Official Servers are community spaces full of abusive bases

This entire thread has issues and a lot of opinions of what others should do with their spaces.

While it might be a discussion there’s much finger pointing except where it belongs.

The population will continue to decrease and has been in large part due to these mindsets.

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well, we only got to know about it , when clans built on boss spawns and we opened tickets.
Would have been nice, if that change in guidelines would have been communicated, but nothing new here

Then you don’t know the map as well as you thought. Here’s where my base was:

That’s in C7, right outside one of the gates to the Unnamed City. Points of interest blocked? None. Recipes blocked? None. Thrall spawns? None. Paths blocked? None, you could walk, run, or ride around my base without having to climb anywhere. Mob spawns blocked? Maybe one or two scorpions, but not the boss. Resource spawns blocked? Some dry trees and branches.

The base was fully functional, with redundant crafting stations for speed of production, but all crafting stations were used, including all 6 (then later 7) shrines. The only purely decorative elements of the base were on a vertical axis, i.e. above or below or in between functional floors. And like I said, I measured the server FPS back then, including with help from other players (since you can’t see the FPS changes while you’re still logging in and logging into your base might affect server performance), and there was no measurable impact.

Oh, and total number of building pieces? Around 11k.

The reason I’m explaining all this is because people like you and @DeaconElie need to learn that your personal preferences are not good enough to define whether a build is an abuse or not. It’s not about the size, it’s not about the aesthetics, it’s about the impact you have on other players.

Like I mentioned in my first post on this thread, the rules might be simple to read, but they’re not simple to apply. You can’t just make a simple checklist and go down it. You have to actually analyze and consider the impact.

Building a small base by an entrance is not an abuse. Preventing access to the dungeon is. As for building in the middle of the path, if you can go around the base – or if it’s built like an overpass so you can go underneath it – it’s not even an annoyance, much less an abuse.

Honestly, I’m not sure that even fully blocking a path is necessarily an abuse. Funcom hasn’t clarified that at any point, and if you can take a different path and arrive at your destination, then I personally don’t see why it should be considered abuse. It might be an inconvenience, and I might not like it, but “abuse” goes beyond that.

At this point, I’m not actually sure what you consider “areas with points of common interest”. You don’t seem to be talking about POI markers on the map. Those used to be integral to completing a journey step in the old journey system, but that’s not the case anymore.

I’m starting to think you have a list of pet peeves that you want to enforce on others, like a few others on these forums.

This is yet another bit that requires interpretation. What is “all of the game’s content”? If you get narrowly technical, that would include every single resource node, including rocks and bushes and branches. Block one of those and you’re breaking the rules.

Of course, you and I would both agree – I hope – that it’s ridiculous to say that blocking one bush is abuse. But where do you actually draw the line? The line is not a number. You have to consider the impact on other players.

Except that statement was nowhere in your opening post or your reply to me.

Now that you’ve presented it, I can say that it’s somewhat concrete. And it’s about as “clear” as Funcom’s rules :wink:

As for disagreeing with it, you’re right, I disagree with it vehemently. I don’t care if you consider something to be a “nuisance” to you. What the rules should be about is behavior that creates actual problems for other players, not behavior that other players don’t like. The difference is important.

No, it’s not. Show me the part in the actual rules that says that. As a refresher, here’s the section of rules that talks about building abuses:

“Monopolizing an area” is a vague expression that could mean different things depending on the reader. “In the way” is another.

The rules use concrete expressions, such as “do not restrict access” and “blocking”. It’s not about being in the way, it’s about making other players unable to access something.

You’ll notice that the rules don’t talk about “paths” anywhere. As long as you’re not blocking access to something, the rules don’t say anything about what path you have to take to access it.

And there we are. You’re saying that if you can’t explain what abuse means or we disagree with it, then we are the problem, not you.

Which road would that be? There are two parts of “the east”, one on the northern side of the river, another on the southern side. You can go from the northern side of the swungle to the southern side without swimming.

Both sides have multiple roads. Blocking all of those roads would make the players swim or climb or have to go through The Passage.

Now, I’ll be honest and say that I don’t know if Funcom actually considers that – in and of itself – an abuse or not, since the access isn’t technically blocked, but I personally don’t want people doing that.

