#Inconsitent enforcement of rules by CWL employees
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"We want to create a friendly community... let's do what League of Legends does"
.. im pretty sure it had nothing to do with that system
lol
i feel like the problem with league is once you start losing, you are stuck losing for the next 20-30 minutes. gives players a lot of time to stew
things are a lot more friendly in ARAM
yea NA players should learn from KR and FF15 every game depending on who's ahead.
clearly that's the solution to toxicity in league
lets goo League discussion thread 😄
I am quite literally in an ARAM right now, it's still toxic
¯_(ツ)_/¯ i never had that many issues
@honest needle In the interest of rule discussion, I want to know where threatening to steal resources from your claim stands.
i believe that subterfuge was already mentioned to be allowed in a previous discussion
I will try to find it for you.
We just wanted to bring this a a bargain chip since one of your members came to us with this soo might wanna go through your members
heres something from the website about the game including 'social strategy' which one would assume involves betrayal
Im all over the social strategy did it in eve and star citizen
This is also on the website. Code of conduct. Be civil
The rules call this out as "not griefing", as shown in my OP.
However my terraforming (done in wartime, to disrupt and distract the enemy) is also "not griefing"
CWL needs to figure out if this is a cozy crafting game or a social anarchy game real quick tbh
In the interest of fareness though, since I was moderated against unfairly anyone who does this above should also be moderated against unfairly.
ok, but him not allowing me to buy a tower isn't enjoyable to me
its too vague to be used here
It is very misleading. You cant say "Empire v Empire is free for all" but also say Empire system isnt suppose to affect the world. Claim terraforming/paving/whatever is not an opt in thing. There are plenthy of people in claims and Empires who dont want to be in wars and drama, they just wanna grind.
naughty you do know if you just want a crown, you can grab land literally anywhere else too? it would be way cheaper
or is this not actually about a crown anymore
^
wiz this stopped being about a crown a while ago
glad you admit that you're doing this just to be an ass then ig
You misunderstand, he only weaponizes the moderation team against other people. Not himself, what he's doing is perfectly ok 😛
And if that ain't an option why not just focus on the nearest tower only?
GAME DRAMA IS NOT TO BE DISCUSSED IN THE DISCORD TAKE IT ELSEWHERE GUYS
if its not anout the crown why did u ask to rediscuss buying a tower
well, i would accept the crown to end this farse
Im talking about the "Its not about a crown anymore" Pk
so i guess it is
<@&564286519192584239>
really tamo, you think im the only one in here breaking that guideline?
I hope all the time you spent helping this dude out at his claim was worth it lmao
i feel like messages sent out of game fall under the discord rules, not the scope of the game
Why do you think I am pinging mod? The bitcraft discord is not a ground to be talking about game drama
Don't shut down the thread
I really need to make a dramacord
This is important to know.
Please don't derail the thread. Please don't grandstand your position of 'well we're justified in this because something else happened.' The creation of this thread was because of poorly defined 'griefing' rules.
Someone received a ban because of 'griefing', that was written as 'allowed' inside the CWL rules because it was reversible. Thus, something that was previously allowed is not allowed.
So, I'll ask again:
@honest needle In the interest of rule discussion, I want to know where threatening to steal resources for the sole purpose of griefing your claim stands.
"for the sole purpose of griefing you claim" is a point of contention I want to address as well.
We are just going to say "I'm doing this to disrupt my enemy in-game following the rules as outlined"
Rather than just say the quiet part out loud
Like, Naughty can't and isnt going to be able to win a fight using the in-game mechanics. They're going to slowly, consistently, pester over and over and over again until it's too soul-draining to deal with. That's currently the only real option available to players at the moment.
To be as persistently soul draining as possible to make your enemy just quit the game entirely.
¯_(ツ)_/¯
Well, as outlined above in the thread, we need ways to swat at players who declare war.
tell them to prove it by taking an item XD
Real answer :reverse thier griefing. Hehe
yea just go to thiers and screenshot thier chests and be like "I gOt sOmEonE oN tHe INsIdE" 
They are threatening to grief you? Which is against the rules currently right? If so, then I believe the threat should be technically allowed. As the rules are not broken. When/If they do act on that threat, they will be banned.
Hate speech is against the rules in most games, you don't see it being against the rules to threaten someone with "I'm going to call you bad words if you don't give me your items"
(I read the threat a while back so not fully caught up bare with me)
The point of the thead is "inconsistent enforcement of rules"
Players stealing from guild/clan banks in other games usually sits in a sorta grey area where it is a regrettable outcome but GM's generally lay the responsibility at the owners feet who gave them the permissions to do so in the first place.
Which we've all acknowledged together as an issue already in this thread.
And what is probably needed to fix it
But the game continues on while deliberations occur
And this is another example of things occuring
I agree they are inconsistent in rules, or rather just communication of rules on many things

I agree that the griefing rules are vague and because of that its up to the dev's judgement who is banned. I don't think its manageable to be honest. Either have a free for all and no griefing rules or make some damn well systems to never let it happen in the first place
Just my two cents purely for the purpose of discussion - houses are specifically designed to allow user permissions to prevent stealing incidents.
I swear 1-2 months ago I've seen something said by mods along the lines of "stealing is allowed and part of sandbox experience".
same on banks/houses etc no communication till way after the fact, ive heard partners hardly get communication on anything either
Hey guys I’m unclear on the current rules. Hypothetically if I were to pave all around someone’s claim is that against the rules? If so please tell me why
probably not considering its not claimed tiles
So is terraforming.
But that was banned
Because it was griefing
Oooooo he got you thereeeee
Thus, the OP.
I struggle to want to play this game at real launch with this kinda wishy washy
I mean technically if you pave around a claim preventing resources from spawning it would be considered griefing by the rules, or not, up to interpretation
oh good point
Thus the OP.
Why can’t they just walk more tiles out
Okay how many tiles out is okay, and how many tiles out is griefing
That’s not up to me to decide
Exactamundo
I’m just asking for hypothetical reasons entirely
That is why there are early access and updates, to iron out and improve the game
Everyone quiet lutra is typing
Dude threatening to have a mole steal from them isn’t cool :/ what the heck
i mean it'd still be a not nice thing to do idk why you'd want to
yea you dont typically iron out people tho
Iron out the rules is what I meant
i get that but like communication also needs to change and when devs don't communicate i lose faith
CWL are deliberating about this rules thread, we will receive communication about it.
Ironing out the rules needs to happen but why are we out here trying to find the worst possible things that can be done within the guidelines
With some help managed to find an official source:
In that SAME EXAMPLE, shoveling is allowed.
And it was banned.
Because it was deemed 'griefing'
The first example would mean pk received an unjust construction ban
Even though it has a full remedy and is fully reversable, they 'will not take action'.
isn't the empire scale part the thing at issue here?
Thus, the OP
I'm not arguing for or against 😄 I'm just pointing out that it's been answered. Personally I believe "punishment" for Pk shouldn't have been levied. What he did was not againsat ToS (from my POV as explained by mods)
Yeah, I get it
Because in any group there are going to be people who want to push the defined limits. It's the equivalent to a little sibling hearing "Don't touch your sibling" and hovering their finger an inch away from them to be annoying.
It's why you're never going to be able to define an ironclad framework of behavior that doesn't rely at least a bit on gm discretion towards those grey area behaviors
Yet I still get clown emojis. Feelsbadman 
Just sucks that we had moderators weaponized against a player, the creation of the whole thread, then we agreed that we would stick to the Empire system, then not 2 days later we're getting threatened on the settlement level with absolutely no recourse allowed
game would be so much less drama with no empires T.T
Hello everyone.
I think the best way around this is to build a really big list of the rules you wish to know, then I can send this list to the team,
This will also help us pad out our rules.
So if you can think of the top 10+ if not more griefing rules you want to know that will be a big help.
And I would like to mention again that we will remain subjective and wont unfairly treat you or anyone, we have been pinged, whither it is a false alam or not we have to check
Sorry for the inconvenience
I think wait for Voxel, Lutra. They have a lot more context. It was supposed to be brought up by them.
Ohhhhh yeah did not see that fairs.
I do not blame any mod who was pinged to look at this thread lol
I forgive you, blessed spider.
In my opinion which counts for maybe nothing. Sneaking another player into a claims ranks in order to cause insecurity and threats shouldn’t be allowed. There is an empire system that allows for war mechanics via feeding and destroying towers. My point of view is biased as I joined this game because MY takeaway from the original trailer I saw was a game that appeals to community focused and friendly players. The Empire system being purely cosmetic and having a war option is fine but anything that turns into impacting the player experience such as causing annoyance with terraforming, stealing from claims, or just trolling in general really doesn’t fit with what I personally want from this game and is not something I will ever support or participate in. That’s my feedback for the devs as someone that I think 100% fits the niche type of player you are looking for. 950 hours of play time so far this EA.
we didnt sneak in anyone the person came to us
this is pedantry that doesnt change the sentiment pebble gave at all
I'm gonna be completely real with you, the way the rules are set up turns this game into harassment simulator if you ever want to deal with a problematic player.
Which I'm gonna be real with y'all players shouldn't be dishing out harassment to deal with harassment
I mean given we're already dealing with players actively doxxing other players
Yeah I agree. That's why we agreed a couple of days ago to stick to the empire system solely until things get clearer defined, but that lasted about 2 days before receiving threats at the settlement layer again.
Mind you the punishment for literal doxxing is at worst an hour mute from everything I've seen
I note this as someone who has personally had to kick someone out of my own settlement for doxxing another player
The fact that we the players are doing more about this than the moderation team is an absolute joke, especially given how many times we reported that player lol
This is why I'm very supported of a form of lower, volunteer moderation
I will note however, it's not a perm fix, and a larger solution will have to be addressed for the full release, but player-volunteer-based (selected by the team) moderation would be fine for the amount of players we have right now
doesnt doxxing go beyond even the game? i thought doxxing was illegal or at least against discord TOS
Lutra did say they were getting more hands soon
I'll address something that's a common point of tension in region 3
The game devs consistently build for a game they don't have yet instead of dealing with the game as they do.
One big example of this is of course the 9 regions, frankly 4-6 should've been the max, kill the sapwoods if need be.
Not to mention the particular scale of the upgrades amongst other things.
They want to have a much bigger playerbase than they do right now, and these are why you usually use configs, so you can tweak later on when you do.
This is self evident in certain systems as well, like of course moderation, they built for a bigger team than they currently have
Or hell even the combat update trying to push "protectors for the gatherers"
That's not something that's feasible with 1.6k concurrents
1.3k now
I'm gonna be real with you, the biggest change they need to make, is toning down the effort points a bit, and a frankly halving the current supplies rates.
