Dave Kosak talks quest design in Cataclysm

Of note is that Blizzard felt spread too thin with the ambitious revamping of the entire old world. That lead to less-than-ideal elements in the current endgame experience, which in turn is a key component of many player's dislike of Cataclysm.
Say what you will about people's complaints, but it's a good thing that Blizzard is able to look at itself with such a critical eye and fine tune its future processes to make things even better.
Some of the key points:
- The primary goal of Cataclysm was to remake the 1-to-60 experience, keep it relevant to new players.
- Blizzard is happy with the old world revamp.
- Blizzard felt spread too thin, which resulted from the total revamp of the old world.
- The 80-to-85 zones don't feel as connected to each other as Blizzard would have liked.
- "Phasing is like a story sledgehammer."
- They want future phasing to not split players up but to provide visual changes only you can see (like in the 4.2 dailies).
- "Cataclysm was in many ways Thrall's story."
- Future legendary quest lines will be a lot like the Fangs of the Father quests that rogues are experiencing right now.
- Blizzard is refocusing on core gameplay mechanics.
You can also take a look at our own post-mortem of Cataclysm's zones we did in late 2011.
Dave Kosak
To kick-off our World of Warcraft: Cataclysm post mortem series, we sat down with World of Warcraft Lead Quest Designer Dave "Fargo" Kosak to discuss his thoughts on questing in Cataclysm.
Q: What were your main goals going into Cataclysm?
Certainly from a quest design standpoint our primary goal with Cataclysm was to remake the old world, specifically the 1-60 questing experience. World of Warcraft was released in 2004, and we've learned so much in the years since about what constitutes good MMO gameplay. We wanted to make sure that the game was relevant to new players coming in, and walking up and down the length of the Barrens on foot over and over just didn't do it for us anymore.
Remaking the entire old world -- 46 zones! -- was ambitious. Actually, it was ludicrous. It was like re-releasing a whole game in the course of an expansion cycle. Then we added a couple new races and their starting zones on top of that. I'm not sure how we convinced ourselves we could make it happen, but somehow we pulled it together.
Q: Are you happy with how the old world re-vamp turned out?
I am. Leveling up a new character to 60 nowadays is a great deal of fun. Every zone has stories to play out, with interesting nooks and crannies and plenty of hidden gems or references for players who remember the pre-Cataclysm world. Zones like Ashenvale now live up to their premise (intense Horde-vs.-Alliance combat), and previously empty zones now have a lot of character (see: Azshara). The content just flows. It's still World of Warcraft, but the quests have a modern feel, with lots of action and storytelling.
Q: But what didn't work out so well?
We really spread ourselves thin and taxed the team. The original plan was to totally re-do a handful of high-priority zones, but to leave a lot of the zones that worked mostly alone. We categorized them into "red," "yellow," and "green" zones. The idea behind the green zones (for example, Loch Modan) was just to tweak the quest flow to be a little smoother, but not to make any major changes.
The reality is that even the green zones really needed a lot of love. Once we got in there, it was all or nothing: we ended up completely re-doing a lot of green zones so that they met our new quest design standards. We came up with a nickname: "watermelon" zones. They were green on the outside, until you got in there and started poking around. . . .
Where that hurt us was when it came time to do the max-level content, the 80-85 zones. The content there turned out well, but the experience is inconsistent across the board -- Uldum feels totally different from Hyjal, which in turn feels different from Vashj'ir. The design decisions and efforts we made didn't always yield the desired results.
Q: Tell us more about the level 80-85 zones -- what worked and didn't?
We were aiming for a really global feel with Cataclysm, so we set the max-level zones in varied environments all over the world (underwater, across deserts, in the elemental plane of earth, etc). However, as a result, they ended up not feeling as connected as we'd like. You get widely different experiences in zones that aren't geographically related to one another. That's something important that we're keeping in mind moving forward – World of Warcraft works best when there's a sense of place. A connected world to explore.
