This proposed change would increase the workload on GMs, and brings a new problem: if GMs have to check somehow that it's actually multiple people from the same IP and not just one person with two accounts, then that will include a lot of work, and organisation since all of them have to be online at the same time and even then it's far from being foolproof. If GMs just approve these requests without any serious check at all, then this is essentially the same problem as lockout on accounts: people will just send in requests en masse for their crossrealm account, and the only thing this achieves is more (pointless) work for GMs. It will also mean that people who play from the same IP will have to wait for an approval for their account before they can play, the more complicated the confirmation, the longer. And, as noted many times before, you can easily get a new IP to bypass IP restrictions.Gachimuchi wrote:In cases of multiple people playing from the same IP, send an email to a GM or some other official to handle the situation and add an exception.Spoiler:
Fixed.
The problem here is that while all measures might chip off a small number of crossrealmers, the cost at which they would come is just not worth it. The less restrictive they are to the whole playerbase and people who don't crossrealm, the less effective they are, to the point that they might as well be not there at all.
On WAR live, the big restriction was that you had to pay for every account, and thus lockout worked since very few people were willing to pay double fees to be able to crossrealm. It was account-specific, so you didn't need to worry about anything else. It also didn't affect anyone unjustly since you'd pay for that account anyways (except for trial accounts, but those weren't considered important and got serious nerfs over time).