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Information Multiclienting explained once and for all

Discussion in 'MapleLegends Announcements' started by Kimmy, Dec 8, 2024.

  1. Kimmy
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    Kimmy Administrator Staff Member Administrator Game Moderator

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    Note: this was originally meant to be a section in the "End of the year" thread, but it became too long, so I just make it one single thread instead.
    --------------------
    Something I feel was bought up this year a lot is multiclienting.

    So in this thread I try answer most of the common things about multiclienting, why blocking multiclienting (in any server) is flawed, and why I ultimately think there's genuinely NO solution to it that is fair, unless you completely change the core gameplay.

    General info + History

    For those not aware, multiclienting is the act of opening two clients at the very same time on the very same machine. In the official servers, you were unable to do that by default. There's client blocks intact, as well as GameGuard unable to run twice at the same time.

    When it comes to unofficial servers, the former is also intact, but there are client modifications that can remove the check, making running multiple clients at the same time possible.

    For the very Old School MapleLegends players, they may know we had both the vanilla block and a custom Sandboxie block intact. Sandboxie is a program that allows you to virtualize a program, kind of like a Virtual Machine.

    This was an attempt to block "multiclienting" back at release in 2015 until the maintenance of February 12, 2017. During this period, some concerned players came to us, because some people had an advantage because they were able to bypass the restrictions. Furthermore, concerns were bought up that some people had multiple physical machines (ex: Laptop + PC), and were able to multiclient that way.

    During that time, we had way less experience than we do have now, and we were unable to fairly moderate nor find a flawless solution to this problem.

    After discussion back in January 2017, we decided to completely remove the blocks, and enable to multiclient by default. This is something an other server, MapleRoyals, already allowed. In some way, these blocks made us stand out and be different compared to them, but because of the flaws, it was not very positive, and it contributed to the server having 50~ online at peak during the summer of 2016, and even less before the blocks got removed. I still stand by if this decision to remove the blocks wasn't done this server wouldn't have existed anymore now.

    The problems with attempts to fight multiclienting. Here, and in clean slate servers

    There's many problems that come to fighting mutliclienting. In this soon to be 10 years old server, but also in completely clean ones. I will specify here numerous methods blocks can be implemented, as well as how they are flawed.

    - Custom blocks

    Some servers have custom blocks in place (through client modding). All I can tell is that those get bypassed if wanted, and are getting disclosed in some Discords I lurk in in how to do so.

    I can't go into much details because this falls into hacking. Just believe me that when a server adds a custom block that it can be bypassed.

    - Virtualization blocks

    An other method is blocking virtualization. A lot of Malware does this too, where Malware does not activate in a virtual machine because 99% of the time Malware ran on virtualization is done by researchers. Researchers (and other) have long found methods that make virtualization act 100% identical as a real machine, and bypass said blocks, and thus again allows people to multiclient anyway if we were to implement such block.

    - Remote tools

    Free remote tools allows users to take control of an other PC/Network. You run one client on your own machine and the other on the remote controlled machine, once again bypassing multiclient restrictions

    - Multiple machines

    Even if the world was perfect, and all the things above could be accounted for, one could simply also just have a second machine and multiclient that way. Unless you completely block siblings (ex: family members) from playing together, this literally cannot be accounted for, and is often also seen as Pay2win, because someone can have a multiclient advantage by having the money for it to own two machines that can run the game.

    Conclusions

    There's actually even more methods out there, but I think this says enough. While ((technically)) this could be moderated, its as flawed as moderating vote abuse rules. You just catch a sample of them, and the other run away freely and abuse it. This is also the reason why we changed how voting works many years ago, and removed the vote abuse rule completely. We acknowledged it was beyond flawed, and didn't caught enough people where it was fair at all.

    Multiclient is in this very same position, and I am extremely convinced that not a single server truly blocked it, unless its a very small server where everyone knows each other, which is different from a server like this that has a lot of unique and concurrent users playing at all times.

    We also disclosed a few months ago our unique user count through this (Click) video, and that even though we have multiclienting without restrictions we still have a very big and great community playing the game, and we cannot be happier doing so already for almost 10 years, for FREE.

    At the end of the day we can't make everyone happy, but hopefully now people have a global thread people can link to when they ask about multiclienting, why it exists, why it doesn't exist to "boost our user count", and why blocking it is unrealistic, unmoderatable, or otherwise just unfair to pay2win. We have it like this because its the most fair, it allows everyone to do it, and gives everyone the same ability to do it without using 3rd party software to do so.

    Other servers that seek fighting this problem shouldn't fight multiclienting itself, but instead should figure out WHY people multiclient, WHY people have to do it, WHY min-maxing The Game (especially pre-bb) requires multiple classes and accounts to do so, and NOT fight multiclienting itself. That's the only advice I can give, and the only way I can see to solve this problem. Adding blocks does NOT fix the core problem, and you just end with a server where some can abuse it, while other are at a (major) disadvantage.

    Feel free to link this thread if someone is asking about it.
     
