Glyph RP

ARK Rules

ARK Rules

Community Rules & Info

1.1 General

  • Don’t be a dick, be respectful of others in the community. This includes our staff.
  • Do not preach hate within the community.
  • Communities develop a sense of what is right and what is wrong, take the time to learn. Don’t expect your sense of humor or right and wrong to match the communities, adapt.
  • This is a North American based server. Our primary language is English and you must be able to communicate in English.
  • Streamers are welcome here so be aware of the [Twitch ToS] and [Rules of Conduct] and also familiarize yourself with the [Discord Community Guidelines]
  • This is an 18+ server. Failure to tell the truth will result in a permanent ban.
  • Erotic Role-Play (ERP) is Prohibited. Grotesque or gruesome scenarios must provide a warning to players.
  • In scenes which may contain questionable graphic content (i.e. suicide, self harm, gore) all participants must be warned OOC prior to its beginning, and given the chance to opt out.
  • You must be present in the Discord to be in the Server.
  • Adjust your name in Discord to include your character name.
    • Ex.: Franklin the Hermit | BreakerOneNine
  • Abusing loopholes, falsifying evidence, leaving Discord etc. to get what you want will result in punishment.
  • Rule breaking with evidence must be submitted through the ticket system.
  • If it concerns staff, please direct it to Glyph RP Management through an HR Ticket or an Anonymous HR ticket in #ase-submit-a-ticket.
  • We cannot regulate community discords.
  • Please remember to be courteous in your voice RP. Constant loud screeching into your mic, animal noises, or blaring sounds can cause other players discomfort and be seen as griefing.

1.2 Discord

  • Do not directly message staff with Glyph RP or in-game related questions. You must create a ticket or ask in our appropriate help channels.
  • Do not tag staff in your tickets.
  • Do not spam chats.
  • Do not post or link to mature, explicit, controversial, political or racist content (including anything depicting pornography or gore).
  • OOC chats are for Out-of-Character content and IC chats are for In-Character content.
  • Ravens & Radios is an in-character message system for basic communication, such as sending a raven for a player character to come visit your home. It is not limited to that but the communication needs to be general communication, not full conversations. Treat it like a carrier pigeon!
  • Make healthy choices, do not join chats or post while under the influence of drugs or alcohol.
  • The Meeting Channel is used for Community Meetings.

1.3 Disclaimer

Do not message server administrators directly for general questions. We have helpful community channels (#help-and-questions) in Discord where you can ask for assistance. If this is not an issue that can easily be resolved by the community, then please Submit a Ticket. If you have an issue with another member of staff, please message senior management immediately.

Staff can and will enter your tribe at any time for routine checks by the Enforcement Team or for Player Assistance/Progression. Staff do not always require that they have a specific reason to do so. Any staff member reserves the right to perform Game Administrator duties without explanation to the public or affected parties. These can vary to tribe checks, planting lore, routine good noodle checks, etc.

All staff may flag you for rule violations, regardless if they are on the enforcement team or not. Our Enforcement Team’s job is to handle player reports, create/amend rules and handle day to day enforcement/check operations. All staff are trained and know the rules thoroughly to handle rule violations.

It is a player’s responsibility to read all rules and seek clarification if needed. All rules are subject to change at any time at the administrative team’s discretion.

1.4 Strikes

  • There is a 3 strike system of punishment.
    • Strike 1 – A warning will be sent.
    • Strike 2 – A ticket or meeting with the Enforcement Team.
    • Strike 3 – Ban – Temporary or Permanent Depending on Severity.
  • Each season, one strike will fall off of you; however, you will not be unbanned if you are permanent banned.
  • Continued failure to follow the rules can and will result in a permanent ban.
  • Depending on the severity and results of staff investigation may result in an immediate ban.

ARK General Rules

2.1 Character

  • Characters must be legal adults within the race parameters, both physically and mentally.
  • If a character has already whitelisted with the name you have chosen, you will be asked to add a surname or title so you two are not confused with each other.
  • Do not use special characters in your name.
  • Do not role-play famous people or characters.
  • The whitelisting team has every right to deny a name or character during the whitelisting process.
  • You must look like your chosen race.
  • You may only switch Guilds, Jobs, or Magics once per character a season. Make a ticket to switch.
  • No pregnancy role-play. This can happen to your character in the time skip between seasons.

Wounded Character Rules

When a character is killed in an RP significant instance and requires their wounds to be tended through RP.

  • An RP significant instance includes situations such as a Glyph event, a PVP instance, or a situation involving staff NPC’s.
    • Event specific – If you get killed during an event, you can return to your body and rejoin the event but after the event ends you should seek an Alchemist to tend your wounds.
    • Alternative to calling a player – If a player is not available for 10 minutes after an Alchemist call, you can travel or be taken to the Healer Clinic in the main town to get “healed” by NPCs. You should still RP the effects of being wounded after.
    • PvP wounding – If you are wounded in a PvP encounter, the nature of the wounds are decided by the victor. Wounds that are permanent, such as ones that leave scars, maim the body, or result in perma, need to be discussed and agreed upon by both parties. Please note no one can force you to Perma your character.

2.2 Taming

During Taming:

  • Once another player has begun taming (accepted bait, or taming buff and aura is visible) the creature is claimed. Do not disrupt the process or kill it.
  • Guarding a wild dino for another player does not grant it the taming rule protection until the taming process begins and can be contested.

