Actually i have done pike/long spear repeatedly even with 1 wpf insanely easy, sorry you didn't watch me.
Huh, you must've done great with it, which is why you stuck with it long enough for anyone ever to take notice. (btw breaking ladders in sieges doesn't count)
and we dont have our admins rationalize people piking through solid objects on our side just because you are a piker.
Oh look, a can of worms. I'll try and stymie this before it spreads:
Attacking through solid objects is bad. It's an exploitation of the game engine, but so are so many other things that are allowed! Here we have to apply common sense, even if it may seem somewhat nonsensical in a certain light.
You can physically stab straight through a skinny wall (or breakable door, etc) ignoring its hitbox which should stop your attack. Having a character hugging the wall while swinging or stabbing directly through it is against the rules.
Caveat: Beginning your swing or stab somewhere that avoids the actual scene object in the beginning isn't against the rules, even if part of your weapon's model clips through the scene object by the end of the attack.
The nature of moving the hitbox of a weapon means that it's still possible to hit someone on the other side of a low enough wall using this method, or around corners to some degree. It's not very realistic, but it's not as bad as stabbing straight through the wall. Realistically speaking, one would also be able to lift a weapon above his shoulders and feasibly attack someone on the other side of a low wall, but our game engine doesn't have such a feature. What it does have is movable hitboxes and attacks being usable while jumping.
If we were to make a call saying stabbing over a wall is against the rules then we'd have to call out every single instance of a player's weapon model clipping into a scene object while not glancing off the object to avoid being inconsistent. It would be debilitating to every fight involving any kind of scenery to have to make calls for things being against the rules in such a way. Where does it end?
The majority of problems of this nature have already been fixed by WSE (ground collision, more interaction with player capsules for overheads, scene objects colliding with weapon hitboxes sooner), the only ones still remaining are the pike hitbox being so long that it starts beyond where it should glance at point blank against an obstacle and the thing that allow swings to bypass doors and such if there's a player hitbox on the other side.
In short: The reason stabbing straight through scene objects is against the rules is because it completely disregards what should be possible in the game engine on top of reasonable reality.
The reason stabbing over walls and around them even when your weapon might clip through them is allowed is because it isn't nearly as unreasonable as an attack that disregards the scene object entirely - it has limitations and you have to work to land an attack that way. It's also an incredibly ubiquitous issue, meaning it'd be almost impossible to police it effectively and fairly. Plus it's something both sides of a wall can take advantage of, unlike those walls that bug out when hit by catapults and become tangible in only one direction.
If anyone is confused I can draw a diagram to explain it further.