The Daily Blues

When Cataclysm hits, the questing experience from 1-60 will be greatly improved. How we viewed questing when initially developing the game has changed drastically in numerous ways. A couple things to remember, the original design had only 100 horde quests, 100 alliance quests and 100 neutral quests planned for the whole game.
We started seeing people report being out of quests as a bug during the earliest phases of internal alpha testing, and revaluated how questing would fit into World of Warcraft. Also, we started questing early when only a few zones existed, so that's why some areas seem to send players from zone to zone more than others.
We started seeing people report being out of quests as a bug during the earliest phases of internal alpha testing, and revaluated how questing would fit into World of Warcraft. Also, we started questing early when only a few zones existed, so that's why some areas seem to send players from zone to zone more than others.
I was really just trying to give everyone a basic idea of how things have changed, not only since the game launched, or even beta -- but from my earliest memories of the game eight years ago.
Moving onto your point though, you're right -- the class specific quests and such were designed with the intentions of having a more epic feel. That involved having players do many different things in a quest chain, and given that back then, our quest tech was limited -- there were only a few quest "types" available, e.g travel/delivery quests, kill quests, etc...
Edit for Additional Comment: And I'm with you on the Cataclysm comment. I really can't wait to begin sharing more and more information with you all. I know there are some changes that at this point in time aren't fully understood -- such as the stat/system change post I made yesterday morning. And that's to be understood, as we've not released other details (such as class specific information) that will help players make more sense of things.
I was excited about Burning Crusade, and even more excited about WoTLK. I'm significantly more excited about what we have in-store for Cataclysm.
Moving onto your point though, you're right -- the class specific quests and such were designed with the intentions of having a more epic feel. That involved having players do many different things in a quest chain, and given that back then, our quest tech was limited -- there were only a few quest "types" available, e.g travel/delivery quests, kill quests, etc...
Edit for Additional Comment: And I'm with you on the Cataclysm comment. I really can't wait to begin sharing more and more information with you all. I know there are some changes that at this point in time aren't fully understood -- such as the stat/system change post I made yesterday morning. And that's to be understood, as we've not released other details (such as class specific information) that will help players make more sense of things.
I was excited about Burning Crusade, and even more excited about WoTLK. I'm significantly more excited about what we have in-store for Cataclysm.
If the class quests were designed to have an epic feel, why have the quests been nerfed so hard? Why make them optional? That doesn't really leave them to have the epic feel when people can just be lazy and skip them..
I think you're misunderstanding. Our idea of what makes a quest "epic" has changed considerably. Those quests ended up feeling like a burden to most players. We made them optional for those who do love them. I also think it's a little unfair for you to refer to players being "lazy" by skipping them. The game is designed to be fun, and for many players -- those quests aren't fun -- especially for players who are on there fifth, sixth, and seventh alt (etc...).
I think you're misunderstanding. Our idea of what makes a quest "epic" has changed considerably. Those quests ended up feeling like a burden to most players. We made them optional for those who do love them. I also think it's a little unfair for you to refer to players being "lazy" by skipping them. The game is designed to be fun, and for many players -- those quests aren't fun -- especially for players who are on there fifth, sixth, and seventh alt (etc...).
We're announcing these changes now to pave the way for other information to come. It's important that people don't freak out. We're not going to break your class -- though there will be many changes to the game - ones we believe are positive changes. For now we ask that you just digest the information, try and absorb it, and wait for more specific class information to release before you scream that the sky is falling.
But what if I want to make some bread for my lower level friend? Will it automatically downscale so he can use it?
We're not sure how buffing lower level players, or handing out lower level food/water will work out at this time.
We're not sure how buffing lower level players, or handing out lower level food/water will work out at this time.
We'll make a mastery post soon much like the recent stat conversion post.
Think of talent trees as giving three passive benefits for spending points in that tree. A rogue tree might grant 1% damage as a primary benefit, 0.20% crit as a secondary benefit, and some percent of Energy regen as a tertiary benefit for every talent point spent in that tree.
The third bonus, in this case Energy regen, is unique to that tree. Furthermore, the mastery rating on gear will boost that bonus. Mastery rating on gear won't show up on current gear. You'll start to see it at higher level.
