Multi Abuse
From NexusWiki
Considering the fact that it is not permitted in Nexus War to possess more than one account per person, even owning two accounts may be considered multi abuse, which is a punishable offense.
Multi abuse (or zerging) is the term for the use of multiple characters, owned by the same player, being used for an unfair advantage. Multi-abuse is generally referring to using multiple characters (or accounts) to benefit each other directly, whereas zerging usually refers to using multiple characters (or accounts) to affect another players in a detrimental fashion.
The simplest way to tell if you are commiting this offense is to ask yourself:
- Are any of my other characters benefiting from the use of the AP of this character?
If the answer is yes, then you are. Another way of looking at it is, "are the actions of my other characters being directed towards the accomplishment of a goal held by another character of mine?"
Further, the use of more than one character by the same player in the same theatre of battle is against the rules and considered a violation, regardless of any justification (such as role-play reasons).
For example, Alice has two characters, Bob and Charlie. Bob is in a faction, Brats, and Charlie is in the faction Cooperstown Thugs. The Brats faction decides to raid a third faction, the Dragons. Alice then takes Bob into the battle. However, at the same time, the leader of the Cooperstown Thugs decides to join the raid as well. Alice may not bring Charlie to the conflict, no matter the justification, even if Bob has been killed, as this is the same theatre of battle.
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[edit] How Long Do I Have To Wait?
Since some sieges will take several hours, no set time limit is defined. When the battle or siege is over, then it is permissible to bring another character in. If Faction A attacks, and then factions B and C go in to take advantage of the ward being down, the battle has not ended - it is considered to be the same theatre.
For protracted sieges, this can be quite some time, but a rule of thumb is that 24 hours is sufficient time.
[edit] What Defines a "Theatre of Battle"?
Generally, a battle theatre is the area that a raid is taking place in. In most cases, this is simply the stronghold of the target faction. However, in some cases, the area could be much larger.
For example, a faction in Wright's Corridor is attacked, with the intent of driving them from the island entirely. Since the action is intended to affect the entire island, all of Wright's Corridor becomes the theatre of battle.
[edit] Am I Allowed to Move Through a Theatre of Battle?
Yes, you may move characters through an area that is contested, so long as you don't stay there.
[edit] What If I Have an Alt in a Faction that my Main is Raiding?
Move the alt that is in the target faction out of the area. You may only have one character in the battle, regardless of the side they fight on.
[edit] What Are Some Concrete Examples of Multi Abuse?
Defining every action which could be considered as such would take far too long. The following are actions which are definitely considered multi abuse, but there are others. When in doubt, ask yourself the question above, and use common sense.
- Attacking one of your characters with another.
- Or, attacking a separate individual with multiple characters.
- Healing one of your characters with another.
- Or healing a separate individual with multiple characters.
[edit] What Multi Abuse Punishments are in Place?
The exact nature of the counter-abuse programming in the game is kept unclear, so as to prevent abusers from developing work-around tactics.
Commonly known 'punishments' are:
- -200% attack chance
- First Aid Kits failing to give XP while healing
- Breaking items you try to Repair or Craft
For those who create multiple accounts, the characters are often teleported to "Zergling Island", where the owners can choose which characters to be saved from deletion. Massive negative soaks to damage has been rumoured, and bolts of lightning from the Heavens.
Zerg flags are thought to work like so: Say you have an account with three characters, Larry, Moe, and Curly. You're off playing on Larry and you find a juicy target to attack. We shall call him Nyuk. You beat on him, but sadly, must run away before killing him. Some time later, you wander by with Moe, and forgetting that you had attacked Nyuk earlier, attempt to put him out of his severely wounded misery. But wait, you keep missing. Why is this?
The answer is, you've tripped the zerg flag, which is designed to prevent you from using your different alts in tandem. You will not be able to interact with Nyuk through anyone other than Larry (the first person who hit him) until either Nyuk dies, or a specific amount of time passes... we'll call this a Shemp time. Even if Curly walked by later and tried to heal Nyuk, he would gain no XP for doing so, since a Shemp time had not passed yet, and the flag was still on.
This flag would also activate should Larry have been a kind soul and tried to heal Nyuk the first time he ran into him instead of attacking him. As soon as Larry interacted with Nyuk, he became off-limits to Moe and Curly until Death or a Shemp time.
The zerg flag is not retroactive, however. If Moe fails to hit Nyuk when he attacks him, because he is being zerg-flagged, this does not prevent Larry from returning later to finish the job. A simple way of picturing this is to say that by interacting with Nyuk first, Larry has declared to the other alts that he has called "dibs" on Nyuk and may be the only one to interact with him.
Don't ask how long a Shemp time is, nobody knows except jorm, and he'd certainly be wise not to tell us, as the more information people have, the more ammo they have with which to circumvent the rules. I just figured this primer might be useful to those who are wondering why they sank 40 AP into a target with a good tohit and failed every time, or who found themselves with failing First Aid Kits or healing for 0 XP.
