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Why punish for disconnects?


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#76
Scooter79rs

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EmperorZorn wrote...

Just give credits and xp after every completed wave.
That's fair.


I like that idea, espcially as the wireless part of my router likes to drop out at least once a day. Yesterday I lost connection to Xbox Live altogether for about 20 minutes, net was still working but the xbox couldn't connect and I couldn't even get to the Xbox Australia site.

This is annoying everytime theres a DC somewhere and wasting 15-20minutes, the current system is very much guilty until proven innocent.

#77
Litefire

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Bryan Johnson wrote...

Lionheartwolf wrote...

im kind of curious about what kind of exploits Bryan was talking about. at best you disconnect at the end of a credit match and save yourself the time it takes to let the enemy kill you instead of going onto 11 but thats about it. i mean you still have to make it to that wave and complete the objective.

personally, when i start to notice the warning signs of a bad connection and i dont think its going to make it to the next credit round we wash that match and make sure we at least get what we earned. i would like to have the comfort of knowing that we can push on without being punished for something we have no control over.


The way this would be abused is during host migration. Say you are on wave 10 with 4 people, you complete the objective round so now everyone has credits. 3 of the players leave (not the host, via disconnect or quitting because we can all agree it is not hard to fake a disconnect) so they get their credits they earned from wave 10. 3 more players (friends because you can join in progress) join the game. Host now leaves the game (with their credits they have earned), so host migration occurs a new host is choosen and the wave restarts (including objective) and now another player joins.

Back to 4 players again (could even be the original 4 that were in the game to begin with) and now they complete wave 10 all over again, earning the credits (again).

This kind of thing could be an endless cycle thus being able to get (in the case of gold) nearly 50k credits (for 4 people) in less than 5minutes and is repeatable.


I can not comment for sure if this is the reason, but with a Quality Assurance mindset, this is one way I could think of that a reward on disconnect could be abused.


So if the credits are awarded the wave doesnt reset during host migration and instead the next wave starts.   You even leave the mobs not killed up when the next wave starts to reduce the exploit quit rejoin to end the way once you complete the objective.

#78
OhoniX

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The way this would be abused is during host migration. Say you are on wave 10 with 4 people, you complete the objective round so now everyone has credits. 3 of the players leave (not the host, via disconnect or quitting because we can all agree it is not hard to fake a disconnect) so they get their credits they earned from wave 10. 3 more players (friends because you can join in progress) join the game. Host now leaves the game (with their credits they have earned), so host migration occurs a new host is choosen and the wave restarts (including objective) and now another player joins.

Back to 4 players again (could even be the original 4 that were in the game to begin with) and now they complete wave 10 all over again, earning the credits (again).

This kind of thing could be an endless cycle thus being able to get (in the case of gold) nearly 50k credits (for 4 people) in less than 5minutes and is repeatable.


The solution there is to NOT restart the wave when there's a disconnect issue. I've never even had someone join a game already in progress, is that something that can happen? I know we've lost players mid-game before and just had to deal with it until the end.

At bare minimum what needs to take place is that if a player completes, say, six waves of enemies and then disconnects, he should get full XP and credits for those six waves, as if he'd wiped then and there and gone to the lobby. He should not be able to re-enter that game or anything like that, but he should get full credit for the work that he's done.

#79
James D Sidious

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Bryan Johnson wrote...



The way this would be abused is during host migration. Say you are on wave 10 with 4 people, you complete the objective round so now everyone has credits. 3 of the players leave (not the host, via disconnect or quitting because we can all agree it is not hard to fake a disconnect) so they get their credits they earned from wave 10. 3 more players (friends because you can join in progress) join the game. Host now leaves the game (with their credits they have earned), so host migration occurs a new host is choosen and the wave restarts (including objective) and now another player joins.

Back to 4 players again (could even be the original 4 that were in the game to begin with) and now they complete wave 10 all over again, earning the credits (again).

This kind of thing could be an endless cycle thus being able to get (in the case of gold) nearly 50k credits (for 4 people) in less than 5minutes and is repeatable.


I can not comment for sure if this is the reason, but with a Quality Assurance mindset, this is one way I could think of that a reward on disconnect could be abused.


this method is used on the xbox to boost credits.

#80
Genesis Notch

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Give a certain amount of credits per wave. At the end of the game (after wave 11), deduct this total amount and give the usual full credits. The amount of credits per wave should be balanced to the level that there's no reason to abuse this system.

That way, if a player is unwillingly disconnected, he/she would still receive consolation prize.

Disconnected after wave 8 and above is just .. frustrating.

Modifié par Genesis Notch, 26 mars 2012 - 07:00 .


#81
TheEgoRaptor

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The Grey Nayr wrote...

I fought a silver mission against Geth to wave 10. Only to be disconnected.

I never got to see any of the XP, Credit, or Readiness that I had earned.


 I literally just had the same problem, had almost 90k points and was about to be extracted but no, fkn disconnect.

#82
wolfstanus

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I think this problem should be a priority not skins/dlc

#83
Lynx7725

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Can I get some clarification here?

When the system complains about disconnecting from ME3 Server and EA Server, I get the distinct impression that they are referring to two different servers. I believe that ME3 Server is the hosting player's machine and EA Server is the matchmaking/ records keeping Server.

So there are two connectivities here, connectivity between client players and hosting player, and connectivity between individual players and EA servers. For e.g., xbox players will be talking to one xbox for the game, while at some point -- or all points -- in the game all of them will be sending info to the EA server.

Which is causing the d/c problem? Hoster-client is directly responsible for in-game lag-related issue and there's not much to be done other than better matchmaking code. If you d/c from the host, then too bad -- nothing EA/ BW can do.