No, I don’t think it’s okay, and I also think it’s a clear abuse of the rules, since we’re talking about blocks that are “placed for no other purpose than to prevent other players’ access to resources and building spots”.

Same rule broken as the previous example.

Like I said, nobody cares. It’s not about inconvenience, it’s about actual problems. “I couldn’t gallop straight across this path, I had to swerve around your castle” is an inconvenience you’ll have to live with, as long as I’m not:

  • blocking your access to unique or high-value in-game content
  • building in a way that leads to loss of performance both on client and server side
  • building something that has no other purpose than prevent your access to resources and building spots
  • walling you in or preventing your expansion

Good for you. I have. In fact, I’ve measured the impact.

And what I’m saying is that imposing simple limits will not guarantee to solve those problems – on the current server hardware with the current server settings – without crippling that creative freedom. The causes of performance problems are varied and not straightforward. The only people who believe that those causes are simple are people who don’t understand anything about computing performance.

Yeah, like that :laughing:

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DING DING DING

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Sorry, but I tend to take things more literally.

A quarter of a quadrant is actually this:

um quarto de quadrante

The link to the rules (which you say are not clear, but which I consider clear), has another link to several examples of land claim abuse in the game:

Some examples are:

I don’t know if you agree with these examples or not, but they are quite clear to me.

So you may not like my opinion and I’m honestly not worried.

Based on the examples above, I can identify what constitutes abuse. I haven’t reported anyone on the server I’m on yet and I don’t know if I will. But if they are reported and have their basis (within the parameters I mentioned and the examples indicate), I don’t think the company is wrong.

You may even think the company is wrong, that it is not clear, etc. But the person who made the report certainly doesn’t agree with your point of view and if the company accepts the complaint, it means they don’t either.

I’m not saying the company is always right (no one is always right, not you or me). But the examples the company gives of what should be avoided on official servers are quite clear.

In fact, it says in the text itself that these behaviors should be avoided. This is different from not doing them at all. This means that if you do it and the community on the server you’re on is fine with it, chances are nothing will happen. But if someone gets upset, the company will interpret it as abuse if it falls within those parameters.

And this topic is exactly about that: I think the rules and examples are perfectly understandable about what should be avoided.

Regarding the performance issues, I didn’t say that the solution is simple. But it is clear that problems occur near large bases. Imposing a limit on the size of bases on official servers is an idea and I’m not saying that I think it’s the best idea: just that it is an idea. It would help with performance (if size is an issue) and with what Funcom points out as abuse in constructions.

Have you measured the impact of a base with too many blocks on the server?

Good. So, since you think everything is fine, then maybe the problem is not what you say: the quality of the current servers, but rather some software development problem. It could be that and also something related to the way Unreal works.

I agree that the problem may not be simple. I myself have already mentioned that in a small base I had problems with crashes after placing some workbenches. So, well, maybe this crash needs to be tracked down.

However, whenever I’m near other bases, performance drops. Maybe there’s something in there that’s the problem and not the size? Maybe. But it could also be the size. After all, we’re not just talking about the resources the server uses to render everything, but the amount of elements it has to deal with in the game and the logic that exists between them.

But it’s a fact that performance drops near large bases, whether due to their size or content.

The Al-merayah Dungeon is an example. The area around it has seen a drop in performance (my side and other players, including streamers, have reported this playing on their consoles: Xbox and PS, I don’t know if PC people have the same problem).

Are the servers okay with this? Even if they are, on the client side there is a drop, so there’s something there in that base that’s related to what’s being reported. Could it be the size of the Al-merayah base? Or its chests? Or the fact that it was built using the same building system that players use? The problem lies somewhere in the middle.

Regarding the size of the bases, even though the size itself is not the cause of the performance problem, there is everything that the rules say about what should be avoided and what is abuse.

Well, besides that, I think that just as you think that @DeaconElie and I cannot define what is abuse or not, I think that you and other players with opinions similar to yours cannot use your personal preferences about what is clear in Funcom’s rules or which bases were unfairly deleted based on your building preferences.

So far, these are our opinions and they all exist in the same world and on the same forum. We will have to coexist in this world, man.

