Category Archives: EverQuest

Friday Bullet Points Return to Norrath

There has been some news coming out of Daybreak since the layoffs announced last Friday.  I do not have a huge amount to say about any of them at this time, which makes them all perfect for another Friday Bullet Points post.

  • Holly Longdale on the The EverQuest Show

The EverQuest Show finally posted their previously teased interview with EverQuest and EverQuest II Executive Producer Holly Longdale.

For those not interesting in watching the 23 minute long interview, the EverQuest Show has also kindly posted a transcript on their site.

While Bhagpuss has a deeper look at the interview, things that popped out for me were:

    • EverQuest population is currently half on live servers, half on retro servers
    • Expects EverQuest to be around at least for another decade
    • The size of character database entries is a limiting factor
    • There will be another Norrath title some day

There is more in there, especially about the passion of the team, but that is what stuck in my brain and made nice bullet points.

  • Torment of Velious

The EverQuest team announced the next expansion for the game, Torment of Velious.

Coming later this year

The producer’s letter that contained the new describes some of what we can expect from the expansion including:

    • Level cap raised from 110 to 115
    • 6 new zones
    • All the usual more quests, more raids stuff

Pre-orders will go live this coming Wednesday and there will be the usual array of collector’s edition goodies.  Beta for it is coming up soon and a December launch is expected.

  • Miragul Server

Also in the above linked producer’s letter it was announced that there would be a new progression server launched on November 5th to help celebrate the rapidly approaching EverQuest II 15th anniversary.  Named Miragul after the lich of Everfrost, it will start players at level 85 in the House of Thule expansion.

  • Blood of Luclin

There was also an EverQuest II producer’s letter which also announced the next expansion for that game, Blood of Luclin.

No expansion splash screen yet.

As with the EverQuest expansion it features some of the same expected items:

    • Level cap raised from 110 to 120
    • All the usual more zone, quests, more raids stuff

Not a lot of details there.

Pre-orders for Blood of Luclin will go live on November 5 with, as expected, plenty of collector’s edition goodies for those willing to spend the extra cash.  The expansion is slated for a December launch, with a beta period coming up.

  • Rivervale Server

As with EverQuest, the EverQuest II team is also launching a special server.  The Rivervale server will have no locked content and will allow players to start a level 90 heroic equipped character if they so desire.  It basically sounds like a fresh live server that requires a subscription.  Not that it is a bad idea.  Some people like fresh servers and not everybody likes the timed content unlocks.  No word on exp rate or other details.

  • Anniversary Events

As noted, next month sees the 15th anniversary of the launch of EverQuest II.  The producer’s letter also mentioned that special anniversary events will kick off on November 7th.

As with the interview on The EverQuest Show, Bhagpuss has also has a post about what we know about the expansions, servers, and events so far.

  • EverQuest II Custom UI Outage

No all is peaches and cream in Norrath.  They grim reaper of the layoff may have passed them over, but problems still lurk.  In an effort to track down a server lag problem that has been plaguing the game, all custom UI addons, including the ubiquitous EQ2maps, will be turned off this coming Tuesday, October 22.

The outage is not permanent, but how long it lasts depends on how quickly any problem is found.  It is hoped the outage can be turned off as early as Friday, but it will remain in place as long as it is needed to debug the problem.

Details and compensation are in a forum post.

And so it goes in Norrath.  More information on most of the above will likely be arriving soon.

EverQuest Progression Servers vs WoW Classic

For the last few years one of the key arguments to my mind in support of the idea of something like WoW Classic were the progression servers that SOE and the Daybreak rolled up for the EverQuest community over the years, starting back in 2007 with The Sleeper and The Combine.

A splash screen of many expansion splash screens

There was a lot to be learned from even that first rough run, including the idea that it might be more popular than expected requiring the company to roll out another server.

After running lukewarm-to-cold on the whole special server idea during the SOE years, where they would launch with some fanfare and then never mention the servers again in any official capacity, Daybreak has turned the special server nostalgia thing into a part of their ongoing business plan.  When Holly Longdale says that EQ has more players in 2019 than it did in 2015, it is in part due to the cottage industry for Norrath nostalgia they have created.