Tamed Creatures:

  • Tribes may only own up to 200 + 100 per person tames at a time (e.g, a 5-person tribe may own 700 tames).
  • Maximum 35 creatures deployed per tribe at any one time (limits for territories differ).
    • Disclaimer: creature numbers are subject to change throughout the season due to server performance.
    • Keep them within a barn, home, hitching, etc.
  • Creatures must be passive unless enclosed in a fully constructed building. Aggressive or Neutral animals within the building can be killed in self-defense.
  • Planter structures are not proper containment for aggressive tames.
  • Do NOT tame Territory creatures unless you are part of that Territory.
    • Territory creatures can be identified by their unique colorations and/or higher than normal levels, being 155 and above.
    • This extends to territory creatures that become shiny.
    • If you are unsure if a creature is a territory creature, see “#Territory Decrees” and the in-game territory map for more information.
  • You may build a proper taming trap but tents and other cheesy methods may not be used. Make sure to clean up after you’re done.

2.3 Building

General Building Rules:

  • i. Tribes of one-or-two players are allotted a 1000 structure footprint, structures that count towards this footprint are the following: foundations, ceilings, stairs/ramps, and roofs. (This allotment comes out to approximately seven reasonable, fully built 6x6x6 buildings).
  • ii. Tribes will be allotted an additional 250 structures towards their footprint for every additional active member.
  • iii. The max size for any one build is 15 structures in any dimension. That is to say any one build may not be longer, wider, or higher than 15 structures. One may ask for an exception to this policy through a ticket for builds such as bridges that follow the spirit of the rule but may not quite fit inside these restrictions.
    • a. Builds must have a clear and visible separation, with no overlapping structures for this purpose.
  • iv. All buildings in a settlement must be fully visible from any point within the settlement at epic range.

  • Point of note: The enforcement team will track these numbers throughout the season. Warning will be given when approaching or surpassing the limit. Tribes will have at least a week to correct any overbuilding, so do not stress over these requirements too much.
  • v. All rooms must have a door (this can include secret or hidden doors)
  • vi. Tribes may have no more than two buildings on rafts or platform saddles, neither of which is to exceed 8x4x3.
  • vii. You may not encase a build in planter terrain. All structures must have a breakable entrance that any size player can fit through.
  • viii. Builds using vegetation planters must be within tribe building limitations, Glyph Staff may enforce further limitations on a case-by-case basis. Planters and their terrain are not allowed on rafts or platform saddles.
    • Example: Excessive Mountains and/or Forests made of planters are not allowed.
  • ix. You may have beds up at your homesteads/outposts but nowhere else. You may not have beds on foundations, in random little boxes, in permanent tents, etc.
  • x. If you wish to do dungeons/raids/world bosses, you may put down a tent and some sleeping bags that are temporary for that event. These will be demolished without warning if found.
  • xi. Fences or walls must be no higher than four walls, with minimal decorations.
  • xii. Building within epic render distance of Glyph builds and other player’s settlements is not allowed.
    • a. If receiving permission, you may build within render of other player’s settlements.
  • xiii. Objects may not appear floating or unsupported, despite being technically able to float.
  • xiv. Building near rich resource/role-play/important areas is not allowed. This includes caves that hold artifacts, Glyph builds, and key role-play points!
  • xv. Avoid the use of large numbers of pipes; mods provide alternative water sources.
  • xvi. S+ Glass Metal can only be used for recorations or windows. Rooms cannot be encased in metal-tier structures.

Example:

This Build is an example of an ideal structure we look for, here are some reasons:

  • It is well below our maximum.
  • It makes smart use of space and decoration placement.

Non-Territories:

  • i. You may have 1 base with all builds of the tribe being within ‘epic’ render distance.

Territories:

  • i. Territories gain an additional flat 500 structures towards their build limits.
  • ii. You may build anywhere inside your territory, except within epic render distance of other territories, Obelisks, Glyph builds, and other players’ settlements.
  • iii. Territories are allowed to purchase outpost deeds. By default these are limited to 1 per territory but more outposts may be unlocked via Territory Perks. See “Territories” underneath ARK:SE, Features, Content for more information.

Structures/Decor:

  • i. Avoid building forests, or excessively large terrain features, out of planters or otherwise.
  • ii. You may not encase a build with vegetation planters. Build within reason with the rocks, you may be asked to alter it by staff.
  • iii. Spike walls and plant turrets should be used sparingly. The damage on both is increased to reduce the need for larger numbers. Expect one Plant X to be able to protect a significantly large area, and deal with most large threats with ease.
  • iv. A tribe may not have more than 80 structures that passively generate items.
      • a. You may only have a single RPE tree of any type out at a time per tribe. These trees are significantly heavier on server performance than RPC contemporaries.
      • b. No more than 60 of these structures may be crop plots.
      • c. If farms are too large and affect performance you may be asked to reduce in size.
      • d. Passively generating structures include, but are not limited to, crop plots, RPC trees, RPE trees, apiaries, milking stations, tree taps, chicken coops, herb boxes, mushroom boxes.
      • e. Crop plots utilized for Plant X do not count toward this limit.

Offending Builds:

  • If your build violates one of these rules you will be warned and instructed to change the offending features. Once warned you will have 1 week to come to compliance or the offending build will be removed entirely and a strike issued.
  • Remember, administrators have the right to request you to reduce aspects of your build for server performance.

