It seems there is a lot of fighting, so I won't read through all the comments and won't have all the context here.
intrepidenigma If you restrict one aspect of the game, to be fair, you apply it to the whole server; therefore single client at all aspects of the Muh RO.
I disagree with this thought, as PvP is different from PvM, and this line of reasoning can be used for things like MvP cards. It's a fair point, but there's a lot more that should be taken into consideration.
EvilLumi Using multiclienting to FILL those slots IS UNFAIR, because you're manipulating the system, instead of traditionally playing the game, and in a pvp environment no less.
I also disagree that this is an untraditional way of playing or a manipulation of the system because afaik the official servers allow multi-clienting as well, and it's generally part of the gameplay there. I would also add that most servers I've played on also had no rule against multi-clienting.
I don't really care what's decided here, as I'll just play whatever is decided, but I did want to give my opinions for and against multi clienting.
Multi Clienting will be less impactful with some additional changes that I've seen mentioned in other threads/discord such as a move to implement SE WoE, and the change to lessen the number of castles. Personally, I feel like these changes should be the ones that we're focusing on first.
I wouldn't ever say that one person multi clienting is equivalent to having X more players. The focus for that player would ever really only be on one character, and they would not be effective on that role (e.g. a multi client bard will never be as effective as the main bard because the main bard isn't just using bragi but using things like frost joker, tarot, pots).
There's going to be diminishing returns for each additional player or each additional client you add to the roster because after you hit a specific core of classes (like supportive characters and such), each character just really adds one more dps as opposed to something like bragi.
That's really all to say that I think the general benefit of dual clienting is that it helps smaller guilds get involved in WoE while also still being able to maintain competitiveness by having some additional clients fill specific roles like buffs, emp breaker, etc. I totally understand that the argument could be said that they can just get more people, but that's not always the case, and I'd hate to make the barrier of entry more difficult for other guilds to join in on the fun, nor would I want WoE to be an arms race just to get all your roles filled. From my experiences, there are guilds that WoE to pvp as a group of friends and don't recruit, and I don't see anything wrong with that.
@Meer - I will say that I don't agree with your "immersiveness" arguments because it's pretty subjective what people enjoy, and there are a lot of people that have fun multi-clienting all the same.
I agree that multi-clienting is an unfair advantage to the defending guild, as being able to set up and sit in a cozy room while the attacking guild has to walk their characters to the emperium or rely on ecall. I think this advantage will be mitigated a lot if we change to SE WoE due to it having multiple points to switch between and the lack of portals. But otherwise, multi-clienting does unfairly benefit the defending guild due to the ease of setting up.
Multi-Clienting may be a fun experience for some, but as it appears in this thread and for me personally is not a very fun experience for some others, who just want to focus on the character at hand. That's a totally fair opinion to have, and it does make sense to remove this gameplay if having to do something unenjoyable is required to compete against multi-clienters. I was never one to enjoy multi-clienting and only did so to fill missing roles, but I was pretty awful at it ngl
This all being said, I personally think that this issue with multi-clienting will be mitigated a lot with a decrease in castles and if we decide to implement SE WoEs, and I think we should move into that direction before we consider multi-clienting as an issue. Multi-Clienting does benefit smaller guilds and help them get started into WoE without having to worry that some check marks are met and will continue to benefit them regardless of number of castles or type of WoE. However, the advantage that the defending guilds will have from multi-clienting will be lessened.
Also as a note @Meer, and this is not meant to attack you at all, but it did seem from your OP that you are suggesting that the GMs haven't been listening, but I think they've been very receptive overall to changes and to WoE. It's really only been recently that WoE has started being active, and they've pretty quickly reacted and prioritized it from what it seems. Apologies if that's not what you were trying to suggest, it's just how it seemed to me.