JohnCarver wrote:The answer is we are aiming to discourage both. In a perfect world you would be using a single character for the majority of your play session and would not have incentives to constantly cycle between alt chars or accounts. The first patch already has a rework to lime which is a step in the right direction. The future purity patch should remove the need to maintain mines all over the map. We understand we may never have a system where alts do not emerge, however, we will always strive for one.
Alt's are used way more than you imagine. Many systems that I read and understand would need to be redone to lessen the mass alt creation. I think the "average" person has 3-6 alts. I personally have talked to quite a few and learned very, very fast to not put all my nuts into one shell..
account 1. Main account with main skills for doing complex things such as alchemy or planting for S&C bonus I guess..
#2 Murder alt - you don't want to loose you main skill farmer or builder
#3 Murder alt - incase you loose number 2. Both of these 2&3 just have access to fencing,stealing,murder and as such mostly study cloak and dagger. And have humus for fighting.
#4,5,6 water purity,lime purity,iron purity alts to find and keep the node easy to get to since these are almost always hours from your main base..
So to lessen the alt making would in sense change the purity system back to post April and do away with nodes that would take 50% of the alts away..
Also from what I know and understand since I am newish, a hardcore person would have probably 10-15 alts to cover all 4 water colors, and 4 lime colors and 4 granite colors, then you need to find forage nodes to feed worms the different colors, the game screams for alts as it is made and designed. The purity system as I understand it screams for alts to gather the material, and not your main account. I don't see this game ever being a 1 account wins all game. To do any good you need 6-10 I guess..