Cross-server Reputation

Reputation that follows the player, not the server.

Every ban, flag, report and infraction any participating community records rolls into one reputation score on the player, visible to every other community before that player finishes connecting.

  • Fifteen kinds of evidence feed the score, and they are not treated as equal. A confirmed cheat finding, a ban, a toxicity flag, a player report, an in-community infraction, an automated moderation action, an operator note and seven distinct PunkBuster outcomes each carry their own weight.
  • Reputation lives on the account, not on the title. Every game a player reaches on the same account — their Rust, Counter-Strike and 7 Days to Die history all sit on one Steam record — is automatically one history, with nothing to configure. Across two different account systems it is one history too, but only once a link between them has actually been evidenced; we will not assert that two accounts are one person because it would be convenient.
  • Four tiers, plainly named: clean, watch, suspicious, banned. A tier is a summary of the evidence underneath it, and the evidence is always there to read — you are never asked to trust a number you cannot take apart.
  • Evidence is retractable. A flag that turns out to be wrong is withdrawn and stops counting, rather than sitting in the total forever because removing it was harder than leaving it. A reputation system nobody can correct is one nobody should trust.
  • It shows up where you are already looking: the public lookup, the public profile and your own dashboard. A score is recomputed when a flagged player joins and can raise an alert, but it never kicks anyone by itself — deciding that a number is grounds for removal is a decision with your name on it, not ours.
  • Reputation is not an accusation and the product does not pretend otherwise. A score tells you where to look first. What you do about it on your own servers stays your decision, and none of it is enforced on you.
  • Free on every plan, including the free one — reading the network is not the thing we charge for. A network is only worth joining if the smallest community in it gets the same answer as the largest.
  • The public leaderboards publish the sharp end of the graph — the highest-risk accounts and the most-banned accounts across the whole network — without publishing the account identifiers behind them.

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