![]() I have 70 games and an ELO around 700 now. This is what I would most like to hear address - unless he already has and I just missed it.I started playing a few weeks ago. But what I’ve never agreed with is banning people for first and second violations of almost any of them. ![]() I’ve gone back and forth agreeing and then disagreeing and vice-versa, with Funcom’s “rules”. Maybe can take a look and say how accurate it is or isn’t and maybe also use a few of those things for his next round of image explanations… A few people were receptive and few not so much - so I just stopped after posting it in 6 or 8 different threads. I thought I could helpful by documenting all of the reports here and joining a bunch of servers to see what I could see and document that as well - then forming a list of things people were actually being banned for - as evidenced in 30 examples, I could pass that and a text version around so people here could understand and players playing would know how to avoid the ban hammer. It seemed (4 or 5 months ago) that everyone but an exceptional few were trying to figure it all out too - and were having a hard time of it. When it became apparent that wasn’t the case I tried to make sense of it all. When I heard there was a call for such a thing I winced, but mostly kept quiet thinking it would be to combat actual cheaters. I’ve been in the game for 18 or 19 months total and the first 6 or 7 of those was on a private unlisted dedicated server we ran just for a few developer colleagues and artists. Had I not joined this forum 9 months ago I would not have had any idea that there was a even call for active moderation. So in part we have a perfect storm of the grind being high to incentivise raiding at all costs a server transfer system which allows lightning speed attacks, and bases not being able to legally sustain a direct blow. Stronger bases tended to be a barrier to even large clans that would join pre transfer, the alpha of a server could often endure the early blow, recognize the new rising threat, and then would fight for server dominance, a large base isn’t an unassailable advantage I recall defeating an alpha in a purely defensive war that had summoned the whole server to fight, merely because in two major battles at the walls of our base they lost all their best gear and thralls and had no will left to fight. I think loot has gone down overtime due to the amount of sweepers, the resistance part is more surprising as most sweepers are PVE preferential, they will fight your thralls and base, but avoid fighting you, they want easy targets and easy loot, because its almost like buying playtime with raiding, every t4 armorsmith you get on a bodyvault /homeserver hidden spot, is one you don’t have to farm when you get wiped. ![]() Now I don’t believe this is the way the game is meant to be played but its the most viable way to play it in pvp, because defense and offense is so skewered, doubly with transfers. How official pvp currently works in reality in this game is people are playing and killing servers on purpose, stay at low pop server with a hidden base (cant have your base reported if no one is playing the server to report it), produce dp /transfer god token, raid easy bases you already scouted, maintain dead home server base with alt/clan member, report big bases you cant raid attempt to kill server /bodyvault / transfer back with good loot, move onto the next one. My issue always was Undermeshers, speedhackers etc, I have emails where its taken months prior to zendesk to have someone investigate, and then not even get a result because they moved from one undermesh to another, and I have gone from that, to if a building on a server I join is kinda large and I report it 50/50 chance they will be banned in 2 days, it is a legit pvp strat. This was entirely my understanding as well, official to be the vanilla baseline experience, I have wanted more admin involvement but never against big builders even if my preformance can suck around some bases, so does theirs! equal footing XD ![]()
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