Hello,
I see all other servers have 1 client / PC and not 5, what you say will allow feed, raid farming with 10 boxes etc.. the max clients here should be 1-2 and not 5 as it is now...
I understand your concern about raid farming and 'feed'. My point comes from the reality of a low-population server, which is very different from the game's original design.
The core issue is that content like Blessed Zaken, Freya, or even simpler raids require a full party. With a small player base, it's often impossible to find 8+ people online and willing to do the same content at the same time. The current cap of 5 helps, but it doesn't solve the problem for the hardest content.
You see allowing more clients as a way for one player to 'farm everything'. I see it as the only way for small groups of players to experience the full game.
Let's compare two scenarios for a server with 30 people online:
With a strict client limit (1-2):
The world feels empty. No buffs in town, no shops, no crafters.
Forming a raid party is a logistical nightmare. Most epic content is inaccessible.
Result: Players get bored and leave because they can't progress. The population stagnates or drops.
With a more flexible PvE limit (e.g., 8-10):
Two or three coordinated players can form a full party and tackle raids like Freya, as you mentioned. The content is being done.
Towns have buffers and shops because players can maintain them.
The world feels alive and active, which is more likely to attract and retain new players.
Regarding 'feed' and 'raid farming': This is a valid concern, but it's a trade-off. Is it better for a raid to be killed by a dedicated player using a full party of their own boxes, or for it to never be killed at all because the required number of real people is never online? An active server, even if sustained by multiboxing, is healthier than a dead one.
My suggestion isn't to remove all limits, but to apply them in a way that makes sense for a modern private server:
Keep the current cap for simplicity, or consider a slight increase for open world PvE.
The key is to recognize that on a low-pop server, a player with multiple clients isn't just 'farming'?they are simulating the active community that the server lacks. They are the ones keeping the economy and the core gameplay loop alive.
What you see as a problem ('feed' and solo raid farming), many of us see as the solution to the problem of a dead world.