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Server Rule Change-Log


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With the implementation of the Server Rules into their own page on the site, this thread is to track changes made to the server rules.

 

Tracking Changes to New Rules

    • In order to be made aware of relevant changes to the rules, please follow this post or check back occasionally to see updated policies and rules.
    • The most recent post will be pinned to the front of this thread.

     

    What this means to you.

      • If you have any questions on changes in rules please contact a member of moderation.
      • If a change in rule results in something you are doing now being against the rules, there will be a 1 week grace period following the updated rules, unless the situation requires immediate attention such as a safety concern.

       

      Change Log Format

      • Changes to the rules will be posted in the following format:

       

      Original Rule:

      Rewrite:

      Rational:

       

      That’s pretty much all,

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        Rule Changes, Week of 10/11/20

         

        Conflict Rules

        General Combat

         

        Original: Rule 12: If a combat situation/raid gets too out of hand OOCly (bickering, meta accusations, etc), a moderator reserves the ability to call PVP or void the roleplay entirely regardless of the intention from either side. A report can later be pursued if incriminatory evidence (proving powergaming, metagaming, etc) is compiled. Refer to Report Guidelines.

         

        Rewrite: Disclaimer: If a conflict/CRP/raid gets too out of hand OOCly (bickering, meta accusations, etc), a moderator reserves the ability to force a course of action be it PVP, Roll combat or to void the roleplay entirely regardless of the intention from either side. A report can later be pursued by those involved if incriminatory evidence (proving powergaming, metagaming, etc) is compiled. Refer to Report Guidelines.

         

        Rational: Clarification on the rules original intention.

         


         

        Region and Nation Rules

         

        Original: Rule 6: The PRO of a nation may have permission to build on road regions that are within their nation's tiles.

         

        Rewrite: Rule 6: The PRO of a nation may build on road regions that are within their nation's tiles.

         

        Rational: Rewording, prior text gave the impression that PRO’s are required to obtain permission.

         


         

        Original: Rule 7: Only the PRO may add/remove region owners. For nations, this applies to tiles or settlements the nation leader is PRO of, not sub-regions under a nation tile.

         

        Rewrite: Rule 7: Only the PRO may freely add/remove region owners. For nations, this applies to tiles or settlements; the nation leader is PRO.

         

        Rational: Removal of the line: “not sub-regions under a nation tile.” as this is clarified in rule 9 below it.

         


         

        Original: Rule 8: A tile PRO (the nation leader) can request the creation of sub-regions within a nation tile for the purpose of new settlements under that nation, though they may not force the settlement to have them as PRO, the PRO of the sub-region should be the RP leader of that settlement.

         

        Rewrite: Rule 8: A tile PRO (the nation leader) can request the creation of sub-regions within an owned tile for the purpose of new settlements under that nation. 

        • The PRO for the new sub-region meeting this intent should be the RP leader of that settlement. 

        • All other sub-regions not intended for settlements do not require a PRO to be set and are assumed to belong to the nation leader

         

        Rational: Clarification. Restructuring for ease of use.

         


         

        Petty Theft

         

        Under Petty Theft

         

        Original: Rule 2: Unlocked non-shop chests may be taken from freely with a sufficient emote. For shops or locked chests make a /modreq and follow the rolling guidelines below.

         

        Rewrite: Rule 2: Unlocked non-shop chests may be taken from freely without limitations following a sufficient emote. For shops or locked chests make a /modreq and follow the rolling guidelines below.

         

        Rational: To reiterate that unlocked non-shop chests do not have the same limitations as shops or locked chests, with the exception of the requirement for a sufficient emote.

         


         

        Original: Upon successfully breaking into a locked chest, you may take up to one-half (rounded down) from one slot of items in the chest (a maximum of 32 for a full stack of items in a slot), given that the slot has at least two items (unique items may only be taken during a heist). 

        • If the chosen item can be stacked with other identical items, they may first be condensed by the moderator before being split in half.            

         

        Rewrite: Upon successfully breaking into a locked chest, you may take up to one-half (rounded down) from one slot of items in the chest (a maximum of 32 for a full stack of items in a slot), given that the slot has at least two items (unique items may only be taken during a heist). 

        • If the chosen item can be stacked with other identical items, they may first be condensed by the moderator before being split in half.    

