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Cable Yanking.. and other predictable issues.


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#21 Angelicon

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Posted 26 March 2012 - 10:18 AM

View PostMajor Tom, on 26 March 2012 - 10:05 AM, said:

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?

YES.

Quote

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.

It's not going to be that expensive.

They're going to take a page from the WoT playbook here, if they're smart. But with a modification...

In WoT if you disconnnect or are disconnected while your match loads or during gameplay, your tank stays in place for a minute or so, and it might get destroyed. MWO should keep the Mech in play for the entire match In My Opinion.

This means the other team doesn't get robbed of your XP when you disconnect. Yes you get saddled with repair costs, but they will not be debilitating, i promise.

#22 Ghostrider45

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Posted 26 March 2012 - 10:19 AM

one thing none of you have thought of is if some one disconnects HOW long will it take to reconnect to the game if you have to login it could take a minet are two to login that could cost you the game!!!!!

#23 Dnarvel

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Posted 26 March 2012 - 10:22 AM

I'm mainly worried about those people with interruprt switches (Toshiba laptops), firing, switching to avoid damage, switching back on to fire again. I've mainly seen this used in games where if they are not in combat they heal automatically, but the fire/switch would work in MWO (I think). But where there is a way to cheat, people will find it cause they are lazy (even though sometimes finding a way to cheat is more work that playing fairly)..

#24 SquareSphere

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Posted 26 March 2012 - 10:22 AM

I think they pretty much said if you drop, accident or not, you lose if it's no respawn. It's the easiest way to manage it.

#25 MaddMaxx

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Posted 26 March 2012 - 10:29 AM

The Dev stated early on. "A player must be Connected at the end of a Game to gain any Rewards"

Problem solved, other than it reducing the teams effectiveness, but if they pulled, they were probably not very effective anyways. :)

#26 Risky

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Posted 26 March 2012 - 10:33 AM

View PostMaddMaxx, on 26 March 2012 - 10:29 AM, said:

The Dev stated early on. "A player must be Connected at the end of a Game to gain any Rewards"

Problem solved, other than it reducing the teams effectiveness, but if they pulled, they were probably not very effective anyways. :)


How does that solve any problems? Tell you what, every time I play with you I'll leave the game.

#27 Josh Davion

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Posted 26 March 2012 - 10:33 AM

View PostGhostrider45, on 26 March 2012 - 10:19 AM, said:

one thing none of you have thought of is if some one disconnects HOW long will it take to reconnect to the game if you have to login it could take a minet are two to login that could cost you the game!!!!!


What's your point? Of course a DC could possibly cost the game; that's obvious. If your internet is constantly giving you disconnects, get better net or complain to them.

#28 Howlin Wolf

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Posted 26 March 2012 - 10:35 AM

The 2 minute timer would be good but id like to see it 3 minutes since ocassionally i cant make it back in under 2 minutes. Its rare but it happens. What i am more concerned about are the AFK freeloaders.

I seriously hope they make the timer to relog into the game longer than 2 mins, even 2.5 mins would be better. Considering lots of disconnects can happen after a patch. I dont want to pay for something like that. Its not my fault but something faulty in the code. It's happened in any game ive played online.

#29 MaddMaxx

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Posted 26 March 2012 - 10:37 AM

View PostRisky, on 26 March 2012 - 10:33 AM, said:


How does that solve any problems? Tell you what, every time I play with you I'll leave the game.


And you will receive no Rewards and those whose stayed on will.

You would be considered a ****** team mate anyways so... CYA.... :)

P.S. Remember, your stuck in the game until it ends. Spectator mode or not. No bailing for another game sorry Puller... LOL LOL LOL

Edited by MaddMaxx, 26 March 2012 - 10:39 AM.


#30 Acer Lerxt

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Posted 26 March 2012 - 10:39 AM

View PostMaddMaxx, on 26 March 2012 - 10:29 AM, said:

The Dev stated early on. "A player must be Connected at the end of a Game to gain any Rewards" Problem solved, other than it reducing the teams effectiveness, but if they pulled, they were probably not very effective anyways. :)


if they pulled and stayed gone, yeah, problem semi-solved (though their team still gets to fight a man down until they're fully gone and replaced, if that happens).

The bigger problem is that people who do this to exploit netcode aren't staying gone. they use it to teleport short distances (lag switch) or to avoid a death and then jump back into the game 15 secs later to keep fighting.

