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
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Reader Comments (Page 2 of 6)
Ilmyrn Jan 5th 2012 3:15PM
I'd also add the Hillsbrad and Blasted Lands fossil banks as examples of sites that should have been made into two sites each.
As for reducing the randomness, maybe break the continents up further, so that instead of Kalimdor having four sites up at once, Northern and Southern Kalimdor each have three. That would let you focus more geographically, perfect for when you're trying to get artifacts from a civilization that's more or less confined.
Another idea would be to look towards real life archaeology a bit. In real life, archaeologists don't fly around the world at random digging wherever they feel like. Instead, they do research to decide where best to dig. So instead, let us choose what type of digs to get, if not entirely, then at least with the preferred dig type given more weight in RNG for a while. Something like that could be done pretty easily, either through professions (Buy a crafted trollish Treasure Map from a Scribe to farm Zin'Rokh, for example), or as a gold sink. Want to peruse the Reliquary's tomes on the Tol'Vir to aid your treasure hunting? Got to pay to look at the good stuff.
I also liked the suggestion GC through out a while back about being able to turn artifacts in to the Explorer's League or Reliquary instead of just vendoring them. It wouldn't do much to improve the profession, but at least it would give some more direction, not to mention fitting into the lore better.
Homeschool Jan 5th 2012 3:42PM
This, but even more so. Why have random sites with random recipes and random random random...? Like you said, REAL Archaeologists make an educated bet on where to search, and maybe they find something, maybe they don't... But they don't spend a day in Tibet, then a day in Argentina, then a day on Greenland. They FOCUS.
If I were King-for-a-Day, Archaeology sites would always be visible on the map, and would have replenishing exhaustion levels. Pick one, start digging, and go until you've exhausted it. Then, come back in a day or two or seven, when it's replenished. When you dig, fragments for recipes? No. Each dig would give you something - a gray item, or a shard, or a rare item. Even shards wouldn't be just a collection of fragments - they'd be used to reassemble vendor/BoE items, or as a currency to get things from a museum.
Honestly, it would just be nice to be able to settle into an area, dig as much as you could dig, and then know that you should come back next week to try again.
bushkanaka86 Jan 5th 2012 7:32PM
What if it was even more like real archeology? You have to find a book or prehaps a map somewhere that will discribe a dig site and you have to find it. Dig sites are no longer marked on the map but instead, the book will tell you that the location is rumored to be between these 2 landmarks or prehaps even coordinates then we go and try to find that dig site but it doesn't disappear afterward.
What if we could even work at a dig site so long that we uncovered whole buildings (phased for us of course) then there could be some sort of solo archeology instance where we fight big spiders and bats or whatever then get some rare artifact if we beat the giant Mummy at the end.
Pyromelter Jan 5th 2012 3:16PM
Once they removed Path of the Titans, they should have also removed archaeology.
The best thing they can do is just make it super ezmode for achievement hunters, so that it doesn't become the insane grind that fishing is. One ridiculous tertiary profession achievement grind is enough for an MMO, in my opinion. (I'm including pets and mounts in terms of the achievement hunters, so what I'm saying is make all those low percentage drops way easier to obtain.)
The next best thing would be to remove it from the game completely.
The unrealistic thing that I bet we all hope they would do is get Path of the Titans back in the game, and completely overhaul archaeology to match up with that system, but it doesn't seem like that will happen any time soon, if ever.
Aaron Jan 5th 2012 4:00PM
I disagree. I have all the arch achievements and I thought the timesink was not unreasonable. And i did it early in cataclysm, before it was patched to be easier. There are far harder achievements. If you don't like it, don't do it.
Ilmyrn Jan 5th 2012 4:04PM
Man. What is with Path of the Titans that people won't LET IT DIE.
It was (or would have been) boring and terrible. When the game's DEVELOPERS say something was bad and that's why it's gone, you'd think folks would take the hint and drop it.
Ian Jan 5th 2012 6:31PM
Path of the Titans to the best of my knowledge would have basically been another tier of glyphs, and ones that would have had utility or a throughput impact.
Therefore it would have been another mandatory progression, something which would have been expected of you and something you would have been judged upon.
I have no doubt also that there would have been good and bad choices of the "faction" or group you chose to support or follow for the above reasons.
Archaeology is entirely optional, and offers no significant benefits that would dictate that you take the profession to benefit your end-game performance.
We did not need another forced grind.
Zanathos Jan 6th 2012 2:58AM
I don't understand the continued interest in Path of the Titans. They abandoned it because it was going to be a reiteration of glyphs. They scrapped it and made three glyph tiers instead. Not exactly dying to see a second glyph system added.