The previous temp supply drain should've been the perm until the game perked back up
Effort points required poop
Not the effort points from tools
I'll be real with you, the amount of single person claims from former great empires strongly disagree with you, we aren't one of them of course, but I'm in consistent contact with many, and frankly it's getting grating for many of them and will just burn out many
we're at the cusp of losing a ton of players, frankly psychic jakyls killed the game for basically a third of the base
I'm not saying your point isn't valid but I just don't see it that way; we've been solo / duo supplying 4-5k tile settlement without any problems...
to each his own I suppose
rather than decrease the total effort needed for certain crafting/gathering activities, I would rather the devs implement more ways to increase the crafting/gathering speed. Equipment doesn't have a lot of depth atm. Tool power being predominately tied to rarity, which is an rng system, is also a point of contention
Oh for sure that'd be great too
frankly the rarity needs to be doubled for the moment
Even if only temporarily
and the rarity needs to matter a hell of a lot more, I mean the legendary and mythic rarities are a joke
Why do y'all want to rush through the game? 😅
For reference doubling it alone would just make it a change from 1 to 2% for legendaries and 0.5 to 1% for mythics
or so anyway
yea i dont think tuning up the mechanics by 10x will fix any of the griefing/missing features etc
if anything we'll just have more claim spam and terraforming battles
we are kind of getting off topic
My man we're going to continue to have more claim spam regardless
Open forum 
True I did get off topic, my underlying complaint was the devs continuing to dev for a playerbase that isn't there
the current policy says getting insided is permissible, so clearly adding more granular settlement permissions systems for abilities and storage containers is the next priority (this has been a feedback item since before EA and its now coming to a head)
instead of what they currently have
yeah storage perms should've existed eons ago
Agreed but alas, we already have houses with perms and people still complain. Lazy settlement storage setup > 0 vetting > 0 social structure > and here we are
I've seen minecraft servers with better storage permissions than Bitcraft XD
after that, i think they need to reevaluate the griefing policy which says the players "intent" matters. this definition has human moderation built-in, its impossible to create game rules or automated systems to evaluate player intent
I'll be real with you, it's hard for people to vet as well when people are desperate as hell for new players
Personally we've dealt with it before so we have our policies, but many people are just 2-4 player settlements trying to get even 1 person more having to compete with the massive empires desperately trying to claw away death
The housing system helps a little bit, since you have more control over house permissions and the storage within
For sure, the vault system, we did something similar using claims pre-housing
I really can't see how this is an excuse; yes it takes effort, it takes some internal rules etc. but that's literally what the game is about - building a settlement, community, dealing with challenges that pop up.. Wouldn't you agree? 🤷♂️
The same policy you're referring to also finds terraforming permissible because it's reversible, thus the creation of the thread.
if we had granular controls over settlement chests and stuff, then you wouldnt need to vet people you would just assign them the appropriate level of trust
inside jobs will still happen but they will be mitigated. tons of mmos out there have people who play as loyal members of the guild for many months only to pull some crap later on (see Albion Online drama, or even hardcore classic WoW where people wipe the raid on purpose in Naxx), but at least with these controls you mitigate a good amount of that behavior up front
its even found to be permissible when it is NOT reversible, i.e. they put a claim on it 💩
RIP to the "wild west" of BitCraft ya softies!!! 😅
Joking, but only to a certain degree..
Well it says any claims with sole the intent of blocking another is disallowed
But yeah
I'm sure it's a targeted harassment campaign with nefarious actors trying to make you feel bad because so far your conduct has been completely beyond reproach 
im fine with the game being self governed, but CWL cant tell us to self govern when theres almost 0 features that allow it. I know things like greater permission depth has been requested since the alphas...
Also side gripe; people abused sailing xp by botting/scripting but the people who were punished were the ones who played legit because you turned xp off... leaving those who abused it with significant xp gains and 0 punishment.
Its EA and everything will be wiped, but its a dangerous precedent to set allowing clear rule violations going unpunished (and also punishing people who in your own words didnt violate the rules)
wasn't the person mentioned here just unable to dig for like a day? I didn't hear of anyone being banned
also I would hope that the punishments for threatening to do something and actually doing something would be held to different standards.
after all, social warfare is something that was mentioned as being part of this game.
I believe that if you take time to think about things, you will find that you are in fact able to retaliate against me without resorting to less savoury methods.
-
Simply by continuing to defend your towers and preventing us from having a tower of our own, we are unable to assign officers in our empire. This prevents us from sharing a sizeable chunk of the work involved in the war. Additionally, this prevents us from benefiting from the fact that empires with their names on the map will naturally attract more players, improving both trade and recruitment efforts.
-
(I'm aware there is nothing you can do about this) Simply by being at war with some of the largest empires/streamers in the game, we have had fans/zealots among the ranks sabotaging literally all of our recruitment efforts across both discord and Reddit. So much so that I have pulled them down and given up for the time being.
Again, I am not expecting you to do anything about this, but simply mentioning that it does play a role.
- Players are often apprehensive to trade with us, or to spend time in our settlement for fear of retaliation.
these are just a few of the things I thought of when considering the issue, and as much as I dislike helping an enemy during war, I will admit that simply continuing to defend against us is recourse in and of itself.
I hope this makes you feel more comfortable with the empire system currently in place. It is far from perfect, but I am under the impression that giving large empires more methods to fight smaller claims would be a mistake.
some counterpoints:
- trade in many big empires actually sucks (and you yourself just go use the market in dragons head all the time too, don't you?)
- i didn't see any of that negative sentiment while visiting naughtingham yesterday, tbh
- if you want your name on the map, there's plenty of small empires that won't fight you for a tower
What do you mean, 'trade in many big empires actually sucks'? what is this referring to?
If you were just visiting it is unlikely that you would notice anything from this list.
You are correct. That is not what we are talking about though.
outside of r5, there's very little on the market at comparable prices to what you can get in r5, but for some reason you think it's bad that toad empire has a good market
as far as negative sentiment toward you/aurora goes, what i've seen in r5 region chat is mostly people just wishing you'd stop with the endless drama...
Guys please help, I keep punching myself in the face.
I never, at any point, said that I think it's bad that they have a good market.
this, again, has nothing to do with what we are talking about. please refrain from bringing in game drama to this thread.
if what you were talking about would be inconsistent rules applications, then you'd have to admit that admitting to doing things for the purpose of annoyance should get the same actions against you as against pk, right?
No. I believe that threatening to do something falls under the category of social warfare, while PK griefing our settlement for an entire day would not. That being said, it is up to the devs to decide that sort of thing.
There is also some other stuff that makes that situation different, but I can't get into it here.
I'd say this falls under something managed in-game, since any player thought to potentially be stealing can be removed by the claim owners, and as mentioned by Naughty this is more of an inherent part of a social sandbox than something inherent to a lack of systems. (That being said, we still do want to provide more granular permissions and better ways of keeping items secure.)
I'm currently trying to juggle between working and an overseas flight back to the US. We are actively discussing things internally based off this thread though!
Right now it's a matter of actually having something well thought out written up. There's a lot of thoughts and feelings going around that just need a bit of drafting.
The design intent is that, wherever possible, it should be easier to undo griefing than it is to grief. The balance of that design goal is not where it should be, and there are many systems in the game where there is no "home field advantage" and two people end up in a standstill with how long they decide to stay logged into the game as a determining factor, which obviously leads to the super $#%&y situations players often find themselves in.
Between terraforming, pavements, etc there's a lot that needs to be considered for how we want to move forward addressing these frustrating moments, and conversely using that direction to inform more clear lines in what is / isn't allowed (rather than leaving things up to just vibes)
Similar to what's mentioned here, the general thought process is we want to govern that which will eventually be self governable once time permits the inclusion of these features.
It wasn't just botting/scripting. We're currently in the process of working on a way to gain sailing exp, but we view a lot of the sailing exp botting/scripting as a consequence of us having a system that was far too easy to "optimize the fun out of". I think sailing exp as it existed before can return, provided it isn't optimal and the way we are working on is both more engaging and efficient.
We have a lot of things in mind for helping better deliver on the fantasy / expectations of solo settlement play that are in the works. Don't want it to be seen as feedback unheard.
I think, even without the Empire system, there would be those who would work their way into claims and try to steal stuff for their own gain. I think better systems for item protection 100% should be worked on, but even those could only go so far at preventing social warfare. If not Empires, people motivated by being the richest settlement, or something else, would sneak its way in.
While we want the game to be community focused, part of that is being careful to not put too much trust and permissions in bad actors. (And again, we do need and plan for more in depth settlement permissions)
I do think there would be a ton less drama without empire though and it could actually be a cozy/friendly game then. I’d still be down to support some form of cash shop solely for cosmetics though
It's still under discussion, but things seem to be heading in the direction of;
Disruptive terraforming and removing/placing pavement is not inherently problematic, but doing it right outside a claim with the intent of disruption is moving towards something we want to action on. We're still discussing reasoning, what we want to change in the future systems wise, what kind of boundaries are set, etc. to help facilitate this.
A shared world means having conflicting interests, however its very clear to anyone that camping outside a settlements walls and being disruptive is a form of harassment, and that something should be done to remedy this problem.
How is targeted intent to get into a claim and rob from it to screw a person / claim over 'socal sandbox' but flattening and terraforming outside of a claim (far more reversible than theft) 'a form of harassment'?
One is a few hours to reverse, and the other can have irreparable harm to a community.
i just had 40 t8 codices in my hands 5 minutes ago. would have taken me 2 seconds to drop and destroy them. probably thousands of hours of work among dozens and dozens of people.
for the first one, you need to give them permission to take your stuff so it's up claim owners to decide who to trust
for the second one, that's just something anyone who wants to harass anyone else can do at any time
Someone could empty every chest in a town before anyone noticed.
terraforming? takes one person a few hours to undo.
"decide who to trust" makes it sound so easy
It's a matter of "It's part of the game" vs "No griefing should be allowed in a cozy game"
And on top of that, the lack of more granular permissions makes it harder to differentiate mechanically between different levels of trust. :<
While I think some form of social engineering will always be unavoidable, and stealing of items from shared spaces, the direction we want to move towards is definitely one where players have a larger variety of options for item security (such as the reasoning behind adding settlement banks & item recovery, and personal caches). Moderating "he stole my stuff" is inherently much more challenging than moderating changes to the game world or player behavior, but it is at least worth having more internal discussion about for if we want to do anything until storage permissions are in a better spot.
I appreciate you bringing that discrepancy up. :>
that is terrifying to think about. Someone could literally do this.... is that griefing?
From what Voxel just said it wouldn't be griefing to have someone steal and destroy it.
every scenario should be considered in the what is and not against rules (and how to replace items lost)
you can read the current policy in the game-news channel; its a post by ⚙ Minch — 7/2/2025
Yeah they've gone back on this
Terraforming is now griefing even though you can remedy it
I think the team's direction is making the system very tight to the point where it becomes the player's responsibility for getting griefed, and not taking actions. Player harrassment on the other hand is not stoppable by system, therefore requires actions.
they consider the settlement permission systems to be "under player control" so destroying codex is not griefing
Yes but in the same post they say anything that can be remedied using ingame actions are not griefing so terraforming should be allowed but Voxel just claimed it isn't
it's good to have these discussions now... get systems in place.
i know lol
because they decide on the fly when something turns into "harassment"
Which is why this thread exists so we don't have to decide "on the fly" and can have rules that are written down and we can look up
I think the topic of trust/permissions is distracting from the real issue.