        • An item may be taken from a shulker within the chest, but shulkers themselves, unless empty, may not be taken.   

         

        Rational: To define how items in shulkers that are within a locked picked chest may be taken from following the same limitations of one slot, but not full shulkers themselves. This addition is to both prevent players taking entire shulker boxes during petty theft, but to also prevent players from putting all of their items in shulker boxes inside chests to prevent theft.

           


         

        Under limitations

         

        Original: Rule 2: You may only steal from 3 chests (or shops) per 24 hours.

         

        Rewrite: Rule 2: You may only steal from 3 locked chests (or shops) per 24 hours.


        Rational: Clarification, this cooldown only applies to theft under the petty theft system.

           


        Roleplay Rules

         

        Addition: Rule 13. You may not abuse mechanics to access areas you cannot get to in roleplay, this includes boat glitching and using horses to bypass walls higher than 3 blocks tall.

         

        Rational: Inclusion of this was missed on the rewrite, it shall remain enforceable.

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        Rule Changes, Week of 11/2820

         

        General Rules:

         

        Addition of Rule: Rule 7: You may only have a maximum of three minecraft accounts registered on the server.

         

        Rational: Added this rule to prevent spamming of alt accounting and to for security purposes to prevent likelihood of alt accounts being compromised.

         


         

        Roleplay Rules:

         

        Original: Rule 8: Your characters may not interact with each other. This includes physically being together transferring items, or otherwise contributing* to each other's abitions, goals, or stories.

        - You may play your own children, though they may no physically interact in-game.

         

        Addition of Sub-point: Rule 8: Your characters may not interact with each other. This includes physically being together transferring items, or otherwise contributing* to each other's ambitions, goals, or stories.

        - You may play your own children, though they may no physically interact in-game.

        - You may not use multiple personas to gain an advantage by circumventing Vortex limitations and concentrating the benefits with one nation/settlement/group/etc. Example, no "Vortex Alts" or RPly unaffiliated personas contributing to something that doesn't make sense for them.

         

        Rational: Addition of sub-point to specify rule against Vortex abuse related to multiple personas.

         


         

        General Combat:

         

        Original: Rule 10: Villainous activity or combat near or in Cloud Temple or travel hubs is prohibited. This includes ANY roads leading up to or from them, meaning one may not block travelers from entering or leaving the area by camping at an intersection leading to Cloud Temple or a travel hub.

         

        Addition of Sub-point: Rule 10: Villainous activity or combat near or in Cloud Temple or travel hubs is prohibited. This includes ANY roads leading up to or from them, meaning one may not block travelers from entering or leaving the area by camping at an intersection leading to Cloud Temple or a travel hub.

        - Must be at least 100 blocks down the road in any direction from the hub or Cloud Temple.

         

        Rational: Addition of sub-point to define what is meant by road to or from Hubs. Previous wording as it stood prevented all banditry whatsoever as with the lack of roads at the start of the map, "technically" no roads were not leading to or from a hub.

        Now banditry must take place at least 100 blocks down the road, from the hub.


         

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        Rule Changes, Week of 1/4/21

         

        Conflict Rules:

         

        Original: Rule 5: If 12+ people become engaged in the combat, PVP may be called through a majority vote of all people involved. Spectators may not vote. To avoid any complications, you may ask a Moderator to watch. Votes may only be redone if new people join the scene or through moderation.

        • Once PvP is requested, a PvP lock is initiated on whoever is present. Anyone who does not take part in the PvP or was not included in the PvP lock once the countdown is initiated is considered a spectator.

        • Spectators may not interfere in any way. They may not follow along (even if they are statused) with the PvP unless approved by a moderator.

         

        Update: Rule 5: If 12+ people become engaged in the combat, the combat is defaulted to PvP. This can be overridden through a majority vote of all people involved. Spectators may not vote. To avoid any complications, you may ask a Moderator to watch. Votes may only be redone if new people join the scene or through moderation, but not after PvP has been initiated.

        • Once PvP is requested, a PvP lock is initiated on whoever is present. Anyone who does not take part in the PvP or was not included in the PvP lock once the countdown is initiated is considered a spectator.

        • Spectators may not interfere in any way. They may not follow along (even if they are statused) with the PvP unless approved by a moderator.

