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.
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Filed under: Achievements, The Overachiever, Archaeology
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Reader Comments (Page 4 of 6)
bluefin.lock Jan 5th 2012 4:00PM
EK = Dwarf, Troll, Fossil
Kal = NE, Tol, Fossil
Outland = Orc/Dranny
Northrend = Nurb/Val
Caz Jan 5th 2012 4:18PM
Not entirely.
There are Dwarf sites on Kalimdor, Nerubian sites in Eastern Kingdoms, and both Night Elf and Troll sites in Northrend.
Ravingsockmonkey Jan 5th 2012 3:58PM
While I understand that keystones can be sold on the AH or traded between players, I really wish that I could give them to an NPC for other keystones, a buff that gives me a better chance at rares, etc. It would also be neat to be able to turn in some of the greys to an NPC for a reward (maybe like the reputation suggestion in the article).
The four dig sites on the whole continent is rather silly. If the dig sites worked more like fishing pools, then it would be easier to look for specific things.
Tol'vir dig sites are just so frustrating. I end up blowing through any keystones I have for them in hopes that the random grey item I'm working on will complete and show me something rare. Nope. No Tol'vir rares yet. Of course I'm lucky to even get Tol'vir dig sites. -_-
Ilmyrn Jan 5th 2012 4:01PM
One other thing that wasn't mentioned that I think Archaeology did VERY well, was the 'story' achievements, like The Boy Who Would be King, Tragedy in Three Acts, etc. Getting to put together a story was, frankly, what I was expecting the profession to be from the first.
Hopefully this is an area Blizzard will flesh out more come MoP.
The Dewd Jan 5th 2012 4:22PM
I'd like to see more than the summary of the events on the items. Allowing you to see a short (1-2 pages or text) summary of the entire collection would be nice - perhaps filling it in as you unlock the individual items or unlocking it after the last one.
ZZnodis Jan 5th 2012 4:04PM
Quick fixes.
Be able to exchange fragments 2:1 for another fragment type.
Be able to turn in gray finds for fragments of your choice - ex: 1 gray gets you 20 fragments.
Alternatively, add 1-2 keystone slots to _every_ item and allow purchase of any keystone with fragments.
Also, Argus is great for Deterrence Hearth!
Narayana Jan 5th 2012 4:05PM
The idea of dig sites is kind of crap- at least as the only way to acquire items. I'd like to see it supplemented with dungeon drops for people with a sufficiently high skill.
For example, in stead of Zin'Rohk being just a super random drop from random dig sites, I would think it would be cool to have a Zin'Rohk key stone drop from ZA or ZG randomly for players with a high enough skill. It could then require X Troll Tablets and Y Troll Fragments to complete. This way, the key currencies of the profession continue to remain relevant, but the cooler, more high-level stuff can be more directly tied to high level content.
WoE could have dropped a cool Night Elf Key Stone item and maybe a cool Fossil item from that one boss in End Time that you fight in the pit....
Talmus Jan 5th 2012 4:07PM
I like Archaelogy, as one who has the Professor title, it has been a grind, but after getting the "Vial of Sands" in the 3rd Canoptic Jar. I am finding the grind for the mats for the Sands to be justs as bad, just 20k more gold to go to buy the needed vial and stuff the can not be crafted. And you thought Archaelogy was a grind
saliira Jan 6th 2012 8:30AM
Except that making gold takes far less time than getting my Vial of the Sands recipe. I had 45k stashed away for the mats by the third week into Cata, but I'm STILL missing the recipe. I've only seen 2 Canopic Jars so far, and I'm a Professor. *sigh* Time to go sacrifice more blood to the RNG gods...
Gordal Jan 5th 2012 4:06PM
Five Flint Strikers in a row. That's my all-time "my-patience-is-wearing-thin" record. Five. Bloody. Flint. Strikers.
The only other Vrykul project I had to complete was the Bearded Axe. Every time the Flint Striker turned up in my next project display I came dangerously close to just flipping my desk.
I don't mind repeated trash projects, but when it's the same two or even one project just repeated over and over again it goes from "frustrating" to "utterly demoralizing." A simple check to prevent the RNG selecting any of your three or so previous finds would be a ridiculously simple solution.
gilgalad3171 Jan 5th 2012 4:08PM
I like the idea of turning artifacts in at museums in exchange for some kind of currency....keeping with that theme, maybe the currency we get could be used for some kind of 'museum' storage of our own.
I'm thinking of something akin to void storage, but geared more to things like tabards or holiday items that can't (at least currently, unless things have changed since I last checked) be stored in void storage.
Or perhaps the currency in some form could become an alternative to spending 25g for a void storage slot - really this would amount to exactly what we have now - selling a grey archaeology item to a vendor then buying a void storage slot. But it just never seems as painful when we're not spending 'real money'. Ok, real game money in this case.
The idea of museum storage at least somewhat keeps with the idea of archaeology. We discover game lore, as well as also contributing and preserving our own place in the history of Azeroth. Perhaps achievements linked to particular items could pop up like tool tips in the personal museum storage, like the sign next to the exhibit in a RL museum.
StClair Jan 5th 2012 4:09PM
IT BELONGS IN A
Al Jan 5th 2012 4:13PM
Pickle jar?
matthias2479 Jan 5th 2012 4:13PM
Each fix so far has just been a band-aid. The new rares and even the increase in fragments (though i will admit the latter has been nice) just seem to cover the RNG up by giving you bigger dice with more prizes that you may or may not get this century (200 N Elf solves and still no doll). I would love to see little check boxes added below each race so you can have them turned on or off for new dig sites. Would go a long way to solving my problems.
faytforsaken Jan 5th 2012 4:15PM
I'm one of the few that LOVES archaeology. My guildies think I'm sick because that's what I do to pass time. I actually really love the randomness.
faytforsaken Jan 5th 2012 4:18PM
Gah! It cut out the rest of my comment! Q.Q
I had a whole paragraph for my love of the secondary profession. TT_TT
Caz Jan 5th 2012 4:22PM
I love it, too. It's a very meditative way to kill time. Turn on the stereo...and dig!
robsmith77 Jan 6th 2012 9:44AM
Really pleased I'm not the only person who loves Archaeology!
naughtyzoot Jan 5th 2012 4:15PM
To all complaining, I hope you maxed Archaeology in patch 4.0.1 like I did. You know, back when digsites appeared in Vashj'ir, completing rares was worth 5 skill points instead of 15, you'd only get like 4 fragments per dig at level 450, etc. I was shocked after not playing for 8 months that you get upwards of 9 artifacts now per dig. It's a whole lot better than it originally was!
I have Vial of the Sands, all the BOA epics that aren't level 85, all the original pets and "toys" from patch 4.0.1 (except Nerubian). Tol'Vir isn't that bad at all compared to Nerubian, which is not only (at least for me) rarer spawns, but there's absolutely nothing worth solving for it either.
And The Last Relic of Argus is freaking awesome, and should be on like a 3-hour cooldown instead of 12 :D
Twill Jan 5th 2012 6:51PM
It's hell now. The fact that you did it when it was super-hell doesn't make it nice now.
Hell is hell.
Grats on all your work though. But fuck this profession. >.>