Page 12 of 13
Re: Boosting Rule Adjustments
Posted: Mon Jul 06, 2026 11:18 pm
by Shaksa
Mrsneed wrote: Mon Jul 06, 2026 11:06 pm
A lot has been stated in this thread since I was here yesterday so instead of playing reply catchup, I want to focus on what you're saying in this snippet and relevant content that has been posted by others already.
Kestrel wrote: Mon Jul 06, 2026 2:36 am
They made adjustments to the EXP calculations to make in dungeon lvl 60 boosting no longer viable. Players found a work around through dropping group right before the mobs die. This is very clearly a loophole/work around that players have been exploiting. We can agree to disagree about why the turtle team did what they did, but this work around was not something they intended.
We have implemented this rule to patch this work around, in retrospect I wish we had found a more mechanical solution to the work around but we have limited development capacity and now here we are.
We as players need a clear cut definition for what boosting is in the context of this rule.
Is the bolded component of what you stated in my quoted reply your definition of what boosting is in the context of this rule? As written, it sounds like a blanket prohibition on all boosting as described in the quote above + all boosting and potentially-maybe-it-is-maybe-it-isn't-boosting scenarios outside of dungeons (AOE or single mob tagging in the open world).
If the definition of the rule is what I bolded in your quote above and solely restricted to that, then I don't have a problem with it and I feel like a lot of people will not have a problem with it either. If it is in fact a blanket prohibition on all boosting and tangentially-related activities then that remains an issue that I simply cannot agree with you on.
Please provide us a clear cut definition. The 11 pages of forum posting and >100 replies that I've read do not provide this definition and I, among others, are confused still.
Shaksa wrote: Mon Jul 06, 2026 10:26 pm
Not by being able to multibox 20 accounts with "warlock networks and moon cloth slaves". Before this thread I've never even heard of such terms and I've played vanilla servers on and off since the original vanilla.
These terminology and concepts are so commonplace that you would have to be actively avoiding any and all WoW content since its inception. For this reason, I do not believe you.
You cannot seriously be implying that 10+ accounts i e $1500 / month for a video game is COMMONPLACE? Maybe this is a common thing amongst the most hardcore of hardcore players on private servers but saying this is commonplace around the time of WoWs inception (or any retail WoW version for that matter) is simply not true.
No, I have never heard about having 10+ alts / accounts as a single player and having networks of warlocks even on private servers. This is just not something the common player does, almost by definition. If the common/average player has 10 accounts, then how many accounts do the top 1% have? 1000s of accounts?
Re: Boosting Rule Adjustments
Posted: Mon Jul 06, 2026 11:21 pm
by Shaksa
Grttadls wrote: Mon Jul 06, 2026 11:09 pm
Shaksa wrote: Mon Jul 06, 2026 11:07 pm
Yotca wrote: Mon Jul 06, 2026 9:22 pm
The whole "the journey is the treasure" trope is bullshit. No one enjoys their time on a plane, no one enjoys their time on a train or the subway etc this is the same thing.
Does the dev team genuinely believe most of the players want to go through leveling alts over & over again?
The time it takes isn't something that belongs to the dev team. It belongs to the players and most of us are old and have families and being able to do this has always been a part of the game from 2004 to Turtle.
As someone who has leveled 30 -- yes 30 -- lvl 35 warlocks for 10 teleports for my guild and farmed 100+ shards on each so we could get more raids in without the travel time from MC/BWL to AQ/ES ; I can tell you this takes an excruciating amount of time. What this did offer however is raids that end earlier and less raiding days per week which allowed many of us to spend more quality time with our friends and families in the real world.
Does the dev team genuinely believe that wasting 20-30m in flight paths once you're fully leveled and geared on any given raiding day is the way to go? Do you genuinely believe that even PvP events get enough people if they can't be teleported?
This is complete lunacy. I'm speechless.
“People who boost don’t play the game!! Ban boosting”
Meanwhile in the same breath
“You played the game too much, chill bro”
You can’t have it both ways. I personally wouldn’t level 30 toons but this guy did and who are we to stop him.
Stop putting words in my mouth.
I was just astonished by how someone claims to spend so much time doing something they hate. It's like bordering on self-harm.
Re: Boosting Rule Adjustments
Posted: Mon Jul 06, 2026 11:25 pm
by Mrsneed
Shaksa wrote: Mon Jul 06, 2026 11:18 pm
Shaksa wrote: Mon Jul 06, 2026 10:26 pm
The immersion and vibe of vanilla is by far the biggest reason it's still around in private servers. Not by being able to multibox 20 accounts with "warlock networks and moon cloth slaves". Before this thread I've never even heard of such terms and I've played vanilla servers on and off since the original vanilla. It is and always was a casual MMO with a huge vibe which makes people come back again and again. You are absolutely in the minority of players, treating it as a single player game thinking having 10 or 20 or however many accounts is normal. You are not well.
You cannot seriously be implying that 10+ accounts i e $1500 / month for a video game is COMMONPLACE? Maybe this is a common thing amongst the most hardcore of hardcore players on private servers but saying this is commonplace around the time of WoWs inception (or any retail WoW version for that matter) is simply not true.
