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
Patch 5.3 interview with Ghostcrawler
Mystery of the Unborn Val'kyr
The latest patch 5.3 news
All of the latest Mists of Pandaria news





Reader Comments (Page 3 of 6)
DonSerrot Jan 5th 2012 3:31PM
My personal thoughts on digsites is instead of having them available at random make it so that you can only dig at each site X number of times a day. This way you can manually filter out sites such as the Night Elf ones by simply not going to them. This could be balanced by giving a one zone race more digs per site than wide reaching races like Night Elvs. I do like the museum and reputation ideas too, make it more than a quest for vendor items. I'm still of the opinion that Archaeology isn't a bad profession, it just hasn't found it's groove yet. I also think it should be a bit better in Mists if only because there are only a few races that have ever been on the island, it should be only new races artifacts to find.
SamLowry Jan 5th 2012 3:32PM
I thought there was supposed to be a teleporter in the works that would automatically take you to dig sites. I expected it in 4.3 and am wondering what happened to it.
GormanGhaste Jan 5th 2012 4:35PM
That's what the Last Relic of Argus *should* have been. With a 30 minute CD, not 12 hours.
SamLowry Jan 5th 2012 5:12PM
30 minutes? I thought even 2 minutes would've been excessively long.
And why not? Why not be able to teleport instantly from site to site, considering you can level fishing from 1 to 525 without moving.
cromus00 Jan 5th 2012 3:34PM
I was very disappointed when I finally was able to complete my five profession quests for the dark moon fair. I was all set to turn it in and then realized that I had to have done the archaeology one as well. I've partaken in archaeology a few times on other characters, but didn't enjoy it at all. The rewards just didn't seem to justify the time spent flying everywhere and trying to get each factions items like you mentioned.
I guess I need to get it leveled up so I can get the achievement. That's my only motivation.
ravyncat Jan 6th 2012 5:22AM
You only need to level it to 75 and then have 15 fossil fragments on you--which you should have after getting to 75.
The MUX Jan 5th 2012 3:35PM
I think they should do something along the lines of what assassins creed did. There isnt a arcaeology profession in the game. BUT they have a style of gameplay where you have to solve puzzles to find artifacts or figure out a bunch of puzzles and you unlock an awesome set of armor. Something like that would make archaeology in my opinion amazing. They should make it like a minigame where we solve puzzles and find nice things not a press button here here and here and profit. Especially with the whole new Transmogrify it opens up a whole new thing that they could do. You find an awesome looking set and put it all together to transmogrify your set into.
StClair Jan 5th 2012 4:08PM
Path of the Titans.
They took it out.
ricprospero Jan 5th 2012 3:36PM
I have grinded all the way to the Professor title and I have to agree Archaelogy is almost on par with Fishing as most time-consuming, hair-pulling achievements, barring some on PVP.
The thought of having MORE achievements in Kalimdor or Eastern Kingdoms gives me the chills. I just can“t take more digging on Night Elfs sites.
For me, they should always spawn dig sites for all races all the time. In preference, close to the area I am in. This would actually make me love Archaelogy as I thought I was before the launch of Cataclysm.
Cambro Jan 5th 2012 3:37PM
I would LOVE LOVE LOVE for the entire Uldum zone to be one big digsite. Give me a few big red circles where I'm most likely to find artifacts, but please give me a small chance to dig up something no matter where. That stupid vial of the sands is still very desirable, but right up there with the Insane in the Membrane title in terms of frustration and mind-numbing. Seriously, 4 digsites on the whole continent at any one time, but Tol'vir fragments only available in one zone, plus the number of fragments needed for a canopic jar, plus the very low percentage chance of getting the vial in the jar...it's TOO hard to get. It's practically legendary in the amount of effort required.
(cutaia) Jan 5th 2012 3:37PM
"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."
