Alathra:FAQ
List of frequently asked questions
Gameplay
How does active upkeep work?
Active upkeep replaces the traditional monetary upkeep system by tracking player activity instead of using in-game currency. This means your activity is closely monitored, and to stay on top of upkeep, you’ll need to engage in a variety of activities. Good playtime isn't the only important factor -- it's also about interacting with the world through core mechanics like farming, building, fishing, mining, crafting, fighting mobs and bosses, and rather importantly, engaging with other players. This includes visiting other towns and nations, trading, and generally being active in the community. If your playstyle is very specific to only a few tasks, your activity will improve more slowly. The more you interact with others and the world around you, the better your measured activity will be, so experiencing Alathra to the fullest is key to keeping everything running smoothly.
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Am I allowed to make automatic farms?
We don't allow fully automatic farms on the server, but we do permit some automation that helps simplify tasks like collecting, transferring, or harvesting items, as long as these systems are player-operated (player needs to give the redstone input) and self-terminating (the farm can stop by itself without interaction). The basic question you should ask is this: "If I turn this farm on, will it keep producing items forever?" If the answer to that question is yes, your farm is too automated. Similarly, adding just a toggle lever doesn't fulfill the requirements if a farm that gets toggled on can't stop by itself.
Even then, farms need to be moderately sized. If a farm operated with redstone is detected to harm server performance too much, its usage might not be permitted even if it fits the requirements listed above.
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Moderation
Why is theft and insiding allowed?
Our consensus since Alathra 2 has been to allow theft and insiding because we provide players with enough protection systems like Towny permissions and locks to help keep their items and town areas safe. If a player breaks rules while conducting these activities, they're allowed to be reported for investigation and any unfairly taken items will be returned. However, we also want to embrace the element of geopolitical tension these actions create, as these are some of the only "crimes" one can commit on the server without the danger of staff punishment. This presents challenges to players that could be resolved both by in-game methods or through roleplay, so even in the safety of towns, there's a little bit to keep the players on their toes.
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Why aren't punishments listed with the rules?
We don't list specific punishments with the rules because we don’t want players to treat the rules like a "menu" where they can pick and choose their punishment based on what seems least severe, or haggle for lesser punishments in appeals. If we were to list set punishments, it could lead to players thinking, "Oh, I only get this punishment for this rule break? I can handle that." That’s not the experience we want. Our goal is to maintain fairness, and part of that is treating each situation individually. The moderation team handles violations on a case-by-case basis, taking into account the severity of the action, the impact it has on the server and its players, and the context of the player's behavior. Sometimes we may issue lesser punishments if the situation warrants it, and other times we may apply harsher consequences. Ultimately, we focus on ensuring the health of the community and maintaining a fun, fair environment for everyone.
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