Betrayal happens in every mmo, it's just that those mmos usually have more features to help manage it (e.g. permissions). There have been some epic long cons in mmos like Eve online or hardcore classic WoW - in those games, the game company takes no action. There is no industry precedent for the company to be involved in in-game drama/politics among players, and that's how it should be.
Cases where the company/GMs get involved in-game have caused huge scandals, destroying the company reputation, trust and alienating players. Just google "pantheon mmo GM scandal" to see a recent example from the indie mmo called Pantheon.
It may sound wild to think of having 100s of hours deleted by a disgruntled Scholar, but think of the alternative. Hands-on intervention by human moderators is fallible, not scalable, and is even itself vulnerable to abuse. I'm not saying anything about the CWL staff, I'm talking about human nature. Allowing GMs to hand out reparations in-game sets an extremely dangerous precedent imo.
Corporate conflict of interest policies typically cover cases whether they are perceived or real, so managing perception when it comes to hands-on moderation is extremely important for CWL imo.
That aside, we have other truly puzzling situations and policy statements that need to be explored and clarified.
I put my concerns in a post 3 weeks ago called "Griefing policy is inconsistent / makes no sense", which raises similar concerns as this thread. Namely, confusion around statements such as:
⦁ "doing something using in game mechanics which has the express purpose of bothering another player and has no in-game remedy for that player to take, is considered griefing"
⦁ "blocking resources from players, including entrances to caves, is permitted"
⦁ "We do not intend for Empires to affect or do battle with Settlements and vice versa."
⦁ "Terraforming to block off easy trade routes of empires, removing roads, making it more difficult (but not impossible) to get to a watchtower are still things not considered griefing."
⦁ "Terraforming for actual gain (blocking a trade route for an empire, for example, or making it more difficult to access a watchtower) is understandable. Express intent of making a player & their settlement worse without any other motive also escalates it to a harassment issue."
⦁ "Individual actions such as removing pavement, terraforming, etc are not considered griefing."
⦁ "Accumulation of different actions can move from griefing to player harassment"
⦁ "Using a claim totem to prevent another claim from expanding [is griefing]."
Some of the statements are confusing and/or don't match up, but also some don't align with moderation actions we've seen being taken
@visual latch asked us to come up with our top questions about rules and things needing clarification, here's mine:
⦁ Why does player intent matter?
⦁ How will player intent be determined?
⦁ If intent matters, how will such a concept be supported by in-game systems that minimize the amount of moderation required?
⦁ Does CWL envision a highly and actively moderated game in the future? Is that part of the vision/design?
⦁ If intent is defined as doing something for "actual gain" versus "the express purpose of bothering another player", how will the game / moderators know the difference?
⦁ Do actions that plausibly confer "actual gain", but are performed in order to "bother another player", constitute griefing?
⦁ Will there be in-game verificaiton/validation to confirm that actions are performed for "actual gain"? Example: if blocking access to a cave, will there be in-game verification that the players are actually utilizing the cave?
⦁ What is "actual gain"?
⦁ Why is worsening other players infrastructure/capabilities/experience considered "actual gain" for the offending party, when they have gained nothing?
⦁ Is the empire system really not supposed to impact normal non-empire gameplay?
⦁ Why/when is it permissible to worsen gameplay for players that are non-aligned or unaffiliated with any empire?
⦁ Why are infrastructure and resource access considered to be part of the empire system?
⦁ How will situations be handled where two competing empires affect gameplay for nearby non-aligned or unaffiliated players and their settlements?
⦁ What is bullying/harassment?
⦁ What is the threshold or criteria for when normally permissible actions become harassment?
⦁ Who/what will determine when normally permitted actions have become harassment?
⦁ Will this concept be able to be supported by future in-game systems that minimize the amount of moderation required?
Yes and I can tell you what the solution to people stealing resources is, because we’ve dealt with it.
The answer? People may not like it but it’s absolutely destroying that person’s reputation
If they steal, you let everyone in your region know, and even prospective settlements they intend on joining
It’s an unfortunate thing, but it’s the only way to prevent it on the player side.
Of course you can take measures to help prevent it like using a housing vault, and giving less people storage perms, but those aren’t foolproof
and then they make another account and do it again. are you running background checks on people irl or something? how long does it take a new player to earn enough trust to do something destructive "enough".
Wow, bad things can happen in a social MMO?
Idk wiz, you sound smart but this take is off imho
what, that a person's reputation isn't actually that important?
There are ways around that yeah, such as only giving people who are active in chat or vc perms, not those who necro
But no system is perfect like I said but a system having flaws isn’t an indictment
I agree with your sentiment but it does not work in this game. Without mentioning the users by name to avoid breaking the in-game drama rule, there are two specific Region 5 players that I'd like to bring up:
- A player who sets 1hex buy orders for extremely expensive items & sells turn-in quest items such that 9 have a normal cost and the final tenth is 30x the price. In both cases, their entire strategy is to catch people not paying attention - they produce nothing of value.
- A player who goes around taking ownership of settlements, even when that settlement has active players that are attempting to transfer ownership.
In both cases, the names of these players have been strongly and repeatedly dragged through the mud, both in game and here on the Discord. The result? Absolutely nothing. Both of them continue to operate, enjoying the profits from their crappy behavior.
If this was a different game, where there were any avenues whatsoever to counteract problem makers, this would not be a problem. But as it stands now, if you dislike what these players are doing, you have two options: suck it up, or follow them around 24/7 and do the exact same thing they are doing but faster. That is not a feasible approach, and it's why I think this game needs moderation at least at this current stage.
Yes we’re all aware of GreenPill
People have actively started sabotaging him though I’ll note
So you can’t say reputation doesn’t matter at all
I will say though, GreenPill is a massive outlier in general. And frankly someone that the devs should’ve done something about already.
Likewise frankly the situation is different for every region, but region 5 in general is rather full to the brim of those types anyway
I will note, we’ve, as a community, managed to chase him off this server as well. And one day I hope we can chase him completely out of the game
Frankly you’d think the devs would do something about him themselves given how many people he alone drives from the game
There are several players that come to mind that you'd think the devs would've stepped in on at this point, but haven't yet
Could I please request that there is an option for deposit-only at certain permissions? it would be a huge step towards solving this problem for claim-upgrade storage situations
The issue with claim-flippers is that what they do is technically not against the rules. The problem is more about lacking game mechanics than bad actors; claim co-owners, then officers, then members should be given first dibs on decaying claims before anyone else. But atm it doesn't work like that. What the devs have to decide is if their list of rules should be tailored to the game in its current state or the game with its intended future mechanics
Yeah this would actually be HUGE and helpful in dealing with donation
One thing i will say about this is that simply having buy/sell orders up on a market that are unreasonable also drives more business towards it. when players are scrolling through the J menu and see that X-city has 500 buy/sell orders up, they are more likely to sell items there... I may need to do this at some point myself if i want a busy market
so that would be +1 more reason to not allow it, but if we put too many restraints on the market I do think trade would suffer in this game
feels like a slippery slope
shouldnt those be "quality listings" instead of scams ?
if they are unreasonable, no one will buy/sell for them and the numbers will stay high
is the point
pretty sure DH used that method early on to pump their numbers up, though the prices werent thaaaat unreasonable
1 hex buy orders are benefiting from DH because market is established, if you do it in non established market it is pointless
hmm I dont think thats what happened tbh
i remember noticing something like that when i stopped there early on
it could ahve just been like 1-2 of each item at slightly unreasonable prices though, it was a while ago and i don't remember the specifics. I do remember thinking it was a smart idea though
i dont need to go like super high for ppl not to buy it, just higher than ppl are willing to buy/sell at
it would be hard to draw a line anywhere without damaging the market though, how would the devs be able to keep up with the super volitile prices that are currently existing
currently just add 3 pop up confirmations - DO YOU WANT TO SELL THIS ITEM FOR YYYY price ? lol later on depends on how it develops
yeah, something like that. or maybe one of those buttons you need to hold right below what you are buying and what it costs
Oh 100%
i also think that there should be an option to opt out of the added steps for the market though, if you mess up at that point it is your own fault
No we were just around day 1 and were rushing for settlement Tier ups so people came to us since we had one of the highest tier settlement with workstations they could use. Also close to spawn so people gravitated to us. We also put some time into the look of the place so it was visually pleasing to be in. Then from that the market got large on its own but there were def people putting in large sell orders of items as they were using it as temp storage before houses.
No that method was not used. Stop pumping out lies. All the 1 hex items are from scammers like Tom Salmon that we have no power to stop as there's no method to do so by claim owners
Maybe just make the text larger or better add commas so you can tell when its 10,000 and not 100,000
sorry, my intention wasn't to lie, it was just something that i noticed when i checked it out before i settled here. it may have been tom salmon or like topher was saying, using it as a bank. That being said, all of those orders on the market did draw me there for trade, and im sure it helped with others
Also I am not trying to take away from all the effort you put into the settlement's looks or other things you did to help. Just making an observation. it is most likely a method that i will use to stimulate traffic next map wipe
(not like charging 10k for a shrimp, but maybe like 3x what i think things are worth or whatever)
and then having normal priced orders that i actually want to sell
this tbh. in old school style mmos like pantheon or everquest, reputation mattered more, but the extent was extremely limited. in the end poor etiquette like stealing camps, training, abandoning your party, etc, were not really mitigated at all. you could keep your own personal blacklist to remember who you dont want to party with and that was about it.
the only games i can remeber where reputation truly mattered were ones like ARK and Last Oasis, probably because the populations on any given server were less than 100
so the 5head gameplan is to get each region to sub 100 players first, then rep would sort out all the social conflict aspects of them game
Some regions are already there
I think the reputation in this game plays a big role, definitely! I'm just of a belief that laissez-faire system is waaaay more important to maintain for a game like this :/
reputation isn't stopping people from abusing systems and making bank or causing grief.
our claim-sniper and order-stuffer extraordinaires may be infamous, but it's obviously working or they'd have stopped by now
perhaps in alpha, with a smaller player base, no split regions, and no "anonymous" marketplaces, reputation may have been more of a factor. but as much as people like making questionable arguments about player count, many people outside of region 5 probably have never heard of much of these things
right. and there are even more prolific claim snipers out there that for whatever reason aren't on people's radar, not part of the discourse
i also agree that as many of the game's rules/systems should be robust enough to allow as much laissez-faire as possible. i believe this is the devs broadly stated goal as far as issues of griefing, friction and disputes go.
Sure as are any vultures like that tbh
Of course the reputation system matters a lot more for people like GreenPill because he actively tries to sell settlements he takes
but it doesn't effect those as much who sell in common markets
Yes, they're very public about it
To put it succinctly - imho everything in this game should be allowed and deregulated as much as possible. Griefing (outside claims), stealing, (reasonable) chat pvp etc. but I understand this is not a popular position so I can just stay quiet 😅
Stuff like this is really, really easy to fix though, and I'm confident it will be fixed eventually. Claim abandoment can be changed so that the members with higher permissions have a priority window to claim the settlement, for example. There's many opportunities for them to put in objective hardcoded rules that eliminate all of these problems without moderation or debate.