And I already know that we are not going to change each other’s opinions here on this.

I still think that the rules and examples are clear. If I had to ask Funcom for something about this, it would be to be stricter on the official servers.

I assume you’re going to ask them to be more clear and to address the performance issues (I’ll only agree with the performance and performance issues part, as that would benefit everyone).

You linked the accompanying post about what to avoid. Read the information above the examples. Now tie it into the spirit of the ToC.

This conversation has been ongoing for 3 years so it isn’t anything new. Been there done that, I have the ribbon as a player advocate, someone who has actually been unfairly actioned on and very vocal critic.

It’s been picked apart to the point it is a bunch of feathers flying around in the wind.

My advice and thoughts:

  • It isn’t your job to police the servers, you are not required to report.
  • Your pet peeves, preferences and feelings about how people build are not to be the deciding factor. I can and will have 10 furnaces if I’m using them, thanks.
  • Despite your interpretation of the ToC, because it is not clear, you’re probably wrong. You have absolutely no idea what their internal SOPs look like.
  • You cannot police morality or personal responsibility, neither can Funcom. They’re still the ones responsible for the state of their Official servers and as such must adapt them accordingly.
  • In absence of proper moderation and changes to these systems, lack of clarity; weigh the balance of probabilities, use common sense and realize that most players have absolutely no idea what causes drops in performance - including those that think they are doing everything right.
  • If it takes you an extra minute to run around a build, consider taking a different route or get off your horse.
  • Players have been treated very poorly in all of this.
  • Point the finger where it belongs: Funcom.
  • GPortal servers are TERRIBLE. It’s been an oft repeated and demonstrable fact. Funcom’s inability to adapt to this is telling both in how they treat their player base and what their priorities are.
  • When you read the ToC and interpret it, change your mindset to worry about YOU.
  • Unless another player is severely impacting your ability to play, then consider moving on, moving away or out of that server entirely. Also, try communicating instead of knee jerk running to the ToC/Zendesk, you might find out a lot by these interactions that help to explain why things are as they are.

I am not suggesting in anyway that any player is above the “rules”. But the “rules” as stated, implemented and enforced have been no slight tragedy. Zendesk is easily manipulated, lack of clarification, explanation and action to do better is wholly on Funcom. Adding to these tragedies only encourages it to continue as is. You’re doing their work for them in being a good little ToC puppy. Cute, isn’t it?

Oh and for added measure: I don’t think performance is the only if even the reason for why players fall through foundations. It’s been 10 months of a variety of this happening and it appears to me based on testing in Beta and my experiences since then - something to do with building integrity + bars. Huge change in December for building stability/integrity to prevent skybases and it started happening then. Bars were also implemented at the same time. Then in April with the AoW Ch4, additional changes to the Tavern System which caused the problems with being stuck in foundations upon login or falling through while actively playing and not being able to come out.

So with that ^ consider that there is a great possibility that falling through foundations IS NOT THE FAULT of players by ANY measure.

Ask @DeaconElie about what I think about all of this and my experiences, we’ve been sparring for over a year :wink:

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Yes, it is. Which is why I said:

But even if I took a full quarter, I could still place it in a way that satisfies all the conditions I described above and wouldn’t be abuse by the actual rules, rather than your personal preferences.

The examples are clear. The mistake you make is thinking that you can extrapolate from those examples and cover every possible case. It’s easy to use examples of extremes to identify other extremes. It’s not so easy to use them to reason about cases where nothing is in those extremes.

It’s not about liking your opinion. It’s about your insistence that your opinion is a fact. You’re presenting your interpretation of the rules as indistinguishable from the rules themselves.

In other words, you have your own heuristic, and if it works well enough in your own small sample, then you’re convinced your heuristic is how the reality works.

They’re understandable. The problem isn’t that people don’t have the basic reading comprehension. The problem happens when the understanding – i.e. the individual interpretation – of the rules doesn’t match the outcome.

You keep pointing to extremes and expecting people to either disagree that those extremes are abuse, or to agree with you that there’s nothing wrong with the rules or their enforcement or your interpretation of the rules. That’s a false dichotomy.