So now Blizzard is in the nostalgia business with WoW Classic, and is clearly seeing some success from having done so.  But it is interesting to see the different paths Daybreak and Blizzard took to get to their respective positions, both in how the went after the idea and how their respective games evolved over time.

The Classic Splash Screen

The idea for this post came via a comment from Bhagpuss on the post where we were having trouble finding a definitive answer on the functionality of meeting stones.  He noted that information about mechanics in WoW Classic were not as readily available as they were for Daybreak’s games.  While places like WoW Head have been able to recreate WoW Classic versions of their site with quests and locations pretty well covered, they are not quite complete as we discovered.

Meanwhile, if you start digging up stuff on EverQuest you will find old articles, often not updated for a decade or more, are pretty spot on, both for live and progression servers.

Part of this is, of course, due to how SOE and then Daybreak approached the nostalgia idea.  While Blizzard set out to recreate the 2006 experience running in its own version of the client, an EverQuest progression server runs on the same client as live and draws on the same assets and resources.

This was no doubt due to a few reasons, with a lack of resources being at the top.  Blizzard has the personnel and the budget to create something like WoW Classic while the EverQuest team hasn’t had that sort of opportunity since the early days, at which point it probably seemed like a silly thing to take on.  The team was cranking out two expansions a year for quite a stretch, and expansions made money and kept people subscribed.

There was also something of a lack of commitment to the nostalgia idea.  While I give SOE props for even getting into it back in 2007, just eight years after EverQuest launched, it wasn’t until well into the Daybreak era that the company really took the idea seriously, that resources were dedicated to make the nostalgia server idea a thing and address some of the problems that the fans had been complaining about since the first round of them.

But SOE and then Daybreak were able to get away with their half-assed approach to progression servers largely due to the way the game have developed and evolved over time.

The thing is, if you log into an EverQuest live server today you can wander around a lot of old zones that have remained pretty much untouched since they were launched.  The EQ team has released expansion after expansion, adding zone after zone, while never doing anything to really reform or consolidate the world.

Yes, there is the Plane of Knowledge, the travel hub of Norrath, and SOE updated a few old world zones like Freeport, but a lot of content was just left where it was dropped and rarely looked after again.  Somebody might add a new zone connection for another expansion, and a few places got a Tome of Knowledge added to get people to the Plane of Knowledge, but for the most part if you wander through old zones they look like they did back in the day.

And you can add to that the fact that the team didn’t go hog wild on revamping classes with every expansion.  If you roll up a warrior on a live server or a progression server, they still start with the same old skills from back whenever.  Spells got a bit of a revamp, losing the every five level aspect at some point, but otherwise you still get Spirit of the Wolf at about the same point you got it in 1999 or 2007 or 2011 or 2018.

In that environment where you haven’t really added a bunch of new stuff to the old zones, where classes are about the same now at level 1 though 20 or 50 as they were back in 1999, where content has been delivered in nice little stand-alone silos, a company can get away with a low effort, same client nostalgia experience.  Fippy Darkpaw is still running at the 1999 gates of Qeynos. delivering his line, over and over again.  So they can fiddle with some toggles about which zones you can access and play with the experience slider and call it a day.

Yes, there is Project 1999 and the purist attempt to really recreate every little detail of the original game. (They have a new server coming too.)  I admire the effort, but it does feel a bit like a niche of a niche, the desire to get back the entire experience.  Daybreak delivers about 80% of the experience already in a… I was going to wite “modern client” but let’s not be silly… supported client that gets updates on servers that get a lot of traffic.

Compare this with Blizzard’s lot.

The elephant in the room is the Cataclysm expansion, which redid the old content, updated the old world to allow flying, and added zones that adjoined to classic zones, and basically stirred the pot radically.  This is ground zero of the “missing old content” movement.

