1. Community Rules
1.1 General Rules
- a) Be respectful to staff and community members. We will practice zero tolerance for intolerable behavior.
- b) Do not preach hate within the community.
- c) Communities develop a sense of what is right and wrong. Take time to learn and adapt to the community's values.
- d) This is a North American based server. Our primary language is English and you must be able to communicate in English.
- e) Streamers are welcome. Familiarize yourself with Twitch ToS and Community Guidelines, as well as Discord Community Guidelines.
- f) This is an 18+ server. Failure to tell the truth will result in a permanent ban.
- g) ERP (Erotic Roleplay) is strictly prohibited. If caught in-game, Discord, or otherwise, you will receive a strike. It's in the logs.
- h) Being an 18+ server, expect grotesque or gruesome scenarios including suicide, self-harm, and gore. All participants must be warned OOC prior and given the chance to opt out.
- i) Abuse of loopholes, rules lawyering, or blatant manipulation will not be tolerated and result in a strike, up to and including a ban. Staff reserve the right to make judgment calls case-to-case.
- j) Evidence must be provided through the ticket system to take action on any reported rule breaks.
- k) If concerned about a member of Glyph Staff, you should direct your concerns to a member of Management through an HR Ticket or Anonymous HR form.
- l) We cannot regulate community discords. However, screenshots from other community discords remain admissible evidence.
- m) Be courteous in voice RP. Minimize background noise and avoid open mics or blaring sounds. Violation results in a strike.
1.2 Discord
- a) You must be within the Glyph Community Discord Server to remain whitelisted. Inactive members will be purged from whitelisting.
- b) Adjust your Discord name to include your character name (e.g., "Gold B. Jasper | SlugDogg").
- c) Do not DM Staff directly for general questions. Use #help-and-questions channel. Submit a Ticket for issues that cannot be easily resolved by the community.
- d) Do not tag staff in tickets. They will see them and respond as soon as possible.
- e) Do not spam chats. Failure results in a 1-hour timeout.
- f) Posts or links to mature, explicit, controversial, political or racist content will not be tolerated and result in a strike, up to a ban.
- g) OOC chats are for Out-of-Character content. IC chats are for In-Character content. Keep them separate.
- h) The #ravens-and-ic-messages channel is an in-character message system for basic communication. Treat it as writing a letter or sending mail. These communications require modicum of effort.
- i) Do not join chats or post while belligerent under the influence of drugs or alcohol. You will be timed out.
- j) Any channel marked as "IC" must be treated as such. Do not interrupt players in IC voice chats unless physically present in the scene.
1.3 Staff Authority & Disclaimer
- a) Staff can and will enter your tribe at any time for routine checks by the Enforcement Team or Player Assistance/Progression. Staff do not require specific reason to do so.
- b) Any staff member reserves the right to perform Game Administrator duties without explanation. These include tribe checks, planting lore, routine checks, etc.
- d) It is a player's responsibility to read all rules and seek clarification if needed.
- e) All rules are subject to change at any time at the administrative team's discretion.
1.4 Strikes & Punishment System
Three-Strike System:
- Strike 1) Warning will be sent.
- Strike 2) Ticket or meeting with the Enforcement Team will occur.
- Strike 3) Ban (Temporary or Permanent depending on severity of infraction).
- a) Each season, one strike will be removed and temporary bans will be lifted.
- b) Permanent bans remain permanent and cannot be lifted.
- c) Continued failure to follow rules can and will result in a permanent ban.
- d) Staff reserve the right to determine the severity of a ban and to investigate thoroughly any issues.
2. ARK General Rules
2.1 Character Creation
- a) Characters must be legal adults within the race parameters, both physically and mentally.
- b) If a character has already been whitelisted with the name you have chosen, you will be asked to add a surname or title to avoid confusion.
- c) Do not use special characters in your character name.
- d) Do not role-play famous people or characters.
- e) The whitelisting team has every right to deny a name or character during the whitelisting process.