Some people here want the rules to be perfectly clear, so there’s no space for interpretation. I personally disagree with them, because that would mean the rules would have to be written like the actual real-life laws, in “legalese”.

I’m perfectly fine with rules that have ambiguity and rely on interpretation, but for that to work properly, we need transparency. When the rules are enforced, the explanation should be available, so people can learn what the correct interpretation is.

That’s right, you didn’t. Instead, you alluded to a different topic you opened and insinuated that it’s about building limits. In other words, you strongly implied that you believe a simplistic solution will solve the performance issues.

I don’t know what “too many blocks” means, and neither do you.

I have measured the impact of a base with 11k blocks back when that kind of measurement was possible. And it wasn’t the isolated impact of 11k blocks. The base also contained placeables and storage, but I don’t have those numbers in my spreadsheets.

The measurement was rudimentary, because that’s the only kind of tooling we players have on official servers, but the conclusion was that the base did not deteriorate server performance.

And now that I told you what kind of measurements I performed, let me ask you: what kinds of measurements and experiments did you perform? And if you didn’t perform any, what kind of actual technical knowledge do you base your theories on?

Over the years that I’ve spent on these forums, I’ve tried having technical discussions with people who confidently assert their uninformed opinions on technical topics. Since that almost never went well, these days I tend to try to gauge if the person I’m talking to has a clue or not before trying to go into details.

I can’t speak for other players, but I don’t do that. Unlike you, I don’t assert my own personal preferences without stating they’re just preferences.

In fact, what I’ve said repeatedly is that we cannot reliably know if a base was deleted “wrongly” or “unfairly”, because Funcom does not give a concrete explanation for why they deleted a base.

Sure, if we see visuals of the base and they match one of the extremes, we can be reasonably certain about the reason for deletion. The rest of the time, we can only speculate and argue about interpretation. But in no case do we have official, concrete explanation that we could use to build knowledge, rather than accumulating assumptions.

Changing another player’s opinion on these forums is a bonus. It would be nice, but it happens rarely, mostly because people would rather cling to their opinions than consider valid arguments.

My goal here is generally to make sure that Funcom, if they read the forums, have a counterpoint, so that they don’t take someone’s loudness and assertiveness as an indicator that a feature is desirable.

On what are you basing your assumption that they aren’t strict enough?

I’ve asked, and I’ll keep asking, that they be more transparent about the enforcement of their rules. I don’t think the need rules to be refined any further.

As for the performance issues, they keep optimizing the code as much as they can, so they’re already working on it. The problem with official servers is not the code, it’s the servers themselves and the configuration. That has actually been proven, by people who know a lot more than you and me about server administration.

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Neighbor, my base on the beta server is that other big flat empty area. And that is this huge base I don’t half know what to do with
Imgur

Actually there are a lot of beautiful places on the map no one builds at. But everyone has to build around POIs.

But that is how the zendesk system works.
Dude, that base I just showed and considered huge, wouldn’t tickle my report meter. There is this beautiful, well done base close to my jhils roost transtone base, that is easily 3X the size of my base I posted. It has a massive foot print by my measure. It is also out of the way, off the path, not blocking anything, well laid out, very well built, decorated nicely, never lags me out. Never been inclined to report it.

:100:

I gripped on the live chat about someone building over a clear path to mitra’s serenity and point east. Next day they made a pass though with arches. I was happy. Thanked them in the chat.

I consider it inconsiderate :wink: I’ll judge you for it, but not worth reporting.

I’m not a died hard completionist, but when bored I like to do the lore stones. As long as I can get to them I’m fine, to a point. And one of those sore points is Telith’s island. I wish they would just make it a no build zone. Not so much to stop people from building there but to save people from being banned for building there.

:joy:

I love to auto swim noob river. Easy to get east/west from my base. Unless some one builds a bridge that blocks my path. So my issue with bridges is not the ToC but builders not showing enough consideration to build their bridge up off the water. It’s not the bridge, it’s the consideration of the builder for other players.

Oh man, some on on my server has decided the area around river watch and over look is their keep, open design blocking nothing, covering a large are with buildings and animal pens. Trying to get through there with hyenas eating your butt gives me 7D2D flash backs. PITFA but not really reportable.

