Please kill the meta where you buy 1,000g with real money, get summoned to an instance, and afk in the entrance from level 8 to 60.
Implement anti-boosting mechanics, specifically the anti-boosting experience formula, thereby breathing life into the low level dungeon-sphere for future alts.
SOM gets a lot of flak as a failure, but the design of SOM was not the reason it failed, it was the timing. Many of the features of SOM were highly applauded, and one of those features was the anti-boosting mechanic that saw players re-filling the low level zones after the initial level 60 push. It gave you a living and breathing MMO game world that we haven’t seen since original WoW.
The dev who sent me here says they’re trying to keep things as close to the Classic Era experience as possible. Why not keep it closer to the vanilla experience, where boosting was not as prevalent, and people played together?
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Why not keep it closer to vanilla by adding contrived anti-player mechanics?
Sounds like a terrible idea.
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The only people who want boosting are those who don’t want to level their character. Classic is about the journey. I say we should remove boosting like they have in other versions of classic. It was successful in its mission.
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Well, the swipers need to have something to do with all their bought gold since GDKPs are banned here.
Yep. Boosting is easily the second highest RMT-related activity outside of GDKP.
Players always end up being punished in order to hinder boosters who will still boost no matter what.
The exp nerf is fine, and should be implemented. The npc buff that made them immune to slows is not. Keep that stuff out. Same to making them immune to pick pocket.
Boosting has always existed. It had just never trickled to general player base knowledge or use. I know many top contending guilds that used boosting servers to make necessary class swaps/server re-rolls circa 2005-2006.
I’m not justifying or saying it’s ok to do anything that is against ToS. I’m simply saying when you start doing certain things, there are impacts that can impact the player base outside of illegal activities. IE- Friends boosting friends so they can play together, etc. Unfortunately the mechanic of boosting/assisting is an “MMO” property and when you start impacting that in any way, you deter “grouping”. It becomes a ton of different crossroads that have to be navigated carefully - “Nerfed experience in groups” = “Less grouping” = “increased mob difficulty to promote grouping” = “difficulty with completion when no-one is available”.
It can just end up a real lose/lose for some people