2.4 Role-play

  • No meta-gaming.
    • Metagaming is a player’s use of real-life knowledge concerning the state of the game or other players to determine their character’s actions, when the character does not have that knowledge or awareness under the circumstances.
    • This can refer to plot information, secrets, events occurring away from the character, and some facets of the game’s mechanics.
  • The following is considered not IC knowledge:
    • Death messages
    • Nameplates
    • Damage Numbers
    • Tribe names and ranks
    • Glyph also utilizes a turn-in system with labeled boxes; labeled boxes are not IC.
    • Examples:  This means using knowledge not obtained in the RP you participated in.
      • Mike learns of Bob plans to ambush him on his way to town in a voice chat, Knowing this, Mike continues with his trip to town and gets ambushed. Mike has not broken any rules.
      • Bob learns of Mike’s plan to steal from his chest through a message outside of the game, Bob moves his things to a secluded stash far away because of this knowledge. Bob has broken the rules.
  • No Power-gaming. Power-gaming is playing with the aim of maximizing progress towards a specific goal at the exclusion of all other considerations, such as storytelling, atmosphere, and camaraderie. When focusing on the letter of the rules over the spirit of the rules, it is often seen as unsporting, un-fun, or unsociable.
    • Example: Bobby was injured in an RP event moments ago, but he is already fine and fighting as if nothing.
  • Using mechanics or rules to exploit or min-max such as mind wipe for crafting or exploiting high EXP yield items to powerlevel are not allowed. Humerus.
  • No God-modding. God-modding is roleplay or gameplay that removes agency from other players over their characters. Remember that the only character you control is your own.
  • No Fail RP. Fail RP is the breaking of any of the below rules.
    • Example: Bob and Steve are out in the forest taming a dodo.  Joe runs up on them and types “WTF I was taming that” in OOC chat.  Rather than having a conversation IC they begin to yell at each other in local rather than talking it out ICly.
  • Going OOC in RP and not playing to your character.
  • Excessive OOC chatter in local or global chats.
  • Your character must value their life, if forced into a life threatening situation they must act accordingly.
  • Do not bleed/blur IC and OOC interactions.
    • Example: Being rude to players out of character when you are in active conflict role-play with them in-game.
    • Example: Assuming that a sour interaction with another character is directly reflective of the player’s personality.
  • One real-life day is considered four in-game days, every real-life week is an in-game month. Use this timeline to make decisions with your character.
  • Your character cannot hear conversation or noises inside an enclosed area.
    • Example: If you are sneaking around and trying to eavesdrop, you cannot hear what is going on inside the building unless it is open.
  • Remember to have fear for your life. Your character is still mortal, and would likely not do something if it meant they would die
  • In scenes which may contain questionable graphic content all participants must be warned OOC prior to its beginning. i.e. sucidie, self harm, gore

Character Death:

  • Force permadeath is not allowed – no one can force your character to die.
  • You must open a ticket for your new character.
  • On death or reroll you must post a graveyard post.
  • Players are limited to one reroll per four weeks. Permanent character deaths resulting from RP with other characters do not count towards this limit.
  • You will need to open a ticket to begin the process.
  • When you open your ticket to reroll you must wait 3 days before the reroll officially goes through, this is to ensure there is ample time to wrap up any role-play and allow us time to check that your build is square away and bank account is cleared.
  • If you have rerolled or died, do not login until your new whitelist has been approved.
  • Do not pass on old gear/creatures to your new character, this is called heirlooming. If this is found your items/creatures may be taken.
    • This includes “family” characters.
  • If you are the only person in your tribe you must tear down builds before rerolling. Give exact coordinates to build so that it can be checked.
  • You must clear your bank accounts before rerolling your character and turn in any honor coins you had.

2.5 Guilds

There are no current rules for our guilds at this time. This may potentially change in the future.

2.6 Jobs

There are no current rules for our guilds at this time. This may potentially change in the future.

2.7  Magics

Mysterium

  • Do not share your spells with other players, regardless of if they are of the Mysterium or not.
  • Do not allow other players to interact with your Nexus book.

Shamans

  • If you fall below 50% HP in a PvP scenario or in any RP Significant Scene while in form, you must see an Alchemist.

Revenants

  • Joining the Revenants just to find and ‘out’ the identities of fellow Revenants is not permitted. It ruins the roleplay of others and falls under the ‘Don’t be a dick’ rule.
  • If you are injured as a Revenant in PvP or in any RP Significant scene, you must still see an Alchemist for healing.
  • In circumstances where it would be appropriate to roleplay out your Phylactery feeding, please give OOC warnings for descriptions involving gore.
  • When it comes to feeding, for a person to be willing, they must consent both IC and OOC to said feeding. Additionally only creatures you own are considered willing for this purpose.

ARK Conflict & PvP Rules

3.1 Conflict Roleplay

Conflict RP is a popular and controversial avenue of RP, Glyph sets careful precedents to ensure that conflicts are carried out and concluded in a manner that respects the rules and intents of our community. There are a few important things to note before engaging in conflict roleplay:

  • CONTENT: When acting or engaging in “heinous” or “villainous” actions that affect your character’s IC reputation, continued provocation may result in overall content lost at the expense of the player. Extreme actions may result in your character being removed from a guild, job, or magic.
  • LOSS OF RP: While unfortunate and unintended, villainous or antisocial behaviors may result in a character being unwelcome, or met with confrontation in some groups. In some instances, this is a realistic reaction to roleplay. Glyph, outside of a rule break or clear infraction of our standards, cannot intervene in situations like this. While Glyph Staff will always be available for mediation, we cannot force roleplay between characters.
  • UNPLANNED IMPACT: In some instances, the consequences of a character’s actions may ripple well past the intended targets. Despite the OOC consent that must occur first, particularly graphic conflicts may prompt reactions from third parties. Again, while Glyph Staff will always be available for mediation, we cannot force roleplay between characters.
  • MITIGATION SYSTEM: A background system used for moderating NPC responses and participation in player-driven storylines exists. Expect IC actions taken by your character to have NPC responses, though such responses are moderated to ensure there is no disproportionate reaction.
  • In the process of PvP or RP conflict, all involved parties agree to adhere to Glyph rules and standards. In a response to ticketed grievances from players, none of the involved parties are exempt from scrutiny. Remember that a rulebreak does not justify a subsequent rulebreak.