Tai Jan 5th 2012 3:18PM
Oh yes, the crawling hand :(
I gave up on that, it was so slow and frustrating. The insane grind is easier and goes faster, at least everytime you get a bit closer.
I am one of those people who will spend weeks farming a pet, yet I cannot bring myself to do any more archeaology, and it is only maxxed on one toon. Having some mechanism to control which racial digsites you get would help immensely.
Telwar Jan 5th 2012 3:19PM
I have a distinct feeling that for MoP, we won't get any new on-Azeroth races to find, but we will get the Pandaren, Sha, and others in Pandaria. Which is fine, we're supposed to spend all our time there anyway.
But I also suspect they're going to change it so that, once you hit 525, existing races' artifacts will not grant skillups. As, frankly, it'd be easy as pie to stack up enough fragments from several races to hit 600 within 2 minutes of logging on after installing the expansion.
That may not be a big deal, since at present Archaeology skill only matters on which sites you can find (SFAIK), but depending on changes they make to Archaeology for MoP, this may wind up being a very big deal.
djsuursoo Jan 5th 2012 4:28PM
i'm sorry, but i want farking human digsites.
humans have been around for a few thousand years, in azeroth, yet somehow they've never made anything permanent?
and if not humans, how about the damn vrykul that they're descended from?
uncover the last race on the archaeology tab!
Noah Jan 5th 2012 4:55PM
Um, dude, there ARE vrykul digsites...
Ian Jan 5th 2012 6:37PM
Pandaran is very likely, but Sha not so much.
Sha are more a manifestation, a consequence of bad feeling and not a physical race with a history.
It would be nice for the lvl 85 BoA's to not be outdated more so than they are already, especially since there are three I have yet to get.
REDMJOEL Jan 5th 2012 3:21PM
Making it so that the 4 spawn point are closer together would be a huge improvement. The majority of your time leveling archaeology is spent flying around. The plan would be instead of having 4 spawn points that are spread all over Kalimdor so that when you eat a spawn point in Tanaris, the next point is in EP, make it spawn somewhere in the same or a bordering zone.
Another way to deal with this would be to split each continent into 2 or 3 archaeology zones, and have spawn points show up in the same zones as the one you just finished mining, even if there were fewer per zone. This would also maybe have the nice side benefit that you would be able to level archaeology while you were leveling your toon, which now is utterly impossible.
brandonsm Jan 5th 2012 3:23PM
I think if they would fix it so once you finish a dig site, the next dig site to show up on your map would have to be either in the zone you already are in, or the surrounding zones. Not completely across the map. That way you would get more time in actually doing archaeology instead of flying. Add in a few more tol'vir dig sites would not hurt either.
Kadamon Jan 5th 2012 3:23PM
I'm leveling it on my Paladin as we speak, I started 3 days ago and I'm currently ripping my way through Outlands with just 20 points more to go until I hit up Northrend.
I'm just unsure if I should stay in Outlands or not. The area is much smaller, there's only two options and it'll be, frankly, a hell of a lot easier to level. But I've already gotten the single Orc Rare out of this, and I don't want to waste time collecting crap I've already gotten.
I'm not sure if I'm going to continue looking after I've hit cap though.
Trouble Jan 7th 2012 11:58PM
Not hours, Not days, Not weeks, but Months I have committed to Archeology when it first rolled out to get the things that I adore in this game (my mounts/pets/trink) and I absolutely Hate Blizzard for the time I was forced to invest in that effort. The number of times I fell asleep at my keyboard flying across the continent to get to one dig site to only have to fly back across the continent again (even with a 310 mount and port shortcuts).
If something were to happen today that would take all those things that I really enjoy and I had to redo Archeology....I would never, Never, NEVER do it again!
Like the article, like the suggestions, agree with the mindless travel required. I would consider doing it more/again if I got to work in a more local region (with less travel) to get random faction digs with better value for my time on drops, cool looking gear, pets or emotes learned etc.
Thanks for the topic!
ejunk Jan 5th 2012 3:26PM
um, excuse me, but I DO in fact NEED to transform into a dragon.
Ianmis Jan 5th 2012 5:05PM
Also, why is the recipe BoP? I see no reason why it couldn't have been BoA like the hand. They are basically saying that you must be an alchemist when doing Arch.
Bryan Dare Jan 5th 2012 7:40PM
I want to be a dragon.
http://i53.tinypic.com/18f8gj.png