You are if you expect the system to work. Just my opinion.

That is part of the issue isn’t it?

Or turn you in to the server villain.

And don’t I know it.

:100:

I think the rules need to start with “There is no block limit” and “yes there are areas you can build that will get you suspended for building there”.

funcom :point_up_2:

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Actually have an interesting story about the falling through foundations bug.

I have a rather large base on Siptah covering all of violet isle and some of the opposite shore(private server that allows big builds). It functioned fine for quite a while til one day when I visited it I triggered the fall through foundations bug. Every single time I logged in or visited it if I wasn’t logged out at it I would trigger it 100% of the time without exception. This went on for over a month.
One day on the forums I saw someone mention bars with a barkeep placed on them cause this. I thought back to when it started and sure enough it was the day I finally stopped being lazy got myself a barkeep for my bar. I went and removed the barkeep and suddenly I have never triggered falling through foundations since.
I took it a step further and mentioned it to the rest of the server and most of us removed our barkeeps and haven’t seen it happen again for over a month now.

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First of all, thank you for your friendly tone. It may not seem like it, but this is a conversation, even though sometimes there is tension in the conversation (and yes, I know it is a tense subject).

However, I don’t see any reason to divide ourselves as people, even if we don’t agree with our opinions on something.

That said, I want to make it clear that I don’t “hate” players and I don’t think they are to blame for anything. I think, and continue to think, that the rules are clear and that some complaints we see out there are from people who were banned after clearly violating rules about land claim abuse.

However, I never said that all cases of claims for bases being deleted after being reported are invalid: I said that I believe most are, but not all.

You see, I am talking about abuse, and I have seen several of these given as examples (people who literally placed scattered foundation blocks around their bases).

It’s not about doing the work for Funcom. On the contrary, when I read the ToC I did what you suggested: I thought about myself. After all, I’m saying that some bases bother me for several reasons that are highlighted in the ToC. I’m not the only one who is bothered by this.

I just wanted to add my point of view on the discussion and I don’t understand all the fuss about it.

After all, summarizing what you’re asking me, it seems like you want to tell me: be against Funcom and not against the players. If I’m wrong about the impression I have of your suggestion, I’m sorry, but it really gave me that impression. Not only with what you said, but with what @CodeMage told me as well. Sometimes it feels a bit like “how dare you come here and defend Funcom?”, lol. But seriously, that’s just an impression and I could be wrong about how I’m interpreting the message.

It turns out that Funcom didn’t bother me as much as some of these abusive bases.

I’m not saying there aren’t bugs or that they don’t bother me: but bugs exist in all games and, unless they completely prevent the game from working, players will continue to play. I imagine that the company is not happy with the bugs and even less happy with the complaints about them. Why these old bugs haven’t been fixed yet, I don’t know (I know about some old bugs, as I’m only new to PVE, but I’ve been playing single player for a long time). But I don’t imagine that the bugs persist because Funcom is a group of “bad” or “indifferent” men to their customers. I honestly imagine that they have problems to solve that they haven’t managed to solve yet. I also don’t think they are “saints” or “good guys”: they are a company and as such, they think like a company thinks (and they aim for and need profit, after all, it’s capitalism and I don’t like capitalism to say the least).

I honestly don’t think I’ll report these bases that bother me, because doing so takes time and I plan to go back to Single Player when the new update comes out.

But, maybe I’ll continue in PVE as well, looking for servers with fewer problematic bases on the map. Playing with other people in PVE must be nice, if the server isn’t cluttered with bases.

On the server I’m on, I already avoid areas that I found to be too built up, because the game crashes a lot there. In more empty places I’m fine and can play (but having to avoid many areas or go through them as quickly as possible).

But, I understand what you mean, that the zendesk can be manipulated and that bases can be deleted unfairly. Why would I say that this has never happened? I have no way of knowing that and, if it did, it must have been something really bad for the owner of the base.

On the other hand, as you say yourself: no player can be above the rules and they are quite clear about nonsense. So, as with everything in life, we need to look at both sides of the coin. There is not just my side and there is also not just your side.

