Stop the cheat death logout exploit

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Kulze wrote:
That's just plain false. At the beginning it didn't exist, it only came up as leagues became common and GGG allowed the usage of such macros.

It did, GGG always left the possibility for player to leave the game at anytime, and always made the system keeping in mind that it could allow people with less good connections to still play without beeing too trustrated.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Last edited by Fruz#6137 on Apr 18, 2019, 12:19:00 PM
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Fruz wrote:

It did, GGG always left the possibility for player to leave the game at anytime, and always made the system keeping in mind that it could allow people with less good connections to still play without beeing too trustrated.


Which is the literal definition of a 'make-shift solution'.
There is no mechanism in-place to register immediately when a player disconnects, hence we make one where there's a signal to the server which tells it to disconnect the player.
The same concept can be implemented an a proactive way rather then a reactive.

Also, where did it fix the issue with bad connections? If someone DC's... he's dead, simple as that. The chance to survive the encounter is nearly 0 this way as the game is at the moment.

So, implementing a system which tells the server 'hey I'm still here!' is better then one which says 'hey, I'm now gone!'.

Boom, problem fixed with DC-deaths (as said several times) and boom, problem fixed with the 'need' for a logout-macro.
GGG balance is like getting a pizza which is burnt on the sides, raw in the middle and misses the most of the toppings.
Then upon sending it back you get a raw side, burnt middle and enough toppings to drench everything in grease.
Everything fixed but still broken.
Bad connection isn't just LD, even though the current system definitely saves people who LD in many cases, a bad connection can be lag spikes and it becomes extremely rippy because of many parameters at one given points where you don't have enough control of your character, and logging out is the safety measure because the chance of ripping can get pretty freaking high.

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Kulze wrote:

So, implementing a system which tells the server 'hey I'm still here!' is better then one which says 'hey, I'm now gone!'.

That is literally what the current system is doing though, sending information whenever it can, only shutting down the connection everytime a second is gone would likely be very frustrating for people who have frequent 1sec+ LDs.

The server literally cannot guess if a client is having a lag spike or a complete disconnection, but if you can force close the connection because the situation is too dangerous, you at least get out of it.


So no, nothing fixed at all
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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Kulze wrote:

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Demonoz wrote:

This game has ALWAYS been balanced around the idea you have logging out as an option.


That's just plain false. At the beginning it didn't exist, it only came up as leagues became common and GGG allowed the usage of such macros.



i really can't tell if this is some reallllllly elaborate troll account.

it's.
always.
wrong.

but the gigantic walls of text keep making me believe there's no way it's a troll job, as it's too much effort.
[Removed by Support]
"Your forum signature was removed as it was considered to be inappropriate and a breach of our Code of Conduct."

...it was quotes. from the forum. lolz!
If you log off in hardcore your character should go to standard immediately
Need more brains, exile?
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Fruz wrote:
...


Yeah, that's absolutely true, I probably haven't explained it well enough in which direction I mean it.

So, imagine the Server getting a ping, the ping taking longer then expected (which it can discern). A player can therefore set a limit on how much is allowed before the 'safety-net' starts to work.

Let's imagine someone who has a crappy connection moving into a map now vs. what I would recommend.

Now we got someone getting inside, he walks around and his connection starts to go 'haywire'. The ping goes up to 1000 ms - unplayable - but he isn't disconnected. So, regarding what network mode he choose the following situations can happen:

Lockstep: the server realizes he's out of it and waits until the issue is fixed, immediately afterwards 'catching up' in a matter of moments --> death usually.

Predictive: The server doesn't care what the player is doing, he just walks along to be forced back to the position the server last recognized --> even more death.

At least that's the case with a fairly bad connection, Lockstep does a great job in keeping away very short stutters, and predictive is ok as long as the de-sync between the server and player isn't becoming too high.

My recommendation is another one though:

As soon as the server realized the client isn't responding to the degree which is set-up it halts the simulation.. simply that. Nothing can happen in that timeframe. If the connection issue is long enough to warrant a disconnect it's done, the state of the character at the moment the issue began saved and rolled back so it's not dead. On the other hand if the client steadies once again and falls underneath the threshold for a respective amount of time the simulation picks back up again, without any need to speed up the game at all.
GGG balance is like getting a pizza which is burnt on the sides, raw in the middle and misses the most of the toppings.
Then upon sending it back you get a raw side, burnt middle and enough toppings to drench everything in grease.
Everything fixed but still broken.
You can't remove it, if you did remove it all the hardcore players and streamers like zizaran will be crying and their tears will flood into ggg headquarters. And about hardcore league players bragging being better? It has nothing to do with builds or skill, it's about who can click the log out button fastestest, if you can then log out in .3 seconds of being hit you can't make play hardcore/log out league
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zheng738 wrote:
You can't remove it, if you did remove it all the hardcore players and streamers like zizaran will be crying and their tears will flood into ggg headquarters. And about hardcore league players bragging being better? It has nothing to do with builds or skill, it's about who can click the log out button fastestest, if you can then log out in .3 seconds of being hit you can't make play hardcore/log out league

It's always so funny to see things like this coming from people who either never touched hardcore, or never managed to get anywhere in hardcore hahaha.

You should have kept your salt for yourself, this isn't about hardcore or not hardcore essentially, this is about how the game is being designed in general, this directly affects everyone.


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Kulze wrote:
...

So we are back at setting up a timer from the user preferences ?
The reasoning behind this not beinga thing ( Chris said it on a podcast ) :
- "Players would start setting up their setting like their favourite streamer does, and would end up reducing the 'connection end' delay, potentially making their game experience worse" ... which then they don't want to do ( they are against most kind of options in general as they just want people to play the game, not to spend time deciding what setting they should put ( also said on a podcast, this one by Jonathan I think ).

SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
zheng738 has a point though, to a degree.
Right now the issue with HC is that you either need to use the logout to survive sime senselessly rippy mechanics, or to stop your lag-issues before it's too late.

Also while it is a user-preferance... a generic setting can be present.
The situation that people would be literally too dumb to use options is insulting. Sure, most won't have the knowledge presented to make it 'perfect', those shouldn't touch those options anyway though.
Might be time for an 'advanced options' buttons simply. The choice not to give choice is utterly baffling, you can make a well thought out options menu that everyone can use with ease and you can make an attachment which will everyone please. Which also is a nice rhyme.
GGG balance is like getting a pizza which is burnt on the sides, raw in the middle and misses the most of the toppings.
Then upon sending it back you get a raw side, burnt middle and enough toppings to drench everything in grease.
Everything fixed but still broken.
"
Kulze wrote:
The situation that people would be literally too dumb to use options is insulting.


-> people

people will be people, and misinformed people will either mess things up or follow other people's ways of doing things ... that don't really fit their case potentially.



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Kulze wrote:
Right now the issue with HC is that you either need to use the logout to survive sime senselessly rippy mechanics, or to stop your lag-issues before it's too late.

Situations that are very rippy and require you to log out are very seldom though ( when fighting uber elder for example, sometimes the timing of those 2 ... it can be really sketchy, I would be surprised if they didn't assume that player could log out anytime anyway when designing this fight ... I don't think it's a good thing in this case though as it only pushed having more dps. and it's quite lazy in this case to me ), many HC streamers are trying to log out as little as possible, if at all.
They have good connection and good computers though.

SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Last edited by Fruz#6137 on Apr 18, 2019, 9:11:11 PM

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