The OverAchiever: How archaeology could get a lot worse (and why we hope it won't)

There are two kinds of people in WoW: people who hate archaeology, and people who really hate archaeology. While it seemed like it was one of the more promising additions to Cataclysm, archaeology just hasn't worked out as well as everyone had hoped. Even the most dedicated lore nerds are guaranteed to wilt in the face of the game's most relentless RNG.
Whatever, right? Some experiments work, some don't, and it's ultimately more important that Blizzard's willing to take these risks in the first place. But ever since Mists of Pandaria was announced, I've been worrying more about archaeology's future. As Ghostcrawler once observed, archaeology was designed to be easy to add to, and it's reasonable to expect new races and new items to appear in the future. However, unless something fundamental about its design changes between now and Mists, it's the only profession guaranteed to become an absolute hell as it expands.
Why? Because archaeology suffers from two problems: It's too random, and it's not random enough.

It's important to draw a distinction between what archaeology is as an idea and what it actually became, because they're two very different things. I'd argue that archaeology as an idea is one of Blizzard's more brilliant inventions. There are lots of different races in Azeroth. Many of them are very old. And they all left bits of their empires and civilizations scattered across the landscape. It stands to reason that you can go digging for these and learn something and maybe even find some truly valuable objects. So the whole idea behind archaeology is sound, and it has the potential to become one of the game's most engaging and addictive draws if its issues can be addressed.
But where archaeology is likely to run into problems in Mists is that adding more races and artifacts makes the problems it's already got much worse. The two most consistent complaints that players make are about the inability to pick which racial artifacts spawn for you and the amount of time wasted on races you no longer need in the forlorn hope that you'll eventually spawn a dig site for one you do. At present, the limited number of spawn sites and lack of control over how you advance the profession gets worse with more races and artifacts added, not better.
The race or grouping that best exemplifies this problem is the tol'vir in Kalimdor, who compete for spawns with the night elves, dwarves, trolls, and fossils. The tol'vir almost inarguably have the most attractive selection of artifacts, but their dig sites are few and far between even when you've maxed your skill points. Adding, say, tauren or quillboar dig sites to Kalimdor without increasing the standard four dig sites spawns gives them yet another race to compete with and moves any effort to finish the tol'vir from its current "nightmare" status to that of "living hell."

- Lore Reading the item descriptions is fun. A lot of them are funny and revealing and add some welcome personality to the different Azerothian races.
- Nabbing a pet, mount, or cool item The Clockwork Gnome is cool. The Crawling Claw (my nomination for the game's best-animated noncombat pet; some artist must have spent days running his hand along a desk to get it right) is really cool. The Scepter of Azj'Aqir is cool. And while this isn't a pet or mount, the Last Relic of Argus is pure fun and not something that deserves a 12-hour cooldown. While rare (and they should probably stay that way), it's a huge rush to land one of these projects.
- Good randomness The inclusion of the alchemy Recipe: Vial of the Sands in tol'vir Canopic Jars was a stroke of genius. Yeah, it's a pain in the ass to get, but it's not like anyone actually needs to transform into a dragon.
- High-value items The Imprint of the Kraken Tentacle, Chest of Tiny Glass Animals, Word of Empress Zoe, Silver Scroll Case, and Cat Statue with Emerald Eyes are all grays that nonetheless vendor for 100+ gold. Any dedicated gold hound will tell you that the return on time investment for archaeology is nowhere near what you'd get playing the Auction House or even dailies or farming, but at least you're getting some payoff while putting an otherwise useless gray item together.
- Getting players out in the world This has been a constant concern ever since Wrath, and archaeology could be a great way to get players more interested in leveling zones and the lore behind each.
- Bad randomness Trying to get a specific artifact is RNG piled on RNG with a little RNG cherry on top. Randomness in itself isn't a bad thing; it keeps players interested and wondering what's going to happen next. But too much of it is demoralizing and counterproductive. Once you've maxed your skill points, it's impossible to advance the profession except when the god of dig site spawn locations stirs himself on your behalf.
- Large dig sites Any very large dig site (the fossil ones in Un'Goro and Tanaris are the worst, followed closely by the troll one in the Swamp of Sorrows) is murderous to get through.
- Certain races having most of the good stuff The tol'vir, as we've said, haunt the nightmares of any player digging around Kalimdor.
- Certain races having way too much stuff, period I realize this is unfair transference, but the very sight of anything related to the night elves, including otherwise innocent players, is enough to provoke white-hot rage on the part of anyone sitting on 500+ completely useless night elf grays.

