Started by OldPoring, Jun 20, 2022, 01:43 PM
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Quote from: Insomnia2000 on Jun 21, 2022, 09:17 AMI'll say this every time I see "no multi client" mentioned. Why are server owners insistent on blocking multi-client rather than fixing broken mechanics that necessitate multi-client? Is it because the second a server tries to fix said broken mechanic, players go "no! too custom!" and leave? I really doubt it. Blocking multi-client does nothing to address the issue except for add work for staff members to police people that are trying to get around broken gameplay mechanics.Look at what was mentioned in this thread already"My second acc Sage putting an enchant on my other character. for 30 minutes. And I can even quit the game, 30 minutes is a long time." - OldPoring"lets brew and need 12 people for it" - Xellie"log a warper/endower occasionally" - XellieWhy are these things things to begin with? Is it really socializing/partying if a sage is active in your party performing a singular endow on you once every 30 minutes? No, it isn't. It's no wonder endows are multi-cliented. Instead of saying "Endows are okay as long as you have a legitimate sage that comes into contact with you once every 30 minutes, but not okay if you're logging on a second character once every 30 minutes." We should be saying "something is not correct with the way endows work, what can we do to address it?"Either you dislike the way that the above functions and put some effort and thought into fixing it or you are okay with the above and leave it alone. Banning multi-client is the worst of both worlds: leaving a broken mechanic in place and banning players who try to make the broken mechanic not so crappy to deal with.
Quote from: Insomnia2000 on Jun 21, 2022, 09:17 AMBlocking multi-client does nothing to address the issue
Quote from: Insomnia2000 on Jun 21, 2022, 09:17 AMLook at what was mentioned in this thread already"My second acc Sage putting an enchant on my other character. for 30 minutes. And I can even quit the game, 30 minutes is a long time." - OldPoring
Quote from: Insomnia2000 on Jun 21, 2022, 09:17 AM"lets brew and need 12 people for it" - Xellie
Quote from: Insomnia2000 on Jun 21, 2022, 09:17 AM"log a warper/endower occasionally" - Xellie
Quote from: distilled1 on Jun 21, 2022, 10:47 PMWhat exactly is "the issue" in your mind, aside from "NOOOOOOO! I have to actually interact with other people and can't get everything I want by soloing! SAVE ME, FINAL FANTASY XIV!"
Quote from: distilled1 on Jun 21, 2022, 10:47 PMThe point of MMORPGs is to reward players who group up and help eachother out.There's been an evergrowing trend among modern MMORPG design for decades now which encourages and rewards solo play.
Quote from: Playtester on Jun 22, 2022, 05:12 AMWell, you can always do both, disallow multi-clienting AND fix issues with party play not being fun such as reducing the endow duration.
Quote from: Butt Force on Jun 21, 2022, 11:00 PMMeanwhile, on no-multiclient servers: thriving economies and adventuring parties, buzzing with the kind of activity that can only come from support jobs being a main option.This was the one thing J's mouth-foaming sociopathic rage was right to breathe fire all over.Plus it eliminates all that s*** about WELL MY SERVER HAS 2000 PLAYERS AND GRAVITY STOLE IT FROM ME!!! There hasn't been a 4-digit unique player count server in literal decades.
Quote from: Aeroskye on Jun 24, 2022, 12:21 AMNo, it's not. I saw oRO, one of the best servers out there die at its core only because they had dual clients tbh. It takes the soul away from RO. If the server didn't die out right from the start, it most definitely will eventually end due to multiclient.
Quote from: neethree on Jun 24, 2022, 04:35 PMNo one's mentioned the middle ground yet? How about dual clienting, as in only two clients.I think it's a nice enough balance of modern QOL for a small population vs encouraging party play without having one-man-armies. Kinda like how arealoot is to autoloot.
Quote from: OldPoring on Jun 24, 2022, 06:23 PMIf you're talking about OriginsRO, then it was the most lively server I knew. in addition, it was is European, for me ping from the USA is a little frustrating. About 800 players were displayed on the server, so about 400-500 real persons, I usually played no more than 3 chars at the same time, in auto follow with priest and hunter or priest only for warp and buff/heal, sage waited in place for endow,and it died only because of the Gravity attack (or by another decision of their administration), but definitely not because it was unpopular!You can even say the opposite - OriginsRO could never have become so popular if it had forbidden a multi client ))I almost suggested it. Two windows without any restrictions on one IP. This is convenient at least for transferring money and things between merchants without mail. Yes, if there is no NPC healer on the server, it's just stupid to forbid multi client, anyway, ro nerds will make themselves a priest and you will not be able to do anything about it. Make an automatic temporary ban of the character when opening the third window. And programmatically disable auto-following, if possible - then it will be an equivalent position for everyone on the server and the cheaters will not have an advantage over "honest fools".----------------------English is not my language, when I created this, it was more correct not "to ban", but not "to forbid".Maybe the moderator can replace the "ban" in the topic name with a "forbid"?it is impossible to forbid what can be used easy. Old ro players know all the tricks.