We feel the storytelling in Cataclysm was strong. Whether assembling the ancients in Hyjal, rescuing your drowned crew in Vashj'ir, or reassembling the world pillar in Deepholm, there's a strong sense of plot in every zone. Players participated in stirring stories, like bringing the Dragonmaw into the Horde via a violent coup or reuniting the Wildhammer Dwarves with a crazy wedding. These were memorable moments and shared experiences.
The downside to creating these stories is that the zones on the whole ended up being way too linear. For example, because we wanted to show your character re-growing the burning devastation of Mount Hyjal, there was really only one way to play that zone: you started at point A, and you worked your way through to point Z. Pretty glorious the first time, but frustrating on your second or third character because there's only one way to do it, and no way to skip around. That's a lesson we're going to carry forward for sure. We want big sweeping stories, but we want to give players the freedom to explore those stories on their own terms.
Q: Places like Hyjal also used a lot of phasing to show the world changing.
We have a massive phase shift halfway through the story that changes the terrain for nearly a third of the zone. It's epic, right? But it can be a real pain for players when so much of the world changes like that. Phasing is like a story sledgehammer: it gets the job done, but at best it splits up players and at worst it totally confuses them.
We're going to be a lot more careful going forward. The Firelands dailies in patch 4.2 gives you a much better idea of our future direction. There were sweeping visual changes to the world as you progressed, but there's very little actual phasing. For the most part, everyone is playing together on the same map. That's important to us. Looking ahead, we're going to be a lot smarter about how we show changes to the world, and we're going to do everything we can to avoid splitting players up.
Q: Talk more about the 4.2 patch. Were the Firelands dailies a hint of what's to come?
Definitely. With those dailies we were able to engage a lot of players, myself included. (I was the first quest designer on the team to get the mount and all the achievements on the live servers -- suck it up, slackers!) Previously, "doing dailies" meant hitting the same quest givers for the same three quests, usually in a static place. Here we were able to deliver a sense of progression and a story that unfurled over the course of a few weeks, all as you did a constantly changing set of quest objectives in a dynamic environment. We think that worked out well.
Moving forward, we're going to look for more opportunities like this -- ways to keep people engaged and cool things to do solo with your max-level character. We've got ambitious plans.
Q: Patch 4.2 also had the Aggra and Thrall questline, "Elemental Bonds." Did that meet your expectations? How do you feel about Thrall's character development?
That's a tricky one -- we've got mixed feelings. The essential story is a good one, and we really wanted to portray all the inner struggles Thrall is going through. Here's a guy that stepped down as Warchief and had to rediscover himself as a shaman in order to save the world. And he's haunted by his decisions: he's afraid of what's to come, paralyzed by doubt, angry at what Garrosh did to Cairne . . . the guy's a mess. We figured out a way to show all that internal tension, and we wrapped it up in a story that demonstrates how his mate, Aggra, will literally go to the ends of the world to pull him through this. It's a powerful love story, and a story about finding one's inner focus.
But we had to do a lot of things to make it work in the game. We needed to make a quest that 500 people could do simultaneously without getting in each other's way. We wanted a quest that players could do solo, no matter what their skill level. We didn't know if the player was decked out in raid gear or level 85 greens, so we had to keep it simple. We somehow made all of it work under those restrictions, and we filled the screen with some killer imagery (I love the vision of Thrall immersed in the Abyssal Maw). But ultimately the quests themselves ended up not being as compelling from a gameplay perspective as we would have liked. Many players blew through them once and never looked back.
I really think we can do better. Cataclysm was in many ways Thrall's story, but it was hard for players to follow his development over the course of the expansion. Going forward we want to convey a clearer narrative, delivered in the context of solid gameplay. We have some ideas on how to do that, and we're also going to keep experimenting. This is important to us -- we talk about ways to tackle this problem all the time.
Q: The Cataclysm patches also saw the debut of some legendary weapons: Dragonwrath and the Fangs of the Father. Will future legendaries be this, uh, legendary?
Good question. We love class-specific content, but quest lines like those are very resource-intensive. Each sequence involves weeks of development focus that takes content away from dungeons, dailies, or outdoor zones.