Think of talent trees as giving three passive benefits for spending points in that tree. A rogue tree might grant 1% damage as a primary benefit, 0.20% crit as a secondary benefit, and some percent of Energy regen as a tertiary benefit for every talent point spent in that tree.
The third bonus, in this case Energy regen, is unique to that tree. Furthermore, the mastery rating on gear will boost that bonus. Mastery rating on gear won't show up on current gear. You'll start to see it at higher level.
Filed under: The Daily Blues






Reader Comments (Page 1 of 3)
Banic Rhys Mar 3rd 2010 1:10AM
"When Cataclysm hits, the questing experience from 1-60 will be greatly improved."
We'll see, Blizzard.
We'll see...
Arkhill Mar 3rd 2010 1:26AM
It won't be the same as it is now. That's good enough for me.
Banic Rhys Mar 3rd 2010 1:44AM
I guess, but honestly I don't see it changing much. Maybe kill creatures for 20 of this 10% drop rate item will be changed to kill 15 of this creature but I don't think it will lose its tedium.
A short in-game cinematic, a scene with voiced characters (like the DK starting zone) or a super epic quest (again, like the DK starting zone) at the end of some of the longer quest lines would be nice but I doubt it will happen.
Grubba Mar 3rd 2010 2:05AM
Well, seriously. Of course there's going to be an abundance of "go and kill these guys" and "go collect this stuff" quests. That's what you're going to do when you're questing. One of the things that makes it different is whether it feels like it's part of something more interesting or if it's just grinding. Another thing that will make it better will be quest rewards that actually will be useful instead of being the endless stream of random stats mashups that pre-60 gear is right now.
Gothia Mar 3rd 2010 2:58AM
"I guess, but honestly I don't see it changing much. Maybe kill creatures for"
We have so many more options today than in vanilla and questing is objective based - go get that - go talk to this - kill those. I really don't know what you expect unless you want more shiny lights and sparkles? The real change is if you don't want to quest go in LFD, if you don't want to LFD go to Battlegrounds, you don't want to Bg go grind out some nasties. The choice is yours and truly is it how epic the quest is that makes you feel good or is it the ding?
Ozzard Mar 3rd 2010 3:08AM
Having developed this kind of stuff myself (in a MUD, but WoW is in essence a very large MUD)...
A quest is a quest. Once the game engine allows the kinds of quest the team wants, textual quests are relatively easy to do: design the quest, write the copy for the start, pre-completed and completed pages, create the loot, and add the drops to the mobs' loot tables if the player is on that quest. Then test. This can be done in parallel by quite a large team, but the development cost of such quests is probably a few hundred dollars each. They can be developed entirely on the server side, and can be changed easily if a bug is found.
Voiced quests, in addition, require creating the script, then finding a suitable voice artist and paying them. Then you have the space in the download for each of the voice clips, plus tying the clips to the in-game text. However, most importantly, they're fragile! Once the voice has been recorded, you're stuck with exactly those clips unless you can get the same voice artist and re-record (which rarely sounds the same, as people's voices change on different days). It's significantly harder, and I suspect the 3-figure development sum no longer applies.
Cut scenes are far harder again. They need scripting in great detail, and then Blizzard's famous CGI team needs to get involved. They've cut costs significantly in this area by using the game engine to do much of the graphic work, but I would expect this to multiply the cost of the quest by 10 to 100 times. And, again, it's fragile.
Don't get me wrong. I'd love to see more voiced lines in quests in particular, but more than that I'd love to see more *quests*. If Activision Blizzard have a development budget and timescale in mind, I'd much rather see a chain of 5 quests than 1-2 voiced ones.
kashback Mar 3rd 2010 3:26AM
"I guess, but honestly I don't see it changing much. Maybe kill creatures for 20 of this 10% drop rate item will be changed to kill 15 of this creature but I don't think it will lose its tedium."
