The 7 best suggestions for improving archaeology

Wow. OK, a lot of people care about archaeology, or at least about improving archaeology. Last week's OverAchiever, How archaeology could get a lot worse (and why we hope it won't), spurred a ton of discussion and was kindly linked on the forums as well.
Players wrote in with a lot of their own suggestions, criticisms, and comments, and a lot of them were so good that I honestly felt that WoW's most widely despised profession probably merited another look with those in mind.

A lot of people suggested this or something similar to it. I'm not sure I'm on board with the idea of random artifacts dropping from any given dig -- it doesn't make much in-universe sense to run across, say, vrykul axes in ancient night elf ruins -- but there's something both attractive and sensible about choosing to become an expert on a particular race, even if briefly. Maybe being a master of a particular race could allow more pieces to drop per dig site or give you an increased chance to get keystones and dig site spawns?Edymnion 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?
Advantages At this point, anything that reduces a bit of the RNG infesting the profession would be wonderful. The ruthless pragmatist in me feels compelled to observe that an expensive fee to switch archaeology masteries could be yet another gold sink in a game that needs them.
Disadvantages This depends on implementation. For example, if becoming a student of tol'vir archaeology severely limited your ability to get other race spawns, that wouldn't necessarily be attractive to someone who's also trying to get Tyrande's Favorite Doll off the same continent.
Get the Darkmoon Faire or reputation factions involved
I agree. I think it'd be cool to have a traveling buyer of relics and curios at the Darkmoon Faire. (You just know it would be a goblin.) Failing that, being able to turn otherwise useless gray archaeology artifacts in to the Explorers' League/Reliquary for reputation and items would reduce some of the agony associated with never getting blues or epics.Thatacus 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.
Advantages Keep making the new Darkmoon Faire relevant! Turning the Explorers' Guild/Reliquary into reputation factions could also be a good way to give players a means of advancing even if all they're getting is a bunch of otherwise useless grays.
Disadvantages No matter what, this doesn't really address the deeper problems with the profession, although it is a Band-Aid on one of its more annoying issues.
In-game museums or libraries to hold artifacts
The museum suggestion has definitely been popular with players. While Txmg's comment wasn't directly associated with the museum suggestion, being able to build a museum to hold your blue items (rather than having them clutter your bank or void storage) would be neat.loop_not_defined 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 ... Museums could be hosted in multiple cities, each exhibiting different artifacts.
gilgalad3171 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.
txmg I REALLY wish they would add a tab like the pets/mounts for all the rare completed artifacts that have a CD.
Advantages Having a library or museum to contribute to could really give players a sense of purpose with archaeology -- you're not just out there running around for your own benefit, you're adding to your faction's knowledge of history. It'd be really cool to come back to a city and see all the artifacts you've donated.
Disadvantages This actually reminded me of the discussion we had about achievements in raiding and why they can be so frustrating. Almost everyone involved agreed that the Uldum model was the best way to incorporate achievements into raiding. However, it was also the method that required the most time and effort from Blizzard.
So that's how I feel about in-game museums and libraries. They would be amazing. Unfortunately, they also represent a lot of work on Blizzard's end that the development team may not be able to spare.
Cut down on travel time
Yes, yes, and more yes. No matter what happens, I think the profession badly needs this particular improvement.llmyrn Break the continents up further, so that instead of Kalimdor having four
sites up at once, Northern and Southern Kalimdor each have three.
REDMJOEL Making it so that the four spawn points are closer together would be a huge improvement. The majority of your time leveling archaeology is spent flying around.
Advantages Players have everything to gain from this. The sheer amount of travel involved is undoubtedly the profession's biggest time sink.
Disadvantages I'd be hard pressed to name any.
Treasure maps
I love this suggestion. Who doesn't love a good treasure hunt?llmyrn 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.
Advantages This injects a fun and cool way to get archaeology's rare or epic items. There's a good reason why Captain Sanders' Treasure Map and similar quests are so popular with players.
Disadvantages As with the above suggestion, I don't think there are any, although any tie-in to other professions could get very expensive. Inscription is not known for cheap products these days. That's good if you want treasure maps to be gold sinks. Not so good if you have to pay through the nose to get any of the good stuff in archaeology.
Make zones and dungeons matter
If Blizzard really wants to get players out into the world or involved with dungeons, this could be a great way to do it.Narayana Instead of Zin'rokh being just a super random drop from random dig sites, I would think it would be cool to have a Zin'Rokh 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.
Bylak It'd be great if fragments would drop off of mobs in zones as well. Tol'vir fragments off of mobs in Uldum, troll fragments off of mobs in STV, etc.
Advantages This adds a welcome dose of realism to the profession -- what better place to find an ancient troll or vrykul or nerubian artifact than in a dungeon or zone associated with the race? Just a random thought, but making more tank- or healer-oriented archaeology items and tying them to dungeons could also incentivize these players to keep queuing. Devious. Very devious.
Disadvantages Tying really good items to dungeons sounds good, but I do worry about how it'd advance through content. For example, if the only way you could get Zin'rokh was through ZA or ZG, that wouldn't be pleasant for any players attempting to piece it together in Mists of Pandaria or beyond.
