• Tracker

    Spaces
    Browse
    Statistics
  • /
  • /General
  • /A3G-73
Back
1

Server log: reason for connect/disconnect + client mod list

MultiplayerFeature RequestServer
1

State

Open
Issue key
A3G-73
Access
Public
Space
Arma 3
Project
General
Creator
dimon
Created
Sep 11, 2026
Views
38
Issue Type
Feature Request
Severity
Just a suggestion
Description

I run a public modded server (mod set ranges from small addons to very large ones). There is no reliable way to find out WHY a player failed to join or dropped. The server RPT shows that a user connected and later disconnected, but nothing about what happened in between.

What's missing

Everything else is either invisible server-side or indistinguishable from a normal quit: missing addon, addon version mismatch, mission dependency the client doesn't own, content download timeout, BattlEye kick, client crash, lost connection, voluntary quit.

Request

Write a machine-readable reason into the server log for every session end.

Report the client's loaded mod list to the server.

Why this matters

• Admins could tell "the player left" from "the player couldn't get in" and fix the real cause instead of guessing.

• Per-user mod lists would show which mods our audience actually has and which ones cost us players, so a mod set could be chosen from data instead of gut feeling. For a large mod set this is a direct retention issue, and modded servers are where most of the player base is.

• The only workaround today is asking players in Discord/Telegram, and that never covers the people who never reach the mission in the first place.

This is a logging and diagnostics feature. It barely touches gameplay or performance, and it would be equally useful in the current game and in the next ones.

Reactions

Activity

    8 days ago
  • dimon
    created issue8 days ago
  • 4 days ago
  • dedmen
    Moderator
    4 days ago
    dedmen
    Moderator
    4 days ago

    Reason yes, modlist no (too large, too early in connect process)

    which mods our audience actually has

    Mods should always be loaded to match the server, not having random mods enabled and joining a server with a different modset. I don't see the use for that.

You are not signed in. Please sign in to see more details and to reply.

State

Open
Issue key
A3G-73
Access
Public
Space
Arma 3
Project
General
Creator
dimon
Created
Sep 11, 2026
Views
38