But that is only the most stark example of change.  Blizzard stirs the pot with every expansion.  Occasionally I see a call for “WoW 2.0″ and I laugh, because we’ve been there already.  The Burning Crusade was literally WoW 2.0, and while its changes were not as sweeping as Cataclysm, the game changed the day it dropped, as it did with Wrath of the Lich King and Mists of Panaria and so on and so forth.  And while Blizz gives us a new city to hang out in each expansion, it also pushed to keep us in Stormwind and Orgrimmar as well, with portals to ease getting back and the auction house to serve as a draw.

I have written about how the hunter in WoW Classic is so different that retail, but even the simple classes have seen change.  Compared to rolling a warrior in EverQuest today, rolling one in retail WoW is nothing like the 2004 or 2006 experience.  You go through different content with skills that work differently up a different skill path to unlock different talents on a different talent tree.

In that environment there is no cheap way out to create anything like a vanilla WoW experience.  You cannot half-ass an attempt to test the water, you cannot just roll out a new server with only the level 1-60 content unlocked, because that 1-60 looks different, plays different, and for the most part is different.

I think this is why, as Bhagpuss noted, that some info is just difficult to find about WoW Classic.  With Blizzard shaking up the game and every class with each expansion, there hasn’t been the sort of static, almost sedimentary, layers of development the way there was with EverQuest over the years.  Fifteen year old articles at Allakazam are still relevant because SOE and Daybreak laid down some content and moved on.  Blizz doesn’t play that way.  Blizz changes the whole world, touches most everything, in a regular ~24 month cycle.  There was no simple path back to vanilla because it was so well and thoroughly gone.

And so we got Blizzard pushing off the idea of vanilla WoW and things like J. Allen Brack’s now infamous line for at least a decade.  I was already referencing calls for “classic” Azeroth servers back in August 2009.  Private servers offering a vanilla experience were already pretty common seven years back when I dabbledwith the Emerald Dream server.  But for Blizzard to get there required such a commitment that it was only after retail kept sagging that they decided to play the nostalgia card.

Daybreak got their imperfect nostalgia merely due to their rather silo focused content delivery.  Blizzard got more perfect nostalgia but had to rebuild it as a new client due to their propensity to change the world.

I suppose the lesson to take out of this is to plan for nostalgia… at least if you think your game is going to run 15 or 20 years.

The Factions of MMO Nostalgia and Progression Servers

I feel like I am a bit ahead of the game here.  In the last few months people have been writing blog posts, myself included, about what Blizzard should after WoW Classic.  Blizz can’t just stop at vanilla, can they?

The Classic Background

But I have been watching debates rage over how classic servers or progression should be handled for about a decade over in the EverQuest forums.  Remember, SOE put out the first EverQuest progression server back in 2007.  That was just eight years after the game launched, proving once again that it takes Blizzard twice as long to do everything I suppose.

So I had to chuckle a bit when Kaylriene suggested this might be unknown territory in his post the other day.  Unknown only if you focus solely on WoW I suppose.

Now, granted, what Blizzard is attempting to do is way above and beyond what SOE/Daybreak have ever attempted, which is to create an authentic 2006 experience.  This has set expectations which means that they won’t be able to half-ass their way through adding additional expansions.  And I think that they must, at some point, go that route.  Again, given the EverQuest experiences with this over the last decade, an authentic revisit to some of these old expansions is worth as much in subscriptions as another new expansion.

The problem is that the WoW audience is not a unified group.  No MMO audience is.  And this progression/nostalgia idea tends to sort people out into a few different categories which I have noticed and noted over the years.  They are:

The Classicists

These are the people who are not interested in progression.  In fact, they’re complaining that WoW Classic is coming in at version 1.12.  They are the ones arguing about what vanilla WoW really was.  They don’t want a 2006 version of the game, they want the November 23, 2004 version.  They want all the warts and issues of the first day of the game.  No looting bug, no deal!  And they sure as hell don’t want any expansions.  They want the game to stay right there, locked in time.

The Progression Raiders

These have been the key drivers for EverQuest, and will likely have a notable role with WoW Classic.  These are the old raiding groups that get back together to race to level cap in order to be world first/server first to take down bosses, farm raids for gear, and advance to the final boss in any expansion.  They want a specific phase to last only as long as it takes them to bring down the boss and farm for enough gear to move on.  They are always pushing for a faster unlock pace.

