This is a huge deal when it comes to the rules about building.
I agree with you 100% that the devs are the only ones that can draw the line between cheating and abusing, but people often fail to take into account the dynamics of how this distinction happens and the ramifications of its consequences.
When you’re talking about combat, if the devs decide on the day X that doing Y is not a legit move, but an exploit, everyone can just stop doing Y from the day X going forward and they’re safe from admin action.
When it comes to building, there’s permanence involved. If the devs decide on the day X that any building that involves Y is now against the rules, people have to find a way to restructure their builds to get rid of Y.
Of course, this is “easily solved” by giving people time to adapt before starting the enforcement. To be fair to Funcom, they tried to do that by giving people 2 weeks’ notice before starting the enforcement of the “new rules”, but they didn’t do a very good job of it.
I mean, for starters, people kept talking about the “new rules” for much longer than 2 weeks, despite the insistence that the rules weren’t new at all and that the only thing that changed was the enforcement of the existing rules. Despite all the hubbub on the forums about that, Funcom mostly treated this as a tempest in a teapot and didn’t step up to try to clarify things until now.
But it goes beyond that. If you’re going to say “don’t do X anymore”, you have to make a reasonable effort to help your players reason about X, so they can understand how to avoid doing X. Which brings us back to the dreaded and much-maligned bit about “massive constructions or over-use of memory intensive items leading to loss of performance both on client and server-side”.
First, the wording is ambiguous. Are we talking about two sufficient conditions, i.e. “massive constructions” or “over-use of memory intensive items leading to loss of performance both on client and server-side”? Or are we talking about two conditions and a necessary condition, i.e. “massive constructions” or “over-use of memory intensive items” either of which would need to lead to “loss of performance both on client and server-side” for the rules to be broken?
Second, how do the players reason about which items are memory intensive, or what the impact of their build is on client or server performance? I mean, the vast majority of players don’t understand the difference between client and server performance, and many of them keep making the same mistakes in reasoning even if you explain the difference to them. There are no in-game tools to measure the impact of your build. I’ve played this game since early access, and I happen to be a software developer with a small amount of game dev experience, and even I don’t feel confident in my ability to determine the impact of my build.
Third, the game doesn’t track the players’ ownership of buildings and placeables, which means that even though the cumulative performance impact of individual players’ builds remains the same regardless of their clan affiliation, the cumulative performance impact of a clan might get you banned.
These are some real problems with the rules and their enforcement, problems that are not shared with other aspects of the game. It’s tempting to say “just trust Funcom that they’ll only enforce the malicious builds or the extremes”, and that’s what I did for a while, but guess what? I am now at the point where I have to choose what I’ll believe: on the one hand, I can decide that people who don’t have a track record of looking for loopholes suddenly changed their personality; on the other hand, I can decide that a company that has a track record of not communicating well with their player community is, well, not communicating well with their player community.
Two reasons. One is that the game ToS has some unique problems that I described above.
The other is the difference in how invested people are in the forums vs. how invested they are in the game. Apart from some outliers like yours truly, most people would not have a hard time quitting forums, whereas losing everything they’ve worked for over thousands of hours in a virtual world tends to hit them harder.