- BoA epics While they sound like a good idea, it's a toss-up as to whether you'll get any real use from them. As a lot of players pointed out as Cataclysm began, by the time you manage to get something like the Staff of Ammunae or Zin'rokh, Destroyer of Worlds, you've probably long since picked up something better. The lower-level epics are more likely to be useful.
- Random blues While the Last Relic of Argus is pretty badass, most of the blues you get from the profession don't really do much apart from occupying bank or void storage space.
A few things have to happen to make archaeology a profession defined by less horror and more win as we gear up for Mists. Literally, I am just tossing out ideas here, and I expect most of them to suck. But that's OK. Iterating on a bad idea is probably more instructive than just having good ones.
- Tie archaeology into in-game libraries or museums. What if all the artifacts you solved added to your faction's knowledge of Azerothian history? I think it'd be pretty neat to have libraries in faction cities, some of them specializing in certain races. I also really liked a recent suggestion from Tiggindy on the forums -- what about in-game museums where you could turn artifacts in for a type of currency or something else fun?
- Allow players to excavate and sell BoE artifacts. Get the unfeeling mercenary contingent of the game involved. Hell no, this intensely valuable artifact doesn't belong in a museum -- it belongs on the Auction House. Not every artifact can or should be a valuable BOE, but it'd be neat to encounter one every so often.
- Turn the Explorers' Guild and Reliquary into reputation factions. This won't fix the long-term problems with the profession, but giving players a means of advancing themselves even if all they're getting is rep couldn't hurt.
- Increase the number of spawn sites, or do away with dig sites altogether. I think the dig site mechanic is a little clunky. At the very least, any addition to the number of races you can find in Kalimdor and the Eastern Kingdoms will have to result in more than four sites being available at any one time without the tol'vir nightmare described above.
- Give players more control. You can probably keep the RNG element of not knowing which artifact is going to come up as your next option if you give players the ability to work on a specific race. Yeah, it means you'll still spend a lot of time running around Uldum for tol'vir spawns, but now it won't be broken up by pointless, lengthy, and frustrating trips elsewhere on the continent.
- More "good randomness." If the annoyance factor of trying to put artifacts from "difficult" races like the tol'vir can be addressed, more stuff like the Vial of the Sands recipe would be gravy.
Working on achievements? The Overachiever is here to help! Count on us for advice on Azeroth's holidays and special events, including new achievements, how to get 310% flight speed with achievement mounts, and Cataclysm reputation factions and achievements.
Filed under: Achievements, The Overachiever, Archaeology






