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Cable Yanking.. and other predictable issues.


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#1 Vexgrave Lars

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Posted 26 March 2012 - 07:46 AM

So I do recall that one of the old gripes in EVE was people intentionally yanking cables (otherwise disconnecting) during combat to avoid ... negative results.

Stuff like this is about as irritating as can be. There will be people out there that will do it.

So to the Devs and Mods, what is the cost or outcome of people disconnecting (intentional or not) during a match? Do they automatically forfeit the match and potentially a world if they do?

Since the internet is not perfect, what are you doing to make sure a fair hand is kept to keep from over reaching the occasional packet loss from being perceived as cable yankers?

Also, how robust is the sustainability of the app to packet loss and network issues thus far in testing?

Nerd talk.. sorry.

Edited by Vexgrave Lars, 26 March 2012 - 07:47 AM.


#2 Togg Bott

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Posted 26 March 2012 - 07:55 AM

hopefully they will do the samething that EvE did. and make your ship/.mech persistant if engaged in a fight. whether your in command or not

#3 Trevnor

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Posted 26 March 2012 - 07:58 AM

Nerd talk is all you get here. We are all nerds, to some extent or another. Either way, someone purposely disconnecting would look different then someone dropping. Usually, someone that gets a dropped connection has a really high latency, and massive lag issues, so for most cases, that would be pretty easy to sort out. For someone who's connection drops out because the power all the sudden goes out or something may be out of luck. Personally, I'd either like to see a AI take command over dropped/lost connection players, or a loss of C-bills payed out to that individual. That's my two cents.

#4 Kaemon

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Posted 26 March 2012 - 08:03 AM

View PostVexgrave Lars, on 26 March 2012 - 07:46 AM, said:

So I do recall that one of the old gripes in EVE was people intentionally yanking cables (otherwise disconnecting) during combat to avoid ... negative results.

Stuff like this is about as irritating as can be. There will be people out there that will do it.

So to the Devs and Mods, what is the cost or outcome of people disconnecting (intentional or not) during a match? Do they automatically forfeit the match and potentially a world if they do?

Since the internet is not perfect, what are you doing to make sure a fair hand is kept to keep from over reaching the occasional packet loss from being perceived as cable yankers?

Also, how robust is the sustainability of the app to packet loss and network issues thus far in testing?

Nerd talk.. sorry.


Don't worry, we'll test this in BETA, in fact we should probably make a 'KNOWN issues to test for BETA' thread once it gets announced and get a big list of sneaky things that people try to pull so we can vet them out.

Edited by Kaemon, 26 March 2012 - 08:03 AM.


#5 Watchit

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Posted 26 March 2012 - 08:05 AM

I remember during one Q&A or interview with the Devs someone said something about not getting points/experience for that match (even if you had accumulated some) if you disconnect or leave a match. Which I take to mean even if your losing a match, you still gain some form of experience/loyalty points? so leaving will be worse, in some ways, than losing a match.

#6 Acer Lerxt

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Posted 26 March 2012 - 08:06 AM

cheating is a major issue for any competitive online game.

God knows, it's the fastest way to make players desert your game in droves. Ask Realtime Worlds how ignoring hacks, including plug pulling, worked out for them.

This needs to be right up there with core gameplay and system performance, in terms of critical issues to address.

#7 Black Sunder

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Posted 26 March 2012 - 08:33 AM

Easy solution to this really. If someone DCs and doesn't reconnect, keep their mech in play at the position they DCed at and leave it until its either dead or the match ends.

#8 facium

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Posted 26 March 2012 - 08:34 AM

I so agree with Acer, (it's like I wrote his post). All it takes is one guy getting away with it and everyone else will quit or start cheating. It starts slowly but expands exponentially. By the time it is obvious to the devs it is usually too late to fix before the core players leave.

#9 CapperDeluxe

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Posted 26 March 2012 - 08:49 AM

There's no loss persistence, as in if your mech is destroyed it can just be repaired and used again soon. So from that end you're covered. But otherwise its too early to tell what they have up their sleeves for making sure its both fair to accidental losses of connections and those who want to game the system.

#10 Vexgrave Lars

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Posted 26 March 2012 - 08:49 AM

View Postfacium, on 26 March 2012 - 08:34 AM, said:

All it takes is one guy getting away with it and everyone else will quit or start cheating. It starts slowly but expands exponentially. By the time it is obvious to the devs it is usually too late to fix before the core players leave.


Yep, why I asked...

#11 Nik Van Rhijn

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Posted 26 March 2012 - 09:07 AM

Occaisionally we get a power glitch that causes my PC to crash. It restarts and I can log back on fairly quickly. If my mech has been killed - my problem. Again sometimes when the internet gets busy my ping gets horrendous - I would hope we can check in the lobby before playing.
I can't think why I would deliberately disconnect if my mechs going to die - that will happen anyway. As for ending up in a total mismatch - I'd rather run the clock down while trying to do damage. I just hope that their is some way to register that it was accidental.