Totally used this to Bubble Hearth out of a Horde faction capital the other day...
jazz.panther Jan 5th 2012 5:13PM
Shhhh! ;)
Tanddori Jan 5th 2012 5:46PM
I totally leveled arch on my Paladin over the Christmas break, just so I could get this item and have a bubble hearth again. My god do I ever love Riding into Org, guns a' blazin only to bubble hearth out.
Bubble Hearth, we sorely missed thee.
jtrack3d Jan 5th 2012 3:39PM
I started out liking it and now it's just nothing. Every other profession has an active component. I want fish A, I fish in Fish A pools. I want food X, I make food X, etc. Archeology is just random on random and RNG is one of the most painful parts of WoW if RNG hates you.
I want something like real archeology... I dig up something... I look it up in the library... it gives me clues... clues lead me to new dig sites. Dig sites are not assigned, I pick them and based on following the correct path, I find more. The active component should require me to figure something out... something that can't be looked up on wowhead and requires using my brain.
As for what to find? I think cool crafting recipies that have interesting transmog looks that are BoE (can be sold) or learned and used to sell items for people to transmog.
Maymer Jan 5th 2012 3:45PM
One thing I think they can try and change about the dig site problem is get rid of the fact that you need to dig multiple times for archeology pieces. Make it just once, but instead of simply scooping up all the fragments, possibly include a small minigame, like pressing buttons in time or simply trying to clean off the relic properly, and depending on how well you do, you can either get 3 to 15 fragments.
Also, I think it would be interesting to follow something from Skyrim, where reading books can unearth spots for you to explore. Add more to the idea that researching races of old can be helpful. Maybe give you a quest to complete some specific artifact you read about (or found doing a dungeon), or allow you to unearth more fragments from a specific civilization.
One more idea. Be able to turn in different race fragments for others. Granted, fossil fragments will be worth little, but being able to give in maybe 50 of them for 5 Tol'vir fragments would make it worth going to all the digsites, but putting a weekly cap on how much you can convert to still make a specific race's digsite more valuable than just hitting all the digsites besides that one.
Chalcedony Jan 5th 2012 3:46PM
Take the ridiculous cooldowns and and incredibly short durations off of fun items! They're meant to be fun and right now they aren't.
Ilmyrn Jan 5th 2012 4:02PM
This times one thousand.
freebeatfly Jan 5th 2012 3:51PM
Thanks for addressing this! And your suggestions don't suck at all, I definitely think more needs to be added to archeology - I'm thinking maybe even profession-related quests from the Explorer's League/ Reliquary, where you can get extra artifacts or clues to hidden digsites that have more drops.
I think the profession could really be used to make the lore/discovery aspect game exciting again.
In the meantime...
Damn you Crawling Claw....damn you....
lidstrom Jan 5th 2012 4:06PM
the crawling claw is the only item i'm missing, too. grrr.
i maxed out archeology long before any of the nerfing took place, and i enjoyed it... with the exception of the way-too-large digsites and lack of tol'vir sites.
however, as much as i liked it on my main, it is a pain to level on multiple alts. i think i have one other toon with 375 arch, and he's been stuck there forever because it's redundant. it'd be nice if each race had their own special rewards... like, dwarves would get stuff that draenai couldn't (though it could still be BOA or BOE) to motivate me to level arch on my alts, as well.
i agree with the article that minor tweaks and fun additions should be made to arch to make it more engaging and fun, but i still find it a nice downtime activity that makes me return to zones i haven't visited in a long time.
frosty Jan 5th 2012 3:57PM
I did it once, getting the Vial of the Sands and my Professorship. But as soon as that 20th rare appeared I was done. Forever.
It was truly a boring, mind-numbing, and soul-crushing experience.
I haven't even tried to dig on any other toons, but I might if I could pick the race and zone. I don't mind the randomness of drops, there has to be some grind after all, but it would be better if there were an actual goal as opposed to just "hoping I'm lucky here".
I also like the idea of finding items that you could sell on the AH (the Vial's mats cost just make it too expensive to tout).
Let's hope for a major re-vamp.