Probably not, but they didn't say the quest types would be changing. At all. Never even hinted at it. What they DID say, however, is that it will be a greatly streamlined experience. I mean, as much as I always enjoyed the Un-Goro/Tanaris/Hinterlands juggling game when you get to that levelling range, or having to constantly flip between Tarren Mill and Ashenvale, let's face it. It needed changing.
Muse Mar 3rd 2010 5:35AM
@Ozzard:
Muse Mar 3rd 2010 5:39AM
@Ozzard: woot, fellow MUDder. I was just a builder, not a coder, but still.
Before WoW, quests were of the variety "one here, one there, good luck finding them" or "I'm leading you by the nose, do them or fail the game". The open-ended leading where the entire game was questable from start to finish wasn't the original plan, it just... happened.
What I'm wondering is, I've been looking at the quest flow charts for the different areas, and it looks like it'll be possible to do racial progression. Undead/Blood Elves will be questing in Lordaeron, Orcs/Tauren/Trolls will have mid/southern kalimdor, Night Elves/Draenei northern Kalimdor, Humans/Dwarves/Gnomes southern EK, possibly without ever touching areas that aren't in the race's line of sight. So that the game becomes even more different on each play-through if you pick a different race, instead of at level 30 or so getting on the exact same quest railway as the character before it.
SR Mar 4th 2010 12:21AM
In my days of playing old-school Japanese RPGs, the quests there often provided awesome gear that still eventually got replaced. An instance of this would be on Dragon Quest IV-V series: You eventually collect pieces of armor that only a "hero" would be able to equip, yet those are still replaced with optional (In WoW terms, end-game raiding) gear. Another, more popular example: The Eternal Sword from Tales of Symphonia. Not the best sword, but it was a "questline" reward.
I think they should introduce more quest-chain rewards that are also a set, like... You go and collect this metal to forge a sword, then you skin the hide off this beast for a chestplate, and such.
Or... Like, just allow us to get gear that our kill quest objective used, instead of the name SUGGESTING it's what they used. (It'd be nice to wear Hogger's armor at level 12, for an example)
Dunno, I think it'd be nice and will add a little bit of... interaction with the GAME itself.
NeoPhobos Mar 3rd 2010 1:25AM
"We'll make a mastery post soon(TM)..."
Correction made, you're welcome GC.
AdamSavage Mar 3rd 2010 2:01AM
"earliest phases of internal alpha testing" So there is or was Alpha Testing going on all this time..
Ezlo Mar 3rd 2010 2:09AM
I believe you are reading it wrong, I think he is referring to the alpha test of the original vanilla WoW, not Cataclysm. I could be wrong though.
AdamSavage Mar 3rd 2010 2:58AM
Yah I think I did. I guess I didn't read it properly.
Snailzilla Mar 3rd 2010 2:59AM
All we mages need is a Mana Waffle with one single rank, that gives health and mana based on percentages, just like the Hallow's End candy.
One rank, one type of consumable, loads of waffles
TACO Mar 3rd 2010 3:11AM
Mmmm waffles
SeanFury Mar 3rd 2010 12:51PM
As long as they can be called Blueberry Rofls
Possum Mar 3rd 2010 3:32AM
waffles. pfft. dumplings. mmmmm
LuminousNerd Mar 3rd 2010 8:57AM
That would suck for some classes who have a small amount of mana, but a lot of buffing and stuff to do. For example, as a bear tank, with a full mana bar I can basically thorns myself, buff the group, and switch into bear form. If I make a mistake and have to come out of bear form for something I end up having to drink. I understand the situation is even worse for prot pallies.
As it is, it somewhat sucks to have to drink multiple drinks a lot of the time. But you only have to drink them for about 5 seconds, and then 5 seconds again to refill. If the drinks were based on percentage and you had to drink to full twice this means you're looking at a minute or more just to buff up.
Tooay Mar 3rd 2010 9:48AM
Luminous Nerd, as a bear tank though, you should be able to see the flipside of the current system. How much health do you have? Eating a strudel, you recover the same amount of health as the priest next to you, yet the priest will be full after a quarter strudel, while you maybe need a second one.
The same goes for a healer or a mage who have very large mana pool. The value of fixed amount food lowers very, very fast as you level up or find better gear. Percentage-based food would at least even the field for everyone.