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Re: Boosting Rule Adjustments
Posted: Tue Jul 07, 2026 7:07 am
by Mullygrubb
Yotca wrote: Tue Jul 07, 2026 1:00 am
Kestrel you want a simple solution for this?
RP SERVER with that set of rules -- people can have all their "immersion" over there for all the rest of us care.
This is actually a great idea! Give the people championing "immersion" their own home, safe from the horrors of speed levelling. And let the rest of us race into end-game content as painlessly as possible, as most of us came here for.
Re: Boosting Rule Adjustments
Posted: Tue Jul 07, 2026 7:36 am
by Beckett
Kestrel wrote: Tue Jul 07, 2026 5:49 am
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 underlined 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 underlined 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.
The initial intention of the rule was to ban this specific practice (we don't think sub-optimal in group boosting will really be much of a thing should the loophole be closed). We also indented for it to include the mob tag lvl 60 following type boosting that occurs.
After some more internal discussions and reading at least 12 of the pages on this post (will be getting to the rest shortly and going through the cesspool that exploded in the general section another day...), we have pushed a change that we should have just made to begin with. We have pushed an update that patches out the group dropping exploit.
In light of this we don't feel this rule is necessary any longer as the other rules sufficiently cover most of the areas we feel are most damaging to the game. Lvl 60 following/mob tagging may have it's own prevention mechanic implemented at some point in the future. Expect conversations and polls on the forums leading up to that should it happen.
Well it appears you've rolled back the rule change... maybe... so uhh thanks?
I mean I think we are all more clueless at who this was even aimed at. RMT boosting was obviously already banned.
Some people didn't like to see that others were ahead of them and thus had a 60 to carry them around? Or people who are killing the immersion of them leveling on their undead priest with their gnome warrior buddy? Well, bad news for them, even more tag-boosters are going to be massacring their precious Loch Modan ogres now with the dungeon XP tagging patched.
Just seems to be a silly thing for you guys to be wasting time on right now.
Re: Boosting Rule Adjustments
Posted: Tue Jul 07, 2026 9:06 am
by Yotca
Kestrel wrote: Tue Jul 07, 2026 5:55 am
Beckett wrote: Tue Jul 07, 2026 4:04 am
Mamoncillo wrote: Tue Jul 07, 2026 1:29 am
A quick message to say I wholly support the ban. I like seeing people leveling.
An uncontrolled community always end up optimizing the fun out of the game.
People will say it's just a choice, and players can just decide not to boost, I think this is incorrect.
Most people will always take the path of least resistance, even if ends up not being fun. For example: Incursions on SoD. Nobody liked them, yet everyone did them, because it was better than questing.
The path of least resistance extends beyond the server. As soon as someone puts out a western TWOW copy WITHOUT a retarded ruleset, this place is going to be a ghost town. Hell I'm already seeing people bite the ping bullet and jump ship to Capy.
https://github.com/zeizei336/turtle-w
Kestrel tongue in cheek isn't the right way to go about this all while ignoring very serious points:
- Server economy especially for small populations is very dependent on leveling alts for the CD materials, that was the case on all Blizz servers and was the case on Twow -- you can disagree as you stated but you'd be wrong -- supply & demand isn't rocket science
- Turtle increased arcane crystal/black lotus drop rate via the survival trinkets for a reason -- both to fight RMT and allow players with less game time to be able to afford these materials
- A smaller portion of the player base will be coming much later than the rest due to trust issues with the server, vacations -- insert reason -- etc and they will be "solo" leveling due to lack of people to run dungeons/quests with which is why boosting friends/guildmates is a thing ; basically whoever missed the train is left out hanging in the rain
- On a PvP server staying lower level longer means being food for that much longer especially when a larger part of the server population is 60
- Most of us care about end game raiding and end game PvP -- having to play the "shit version" of the game for much longer simply isn't the fun people come here for