The Nostalgia Tourists

These are the people who want to relive the good old days, but are not too concerned with total authenticity or wearing the launch day hair shirt.  I am mostly in this group.  I want to take my time going through the content, so I am not in a hurry to see the next expansion show up.  However, I still want the game to advance eventually.

The Fresh Starters

Bhagpuss first identified this group to me.  There is a group of players out there just loves that fresh server smell, running out into the newbie zone with a mass of low level players, and just enjoying the spectacle of a new world coming alive.  They just shows up again and again at every new special server launch, hang out for a while, get to a point where they are done, then wait for the next one.  If nothing else, an easy crowd to please, and their subscription dollars spend just the same as everybody else’s.

The Cult of PvP

This is sort of a sub-group, since people here usually identify with one of the other groups as well.  But they just want you to know that PvP is the most important thing and the biggest draw and that if you just focused on PvP everybody would be happy and the servers would overflow.  When this hasn’t panned out in the past, at least in Norrath, the PvP response has always been that not enough focus was spent on PvP.

The Live Purists

These people want all the other groups to just shut up.  They are all about the live game and see any diversion into nostalgia servers as players and resources stolen from their game.  J. Allen Brack is their patron saint and they will repeat ad nauseum that nobody wants this and it is all a waste of time and the servers will be dead in three months and so on and so forth.

And they are not totally wrong.  There is always some impact on the live game player base, and development time can be a bit of a zero sum game.  There are only so many people on the team and hours in the day.

Then there are The Outsiders, who are not really a direct faction, but who wander into the picture now and again.  They are generally noticeable for being against the game overall, retro, live, or whatever, but still insisting that their voice be heard.  They can be random passers by who just drop a line and move on, or they can be the die hards who show up to bad mouth various games any time they are mentioned anywhere on the internet.  You know who I am talking about.

They occasionally make temporary common cause with one group.  Right now they fit in with the Live Purists because they are loudly predicting failure for WoW Classic.  But often seem to just be at war with them all.

None of these groups forms a majority, and the boundaries between them can be pretty soft at times, with the PvP group something of an overlay on a couple of the other groups.  Depending on the circumstances, various groups will be natural allies or opponents.

If the topic is whether or not there should be nostalgia servers, it will be everybody versus the Live Purists.

When it comes to content, the Classicists tend to be at war with the other pro-nostalgia groups.

Content pacing, and suddenly the Progression Raiders are the loudest voice, and more often than not get what they want over the objections of the other groups.

When things are taking too long or when the server launch is way in the rear view mirror, the Fresh Starters start asking for the next server.

And the Cult of PvP remains consistent in its demands for focus to be on PvP ahead of everything else.

I have not seen anything so far to indicate that World of Warcraft and WoW Classic will end up being any different.  The question is really just how soon Blizzard gets going on creating an unlock, advancement, or progression system to allow people to move forward beyond vanilla.

Until then, the Classicists sort of get what they want, even if it isn’t the exact right version.

Which group are you in?

(The poll above may not appear if you have Firefox set to extra protective mode)

Of course, there is an “other” option if I have missed a group.

Addendum: Ehrmagahd, Massively OP totally stole my idea! Go vote in their poll!  That will show them!

Daybreak Sketches Out some EverQuest II Anniversary Celebration Plans and Other Items

Destined to remain ever in the shadow of World of Warcraft, EverQuest II has its fifteenth anniversary coming up in November, just a few weeks before WoW celebrates the same milestone.

Oddly monochromatic logo, but sure

Daybreak published a Producer’s letter for both EverQuest titles yesterday which give some details, and more hints, at what to expect from the coming anniversary.

The EverQuest update says that the senior title, which turned 20 earlier this year, will celebrate the EQII milestone with the launch of a new progression server.  Go figure.

This will be a new style of server, with players starting as level 85 heroic characters… nice to use a mechanic that is already in place… and content through the House of Thule expansion unlocked, with further expansions unlocking every 2-3 months.  The details are not set yet, so there will be further updates as the plans mature.