- f) Your character must look like your chosen race and appear realistic. (e.g., No 4-foot PvP midget with massive pectorals.)
- g) You may only switch Guilds, Jobs, or Classes once per character per season, provided adequate roleplay has occurred. Submit a ticket with proof.
2.2 Taming
General Taming Rules:
- a) Once another player has begun taming a creature (accepted bait, fully tranquilized, taming buff/aura visible, or initiated the process), that creature is claimed. Do not disrupt the process or kill it.
- b) Guarding a wild dino for another player does NOT grant it taming rule protection until the taming process begins and can be contested.
- c) The taming of Territory creatures while not being a member of said territory is forbidden.
- d) Territory creatures can be identified by unique colorations and/or levels of 155 and above.
- e) This extends to territory creatures that become shiny.
- f) If unsure if a creature is a territory creature, see #Territory Decrees for more information.
- g) The building of taming traps is acceptable only if they are cleaned up or removed immediately after the taming is finished.
Tamed Creature Limits:
- i) Tribes may only own up to 200 + 100 per person tames at a time (e.g., a 5-person tribe may own 700 tames).
- ii) Cull your breeding lines often to remain within limits.
- iii) Maximum 35 utility creatures deployed for long periods per tribe at any given time (Barn creatures, passive item generators, etc.)
- iv) Creature numbers are subject to change throughout the season due to server performance.
Creature Behavior Requirements:
- h) Creatures must remain passive unless fully enclosed.
- i) Aggressive or Neutral creatures are subject to being killed in cases of self-defense.
- j) Planter structures are NOT proper containment for aggressive tames.
2.3 Building & Settlement
Settlement & Footprint Rules:
- a) A tribe is allowed only ONE settlement.
- b) Tribes of one-or-two players are allotted a 1000 structure footprint.
- c) Structures that count towards footprint: foundations, ceilings, stairs/ramps, and roofs.
- d) Tribes receive an additional 250 structures towards their footprint for every additional active member.
- e) Maximum size for any one build is 15 structures in any dimension (length, width, or height).
- f) Request an exception through ticket for builds like bridges that require more space.
- g) Builds must have clear and visible separation with no overlapping structures.
- h) All buildings in a settlement must be fully renderable from any point within the settlement at Epic Render Distance.
- i) The enforcement team will track these numbers throughout the season and provide warnings when approaching limits.
- j) Tribes will have at least one week to correct any building issues.
Location & Placement Rules:
- k) Building within epic render distance of Glyph builds and other player settlements is not allowed without permission from relevant parties.
- l) Building near rich resources, role-play locations, or Glyph Points of Interest is not allowed.
- m) This includes caves that house artifacts, quests, or other important content.
General Building Requirements:
- n) All rooms must have a door (can include secret or hidden doors).
- o) Tribes may have no more than two buildings on rafts or platform saddles.
- p) Placing non-temporary beds outside of your base or outpost is prohibited.
- q) Temporary beds may be placed before entering a dungeon or event, but MUST be cleaned up afterwards.
- r) Builds may not appear to float or remain unsupported.
Territory-Specific Rules:
- s) Territories gain an additional flat 500 structures towards their build limits.
- t) You may build anywhere inside your territory, except within epic render distance of other territories, Glyph builds, and other player settlements without permission.
- u) Only Territories are allowed to purchase outpost deeds (limited to one per territory initially).
- v) Additional outposts may be unlocked via Territory Perks.
Structures & Decor:
- w) You may not fully encase builds within vegetation planters or unbreakable structures. Any entrance must be large enough to fit through.
- x) Builds using vegetation planters must be within tribe building limitations. Excessive Mountains/Forests made of planters are not allowed.
- y) Planters and terrain are not allowed on rafts or platform saddles.
- z) Use spike walls and plant turrets sparingly. Damage is increased to reduce need for larger numbers. Expect one Plant X to protect a significantly large area.
- aa) A tribe may not have more than 80 structures that passively generate items.