What concerns me is the definition of certain rules that leave open the window for ambiguity, or *require * human intervention to resolve. Those types of rules by definition cannot be mitigated by new features, and that's what worries me the most.
i mean, this thread isn't about whether we think things should be allowed. it's about what CWL thinks should be allowed and how they let the players know.
Yeah fair 👍 they should sort out the direction they want to take and maintain the rules across the board
💀
to me this is the truth summed up perfectly, which unfortunately can't be avoided. it would be great if a griefer would be instantly banned and what was done reversed, but i don't expect this kind of moderation from a game like bitcraft (maybe in a private server it could happen)
It kinda can be though with proper housing vault enforcement
I believe in self-regulation of the systems... 😅
My main thing is PvP, while on one hand it'd be nice, on the other hand I think it would stomp on this game's neck harder than psychic jakyls
There just needs to be ways to remove people from your claim, and prevent them straight up from entering it tbh
mmm that again is putting more power in the hands of the larger empires though, because it allows the big bustling empires to deny players a huge chunk of the market if they attack.
I'm not sure I agree with this
This pushes things in the direction of no one ever warring and pretty much first come first serve mentality
if someone is going to be a nuisance and a pest to a group and their players, I don't think they should get to benefit from that group's effort in building and maintaining a useful claim imo
but it's not really all their effort. every single player who has chosen to trade there has put effort into how popular it is
I was not talking about the popularity of a settlement
ahhh you mean the benches and stuff? that sounds toxic.
I'd argue it's more toxic to be forced to accomodate players who actively work to make you and your groups game experience worse
I am not specifically talking about you here
but to speak on that
it's a bit weird that you can actively be at war with a group
and then just, still use their stations and markets
if this gets pushed into the system, players are going to start getting pushed out of settlements for some petty reasons
i think that would just make the game worse
like "ok you undercut me on leather? bye."
I feel like a group doing that would quickly have their reputation ruined
and it's harder for a group to avoid a reputation than it is for an individual player
I doubt most players would even know
I mean, if a group decides to start banning several people for very nothing reasons from their claims, it's likely going to spread amongst the community fairly quickly
anyways, if you pushed people out of your settlement when you went to war or whatever, they would lose access to all of their things
recovery system already exists
yeah sure, you going to do like 1000 trips back and forth? xD
what if they werent even the agressor
thats toxic
realistically if all my stuff were to be bumped out of the market in dragonhead as an example, since this discussion isn't about that it would take me hundreds of trips
if they added that at the beginning of the next wipe when people are aware of it though, that wouldn't be the worst idea.
I think the ability to "outlaw" players from your claim would turn toxic pretty quick. Outlawing enemy empire members would be the tip of the iceberg. Imagine the highest tier claim in a region outlawing any outsiders they come across and charging them a fee to use their stations. Reputation wouldn't matter if you hold the keys to the only claim of a high tier in the region. Or if your claim is the only convienent processing spot for a certain resource
yea imagine a claim just walling off their stations so outsiders can't use them.
ah, hold on, wrong thread.
who here didn't complain about it then?
at least, among the players who had those levels
all of the people who said "we should be able to block them from our settlement back"
i think that threatening to block them back would also be considered complaining
no, because this thread is about consistency/equity
Blocking off your own stations physically is already allowed not too far of a stretch to just be able to make it members only access. Blacklisting individuals might be a bad option though
i think that is what would happen, yes. i don't know you and maybe i know who lanidae was talking about, but if you ("you" since you're talking about your possible future experience in the game) will be blacklisted from a settlement and had to recover thousands of items in the nearest starting town, you will recover those items and you can do nothing about that other than following the (new) game rules
but at the same time this is true
that's why i said it wouldnt be a terrible idea next wipe, but doing it now would be a horrible idea.
people would just use their own markets more especially
Everyone will have their own opinions and their own way of being "toxic"
I suggest - 0 controls, 0 cencorship - let people (mis)behave
ALL THOSE IN FAVOR SAY "AYE"

no.
That's so offensive.
I hate how soft we've become as a community... Any kind of setback is treated as an existential treat...
How about you take some ownership and stop bashing devs for extra features (some bashing and some features are ok...)
I feel like asking for very basic moderation in a game that people sink hundreds of hours into isn't "becoming soft" as a community
Lol, if u sink 100 hours into game and can't be bothered to put that "SINK" into managed house with perms - it's your own issue.
We have a saying in Lithuania -stupid one is beaten even at church
this is derailing the thread
go make a feedback thread that this should be a full anarchy game or something so we can ignore you properly
this thread is about peoples opinions on the correct forms of moderation
i would say that this is exactly where something like that belongs
if CWL wants to make a full anarchy game, then they need to make that clear and not construction-ban people for terraforming in ways that may-or-may-not be griefing
"i think it should be a full anarchy game" is off topic otherwise
Stuff like this has already happened:
#1400657057946013796 message
#1398407267656663263 message
And this was not even within the context of an empire dispute. Imagine giving players of this mindset more abilities to do this kind of thing. For this topic, it's not just about griefing, it's about the health of the economy and equitable access to gameplay for all.
Some key criteria and guiding questions for any new feature as they relate to this thread are:
⦁ Would this feature increase or decrease the occurrences of player disputes requiring hands-on moderation?
⦁ Would there be cases where player "intent" matters, and if so how will that be evaluated and moderated?
⦁ How will the feature affect the game's "meta", what side-effects and emergent gameplay will come about, and do these align with the developer's overall vision for the game?
again wiz, there are reasons outside of what has been talked about here that contributed to that situation. please stop bringing it up as an example of how things should or should not be done
I think the thread has derailed a long time ago wiz, at this point it's a chat room
But I take your point
Also just for the record: I'm not advocating for any kind of anarchy, I'm just advocating for freedom of operating and some form of real-life actions & consequences. If I had to be a cu*t, I'd say you're preaching for controlled environment where big boys rule and u have no recourse (social or otherwise) to fight against them
More freedom (provided more game system options exist) is a good thing
honestly i would be all for the kicking people from your claims thing, on a fresh wipe
who's preaching for what now
was that in response to me
I think we're both preaching for different kind of things and it's fair enough. It's beautiful to live in a community where differences in opinion exist.
I think threads like these help devs crystalise what approach they want to take
i'm not preaching for any particular game direction though?
Ok, sorry for misinterpretation :shruggies:
i'm preaching for CWL to figure things out and communicate them properly
I'm with u sir 👍
i hope i never actually said something that implies my own position is that this game should be more anarchy or more "controlled environment". my point is only that CWL's intentions, communications, and gameplay systems need to align.
You probably didn't. I'm human and I read into things 😄
"if cwl wants this to be a cozy crafting game, they need moderation/systems to discourage/prevent x" "if cwl wants this to be anarchy, they shouldn't moderate y"
again, i think you are referring to that other situation. DM me so i can explain why that situation was already covered by the rules.
ok ok sorry, i thought it was since you brought it up a couple minutes ago
It's a big strech to call what I proposed/want for the game "anarchy"... But that's a personal discussion we can have in VC or chat. Poop out
my mistake
and "anarchy" here is my own abbreviation for the "opposite" of "cozy crafting". simply contrasting both ends. not saying what you want specifically is anarchy.
of course i expect it to be somewhere in the middle
I think the important thing is that it doesn't affect other players
The main topic of the thread is how hands-on moderation is applied, is it consistent with the stated policies and are the stated policies clear and comprehensive enough.
We need to help them further develop the policies and missing features that will mitigate disputes.
The "anarchy" argument is actually not far off base. Pretty much all mmos operate in that state because the in-game features are robust enough to allow it. It's anarchy in the sense that the game's systems are well defined enough that an "if you can, then you may" approach will not lead to incidents most of the time.
It's not feasible nor desirable to have high amounts of hands-on moderation as a built-in game design decision. I'm referring to the ambiguous definitions of "player intent", "harassment" and so on, which essentially guarantee a large amount of incidents requiring a human moderator to step in. Imo this is what CWL really needs our help with and what everyone here is essentially talking about in one shape or form.
^ i will also say that it works well in other games because not many of them have this much freedom with this number of players
which i'd guess is what drew most of us here in the first place
CWL worked to make the trading system be trustless (as in that you don't need trust of any kind in order to make multiple successful trades), the trading system itself still need work but it is indeed trustless, so i can trust them to implement more features to help a few specific situations (like in the situation that happened in the threads linked in the message i'm replying to which could have been solved easily if we could move the personal trader stand like moving buildings, with a cooldown, instead of having "collect" and "deploy" as the only options available, and before someone says it: "move off claim" wouldn't have worked in that and many other situations because the bad actors specifically left the hex the trader stall was in unclaimed)
If you are the aggressor in a 'war', there should at least be some implied consequences to being the aggressor - being locked out of your target of aggression's stations & market seems well within reason.
While I do agree, it will be another thing that keeps the world map held by an early group with tons of members. if they can attack you, and you can't attack them it feels like putting more power in that direction again
since u can't make as high of tier frames, meaning you cant get supplies as easily
it would effectively lock the empire system behind tier 10
I don't think that is relevant to how the rules should apply generally. The amount of effort put in to the claim would validate the consequence of attacking it. And would appropriately incentivise decentralization.
ehhh, this really only benefits like 1% of the game population and it does indeed lock the empire system behind tier 10 though for anyone else does it not?
even players who just happen to join at a later date would never be able to catch up
I am not sure I understand your reasoning?
because if they cant use the higher tier frames, they are fighting an uphill battle. they are sooooo much easier by tier as they go up
So you are saying that being a T1 claim warring against a T10 claim should be on equal terms?
im saying that a T5 claim fighting a T6 claim shouldnt have a huge disadvantage
If those were the only two claims in the world.
you don't need to travel back and forth as often, the mining process takes roughly the same time, the supplies granted are higher
also supplies granted by cargo aren't linear either
yes, it is slightly harder to mine them, but not as difficult as the supply increase would dictate
I would think that is a fair consequence of being the aggressor. And keep in mind that there would be more then one claim/empire of relevant tier.
i mean yeah i do think that would be fair. i was just pointing out how it would effect the game
We also have to consider how the empire system is intended to function. Empires serve more of an aesthetic role than a functional one. Conquering territory gives no benefit other than your name on the map and a crown on your head. CWL has stated in the past that Empires are meant to be on a separate "layer" than claims and aren't meant to interfere with them. In practice this is hazy, since claims fund Empires and that incentives players to sabotage those claims. But looking through the lense of "Empires shouldn't interfere with claims", enemy Empires being allowed to use each other's stations is consistent with CWL's current stance
My point is to have consequences to evaluate before going to the step of warring, you plan, you get some allies if you are warring a bigger settlement. There should be a 'win condition' first, before war is to become an option.
and if the 3 largest empires and a bunch more are allied?
then where does said claim get thaaaaat many allies
especially when fighting on significantly different terms as far as supplies/effort goes
Well this is the point of allies, isn't it? If not to consolidate strength and allign goals, then why make them?
thats cool, i think if you can at least put the same amount of effort per supply
otherwise its like hey, go fight this bigger claim that only needs to do half as much work as you
better tools + better supply/work ratio
kinda rigged
so yes i think no one would bother
freezing the empire system
until people start hitting tier 10
Im just glad that the current bottleneck is supplies and not hexite shards. Because hoooooo boy that can of worms is going to come home to roost after EA ends and paying players become the minority
I could understand your point of view if the game was a 2 claim game. And one can monopolize higher tiers. But its not, right?