The feedback from players (and from our own team) has been overwhelmingly positive. Dragonwrath proved to be extremely popular, and allowed caster classes to get a front-row seat for major lore moments otherwise reserved only for dragons. Meanwhile, Fangs of the Father was pure rogue, from the theme to the mechanics. It was super-targeted and extremely fun -- it proved to us the value of focusing in on a specific class and tailoring the content to their abilities. Given that the audience for these weapons consists of badass raiders, we didn't hold back on the difficulty either, so these quests were great for people who wanted a real challenge.
The short answer is yes, we'll definitely continue doing these moving forward. Most likely future legendary quest lines will be built similar to the rogue experience: a couple key story moments, a lot of flavor, and some very specific challenges. But I wouldn't expect very many quest lines like these. Like legendary weapons themselves, they're going to be rare and special.
Q: We haven't even talked about goblins and worgen yet. What lessons did you take away from the new racial starting zones?
In both cases, the starting areas really sold the character and tone of the new races. The worgen area is so marvelously gothic, and Kezan is unmistakably unique and gobliny. The art and the quests all work together to establish a racial character. So that's a big win.
As for the mechanics themselves, I'm glad we were so experimental, but our general feeling now that all is said and done is that we went a little too 'gimmicky' with the player's initial experiences. Everyone can agree that the goblin experience gets pretty wild in places.
That's a big lesson we're carrying away from the expansion as a whole.
Q: Can you elaborate?
Overwhelmingly, players have told us that they want more quests where you have to flap a giant bird around a cave while targeting creatures in a 3D space.
Q: Seriously?
Maybe not . . . But moving forward, we're re-focusing on core gameplay mechanics. World of Warcraft works best when you've got your boots on the ground and you get to play your class. To that end, we're concentrating on giving players lots of fun combat challenges in continually changing environments, wrapped up in a terrific story that's propelled forward by the quests. Whenever we do special mechanics, we want them to feel special, and they'll never tear you away from combat for very long. Our goal is to load up the world with lots of interactive spaces, cool encounters, great characters, and neat spaces to explore. That's part of the reason we're keeping you grounded (literally) in Pandaria, and why we're focusing on a single continent. But I'm getting ahead of myself. We'll talk more about Pandaria soon enough.
Q: Looking forward to it. Thanks for your time!
Not a problem!
Q: What were your main goals going into Cataclysm?
Certainly from a quest design standpoint our primary goal with Cataclysm was to remake the old world, specifically the 1-60 questing experience. World of Warcraft was released in 2004, and we've learned so much in the years since about what constitutes good MMO gameplay. We wanted to make sure that the game was relevant to new players coming in, and walking up and down the length of the Barrens on foot over and over just didn't do it for us anymore.
Remaking the entire old world -- 46 zones! -- was ambitious. Actually, it was ludicrous. It was like re-releasing a whole game in the course of an expansion cycle. Then we added a couple new races and their starting zones on top of that. I'm not sure how we convinced ourselves we could make it happen, but somehow we pulled it together.
Q: Are you happy with how the old world re-vamp turned out?
I am. Leveling up a new character to 60 nowadays is a great deal of fun. Every zone has stories to play out, with interesting nooks and crannies and plenty of hidden gems or references for players who remember the pre-Cataclysm world. Zones like Ashenvale now live up to their premise (intense Horde-vs.-Alliance combat), and previously empty zones now have a lot of character (see: Azshara). The content just flows. It's still World of Warcraft, but the quests have a modern feel, with lots of action and storytelling.
Q: But what didn't work out so well?
We really spread ourselves thin and taxed the team. The original plan was to totally re-do a handful of high-priority zones, but to leave a lot of the zones that worked mostly alone. We categorized them into "red," "yellow," and "green" zones. The idea behind the green zones (for example, Loch Modan) was just to tweak the quest flow to be a little smoother, but not to make any major changes.
The reality is that even the green zones really needed a lot of love. Once we got in there, it was all or nothing: we ended up completely re-doing a lot of green zones so that they met our new quest design standards. We came up with a nickname: "watermelon" zones. They were green on the outside, until you got in there and started poking around. . . .