Aion also had this problem-- you lost pvp rank when you died, so some people would plug pull to keep from dying, then log back in a few seconds later. That particular game would remove your character from the game world immediately on a disconnect, so it was easily abused.

#31 Sarriss

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Posted 26 March 2012 - 10:43 AM

There has been talk of what WoT has done to try and combat disconnects that are unintentional, and I think MW:O could implement a few of them with some success, maybe increase the 2 minute grace to 5 minutes or whatever makes sense to get back in. However I think we overlooked a rather unique thing (in my opinion) that WoT does, which is allow you to disconnect after you have been destroyed, go back to your garage allowing you to load up another tank and get back into the fray in another match. I think something like that would be very important, unless they have a way to keep matches only going a few minutes (5-10 would be ideal) otherwise sitting around for 10 or 15 minutes just to get the XP and C-bills you've already earned is a steep expectation for players. Now don't get me wrong, I don't want MW:O turning into WoT by any stretch of the imagination, but I think that something similar would be beneficial to keep players engaged and not keeping them out of the action to long.

Of course I could be entirely wrong and that is their intent. To make every dog fight mean that much more, that challenging Atlas's head on in a Jenner is only funny once, or to teach scouts that running into a barrage of hellfire 30 seconds into the match has steep penalties by making you sit there for 15 minutes before you earn any XP.

I guess I'm torn, I want MW:O to be more impactful, to have more weight and simulation to it and have that methodical pace that makes MechWarrior great, but I also don't want to sit on the sidelines for 20 minutes because I got into a bad situation early.

Edited by Sarriss, 26 March 2012 - 12:09 PM.


#32 MaddMaxx

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Posted 26 March 2012 - 10:45 AM

View PostAcer Lerxt, on 26 March 2012 - 10:39 AM, said:


if they pulled and stayed gone, yeah, problem semi-solved (though their team still gets to fight a man down until they're fully gone and replaced, if that happens).

The bigger problem is that people who do this to exploit netcode aren't staying gone. they use it to teleport short distances (lag switch) or to avoid a death and then jump back into the game 15 secs later to keep fighting.

Aion also had this problem-- you lost pvp rank when you died, so some people would plug pull to keep from dying, then log back in a few seconds later. That particular game would remove your character from the game world immediately on a disconnect, so it was easily abused.


Ok then. A disconnect leaves your Mech in place in a shut down state. Without a Connection, how do you manipulate the Mechs position? Send keystrokes and then re-connect? How smokes batman, they really are hard core *****'s right? (those that do that stuff)

How about, after reconnect the Mech has to go through a complete start up sequence that disallows any other commands and simply ignores any incoming commands. If your still alive upon restart, better Pull again. LOL

#33 Angelicon

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Posted 26 March 2012 - 10:56 AM

View PostAcer Lerxt, on 26 March 2012 - 10:39 AM, said:

The bigger problem is that people who do this to exploit netcode aren't staying gone. they use it to teleport short distances (lag switch) or to avoid a death and then jump back into the game 15 secs later to keep fighting.

Aion also had this problem-- you lost pvp rank when you died, so some people would plug pull to keep from dying, then log back in a few seconds later. That particular game would remove your character from the game world immediately on a disconnect, so it was easily abused.

Your mech is server side, all you have local are your textures, and a string of control commands headed upstream.

When you disconnect the server is going to just send "stop" to your mech and it will just stand there (or it MIGHT just leave you running at 114khp, which would add hilarity, but be pretty mean to the user whose disconnect was not intentional). if the server gets conflicting stop/accelerate commands, well it will just do whatever the mech's physics allow.

If WoT can manage this potential problem (and they do manage it), so can MWO.

#34 Risky

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Posted 26 March 2012 - 11:08 AM

View PostMaddMaxx, on 26 March 2012 - 10:37 AM, said:


And you will receive no Rewards and those whose stayed on will.

You would be considered a ****** team mate anyways so... CYA.... :)

P.S. Remember, your stuck in the game until it ends. Spectator mode or not. No bailing for another game sorry Puller... LOL LOL LOL


Remember nothing, we don't know how they are handling the subject.

Also, I stated earlier that I would prefer the mech stay in game so it can be destroyed. The user can rejoin at any time and continue piloting. Removing rewards is hardly a discouragement for those piloting smaller mechs. However, a nice big repair bill is.

