Proposition for land claim

I’m going to start this and see how it goes.

We see 4 or more threads started every week about the issues with zendesk, suspensions/bans. Either some one has gotten banned and they feel it unjust, or a mistake, or blame it on roving bands of HOA enforcers.
Or you have people on pointing out some clear ToC violation that reports have been uninvestigated, or people feel the conclusions were wrong.

Regardless, what we have now is not working for players one way or another.

I see two solutions.

1: Funcom could put more time and effort in to doing a proper job of moderating the public servers.
Write more clearly defined rules.
Make areas that are a violation to build on, nobuild zones.
Give warnings,with clear explanations, as well as with suspicions and bans.

2: Coded in, land claim blocks. Yes, like most every sandbox game a block that sets a limit to how much area you can build on.
You know my opinion, if people can violate the ToC they are going to. Even if the ToC was written clearly and consistently, people are still going to violate it in hopes of not getting caught; then complain when they are. The only way I believe it can be stopped is to simply not let people do it.

And make nobuild points for small stuff, zones for areas. A lore stone would be a simple point, but the point would block setting a land claim.

One would be better for the community to implement, but more costly to funcom. No way around not hiring more people to moderate the public servers. I’m think minimum of 35 new hires just to be server admins.

Two’s implementation would require a wipe of the servers, or give people a limited time to drop a land claim block and say good bye to everything out side of it.

I know I’m not the only one that like having a few bases, at least a main and a couple transtone or drop bases. That’s why I think players should get another land claim block every 10 levels. Being a PVE player I don’t know how to make that work for clans/PVP.

I’m hoping this stays civil. I’m really hoping we can get some funcom reps in this. Because there is no way any of this is going to change till funcom sets down at the table with us.

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Good morning .
It is obvious that the lack of commissioning on the part of moderators during the decision -making decisions towards preserved persons and sources of interpretation or rumors sometimes (often) unfounded .
Fucom must be more explicit and trasparant, whether concerning the rules and sanctions. Notify an offender, Luis give the possibility of corrected his errors and explained clearly forever this one was punished with a good thing.
By cons I am not sure that limited the building areas is relevant.
On another subject, one of our comrades explains that for this to be useful it would be necessary to close the construction of a large area which would make the building areas of conflict .

If we’re thinking of continuing on this reactive administration then that is roughly 22 servers per employee. Still a lot.

It’s been discussed by a few here to have a section set aside for active moderation with a paid subscription to access those servers.

The section of paid may generate the income required to properly moderate them.

I can’t say that I’ve considered all the ins and outs here but I’m definitely willing to part with a reasonable monthly cost for active moderation.

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This could be lessened if Funcom simply explained the infractions to the players. They either exist or they don’t. Admins must use some criteria to arrive at a decision, right? Probably there’s an internal file justifying it. Communicate it to the players affected and be done with it.
Transparecency is the greatest deterrent of suspicion.

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well now it looks like there are like 100-200 servers per admin , so it would still be better

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I see one major problem here - many players still sticks around CE, because they know there will be no wipes on official servers. Don’t want to elaborate on this matter, but long story short - this COULD end badly - and not only for those, who log in just to reset decay timer for 9999 time.

ps. maybe this could be a thing though - to have official servers with wipe per, for example, every 3 months - it could have been separate category: pvp, pve, pvec and refreshable

Instead of having paid servers. They should cut the amount of servers down. Something like no more than 20-40 for PC (and similar cuts to console). Another round of server mergers would be in order.

With the amount of servers they have, they could easily fit the entire playerbase of Conan Exiles (Private, Coop, and Singplayer) onto them and still have half their servers empty. Which makes zero sense due to those servers only ever accounting for 1 out of 7 players at the most, sometimes closing to 1 out of 8.

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Ya I was figuring about 20, and yes it would be a load.

:100:

I’d thought part of the battle pass should be access to actively moderated servers.

I don’t see that working well. as it stands there are times 10 on a server will have the ping low enough no one else can join. Server max might be 40 but you wont get there on Gprotal.

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If they can finagle the same number of machines they can.

A perfect recipe for exacerbating even further the problem @DeaconElie’s suggestion is trying to solve: make even more people try to share the same space in an environment where there’s no clarity or certainty about how the server admins enforce their rules.