3.2 PvP

Glyph is, first and foremost, a roleplay server. This means focusing on storytelling and collaboration; using PVE content to facilitate these ends. Sometimes players enter into conflict RP as another catalyst in their storytelling. While PVP is not a focus on Glyph for content, we do set boundaries that help minimize griefing or harassing behaviors. Remember the first rule of Glyph: Don’t be a dick.

As with all group storytelling projects, a little open and respectful communication go a long way towards a conclusion that feels satisfying for all involved parties. When OOC rules against divisive behaviors like metagaming, powergaming or godmodding are respected and followed, it leads to stronger trust and eased communication between players. Remember the first rule of Glyph: Don’t be a dick.

PvP Rules and Standards

    • Combat must be initiated through IC RP and made clear to all members. You must use the local chat to declare “//PVP INTENT” and get a “//PVP ACCEPT” back from the other player(s).
        • In situations of crowds or groups, please be as clear as possible about who you are targeting for PVP, either IC or OOC or Both. Players that are not being targeted and do not have an interest in participating are expected to maintain a safe distance from PVP, and leave any possible area of danger.
    • As a response to a //PVP INTENT, a player may:
      • //PVP ACCEPT: This is the option to agree to the PVP encounter. This does not mean that PvP begins immediately, and you should continue to roleplay along with the scenario until conflict begins naturally! Do not treat an accept as a sudden deathmatch. Encounters last as long as RP or PvP occurs, until 10 minutes beyond the last RP or Engagement, or until an encounter clearly ends.
      • //PVP YIELD: This is the option to forfeit or skip the PVP encounter, yielding to the demands of the attacker.PvP intent Examples:
        • You cannot force a player to permadeath
        • You must still follow the server rules (i.e no powergaming) and thieving rules, you cannot make a demand that would be a rulebreak.
        • Kidnapping must be agreed on OOC by all parties and have supporting RP and be RP friendly. (Note: A player may only be held against their will for 30 minutes. OOC consent should be stated in text, in game. As long as a player consents to captivity OOC, the confinement may continue as long as they are being interacted with.)
      • //PVP ACCEPT FLEE: This is the only option to attempt and escape a PVP encounter without fighting or yielding to the demands of the attacker.
        • If you are running away from combat, you are not allowed to use carts or teleport to escape
        • A player must lose line of sight from their aggressor for 1 minute. They have then successfully ‘escaped’ the pvp encounter.
    • If a player crashes/disconnects during a PVP conflict, you are to disengage or wait because they become a ‘sleeping player’. Sleeping Players, during these occasions, are not to be interacted with or stolen from.
      • This protection does not include events or large battles, except in instances of theft.
      • Note: If you do accidentally kill a sleeping player, ensure that they are notified via Discord and any of their possessions are returned to them.
    • When parties engage in PvP, the attacker must drop alliances unless agreed upon prior.
    • Upon declaration of intent by an attacking party, any offensive action by the defender counts as an acceptance, including drawing weapons, rearranging hotbars, deploying tames, shifting, running, etc. Parties should only be responding to PvP intents before anything else can occur.
    • Logging and/or porting via bed or carriage to avoid conflict is fail-RP and is not allowed.
    • You may throw out/unball tames but you may not re-soulball them during conflict.
    • You are not allowed to pick people up with a Flyer creature in PvP. You are allowed to pick up using land creatures.
    • When looting a player in after a PvP encounter, you are to refer to the thieving rules under 3.3 “Crime”.
    • No armor swapping or repairing armor within 5 minutes of PvP combat. Players must be disengaged. entirely from a PvP scenario to repair or swap armours. Exceptions are usually made for dedicated PvP events or other special cases on repairs, but never on swapping.
    • No building or repairing structures in PvP.
    • If you see two people fighting over a tame, and want to swoop in as a third party to steal it for yourself, you are subject to PvP and must pvp intent.
    • Do not kill passive creatures. (Note: If a passive creature is used to attack someone it is not protected by this rule however remember that PvP ends when the other player is killed.)
    • You are NOT allowed to kite aggressive animals out of enclosure into the wilds, or kite them to another base.
    • A Parasaur on turret mode is a valid target and may be killed, however evidence must be left with a hint as to who killed it. (Note: Parasaurs on turret mode may not be indoors or protected by structures, this includes scaffolding.)
    • Plant turrets may only be used on wild creatures.
    • Tools may not be equipped upon creatures that may use them in PvP, e.g. Mantis, Gigantopithecus, etc.
    • In PvP intents in a group, the aggressor must declare the number of attackers in the intent, and all parties must wait for all other parties to accept before any engagement can begin.
      • Unlike in single PvP, taking any offensive action before all parties involved have accepted intent voids the encounter, forfeiting it to the other party.
      • It is each party’s responsibility to ensure they both accept in a timely manner, and wait for all other parties involved.