If you read my posts carefully (I don’t remember if it was in this thread or another similar one), I also said that I saw several great bases. They weren’t tiny huts. But they weren’t monstrosities in size. I believe that most of the bases on the server I’m on are of acceptable sizes.

The problem I highlighted are the bases that are annoying: either because they are too big, or because they get in the way, or because they take up space that they don’t actually use (the case of the mesh building in the example). I’m talking about these cases.

I also mentioned that I believe that many bases of acceptable size together cause slowdowns when I’m in the area. That’s why I defend the idea that the bases could be forced to be further away from each other. But I never said that I think players are guilty or “bad” people for building a city with bases close together.

If I’m wrong and the close-quarters aren’t the cause of the performance issue, then that’s fine. I can’t be 100% sure about that. But the Funcom development team should have a better idea of ​​whether or not this is an issue.

But a server with bases further apart would be more enjoyable (not just for me, but for other players as well). And I know that’s a matter of personal preference. But I can state my preference and Funcom can do whatever they want with it (or do nothing and that’s fine too).

In any case, I appreciate your comment.

I will try to be more empathetic to the wishes of other players.

But let’s not forget that as a player I also have my wishes and they are no less valid.

Could Funcom help balance all this?

It should. But they are not the villains of the story either: let’s face it, the game is great and we all want to play it in the best possible way (ok, with different preferences, but there are PVE, PVP, Single Player and private servers to make this more flexible too). I just think that the official servers have more bases than players. Are they leaving? Maybe so, but that doesn’t explain why their bases are not decreasing.

If anyone knows why this trend exists, I would love to understand (I’m being honest and literal: you know more than I do about the psychology of players who play online).

The oldest version of the base I’m talking about can be seen here. Later evolutions changed the layout of storage and crafting stations, but the general idea remained the same: build a base that doesn’t have a negative impact on the server, but does provide an optimized crafting pipeline and all the needs a player can have (including all the religions, a greater wheel of pain, an armored pen, a stable or two, a water source, a map room, all the sorcery implements, etc.)

Thing is, whenever I mention figures like 11k building pieces, people immediately start screaming about “megabases” and abuse. A lot of those building pieces are due to the verticality of the base. It’s a fun way to test people’s prejudices :smiley:

Unless there’s some hidden meaning to what you said, I don’t agree. The way Zendesk system is supposed to work is that you report a base due to your own preferences or interpretation of the rules, but then Funcom decides whether rules were actually broken or not.

I don’t know how the process actually works, because it’s completely opaque. The few “clarifications” they’ve issued about the enforcement process are ambiguous and sometimes even contradictory.

I’m glad. The way you have repeatedly presented your views on base building in general has left me with an impression that you’re much stricter about wanting to impose your own personal preferences :slight_smile:

Isn’t it nice when people are not dіcks? :smiley:

Reminds me of how I became friends with @KittKatt on the server I played back then. It was before any rules, on a PVE-C server, and her build near the New Asagarth area blocked the path I normally took when dragging knocked out NPCs, which pissed me off. And instead of being a normal person and talking to her about it, I decided to lurk around it to see if I can catch her and kill her with extreme prejudice (or perhaps get my ass handed to me, who knows).

I never caught her. Instead, I grumbled about it in global chat a day or two later, and she happened to be online and said something along the lines of “oh, sorry, I’ll change it” and she actually made a nice path.

I learned the lesson and made a friend. After that, I always tried talking to people first. I’ve only ever reported one build that was suppressing a potential T4 armorer spawn, and only because the owner didn’t give a shіt when I tried to talk to them. It got wiped within the next 48 hours.

Pretty much the same here. I might even take it as an in-game justification for the C aspect of PVE-C :wink:

Bridges are a weird topic for me. I used to own a bridge connecting the northern and southern part of the swungle, back when you couldn’t drag thralls while swimming. I generally have nothing against a smallish bridge that is actually useful.

What I don’t like is when it gets out of hand. On one of the servers I played, someone built a bridge from the northern edge of I6 (the southern cliff that has a view of the Black Galleon) all the way to the cliff of the highlands. Talk about excess…

I mean, I wouldn’t oppose that, but it wouldn’t solve the problem, at all. People need to be told what they did wrong, by those who sanctioned them. Otherwise you get inane arguments, such as how “and other areas of the game” means that “you can get banned for anything if the admin doesn’t like you” :roll_eyes:

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That is what I meant, and it depends on the player to actively participate.