but if the 3 empires with the highest tiers all ally up..
we come back to that again
OR it drastically increases your travel times, which still creates that effort/supply problem
just with a different type of effort
Well, my argument was that if you agress Empire 1, you automatically get shut from Empire 1's stuff. And Empire 2 & 3 would still be fair game. It would not be a system of choice, but of implicit consequence.
which is why i added what is above ^
it doesn't change anything
at least with the tier difference you are getting exp for the extra work
Well, you cant have it both ways. Effort needs to mean something. And you apply effort to gain strength. Invalidating effort because its 'not fair' is not a valid argument in my honest opinion.
listen, I am only telling you how it would effect the game
i wouldnt have bothered
in my current situation, and i dont think anyone else would either
so empire system would be endgame mechanic
which is a very very far away endgame
and in the meantime, the very first players to be here would have a huge advantage in traffic and recruitment
meaning they would only get bigger and better
and when we finally get to T10 and we can think about it, they are only the stronger for it
it would essentially kill the empire system
Your situation is at best a edge case. Getting a 'no' should have been the end of it, in a measured ruleset. I know it's harsh (specially coming from a toad), but by shear numbers alone the difference in strength is to steep. But we are not machines, and emotion is a fickle b****
my problem is just the advantage
if we were getting the same effort/supply it would be cool
but you are just asking for more handicaps
Seeing a lot of people talking about blacklisting from stations and markets
The stations I can get behind (though the potential for abuse is insane and would get toxic fast)
I dont think anyone should be blocked from any market though. There should be a free market throughout the game imo
If it was a global market then sure block people from your towns market lol
Otherwise keep free trade available for everyone everywhere
I am saying that without allies, war against a much bigger foe, that has the higher ground as well, is, and should be, folly.
and i am saying that you also get a handicap in that situation
bigger isnt all there is to it
bigger sure, i can get behind that. but if we were the same size?
you would still have a huge advantage
i don't necessarily believe that newer players should always be at a disadvantage
If we were the same size, there is an advantage of being first. But shouldnt there be?
i do not believe that the oldest settlments should always hold an advantage
i think that asking for that is toxic as hell
If we were the same size, I dont think that advantage would mean very much though.
it would mean enough
not only would you get higher Edit: rarity tools easier, you would also get more supplies per ingot
seems kinda elitist to me
like not only can you already do higher tier stuff in general because you got here first, but you also need to have the material advantage in the personal progression sense as well?
how easy do we need to make it here
I think you are missing the point. I am talking about rules of the game, and not individual effort in the current state of the game(edit: added current state as argument). Maybe we both got derailed here, but ill pivot back now.
My argument is that there needs to be consequences to being the aggressor, and losing access to stations and markets of the claims you attack I would still think is fair. Mind you, I am not talking about your edge case, but fundamentally.
and i was simply telling you how it would effect the game as a whole. not in my edge case
Ok, then I do not agree with your assessment of the outcome of a rule like that. And lets leave it there.
I do not think a claim or a person should have the power to ban individuals from market or station. I cant see this leading to anything positive.
My suggestion would have it be as an implicit consequence of being the aggressor. And would only last as long as the war lasts.
Items could still be in the market, but locked until the war concludes. Or retrieved by the owner.
it really does feel like a handicap for the initial empires though
If you are dependant on a claim to go to war, that might be a sign to not go to war with said claim.
right, so exactly like i said
no one would ever fight the oldest claims. at least not for like a year at least
if ppl are going to fight, they are going to fight near their base. and the oldest claim near their base is always going to be the one they use for higher tier stuff
if thats the direction they way to go, that's cool
just dont change it until a wipe xD
I realize whatever I say, you are basically defaulting to the current state of things. Ill leave you to it 🙂
I understand it fine, I just dont agree with it. 🙂
The "unfair" advantage to established claims
oh we we just disagree on if it's fair or not
ok nvm
im cool with how it is nowwww
i just think adding more unfairness would be silly
more advantages*
i think that would be unfair, but if you want to pile the advantages onto the oldest claims, its easy to say that from your position i guess
And I think its necessary to have effort based advantage. But that does not mean I think a new/small claim should be held back because its new/smaller. If the effort is equal, I would expect the advantage be too.
wait, so how would we be able to add advantages to the oldest claims, but also have new/smaller claims not be held back
But saying advantage can not excist because it will be unfair, is counterproductive
There should be bans and claims that "we can't use high tier work stations" is dumb as there are other Settlements that can accommodate you
yes, at a much larger cost in travel distance
so
so, thats giving the attacking players a disadvantage
is my whole point
specifically when it comes to the oldest cities
if you attack someone where you have your gear in their place then thats on you
This is a very thin argument, you must admit that
and i don't think that any player should have an advantage over another simply because they were here first
"Hey I'm going to attack and take your land but let me continue to live in and use your stuff"
at least not an advantage via game mechanic
So I should be able to plop my claim ontop of yours, even if you had it first?
They don't but they also built their settlment up first
im not on top of yours, i think that expecting no one to plop their claim down on half of region 5 is rediculous
No one is saying that though
thats litterally what poest just implied
Poest could you confirm what you are saying as I took that to mean something else
what did you take it to mean?
I can agree to the way towers work in claiming land needs to be looked at - maybe limited based on settlement
I thought he was talking about putting it right on top of your claim like exagerating the point
Specially in regards to early claims
I was exaggerating my point of there needs to be an advantage of being first.
agree to disagree. i think the older empires have enough advantages as it is
we have it because we had to work to make them what they are now
lol it took u like half a day to take over half the continent
it really didn't
it could ahve
and it would have taken just as long to take it from us
we can do it now as we have the tools to get supplies we need
Back then we were still trying to tier up so it took time to get land and to get resource for tier up
Lets not go down the could have been / should have been route of arguing
topher, i was in umb cordis
i know exactly how long it takes to claim half a region
and if we all focussed on it, it would have taken a day after we had the empire set up
Placing towers would have been quick but taking them would have been just as quick
Whenever we tiered up there was someone tiering up within a day
infact the later tiers we've been behind everytime
yes, the 3 empires you were allies with
Yeah we made use of the social part of this game
This is revisionist, try and win a war you start re-writing history.
Every step of our journey is well documented because it was streamed. The reason our market is big is because of location, and we were one of the first to push the claim in the region. Tortuga intentionally didn't have one at a time, so they came to us.
Jaruud also almost placed exactly where DH was. You know what they did? Said 'lol!' and then went to where he was. Then we made friends.
If you focused entirely on expanding towers, that's what Trisp did. They intentionally focused on land and not towers - look how that ended up.
We have historically been last in tiers.
Stop making it out like making friends and allies people is some negative competetive advantage. You can easily do it too.
anyways this is getting off topic even more than before >.<
We have the smallest land out of all the three, because while we were tiering up two communities in the west popped up and kindly asked for land before we took it.
listen man, all im saying is we shouldnt give large empires more advantages than they already ahve
So we went north where there were nobody.
placing a tower and taking land is virtually instant
sieging one and trying to take the land takes a much larger amount of time
you don't mind the rule as long as you aren't negatively effected by it now
like chill, just do the war thing
"Wow, I can't believe someone who has played longer, been there longer, grinded longer, made more friends longer in the MMO I'm playing has advantages over me!"
ok
Yes, just chill, do the war thing, I agree.
teloril
we are talking about adding MORE advantages
i dont care that you already have some
no we are talking about settlment management
but asking them to add more is embarassing
WE DON'T HAVE ANY TO BEGIN WITH
yes, right after you guys harassed me for being in your town
what managment do we have now
try to type that again
what managment do we have now
the advantages that you have now are that your players are higher levels, you have had more time to establish your market, your name on the map draws people to you
So because we've been around longer and are bigger we shouldn't have any advantage over those who are just starting out
i know, and im saying i dont have a problem with those. what i am saying is that they are advantages
im saying you dont need more
Honestly, thats a subjective problem, not an objective one
What we want is to be able to manage our settlment
We should have the right to prevent someone from using it
you want an advantage against older claims during war
specifically during war
is what this has all been about
i can quote it if youd like
against newer claims*
Yeah we do want that as the most recent example
why do you think you need more advantages?
Why do you think we don't
you throw a stone at someone's house and then want to go in and watch tv there
go back and read what you are saying when you've calmed down maybe? idk
If someone starts a war then why do they get to use that capitals stations?
Make that make sense
All I'm reading is more derailment 'Toads are evil' in a thread about consistency in CWL's rulings.
thats not at all what this is about
its about trying to give large empires more advantages than they already have
its rediculous and elitist
so from what I can skim (there's like 5 hours of chat I'm not reading through to find your point) is that higher tiers get better supply packs
thats it
higher tiers get more supplies/effort
Then become higher tier?
Yeah if you are going to pick a fight against a higher tier you should know that
you are trying to cut off anyone who attacks larger empires a disadvantage
from having the same work/supplies
like what?
im not saying its inherintly a bad system
because its not
but, it will kill empire warfare until ppl start hitting tier 10
and i think that is bad
i know i sure as hell would have waited xD
The issue is that CWL has asked us to self moderate and we have no controls. At all.
Hey Naughty what about an empire that has more people in it. isn't that unfair since they can have more workers?
but its not
isn't that an adavantage
if we had the same number of players
and you were able to instigate this system
you would have an advantage
that is the problem
another advantage*
im saying that no one would bother in that situation
that's not a problem
and therefore pvp would die until t10
this isn't a 1v1 duel
ok im done, im going to screenshot this whole thing to give the guys some lols and call it good
leaving chat
So settlements who worked hard to tier up shouldn't have an advantage against T1 settlements.
Oh and you're fine with banning people from settlements as long as it doesn't happen this wipe as it would negatively effect you.
Glad to know that you are just selfish and don't actually care about what's fair.
Let me edit that as the player thing was about the tiers and not # of players in a claim
It shouldn't an issue anyway Topher, according to him 50% of the game hates me.
I thought that was a response to my comment about players size and I was wrong
That's way bigger than any empire
if you actually read the convo you will see why it would be unreasonable this wipe
a lot of players wouldnt use other ppls markets if they could get locked out
id need to haul like 500 carts worth of stuff back to my base
except a lot of players aren't going to be banned
right, but they could, and might in the future if they decide they wanted a tower
so yes, a lot less players would
If you want to attack the empire who's capital you do bussiness in then thats on you
whatever guys, if u want the oldest empires to have more advantages, go for it. (edited because i was getting heated. same idea though)
there's a reason any claim can have a market
Not scared just don't want to see you
Careful, the mask is slipping again
i feel like if you choose to go to war with someone that should impact trade relations?
and i dont disagree, which is why i wouldnt mind if they did it after a wipe
can you all stop now? they are obviously not gonna implement any market-limiting perms so why even bother clashing here?
wiz said it went off topic before
now it seriously did
The thread contents today, while mostly off topic, have convinced me that the ability to ban or otherwise hinder specific players from interacting with your claims (including all stations, market, bank) or joining your empire should be in the game. And just like nature reclaims the land, these restrictions should be on a timer and automatically expire unless manually renewed. This feature, while controversial, would enable a degree of community moderation.
