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Re: How many clients should Second Age allow?

Posted: Sun Aug 10, 2008 3:58 pm
by benny-
Derrick wrote:There is currently a client per IP restriction, but this cannot be set to one. Multiple clients from a single IP doesn't mean that there is only one real person behind that IP.
If I understand you mean that it won't be set to one (not that its mechanically impossible).....that Id agree with as we don't want to make it impossible for multiple users in one household to be unable to play together (as is such in my house =D). But isn't there a way to detect different computers (dont they have a unique ip?) or somehow make it impossible to run two clients on one comptuer (I believe OSI had this with "UO is already running!" or something similair to that message)....granted this would still allow people with two computers to multiclient, but it would reduce multiclienting a good bit....an if someone wants to go out an get another computer just to do so, more power to em. heh

Dunno, when the multiclienting issue was brought up on Div some time ago, the staff insisted that if multiclienting was made illegal they'd have a way to allow multiple users to still play from the same household. Dunno.

Re: How many clients should Second Age allow?

Posted: Sun Aug 10, 2008 4:46 pm
by johttenn
Well, now that my mage is macroed up, and I don't need a second client to have fun with, I wouldn't mind moving my characters all to one account. :)

Of course, I do want a thief, so maybe we should wait.

Re: How many clients should Second Age allow?

Posted: Sun Aug 10, 2008 6:39 pm
by Kylock
Blind wrote:Kylock, I won't even bother quoting your post for several reasons. One, I don't have 5 hours to spare and two, I think your arguement is pretty weak.

You've pretty much danced around every point we made or reply to each one with something totally irrelevant. What the hell do the Orcs and Ascalon have to do with multiclienting?
.. I don't understand you at all. 90% of the bitching / complaints saying there isnt enough player interaction. With upcoming Orc clan, and an already built Ascalon, there's plenty of interaction. And O/C, Wars in town. Even people flagging, and provoking fights on and off all day.
Blind wrote:You also mention that you really don't enjoy crafting, but thanks to being able to macro 3 people at once, you have a smith! Awesome!. I think I will make one right now too, that way no one has to buy armor and can make their own. This is what we mean by unbalancing the economy, it's not just about gold numbers, it's about trades and the "market" (like an actual economy)
Go ahead. Make a smith. Take the load off my shoulders, waste 400,000 gold on ingots, or spend days mining them yourself. It's not as easy as you think. Personally, I think you're a clueless nobody, and you obviously don't know what you're talking about one post to the next.
Blind wrote:The risk we are talking about doesn't really have too much to do with PKs, if you're in destard and die, how easy is it for you to jump on your other character, res yourself,and not have to worry about your other char stealing all your shit? Pretty freaking easy.

Anyways, I just woke up, I could go on forever on your post, but I got shit to do.
You probably could go on forever, repeating your own stupidity over and over again. ANYONE smart enough doesn't even need to switch over to another client. Hit the damn stuck button, res, grab couple of each reg and you're back before you know it.

I'm not trying to bash you in anyway, I was just putting my own opinion in, and i think it's funny you say my argument is weak -- when you can't come up with any valid points whatsoever.

I agree with others when they say, this should've been implemented from the start, or not at all. Unless you want to have the server wiped, so we can all start from scratch - which I doubt the server would survive.

And like Derrick said, several people are not the only ones playing within their household. Personally, my brother plays from time to time and even my girlfriend logs in and messes around quite often.


Re: How many clients should Second Age allow?

Posted: Sun Aug 10, 2008 7:37 pm
by bigcheez
I would definitely agree with Kylock and I think Blind is a moron

Re: How many clients should Second Age allow?

Posted: Mon Aug 11, 2008 5:57 pm
by Thor
As far as the tech side (and Derrick, correct me where I'm wrong)

It's razor which allows multi-clients. There are other programs that would do the same thing, including back in T2A.

The only read IP address would be the external IP, and although each computer has a different internal IP, those wouldn't be readable (I'm not sure if port forwarding would change this, but even if it did it would be WAY too much for a lot of users).

As far as recreating the experience, only so much can be done. By recreating the rulesets and the general feel there is the WORLD of T2A. The EXPERIENCE of T2A is user defined. Princess Tiffany makes a ton of gold but seems to hate the idea of PvP. I HATE hunting and making money, but PvP is expensive. For MY T2A experience to increase, hers would decrease and vica-versa. So all that can be done is an accurate emulation of T2A.

Re: How many clients should Second Age allow?

Posted: Mon Aug 11, 2008 8:52 pm
by Derrick
Thor wrote:As far as the tech side (and Derrick, correct me where I'm wrong)

It's razor which allows multi-clients. There are other programs that would do the same thing, including back in T2A.

The only read IP address would be the external IP, and although each computer has a different internal IP, those wouldn't be readable.
This is entirely correct. We have know way to tell how many "real" pc's lie behind a router.