Yes, very.

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Your point of view got challenged, that’s the fuss. :slight_smile:

And the reason for that challenge is because it’s a topic a lot of us care deeply about, and we want to influence Funcom to fix the problems we see.

For what it’s worth, that’s neither here nor there. My position is “blame those who deserve the blame”. If you see a clear example of abuse, blame that player. If you see that official servers shіt the bed with only 20 players on, blame Funcom. :wink:

Or in this case, if you see that the enforcement of the rules isn’t transparent, blame Funcom.

So in my case, I’m challenging the assertion that there’s nothing wrong with the rules and their enforcement. The rules are good enough for me, despite not being clear enough to avoid requiring interpretation. What isn’t good enough is the enforcement.

And what I also object to is any claim that the rules are so clear that we don’t need transparency, or that the vast majority of people who complain about the enforcement are deliberately lying about it.

My tone in discussions is usually very dry right from the start, and quickly slides into acerbic and abrasive. To give you an explanation – but not an excuse – for that, let me just say that I’ve spent an ungodly amount of time on these forums, and I’ve tried to have reasonable discussions with way too many unreasonable people.

I try not to be a raging asshat, but I just don’t have the patience anymore to keep assuming the best about people I’m talking to, because that just hasn’t paid off in the long run.

But you can ask @DeaconElie: I’ve had plenty of disagreements and heated discussions with him, and yet we’re both still capable of respecting each other’s opinions.

I’ve come to treasure a handful of people here who are capable of listening to other people’s arguments and even changing their minds or admitting they’re wrong, and I try to do the same. @Kikigirl can vouch for one instance of that: I used to believe that the vast majority of complaints about the rules were in bad faith and that Funcom was doing a good job with enforcement. She played a big role in changing my mind.

I guess what I’m trying to say is that yeah, I’m aware that I could be better at conversation, and I used to be, but I stopped trying as hard. These days my priorities in these discussions are to try to influence Funcom to improve things and to try to dissuade them from making things worse. Being friendly is optional.

My theory is that there are two reasons for this.

One is that on PVE and PVE-C servers, Funcom simply doesn’t provide enough opportunities for interesting interactions between players. So what do players end up doing? Chatting, collecting (and hoarding) stuff, and building. Lots and lots and lots of building, because having other people come look at your stuff is one of the few meaningful interactions between players.

The other reason for the trend are serial refreshers. Let’s say you’ve sunk hundreds, maybe thousands of hours in what you gathered and built on the server, but you found yourself bored with the game. What do you do? Do you let it all decay? Most people will try to hang on to it by logging in once or twice a week, for a few minutes, to refresh their builds and keep their stuff standing in hopes that they’ll come back to the game and renew their interest.

Combine those two factors and you get what I call “ghost town officials”: plenty of builds all over the map, but virtually nothing happening.

It’s been like that for years now. Funcom hasn’t done anything to help with that and they won’t, because very few people have asked for new meaningful ways to interact with other players. Ideas like dressing your thralls up are much more popular than being able to build trading posts or declare wars.

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:+1:

Not saying this would work for Conan, but one of the good things about the Defiance game was the shard system? If several players showed up at an interactive POI, it would shard off ?? separate out of the main game. I’m honestly clueless how it worked. But once the POI was triggered the game treated all players as a group, shared kills, EXP. Hell gave bonuses for coup kills. Only time I’ve worn a head set. WAS FUN.

During the alpha{fuxdaNDA} people that played at the same time of day got to be pushed in to groups, this way; in no time, groups were formed. Got to where you either looked forward to working with some players, or wished you could step out with out getting noticed.

Also the last time I actively played a female character. Think Dr. Girlfriend :rofl:

:100:

I miss the weekend games of tag on the private PVE-C server I was on. Don’t carry anything out side your base you might cry about losing. Keep your head on a swivel.

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You’re the one saying that I’m extrapolating these examples to any case, you’re probably saying this based on the voices in your head.

