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[FAQ
Forum Index » » Developer Feedback » » What should the logoff timeout be set too?
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 Author What should the logoff timeout be set too?
Faustus
Marshal
Palestar


Joined: May 29, 2001
Posts: 2748
From: Austin, Texas
Posted: 2003-11-21 15:25   
I've currently made the time between a disconnect, and the players ship getting removed to 120 seconds (2 min)... what is everyone's thought I this?

I'm actually, thinking it might be cool to set it to 2 hours or something...
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Gideon
Cadet

Joined: September 14, 2001
Posts: 4604
From: Oregon, USA
Posted: 2003-11-21 15:33   
24 hours!



In all seriousness, however...


Hrm. I think I'll just let nature take it's course...
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Barthezzz
Fleet Admiral

Joined: May 31, 2001
Posts: 5630
From: The Netherlands
Posted: 2003-11-21 15:39   
Well the coolest would be if ships just stayed in space.
The Mv is persistent and ships cant just plop into nothingness...

(Perhaps making your AI crew fly it into deep space once you log off?)
That way if people crash their ship wont just stick in space orbiting that enemy planet

Of course, gameplay reasons will prolly prevent this.

The logout timer should depend on ship class.
1 Min for a scout and 5 mins for a station.

Also: If you log off in procyon you should log back on in procyon!
This whole transporting back to the gate stuff is lame (It has always been! Shoot it already!) and with the new (Bigger!) Mv AND the removal of jumpgates it will take even longer to travel.

Now add the amount of frustrated messages i see about Crashes and I’m quite sure the amount of subscribers will drop fast after the patch...

Oh and yeah I know about Shipyards but most people won’t understand what resource management means and they will just keep getting dreads until all shipyards are out of res...
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[ This Message was edited by: Twisted Barthezzz the Anti Matter Cowboy on 2003-11-21 15:40 ]
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Teager
Cadet

Joined: May 29, 2001
Posts: 317
From: St Augustin, Germany
Posted: 2003-11-21 15:47   
yep, actually I dont really care how long the logoff timeout for a scout is, since I never saw a scout logging to avoid death... but 5 minutes for a station should be OK.
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The Monty
Cadet

Joined: October 07, 2002
Posts: 967
Posted: 2003-11-21 16:24   
1 min incriments as the hull size goes up sounds fair.
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Josef
Marshal

Joined: February 15, 2002
Posts: 833
From: The Internet
Posted: 2003-11-21 16:59   
2 minutes sounds good to me. If stations take 5 minutes before they disappear I'd be worried about flying one in case my connection dropped out, which happens more often then I'd like. This is also a factor for the people on dial-up. Thats a butt-load of my afk non-moving easy-to-hit prestige thats not under my command I've got sitting on the line there. It's even worse if I was maneuvering in to orbit, at 5 minutes, anything could happen. In my experience, a station thats attacked heavily enough for it to consider logging will not last 2 minutes anyway, so a 5 minute timer, punishing as it may be, could serve to discourage people from flying big ships in the first place.


Besides, how else will I keep up my healthy kill/death ratio?
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Sardaukar
Admiral
Raven Warriors

Joined: October 08, 2002
Posts: 1656
Posted: 2003-11-21 17:15   
Two minutes is ok, but if you can somehow get the system to recognize the difference between a logoff, a shutdown, or a freeze, that would be nice (probably not possible, someone would figure out how to exploit it). Last thing I need is my siphon getting whacked because I froze in battle... blegh
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Dempster
Grand Admiral

Joined: August 03, 2003
Posts: 668
Posted: 2003-11-21 17:47   
just curious about what happens when i get discoed in a station..
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_x$witchBladex_ [1.480 Fanboy]
Grand Admiral

Joined: February 26, 2003
Posts: 849
From: Upstate New York
Posted: 2003-11-21 18:03   
logging, 2 min souds good


disonects however..should sum1 reall ylose a ship b/c of the fault of a server..come on now...
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Josef
Marshal

Joined: February 15, 2002
Posts: 833
From: The Internet
Posted: 2003-11-21 18:17   
How would you distinguish between pulling your phone or network cable out to disconnect yourself and and your ISP going down? Theres always a way to get around things.
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Pimpalicious Nerd {C?}
Marshal
Galactic Navy


Joined: January 15, 2003
Posts: 885
From: Connecticut, USA
Posted: 2003-11-21 18:22   
Quote:

On 2003-11-21 18:17, Josef wrote:
How would you distinguish between pulling your phone or network cable out to disconnect yourself and and your ISP going down? Theres always a way to get around things.

Have the client send a small packet of data whenever it loses contact with the metaserver. There is no way, at least from what I know, to exploit that. It would be impossible, unless someone should go into the programming of the game and find that packet.

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[ This Message was edited by: Panther {C?} on 2003-11-21 18:23 ]
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Varz zZz zz
Cadet

Joined: March 16, 2002
Posts: 702
From: East Coast, USA.
Posted: 2003-11-21 18:46   
So that's what you've been doing Josef. I always knew you cheated. Now I know how.


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Tellaris
Grand Admiral
Galactic Navy


Joined: April 30, 2002
Posts: 830
From: Land of Chocolate
Posted: 2003-11-21 22:00   
I think 2 hour delay time is just perfect. Players looking to not get killed, just go into the middle of nowhere. Be smart about it though, don't go anywhere thats well traveled, where an enemy fleet can fly right by and see you.
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SmellyTerror
Cadet

Joined: September 24, 2003
Posts: 52
From: Canberra
Posted: 2003-11-22 03:00   
2 minutes seems fair - not longer. That's long enough to finish someone off if they "panic log", and long enough to reconnect if you can, but not so long that people who have PC problems will be sitting ducks.
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ScottyderEchte
Fleet Admiral
Pitch Black


Joined: February 15, 2002
Posts: 657
From: Nuernberg, Germany
Posted: 2003-11-22 03:38   
I think 5 for a Station is OK. Just a question to this, what if I disconnect and reconnect in say 3 min. Am I back int the old ship or do we have Ghost problems?


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[ This Message was edited by: ScottyderEchte on 2003-11-22 03:38 ]
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