    Concluding PVP Encounters

    Remembering that PVP on Glyph is not a tool for griefing or harassment, our rules define the end of an encounter very clearly. When a PVP encounter has taken place, the following terms end the PVP encounter:

    • Player/s have been mechanically killed. The result is the losing player/s must contact a mender and do proper mender RP, following injury RP rules. If you are unable to find a mender in 10 minutes you may self tend.
    • A player/s surrenders, either OOC or IC.
    • A player/s have been tranquilized AND also handcuffed. (NOTE: Using cosplay evolved parts to break out of handcuffs is not permitted, however a player may continue to try to escape if handcuffed.)
    • Player(s) have not engaged in PvP or RP for 10 minutes since the encounter began, and have been out of contact either IC or OOC.
    • In the case of ‘Pvp Accept Flee’, a player must lose line of sight from their aggressor for 1 minute. They have then successfully ‘escaped’ the pvp encounter.
    • When looting a player after a PvP encounter you are to refer to the thieving rules under 3.3 “Crime”.

    PvP Intent Examples

    Scenario: Zane is wandering through the wilds when he sees Karros strolling down the road towards him. Being mortal enemies, Zane uses this opportunity to fight and potentially wound him.

    Zane: Stepping forward, he places a hand on his holster, readying to draw on Karros as he approaches while speaking, “I said I’d kill you if I saw you again, Hmmm?” // PvP Intent
    Karros: Reaching around for his rifle, Karros smiles back. “I was hoping it’d come sooner than now,” // PvP Accept
    After this, with no other parties involved or around, the two can safely engage.

    Scenario: A Party from Shatterscale, consisting of Kommissar, Cleetus and Kavalry are looking to throw down as payback for a small breakin recently performed by Ghom and Torgot, who left a mess of weird rune-covered rocks everywhere but took nothing. They meet them at their house as a party of three, facing a party of two.

    Kommissar: “You’re all the WORST! Breaking in and leaving rocks everywhere? ROCKS? REALLY? Who the fuck leaves ROCKS?! We’ll show you better than to leave your stones around! ” // PvP Intent: 3 attackers
    Remember that in group scenarios, all parties must be waited for to accept, and someone making any offensive action on either side before this occurs constitutes a rule break. Thus, Shatterscale waits for both Torgot and Ghom to respond before taking any action, and they do the same.
    Torgot: looks around nervously “Oh uh umm well we just left some rocks and, oh boy look at the time, I’ve got to go to the latest Monster Inquisitorial Bureau meeting! // PvP Accept Flee
    Ghom: Ghom reaches for his holster “We left a gift!” // PvP Accept
    With PvP Intent accepted by the defenders, the engagement can begin.

    Scenario: Coming home to her house broken into, Fara readies her weapon and steps inside. Within, Bob the Thief is rummaging through various containers, searching for valuables.

    Due to other rulings regarding break-ins and crime, found under 3.3 “Crime”, the only necessary statement is a PvP accept from Fara. Walking in, Fara can declare acceptance, and immediately upon seeing Bob, Fara can safely engage, and Bob can respond in kind.

    Scenario: Jasper, Tyrannas and Greymount feel like going out for a night on the town, and Jasper packs his gas grenades. Walking into Dawnposts’ Tavern, he chats and talks with the patrons before “accidentally” gassing the entire place, much to varied amusement and ire.

    Greymount enters the bar, and begin chatting.
    Tyrannas: // PvP Intent 6
    Note that Greymount and Co have done nothing threatening whatsoever, however, as one of their member’s plan involves PvP at some point during the scene, he may immediately intent the entire building upon his entrance.
    Idraste Talonforge: // PvP accept?
    Knixose Alligata: //accept
    All parties accept the PvP. Roleplay continues for a considerable period of time, say, 15-30 minutes.
    Jasper: *breaks chair from sitting on it* “oops” grenade falls out of his pocket
    As the “Encounter”, in this case, has continued as long as RP has, this attack is valid and legal.
    Half the tavern falls unconscious. Jasper blames the tavern for having bad chairs.

    Attacking on Sight (AoS)

    Over the course of a season or a campaign, some characters find themselves consistently at odds. Sometimes, things build to a point where characters are frequently on the opposite sides of PVP encounters; reaching a point where they would consider each other a ‘nemesis’ or ‘enemy’. With enough supporting roleplay and IC grievances, one of the involved people can open a ticket to discuss attack/shoot-on-sight terms. If you are unsure about the qualifying roleplay, feel free to open a ticket and ask.

    • Random-Death-Matching and Kill-on-Sight (RDM/KOS) is not allowed.
    • AoS is not allowed unless agreed to by both/all players in a ticket.
    • Any AoS rules/terms of combat must be agreed to by both/all players in the aforementioned ticket.
    • Any players involved in an active AoS must post public notice in their territory decree.
    • All AoS terms must include clear and definitive conclusions to end the conflict, agreed to by both/all players involved.
    • Events, Glyph towns, and public transportation, are never valid spaces for AoS. These are spaces that are open to all players, and not a time for mediating conflict and distraction.

3.3 Crime

Like PvP, crime can be a useful mechanism to push roleplay hooks and tell a compelling story. As with our other rules and standards, our aim with these requirements is to cultivate an atmosphere where players can engage with criminal activities in ways that don’t lead to griefing or harassment. Remember the first rule of Glyph: Don’t be a dick.