I said that on the server I’m on there are already several bases that fit these criteria, but I didn’t say that’s all of them.

I didn’t report anyone because I don’t even know if these players know what they’re doing, or were, because as I said, the server is usually pretty empty.

As you said, someone blocking the way to a resource by making it difficult is annoying, so land claim abuse is annoying because it does this by blocking or making it difficult to access points of interest. So yes, I think many of the bases that are deleted gave a valid reason for it.

You’re saying that Funcom has to explain the reason for their decision and they don’t. I didn’t even go into that, since I haven’t had the experience of reporting someone or being reported. So I didn’t give any opinion on it.

But I think that regardless of Funcom’s feedback, the owners of deleted bases may ask themselves if they did any of the things that are said to be avoided.

Regarding your “I’m a technician and I’m above anyone who isn’t a technician” attitude (here in my country we call this behavior “a posture”), it won’t work with me, kid: I’m also from the technical area and therefore I know the complexity of a game like this.

For this reason, in another topic (and not in this one) I said that limiting the size of bases was a suggestion to avoid performance drops, not a solution. I didn’t make this suggestion based only on performance, but also on the abuse of land claims.

But it’s true that the Funcom team has a team working hard on the game, as it’s also true that there are still old bugs to be solved (I understand their side).

But at this point I didn’t understand (honestly) your opinion on this: you think the problem is the servers, but you also think that many building blocks don’t impact the servers according to their measurements. I don’t understand where you think the problem is?

In the server? Or
In the software?

About you saying that if the rules were clearer and in black and white, this would become real-world legalese. I assure you that even then they wouldn’t be clear: real-world legal laws are also open to interpretation and context.

Well, you want Funcom to give feedback to the owners of cases in which the databases were deleted.

I don’t know if they do this or not. But since you say they don’t, you could (if you haven’t already) open a thread about the subject and invite them (Funcom) to take a position on this.

If they have good examples of what constitutes infractions, I imagine it should be easy for them to explain the reason for their decisions.

You’ve been a member for 2 days and read 4 hrs so far.

Is this you first time reading and engaging here at length?

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When I had this problem of falling on my base (a real starting base, at the beginning of the game) I hadn’t built a bar yet (I hadn’t learned the knowledge to do so yet).
But, as I mentioned somewhere above, I was building on top of a high cliff. Could this also have some relevance?

Oh, do not piss in my yard.

If they knew they would have. That is the point. funcom will not tell you you how you violated the rules.

Ok I got a suspension for land claim abuse, just how did I abuse the land claim system so not to do it again? You’ll never know.

And it may simply be some one has exploited the report system and you’ve done nothing wrong. Which seems too common on PVP severs.

Oh here we go, whip out the tape measures :rofl:

Think you will find a lot of players on here with varying degrees of technicality know how with varying degrees in technical know how.

Note: Using “kid” in a derogatory way is a designater of the posters age. At my age “kid” is anyone under 30 :joy: :older_man:

We do ad nauseam.

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Anyone logging into a large base with active bar can cause it for everyone on the server.
I’ve even seen smaller bases with a bar cause it. I have however seen bases with bars NOT cause it so I am not sure why some do and some don’t. I do know with 100% certainty that us all removing bars solved it as the problem was absolutely rampant on our servers and nobody has seen it happen in the 1-2 months since we all decided to ditch them.
I cannot say there isn’t other things that can cause it, I can just pass on what solved it for us.

Yes, this is my first time here actively.
I used to read posts on the forum during Age of Sorcery, but I never created a profile to participate more actively.
I usually came to the forum to research how to craft things in the game and learn more about it (I can never memorize some formulas, for example, because there are so many).
I started playing again after a few months away (to pass the time) and ended up coming back here and decided to start participating, now that I’m testing the PVE.
But I don’t think I’ll stay in the PVE for long (unfortunately, and it’s not because of the reasons I’m mentioning in the topic: at some point my free time will start to drop a lot again and this is kind of periodic in my work, so I have some “cycles” during the year when I can distract myself with something that entertains me).

By the way, I’m loving the forum. I can see that the community here is very passionate. I also don’t need to say that I’m a big fan of Robert E. Howard’s work.