nostalgic servers will never give an identical experience, after all its not an identical server run by identical people with the identical development path we get most of the elements of the old days, but it is not exact, and it will never be the same otherwise we are gonna get the countdown to big bang lel, that dread is part of the identical experience anyways my take on multiclienting is that i support it wholly try juggling multiclient attackers at zakum makes for a pretty fun experience that could never be done back in the day
On legends they nerfed multimage by making it so that mages ultimate can only be used 5 times in one spot before having to move so it’s require more effort to farm This nerf alone brought the profit margins down to skele/petri leech which I think is fair even though multimage is still faster/cheaper to get to than end game leech.
what is the intention behind nerfing mage farm, to make it fair to everyone? what about people who duo HT, duo auf and make a profit of 200m/hr or even more, their profit margin is not fair to what the majority earns, we get them next? "oh but they farm for their endgame gear so they ought to be earning more" try leeching a mage to lvl 120, but do it 4 times because only quad mage onwards will ever see any meaningful profits. 120 can only get you to orbis etc and you become a slave to event fluctuation because there is so much orbis etc seller, surprise surprise. Then you consider leeching to 130 for ulu 1, but it is 4x mage paying for skele leech. Level 10 to 130 leech x4, just to set up. Then comes the part you have to actually farm. if you are thinking "doesn't sound that hard to me, multi client ezpz too" then congratulations!! go create 4 mages and start farming
I see people talking about "fairness" as if that, as nebulous of a concept as it is, has any bearing on the issue. The thing you should be talking about is "outcomes." As in, what's the most healthy outcome for the game and its players? Pumping trillions of mesos into the economy is something that will lead to a lot of negative outcomes. Every meso that enters the economy reduces the purchasing power of the mesos you currently have. I'd wager a lion's share of total mesos are sourced from mages. Reducing the supply of mesos is a no brainer agenda item for any server, and we see royals make a lot of efforts in service to this goal, like increasing the amount of meso sinks in the game. There seems to be a real reluctance to address the root cause which is that mages farm too quickly. Limiting multi-mage farming would pay dividends and make a lot of goofy changes like consumable repricing redundant. Many of the solutions to multi-mage farming seem trivial to implement so I don't think it's a technical hurdle for staff, just a policy choice.
You get out what you put in. In all fairness! Farming gets boring but is a good way to earn meso. Most people don't wanna put in the time to make 4-6 mages, or maybe their setup cannot handle it. The ones that can take advantage of the opportunity should be allowed to do so. Duku was the best meso making strat and they nerfed that and made mage harvesting harder overall.
Client limits per ip/account group/whatever (can map restrict so people can do their multi-client boss stuff or whatever meme .01% of the playerbase engages in that we are using to hold the economy ransom) Restrictions on full screen spells being spammed without movement Both of these have real life use cases that have been very effective in official servers and other private servers. You can modify these parameters however you like and tune them to get the results you want.