    Last edited: Dec 8, 2024
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  2. LeonardoJF
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    LeonardoJF Horntail

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    always scoring well and being coherent, very brave <3
     
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  3. Krythan
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    Krythan Zakum

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    While this post addresses the "why" being the enforce-ability of multi-clienting I think it misses the point. The question isn't "could multi-clienting be enforced", the question is "should multi-clienting be enforced?".

    I think multi-whatever-ing is fundamentally a good thing for the game.

    At it stands right now, the server is in a really good place where there are a hundred different viable strategies to make progress. Single mage, single attacker, single farming character, attacker + buff/mage mule, duo attacker+attacker, multi-mage, multi-attacker... etc.

    You can point at any one method and claim it's "bad", but the reality is that these strategies are often the boogey-man and aren't nearly as good as people make them out to be. When people say a certain strategy is "bad", what they most often mean is that the strategy is "too profitable. Which I would argue is not true in the case of multi-clienting.

    For example: The 4 to 6 mage multi-mage setup is very, very comparable in regards to the income/hr. of a single archmage selling petri leech. Each have their pro's and con's, but you can't argue that multi-whatever-ing is broken without admitting that selling leech, or solo core-blaze farming is also "broken" (too profitable, whatever that means).

    There's no shortage of viable single-client options, and no shortage of multi-client options. And this is a good thing.

    ESPECIALLY once you consider the up-front investment in some of these setups, I personally believe that the hourly EV all of our current options are very well balanced.

    The honest part is....

    • This server exists today because of multi-clienting.
    • This server provides a unique experience because of multi-clienting.
    • This server offer a number of viable options, accounting for up-front investment and opportunity cost, these options are very comparable.

    But more importantly...

    For the players that are the most invested in the game, multi-clenting makes the game fun again. I would not be playing Legends today if it wasn't for multi-clienting.

    I would have burnt out as a single bishop, or a single attacker, and moved on to the next online community.

    The core "gameplay" of Maple is remarkably simple. The experience of playing a single-client NL in bossing is one of the more brain-dead un-engaging activities I can think of.

    Multi-clienting is a GOOD thing. Multi-clienting adds a level of complexity, and upper skill cap that keeps the game engaging. It's no better or worse that single-client-ing once you factor in all the investment. It preserves all of the existing core mechanics and aesthetics that makes this game so nostalgic and charming, while adding in an upper skill cap that challenges players at the high level.
     
    Last edited: Dec 9, 2024
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  4. Regrets
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    Regrets Mushmom

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    As a newer member of the server but consistent lurker in the private server space, I think there's a happy medium that legends has struck I'm terms of farming for multiclienting. Multimaging is no longer this insane menance outside of crazy setups that most would never try to upkeep for multiple hours at a time. The mage ultimate nerfs were some if the biggest offenders in this regard and despite the drop nerfs to them, theyre the best option for target farming in most maps. There are many viable single client methods like night ghosts, ML5, and other high value maps where it does not feel like its an extreme necessity for the average player. Talking to single client farmers and multimagers, it generally seems like there's a spitting distance that single clientfarmers can achieve compared to the multi farming counterparts. And I think that's fine if we are allowing the practice.

    Now multi attacking/muling in bossing I'm still pretty in the dark about. I think encouragement of active gameplay the best way to go about it. I'd say the Halloween event PQs were an excellent example of doing this. Sure you could multi client them, but the gains were fairly minimal. Maybe shaving off 1 minute overall and the party creation times. I'm not sure what would be the best way to encourage this in bossing but Im sure there's some implementation that could create more incentive for single client gameplay in bossing.
     
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  5. JasonPeng
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    JasonPeng Slime

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    we embrace multicilienting
     
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  6. Porkupine
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    Porkupine Stone Golem

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    This was a really insightful read! I agree that it’s practically impossible to police, and that enabling multiclienting was definitely the correct decision at the time.

    Personally, my gripe with multiclienting has always been how it seemed to be the root of every balance consideration. Lots of changes, as well as rejected suggestions, were a result of multiclienting being too exploitive. It always felt like it introduced more harm than good by preventing the game from adapting to modern problems.

    This is the part I resonate with the most, particularly with bossing mules. People multiclient because there’s an incentive to gain from it. People also multiclient because not very many people want to main a supportive role like Bishop or DK. I think tackling multiclienting first requires every class to feel rewarding and worth playing, and second, a way to track and reward active participation, like the check for distributing event points to active attackers. Of course, this could require some heavy changes, which might go against the whole as-GMS-like-as-possible mantra that Legends follows, but I’ve experienced some other servers that try this, and it felt so refreshing to see Bishop and DK mains being so valuable. Even less popular jobs like Shads, Pally, IL/FP AMs, and MMs were desirable in any type of content, simply because they provided something very unique that only they could offer. At a minimum, HS (and HB if we’re truly trying to be washing-optional) should be a staple buff to every boss run, and it starts with giving them more rewarding gameplay. Let them do competitive dpms and give them integral roles (like removing cancels cough cough). If singleclienting could be incentivized more to discourage multiclienting, I think the diversity of Legends' 12 jobs could be appreciated so much more.
     
    Last edited: Dec 9, 2024
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  7. fartsy
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    fartsy Zakum

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    none of that does much for multiclient

    take the hs mule for example. if the mule is replaced by an active person, they might miss or just go afk. same goes for any bossing characters. more people more logistical issues.
     
