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Posts with tag quest-items

Wowhead interviews Warlords developers at PAX East

Our friends over at Wowhead are attending PAX East this weekend, and Perculia had a chance to sit down and interview Lead Class Designer Kris Zierhut and Game Designer Steve Burke about Warlords of Draenor. A variety of topics were discussed -- Garrisons were discussed in detail, as well as raid cooldowns, the strengths and weaknesses of the Timeless Isle, professions and the removal of damage bonuses, and much more.

One of the more exciting discussions addressed the issue of storage space. Mentioned in the interview was the new toy box tab that will rid your bags of all the interesting gadgets and toys you find while questing. But that's not all -- most profession materials will stack to 100 in the new expansion, and gathered quest items from kill and carry quests will be tracked, but not actually take up space in your bags. And perhaps the most exciting news from the interview (for me, anyway) is that at long last, transmogrification fanatics will be getting a second tab of Void Storage in which to squirrel away their favorite fashions. You can listen to the full audio from the interview above -- it's well worth checking out.


Filed under: Interviews, Warlords of Draenor

WoW Archivist: WoW's 18 weirdest quest items

Rainbow!
WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold?

Adventuring in Azeroth has never been what some would call "conventional." The weird happens everyday for the heroes of the Alliance and the Horde. After all, we inhabit a world of talking walruses, and recreational marmot punting. But some quest items go above and beyond into the realm of the truly bizarre. In no particular order, here are my top 18.

1. Valoren's Shrinkage Totem

In a questionable mashup of Free Willy, Seinfeld, and a certain infamous subgenre of Japanese hentai, Wavespeaker Valoren asks you to use his "shrinkage totem" on the tentacle horrors imprisoning Wil'hai the whale shark. Why does Valoren carry such a thing around with him? It's better not to ask such questions.

As if we needed another reason to avoid questing in Vashj'ir, Blizzard went out of their way to remind us how all that cold water affects male genitalia. The totem works as advertised, and I can't help but feel a pang of sympathy for those tentacles when they shrivel up.

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Filed under: WoW Archivist

Mists of Pandaria beta: Who needs Frostmourne when you've got Lobstmourne?

Mists of Pandaria beta Who needs Frostmourne when you've got Lobstmourne ANY
The Mists of Pandaria beta has had some bizarre moments, but the last thing I was expecting was an epic lobster chase across the lost continent. While exploring off the coast of Krasarang Wilds, I stumbled across Damlak, a level 90 elite makrura who was strolling just off the shore of a small island to the south. After gleefully murdering the lobster, I was rewarded with a book and an item called Damlak's Clamshell. The Clamshell may vendor for a gold, but its use effect is far too fascinating to pass up.

It was the book that was even more interesting, however. Titled Troubles From Without, the book detailed the locations of several different elite makrura scattered all over Pandaria, with a basic rundown of their abilities. And so off I went to murder a fleet of elite lobster, collecting shells from each. After collecting all six shells, the book then advises you to head to another small island off the south coast of Krasarang Wilds to summon Clawlord Kril'mandar, The Pinch King.

Yes, you read that title right.

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Filed under: Mists of Pandaria

Ghostcrawler explains spec-specific quest rewards in MoP

If you've been following the Mists of Pandaria beta at all, you may have heard that questing players discovered that they were only getting one choice for quest reward items. Many recent MMOs such as SW:TOR use this model; it's generally agreed that the system of multiple possible quest rewards is yet another "bad player trap," like Ghostcrawler described lots of talents pre-Cataclysm. Players can miss out on quest rewards accidentally, and since there's no in-game way of switching your quest rewards, well, that can be a headache (especially since reports say that GMs are no longer switching quest items for you).

When asked about the issue on the beta forums, Ghostcrawler offered a pretty reasoned explanation for the change. He says that most quests with green rewards will only give you one choice (that matches your current spec). However, there'll also be vendors in every zone from whom you can buy sets of gear that aren't quite up to the item level of quest rewards in that zone, so you can fill in itemization holes or help bolster an off spec a little more. Quests that offer blue rewards will usually offer rewards for any spec your class can be, giving you some flexibility when it comes to rare rewards. Also, Mists of Pandaria questing is more non-linear than Cataclysm's, so you'll be able to hit up a different zone in the event that you need gear for a specific level range.

Ghostcrawler's full response (and an image of one of the vendors) is after the break.

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Filed under: Mists of Pandaria

Arcane Brilliance: Mage guide to quest rewards -- the early levels

It's time again for Arcane Brilliance, the weekly mage column that proves each and every week that there's no such thing as too much warlock hate. You might think there's some kind of limit, that at some point a constant stream of warlock hate crosses the boundary of good taste -- but you'd be wrong. Each joke at the expense of a warlock, like each episode of Breaking Bad, is more satisfying than the one before it. On a related note, Bryan Cranston is a god. Nothing in the above paragraph can be disputed.