No, I have never heard about having 10+ alts / accounts as a single player and having networks of warlocks even on private servers. This is just not something the common player does, almost by definition. If the common/average player has 10 accounts, then how many accounts do the top 1% have? 1000s of accounts?
I'm not. The context of your post is private servers where the practice, and others like it, is very commonplace. Because accounts are free lol. No one is paying $1500 for any private server.
I don't know if you're being purposely obtuse to troll or otherwise, but I'm not replying to you anymore.
Re: Boosting Rule Adjustments
Posted: Mon Jul 06, 2026 11:26 pm
by Arlian
Give us ADHD and on the spectrum people a separate PvE server? Assuming we can transfer characters of course.
Re: Boosting Rule Adjustments
Posted: Mon Jul 06, 2026 11:33 pm
by Shaksa
Mrsneed wrote: Mon Jul 06, 2026 11:25 pm
These terminology and concepts are so commonplace that you would have to be actively avoiding any and all WoW content since its inception. For this reason, I do not believe you.
"WoW content since its inception" I would argue anyone would interpret as "the inception of WoW" regardless of context. Anyhow, the average or common player having 10+ accounts even on private servers is simply not grounded in reality, even if the accounts are free. Most people don't enjoy organizing accounts, emails, and passwords, it's a hassle and simply not something the average gamer is doing.
Re: Boosting Rule Adjustments
Posted: Mon Jul 06, 2026 11:44 pm
by Yotca
Shaksa wrote: Mon Jul 06, 2026 10:26 pm
Yotca wrote: Mon Jul 06, 2026 10:12 pm
Hordeforsaken wrote: Mon Jul 06, 2026 10:11 pm
That proves my point that it's not about fast leveling. Immersion players don't want to see immersion-breaking gameplay, even if it doesn't affect them. Which is what my post was about; breaking the 4th wall. Banning open-world boosting while allowing indoor boosting fits my theory this is all about maintaining immersion.
And you're a minority so small you're a speck of dust. No one cares for "immersion or RP" after 22 years. There's a reason RP servers have less population than HC servers.
The immersion and vibe of vanilla is by far the biggest reason it's still around in private servers. Not by being able to multibox 20 accounts with "warlock networks and moon cloth slaves". Before this thread I've never even heard of such terms and I've played vanilla servers on and off since the original vanilla. It is and always was a casual MMO with a huge vibe which makes people come back again and again. You are absolutely in the minority of players, treating it as a single player game thinking having 10 or 20 or however many accounts is normal. You are not well.
Played in the largest net cafe in Paris with over 250 PC's during the heyday of WoW 20 years ago -- I'll go ahead and say I've met and know more IRL WoW players than you and most people here put together... and I still go there after work to talk chat and play with friends who for many of them still play WoW on retail & occasionnally fresh on classic or TBC ; players play Vanilla/BC because many of them didn't get to clear content which is even more true of Vanilla. Only 60% of players had reached lvl 60 and less than 1% had set foot in Naxxramas and less than 0.01% had cleared it.
You telling me I'm not well is insanely stupid and tells me you know jack shit about the wow community. Most players on Twow in any of the larger guilds all had multiple factory alts. You not being a part of higher tiered raiding or end game content doesn't mean others don't do it.
Also learn to READ -- no one EVER mentioned having 10-20 accounts! You can create 10 characters per account. Stop humiliating yourself
Re: Boosting Rule Adjustments
Posted: Mon Jul 06, 2026 11:49 pm
by Yotca
Shaksa wrote: Mon Jul 06, 2026 11:18 pm
Mrsneed wrote: Mon Jul 06, 2026 11:06 pm
A lot has been stated in this thread since I was here yesterday so instead of playing reply catchup, I want to focus on what you're saying in this snippet and relevant content that has been posted by others already.
Kestrel wrote: Mon Jul 06, 2026 2:36 am
They made adjustments to the EXP calculations to make in dungeon lvl 60 boosting no longer viable. Players found a work around through dropping group right before the mobs die. This is very clearly a loophole/work around that players have been exploiting. We can agree to disagree about why the turtle team did what they did, but this work around was not something they intended.
We have implemented this rule to patch this work around, in retrospect I wish we had found a more mechanical solution to the work around but we have limited development capacity and now here we are.
We as players need a clear cut definition for what boosting is in the context of this rule.
Is the bolded component of what you stated in my quoted reply your definition of what boosting is in the context of this rule? As written, it sounds like a blanket prohibition on all boosting as described in the quote above + all boosting and potentially-maybe-it-is-maybe-it-isn't-boosting scenarios outside of dungeons (AOE or single mob tagging in the open world).
If the definition of the rule is what I bolded in your quote above and solely restricted to that, then I don't have a problem with it and I feel like a lot of people will not have a problem with it either. If it is in fact a blanket prohibition on all boosting and tangentially-related activities then that remains an issue that I simply cannot agree with you on.
Please provide us a clear cut definition. The 11 pages of forum posting and >100 replies that I've read do not provide this definition and I, among others, are confused still.