Gate archaeology content
I'm of two minds about this. Like the suggestion on race specializations, I think it'd probably come down to implementation, but this does hit on a theme that Blizzard has really tried to emphasize -- your in-game choices should matter.The Dewd I'm thinking what they need to do is allow you to dig wherever you want but allow you to "exhaust" a digsite. The longer you spend at one digsite, or in one zone, or however it's broken up, the longer it takes to survey or the longer it takes for you to actually dig up fragments.
Caz Maybe dig sites could be on a weekly lockout, like raids? Make ALL digsites available at each cooldown reset, and allow the players to determine which sites they choose ... I'd also like lengthy quest chains - the kind that take several hours to complete if you're doing nothing else - and have these reward access to exlusive digsites where highly desired items are practically guaranteed to spawn.
Advantages Anyone who's done archaeology for any length of time would probably be more than happy to give up endless dig sites in return for a little less RNG on the items they get.
Disadvantages Gated content, like RNG, can be tricky to implement in a way that allows players to feel like they're moving forward at an appropriate pace.
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sites up at once, Northern and Southern Kalimdor each have three.




Reader Comments (Page 1 of 4)
Firestyle Jan 12th 2012 9:25AM
I really like the treasure maps and reduction in travel time ideas. I'd like the maps to drop in instances, BGs, and LFR, or have some quest components to them to keep you engaged, or reengage you, back into Arch after your normal daily activities of PvP or PvE 5 mans (or LFR?)
I also like gating, since I think it's necessary. One of Arch's big issues is that it's a ton of effort to get a 359 epic. That makes the only reason to do it the vanity items/mounts. A time sink like this to get a tier 11 epic would have made sense in vanilla, not in today's game of badge gear every tier. We need higher level epics to drop later.
I'd actually prefer some sort of gear upgrade, like a runestone, that you could insert into the hilt of your weapon to provide it with a stat bonus. Yes, this makes it required for some of us. But it shouldn't be something too difficult to do - just keeping the profession leveled up should suffice it.
Revynn Jan 12th 2012 10:25AM
- "I'd actually prefer some sort of gear upgrade, like a runestone, that you could insert into the hilt of your weapon to provide it with a stat bonus. Yes, this makes it required for some of us. But it shouldn't be something too difficult to do - just keeping the profession leveled up should suffice it."
Make it a BoE with a fairly decent drop rate, and you're golden. =)
Zayd Jan 12th 2012 9:27AM
Even better, introduce a 'companion' ala SW:ToR who's only task is to level Archaeology for you.
I don't know, maybe call him 'Short Round' if that helps.
wow Jan 12th 2012 10:48AM
+100 Archaeology Points for the Indy II Reference. :)
I loved Short Round in ToD. He was sooo less annoying then the woman in the movie, her screaming just grated on my last nerve. hehe
Shinanji
jtrack3d Jan 12th 2012 9:28AM
I would make it like this...
Step 1 - Buy a permit to research a race from explorer’s league (/horde equiv). You can only pick one. They give you 4-6 dig sites from the permit on one continent. Not just random locations from random races.
Step 2 - Dig at dig sites provided, similar to current system (the boring part). But no complete rewrite.
Step 3 - Fragments you collect can belong to up to 4 objects. You don’t know which. This becomes and in-game jigsaw puzzle with four active puzzles. In-game jigsaw tools are 4 pages to sort/rotate pieces and try to construct. Finding the “scrolls” will highlight pieces that go together or remove “junk” pieces and you get some junk each dig. Rotate pieces and snap together.
Step 4 - Once you assemble a puzzle, you must get it reviewed by the curators of the museums for a fee - unless you’ve found this before, then you recognize it.
Step 5: He will offer to buy it from you for the museum. If you sell it to the museum you get reputation with the league. They have a vendor that sells interesting “objects” for sell based on your tokens you earn from turn ins.
Step 6: If you don’t get enough pieces at the dig sites provided, you can still “seek out” new dig sites manually by recognizing the races locations and complete your other objects in your collection of pieces until they are complete. You have to work not just be handed spots.
Note: You will always get enough pieces to solve one of the 4 objects.. never a rare... this is teaching you the dig locations. The other 3 objects will require you figuring it out.
Step 7: If you don’t like the projects you have, you can sell the pieces to the museum for a new dig site for small amount of gold. It deletes all pieces and starts over.
More items found are recipes for mog like gear you can sell... more items are BoE for sell and repeatable for profit.
wow Jan 12th 2012 10:51AM
I love this idea for the most part. The puzzle idea I love the most. :) It'll make Archaeology a lot more engaging and fun. And to earn Rep with the Explorers League or Horde Equivalent would be a big plus. ;)
Shinanji
tbdcomic Jan 12th 2012 10:58AM
We could skip the 'identify for a fee' part, the rest seems viable and I'd love to see that implemented
Matheus314 Jan 12th 2012 11:54AM
I totally agree with your idea, jtrack3d.
You should let Blizz hear this somehow.