The EverQuest II update offers both more and less when it comes to anniversary celebration details.

A progression server for EQII is also planned, also featuring players starting off with level 85 heroic characters, with content unlocked through the Chaos Descending expansion.

There are also mentions of completely new server-wide event on live servers, including a dragon themed event that will reward players with something never before seen in the game.  As before, more details will be made available as the events draw closer.

The Producer’s letters for both games also reference the coming expansions for each game.  While no names or themes were mentioned, both will see a increase in level cap, boosting the top level in EverQuest to 115 and in EverQuest II to 120.  As is customary, the current expansions for both games are now available for a discounted price.

There was also a mention of in-game bonuses for the coming US Labor Day holiday, and a reminder that the next update for EverQuest II, which includes the annual summer panda event, will land on August 27th.

August 27th is also the official opening date for WoW Classic, so in a way history continues to repeat itself.

Finally, there is also a poll linked in both producer’s letter related to a possible EverQuest oriented player event, possibly for next year.

Addendum: The latest episode of The EverQuest Show has some extra screen shots from the next EverQuest expansion which they have posted to their site if you want to examine them for clues as to what to expect.

Also on this topic, Inventory Full has a post up about both producer’s letters.

And Massively OP has their own update on the letters.

Guess Who is Coming to Twitter

There was some news a bit back about Daybreak Games registering some new trademarks, specifically Darkpaw Games and Rogues Planet Games.

This logo may become a legacy object

Since then some of us have been waiting for a sign, and indication as to what these new company names really mean, if they mean anything at all.

This past week I wanted the latest episode of the EverQuest Show and saw they had in the background at one point an indication that maybe Twitter accounts had been setup for the new company.

So I immediately went to Twitter to search that down.  Sure enough, I quickly found @DarkpawGames along with three accounts related to Rogue Planet Games, one of the other recently registered names. They were @RoguePlanetG @RoguePlanetSD, and @RoguePlanetOps.   So I immediately followed them all.

Signs of a Daybreak break up?

I guess that is some indication as to a division of the company maybe?  “SD” seems likely to be “San Diego,” where Daybreak has its HQ.  “Ops” is perhaps technical status, and I have no idea what “G” might be, unless NantG Mobile, which at one point was supposed to put H1Z1 and EverQuest on our phones, is still in the picture somehow.

And then, in exploring the people who followed those four I found a fifth account.

What golden age was that?

Both Bronze Age Studios and Golden Age Studios have been thrown about in the discussion about Daybreak doing… whatever it is they are doing… but only Golden Age Studios is from the July time frame.  That it has the suffix “TX” seems a nod to a Texas location, which is where the team that works on DC Universe Online was, and probably still is, located.  Since “Golden Age” is often used to denote a specific era in comic books, it seems that maybe DCUO might be going its own way as well?

Anyway, it is all applications and speculation at this point.  We’re all still waiting for that 3pm on Friday press release that will drop the news.  If I had to guess at a day for that, I would say Friday, August 30th, since that is the Friday before a three day weekend in the US, which minimizes the amount of attention the press release is likely to get.

Is Darkpaw Games the New Future of EverQuest?

As tends to happen, somebody out on the internet spotted that Daybreak Games has a pair of trademark filings listed with the US Patent and Trademark Office that suggest the company might be breaking up.

Daybreak up studios?

If you go to the USPTO site and search on “Darkpaw Games” (which sort of sounds like “Daybreak Games” if you mumble it) and “Rogue Planet Games” (RPG as an acronym surely won’t cause confusion anywhere), you will find a filing for each from Daybreak.

The Darkpaw Games entry, click on it to make legible

For whatever reason… likely to make one or both properties more saleable to another company or investment group, but it could be other reasons… Daybreak Games looks to be dividing the company into two parts, and it isn’t a stretch to guess which games will end up under a given brand.

Darkpaw Games, doubtless a reference to the famed gnoll who is forever assaulting the gates of Qeynos, or at least to the Darkpaw clan from which he came, looks to be the future home of the EverQuest brand and any future branches of the Norrath related properties.  Basically, EverQuest and EverQuest II go here.

