(If you are a Darwinist who is okay with your bed sheets being made of sandpaper and your mattress being pile of thorns who only cares to improve things that are blatantly broken, this thread is not for you.) There are many reasons why someone might disconnect in the middle of the Abyss, some might be more reasonable and legitimate than others. Examples include: Family Emergency Internet Outage Taco Tuesday Mudbutt Ragequit There’s really no way for us to determine why someone disconnected or how we should handle it on a case by case basis (do you really think CCP wants you to submit hospital invoices to justify reimbursements?), but I do have an idea that I don’t think is too unreasonable to handle all cases. Current mechanics dictate that you cannot logout if you’ve recently engaged in non-capsuleer combat, so even if you’ve just cleared a pocket, the timer is far too long and this would be a death sentence in the Abyss. I propose the following modification: Create a new “Abyss Disconnect Timer” unique to the Abyss and eliminate the Non-Capsuleer Combat timer when in the Abyss (ie. Abyss rats cannot inflict this on you). The new timer would work as follows: If you’ve disconnected in the Abyss, then after a short amount of time you will be teleported out safely and the Abyss timer will pause. Why make these changes? The idea is to permit you to disconnect and then reconnect with penalty. During that time before you are teleported to safety, you may very well be killed. If you survive, then you are still losing time against the Abyss timer between your inactivity, warping to the safe spot, and warping back out of it. Furthermore, when you warp back, you will be damaged and will be challenged to recover from your injuries. At the very least, there is still a chance that you’ll escape alive. You might not score anymore caches with the time you’ve lost, but you’ll escape. Family emergencies, Internet outages, and Mudbutt suck; you shouldn’t have to lose your blingy ship because of them. As for ragequit… maybe you decided to man up and that renewed sense of courage was enough to take you the end. For this to be plausible, the timer will have to be relatively short. As an example, the timer might last 15 seconds after a disconnect is detected (I’m not fixed on any particular number, just using it as an example). Again, by the time you warp back in you will be in a more disadvantageous position (both in terms of your ship’s overall condition and in having wasted the available time) than if you did not disconnect. Basically, you would not be able to use disconnect as an exploit to recover your health, for example. If necessary, additional restrictions such as not being able to use active modules and disabling passive cap/shield regeneration could be used to prevent repairs during the warp out / warp in though I doubt this is necessary compared to the existing mechanics. I’m hoping my suggestion, or something similar (I’m open to discussing adjustments and refinement), is fair to those who disconnect for whatever reason. Not all disconnects of any duration, be it a minute, several hours, or even days, need result in a suicide - you don’t know the circumstances. The loss of a 5b Sacrilege serves only as insult to injury when you need to rush to the hospital for a family emergency, for example. And that, ladies and gentlemen, is my two ISK. EDIT: @Scoots_Choco pointed out my suggestion could be used as an exploit to avoid gankers waiting for you to emerge from a T4/T5 instance (if you have an alt watching the portal); I suggested this could be mitigated by employing a penalty that scales with the duration of the logout. An example penalty could be a reduction to your sec status, which may lead you to become permaflashy (which is clearly worse than temporarily flashy). This is worth further discussion. EDIT: @M_Cincinnatus pointed out that while not everyone agrees this mechanism should exist in general, we should consider a safety or reimbursement mechanism for the Abyss if the disconnection occurs due to a fault on CCP’s end.
EDIT: Subsequent Player-side Disconnect Proposal has been shelved due to not being received well by the community; however from the discussion arose the possibility of an automated mechanism for reimbursement for CCP-side disconnects as outlined in Reply #14. For your convenience, it is:
CCP-Side Disconnect Proposal (Eliminating the Need for Reimbursement Request Tickets):
- Prior to entering Abyssal, CCP takes a snapshot of your state: Implants, fit, cargohold, filaments, everything. (If by chance the outage happens HERE before the snapshot is completed, then you never entered Abyssal to begin with and nothing happens)
- You enter Abyssal space and the failure occurs
- During the recovery and reboot process, servers check their database for Abyssal instances that had started but not finished - these are the ones whose snapshots need to be restored - this is done BEFORE logins are permitted. These players are placed into a safe spot in space such that when they log back in they are warped back to the location they were when they initiated the Abyssal portal.