Right now i understand, i need like a 2-3 client to get ,pre game expireince like before. But i want to know, how its possible? You guys (SV) think about it?
I don't know how Strilan did it his twitch has the build he uses and a bit of info on him personally.beast of a machine, look at that, 3 instances running plus recording. they get around steam checks by running in vms or something?
Agreed, Kaemik. The one character system should have been designed in a way that minimizes the advantages of having multiple accounts. As you've already said...there will always be some advantage to having multiple accounts, and I would say majority of us who take the game seriously are kinda pushed to do so. However, again like you said, it's a copy and paste system from MO1. All they did was remove 3 character slots and combine combat/crafting onto one character.
Henrik has this idea of one character per player, but its not reality and was never going to be. You've seen this in plenty of other MMOs. The game should have been designed around really only needing one character. Instead, it was an after-thought.
Your idea could work. So could allowing us 4 characters again, but making profession skills account bound. That way you can enjoy multiple combat roles, while still only having access to the 1200 profession points per account.
I do like your idea more...mine is just the easy route. And we kno........nevermind.
But why not provide a second char slot with an account wide reputation and standings system? This should prevent the griefers from doing so and people would have the chance to experiment/play with a different build.I like the one char per account philosophy because people are now more responsible for thier actions.
with many chars per account many people would log to an alt char and grief the hell out of other poeple.
This sounds like it could work well as long as it's set-up properly with lore and also address issues like mailing and bank system, only bad thing that stands out about it is that people will probably macro these crafts up as anything that has a time sink they usually will macro, some way of stopping that would be great.I've discussed this elsewhere and I'll discuss it here again. The advantages of multiple accounts.
1. More than one combat build.
2. The ability to be multiple places on the map at once. (Boulder holding etc included)
3. The ability to get multiple nearly free professions (Even with x100 speed profession training will be easy with books for anyone that plays 2+ months)
4. The ability to take things like taming and thieving that gimp your combat main if you take them.
5. Can hit multiple resource nodes at time, more than one rep.
______________
The Solution:
1. Give every account multiple mortal forms they can switch between at priests. Their account level is the "soul" with a shared reputation since priests can recognize souls. Also, allow people with spiritualism to identify souls.
This allows multiple combat builds but no boulder holding, no teleportation, no rep abuse.
2. Make crafting no longer a "hold a button for half a second and done". Make it a process. Even just some simple mini-games would be a massive improvement.
Doing this shifts the focus of leveling crafting from resource dump to time-investment on the part of the actual crafter so you no longer need make 10k crap items for leveling purposes. Once this is done entirely lift the skillcap from professions but increase the time needed to level a profession to max CONSIDERABLY. Instead of 1 free profession per account, true crafters can be full-time crafters but they need to work hard on their chosen profession/professions to get good at them meaning one character doing everything can't do anything well.
3. Remove murder count and any ability to regain reputation while AFK.
______________
Let's review that list of multi-account benefits again assuming my suggested system:
1. More than one combat build.<- Everyone has this now
2. The ability to be multiple places on the map at once. (Boulder holding etc included)
3. The ability to get multiple nearly free professions (Even with x100 speed profession training will be easy with books for anyone that plays 2+ months)<- Since crafting is now about effort and not caps one account is as good as 100. Better even.
4. The ability to take things like taming and thieving that gimp your combat main if you take them.<- Even if these professions stay under active skills, having multiple characters allows people to give up a potential combat build to take them instead of having to gimp their combat main.
5. Can hit multiple resource nodes at time, more than one rep. <- Still an issue, though with no afk-rep regain, rep becomes slightly less abusable.
______________
Is there still an advantage to multiaccounting? Yes. And there always will be as long as there are tasks like mining you can do semi-afk. But removing most of the benefits makes people WAY less likely to do it, and gives them WAY less of a power advantage when they do.
The problem with the current system is they are yet again a cut and paste of MO1. MO1 is a multi-character game. It doesn't work as a single character game with zero changes meant to make that work.
Would this be 1200 points across the account or on one character like could each character have 300 points?Agreed, Kaemik. The one character system should have been designed in a way that minimizes the advantages of having multiple accounts. As you've already said...there will always be some advantage to having multiple accounts, and I would say majority of us who take the game seriously are kinda pushed to do so. However, again like you said, it's a copy and paste system from MO1. All they did was remove 3 character slots and combine combat/crafting onto one character.
Henrik has this idea of one character per player, but its not reality and was never going to be. You've seen this in plenty of other MMOs. The game should have been designed around really only needing one character. Instead, it was an after-thought.
Your idea could work. So could allowing us 4 characters again, but making profession skills account bound. That way you can enjoy multiple combat roles, while still only having access to the 1200 profession points per account.
I do like your idea more...mine is just the easy route. And we kno........nevermind.