Most of us who are still around made our bones on the main server, and are used to the typical escalation = progress mentality of Nightmist's development, but if we've learned anything from the main server it is that opposite has proven to be true.
I can tell you now that more alts will doom this game, just like it doomed Nightmist. Don't go there. You can keep it at 2 but to really encourage team work, make it 1. I don't think the realms layout and the design of the various classes will work for that though.
Hi Pandilex, I was never overly fond of alts either but they were there for a reason. We needed alts to do anything in the game, thus our collection of alts was a meter of the games requirements. You can actually chart the escalation and increased alt use over time with addition of new areas, we saw alt use go up and up, but teamwork stayed the same.
In the 1alt server the emphasis is obviously on teamwork, but has the structure been truely helpful or not? Everybody goes into a handful of clans primarily to play the game in a way that's closer to its multi-alt design, or for the great protection that current alliances afford them. This facilitates teamwork, but puts a clan into a greater position than the multi-server ever saw.
In this current scenario, clans provide the power where alts were previously used, but should clans hold that specific power? I've been in two clans because of the friends that were already in them, but if I had no friends I would have wound up in the same place. If Nightmist experiences an influx of players again, the momentum for current clans would be unstoppable, whereas now one or two players in clan becoming inactive is all that's needed for it to fail. I like my clan, but I think we all also appreciate playing the game as we wish when groups aren't available.
So how do we transfer a player's freedom to play the game from the two clans, and into individual players? We have a vast expanse of land in the world of Nightmist that is unnaproachable by the levels who they were designed for. You can't hardly enter some of the guilds your level requires some of the time, so perhaps the creatures that reside in these areas should be modified to be a fair challenge to the levels they were designed to interact with.
On the multi server, level was not the primary determiner of what you could do and where you could go, so in new areas alts were considered instead. We don't have alts on the 1a server, the premise of NM's geography is not in agreement with the playerbase anymore. In your clan you can count on seeing at least one other person online, but you should be able to advance at some reasonable pace without networking and organizational skills.
I'm not saying that this is the best way to address balancing the 1a server, but I do believe that alts needs to reformulated into levels, since the level of a character has replaced alts in defining the ability a player has to do something in this game.