I don't particularly like the idea of giving individuals this power, but as an implicit consequence of aggression or other relevant action I would support claim perm restrictions. Edit: As I think there has to be consequences in being the aggressor.
Absolutely.
I absolutely agree
You lost stranger?
nevermind
Bruh did you just delete your comment
thats hilarious
Well that happened
It’s a public thread idk if anyone here can be called lost but I think it’s good it’s being discussed at least. Banning people from your settlement sounds good for player moderation but it could also be kinda damaging if used as a tool of war especially with the fencing off of caves being allowed. I’m not totally against it but it’s something to think about that I hadn’t considered before
it might be good to have other ways to discourage war. Like if you have control over resources people want or have the only settlement near them you wouldn’t have to be large to keep a small claim on the map.
Sorry guys, they need to make another alt rq.
Why should it not be used as a tool of war?
Why should someone who is actively trying to make the game less enjoyable for you get to benefit off of the work of your claim?
Oh I’m not saying it shouldn’t I was saying I hadn’t considered it before
I think it’s kind of a neat idea that even small claims and empires could use as a tool to protect their map claims
If they’re near a valuable resource
Yep
all is fair in love and war
until a geneva convention is in place or it affects me directly
i may have posted that on the wrong account >.< sorry
but as i was saying, feels like u are trying to step on the little guy :/
so Pkfyres screenshot is you talking to yourself?
But yeah I was saying it might be a good thing in the long run, I just hadn’t thought of it being able to be used like that yet
sheeeet tbh i though u had another convo i split with that account. no im 100% guilty of using him to get my recruitment thread rolling >.<
but i do mix em up some times, thats true
Gotta get all these alternate personalities straightened up
okie
no slips when you're pushing propoganda!
xD well i mean tbf, no one was responding to my thread when i was starting out :[
i gave up on discord eventually though for recruitment
its dead
I’ve been an advocate for more settlement access settings for awhile, especially since there have been some instances of walling things off in the past and that’s allowed. Which is fine but I don’t really like systems that feel one sided. More chest access settings and settlement access settings have more benefits than downsides I think
maybe lower cost outposts can’t set the same restrictions though so that people can’t toss cheaper outposts all over just to lock things down? Idk it’s hard to discuss that before they’re released x3
Being able to just blanket ban everyone seems kinda meh. But like, people actively at war with you? Probably fine..
People can already kinda toss outposts to lock down resources though
Since you can't harvest on a claim without being a member.
the devs did mention it is legal to block off resources anyways
Yeah but I mean locking down the stations on top of a mine kind of deal
They can just build a fence around their station
Same difference
Just makes the game more annoying that you can't handle those permissions in a proper permission system
Because large groups could cheaply produce a lot of outposts and that seems kinda unbalanced 
If they make outposts cheap
I think a full cost settlement is fine doing that
Large groups have the benefit of having more people
Having more people will always give you an advantage in everything that you do
There is no way around that
Yeah but I think to sorta balance it make them use the more expensive one if they’re wanting to lock it ya know? They have the people to do that anyway
i could be reading into it too much, but i really do think it would kill pvp
thats my issue with it
Outposts are supposed to be smaller specialized claims for small groups and individuals from what I thought had been discussed but they’re not out so idk if it’s worth talking about yet lol
Nothing is for smaller groups specifically.
It’s a small downside for the small group that chooses it too, they wouldn’t be able to lock people out 
I mean sure anyone can do anything but I was under the impression they were adding it to satisfy smaller groups wanting specialized claims
Again I could be wrong
It'll make it easier for them, sure
But larger groups will be able to do the same thing if they want. I think it's a net positive improvement overall.
Agree to disagree there
I think the systems that are already in place sorta support large groups and having outposts not be geared towards large groups but have their own downsides would be more balanced. I don’t think outposts should be as strong as a settlement and probably shouldn’t be able to have any empire features from an outpost only. I think that should be reserved for full settlements
Otherwise what’s the point of making another type of claim ya know?
It'd be an overhaul to how claims work overall
You're free to listen to their podcast too, they go over their ideas a bit during it.
Yeah I listened to some of them but didn’t catch the most recent
so I might have missed some things
maybe they can find a way to work it out so that you can kick ppl off, like i said, i do think that you should be able to do that, but i also think they would need to change a couple other things to make it work well
mostly, maybe make it so that supplies do not ramp up with tiered items as quickly as they do
Idk ramp up for tier kinda makes sense imo
I think they need to add more high tier caves though if they’re allowing walling them though. I don’t think we have any t8 caves even in r5 do we?
secondly, figure out some way to access their market stuff to at least pull it out during a war
no, there are only like 4 of them
and they are all super right and left of the map
Yeah reclaiming market stuff or bank stuff could use a rework because walling that off could cause silly issues lol especially with bitjita having that info publicly available right now
Would need to allow withdrawl.
And just shift all buy/sell orders to claimed tab
Or at least let you send it to one of the ruined cities
but isnt the issue that im in your city?
id be there a lot more if i was trying to move stuff all day
all week more likely
It's less that you are there and more that you are using the stuff
And benefiting from it
Watching you have to haul stuff away (or better yet, realizing you don't want to do that and not attacking in the first place) would be fine.
honestly ive been thinking of moving my market to naughtingham for a bit now anyways, it may happen at some point here
Come on don’t start stuff we’re discussing mechanics changes x3 bringing that up doesn’t help the thread or encourage healthy discussion
sorry i was using it as an example for the problem
My bad it sounded like it was going that direction when it was brought up
I just want this thread to have some good discussions so we can get some changes hopefully :3
I’m going to be so real once I get blacklist perms I’m blacklisting anyone I don’t like from my city. Unfortunately this is the precedent that Tyler bitcraft has set when he allowed tortuga to wall off stations. It’s your claim so you can do what you want, including the exclusion of people. This also aligns with their self governable stance. Stuff should go to recovery chests or a grace period to take things out.
I think that kind of thing will self-regulate tbh
I mean if they add a system for it then you’re free to do that and I don’t think there’s anything wrong with it, because others can do the same and it’s not one sided 
i do think that the ramping up of supplies would cause an issue with pvp not being viable until T10, but if they did the outposts that could be a thing
Most people are fine in the community but for the tom scammons it’s a necessary tool. He’s already making the market ui unbearable for some people.
lol fair enough, didn’t think about it but yeah it would help regulate that too
It might entirely discourage people like him as well. If he can’t access any of the large markets then it might just not be a viable strategy
Yeah but you shouldn't be able to blacklist someone that's competiting with you on prices or something and is not affecting you otherwise.
That just kills the "free market" idea.
Not really because you can just make a market next to that market
and there's always the starter markets
Convenience is a thing
I think advocating for blanket market bans is a good way to get this idea shot down entirely
Yeahhh I don’t think there’s any way to allow one but not the other. But if a group is known for doing that I think they’d become a less popular market anyway over time right?
also, ive undercut you guys for a while now on a few things to test it out. cutting someone off of a market and having one right next to it wouldnt help too much
for me i can deal, because i can probably stock my market with nearly everything
but for the average player that is going to hurt
oh yeesh
I mean just imagine that I'm selling rope for 250ea. Someone comes and sells for 200, I ban them because they are competiting against my price.
Sounds pretty toxic
how cursed are we talking
^
I think an all or nothing allowed to use buildings would also prevent that from happening because if they’re banning people for undercutting they’ll lose profit from people using stations and buying on the market too
You can either constantly deconstruct or you can put walls around it and make your market only available to specific people
Stations are one thing, those should have straight blacklists allowed.
in a situation like DH though, they wouldnt notice a difference
Market is another
Hmm I can see that being a thing but most people are going to use bitjita to see the good deals right? People would just list it on their own market. Goo doesn’t bother posting on our markets at all and we just go to him
I don’t think a group with a reputation of banning people for undercutting is one that’ll keep enough people to be a problem
Yeah but transport/time/etc
You would genuinely be surprised Katsy
There's a reason our market is so poppin'
like i said though, ive had the lowest price for weeks now and no one has bought any of my things T.T
I might be Jaf ^^;
people are weird
what ya selling tho
and is it lowest or lowest in r5
t1 bricks, few other things
Honestly I just want to blacklist like 10-15 people it’s not a big deal
just lower than dh
For this example, I would say mod interaction is appropriate.
In my ideal world at least.
Tbh I don’t even want to blacklist people I just think it should be an option. For large settlements like jaruud that were getting road griefers and DT too. If they see someone messing with their roads or being a menace they should be able to be like no don’t use our stuff
i do think that changing the rules mid-war isn't fair though
According to their own ideology the solution would just be to list items on any other market wouldn’t it
Yeah and it’s not like blacklisting is a permanent thing. If people genuinely change I’m down to take off it
Yeah I agree, you could give timeouts for people messing with your area and it would help the larger groups deal with the random grief they get some times. Makes the walling situation less one sided as well
Blacklisting people in their own marketplace seems fair, but blacklisting people in the biggest marketplace in the world? That's nothing different from a nuclear really. They say they won't use it, but hey does that matter?
Still would like to see them figure something out for paving though, kind of hard to regulate that when roads are beneficial to everyone. People only need t1 clay to do that so no processing needed and anyone can do it
and this is why i think they should do the change after a wipe if they impliment it. people would be less likely to centralize
Yeah but if it’s the biggest market and they start blacklisting for no good reason people probably won’t stick around and it can always be changed later
I get wanting it to be after a wipe but now is the time for them to try things and test it out not after the wipe :/ they said they’re only doing maybe one or two wipes right?
if i knew people could lock me out of their market, i would have been using my own since day 1
xP
I’d rather them try these systems out now and it be a pain than deal with them testing it on full release lol
blow up the market 
but we can't really know if it's an issue if we change it in a world where things may have turned out differently
at least not propperly
if the market was decentralized it might work a lot better than in a situation like this
I’d argue getting any kind of preview of what it’s like is better than blindly throwing it at full release but I can see why it would maybe play out differently if it were in place from the beginning
oh its not full release
they said they were going to wipe the map for some tests
one of those would work
We need PTR worlds, with accelerated rates and specific testing focuses.
better earlier than later tbh if they're gonna test it out pre release anyways
They said they might I thought? Idk they do seem to change their minds lol
they said there may be certain things that could not be tested without a map wipe
i heard from the rumor mill january maybe? but it could just be some random person was guessing
I meeeean if they’re going to wipe anyway before full access that’s even more reason to just let it rip no? 
So they have more time to test
And because there will be more chances later anyway
Maybe the test it just a bit before a wipe first?