- bb) No more than 60 of these passive structures may be crop plots.
- cc) Crop plots utilized for Plant X do not count toward this limit.
- dd) If farms are too large and affect performance, you may be asked to reduce in size.
Offending Builds:
- ee) If your build violates these rules, you will be warned and instructed to change the offending features.
- ff) You will have one week to bring the offending build into compliance or it will be removed and a strike will be issued.
- gg) Administrators have the right to request you reduce aspects of your build for server performance.
2.4 Role-play Standards
Core RP Violations - DO NOT:
- a) No Meta-gaming: Do not use real-life knowledge concerning the state of the game or other players to determine your character's actions, when the character does not have that knowledge or awareness. This includes plot information, secrets, events occurring away from character presence, and game mechanics such as death messages, nameplates, damage numbers, tribe names and ranks.
- b) No Power-gaming: Do not play with the aim of min-maxing your character's progressive output through exploiting game mechanics, ignoring roleplay consequences, or pressing actions that remove agency from other player characters. Do not exploit game mechanics or the letter of the rules over the spirit of the rules.
- c) No Fail RP: Do not ignore the atmosphere or tone of a given setting. Do not break the flow of roleplay with OOC statements unrelated to the scene, excessive out of character chatter, or actions beyond the reasonable limitations of your character. Excuse yourself if unable to proceed due to OOC reasons.
What IS Accepted in Roleplay:
- d) Magical Wrist Device: Characters are equipped with ancient magical technology on their wrist. This tool allows you to read and understand how inventories are accessed. You may carry a backpack, but heavier items are stored within the magical pocket-space. Accessing your inventory IS in character.
- e) Character & Creature Statistics: Character and creature stats are roleplay-friendly. You may refer to creature health, melee damage, and your own stats in character.
Life & Death RP Standards:
- f) Your character may be courageous, stubborn, or stupid, but in given situations where death is a result of a scenario, remember: FEAR FOR YOUR LIFE.
- g) Your character cannot hear conversations or noises inside enclosed areas they are not within. Follow logic. (e.g., If eavesdropping, you cannot hear inside a building without clear openings.)
Timeline & Passage of Time:
- h) One real-life day is considered four in-game days.
- i) Every real-life week is an in-game month.
- j) Use this timeline to make decisions with your character.
Special Content Restrictions:
- k) No Pregnancy Role-play. Pregnancy can happen to your character during the time skip between seasons.
2.5 Classes & Magic Systems
Class & Magic Rules:
- a) You are not to share your physical spells, traits, or abilities with other players. These items are PART OF YOU and should be treated as such.
- b) You will be able to recover lost spells, traits, and abilities within your inventory with a heavy crafting cost.
- c) Do not craft any of these excessively and remain within the bounds of your class's mechanical guideline.
Class Reroll Rules:
- d) You will be allowed one Class reroll per character.
- e) This must be accompanied by adequate roleplay explaining how your Affinity has changed to reflect your new Class.
- f) Only during extensive circumstances may you reroll a second time. You risk losing your class altogether.
- g) There is a 50% chance you lose all class spells, traits, and abilities on a second reroll, after which you may not attempt to reroll a Class again.
2.6 Wounded Character Rules
- a) When a character is killed in an RP significant scenario, their wounds must be tended to in roleplay.
- b) RP Significant Scenarios include: Any Glyph events, PvP scenarios, or situations involving staff NPCs.
- c) The victor of a PvP encounter decides the nature of inflicted wounds.
- d) Permanent wounds require mutual agreement between all involved parties.
2.7 Character Death & Reroll
Character Death:
- a) Forced permadeath is prohibited. No one can force your character to die but you.
- b) Extensive circumstances involving story-related roleplay consequences may change this.
- c) If your character dies, you must make a graveyard post in the appropriately named channel.
- d) Alternatively, if you wish to write-off or retire your character, a post within the same channel is required.
Reroll Policy:
- e) You are limited to one reroll every four weeks.