But some d/c issues looks and feels like a connectivity to EA server problem, and does that means all 4 players simultaneously have connectivity problem with the EA server, or just 1 player, or just hosting player? Why exactly is the d/c happening? Load? Bad network? Bad net code? Bad Timeout setting? Given that it's more prevalent on weekends and more prevalent during event, it seems to be load-related, but that means it's a hardware-solvable issue?

#84
jaDanger

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It seems the aforementioned host migration could be easily worked around. In the meantime, i don't think preventative measures that punish legitimate players are acceptable, particularly when forced to connect to EA servers. I usually maintain my connection to xbox live when i lose connection to the EA origin network. The system in place creates more DCs and then punishes them quite severely.

#85
Tec187

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James D Sidious wrote...

Bryan Johnson wrote...



The way this would be abused is during host migration. Say you are on wave 10 with 4 people, you complete the objective round so now everyone has credits. 3 of the players leave (not the host, via disconnect or quitting because we can all agree it is not hard to fake a disconnect) so they get their credits they earned from wave 10. 3 more players (friends because you can join in progress) join the game. Host now leaves the game (with their credits they have earned), so host migration occurs a new host is choosen and the wave restarts (including objective) and now another player joins.

Back to 4 players again (could even be the original 4 that were in the game to begin with) and now they complete wave 10 all over again, earning the credits (again).

This kind of thing could be an endless cycle thus being able to get (in the case of gold) nearly 50k credits (for 4 people) in less than 5minutes and is repeatable.


I can not comment for sure if this is the reason, but with a Quality Assurance mindset, this is one way I could think of that a reward on disconnect could be abused.


this method is used on the xbox to boost credits.


Or a variation of it yea. I hope it gets patched soon tbh, cause once it gets too widely known, it'll get madly abused.
I'm sure a lot of people already cheated their way to millions and millions of credits.

#86
Megakoresh

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I think the fact that you loose everything if you quit or disconnect is NOT acceptable. If people find a way to farm like you describe, so be it. It's not a competitive multiplayer, it's a coop mode. All those people are doing is shortening their own MP experience. By getting equipment faster they will not negatively affect other players.

And please, let's be honest. BioWare doesn't really care about little things like that. You are simply told to present this reason of exploits so that more people use BioWare points to purchase ingame items.

Ideally when a person quits they should loose probably a portion of their earned credits and XP. But not all. For example credits earned from mission objectives should not be lost completely, only say 30% fro the first 5 waves, 50% from the following.

Modifié par Megakoresh, 26 mars 2012 - 07:36 .


#87
MDT1

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Bryan Johnson wrote...

Lionheartwolf wrote...

im kind of curious about what kind of exploits Bryan was talking about. at best you disconnect at the end of a credit match and save yourself the time it takes to let the enemy kill you instead of going onto 11 but thats about it. i mean you still have to make it to that wave and complete the objective.

personally, when i start to notice the warning signs of a bad connection and i dont think its going to make it to the next credit round we wash that match and make sure we at least get what we earned. i would like to have the comfort of knowing that we can push on without being punished for something we have no control over.


The way this would be abused is during host migration. Say you are on wave 10 with 4 people, you complete the objective round so now everyone has credits. 3 of the players leave (not the host, via disconnect or quitting because we can all agree it is not hard to fake a disconnect) so they get their credits they earned from wave 10. 3 more players (friends because you can join in progress) join the game. Host now leaves the game (with their credits they have earned), so host migration occurs a new host is choosen and the wave restarts (including objective) and now another player joins.

Back to 4 players again (could even be the original 4 that were in the game to begin with) and now they complete wave 10 all over again, earning the credits (again).

This kind of thing could be an endless cycle thus being able to get (in the case of gold) nearly 50k credits (for 4 people) in less than 5minutes and is repeatable.


I can not comment for sure if this is the reason, but with a Quality Assurance mindset, this is one way I could think of that a reward on disconnect could be abused.


And why would it be difficult to track the objectives  with a "hidden game number" that is passed to all games that migrate for this one? So each player can earn each level of objective only one time.

Imho it would even be preferable if you can't complete objectives if you just joined a game in this wave.

#88
GodlessPaladin

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veramis wrote...

The benefit of not allowing players to get xp and credit for quitting is to discourage quitting games.

  Well, that's the answer to your question.

But since I am dropping out of maybe over half of the games I am in, or some bug happens like enemy is in a wall or is immortal where game can't continue, I lose a lot of credit and xp. I don't think this is a fair way to discourage people from quitting games. Simply allowing others to join mid-game should solve the issue of people leaving mid-game. Give an option so people can choose to join games mid-game, but not get any of the xp or credit from prior waves.


You can rejoin a game in progress and you will not lose your credits if you do so.

Modifié par GodlessPaladin, 27 mars 2012 - 04:47 .


#89
jaDanger

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Ok, after today i had to post here again. I had many disconnects, all in the 10th or 11th wave ( plus 1 in the 6th). I also had a disconnect while waiting for the final score page to load in AFTER completing a match. Even in that scenario i got no reward. This system is highly discouraging. I love the MP the team has created, but the lack of progress after so many successful runs has me considering calling it quits.
I don't have the best connection but the fact that my Live connection remains intact makes me think the blame does not rest entirely on my end. In the end, just add rewards after each round or even every thrre, so as not to punish players like me. This system makes me want to suicide in the hopes of getting a little xp. You could guarantee less farming by just removing the multiplayer altogether, but denying people that experience is not what you want to do. The current situation of denying many players the mp experience in the hopes of stopping some farming, is basically the same thing, albeit on a smaller scale.