  • 1. Before committing crimes as your character, you Must open a thieving ticket and submit a Calling Card, which will be used throughout the season. This Calling Card must be approved by staff before committing crimes.
      • a. Calling Cards must include specific details, whether they are a physical item or some detail that is left behind, though the description of these details can vary between crimes.

    Example Calling Cards:

    A single white feather dipped in blood rests in front of the broken chests.
    A broken raptor tooth with the letter “T” carved into it is left by the broken door.
    Your left boot has been painted white and sits next to the broken door.
    The joker from a deck of cards is left on your desk.
    A blue paw print has been left on the window.
    A boomerang in the shape of a bat has been thrown with such accuracy and power that it is now stuck in your wall.

    • b. This calling card must be related to your character in some way. It cannot be entirely disconnected from your character.
      • i. Remember, the objective of thieving and crime on the server is to promote roleplay. If you are designing your card to avoid getting caught, you are approaching it wrong!.
    • c. Calling Cards can be changed through re-submission and re-approval via your Character’s Thieving Ticket. Calling Cards can only be changed once per patch (2 times a season).
    • d. Your Crime Ticket will be open for the remainder of the season and be a continuous record of who you stole from and what you took.
    • e. Crime Tickets will contain a copy of the specific Calling Card that you will leave behind when committing the crime, in addition to your running log of action.
    • f. Your ticket should include screenshots of each evidence left and a brief summary of the criminal event in question. These include:
      • i. Break-ins and/or theft, of any size
      • ii. Hold-ups / Robbery
      • iii. Kidnapping
      • iv. Vandalism
        • Vandalism includes painting structures, dinos, picture frames etc; Destroying railings, lighting, signage and similar, or leaving bad boxes, planter plants or similar objects on or nearby structures.
      • v. Counterfeiting items or Fraud
        • Counterfeiting is creating and selling, or providing fake items, made by custom item maker or otherwise.
        • Fraud is, generally, avoiding payment for goods or services after agreeing to pay for them, with malicious intent.
      • vi. Trespassing
        • Trespassing is entering structures or buildings by avenues clearly not intended, without permission.
        • If you are: Entering through accidentally left open doors, sneaking through windows or railings by crouching, small forms or grapple hooks, or clearly hidden crawlspaces, you are probably doing this.
  • 2. “One way in, one way out.”
    • a. Avoid creating multiple entry points when breaking into a building. Cause as little damage as possible to achieve your goal.
    • b. Collateral Damage in the event of breaking into a specific container, door, wall, or other destructible object is acceptable within reason.
  • 3. Leave one extra evidence piece (inline with the “Three evidence” requirements from prior seasons) alongside the calling card.
    • This should be one of the following:
      • Something about your Character’s physical form: Hair / Scales / Claws / etc. This must be from your body, not your clothing or equipment.
        • If you use multiple forms, you must leave evidence for each form used. E.g, if you are a Shaman transforming, you must clearly leave animal footprints stopping and humanoid starting. If you are a revenant and use multiple distinct forms, you must clearly leave one for each utilised.,
      • Clothes and other added appearance: Torn fabric, metal shavings, heavy bootprints from armour, etc.
      • Something from the biome you live. This must be specific and cannot be vague. E.g; Aquatic or Sea water will be different from Melted water from Snow, or Swampwater. These can still be phrased creatively, but they cannot be ambiguous; they must be clear.
    • When committing multiple crimes, you must follow these in any sequence you wish until all evidences have been used. After using on of each in any order, the cycle repeats. You may leave multiple of the above if you wish, and this counts towards “resetting” the cycle of evidence.
    • Your notes must be descriptive enough so that if people do a reasonable amount of detective work they will be able to figure out who you are. (Remember, evidence left is meant to be clues and hints left behind. Additional RP work will be required in order to figure out who has stolen from you.) You may not falsify any staff-required evidences if they are not true!
  • 4. You must place evidence at any break-in point(s) with clues provided at each individual container that has been broken into.
  • 5. In summary, evidence left following a crime should contain clues to all of the following, as applicable:
      • Your Calling Card
      • One additional form of evidence from the list above
      • Weapon or method of destruction, such as a hammer, dagger, crowbar, lockpick, etc.
        • There is some creative leeway with this in RP, for example, one could break a door mechanically, but leave evidence saying it was picked or otherwise accessed in any other variety of means.
        • Once more, the objective is roleplay, not the perfect crime! Avoid needless changes to breakin methods or weapons, simply to throw off investigators.
      • Tool or other mechanism to gain entry, such as climbing picks or claws, grapples, etc.
      • Magic(s) used to gain entry, such as small Shaman forms, Revenant forms / Breaths, Mysterium Spells, etc.

    Good Evidence Examples:

    Scenario: You have broken into a building’s second story by grappling up and smashing in a window. You enter through, stealing 50 out of a 150 stack of gold out of an unlocked dresser, and break open a chest with the same sword’s edge, taking a pistol and 150 rounds of ammo. Your calling card is a jack of spades playing card.

    Three evidences are left:
    At the window: Shards of glass line the ground at the window, having obviously been smashed in with a blunt object. An imprint on the plaster outside indicates that a grapple stuck to it recently.
    By the dresser: The drawer of this dresser has been left open, and the gold pouch within feels noticeably lighter. A Jack of Spades has been left atop it.
    By the chest: The edge of this chest appears to have been wedged open by a long, sharp implement, and a pistol along with its ammo seem to be missing.