Where that hurt us was when it came time to do the max-level content, the 80-85 zones. The content there turned out well, but the experience is inconsistent across the board -- Uldum feels totally different from Hyjal, which in turn feels different from Vashj'ir. The design decisions and efforts we made didn't always yield the desired results.
Q: Tell us more about the level 80-85 zones -- what worked and didn't?
We were aiming for a really global feel with Cataclysm, so we set the max-level zones in varied environments all over the world (underwater, across deserts, in the elemental plane of earth, etc). However, as a result, they ended up not feeling as connected as we'd like. You get widely different experiences in zones that aren't geographically related to one another. That's something important that we're keeping in mind moving forward – World of Warcraft works best when there's a sense of place. A connected world to explore.
We feel the storytelling in Cataclysm was strong. Whether assembling the ancients in Hyjal, rescuing your drowned crew in Vashj'ir, or reassembling the world pillar in Deepholm, there's a strong sense of plot in every zone. Players participated in stirring stories, like bringing the Dragonmaw into the Horde via a violent coup or reuniting the Wildhammer Dwarves with a crazy wedding. These were memorable moments and shared experiences.
The downside to creating these stories is that the zones on the whole ended up being way too linear. For example, because we wanted to show your character re-growing the burning devastation of Mount Hyjal, there was really only one way to play that zone: you started at point A, and you worked your way through to point Z. Pretty glorious the first time, but frustrating on your second or third character because there's only one way to do it, and no way to skip around. That's a lesson we're going to carry forward for sure. We want big sweeping stories, but we want to give players the freedom to explore those stories on their own terms.
Q: Places like Hyjal also used a lot of phasing to show the world changing.
We have a massive phase shift halfway through the story that changes the terrain for nearly a third of the zone. It's epic, right? But it can be a real pain for players when so much of the world changes like that. Phasing is like a story sledgehammer: it gets the job done, but at best it splits up players and at worst it totally confuses them.
We're going to be a lot more careful going forward. The Firelands dailies in patch 4.2 gives you a much better idea of our future direction. There were sweeping visual changes to the world as you progressed, but there's very little actual phasing. For the most part, everyone is playing together on the same map. That's important to us. Looking ahead, we're going to be a lot smarter about how we show changes to the world, and we're going to do everything we can to avoid splitting players up.
Q: Talk more about the 4.2 patch. Were the Firelands dailies a hint of what's to come?
Definitely. With those dailies we were able to engage a lot of players, myself included. (I was the first quest designer on the team to get the mount and all the achievements on the live servers -- suck it up, slackers!) Previously, "doing dailies" meant hitting the same quest givers for the same three quests, usually in a static place. Here we were able to deliver a sense of progression and a story that unfurled over the course of a few weeks, all as you did a constantly changing set of quest objectives in a dynamic environment. We think that worked out well.
Moving forward, we're going to look for more opportunities like this -- ways to keep people engaged and cool things to do solo with your max-level character. We've got ambitious plans.
Q: Patch 4.2 also had the Aggra and Thrall questline, "Elemental Bonds." Did that meet your expectations? How do you feel about Thrall's character development?
That's a tricky one -- we've got mixed feelings. The essential story is a good one, and we really wanted to portray all the inner struggles Thrall is going through. Here's a guy that stepped down as Warchief and had to rediscover himself as a shaman in order to save the world. And he's haunted by his decisions: he's afraid of what's to come, paralyzed by doubt, angry at what Garrosh did to Cairne . . . the guy's a mess. We figured out a way to show all that internal tension, and we wrapped it up in a story that demonstrates how his mate, Aggra, will literally go to the ends of the world to pull him through this. It's a powerful love story, and a story about finding one's inner focus.