Combine the two and you're seeing something negative. Simply taking away the reward would do **** to stop me from leaving.

I'm not motivated by money as long as my medium/light mech stays field-able and that won't take much,.

Edited by Risky, 26 March 2012 - 11:08 AM.


#35 Vexgrave Lars

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Posted 26 March 2012 - 12:24 PM

Please lets remember that this post was to let the Dev's know that (I) we , many of us could see this as a concern. While there will be some reasonable conjecture about the hows and whys, I meant it as statement as much a question that the issue should have some attention towards the possibility.

Mason stated that they are aware, and while not a whole answer, means that it is a consideration that the devs have accounted for to at least some reasonable level (pre-beta).

Please remember that we want to be constructive and polite towards each other as much as possible. I do love the passion and consistency of those who have posted! Lets please keep it friendly.

#36 Fredrick

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Posted 26 March 2012 - 12:31 PM

World of Tanks once again has the perfect solution to all this--your tank stays at the last position you were in when you were still connected and can be destroyed ike everyone else. If you can manage to log back in quick enough, like I have sometimes, then you're free to return to the fight and pretend nothing ever happened.
Maybe make it so that your mech automatically shuts down if there's no 'pilot' feeding it info(shut down if you get disconnected), so that you aren't a massive unmoving radar blip. You'll still get found if you stay disconnected, but it at least gives you a chance to reconnect without three Commandos bearing down on you when you wake up.

#37 VarietyOfCells

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Posted 26 March 2012 - 12:39 PM

View PostRisky, on 26 March 2012 - 11:08 AM, said:


Remember nothing, we don't know how they are handling the subject.

Also, I stated earlier that I would prefer the mech stay in game so it can be destroyed. The user can rejoin at any time and continue piloting. Removing rewards is hardly a discouragement for those piloting smaller mechs. However, a nice big repair bill is.

Combine the two and you're seeing something negative. Simply taking away the reward would do **** to stop me from leaving.

I'm not motivated by money as long as my medium/light mech stays field-able and that won't take much,.


You are assuming that there is going to be a large advantage to disconnecting, in other words improving your kill to death ratio or avoiding a slightly steeper repair bill (the difference between almost blown up and blown up). Though the devs have said that rewards and xp are not going to be based only on how many kills you have. It's also how much targeting info you've given, or other forms of support. It has yet to be seen how negatively a death will effect your ranking, but if the devs tune it right, it will be more beneficial to eat the death and keep whatever rewards you get from the good you managed to do during the match.

Edited by VarietyOfCells, 26 March 2012 - 12:40 PM.


#38 Risky

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Posted 26 March 2012 - 01:14 PM

View PostVarietyOfCells, on 26 March 2012 - 12:39 PM, said:


You are assuming that there is going to be a large advantage to disconnecting, in other words improving your kill to death ratio or avoiding a slightly steeper repair bill (the difference between almost blown up and blown up).



I must ask where in any of my posts did I bring up disconnecting to improve my kills and deaths ratio or to avoid a steeper bill? In all honesty, I could give a rats *** about my K/D ratio. On the steeper bill part, all my posts advocate a steeper bill for leaving!

Edited by Risky, 26 March 2012 - 01:20 PM.


#39 VarietyOfCells

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Posted 26 March 2012 - 01:22 PM

OK, then what are you gaining by disconnecting if not a better k/d ratio? In my example you CAN disconnect without further penalty, but my question would be WHY? If there isn't a good reason then I don't think it's going to end up being a problem.

Having said that, your method would work too. I wouldn't be upset if either the 'leave your mech in the game' or 'taken out but no rewards' methods were used.

#40 Risky

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Posted 26 March 2012 - 01:27 PM

View PostVarietyOfCells, on 26 March 2012 - 01:22 PM, said:

OK, then what are you gaining by disconnecting if not a better k/d ratio? In my example you CAN disconnect without further penalty, but my question would be WHY? If there isn't a good reason then I don't think it's going to end up being a problem.

Having said that, your method would work too. I wouldn't be upset if either the 'leave your mech in the game' or 'taken out but no rewards' methods were used.


There's plenty of reason to leave, from rage quitting to griefing or simply because I get quite a few cases of diarrhea out of no where because my intestines suck.

There's no one answer to the question.

Edited by Risky, 26 March 2012 - 01:28 PM.






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