- f) Permanent character deaths resulting from RP with other characters or story-related roleplay do NOT count towards this limit.
- g) To reroll, open a ticket for your new character.
- h) You must wait three days before the reroll will be processed.
- i) During this time, wrap up any roleplay and allow staff time to verify all in-game aspects are removed.
- j) Do NOT log in to create a new character until your new whitelist is approved. You will be removed from the server and issued a strike if this rule is violated.
Heirlooming & Tribe Cleanup:
- k) No heirlooming: Do not provide your new character with the previous one's equipment, gold, resources, or other aspects.
- l) If you are part of a group, these items may be absorbed within the tribe.
- m) This extends to familial characters as well.
- n) If you are the only person in your tribe, you must tear down your builds before rerolling.
- o) Staff will verify this before your reroll request is completed.
3. Conflict & PvP Rules
3.1 Conflict RP Overview
Glyph is, first and foremost, a roleplay server. While PVP is not a focus, we set boundaries to minimize griefing and harassment. Open and respectful communication leads to satisfying conclusions for all involved parties.
Important Conflict RP Principles:
- a) Content Loss: When acting in "heinous" or "villainous" ways that will affect your character's IC reputation, continued provocation may result in content loss. Extreme actions may result in your character being removed from a guild, job, or magic.
- b) Loss of RP: Villainous or antisocial behaviors may result in a character being unwelcome or met with confrontation. Glyph Staff will be available for mediation but cannot force roleplay between characters.
- c) Unplanned Impact: Consequences of a character's actions may ripple past intended targets. While OOC consent must occur first, graphic conflicts may prompt reactions from third parties. Staff will mediate but cannot force roleplay.
- d) Mitigation System: A background system moderates NPC responses to player-driven storylines. Expect IC actions to have NPC responses, though moderated to ensure no disproportionate reaction.
- e) Rule Violations: In PvP or RP conflict, all involved parties agree to adhere to Glyph rules and standards. Rulebreaks do not justify subsequent rulebreaks.
3.2 PvP Rules & Standards
Initiating Combat:
- a) Combat must be initiated through in-character roleplay and made clear to all members.
- b) You must use the local chat to declare //PVP INTENT and receive a response from involved player(s).
- c) In situations of crowds or groups, be as clear as possible about who you are targeting and declare the number of those involved.
- d) Players not being targeted and without interest in participating must maintain a safe distance from any PVP.
Responding to PVP Intent:
-
e) A player may respond to //PVP INTENT with:
- i) //PVP ACCEPT - Engage in combat
- ii) //PVP ACCEPT FLEE - Accept the engagement but attempt to flee
- iii) //PVP YIELD - Surrender without combat
- f) You may not equip tools or weapons to a creature involved in PvP conflict (including mantis, gigantopithecus, etc.)
General PVP Restrictions:
- g) No logging out during or immediately after PvP combat to avoid consequences.
- h) No using carriages or fast travel to escape during active PvP.
- i) Do not kill passive creatures unless they attack you. Self-defense is a valid reason to kill hostile or neutral creatures.
3.3 Concluding PvP Encounters
PVP Encounter Ends When:
- a) Players have been mechanically killed.
- b) Players surrender, either OOC or IC.
- c) Players have been tranquilized AND also handcuffed. (Using or abusing game mechanics to break out is prohibited and considered Fail RP unless allowed OOC.)
- d) Players have not engaged in PvP or RP and have not communicated IC or OOC within 10 minutes since engagement began.
- e) When attempting to flee, a player must remain hidden for a total of ten minutes to successfully escape.
After Conflict Has Concluded:
- f) Losing players must contact a mender and follow proper mender RP protocol.
- g) If unable to find a mender in 10 minutes, you may self-tend.
- h) When looting a player after PvP conflict, refer to the thieving rules (Section 3.4).
- i) Reasonable demands must be adhered to.