But we had to do a lot of things to make it work in the game. We needed to make a quest that 500 people could do simultaneously without getting in each other's way. We wanted a quest that players could do solo, no matter what their skill level. We didn't know if the player was decked out in raid gear or level 85 greens, so we had to keep it simple. We somehow made all of it work under those restrictions, and we filled the screen with some killer imagery (I love the vision of Thrall immersed in the Abyssal Maw). But ultimately the quests themselves ended up not being as compelling from a gameplay perspective as we would have liked. Many players blew through them once and never looked back.
I really think we can do better. Cataclysm was in many ways Thrall's story, but it was hard for players to follow his development over the course of the expansion. Going forward we want to convey a clearer narrative, delivered in the context of solid gameplay. We have some ideas on how to do that, and we're also going to keep experimenting. This is important to us -- we talk about ways to tackle this problem all the time.
Q: The Cataclysm patches also saw the debut of some legendary weapons: Dragonwrath and the Fangs of the Father. Will future legendaries be this, uh, legendary?
Good question. We love class-specific content, but quest lines like those are very resource-intensive. Each sequence involves weeks of development focus that takes content away from dungeons, dailies, or outdoor zones.
The feedback from players (and from our own team) has been overwhelmingly positive. Dragonwrath proved to be extremely popular, and allowed caster classes to get a front-row seat for major lore moments otherwise reserved only for dragons. Meanwhile, Fangs of the Father was pure rogue, from the theme to the mechanics. It was super-targeted and extremely fun -- it proved to us the value of focusing in on a specific class and tailoring the content to their abilities. Given that the audience for these weapons consists of badass raiders, we didn't hold back on the difficulty either, so these quests were great for people who wanted a real challenge.
The short answer is yes, we'll definitely continue doing these moving forward. Most likely future legendary quest lines will be built similar to the rogue experience: a couple key story moments, a lot of flavor, and some very specific challenges. But I wouldn't expect very many quest lines like these. Like legendary weapons themselves, they're going to be rare and special.
Q: We haven't even talked about goblins and worgen yet. What lessons did you take away from the new racial starting zones?
In both cases, the starting areas really sold the character and tone of the new races. The worgen area is so marvelously gothic, and Kezan is unmistakably unique and gobliny. The art and the quests all work together to establish a racial character. So that's a big win.
As for the mechanics themselves, I'm glad we were so experimental, but our general feeling now that all is said and done is that we went a little too 'gimmicky' with the player's initial experiences. Everyone can agree that the goblin experience gets pretty wild in places.
That's a big lesson we're carrying away from the expansion as a whole.
Q: Can you elaborate?
Overwhelmingly, players have told us that they want more quests where you have to flap a giant bird around a cave while targeting creatures in a 3D space.
Q: Seriously?
Maybe not . . . But moving forward, we're re-focusing on core gameplay mechanics. World of Warcraft works best when you've got your boots on the ground and you get to play your class. To that end, we're concentrating on giving players lots of fun combat challenges in continually changing environments, wrapped up in a terrific story that's propelled forward by the quests. Whenever we do special mechanics, we want them to feel special, and they'll never tear you away from combat for very long. Our goal is to load up the world with lots of interactive spaces, cool encounters, great characters, and neat spaces to explore. That's part of the reason we're keeping you grounded (literally) in Pandaria, and why we're focusing on a single continent. But I'm getting ahead of myself. We'll talk more about Pandaria soon enough.
Q: Looking forward to it. Thanks for your time!
Not a problem!
Filed under: News items, Cataclysm
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Mystery of the Unborn Val'kyr
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Reader Comments (Page 3 of 5)
vocenoctum Feb 28th 2012 7:25PM
Philster
There's a vendor that has a ton of recipes for ilvl 365 weapons. There's also the bag recipes mentioned, but I forget if the other guy has something.
In addition, lets say you're a tank, there's a piece or two of tank gear on each of the three vendors. Same with a healer or dps or whatnot, the actual gear needed all three to unlock. Not that you had to do so, but then why bother doing the dailies at all?
Philster043 Feb 28th 2012 8:42PM
My bad then! I'm a tailor and I don't think I even saw that pattern and I've unlocked everything. I'll have to go back and get it.