Mitawa Jan 12th 2012 7:29PM
Somehow I'd thought this is what Arch was going to be... until I actually tried it.
When they talked about "solving" artifacts, I figured it would have some sort of mini-game interface (like the dino x-packs of Zoo Tycoon) and that sounded really fun.
When I saw the way it was implemented... I didn't really get it.
mibu.work1 Jan 12th 2012 9:29AM
I'm in favor of most of this, and have a suggestion as well: Going with the idea of the Reliquary or the Explores League, let us choose which faction to side with, but not quite in an 'Aldor vs. Scryer' sense. For instance, let the reliquary allow turn-ins of artifacts for a gold profit somewhat higher than that of normal vendors, and the prices scale UP as you gain reputation. For each turn-in, the rep goes up 250, and the explorer's league rep goes down 200, and vice-avers.
Meanwhile, the Explorer's league has a more 'It belongs in a museum' mentality, and offer a reduced gold reward, but also offer a bag that can contain fragments, or perhaps some set pieces like night elf scrolls or troll tablets. As you gain reputation, they award gold closer to the vendor price, and the bag gets more impressively stuffed, giving a good incentive. Both factions would have vendors that allow you to trade fragments of one race for fragments of another, and both would have faction-unique rewards like a special pick and brush set that allows instant surveying, or a special fedora that increases fragment-collection rate.
This way, it would be possible to be exalted with both factions, and give an end-goal to the archaeology nuts out there, as well as making the grind feel more like progress.
Bobby Earl Jan 12th 2012 9:31AM
Reposting something I wrote in Nov. :
" They were supposed to decrease the amount of sites for races in which you've gotten all the rares but it sure doesn't seem like that happened. Implementing that would definitely get me back out there. Also, adding a few more rares would be nice, even if they aren't new "toys" or gear. Rare drops of a couple vendor artifacts that go for 1000 to 2000 gold would attract people to the profession, or maybe ultra-rare "super" tablets worth 36 pieces that can be sold on AH for exorbitant amounts. Something like that might spur the moneygrubbers to dig."
michaels.bryan Jan 12th 2012 9:41AM
The big issues I have is the massive travel time. They need a archaeology mount that only flies from sight to sight at 500% speed or something.
the other issue I have is that there is no benefit from higher skill levels. If I am 525 I have just as much chance of getting junk as the person with 1 skill in it. As you level up your skill you should have less of a chance at finding worthless items. Or at least have the amount of things you find go up as your skill goes up.
It also seems they have given up on it, as the last 2 patches have had no new items, and the newest 5 mans have no archaeology buff turn ins like all the other 5 mans.
Revynn Jan 12th 2012 10:19AM
- "It also seems they have given up on it, as the last 2 patches have had no new items, and the newest 5 mans have no archaeology buff turn ins like all the other 5 mans."
I don't think it's that they've given up on it so much as they're probably planning a heavy revamp for MoP and decided not to spend resources on making something prettier before they take it apart.
VSUReaper Jan 12th 2012 10:40AM
I like the arch mount idea: helps to speed you on your way from dig site to dig site.
The only problem I see is how people will abuse it: leave a dig site in a particular zone in order to go there faster. That's one of the reasons alot of portals were removed: we were moving around the world to fast and to easily.
Ian Jan 12th 2012 3:51PM
@Revynn
Simply adding more artifacts at this stage while having the same horrible RNG will make it even less attractive a profession to anyone new to it.
It needs less reliance on sheer dumb luck before we need to make it more of a grind.
I am still 3 rares short, lvl 85 weapons which judging from experience I may not see all of pre-MoP.
At which point they become useless, something I would have hoped not to happen.
SamLowry Jan 12th 2012 6:01PM
I had thought there was supposed to be a teleporter, actually, that would take you from site to site, but I guess I could settle for an insanely fast mount that would take you there automatically (But only 500%? I can already do something like 492 on some of my alts, once you add in all the speed bonuses).
SlimPickens42 Jan 12th 2012 9:41AM
Just adding more stuff will help. I don't anything has been added to the profession since the ZA/ZG patch. Blizzard needs to treat archeology like a main crafting profession (in terms of frequency of new items) if they want the profession to stay relevant. Tanking out RNG would help, and I really like the idea of fragments dropping off mobs in the dig sites. I'd also like to see epic quests drop from artifacts (think broken hilt type quests). Maybe even have weapons that have similar models to past legendaries do we could use them for Transmog.
Calicia Jan 12th 2012 10:35AM
Please tie transmogging to Arch. That would be cool. Especially if we could sell that lookalike on the AH>
Edymnion Jan 12th 2012 9:47AM
I think one big thing we have to keep in mind here is that Archaeo is a secondary profession. As such, we're not going to be getting big extravogant museums and the like dedicated to it, no more than we're going to get a big hospital in Org/SW for First Aid, or a Fishing Lodge for Fishing.
Its the little stuff we'd have the best bet of having done, but big grand showy stuff just isn't likely to happen.
Jack Mynock Jan 12th 2012 10:33AM
Yeah but *shouldn't* there be a hospital in SW and Org? And don't most of the horde races live in fishing lodges anyway?