- j) A Parasaur on turret mode is a valid target to be killed during PvP. Evidence must be left near the dead creature.
3.4 Crime & Thievery
Core Principle: "One way in, one way out."
Crime Requirements:
- a) You must have an approved "Calling Card" ticket before committing a crime.
- b) You must leave a calling card PLUS one piece of evidence at the crime scene.
- c) Evidence left is meant to provide clues and hints to a player's identity and discovery.
- d) Roleplay should be required to identify or discover the criminal character.
- e) Falsifying required evidence is prohibited.
Theft Limits:
- f) Maximum 3 items stolen per crime.
- g) Maximum 1/3 of victim's gold stolen per crime.
- h) 72-hour cooldown on criminal acts (minimum time between individual crimes).
Good Evidence Examples:
- i) A bloodied cloth with initials sewn into it.
- j) A torn piece of a distinctive uniform or garment.
- k) A broken weapon fragment with maker's marks.
- l) A personal item or keepsake with character significance.
3.5 War - Declaration & Process
Important Notes:
- a) Declarations of war are NOT trivial or flippant. Treat them seriously.
- b) Only a Guild leader may start the war process.
- c) Because OOC coordination is required between multiple players and Glyph Staff, this process may take hours or days.
- d) Staff reserves the right to decline a war ticket if deemed unjust or unwarranted.
War Escalation:
- e) Various events can escalate tensions between parties to conflict.
- f) This conflict must have substantial roleplay to escalate to war status.
- g) Staff reserves the right to decline a Declaration of War if conflict doesn't suffice or if leaders cannot agree.
- h) A war ticket may remain open to document in-character grievances even if declared war is declined.
Key Restriction During War:
- i) After a war ticket has been opened, gathering additional allies is prohibited.
- j) After war is accepted, any crime, PvP, or conflict is limited BETWEEN THE INVOLVED PARTIES ONLY.
- k) Additional parties may NOT interact directly with the conflict. They may only provide weapons, armor, resources, and like to the involved parties.
3.6 War - Battle Events & Terms
Battle Selection:
- a) The leaders of all involved parties must agree to a war and its terms.
- b) They may then select from a list of battle events broken into three categories.
- c) Available battle types: Champion (1v1), Land Battle, Sea Battle, Air Battle, and Objective-based battles.
Battle Mechanics:
- d) The winner of the war is determined by the best of three rounds.
- e) In the event of a draw, neither side is victorious.
- f) Should a certain win condition be met (e.g., a particular leader being mechanically killed), the battle may also end early.
- g) Rules may be set for each engagement (restrictions, equipment, locations, etc.).
Medical Roleplay & Duration:
- h) Medical roleplay must occur between each battle engagement, OR the wounded be cycled out for able bodies.
- i) Three battles maximum may occur during the duration of a war.
- j) Limited to one battle event per week.
- k) The winner of the war is determined by the best of these three battles.
Terms of Victory:
- l) Before battles begin, leaders must agree upon terms of victory or defeat.
- m) Examples: Territory transfer, tribute payments, allegiance changes, or other significant consequences.
3.7 War - Resolution & Consequences
Post-War Process:
- a) Immediately following the final battle, medical roleplay must occur for all participants if mechanical death occurred.
- b) The Terms of Victory must thereafter be adhered to.
- c) Roleplay for such terms must be conducted in-character.
- d) A declaration must be made stating the victor and expectations for all involved parties.
Finality of War:
- e) The results of a war are definitive. Win or lose, any conflict is to cease between all involved parties for the remainder of the season.
- f) The losing side must adhere to the agreed-upon demands.
- g) Parties seeking to abuse loopholes will be adequately punished by staff.
Important Reminder:
- h) War is not something to engage in to overpower another party.
- i) It is meant to be fun and an outlet for the community to engage in large-scale PvP conflict.
- j) If it doesn't feel right, don't engage. We would rather the RP not occur than for any party to exit with a sour taste.
- k) We are the Glyph Community. Let's act like it.