Sunaseni Feb 28th 2012 1:00PM
While the Fangs of the Father and Dragonwrath questlines were all fun and nice for the players working on the legendaries, it locked out the rest of the raiders from the storyline, which I feel is really lame. The raiders are helping this dude out with the legendary parts, and they don't get to see the storylines unfold and how their fellow raider is changing the world. The making of the new Aspect of Magic was only viewed by the people crafting the legendaries, or people who read Thrall: Twilight of the Aspects, and I would think something that important should be viewable to the public at large.
I'd like there to be a way to view how the storylines unfold, such as some NPC somewhere that gives a brief summary or shows the cinematics for guilds who have accomplished crafting the legendaries.
Eastland23 Feb 28th 2012 1:27PM
This is actually a great idea - whether it's from the first drop or upon completion, or both, allowing the raid to see a cinematic (or even in-game cutscene) that progresses the story of the Legendary... that would be very cool. Raiders put in so much time and effort to helping one person in the group complete a Legendary, they should get some story buy-in to go with it.
sharlatan Feb 28th 2012 1:28PM
new aspect of magic? whut?
I did not get the legendaries, I do not read wow books as I play enough wow as it is. So I have no clue what you are talking about.
Which is pretty lame.
Adam Feb 28th 2012 1:44PM
A better question, why only allow raiders to see pivotal plot moments? I thought we were done with favoritism for the few...
Philster043 Feb 28th 2012 2:10PM
I don't mind the legendary questlines being reserved for the people who are working on them, in much the same way I never minded class-specific questlines (which I still wish were in the game... besides the weapon dungeon quests earlier in the game that I don't really get why Blizzard even bothered with). I DO mind the questlines heavily involving more people than just the one player working on it.
If they want to give guilds something to do, let them work on guild-specific questlines. For example, let's say there is something a guild can obtain as a whole group - the ability to ride a special dragon with vendors, or whatever. They'd have to work together to get it, in much the same way they'd working together to get one player a legendary. Leave the legendaries to the soloing, slightly insane, player.
Revynn Feb 28th 2012 2:20PM
- "new aspect of magic? whut?
I did not get the legendaries, I do not read wow books as I play enough wow as it is. So I have no clue what you are talking about.
Which is pretty lame."
I can't tell if you're being sarcastic or if you genuinely don't know, but I'll explain anyway. Malygos, the original Aspect of Magic, died during Wrath after he went all coocoo for cocoa puffs and we had to put him down. Since then the Blue Dragonflight has been largely without leadership. The large focus of the Dragonwrath quest chain deals with electing Kalecgos as Maly's replacement.
So yeah, Kalec is the new Aspect of Magic.
Architect Feb 28th 2012 2:41PM
The Legendaries are another good idea that turned into a massive development sink that can only be enjoyed by 3% of the players.
Kosak insists that “The feedback from players (and from our own team) has been overwhelmingly positive... “ but admits that “ the audience for these weapons consists of badass raiders…”. So I guess that a handful of hardcore raiders and the dev team’s raid group really like legendaries.
My experience suggests that Legendaries have been met with mixed reviews, at best. In fact, the majority of players are excluded from that content by design. Those who might potentially complete it are faced with raid leader favoritism when they aren’t selected as the chosen one, broken promises when the raid loses interest in the grind before all the tokens are collected, or feelings of abandonment when the legendary slips away in the night with a stealth /gquit.
Rather than being an ambitious undertaking that rewards the dedicated solo player, this design is simply in keeping with Blizzard’s mantra that all endgame content is raid content. (The Thrall+Aggra line is one of the rare exceptions.) A bone thrown to the elite raiders who miss their exalted status.
Referring to the legendaries, Kosak admits that , “We love class-specific content, but quest lines like those are very resource-intensive. Each sequence involves weeks of development focus that takes content away from dungeons, dailies, or outdoor zones.”
Despite confirming all this, Kosak continues to insist that, “Moving forward, we're going to look for more opportunities like this -- ways to keep people engaged and cool things to do solo with your max-level character. We've got ambitious plans.”
Looking forward to seeing them, guys.