I'm realizing something as I level the stinking warlock you guys thought it would be fun to have me create, and that's how incredibly fast the leveling process is these days. Gone are the days when your best bet was to pick a zone and then quest it out before moving on to the next one. I was over-leveled for the first quests in Ghostlands before I was even halfway done with Eversong Woods, and I wasn't even trying that hard. In fact, I was more actively engaged in finding new and creative ways to get myself killed than I was in questing efficiently.

The fact is, you can now absolutely pick and choose while leveling. Which zone? Which quest? Do I want to just bag the whole thing and hit some random dungeons? If something is unsavory -- say, you find yourself shackled to a quest in which you need zhevra hooves, only it is becoming rapidly apparent that none of the zhevra you're killing actually have feet -- you can skip it with negligible consequences. You're just going to come back and do it later for your Loremaster achievements anyway, right?

So today, and probably in the coming weeks (I have no idea if I'll attempt to bring these guides to you consecutively, but I might), I'm going to try to provide you with something of a sightseeing guide for your accelerated tour through Azeroth. But instead of pointing you toward destinations like Hoover Dam or the Louvre, I'm going to direct you toward a selection of particularly worthwhile quest rewards. If you do nothing else in these zones, do these quests. Today we'll focus on classic WoW, and hopefully tackle Burning Crusade and Wrath rewards in the coming weeks.

So gather your robes about you, plant your staff firmly into the path ahead and bring lots of conjured water. Our destination today? Phat loot.

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Filed under: Mage, Analysis / Opinion, (Mage) Arcane Brilliance

Exploring Azeroth with quest icons on the map

We've heard this argument before, and every time Blizzard makes a change to help players complete quests more quickly, it comes up again. And with the recent announcement that Blizzard will actually be adding quest targets to the ingame maps (again replicating another function of the popular Questhelper addon), players have again brought up the old argument: is the game too dumbed-down? Originally, when the game began (though I don't know anyone that didn't still use Wowhead to find quest coordinates even back then), you were sent "east" to find a tiny little brown backpack to click on, and in the next patch, not only will you see that brown backpack sparkling with flares as you get close, but you'll have it marked on your map the entire time.

Larisa waxes nostalgic over at the Pink Pigtail Inn, and says that this is just farther down a sliding slope that leads to a ravine where we all just have two spells and need to kill three boars to level to 100. Kinless Chronicles straight out says "Patch 3.2 will play for you" with some funny tongue-in-cheek analysis. But since I do it so much anyway, I'll play the Devil's advocate here: let's face it, we all used the addons and coordinates while leveling up alts, if not even while leveling mains. It's easy to be nostalgic, but I never did like hunting around for that little pixel of brown you had to click on to finish a quest, and if you really do want to stumble around in the dark the old way, just don't look at your map and/or close the minimap down. I've recently played two other console games, Fable 2 and Dead Space, that also offer glowing line navigation straight to your quest targets, and I did feel a sense of exploration in both -- if I wanted to wander off the path, I was welcome to (and usually rewarded for it), while if I just wanted to get to where I was going, I could do that, too.

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Filed under: Patches, Items, Analysis / Opinion, How-tos, Blizzard, Quests

The pros and cons of autolooting

Gnomeaggedon has a really insightful post about one of my favorite "hidden" features in patch 3.1. The first time I ran Naxx after the patch, I was a little worried on the first boss that I couldn't loot my badges or Stone Keeper's Shards. But of course, I'd missed it in the patch notes: all of that currency stuff now works like currency should. Whenever one person in the group or raid loots it, everyone gets their own as well. No more forgetting to loot your Badge, as it all goes automatically into the currency screen. Very nice change.

But as Gnomeaggedon says, there are still a few kinks in the program (aren't there always?). Quest items still don't get auto-looted, and since Badges do, that's even less encouragement to go check the loot to see if there's anything you need. He'd also like it if items got autolinked while Master Looter is on -- right now, it's the responsibility of the Master Looter to link and give out items that get looted, and that doesn't always get done clearly. That second one is kind of a good point -- my raid looter does pretty well with showing off items, so I don't really have much of an issue with that, but it would be helpful to see for sure what's in there.

But back to autolooting: the flip side of this is that if Blizzard uses autolooting too much, the game becomes that much more simple -- they already show you where the monster is and how to kill it, and now you want them to give you the loot automatically too? While it would be easier to have quest items sent to your backpack automatically, let's not forget that mobs with loot on them are shiney. It might make sense in raids to do autolooting (since everyone is grabbing for the same quest item), but autolooting while soloing might be a little too streamlined.

Filed under: Items, Analysis / Opinion, Fan stuff, Odds and ends, Blizzard, Bosses

Progressive drop rates

Jeff Kaplan has said some interesting things at this year's GDC (expect a full account from us soon). One of them concerned a new technology that debuted in Wrath of the Lich King which I, for one, had not heard of before: progressive drop rates for quest items.

Pre-Wrath, if you're on a collection quest, whatever you're trying to collect will drop at a constant rate (35% was apparently the standard). Overall, this averages to a predictable amount of kills per quest. But probability being the way it is, it was altogether possible to have terrible luck and have to kill 100 foozles to get your four gizmos, or to have great luck and get your gizmos in only four kills. It was the bad streaks that the devs were particularly concerned about, as those are very memorable and never fun.