Shaksa wrote: Mon Jul 06, 2026 10:26 pm
Not by being able to multibox 20 accounts with "warlock networks and moon cloth slaves". Before this thread I've never even heard of such terms and I've played vanilla servers on and off since the original vanilla.
These terminology and concepts are so commonplace that you would have to be actively avoiding any and all WoW content since its inception. For this reason, I do not believe you.
You cannot seriously be implying that 10+ accounts i e $1500 / month for a video game is COMMONPLACE? Maybe this is a common thing amongst the most hardcore of hardcore players on private servers but saying this is commonplace around the time of WoWs inception (or any retail WoW version for that matter) is simply not true.
No, I have never heard about having 10+ alts / accounts as a single player and having networks of warlocks even on private servers. This is just not something the common player does, almost by definition. If the common/average player has 10 accounts, then how many accounts do the top 1% have? 1000s of accounts?
Oh I get it ! You can't read. No one ever mentioned paying for this on Blizz servers. What happened on Blizz servers is one shared factory alt among officers for higher tier guilds. But once again it seems you're just ignorant & read whatever you want to be able to "argue" even if the rest of us here think it just makes you look ignorant
Re: Boosting Rule Adjustments
Posted: Mon Jul 06, 2026 11:52 pm
by Yotca
Shaksa wrote: Mon Jul 06, 2026 11:33 pm
Mrsneed wrote: Mon Jul 06, 2026 11:25 pm
These terminology and concepts are so commonplace that you would have to be actively avoiding any and all WoW content since its inception. For this reason, I do not believe you.
"WoW content since its inception" I would argue anyone would interpret as "the inception of WoW" regardless of context. Anyhow, the average or common player having 10+ accounts even on private servers is simply not grounded in reality, even if the accounts are free. Most people don't enjoy organizing accounts, emails, and passwords, it's a hassle and simply not something the average gamer is doing.
And who the hell has 10 accounts? You can make 10 characters PER account -- you must seriously have an issue... also the accounts can all be created on the same email since forever using yourgmail+.com ; password can literally be the same. You're just being obtuse and more ignorant by the second
Re: Boosting Rule Adjustments
Posted: Tue Jul 07, 2026 12:07 am
by Yotca
Shaksa wrote: Mon Jul 06, 2026 11:07 pm
Yotca wrote: Mon Jul 06, 2026 9:22 pm
The whole "the journey is the treasure" trope is bullshit. No one enjoys their time on a plane, no one enjoys their time on a train or the subway etc this is the same thing.
Does the dev team genuinely believe most of the players want to go through leveling alts over & over again?
The time it takes isn't something that belongs to the dev team. It belongs to the players and most of us are old and have families and being able to do this has always been a part of the game from 2004 to Turtle.
As someone who has leveled 30 -- yes 30 -- lvl 35 warlocks for 10 teleports for my guild and farmed 100+ shards on each so we could get more raids in without the travel time from MC/BWL to AQ/ES ; I can tell you this takes an excruciating amount of time. What this did offer however is raids that end earlier and less raiding days per week which allowed many of us to spend more quality time with our friends and families in the real world.
Does the dev team genuinely believe that wasting 20-30m in flight paths once you're fully leveled and geared on any given raiding day is the way to go? Do you genuinely believe that even PvP events get enough people if they can't be teleported?
This is complete lunacy. I'm speechless.
Took me ~50h of play time to level all warlocks to lvl 35 ; you take 3x that to level one character to 60 and then another 60 one. Who's the lunatic? Make it make sense.
Re: Boosting Rule Adjustments
Posted: Tue Jul 07, 2026 12:23 am
by Shaksa
Yotca wrote: Tue Jul 07, 2026 12:07 am
Shaksa wrote: Mon Jul 06, 2026 11:07 pm
Yotca wrote: Mon Jul 06, 2026 9:22 pm
The whole "the journey is the treasure" trope is bullshit. No one enjoys their time on a plane, no one enjoys their time on a train or the subway etc this is the same thing.
Does the dev team genuinely believe most of the players want to go through leveling alts over & over again?
The time it takes isn't something that belongs to the dev team. It belongs to the players and most of us are old and have families and being able to do this has always been a part of the game from 2004 to Turtle.
As someone who has leveled 30 -- yes 30 -- lvl 35 warlocks for 10 teleports for my guild and farmed 100+ shards on each so we could get more raids in without the travel time from MC/BWL to AQ/ES ; I can tell you this takes an excruciating amount of time. What this did offer however is raids that end earlier and less raiding days per week which allowed many of us to spend more quality time with our friends and families in the real world.
Does the dev team genuinely believe that wasting 20-30m in flight paths once you're fully leveled and geared on any given raiding day is the way to go? Do you genuinely believe that even PvP events get enough people if they can't be teleported?
This is complete lunacy. I'm speechless.
Took me ~50h of play time to level all warlocks to lvl 35 ; you take 3x that to level one character to 60 and then another 60 one. Who's the lunatic? Make it make sense.
Why would you spend 50h of your free time doing something you do not enjoy?
WoW is not my job, my identity or my lifestyle, if I don't enjoy it any longer I stop playing.