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Pending Reducing the Advantage of Multi-Client Farming in Events

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Exeragon105

Well-known member
Hello,

over the years in WoM 2, I have noticed that more and more events are becoming heavily influenced by players using Virtual Machines or multiple devices to maximize their rewards.

As I have mentioned in the past, I personally dislike systems like the Meley dungeon because they create a situation where players who own multiple computers or have access to additional devices have a significant advantage. To achieve the maximum possible profit, you are often required to use multiple devices or rely on other people who can provide additional accounts.

I was hoping that with events like the Halloween or Christmas events, we were slowly moving away from this kind of system. For those who were not around during those events: the dungeon itself could still be completed with multiple characters, but the rewards were restricted. Even when using multiple devices, only one character per device could claim the reward from the chest. This helped reduce the advantage of running many accounts while still allowing players to participate together.

However, with events like the Football event or the Snowman event, this problem still exists. A single player can log in with a large number of characters and gain a significantly higher amount of rewards compared to someone who plays normally with one account.

The problem is not that players use multiple accounts. Multi-accounting has always been part of WoM 2 and should remain possible. The issue is when events become designed around having as many clients running as possible, meaning that the biggest advantage comes from owning more devices rather than actively playing the game.

I would like to suggest looking into possible solutions to reduce this gap:

1. Reward restrictions per device or account

Similar to the Halloween and Christmas events, rewards could be limited per device or account.

Example:

  • Players can still participate with multiple characters.
  • However, only one character per device or account receives the full reward.
This would allow multi-account gameplay while preventing one person from gaining a massive advantage simply by running many clients.

2. Diminishing returns for additional characters

Instead of completely restricting multiple characters, additional characters could receive reduced rewards.

Example:

  • First character: 100% reward.
  • Second character: reduced reward.
  • Additional characters: heavily reduced rewards.
This would keep multi-accounting useful while preventing players from gaining extreme amounts of rewards by running 10+ characters.

3. Make rewards account-bound instead of character-based

A large part of the problem comes from the fact that every character can generate independent rewards.

For example, in the Football event:

  • Players could still participate and collect points with multiple characters.
  • However, the account itself could have a daily maximum reward limit.
This would reward active players while preventing people from creating a large "farm army" only to multiply their rewards.

4. Add participation requirements

For events like Football or Snowman, characters could be required to actively participate before receiving rewards.

Possible requirements:

  • The character must deal a minimum amount of damage.
  • The character must stay active for a certain amount of time.
  • The character must complete a specific interaction or objective.
This would prevent players from simply placing many characters into an event just to collect rewards without actually participating.

5. Improve event design

In my opinion, this is one of the most important points. Events should be designed around player activity and engagement, not around how many accounts or devices someone can run.

A good event should make players think:

"I want to play this event."

Not:

"I need to open 12 clients, otherwise I am wasting my time."

The Meley dungeon is a good example of how this problem can develop. It unintentionally created a system where owning multiple computers or having access to many accounts becomes a significant progression advantage. This creates a gap between casual players and hardcore farmers that cannot realistically be overcome through normal gameplay.

Personally, I think the best solution would be a combination of:

  • Reward restrictions per device or account.
  • Diminishing returns for additional characters.
  • Active participation requirements.
  • Event mechanics that reward gameplay rather than the number of clients running.
The goal should not be to punish players who use multiple accounts. Multi-accounting is part of the game and should remain possible. The goal should be to ensure that events reward active participation and gameplay instead of simply rewarding players who have access to more devices.

TL;DR:

Many events currently reward players who run a large number of clients through multiple devices or Virtual Machines, creating a big advantage over normal players.

The goal is not to remove multi-accounting, but to prevent events from becoming focused on "who can run the most characters."

Possible solutions:

  • Limit rewards per device/account.
  • Add diminishing returns for additional characters.
  • Make rewards account-bound with daily limits.
  • Require active participation before receiving rewards.
  • Design events around player activity instead of the number of clients running.
Events should reward players for actually playing, not simply for having access to more devices.

I would be interested to hear the community's thoughts and possible suggestions on how this could be improved.
 

xSilentReaper

New member
" Events should reward players for actually playing, not simply for having access to more devices. "
Those words are so true—it’s like you’re launching a presidential campaign; they ought to be on a banner :D
A big thumbs-up for the topic (y)


The event should not work like this:


"I will place 20 characters and simply collect rewards."

Instead, characters should be required to actively participate in order to receive rewards.


The character must deal a minimum amount of damage.
The character must stay active for a certain amount of time.
The character must complete a specific objective or interaction.
The character must contribute to the event in some meaningful way.
 

MIDNITE

Member
Shoulda been implemented a long time ago, there already is several ways on various forums that would help such system to be easily integrated.

Gotta keep in mind sometimes there are legit two different people under the same roof that actually play together.
I am sure a workaround could be implemented, but something definitely needs to change, as perfectly shown on the screenshot.
 

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DeCiMaToR

Active member
I know that this thread is mainly about event balancing, but I want to take the opportunity to quickly show how broken the Meley run is:
Let's say you are a "normal" player who prepares for meley, and you get 4 chars on lv105, which already is hard to do.
Then, during the first 300 runs you will receive on average 5-6 chests per run. At around 35kk each, that barely covers the ENTRANCE cost. You basically make 0 yang from this run during the first 300 runs, and after that you make 8 chests, so then you make minimal profit.

To actually have the run being worth to do, you need 8 characters participating in the run. This in itself is questionable, but not straight up a red flag, just a big hurdle. The biggest red flag here is that to use 8 characters, you need a second computer.
Which means, that the run is only worth to people who actually own 2 computers, besides the massive effort to level 8 chars to 105.

Now, you could argue that it is designed to be done in a group. Fine, but then you have 2 people with each 4 chars participating. The key cost gets split, but the actual profit is still very low, especially for the big effort to actually find someone to do the run together, both having 4 chars etc.

I understand that there is not a quick and easy fix here, but my suggestion in this case would simply allow having 8 clients opened. This might interfere with the idea of DT being easily accessible with tons of chars, though, which I guess was the main reason for the restriction.
But even if I don't have a clear solution for it now, I still wanted to explain how broken it is at the moment.
 

nub

Member
Hello,
I do agree with all the points stated, events are meant to be fun, and from that "fun" you're supposed to gain something and not abusing the events to the point that some people *make a living out of it*.
The average player cannot gain anything from the current event, especially because of the different people that use 4-16 accounts or maybe even more, and let's think how *fun* it must be for the average player to join this event's WB during rush hours, generally the average player can't even reach min. damage for rewards.
With all this said +1.
 

TurkErkegi

Member
I personally ignore events for this very reason. I have multiple computers yet I despise the reality events turned into. First christmas event and now this, it is unbearable and needs to be fixed in the most urgent way.
 
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