Lipstick Feb 28th 2012 5:54PM
While I agree that being able to see what's going on would be nice, I am wary of your type of feedback. Because I think a lot of this type of feedback is the reason most of the original class specific content is no longer in the game and it makes me feel sad.
Cause I loved the original quests for my character. I still carry benediction around in my bank. And as much as I love having that staff and the experience I had doing that quest, it makes me sad that others no longer get to experience it.
I think that blizzard hears "oh players don't like something..." and "their idea to fix it would take more time..." and they just think well we could create this middle point players asked for so that people are met half way but that takes more work, so lets just yank it out entirely, much less reason for them to complain, less time wasted for us as dev's.. win-win right? WRONG.
I feel like over the years their response has often been to take away instead of find a better way to fix. And in the process it has resulted in a lot of nerfing fun.
SamLowry Feb 28th 2012 6:01PM
The favoritism continues by locking casuals out of the Fangs. Would it have been all that hard to put it into the LFR?
SamLowry Feb 28th 2012 8:24PM
And why not? We've already seen all the negatives here about legendaries--the guild working its butt off to get one player a weapon, and that player either not playing much to justify the effort or doing a /gquit--so why not just make legendaries a personal item, rather than a "guild" item?
Killik Feb 29th 2012 4:32AM
@Sam There is a difference between making something more accessible and, literally, just handing you the best gear in the game. I'm all for making more content accessible, but let's not get ridiculous!
SamLowry Feb 29th 2012 6:53AM
Killik, I didn't say put the weapon itself into the LFR--you'd still be doing constant runs to farm the mats needed, just as in the normal raids, so the weapon isn't being "handed" to anyone.
It would be nice to see 384 versions of the two daggers that come at the start of the questline, however.
Nina Katarina Feb 28th 2012 1:13PM
I'm hoping that one of their takeaways from the Molten Front quests is data on how many people did the spider side vs. the stuff on the other side (you know, the walk through the fire that I only did once and swore never again). It should give them some hard numbers on the type of questing experience players actually prefer, even if you're baiting them in with achievements and shiny badges.
Hint - walking through fire with a slow NPC, followed later by annoying buggy platform jumping is not a pleasant or fun thing to do with my WoW time.
Tauren Fan Feb 28th 2012 1:44PM
Excellent point. I made the mistake of unlocking the fire-walking side first, and absolutely hated that particular set. I was about to give up just as I unlocked the spider side. NEVER went back to the fire-walking and rock-jumping again! MF felt a little too grindy for me, but the overall feel was cool, especially as the area changed as you progressed. Of course, my main is a druid so I am a bit biased when a zone involves Malfurion and Hamuul. Still I think it was a great step in the right direction compared with many daily hubs in Northrend.
Philster043 Feb 28th 2012 1:58PM
Haha, my thoughts on the Molten Front MIGHT have been different if I had unlocked that side first. I was lucky enough to have decided to unlock the Wardens first. As it was, since I did that, I liked the Druid quests a little better as they provided me with more variety and I could choose what quests I wanted to do, depending on my mood and the day.
It's not just the fire-walking and rock-jumping, but all the times I've been killed by that damn hunter spider rare by the quests.
I do agree that it probably would have been better if they hadn't asked for so many tokens in order to unlock either side. Maybe added in a FOURTH set of daily hubs to balance things out a bit and keep it fun still (I mean, besides fighting one of the Lieutenants of Flame).
VioletArrows Feb 28th 2012 2:08PM
Yeah well, I'd rather stick with the slow moving through fire escort quest than to be down in there with the giant spiders. Sorry to skew your numbers.
I wonder if it's him I should kick in the junk for the asinine level of arachnophilia in that zone...
Philster043 Feb 28th 2012 2:13PM
You must have loved Azjol-Nerub, Violet. I remember going into there and one of my group freaked out at seeing Hadronox for the first time, haha.
eel5pe Feb 28th 2012 3:51PM
Is there actually a way to get over to the other half of the DoT dailies? I always just chucked my character off the side and got a druid to carry me over.