Fippy Awaits Your Arrival

Meanwhile, Rogues Planet Games, something of a space theme, gets the other titles, which include PlanetSide 2, PlanetSide Arena, Z1 Battle Royale, H1Z1 (which is what the PS4 version is still called), and DC Universe Online.

I thought a bit about where DCUO might end up, since it is an MMORPG like the EverQuest games.  But the fact that it runs on the PS4 and XBox One (and soon on the Nintendo Switch) made me decide that it has to go with Rogue Planet Games.  I am sure the Darkpaw Games crew, which is exclusively Windows oriented with the EverQuest properties, doesn’t want that console baggage.

So what does this mean for the two new studios and the games they serve?

I think it will be business as usual for Darkpaw Games.  We heard lots of upbeat comments from Holly Longdale and other members of what I call the “Norrath Traditionalist Faction” who, among other things, quashed EverQuest Next, about how well the Norrath games are doing and, on the EverQuest front at least, the player count and revenues have been up since they began to concentrate in earnest on nostalgia and special servers.  There was a bit of hubris in there, but it otherwise seemed to conform to what we see from the outside.

One does wonder if the shut down of Player Studio in those two games was part of the traditionalist faction plan or just a deck clearing activity to prepare for this eventuality.

What seems less likely in the future of this Darkpaw Games plan is a new game set in Norrath.  The setup seems similar to the Standing Stone Games scenario where the two solid titles were spun out to be milked for as long as possible, but where there looks to be no expectation of new development.  This will be good news for the EverQuest and EverQuest II fan base, as they can expect even more focus on their products, but it you were waiting for EverQuest 3 you may be out of luck.

For the Rogue Planet Games side of the house the future seems somewhat less certain, at least from my perspective.  DCUO remains solid and was, at least a few years back, the best earning MMORPG in the catalog thanks largely to PlayStation players.  Likewise, H1Z1 on the PS4 seems sustainable, or did at one point.  PlanetSide 2 has been dodgy over the years, with Daybreak coming out and saying as much back in 2015.  Maybe that has changed.  It is also on the PS4 now.  Also, it still has Player Studio support… for the moment.

PlanetSide Arena is an unknown.  It was pushed out to a summer release back in February, and there is still some summer left, but the lack of news about it… always a red flag from back in the SOE days… makes me wonder how it stands.

And then there is Z1 Battle Royale, what was once the PC version of H1Z1.  It was handed over to a joint venture between Daybreak and NantWorks with all sorts of esports hoopla, then handed back to Daybreak seven months later after the joint venture failed to make much of the game.

In the game of Kiss, Marry, Kill here, I think you kiss PlanetSide Arena, go full polygamist and marry everything that has made it onto the PS4, and kill Z1 Battle Royale on the PC… and maybe everything else on the PC and just specialize in console games maybe?

There may be contractual issues with that.  The company may be required to keep DCUO on the PC due to their deal with DC Comics.  And maybe some of the PC versions are worth the effort.  But Z1 Battle Royale, that feels like it will be dead before the year is out no matter what happens.  It has certainly been getting the silent treatment of late… though you could say that about most things at Daybreak lately.

You might ask “What about mobile?” That was previously mentioned as a destination for both H1Z1 and EverQuest.  I have no idea on that front, but I suspect that plan is in the dumpster for now.

And none of this may come to pass.  The company has previously applied for trademarks that it never ended up using, which you can still find on the USPTO site.

At least two of these didn’t happen, right?

Either way the long tale of the makers of EverQuest carries on, and at least the game that started it all seems likely to keep going.  Like Fippy Darkpaw, it just keeps coming at you… sometimes pointlessly, with a shouted announcement and bad follow up… but it persists all the same.

Other coverage:

The Alleged Purity of Leveling

More carping about levels and the problems they bring.

Only, this time I think there is some question as to whether or not there is really a problem.  At least in my mind there is a question.

