Multi-client : We understand why the Valkyrie population wants it to stay the same as now, with it unlimited. But with it unlimited there is 0 reason for you to not make 20 accounts with 1 character each instead of fewer accts with more characters per account. Multi-clienting increases the load on our DB, lowers actual partying and game interaction and really is more costly for the game to deal with. multi-clienting has never been a bot prevention, but when we check IP and see 20 accounts on one IP we have a pretty good indicator of what is going on. Many valkyrie players look like bots with their play behavior because of how many accounts they use "because they can for free". That was never an intention of the F2P server but it was abused to great extent by otherwise perfectly acceptable players.
I agree that without multi-client limitation that there would be little reason not to make 20 accounts, each with 1 character. On valkyrie, it is some means of multi-player interaction, though. An account with a single character, and not much gear, is not that valuable. It would take less trust to give free access to friends (such as for WoE or certain MvPs).
Additionally, restriction of multiclienting is a new reason why some people wouldn't want to play. There isn't a new reason why people would want to party. Wouldn't the most likely general outcome be less people that play (who still don't party with each other)?
As far as compromise on multi-client restriction, other solutions exist:
1) Create a third account-type tier, that allows unlimited multi-clienting, but without any of the other VIP benefits. Payment for a premium account could include X upgrade codes that temporarily upgrade a base account to this new account tier setting. Alternatively, such upgrade codes could simply be sold (at discount) to any person with a premium account, with limitations as to how many could be purchased. There could even be some sort of new-player bonus added to this new account tier so it could double as a word-of-mouth game sample/advertisement.
2) Implement more account bound items with significant effects. Example: access to an NPC that sells powerful, exclusive, account bound consumables, attained through a difficult and long quest chain. If these consumables are thought of as "must have," then it provides a stronger incentive to have more characters on the same account.
Edited by jax5, 25 March 2011 - 03:30 PM.