I called it as I saw it. It doesn't rightfully matter if you, yourself, believes that OBST does not support that kind of behavior. I went into the TS and attempted a peaceful resolution, but was instead treated childishly and kicked from the server. When I did try to reach out, Korlandril himself voiced his opinion of indifference. If it's changed, that's news to me, and all the power to the guild for letting that happen, but this problem still started because of what OBST did. What did they do? They were actively engaged in glitching Wave Serpents onto parts of the map they did not belong in. It was asked why they were doing it, but the reponses were either silence or something sarcastic such as, "it's a feature." That happened, and Korlandril just posted on this thread saying that it happened. This thread is the first time that I've seen him voice anything other than affirmation for it. But, I digress, http://myriadshrines.enjin.com/recruitment It's been there since 2013. I actually had to fill it out after I had already been in the guild for a few months. The guild was open for a few days while Demetri forgot to turn it onto a closed one, which might have gotten some people in that weren't in MYST, but that's fixed (or I assume it got fixed).
We do what we can to screen all potential members and those who were "Grandfathered in" were never a concern, they're all the old guard - die hards to MYST and what it stands for - like @Aringhe , everyone who wasn't there since the beginning - or took a long break and then returned, had to fill out the app in all but the most extreme cases. To answer. You left the guild before we restarted the program, a few weeks before launch to handle problems like these since there's very little in game communication outside the matches. Unlike WoW or other persistent world MMO's, the guild tools in the game are currently completely inadequate to communicate policy - like condemning driving the tanks on top of Harkus, or other areas. To be fair, before launch MYST did this. I will be completely honest here, we did a lot of things. We ran 15 man scorpion teams (OP), 15 man fire dragon teams (not OP), 15 man hawk teams (OP), 20 man lynch mob teams (utterly broken), and tried our best to completely break the game in every conceivable way with experimentation. We purposely fought PF's with knives, and suffered immensely to melee for a great many months. We played SM's, we played CSMs, we played as Orks, used their exploits, found new ones. We literally did everything in our power to see this game from every angle before launch. Other times we exploited the game to promote fair play, ironically. For example, we got a tank into the streets of Zedek and let the SM's advance uncontested past B so we could fight them at C. We didn't advance to B, we didn't do anything but hold. We wanted to spawn as close to the action as possible to squeeze out as an intense match as possible and that's exactly what happened. We had a great fight for almost 10 minutes in an area they'd absolutely never have gotten to otherwise. But this was all before September 23rd, with the exception of one thing on Agnathio. And that was because we were supposed to find these things and report them. Which is what we did - we found and reported a lot of our own exploits - and then didn't use them again. The cases I learned of my guild doing it while I or another officer was not present have already been dealt with internally, and like everyone has said before me, if you see a MYST tag doing it, report it to me and we will deal with them. Lastly, on Agnathio, @Aringhe pretty much already covered it, we tried to see if we could get the WS into the fortress, found out we could, and then immediately blew it up and tore down our tank ramp. So yes, we discovered a lot of exploits, used a few of them pre-launch, and now that the game is "out", we have a policy of fair play that is in compliance with our ToS that bars anyone from doing things of this nature. I have no idea what OBST's policies are, and this is an embarrassing way to meet @Korlandril, but for the sake of keeping OBST out of hot water, cease and desist if you haven't already. And if you have, let's put it behind us.
As of this patch where Devs have clearly stated that Cap points are No-vehicle areas and that any vehicles there are considered an exploit this should apply to the whole community. It is also the devs responsibility to now fix the maps and completely block off ALL access to these areas for vehicles with their mystical 'invisible walls'. Many of us who are part of the Eternal crusade community desperately hate the invisible walls but they currently feature as a desperate method by the devs to create non-vehicle areas. Now that an official policy of no vehicle areas has been declared behaviour should go all the way and completely redesign the maps with ACTUAL terrain that restricts access to all vehicles and do away with the ridiculous invisible walls. This has been addressed in other threads already but most probably with release being forced on Behaviour by Bandai Namco it was hardly a priority or game stopping issue. Hopefully within the next few patches this gets looked at. See here: http://forum.eternalcrusade.com/threads/on-anti-vehicle-invisible-walls-and-tank-traps.55735/ Whatever our opinions on the matter before previously and I have to say I always wanted open maps with freedom of movement for vehicles and infantry this is the siituation now. However it is also a little naive of people to expect this behaviour of 'glitching' to stop so soon as obviously many people haven't got the memo. That memo will finally be got when cap zones become totally inaccessible to vehicles of all kinds. Heres what needs to happen. First as a temp fix surround each cap point on every map with a 3d invisible box which no vehicle can cross. Walls like this are up in many places already. This is an unelegant solution which we may have to tolerate for now. Next the level designers should redesign every maps capture points with actual physical terrain which blocks access to all vehicles of all types and then the invisible walls can go (or they can stay if mask exactly that new terrain.) Then its solved. Banning players is not tackling the problem at the root and is just a waste of everyones time and resources. [As for this kind of inter guild diplomacy I read here, seriously guys keep this stuff out of the forums It makes everyone look bad.]
though because of this situation now SM/CSM rhinos and Ork War trucks can. no longer get across the bridge of agnathio....
I still see rhinos make it across. They can hit a sweet spot at full speed and jump the AV barricades at bridge entrances. I see a certain guild that starts with a p (gee wonder who that is) do this on the harkus map all the time so they can hide rhinos in that back corner near the left side pipe entrance where they arent supposed to be able to go.
um yes but im not talking about Harkus...i was refering to Agnathio and it terms of those ones on harkus on south side that is not really a probelm as you can still take rhino down main road and turn left before the door and drive around till you reach the pipes or park behind ruins on south side to get access to the same pipes. where as Agnathio that bridge is the only way from A to B. So i dont exactly see what your point is when i bring up Agnathio and you start talking about Harkus
It might be intended for rhinos to be able to drive there...but if there is a bug it should be reported!Though someone has to wonder who was behind the decision to block the second entrance to the fortress....
Big E see only big whine in diz thread: "moaaa-uaa-oaaaa! Deeze daddies using glitch!" , "ueeeee-oooaaaa no no no diz a feature ur ass is don't belong to diz world!" . Big E sayz screw u all lil kids. Put diz bullshit to storage, go straight up to da battle and down each other buttz. Way-down like dead-down! So down dat u event won't recognize which way's up! Wohoooo!