The problem, as laid out, is people leveling up the “wrong” way, be it favoring a specific form of game play or using an exploit in the game or finding special gear.  Sometimes called “twinking,” it makes some people very, very angry.

In this case, as mentioned over at Massively OP, Blizzard has decided to close a loophole in XP gain that allows player to turn off their XP to boost other players with whom they are grouped.  Brought up by Blizzard back in December, a change for this is now in the WoW 8.2 PTR, found by Warcraft Secrets, whose image I am going to use.

Loophole closed, go level up the right way!

Given that we now know that the WoW 8.2 pact drops this coming Tuesday we will probably see an upswing in this behavior over the weekend.  Blizzard Watch even put it on their list of things to get done before the patch drops.

Twinking is as old as online games.  Handing alts gear they couldn’t possibly obtain on their own in order to speed up the leveling process was well established when I stared playing TorilMUD (or Sojourn MUD as it was named at the time) back in 1993.

It carried on in EverQuest, where I can recall low level paladins wandering around with Ghoulbanes to smite undead to hasten their way forward, among other twinks.  It was also popular to get a friendly high level druid or cleric to buff your alt so they could run around and solo mobs that would otherwise be well beyond your capability.

This behavior has always made some people angry, with “fairness” being the general argument.  It isn’t fair that somebody has an advantage in leveling up faster than you.  I remember somebody being angry at me because I leveled up a warrior in TorilMUD from creation to level 40 in just over 8 hours of play time due to twinking him with gear I had collected over time.  They complained about it on the forums.

Over time some things were put in place to stop this sort of thing.  Gear got level requirements and was made bind on equip most places so you couldn’t dump things on your alt for power leveling.

Some games went a little too crazy.  EverQuest II at launch wouldn’t even let you buff people outside of your party and had strict rules about level differentials in a group lest you be trying to help somebody along.  I remember those calculations keeping people out of groups, especially at lower levels where the ratios made the level gaps allowed much smaller.

I have always assumed that this was very much a response to the free and easy twinking available in EverQuest, about which people would howl in the forums.

But should the developers be listening to this sort of thing?  People complain about literally everything in the forums.  Start a thread about people undercutting your sell price on the market and just watch how many people join in on complaining.

Does having some sort of advantage in leveling up hurt anybody else?  Is twinking a problem that needs to be solved?  Should developers be preventing players from leveling up the wrong way?

I am generally of the opinion that the answer to all of that is “no.”

In a game like World of Warcraft where, in the current expansion, the mobs scale with you all the way to level 120, so that one might question why there are levels at all, and where you have things like heirloom gear, it seems debatable that Blizzard should be worried about people leveling up faster than them.  And all the more so when they’re going on about a level squish, though that is another tale altogether.

Sure, there are situations where this might be bad.

I would probably agree that any path that took players out of the visible world is probably bad.  At least if you have something like a world in your game.  In EverQuest II they felt they had to remove exp from the player made dungeons feature largely because the most popular such dungeons were exp generating machines of no obvious merit otherwise.

And any time PvP is involved letting people boost up quickly, or lock levels and build a super-optimum gear set for battlegrounds, is going to end badly.

And, then there was the tale of Warhammer Online, where one theory of the failure of the game lays the blame on battlegrounds, which were the optimum method to level up.  Why would you spend time doing open world PvP content… which was what the game was supposed to be about, and was honestly a lot more fun when it happened… when instanced battleground were ready for you right now?

But that wasn’t really twinking so much as incentivizing the wrong path forward.  But PvP depends on the other side showing up when you’re ready to play, which is the main downfall of open world PvP in every game that hosts it.  Battlegrounds, with their jump in, fight, be done mechanics are not so hampered by that, so they will tend to draw people away from the open world in any case, and when they are replacing the PvP that is supposed to be the core of your game, you have at a minimum incentivized them badly.

However, short some specific situations where the path being used to level up is taking people out of the game, I am not sure that twinking is something to get all that worked up about.  I thought we’re long past the age of draconian responses to people not playing the game correctly.  But that Blizzard has now decreed that if you group with somebody who has XP turned off your own XP gain will now be “vastly reduced,” I guess I am wrong.