In Wrath, according to Kaplan, drop rates for quest items are progressive - the more foozles you kill, the higher chance each one has to drop a gizmo. The standard quest item drop rate has been raised to 45%, and each kill you make raises that drop rate by some amount. Kaplan said that it can eventually reach 100%, at which point every kill would drop your item. This puts a hard cap on just how frustrating a collection quest can be. Seems like a smart idea to me. I hadn't really noticed Wrath collection quests being easier, but then, I wouldn't - I simply wouldn't have bad-luck streaks, the absence of which might not be easy to notice.

[via Shacknews]

Filed under: Items, Quests

Quests added to mob tooltips on the PTR

The Godmother over at ALT:ernative ducked into the PTR recently, and noticed something new: Blizzard is apparently testing adding Questhelper-style notes to tooltips of the quest-related mobs you come across. This looks so familiar that I thought it was an addon, but no, apparently Blizzard really is planning to tell you when a mob you're looking at happens to be the target of a quest.

It shocked me for a second -- not only is this dumbing down the questing game even further (maybe someday we will have a large red arrow pointing out a quest target from zones away), but it seems to be an awfully big break in immersion. Blizzard is basically telling you that "this is the mob you need, right here," and actually reading the quest text becomes even less necessary.

But then I realized that tooltips themselves aren't exactly paragons of game immersion -- it's already a little jump in the reality of the game to see a box with a mob's name and level whenever you mouse over it. Tooltips are already where the UI meets the road, so to speak. And as for the "dumbing down" of the game, most experienced players already had this functionality through addons like Questhelper and MonkeyQuest anyway (and if you do plan to complain that this makes things way too easy, make sure Questhelper is out of your Addon directory before you start typing). But if the tips stay in the game when the patch goes live, questing will be that much easier for people who stick to the basic UI.

Filed under: Patches, Items, Analysis / Opinion, Quests, Leveling, Wrath of the Lich King

Addon Spotlight: QBar

Every weekend, Addon Spotlight takes a look at the little bits of Lua and XML that make our interfaces special. From bar mods to unit frames and beyond, if it goes in your Addons folder, we'll cover it here.

It just occurred to me that I've been really focusing on bar mods in the last few Spotlights (Dominos and AutoBar, specifically). To complete a trio, today I'm going to do it again with QBar. QBar is a simple mod, with a simple goal. Its reason for being is to show you any clickable quest items that may show up in your inventory, on a movable bar.

It has the following functionality:

  • Positionable anywhere on your screen
  • Scalable
  • Can show/hide tooltips for its buttons
  • Can expand horizontally or vertically
  • Can ignore particular items if desired
  • You can bind a key to the last used quest item. This is my favorite feature; just one click and then alt-Q (or whatever binding you set) does it from there.

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Filed under: Add-Ons, Quests, Features, AddOn Spotlight

Blizzard opens up old instances to soloers, changes quest items

Blue poster Daelo has good news for people aiming to solo old instances -- Blizzard has made a few changes to the way keys and unlocks work in the old dungeons, so that you no longer need keys or multiple people to get to the good stuff. The rituals in Blackrock Spire and Uldaman only require one click now, and quintessence (in Molten Core to summon Executus before the Ragnaros fight), the Scepter of Celebras (in Maraudon), and the Mallet of Zul'Farrak (in the ZF, obviously) are no longer needed to do their jobs. Additionally, Nightbane will be accessible in Karazhan without the Blackened Urn.

Some may be disappointed that items we worked so hard for are now pretty much useless, but as you probably know by now, that's the way of things when an expansion hits. The good news, obviously, is that people running through instances solo or with just a few people will be able to hit all the content they couldn't get to before. And if you happen to be running the content, you won't need to worry about whether you left the Mallet in the bank or forgot the Scepter on a Princess run.

And unfortunately, collectors will be left out as well -- most of the items will actually change form into weapons or other useless objects, so even if you have the old items, they won't be usable in the same way. Sure, the Mallet was a pain to get, but it'll be a little sad to see it disappear in the way we know it forever.

Filed under: Items, Analysis / Opinion, Fan stuff, Odds and ends, Blizzard, Instances, Expansions

Gifts from the Patch 2.3 fairy


I, like so many others, eagerly logged in to the game last night to survey all the new goodies brought by the Patch 2.3 fairy. Many things were not a surprise, if only because we've been reporting so assiduously on what was coming here on Wow Insider, coupled with the fact that I spent a little time on the PTR myself nosing around. A few things though changed without any formal announcement, and it's these little gems that make patch day a true joy.

First I noticed the changes to the mail system. You can now attach up to seven items to a mail message, making my use of the CT Mail Mod obsolete. Also, when you hover over the mail icon now, it tells you who has sent you that letter waiting for you in the mailbox. I know the new hover icons with NPCs were already on the PTR, but their addition to the game makes navigating cities a delight. Each icon tells you instantly who has a quest, who can repair, and who just wants to chat.

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Filed under: Patches

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