Reader Comments (Page 1 of 6)
Julian cedrone Jan 5th 2012 3:05PM
God just fix something.
Twill Jan 5th 2012 3:51PM
Seriously.
I'm one of those crazy people that does everything. I have 6 classes at level 85. I have 3 other classes above 75. I love PvP. I love dungeons. I love raiding. I love searching out transmog sets. I love Achievements. I currently have ~12000. I love collecting random items like the Orb of the Sindorei, etc. I collect pets (102!). I collect mounts (106!).
I fucking hate Archaeology.
And fishing. Fuck that.
Rage. So much. So little to do with it other than eat strawberries and cry in a corner. maybe I'll make a smothie. Fucking Archaeology is gonna get me fat.
Twill Jan 5th 2012 3:53PM
Fucking Archaeology.
!!
(Sorry. Still raging at how utterly horrid that profession is. *And my main is a leatherworker.*
Twill Jan 5th 2012 6:46PM
Here's an idea:
Archaeology has an added section to collecting each piece. This removes the RNG of what item you will get next.
For example: To get the fossil Raptor Mount, we go to the excavation site in Wetlands. After killing one of the skeleton enemies, Archaeologists with the minimum skill of X get a "Sliver of a Fossilized Raptor." This item unlocks the ability to get the raptor mount once you collect Y fossils.
That wouldn't drive me ape-shit insane. It's a clearly defined set amount of time. it's like how the level 60 & 70 legendary items are entirely RNG and the 80 & 85 ones have a set course of action you can do at your own pace.
And also make it so there are four nodes on a continent PER RACE.
Do this Blizzard. Everyone will be happy. if you don't I'll be a sad fucking panda. Literally.
Tmara Jan 5th 2012 7:43PM
Twill, I like that idea about the raptor. Having to go somewhere specific and do something to unlock the option to start collecting a rare would be really helpful. Perhaps more involved than just a kill somewhere - a chain of quests where you do the kill, get a sliver, go somewhere to get it analysed, add a couple more steps, THEN you can complete it. They're rare for a reason - don't want to make it too easy to get.
As for your four locations PER RACE suggestion, that's overkill. One location per race AT ALL TIMES would be sufficient. And really, really welcome.
Edymnion Jan 6th 2012 9:16AM
How about allowing you to pick a "Race Mastery" (like alchemists can pick potion/elixir/transmutation mastery), where you choose to specialize in one race, and you get a chance of having that race's artifacts drop from any dig? Same way an elixir master can randomly get a free flask or two, an Orc Master could be digging up a night elf site, get 6 nelf artifacts and say 2 orc.
When you're done with your mastery race, just go change it to something else.
Thatacus Jan 5th 2012 3:09PM
With the new Darkmoon Faire artifacts, I think also having a few artifacts turn in-able to the DMF would be cool too. Maybe to acquire some tickets or some sort of cool vanity items.
Eyhk Jan 5th 2012 5:14PM
There's already a quest to turn in a certain race's artifacts for DMF tickets and Archaeology skill but I'm guessing that's not what you meant.
Thatacus Jan 5th 2012 5:17PM
I was thinking more along the lines of certain artifacts, when you complete them, will start a quest and the dude who collects all those monthly artifacts will accept them and he'll trade you something in return. Not like the monthly profession-boosting/ticket quests (I assume that's what you're referring to).
Tmara Jan 5th 2012 7:47PM
Great idea ^_^. Just handing in 15 fossil artifacts each month is kinda boring, when there's so much that could be done with archy and DMF. Perhaps have a look through the list of greys you can find, see which ones would fit into DMF, make them white (so they don't auto-sell) and let us turn them into the archy guy in DMF for rep/tickets.
Zachariahs Jan 5th 2012 3:12PM
I gave up on Uldum a long time ago. It takes forever to finally complete that grey artifact, just to get another grey. And as someone with all of the night elf and fossil items, it just doesn't seem worth it. Now if I could just stay in uldum the whole time I would keep trying.
Caliea Jan 5th 2012 3:13PM
I'm one of the few that really enjoys Arch, but I do admit that the pointless travel between far flung digsites is a huge time sink. On one hand, it does allow me to fold the laundry or empty the dishwasher while I'm on a flightpath, but that gets old fast. I play WoW so I can ignore that towering pile of clothes waiting to be folded!
I enjoy the possibility of the next artifact being something new and interesting (and lucrative?) , and I do like reading the lore and descriptions. The randomness of what the next artifact will be gives me the same thrill that a scratch-off lottery ticket does. There's always this undercurrent of "what if this is THE ONE?!", while at the same time pretty much guaranteeing that feeling of "oh... I wasted my time on this?!". I think they could solve a lot of that by letting you focus your search on specific races.
I like your idea of being able to either AH an item, or turn it into a museum for viewing. That seems like it would have some neat RP potential too... you can be a rich benefactor by purchasing something on the AH and donating it (in your name?) to the local museum.
loop_not_defined Jan 5th 2012 6:16PM
Maybe have the museum "instanced" in a way, much like the tree in Molten Front. It grows as you turn in more artifacts, putting them on physical display.
Instead of looting Zin'rokh, you take the artifact to a museum, which then displays it, WHICH you can then loot for the actual weapon. Other players won't see Zin'rokh on display unless they've also turned in the artifact version.
Next, make all actual items BoP...but make all "artifact" versions BoE (or simply don't bind at all). So you don't sell the item itself, you sell the key (aka artifact) that unlocks the item at the local museum.
Finally, keep all museums character-specific. No BoA items like Zin'rokh (although you can still help out your alts by purchasing/digging the artifact and mailing it to your alt). By keeping museums character-specific, there will always be a demand for artifacts on the AH.
loop_not_defined Jan 5th 2012 6:19PM
The best part of such a system is that you wouldn't have to hold onto anything in the bank. Just delete it. If you end up wanting it again, head to the museum and loot another one.
loop_not_defined Jan 5th 2012 6:26PM
Some other ideas:
A) Due to the number of models that could end up on display, the museum might need to be instanced/zoned separately so it doesn't bog down major cities like Stormwind/Orgrimmar. However...
B) Museums could be hosted in multiple cities, each exhibiting different artifacts. This would help keep any one museum from getting overly cluttered as expansions progress, and might even allow for "expansion-specific" museums (i.e. Cataclysm museum, Mists of Pandaria museum, etc.).
llcjay2003 Jan 5th 2012 6:51PM
@loot: That phased museum is actually a brilliant idea. That would give a sort of player housing-type option for those who have been asking for it.
Unfortunately, I think it would take a greater amount of resources to develop compared to something like the Molten Front. If the number of artifacts was limited, it would be easier, but phasing many individual ones seems like a pain in the ass to program for. However, I am no programmer so correct me if I am wrong.
velutina Jan 5th 2012 6:53PM
About the flight times... I don't know if it's that aspect that just makes the whole profession so grindy, or if it's just the grindy nature of that profession that I object to. In any case archeology is too much grinding for me. I've done lots of grinds in the game. I will not do archeology. My main's skill is around 350 and he's not even my alchemist.
Emile Jan 5th 2012 7:32PM
Guildmuseums!
Tmara Jan 5th 2012 7:55PM
@loop_not_defined
Museum idea sounds really cool, and I LOVE the idea that you can delete stuff to save bag room and the re-loot from the museum artifact you donated if you ever want it again.
@Emile
Guild museums is an AWESOME idea! I would so love to be able to work with my guild to be able to show off everything we have collected :D
Koraya Jan 5th 2012 9:16PM
Someone needs to copy/paste this idea and its elements on the relevant forums!
At work, or I would :(