Discussion: Limit the number of accounts to 1 per player and add an ID (Passport e.g.) to each
Hello,
the reason why I am posting here is because of the FAQ video of Steven Sharif on youtube. He impressed me and he gave me serious hope that Ashes of Creation might be the game that I will nolife for the next decade or more. He states that he wants to get the best product, and I got the impression that he (unlike other developers) cares about the longevity and health of his game more than he does about shortterm profit maximization. As far as I understand it he is not under financial preasure like other studios. So this is the first time that I dare to share my thoughts on a game forum, and I hope that I don't get torn appart by the community for it.
For the longest time Developers have stated that they try to fight cheating, botting, goldselling and whatever else. But the reality is that botters and multiboxers (I assume that is the majority of the sold gold comes from botters) rule the servers of many (all?) mmos. The reason why developers / Game Studios usually don't react to such problems are
a) botters sometimes run hundreds or in extreme cases thousands of accounts on lots of computers (using virtual machines / vpns to hide their identity) -> they have to either buy the game or subscribe (more income)
b) the developer has to either buy or develop software to detect behavior of the bots, as well as hire moderators / programmers to keep it in check or in my experience to show the community of their game that they work hard to fight cheating a.k.a. public relations (that the botters have to rebuy banned accounts in some cases like in Diablo3 for example, helps too) -> higher costs for the developer / game studio
There are two major problems (that I see) with having multiple accounts, and because of the small server size of 10000 players the impact of the issue might be devastating:
I. Influence on the Economy
1. To many Characters with mastered professions
I have played quite a bit of Albion Online, and I can tell you that it is indeed a huge problem for the economy. As soon as a player has a second account, he can basically get as many maxed out mastery trees as he can create alts. That means that every dedicated hardcore (later semi hardcore too) player will have every single profession maxed out, if he choses to put in the effort. First it will be limited to crafting as that takes almost no time at all to level. You simply put your crafter near the crafting station or whatever you need to craft, and deliver the materials with your second account. A little while after release people will start to have enough gold to straight up buy the supply and focus on crafting / refining, if they want to. The entire idea behind the limited ability to max out your profession mastery / skilltree, from what I understand, is to ensure that rare goods / materials stay valuable, even long after launch. And that is simply not going to happen if the mastery of many professions is common for many players. One way to prevent that from happening would be to limit the mastery of a profession to one character per player.
2. Effect on supply and demand
With the increasing acquisition rate of resources per player and the diminishing demand because of decreasing server population, the economy will suffer from the imbalance. Because of the fixed server population of 10000 players, the damage to the economy will be even bigger than it is the case in other mmos. While in other games the X ammount of extra accounts per player just add to the ammount of accounts on the server (no influence, just X accounts more...), in this game it reduces the ammount of players at the same time by the same ammount X. Meaning that every single account that is added to a single player reduces the server population by one. That means the effect of multiboxing (or worse: botting) on the economy will be elevated depending on the number of additional accounts per player on average.
II. Influence on the server population or lifeliness (is that the right word?) of the game
The entire playerdriven world suffers from having fake population, as there are less players to do real activities like pvp or dungeons. Remember, the servers are going to be very small, with only up to 10000 players. Reduce the already small number by the ammount of people that only play a couple of hours per week, and you have an empty server. Is that really the vision you had in mind Mr Developer?
III. Fairplay
I want the work that I put into the game to matter. I want to see a result if I work harder / more than somebody else. What I do not want is for somebody else to cheat his way to victory and make my effort meaningless.
The reason why I believe that adding a real ID to every single account is the only realistic option to have a fair and awesome game with an active server and a working economy is because there is no workaround. A botter cannot suddenly come up with 1000 passports for each of his accounts, he cannot use virtual machines and vpns to work around the hurdles that the developer tries to implement. Goldsellers would have a hard time to do their illegal business as well. Besides that, the debate about Family members playing with one ip would find an end as well. Everybody would win, well every player that is interested in having a fair and awesome game. The cheaters goldsellers and botters would be the losers, I wouldn't shed a tear...
These are just my thoughts on the topic, if you happen to think otherwise I won't blame you. Please be polite if you discuss the topic, thank you.
Best regards
Sam
Edit:
Using several computers as sugested in the poll about multiboxing does NOT solve the issue, as people simply use a virtual machine (software to emulate a compter system), I am pretty sure that many people that voted for that are simply not aware of the fact that several computers will have zero effect.
Edit2:
Apparently the maximum ammount of registered accounts is supposed to be 50000, that makes things a little less dramatic. It does not change the fact that it is a problem tho.