         

        Rational: General Clarification: The original purpose of this rule, was to cut down on instances where an attacking party sought to gather as many people into the conflict to force a PvP default. This led players who sought out CRP to be forced to PvP after being dragged into a conflict larger that they thought. While it is important to acknowledge that this is an RP server and we should strive to RP over other forms of combat, once you hit a high enough number, keeping track of emotes, movements and general CRP can become more troublesome. While the rule itself is not changing that drastically the intent is to say, once you get to 12+ people engaged in a conflict the default will go to PvP unless one side or group of the players decides to vote for CRP or Rolling CRP and a majority agree. This is to imply that although we would prefer to continue to RP, we as moderation acknowledge that oftentimes it becomes more difficult to CRP in large groups and eventually after arguments and eventual modreqs, it ends up defaulting to PvP regardless.

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        Rule Changes, Week of 3/30/21

         

        Raid Rules:

         

        Original: Rule 3: Raid size is dependent on the raid target

        • Lairs: 3 player max
        • Settlements and non-capital tiles: 4 player max
        • Nation capital tiles: 5 player max

        Update: Rule 3: Raid size is dependent on the raid target

        • Lairs: 3 player max
        • Settlements and non-capital tiles: 6 player max
        • Nation capital tiles: 9 player max

        Rational: As initially intended, Raid Caps have been raised for raids against settlements and Nations on a trial period.

         

        ___________________________________________________________________________________________

         

        Conflict Rules:

        Original: Rule 5: If 12+ people become engaged in the combat, the combat is defaulted to PvP. This can be overridden through a majority vote of all people involved. Spectators may not vote. To avoid any complications, you may ask a Moderator to watch. Votes may only be redone if new people join the scene or through moderation, but not after PvP has been initiated.

        • Once PvP is requested, a PvP lock is initiated on whoever is present. Anyone who does not take part in the PvP or was not included in the PvP lock once the countdown is initiated is considered a spectator.
        • Spectators may not interfere in any way. They may not follow along (even if they are statused) with the PvP unless approved by a moderator.

        Update: Rule 5: If 12+ people become engaged in the combat, the combat is defaulted to PvP. This can be overridden through a majority vote of all people involved. Spectators may not vote. To avoid any complications, you may ask a Moderator to watch. Votes may only be redone if new people join the scene or through moderation, but not after PvP has been initiated.

        • A Majority Vote is comprised of a minimum of 3/4 of players involved in the combat to override the PvP default and change to CRP.
        • Once PvP is requested, a PvP lock is initiated on whoever is present. Anyone who does not take part in the PvP or was not included in the PvP lock once the countdown is initiated is considered a spectator.
        • Spectators may not interfere in any way. They may not follow along (even if they are statused) with the PvP unless approved by a moderator.

        Rational: Updated rules to clarify that when 12+ people become engaged in combat, 3/4 of players involved in the combat need to agree to switch to CRP rather than a simple half majority. If this can not be achieved in a quick and orderly fashion, the default remains PvP.

        ___________________________________________________________________________________________

         

         

        General Raid Rules:

         

        Original: Rule 5: All wartime raids shall have a /modreq filed prior to the raid when using war chat negotiated raid terms.

         

        Update: Rule 5: All raids must have a /modreq filed by the raiding party prior to the raid declaring the origin, target, and number of raiders involved. It is not required for the Modreq to get claimed for the raid to continue.

         

        Rational: The purpose of this rule, is more of a temporary change. By having moderators be able to observe the raids from the beginning they will be able to better observe and address the issues facing conflict and raiding with more experience and knowledge on how these situations conduct themselves. For those concerned that this rule will result in possible meta-gaming, please report concerns to Moderation Management.

         

        ___________________________________________________________________________________________

         

         

        Original: Rule 1: A raid constitutes an attack or banditry (either in peacetime or wartime) by two or more players of an outside group on a nation, settlement, or lair.

         

        Update: Rule 1: A raid constitutes an attack or banditry (either in peacetime or wartime) by three or more players of an outside group on a nation, settlement, or lair.

         

        Rational: Minimum number of players required to be considered a raid is now three members, while we are still working to change the definition of a raid to be more focused on an attack and not general banditry the rest of the rule will remain in effect to be worked on by whoever takes my place.

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