Then again, since Funcom is adamantly refusing to change the hosting provider for official servers, maybe it’s a perfect solution: have the constantly crashing servers distract people from the utter lack of transparency in the enforcement of the rules. :crazy_face:

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Nobody reads TOS. How hard would it be to implement a building blocks limit?
Then player just gets a popup saying “You can’t build anymore” and thats it.

It would be nice to have on private servers too. As now we use Pippi heatmap to set the limits, and everyone is informed about this. But then there are sneaky ones and stupid ones who can’t read and overbuild.
What this causes is that admin has to go there and tell them they are overbuilding. And then there are dramas, broken hearts, tears, people leaving the server, calling admin names.

Just a slider with number of blocks allowed to use would be perfect.

And to stop foundation spam lets create a base-block, a special foundation that marks that this is your base and every other block has to be connected to the base-block so one can’t go across the map just to place a foundation (I’ll book this spot, one day I may want to live here LOL).
One base with automatic block limit, solution for official servers and also for private ones.

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Size is not the problem per se, @Bathory . It’s how you use your space that can get you in trouble. In theory, at least.

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I would say not just explain but provide proof (a screenshot would sufice). In my case that I got banned, I really still have no idea for what. I provided my evidence on what could have been the reason to show it wasn’t just land claim.

When a ticket is made: “We cannot disclose more info on our investigation”.

Well thanks, that explains alot.

So yeah, a screenshot to show exactly why the punishments.

But they can limit building blocks, limit thralls, make players build one base, and using my idea from previous post the base would have to be compacted.

I play Conan on private servers for a couple of years now and if I ever went to the official server I wouldn’t have any idea as to the rules. How about a pop up with rules when one creates his character, or a popup at each login.
You can’t find these rules unless you take an effort and look for them.
And every player expects things like that (limitations etc) to be coded into the game. It’s a standard thing in every other title that game simply restricts you from doing things - no moderator needed.

There are easy solutions. I believe than most players simply don’t know they do something wrong.

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I’ve built a network of sandstone foundations from the Pagoda of Boundless Lusts to Mounds of the Dead, and to various points of interest on the way, all connected. This was on Single-Player, of course, but nevertheless built on honest 1x harvesting multiplier and some elbow grease.

So in addition to this “base block” you’d need other limitations:

  1. A limit on the number of foundation blocks, to prevent the aforementioned.
  2. A limit on the distance between the base block and the furthest foundation, so as to prevent building the Great Wall of China with the available number of foundation blocks.

Depending on how restrictive the foundation block limit would be, this might or might not prevent land claiming via spider-webbing around your base. Suddenly it gets a lot more complicated than just “stop players from building big”. And of course, this idea would make transportory stones completely obsolete because you couldn’t place them outside of your modestly-sized base.

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Great ideas, it can be done by devs, and all these tears and misunderstandings will go away.

And of course, this idea would make transportory stones completely obsolete because you couldn’t place them outside of your modestly-sized base.

I never used these, as I never used sorcery. I thought these were just placeables like fireplaces?

They could place a sort of a “heatbar”. Building pieces, thralls and placeables would start changing its color from green, yellow, orange (the advised max) red (possible problems). It wouldn’t limit building, but you knew you could have problems the moment your bar was red. No complaints beyond that point. You got wiped, suck it up. Probably performance was being impacted. That would help players not building too close to one another, as the bar would turn red really fast. I don’t know if this is feasible though. It had to interact with some form of cyclic or real time area performance measuring. It wouldn’t be the one and only criteria, as spamming foundations, etc falls out of this category. But it would be an indication to the player.

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There already is a stability system in game. So just to remake it slightly for foundations and…

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Yes, there’s all sorts of detection of stuff in the game, but how it could work goes over my head. I leave that part to those who know more than me about these things. I am an ignorant in that regard. As long as they do their magic, I don’t care how it’s done. :smile:

Land stability, when you build on rock and on flat you get more stability.
When you build on dirt, swamp, angled areas your stability is becoming worse, or maybe even the durability is going to decrease over time.
The taller you build the bigger the loss of stability - don’t build towers in the swamp xD