconds.

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We have caught multiple combat loggers.

 

The combat log timer is meant to deter people from combat logging.  It certainly does.

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The system is nearly perfect IMO, the timer should be a couple of minutes longer though.

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Timer is working fine.

 

OP fails to understand basic feature. Move along.

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OK the basic idea was to stop people avoiding combat situations, and make them finish the battle right?

 

Well this system effectivly does the same as an old combat log, it ends the combat. Sure the logger will probably pay with his life, but the battle was still over as soon as he hit log out, its still killing combat. Now having a timer that can be interrupted achieves keeping combat much better, as long as it has a pretty harsh penalty for interrupting it. 

 

That way the attacking player still has an adrenaline rush, knowing that the other guy can react. I would expect most would break it if they thought the other guy was in the building or whatever, and leave themselfs time to play through the cancel animation. And there ya go, the logger stayed in the game, but wasn't just a puchbag.  The firefight happened.

 

I understand at this point they carnt achieve that for whatever reason. But  think it should be a long term goal because this system sucks when you get to the guy who shot at you, and hes just a lifeless NPC

 

I really hope in the future it changes :)

 

....let the flaming commence lol

 

EDIT - Adding to and bumping this because I really think its still relevant. Have had 2 more run ins with loggers since and the empty feeling when staughtering an NPC is still there. We neeeeeed a system that keeps the guy at the keyboard connected to his avatar until the combat ends, not just force a choice as to wether to gamble or not.

 

I really think resolving whatever issues they had with a live timer should be a top priority. Ok it had problems in testing, but they were under preassure from the community to just get SOMETHING in place, maybe because people didn't understand alpha... or whatever.

 

Made a flow chart....yes I resorted to pictures. To show the benefits of alive system over a blind one. How it can preserve interaction/combat better. Also no one can argue that it would be more immersive to try and talk a guy out of logging, or physicly stop him than being confronted with an empty NPC.

 

Current System

1Q2s51H.png

 

Live System

y7cd3Dv.png

 

Dem paint skills huh :P

 

Yep, Planetside 2 has a timer before you can redeploy. That would work here too.

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inb4 I only read the first half of the thread before it got too repetitive...

 

OP if you don't want to kill a NPC your idea is flawed. The problem with combat logging is, that it is real option.

My suggestion would be the following:

Whenever you hear a bullet (not the gun itself but the bullet near you) you can't log out for the next 5 minutes. A period this long will prevent anyone from combat logging. If you try to log out the system will warn you, show the remaining time and you have to confirm your decision.

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inb4 I only read the first half of the thread before it got too repetitive...

 

OP if you don't want to kill a NPC your idea is flawed. The problem with combat logging is, that it is real option.

My suggestion would be the following:

Whenever you hear a bullet (not the gun itself but the bullet near you) you can't log out for the next 5 minutes. A period this long will prevent anyone from combat logging. If you try to log out the system will warn you, show the remaining time and you have to confirm your decision.

 

 

I dont think that would work  for a couple of reasons.

 

 

Sounds are really bugged so sometimes they dont register and sometimes they do.

 

 

This might tax the system too much causing way too much lag as the server would have to remember every single time someone shot a bullet and at what time and who to attribute that bullet to.

 

I think the system we got now is working except I think they need to increase the log out timer to 60 seconds as a 30 second timer is kinda ridiculous.

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The current system works for the greater part; if timer was increased to 1 minute I'd like it to cut to a 3rd person cinematic cam for the duration of the countdown, in order that 1) loggers are forced to witness their grisly fate and 2) non-combat disconnects can be sure they haven't been zombied or stalked, character will be there fit and well next time you login.

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Although your post is almost impossible to understand, I agree that the current system is not stopping combat logging. The new system was effective for a brief while in the beginning, when people thought it actually worked, but it doesn't work. I combat logged just today. As for log out timers that can be cancelled, I proposed something similar a while back. You should have to put your weapon away and crouch for a full minute to be able to log out. The penalty for breaking the log out animation should be temporary paralysis lasting about ten seconds. This temporary immobility could be represented by an animation of your character getting back on his feet. Not only would this stop combat logging, but it would also make server hopping more risky, because a server hopper could spawn in right on top of of you, or a legitimate player could just stumble into the building, and you'd be helpless to defend yourself. People would have to start ensuring their surrounding were safe before logging out, which was kind of the idea with this system, but like I said, it's not working. 

Edited by Solopopo

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He wants cancellable and exploitable log out timer.

How would a cancellable log out timer be exploitable? Reference the above post for clarification. You might already be familiar with this idea if you remember my thread about it a while back. If you recall, my idea was shot down because I was suggesting it would also be a good preventative measure against server hopping. But if we forget that for a minute, as simply a measure against combat logging, it would work. This will all probably sound very silly if you don't remember. 

Edited by Solopopo

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I combat logged just today. As for log out timers that can be cancelled, I proposed something similar a while back. You should have to put your weapon away and crouch for a full minute to be able to log out. The penalty for breaking the log out animation should be temporary paralysis lasting about ten seconds. This temporary immobility could be represented by an animation of your character getting back on his feet. Not only would this stop combat logging, but it would also make server hopping more risky, because a server hopper could spawn in right on top of of you, or a legitimate player could just stumble into the building, and you'd be helpless to defend yourself. People would have to start ensuring their surrounding were safe before logging out, which was kind of the idea with this system, but like I said, it's not working. 

 

 

 

Still exploitable...

 

 

All the combat logger would have to do is better time his combat log. Meaning he would comabt log and if he saw that his pursuer was within ten seconds of getting to him he would cancel the combat log and start again thereby giving the combat logger a second chance when he made a bad decision in the first place.

 

Your solution is no better the the OP. 

 

Why is it only the self admitted combat loggers seem to have a probelm with the current system.....hmmmm

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