Long ago, in a time before MTX and 3 brothers ran the game, the game was built around a long grind. It took many times longer to level up than it does today.
Over the years, they slowly added in more and better ways to train up levels, but it was a slow progression.
Then one day, they decided to reward their players with the idea of a Double XP Weekend.
You get to spend all of a weekend gaining as much XP as you could (well ... ok a higher multiplier with a downward sliding scale that eventually averaged out to 2x for most players) ...
Afterall, the game had been adding more and more higher level requirements for quests and such and reaching 99 was a thing.
After this, the game began to cater more and more to the rapid gain of XP as the player base had migrated away from the grind and the early game to wanting to be able to access the content (Especially end game content) as quickly as possible.
But there were issues with the DXP Weekend as it was just that ... a set weekend. If you missed it ... you missed it ... and would have to wait 6 months before the next occurrence. Also the health issue of having to spend all your time over a literal weekend trying to get all the XP you can at one time.
For not all players have the luxury of being able to invest 4+ hours a day into a game.
But here we are.
We have many skilling activities that can easily do 100k xp/hr, with some breaking 300k to 1m xp/hr.
But we also have more and more "end game" content that literally requires be high leveled or maxed in order to get do it consistently.
You have an in game story that to complete it all requires multiple skills in the 80s (and Arc stories in the 90s) and a degree of ability in combat.
This long period gives players, especially newer and returning players, the chance to close the gap to those goal.
This period also gives players the flexibility to spend the 40 hours of bonus time as it fits
their
schedule, not a set 72 hour period in game.
12-Feb-2021 15:39:43