  8. Porkupine
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    Porkupine Stone Golem

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    It definitely requires a lot of changes to make people prioritize actively attacking over muling. One server that I've seen achieve this introduced individual exp and drop rewards that were attained when a certain damage participation was met, preventing mules from really gaining anything. Of course, Bishops were heavily changed to do very capable dps. Individual rewards also meant 6 man vs 12 man essentially had no benefit over the other, besides faster runs. All of these are extremely non-GMS-like changes, so I think it's not something that can be practically implemented in a server like Legends today. I wasn't suggesting anything, just rambling really.
     
    Last edited: Dec 9, 2024
  9. fartsy
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    fartsy Zakum

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    that's a multiclient buff
     
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  10. Porkupine
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    Porkupine Stone Golem

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    Yeah. The server also had multiclienting go against ToS though. Again, impossible to enforce. It's just one example of rewarding active play and potentially detracting afk play. Not really designed to prevent multi-attackers either. Not sure how that could ever be disincentivized.
     
  11. fartsy
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    fartsy Zakum

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    we can transition into a highrate rebirth server, 5000x/5000x/5000x so balance will become a thing of the past
     
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  12. Miney
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    Miney Mushmom

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    My biggest gripe as well; I'm in particular still upset with the changes to DK's Roar and Corsair's Aerial Strike droprate nerfs. It's not going to stop multiclient grinding, the farmers already pivoted to the next best thing and the changes left behind only hurts those that main these classes and have less of a desire or are incapable of "following the meta". Corsair bias clarification: I personally used to grind a LOT with Aerial Strike. Card hunting, scroll farming, CWK Exchange and Sunfires, whatever I felt like doing that day. I stopped the day Airstrike got nerfed. I don't particularly care that it's only been "slightly nerfed", the demotivator is that the skill has been nerfed at all.

    Where does it stop? How much does something have to be exploited by how many players for a change to be made? When is that change put in place once a decision is made, with our rather long timeframe between each balance change?

    When changes permanently hurt players that wish to stick to their one guy while others can simply move on (buy leech->get to certain level->start grinding/bossing) to their next multi-whatever setup with money gained from their previous expenditures, I see it to be foolish to not follow their lead and start expanding your infrastructure and multiclient yourself.

    I don't want to follow this harsh meta, I wish to play the game and be adequately rewarded without feeling like it's a waste of time compared to what I could've been doing instead. I want to have fun doing what I want to do, without excruciating compromise on progress.


    I wholeheartedly believe staff has the answer to the above questions. But what is being done to combat them? Are the changes that have been made enough, or is contributing enough to resolve the problem? With how long each balance change takes, do we have a timeframe for any future changes to happen?

    I understand that this post isn't to defend that multiclienting is good for the server. But without a proposed solution - it also doesn't help deviate the players away from multiclienting, only encourages it with official admittance that they cannot be fixed.
     
    Last edited: Dec 9, 2024
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  13. Kargo
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    Kargo Designer Staff Member Graphics Designer

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    In good faith, isn’t it a bit odd to not just keep, but even facilitate (as it’s not part of vanilla GMS) something which is agreed upon here has a negative influence on the server, solely because ‘people will do it anyway’? I don’t think many other issues get treated with this mentality.
     
    Last edited: Dec 9, 2024
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  14. ShotShotbang
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    MC are hackers nerds
     
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  15. Gurk
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    Shads won't get the buffs their class deserves because multishad exists, change my mind.
     
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  16. Regrets
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    Regrets Mushmom

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    My shadgang about to get shot in the barnyard before they're even level 30. [​IMG]
     
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  17. Regrets
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    Regrets Mushmom

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    I think the thing with this is the ship has already sailed in this regard. Far too much normalization/investments have happened for it to be done away with now. It's very similar to how HP Challenges were created to steer away people from HP Washing. There would be hell on the server if they just straight up removed washing or retroactively killed all washed characters despite it being a fairly unhealthy mechanic for balancing content. Kimmy has alluded to that the best way to combat multiclienting is to try to address why there's a "need" to partake in it.

    The reason for this post existing provides an explanation for why they won't try to go on an arms race against it and the approach they're taking in addressing it. (At least from my readings from it).
     
    Last edited: Dec 9, 2024
  18. Kargo
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    Kargo Designer Staff Member Graphics Designer

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    Digging the hole deeper. People who have invested in to a multiclient structure cannot genuinely be surprised if this very overpowered and non-vanilla method got killed.

    So if the “why?” is addressed and there is no “need” to participate anymore, why keep it? If single client players got the same rates as a multi client player (which would be the goal if you truly want to fix the “why?”, since a seemingly unhealthy method should not be the best way to go), then that would also make people’s multiclient infrastructure useless.

    It is and I appreciate the transparency Legends has/always had. I’m just giving my take on the post, as the replies are turned on.
     
    Last edited: Dec 9, 2024
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  19. Soblet
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    Shad never needed multishad excuse to be kept at bottom tier before, as much as it is funny I don't think it matters that much.
     
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