#12 VarietyOfCells

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Posted 26 March 2012 - 09:30 AM

I think withholding rewards instead of penalizing would be the way to go. No xp or c-bills earned if you disconnect. Whereas even if your team loses you get some for staying, which I'm pretty sure that part is confirmed to be true. This way even if you are accidentally disconnected you can't complain that much because you didn't finish the match and wouldn't deserve the payout.

#13 Risky

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Posted 26 March 2012 - 09:36 AM

Last time someone intentionally disconnected on me and the people I fly with on EVE, we blew up their ship, same with everyone else who did it.

Intentional disconnect is dealt with through a 15 minutes emergency warp. If you have aggro in EVE and you disconect while warp jammed, you ain't going to where for 15 minutes.

-

In WoT, disconnects resulted in your tank staying on the battlefield able to be blown up, so you'd most likely come back to a nice full needs repair bill.

^I believe that would be a great solution.

Edited by Risky, 26 March 2012 - 09:38 AM.


#14 Geist Null

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Posted 26 March 2012 - 09:36 AM

give them a 2min timer to log back in case of a d/c. if it was a plug yanker, he'll learn his lesson when he has to fix 2minutes worth of damage.

#15 Risky

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Posted 26 March 2012 - 09:41 AM

View PostGeist Null, on 26 March 2012 - 09:36 AM, said:

give them a 2min timer to log back in case of a d/c. if it was a plug yanker, he'll learn his lesson when he has to fix 2minutes worth of damage.


Or just keep his mech there if he doesn't come back - Resulting in the destruction of it if his team fails without him.

#16 Mason Grimm

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Posted 26 March 2012 - 09:41 AM

Unlike EVE, MWO will not have true death.

In EVE you could lose a ship and people could salvage your cargo pod right? So people would yank cable and hope their ship timed out before they were podded.

In MWO no mech is ever truly destroyed. As such yanking your cable will only cause you to lose out on potential experience. I would imagine it would be very easy for the devs to implement a "No user feedback ping? 0 experience" type portion to the code.

#17 stun

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Posted 26 March 2012 - 09:46 AM

One of the problems that cable yanking created in mw4 is teleportation. People would stop their mech in a safe area, yank out their ethernet cable, then move their mech somewhere and plug it back in. Of course its really obvious, but there were more subtle things that could be done like avoiding damage by doing it really quick and creating lag.

#18 Vexgrave Lars

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Posted 26 March 2012 - 09:47 AM

Your explanation makes me breath easy, and that its a bee in at least the bonnet to keep in mind.

To paraphrase your answer in my meager understanding , A driver would gain no benefit from this behavior, and only (probably) create personal costs from initiating such activities.

Too Cool! Awesome Sauce!

#19 StompyMcGee

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Posted 26 March 2012 - 09:50 AM

View Poststun, on 26 March 2012 - 09:46 AM, said:

One of the problems that cable yanking created in mw4 is teleportation. People would stop their mech in a safe area, yank out their ethernet cable, then move their mech somewhere and plug it back in. Of course its really obvious, but there were more subtle things that could be done like avoiding damage by doing it really quick and creating lag.

View PostNik Van Rhijn, on 26 March 2012 - 09:07 AM, said:

Occaisionally we get a power glitch that causes my PC to crash. It restarts and I can log back on fairly quickly. If my mech has been killed - my problem. Again sometimes when the internet gets busy my ping gets horrendous - I would hope we can check in the lobby before playing.
I can't think why I would deliberately disconnect if my mechs going to die - that will happen anyway. As for ending up in a total mismatch - I'd rather run the clock down while trying to do damage. I just hope that their is some way to register that it was accidental.

I generally consider that, in the case of being on the wrong side of a total mismatch, it's likely to be over pretty soon, anyway. Plus, how long you can last against a (by whatever standard) superior opponent is also a fair measure of skill.

#20 Major Tom

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Posted 26 March 2012 - 10:05 AM

Beyond cheating there are two key issues:
1. In almost every match based multi player game there are occassional disconnects at mission start due to syncing problems. Does that mean one side has to fight on with misisng teammates? Most of the time in a game were someone drops or fails to connect, usually the side with the missing player(s) will all quit to start a new match, what happens then?
2. Mechs and repairs can cost real money. Lets say you just purchased a new Atlas, and decided to lay down some hard earned cash for a Guass Gun and ER PPC. You hit LAUNCH, and you get disconnected. Does you mech show up as a target?
Or even better yet, 3 of your lancemates failed to sync and you are alone on the battlefiled, looking at a massive repair bill.





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