Kind of. At the moment in the Admin console you can use BuildingIdentify and BuildingDestroy commands to remove buildings based on ID’s. Given the DB atm is using a SQlite DB it wouldn’t take much to lookup the clan and building ID’s associated to the clan and invoke that command (ie we know from in-game experience that the Clan Owner and Building ID are linked because it shows up in the TAB overlay).
Its always tbh the one thing that has baffled me the most. Why they choose to spend weeks/months investing in a dynamic mesh solution (which isn’t going to work as effectively as they think) vs use the data itself to solve the issue.
I mentioned this in another thread, but i’ll echo the short of it here. Let’s assume 100 servers have 1x clan per server that cheats. Let’s assume these offedenders are all in unique spots. Now, the position of the building ID’s (XYZ coords) and placeables will automatically fall into a pool of “suspicious building spots”. A GM could immediately teleport to the position, grab a brush tool of some kind and just paint (using raycasting) to flag placeables (tanning benches, chests etc) as being invalid. That data then adds a SQRT buffer to it (say 10-100 units in a spherical space) … log that data into an octree storage.
Now using this, over time you remove for all servers where the 100 breaches of trust occur. The more you do this, the more you catch, the more it removes offending areas for all (one thing i’ve noticed for 6400, 6401, 6402, 6425 and 6424 is the clans that offend typically are using the same spots over and over…).
Using just the data and maybe 15mins to 1hr of work. It would reduce the offenders ability to over time continue to cheat, bans wont happen as often and maybe the playerbase will settle more.
Actually thinking on it some more, you could get even the players to “paint” using a Debug tool to also highlight the placeables themselves. As at Funcoms end all they have to do is “agree” …you have an army of anti-cheaters who would donate time to give the data over here for no cost but a simple Unreal Engine mod that uses raycast + remote sync of data… cheap as hell.
Siptah and Exile lands are static meshes…they aren’t procedural generated ones…so …why is there a need of a dynamic mesh system? …only reason i can conclude is maybe 2.3 New Lands is going to maybe turn into a more of a dynamic mesh system per server… as they’ve stated (Funcom) they aren’t happy with the notion that players know upfront early the linear steps to making things happen in game…so…yeah…maybe this is the “why”.
Suffice to say though, i feel we can all agree… time isn’t on our side and we all want players to stay on servers and play the game it was intended to be played… the more delays and avoidance Funcom has towards this issue the more that % of player abandonment goes up.
My 2c.