    Scenario: With an obvious small hole in the wall, too large for yourself, you shaman form into a shinehorn and walk through the small space. Inside is an unlocked feeding trough, containing many a berry, ripe for the eating. Your calling card are an array of pine needles.

    Two evidences are left:
    Near the small hole: Goat prints mark the ground around a small hole in the fence, clearly having been trotted through by something small.
    By the feeding trough: This trough seems to be emptier than it should, with the amount of berries being noticeably lesser than yesterday. A variety of pine needles seem to be scattered around where the depression into the feedstuffs seems most deep.

    Scenario: With no other obvious ways of entry into the bank, you force your way through a rather thick vault door using a large hammer, before ransacking two secure chests through similar methods, taking a land deed and a diamond necklace from the two before making off entirely with a third chest containing a singular large stack of rubies. Your calling card is a hawk’s feather.

    Four evidences are left:
    By vault door: The vault door has been left battered and bruised, barely clinging to the wall, having been struck many times over by a large, blunt instrument, leaving many dents into the thick metal.
    By the first chest: The formerly secure chest has been obliterated to splinters, with its contents spilled around the scene. A cursory glance shows that some papers may be missing…
    By the second chest: Another strongbox has been reduced to ruin, with various items strewn around the area. Amongst the remains, only a particular diamond necklace seems to be unaccounted for…
    By the third chest: A lone hawk’s feather sits where this chest formerly was, the entire box missing, along with its contents of gemstones.

    Scenario: With this warehouse wide open and unlocked, you waltz in and make off with three of the local blacksmith’s top plans. Your calling card is a letter, sealed with wax, saying only “Made you look”.

    One evidences is left, by the open smithy containing the blueprints: This smithy seems to have been rummaged through, many a plans for several tools seem to have been rearranged in a peculiarly alphabetical order. A cursory glance reveals three missing, and a letter, sealed with wax, sits in place of the first in alphabetical order. Its only lettering reads: “Made you look”.

  • 6. If a thief breaks a container, they must try to save the other items instead of letting them sit there and decompose.
  • 7. A body is counted as a container for the purposes of thieving.
  • 8. Do not “popcorn” items. To help prevent loss of items, we highly encourage the homeowner to keep their crafting and storage containers inside their house unlocked. This way if you become a victim of theft, you do not lose your items if a thief breaks a container.
  • 9. Do not take more than 3 items and more than ⅓ of any gold found. Note that one stack of items counts as one item, no matter the size, excluding the above gold clause. This includes stealing in a group. Practice restraint and don’t be a dick. (5 people = 3 items.  10 people = 3 items.)
  • 10. Once you’ve stolen your 3 items, you are to exit the premises and not return for criminal activities for 72 hours. This applies to all aggressor parties involved in the incident.
  • 11. Do not steal soul-trapped creatures or fertilized eggs. Thieves are not allowed to break Soul Terminals.
  • 12. Blueprints may be stolen by any thief, but only smiths may use them. Do not use stolen blueprints if you are not a blacksmith.
  • 13. Thieving rules apply to inter-tribe thieving.
  • 14. If you are to mechanically die during a break-in, ALL of your items (excluding tames or templates) are forfeit to the defender, you may conduct appropriate RP at a later time to organize the return of your items, provided the defender is willing.
  • 15. Breaking into another character’s structure constitutes a PVP Accept for the offending party, in the event that a thief is caught in the act of breaking into someone’s home, the owner of said home is not required to declare intent and can attack on sight without risk. The thief is not required to fight, they may flee without leaving evidence. (Note: It is the burden of the owner to correctly identify thieves and break-ins vs. people just wandering in.)
  • 16. Evidence does not need to be left in a hold up. A Hold Up is defined as an incident between two active and conscious parties where no building pieces are broken.
  • 17. When using the Custom Items Maker to make items, you may not copy an in-game item 1:1. Ex: A fire talon custom item cannot read the same as a normal Fire Talon, and must give a slight hint that it might not be real.
  • 18. You cannot move a non-OOC Consenting sleeping party.

3.4 Escalating to War

Declarations of war are not a trivial or flippant thing to enter into, and should be treated as such. Only a tribe or territory leader may start the war process. After conflict RP has escalated to this point, the following process must be followed before any further escalating behaviors take place.

  • PLEASE NOTE: Because of the OOC coordination required between multiple players and Glyph Staff, this process may take hours or days.
      • Despite the urge to start mounting tames while the war process is starting, this is considered an escalating behavior.
  • Gathering allies outside of characters directly involved in the conflict while the OOC war plans are being made is considered escalating behavior.
    • Once the war has been approved by Glyph Staff, characters within the war ticket will be limited to criminal activities targeting only other characters involved in the war ticket.
  • OPEN A TICKET: War tickets can be initiated by a territory leader. They are to include both the party initiating the war, and the party being targeted.
  • OOC AGREEMENT: Both parties are required to agree to this level of conflict and complete the process before ANY action can be taken.
  • DRAFT A DECLARATION: A declaration of war includes the announcement of war; a list of all participating players sorted into ‘Attackers’ and ‘Defenders’; and the terms of victory.

It is important to note that no one outside of listed participants can be involved in any warring; Glyph Staff can approve additional or removed participants in the war ticket with proper cause.

Declaration of War:

  • ANNOUNCEMENT: This is the IC portion of the declaration, including any publicly available information (as this is listed for all characters to be able to see).
  • PARTIES INVOLVED: All groups participating in the conflict must be listed as attacker or defender. No parties not listed here may participate in the conflict. No parties may be added to this war without staff approval.Neither side may perform heinous actions that would actively draw in other groups until the final battle of the war.
  • TERMS OF VICTORY: This is to include any demands made on the opposing side, any consequences for winning or losing, as well as win/loss conditions.