Then they get more info from it
i think it would make a lot less people upset if they knew what to expect when they started a wipe
so i guess they need to balance that against whatever extra data they might get. it would essentially make dragonhead un-pvpable
i get that we are guinnea pigs, but if they want people here to test things they need to keep the game at least somewhat balanced
I think that’s just the downside of ea :< we don’t get to know what to expect exactly. They don’t have the mines closed off over there and aren’t close enough currently to do so, there’s nothing stopping another group from building near the mines they’re close to. I don’t really do a lot of market trading though so I’ll admit my viewpoint is probably a bit narrow in that regard
There’s also another t4 mine in the east as well (idk about t5s though)
people have already built near them, no one could grab them all at the moment
tbh DH's status as the world's trade center should've discouraged ppl from putting a target on them anyways with or without the whole market ban thing 
but as the game currently exists, i knew they couldnt stop me
so why not
xP
i still don't know how i feel about the whole keeping players out thing, but i won't argue if they want to give it a shot. preferably just not mid-war. that would feel icky
im going to go at that
need to get off for a bit
have a good night!!
O.o
economic sanctions are pretty valid for war tho
it'd suck if the devs add it mid war and further lower your chances, but someone attacking you sounds like a very valid reason to block them off from benefitting off your market, even if it kinda goes again the free market and clam/empire being 2 distinct layers spirit
true, but it would come off as favoritism
else there wouldn't be a lot of use cases, not a lotta tom salmons out there
i wouldnt be able to fight it without my market income and DH knows that
Get where you’re coming from, I don’t think they can/should wait for in game events to pass before making changes. It probably wouldn’t be a quick thing for them to change but they aren’t historically great at letting us know before something changes and it would be great to see them telling us before they do these big changes
i honestly don't think they will go for it
I think if the system automatically prevented you from using a claims stuff if you war on them would be fine as well, since war is entirely opt in and not forced for you to do. Don’t want sanctions? Don’t go to war 
but if they do, later, i wont have an issue
There’s no chance they would be doing it specifically to cost you the war and I think that’s the important thing there. Even if you won a tower in the war and they changed it after it would affect your ability to hold the tower too right? So I don’t think they can wait out the war if they’re going to make that change. I think they should make it based on when makes sense for their team which probably won’t be super soon anyway. If they even decided to go for it
im honestly not worried, i dont think it would happen
ok, im closing discord so i stop getting distracted >.<
byeee
I don't think that sort of change would need a wipe, but it should be communicated in advance to give people time to like move their stuff or whathaveyou
For clarity, the only information we have about a wipe is that there won’t be one until 2026
I'm personally against most/all forms of blacklisting players from a claim. Maaaaybe gon's suggestion here: #1386323577846104217 message.
Then again, housing grants us the option to block people from entering our house, so a solution is en route once that system comes to claims. Granular claim permissions + gates/benches that close/'lock' will do the job.
Then again, again: #1396010857082781797 message. Locking a gate may be more complicated. Locking a bench to group X permission level being able to start new projects? Fine, minimal Butterfly effect. Locking a player from a waypoint/Full-bank/many-BO/SO-marketplace/Cargo-filled-house/filled-deployables/multiple-benches-with-100k+-projects because they said something you don't like in chat? What does mute/bench-lock lack, that a claim blacklist would grant? Other than an inherently toxic selfish desire to be punitive against players we disagree/dislike?
I fear the player 'blacklist' mentality will feed into Empire/Personal conflicts and market control measures; which seems to lead away from cozy cooperative. Hopefully that fear is unmerited, but... this thread has highlighted it. I'd prefer cooperative ways to solve social issues or the neutral solution a 'mute' equivalent action would bring. The blacklist on a claim (with current mechanic structure) could oush players to find more ways to grief 'fight back'... which leads us back to the OP contention.
Just the general quality of discourse in this thread confirms to me that any system fostering conflict in this game actively depreciates the comfy and wholesome vibe CWL was marketing the game with. Just edit the store page to read "here's yet another crafty pvp game where the only remaining players are the ones bitter enough to stick around"
That or bin this dogwater empire system for something that actually meaningfully interacts with core game systems 
I hear that, but I think that's unfair. I've seen it and I see it, that people use a (bigger) claim in order to make use of its well-built facilities in order to sabotage that very settlement and supporting their own petty vendetta against it. Thus it would only be fair to ban these people from using anything in that settlement. At least it should be introduced as long as void settlements can be used to grab land endlessly as a single player without intention or capability to even develop it and without any recourse for a community on this land grap just to spite them (why would a single player need 6 claims at T2 without any infrastructure around a T7 town?)
It would suffice for my take to ban people from certain empires to use it (thus to make it part of the empire logic instead of personal)
See my comment on player freedom & Empire's here -> #1415632980671729734 message. Empire system just highlights/accelerates what creative 'bad actor' players will do (part of why I find the 'But Empires allow me too!" arguments to be weak/transparent; also see the Tortuga incident example). From my understanding, this is a common outcome of games that allow so much freedom; Players, uh.... find a way to 'PvP'. My brief stint in Palia, which I'd consider a controlled(limited in freedom) cozy PvE mmo-ish experience, has human conflict over Flow tree Etiquette.
If your idea is to remove 'any system' that fosters conflict... We need to remove the marketplace, terraforming, settlements, Ore caves, hunting herd static placements and paving. Because all of those have fostered conflict and would continue to do so if the empire system was removed. From a certain philosophical point of view, I agree; If we removed sports team competitions from human society, we would remove a form of conflict generation. Since my generous view of Empires is the 'competitive sport' nature, and the Roadmap showing us more Empire development appears to be locked in, I'm focused on feedback to see if the wounds the empire system infects can be 'fixed'. Once the roadmap empire features rollout and clearer Dev vision of Cozy vs Freedom... I may end up on the 'bin the empire system' stance. For now, I appreciate the accelerant the Empire layer provides.
The thing is, we can't have a social game with conflict-creating mechanics and no moderation performed by staff and a cozy, comfy wholesome game at the same time
If that's the crowd they want to target, more power to the developers, but in my book there are about a gazillion pvp/conflict driven multiplayer games and close to zero comfy, nurture and foster MMOs
and exactly zero that arent built on predatory f2p monetization
If we are going for cozy then there doesn't need to make a conflict system think the empire system is just causing to much toxic behavior
I need a more specific example of what sorts of sabotage you are talking about. I fail to see a scenario that blacklisting someone from a claim 'fixes' anything.
The ability for a big group to smash people they don't like is a FAR greater threat than one person using the claim to potentially grief it... especially when sticks are plentiful and locking a claim sprawler out of a settlement just encourages them to create all those t2 claims around the claim they've been blacklisted from.
This isn't a pvp game that's the issue it's a cozy pve game is how iv seen it marketed
This is funny to read. Go check who instigated the whole thread and try to gauge who’s against who.
Hurt egos hurt egos
Empire system accelerates the human conflict. The ways we see people griefing each other isn't limited to the empire system (Paving wars/the by-standers wanting to hunt). Removing it does not fix the root issues that can be abused (albeit, it will slow down the amount of conflicts visible on discord).
I mean, I really don't mind conversation on what people think should/shouldn't be allowed. We stand by that our community is super important for shaping the direction of the game and is important to consider for us when making our own policies.
I'm not involved in any drama, i just have strong feelings on whether this game benefits from a mechanic that seems to only cause drama 
Attributing it to hurt egos seems like a false assumption at best and a case of projection if not 
Knowing what type of experience you want / desire and wanting to manifest it, is not the same as being soft.
I think it is. Nothing wrong with it tho 😁
At least the conversation being about these broad topics of moderation is extremely valuable and useful to read through ^-^
Real ❤️ lots of ideas here which I’m sure will turn into something useful long-term
I was specifically referring to the drama part here but I understand we should focus on more general suggestions here 😁 it wasn’t directed to feedbacking peeps at large
regardless on where your focus lies I don't think you're gonna garner any admiration for equating people whose opinion runs counter to your own as "weak", "soft" or "crying" 
I'm still under the belief it would benefit the dev team greatly to have an in-game moderator team whether its volunteer player mods or something else. To help keep the peace and pick up some of the burden on the dev team.
if I want to play a game where people are embroidered in drama and toxicity most of the time I can launch e.g. rust or anything else in that vein. I really think you guys had something special on your hands but the unique, distinct core of that experience is being eroded with time, policies and updates and it's one of the saddest things I've experienced in gaming 
if you choose not to decide, you have still made a choice 
I think when it comes to banning players from settlements, the important part on our end is mainly just clear communication to players. We have an expectation that if there is a claim, you can utilize it, and want to have incentives for public claims. Walling off claims already allows you to make claims a "whitelisted area" but it's A) done by a clear visual indicator on the outside (closed off area) but B) not clearly indicated through UI systems (no indication on the map, no other changes to the system to know before you see it in person, etc) and without a system designed around it, it feels like "going against the intent of the system."
I think some sort of members only/whitelisted system can be done, but we want to be very careful if we are to do something like that of making sure player expectations aren't being broken, and making a negative experience for those wanting to visit a settlement or use one and only after traveling for a good hour or so find out it's closed off. TLDR, like most things, systems needed to have clear communication to players.
I feel a members only/whitelisted system is a worse system to introduce then just being able to blacklist specific users. If you simply want to prevent someone who is harassing your claim or for instance putting in by orders in your market for 1 hex each or putting in sell orders for a mil each then whitelisting doesn't help as then you would have to whitelist EVERYONE in the game except that user to get the same effect.
Stuff for roads is definitely something being discussed and thought of. There have also been some good conversation and ideas about it in here ^-^
There are also things to test without wiping too. Like, how can we manage to implement things in a way that doesn't require a wipe? A wipe is assumed to be needed at some point durring the Early Access, but we really want to wipe and reset progress only under absolutely necessary means.
All g, not here to score admiration points from peeps i dont know. Just trying to speak my truth as best I can like anybody else 😁
I guess compassion is overrated nowadays 
Keep in mind, everyone does have a different definition of "cozy". Our perspective of "cozy" is one where you carve out a safe space in the world, with the parts of the world which have not been rebuilt serving as a contrast to that coziness. A "forge your own cozy" mentality. It's one of the reasons most of the issues with greifing are those around actively surrounding someone's settlement or destroying roads, or following people around to harass them; they serve as a way to actively destroy the coziness others have worked up to create, with not many systems in the game to actively fight against that.
I’m sure there’s plenty ❤️ most peeps are pretty compassionate in game and I believe the thread reflects it
An in-game moderator team would also need to well, have consistent guidelines to ruling and moderation. Which is the current issue at hand 😅
And I'm caught up now! (Kinda)
I appreciate you spending the time to write all this up. Will be referencing this and trying to get solid answers when I can.
this is more of a generic statement of mine, i wish that bitcraft "trustless" systems could expand so much that the game would also become "dramaless", as in that a player could complete every single objective the game provides while avoiding all kind of dramas related to people playing the same multiplayer game while giving opportunities to make friends of course since it's a multiplayer game after all.
with this i don't mean that if a player keeps bothering me then they should disappear (in bitcraft), i mean that if someone wants to create a problem against me then the game should provide a feature to solve that problem immediately, whether i know how to do it already or i go to a community like this discord server to ask a question. unfortunately terraforming, paving and placing claim totems as a form of griefing is unavoidable.