Example:

A flock of brightly colored Kora make their way towards the market board, already clad in glinting armor. Their somber silence as they hang a large parchment marks a startling contrast from their typically gleeful chirping.

Hear ye, hear ye! And so it is declared, as a result of unyielding savagery and theft, the Kora of the Kingdom of the Fifth Eyrie mark the Lucaris of Boglandburg as mortal enemies. The Fifth Eyrie has proof of continued assaults against their borders, as well as the slaughter of our coveted Argentavis, which are protected by decree.

Attackers: Chirp, Puff, Glint, Speckle, and Jim

Defenders: Stryker, Belle, and Skrach

Our terms: The Kingdom of the Fifth Eyrie shall not rest until the breeding facilities of Boglandburg are razed, and our Argentavis avenged.

3.5 War

At this point in the process, you return to your war ticket. The territory leaders from both sides will decide how many battles will take place, not to exceed three. Large scale battles are monitored by Glyph Staff to ensure that both sides participate within the agreed parameters of the battle. As this requires multiple staff members, players are limited to one battle per week (in cases where both parties have decided to war across multiple incursions).

There are five different rulesets to be chosen from. If both parties agree to multiple battles, up to three of these may be chosen. These rulesets contain some customizable options, but all preferences must be agreed on by the territory leaders.

  • PLEASE NOTE: If both parties agree to three battles, this is nearly a month of warring paced at one battle per week. Using in-game time, this would equate to nearly three months of warring for your character. While possible, it can be taxing on some players to maintain this level of conflict RP for an extended period of time. Please consider your own personal preferences and expectations thoroughly when planning a war.

Rulesets for Warring:

  • CHAMPION BATTLE: This is an incursion between a representative from each side.
    • Best of 3 rounds (No more than 5)
    • Rounds limited to 15 minutes.
    • In the event of a draw, no winner is declared.
    • 3 minute intermission between rounds
    • Define clear boundaries, not to endanger other territories or players
    • (OPTION) One tame per champion per round
    • (OPTION) One shoulder pet per champion per round
    • (OPTION) Limited healing
    • (OPTION) Limited use of CE Mirror part functions
    • (OPTION) Character death if both champions agree to mutual risk.
  • LAND BATTLE:  This is an incursion between the two sides, removing the options for sea and flying tames.
    • No more than 20 participants on either side.
    • Best of 3 rounds (No more than 5)
    • Rounds limited to 30 minutes.
    • In the event of a draw, no winner is declared.
    • 10 minute intermission between rounds
    • Define clear boundaries, not to endanger other territories or players
    • (OPTION) 1 tame per participant per round (no more than 2)
    • (OPTION) Limited tiers of tames
    • (OPTION) Limited healing
    • (OPTION) Limited use of CE Mirror part functions
    • (OPTION) Limited traps (bear, plant Y, etc.)
  • SEA BATTLE: This is an incursion to happen on a body of water, removing options for land and flying tames.
    • No more than 20 participants per side
    • Best of 3 rounds (No more than 5)
    • Rounds limited to 30 minutes
    • In the event of a draw, no winner is declared.
    • 10 minute intermission between rounds
    • Define clear boundaries, not to endanger other territories or players
    • (OPTION) Ship (No more than 2 per side)
      • In the instance of ship battles, players are expected to do their best to avoid ‘ramming’ or ‘clipping’ into the enemy vessel, as these physics are not currently supported by Ark.
    • (OPTION) Limited siege equipment and ammo (pitch jars and cannons are discouraged, as they can end rounds in boat battles very quickly)
    • (OPTION) 1 tame per participant per round (no more than 2)
    • (OPTION) 1 shoulder pet per participant
    • (OPTION) Limited tiers of tames
    • (OPTION) Limited healing
    • (OPTION) Limited use of CE Mirror part functions
  • AIR BATTLE: This is an incursion to happen in the air, removing options for sea and land tames.
    • No more than 20 participants per side
    • Best of 3 Rounds (No more than 5)
    • Rounds limited to 30 minutes
    • In the event of a draw, no winner is declared.
    • 10 minute intermission between rounds
    • Define clear boundaries, not to endanger other territories or players
    • (OPTION) 1 tame per participant per round (no more than 2)
    • (OPTION) 1 shoulder pet per participant
    • (OPTION) Limited tiers of tames
    • (OPTION) Limited healing
    • (OPTION) Limited use of CE Mirror part functions
  • OBJECTIVE BATTLE: This is an incursion to happen over a location, such as a boundary, a flag, or an outpost. If both sides are in agreement, this may include a base or territory structure.
    • No more than 20 participants per side
    • Best of 3 rounds (No more than 5.)
    • Rounds limited to 30 minutes
    • In the event of a draw, victory goes to the defenders
    • 10 minute intermission between rounds
    • Define clear boundaries, not to endanger other territories or players.
    • Define clear objective victory conditions, such as destroying, capturing or holding a point.
    • (OPTION) Limited siege equipment and ammo
    • (OPTION) 1 tame per participant per round (no more than 2)
    • (OPTION) 1 shoulder pet per participant
    • (OPTION) Limited tiers of tames
    • (OPTION) Limited healing
    • (OPTION) Limited use of CE Mirror part functions
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