I'm talking with the team more about this. I think part of the issue with the terraforming is that, in a sense, you can't actually remedy it. At least, not if someone is online to actively stop you. There are some issues with the terraforming system that have been brought up with the design team, so hopefully some changes can be made so it's firmly in the "not griefing" category. As it is right now, terraforming is in a very grey zone constantly jumping between "something the players can remedy" and "a standoff where neither side can make progress". Our rules are one where we only want to jump in if players can't remedy it themselves, and terraforming being in this gray zone mean we need to fix it.
While forms of griefing like this are unavoidable, we want to move in a direction where it is easily to repair than it is to disrupt. Getting the balance right for that is very difficult, as tools to repair can be used to disrupt, but I'm confident that some of the ideas we have can help us move further in the right direction.
And yes, more trustless systems are features we want to implement. As an example of something people in the thread have mentioned when it comes to claim sniping, we do want to implement a system where based on settlement roles you can get "first dibs" for taking over an empty settlement. Settlements being abandoned by their owners and never transfering ownership to another member was something we greatly underestimated the frequency of. After all if you spend so much time investing into a settlement, you would think the owner would at least first hand things off. @-@
Hmmm... What if terraforming sites were similar to settlement claims where you'd need to make a codex and you get a temporary claimed area similar to the size of a t1 settlement large hex and it allows you to build terraforming dig sites within the temporarily claimed zone. Probably a dumb idea but I feel like something similar might help. Make it more expensive to terraform but faster?
I feel that would really hurt the road building experience.
And I mean, we do have some ideas in mind to improve terraforming sites.
Yeah as someone who makes animal pens also for hunting I'd hate having to get codex for each of them
and then you destroy the terraform site thinking you finished using it, but you discover that you made a big giant mistake on how you terraformed many hexes (of course this never happened to me)
(as an "UMB" member in region 8) plus one for "first dibs"
I understand the frustration of seeing someone who’s been harassing you use your market is annoying. But, in the grand scheme, when there is more people….it poses a risk of yet another thing toxic people can use. In all honesty? I think if muting someone also made them invisible to you on your claim or something like that? That could help. But full black list access? Ehhhh. Blacklist claim/empire join though? We need that
to muted players becoming invisible, or something along those lines. "Stalking" is definitely a type of in-game harassment, and you can't just hop to another shard like in other MMOs.
While yes, a blacklist is better for user goals, whether or not it should be a whitelist or blacklist really comes down to what I mentioned earlier about clear UX and player expectations. Realistically, both a whitelist and blacklist may be needed in some capacity. While scripting isn't allowed, I'm sure someone would set up a script to blacklist every player in the game if a whitelist alternative isn't also available.
oh good idea now i can get rid of that pesky region chat by just muting everyone
Saying that like we don't already have the ability for you to turn off region chat visibility in the chat channels xD
Yeah, and while I understand CWL’s vision for the game, draw in cozy and pvp players….the thing is ‘anything goes in empire v empire’ doesnt really work. This isnt like games like EVE where you can just blow up someone’s ship. And so many players use the “The game allows it” as an excuse to just be a menace. A multi moderation layer needs to be set. Using the lack of rules to be a but is not good sportsmanship.
While I know moderation wise CWL doesnt have the man power atm, but the level of toxic Tel and others have faced because of people who skirt the line and take it too far isnt okay.
If the Empire system is opt in and not supposed to affect the world, terraforming outside claims is not opt in, and it affects the world. Thats just my opinion 
Yeah, I agree with your statements in its broad strokes, but also want to have game system changes so that moderation manpower can have the time to be involved more heavily in the cases where its clear moderation is the only viable solution. Definitely one of the reasons I encouraged the creation of this thread. ^-^
Its just gonna get to a point that cozy gamers are gonna leave and we’ll just have another Albion game 
Fishing would still be pretty cozy once everything burns 
you just haven't heard of the fishing multiboxing RMT drama yet.
There's fishing drama? 
is there anything in this game without drama
Theres no way to fully remove drama in a social game. People have opinions and people suck about it XD
But layered moderation on player and mod side can lessen it
personally I think I should have the ability to haunt Tamo specifically wherever she is in game, I think that would be good to reduce drama /s
Absolutely, my pleasure! Just to be clear, no expectation for every little question to be answered directly, many of the questions are connected and meant to guide exploration of a given topic. Thanks! 🙏
Speaking of this, y'all shouldn't be allowing people to access player location from y'all's database
player trackers are common af in the community
I mean even Bitjita does it
that's not really related tbh
data accessibility is a whole nother issue than what the client shows
and it's already been talked about quite a bit in other places
Yup, this is on our list of things to restrict.
But yeah, spacetimeDB restrictions are in mind and not the point of the moderation discussion
You want my snackies!? Shoo 
Yeah if worried about someone just scripting the entire server into a blacklist I can see the issues with it. For UI you can always put something down that says that claim uses a blacklist or whitelist and show it in claim details window. It would take away from a bit of the open world aspect but I think that's just part of the social gameplay of this game.
Just needs to show that you are blacklisted from a claim.
Big ole red x. Or a classy black border. Idk
Claims aren't rewarding really right now for people that own them, so fixing that will also self-regulate any claim permission social issues.
You'd ideally want as many people as possible to use your claim
I'm interested in what your/CWL's stance is on a whitelist/blacklist system being used for empire warfare. My understanding is that empires aren't meant to interfere with PVE gameplay but I think the ability to easily restrict specific players from using your claim would naturally end in claims blacklisting all members of empires they don't like or are at war with. This could become especially problematic at higher tiers, where resources become more scarce. Caves come to mind; for example, only 2 T7 caves exist in R3 and both are on islands, easily locked down by claims next door to them. How would the team reconcile a situation where a claim owner gatekeeps a scarce resource? Even if the cave itself isn't blocked off, losing access to crafting benches where materials can be packaged would also be a huge inconvenience. This ties in with comments the team has made on logistics, like how ships have a low cargo capacity to incentivize packaging raw resources at an outpost. A whitelist/blacklist system could easily be weaponized to hinder PVE gameplay
We also would like to make owning a claim more rewarding, to be fair. ^ ^
I'm with this tbh. I was super skeptical about this "open claims" approach at first but came to respect it and think it was the right choice 
It has this beautiful side-effect balancing big strong empires not having insane powers over rebelling claims that want to fight them
I don't get how locking out an empire that has declared war on you from your stations is an "insane power"
^ if big claims can lock players out, then no one can fight them fairly until T10
Tbf Ludens are more likely to blacklist Ithaca than the inverse in the case of those caves I'll note, all things considered.
But I actually agree, it should would be problematic.
Though ships and other cargo carriers should be bigger
*sure would be
it would make pvp end game
brother ive got a boat to sell you
If it's a cargo ship I'll take it
We are honored to control the territory of both t7 caves in r3 though 
A lot of the points you mentioned of "losing access to a claim would negatively impact players because of XYZ", than XYZ is what should be addressed. Players already can wall off their claims, or find other ways to keep other players out, so empires are just an incentive for that behavior but not the sole cause or reason to do that type of behavior.
That being said, we are currently working on some changes to claims to help better facilitate player expectations of things like "I just want to make a fishing claim", or the desire for a system akin to outposts, as well as help better facilitate our intended design goal of players being able to have some nearby location to process materials before shipping them back.
We are also actively looking into/working on transport logistics to both make the act of transporting cargo more engaging (both land and sea), better balancing of cargo capacity and what items can be turned into cargo (and at what rates), etc

Even if realistically no one could ever use them as is currently
the desert being near the southern one though is nice
If nothing changes or is adapted into an actual system, large claims will just be forced to build such that they can wall off sections as needed.
Which is just clunky and weird
The system should just support it naturally.
I will also note, you cant completely encircle caves
While I do agree, walling off their claim at least has the effect of sending players elsewhere
Lotta examples of that one
Probs could with 2 claims no?
nope
As someone who runs a large claim I don't want to wall it off to large segments of the community, I'd literally lose out on hexcoins by doing that. However, I do believe that, in the event someone decides to torment my group/my players I don't think they should be able to prosper from the effort that the group/those players have put into the game
That's actually my thought as well for the most part
And that also comes down to a balancing act of "how much do we reward claim owners for players using their claims." If blocking people out becomes the meta, we need to look more into incentivizing having claims open for others. :>
just a waste of money
For starters, I wasn't accusing Ithaca of being prone to walling off those caves. I was just using R3 as an example because the T7 caves being on islands would make them particularly easy to wall off. Second, Ludens has never walled off resources or our benches from anybody so I dont get why you assume we would employ those tactics ourselves
Being able to actively torment my group and then just be like "Anyway thank you for building this lovely claim that I will continue to use despite being an actual menace" just feels wrong imo
A "system" also has the benefit of being able to be a "flag" that can exist on a map and "inform" players on whether or not that claim is open to them.
As opposed to the forced player solutions, which make such a thing impossible.
Oh I know, and I wasn't accusing you of it.
Y'all have attempted to wall off people from servers and channels though I'll note
well, not y'all but rather your leadership
Like the time I had to unbundle the r3 discord perms because BB for some reason removed all the emperors from being able to use emperor chat
As a quick brainstorm idea, maybe once we have functional gates, players will be able to see if they have access to walk through gates on that settlement. "Blacklisting" a player would come down to them not having the ability to use gates, thus either not accessing the claim at all or not being able to access parts of it.
Shortly after the VF fiasco
let's avoid bringing in outside drama, it's not necessary to discussion
He didn't
Yeah, that's an issue anyway though. Teleporting to a place that is surrounded by walls, than either needing to tp home or use more tp energy teleporting somewhere else after the tp cooldown
Yeah like the Black Tower in r3
Yup, would be good for us to address that somehow
he declared war on his with his total 7.5k shards and thought walling us off from his settlement would stop us from defending ourselves
Theoretically you could surround a tower enough to make it impossible to attack or defend I would think.
I believe this is against the rules
That's where moderation hops in
Why not just make it so you can't place it on a claim in the first place
& where we look for system changes to prevent future instances
Yeah but then it's about how long it takes them to get to it
that would be lovely
I remember war between R1/R2 - this was major point of contention - terraforming was used to make it super hard to get to the towers - which was moderated as - fair enough - as long as you don't completely block it off
Yeah, we've done it a couple times already in the past and have more changes on the way
Regarding terraforming, road building, claim laying: I suggest to actually couple empire territory to that somewhat more. Allow empires to mark 20% of the territory for purposes like road or claim or "no road" or "no claim"
yeah I heard about that entire fiasco
I was there, the mods did amazing job of setting out clear rules which they kinda dropped the ball on R5 drama
I mean, that was really the only option available to those players to conduct warfare.
and make claim support cost as much as the total of tiles the player owns, so that useless claims cannot be spawned anymore just to annoy others
Terraforming made it impossible to place a siege engine before as an example, which is when we added the ability to place siege engines from further away
Just need to terraform further then
currently it's relatively easy to spawn useless claims and annoy people
I do wish that there were alternative ways for empires to wage war or adjusting numbers in a way that allows the current system to be more viable of just who can stockpile more resources and capsules harder. At the end of the day it is a big factor in why people are incorporating the underhanded tactics/griefing in the first place.
The reason it was impossible was because you couldn't place a siege engine right next to the tower, but couldn't climb while placing a siege engine
So terraforming more wasn't a part of the problem
