Posts with tag questing
In real life, engineers are brilliant and dedicated individuals who work together with tradespeople to accomplish some of the technological marvels of the modern world. Historically, these are the people who built the pyramids, the boats that brought Europeans to the new world, and the spaceships that took mankind to the moon and back. In World of Warcraft, engineers are a bunch of goofy characters who speak in childishly high voices and have a tendency to blow themselves up by accident in humorous ways. Anyone else sense that whoever did the concept art at Blizzard for gnomish and goblin engineers flunked out of engineering?
Anyways, while engineering is an amazing profession for certain parts of the game, it's dead last when it comes to making money. There are only really a few things engineers can do to make cash.
This quote was from the Cataclysm profession preview we posted about earlier. Engineering is currently barely ahead of farming in terms of income potential, and it's nice to see that Blizzard acknowledges this and might fix it.
Not all hope is lost, though. A savvy player can eak out a living if they focus on the right markets. First off, the elephant in the room: selling epic ammo.
The game begins at level 80. While there's a strong case to be made for this idea, there's no denying that quests are the meat and potatoes of World of Warcraft. WoW's massive web of quests propel its story line, overall game play and leveling experience. Over the years, Blizzard has adjusted leveling content to be faster and easier than ever before. Oddly enough, while it's fun to watch the levels fly by, the ease of leveling can make getting a handle on how to manage the never-ending flow of quests tricky to pin down.
Fortunately, today's new players have more quest management tools than ever at their disposal. Quest addons and an in-game quest tracking feature take the guesswork out of finding and completing quest objectives. For some players, these aids are a godsend. Here at WoW Rookie, we recommend that first-timers level without too many extra bells and whistles. We suspect you'll enjoy solving the puzzles and tactics more on your own (you can always turn to a site like Wowhead for tips if you're really stuck), and you'll build your skills in navigation, game systems and conventions, WoW lore and so much more if you put the pieces together for yourself.
That doesn't mean we don't have plenty of tips on how to make that process more enjoyable. Following the lead of our fantastic Class 101 series for fresh level 80 players, welcome to Questing 101.
Filed under: WoW Rookie
On this past St. Patrick's Day, guild members were doing the quest chain in Hellfire that rewards you Mirren's Drinking Hat. At the time my main was doing this chain, I wasn't the connoisseur of hats that I am now. 10 and counting. Yet another reason for Blizzard to make wardrobes (urge to rant rising.) Several guild members have that hat and it provides much laughter when they pull a random brew from it. I, however, am so sorry I didn't save it. 2 gold for selling it was, at the time, a lot of money for a perpetually broke dwarf and I had a "better" hat for questing.
Yes, I know. A dwarf tossing away a drinking hat! That alone is almost sacrilegious. But sold it I did. Now, when guild members pull some brew out of their hats, I regret my decision and I'd go do the quest chain again in a heartbeat just to get that hat. I'd have to toss something from my inventory (Archmage Vargoth's Staff maybe, or Monster Slayer's Kit, neither of which I use but are awesome in their own right) to carry it around in my bags, but I'd do it to get that hat.
How about you? Is there any quest reward that you sold or otherwise disposed of that you'd do the quest chain to get again?
Today's edition of The Queue is one part off-topic and two parts on-topic, but each and every part is worth it. Trust me on that one. Oh, and there's a couple more bad words than usual. You have been warned. I hope none of you are too scandalized by it.
"There is this girl I like that works at the mall, I want to ask her out but I don't know how. What would YOU do?"
A little musical interlude for your morning, courtesy of Peter O'Toole and Sophia Loren. On with the topic: quests, of course! With the upcoming expansion, there are going to be a lot of changes happening all through Azeroth, both to the way the world looks, and to the quest givers and quests that we've all grown so familiar with. Some quests will stay, some will change, and some will simply go away, never to be completed again.
There are two quests I recommend that people do now, just in case they vanish into the nether when Cataclysm hits. One is Alliance, and one is Horde, in the interests of equality:
Sully Balloo's Letter: This one is entirely too easy for Alliance players to miss, as there's no indicator on the minimap that a quest even exists. If you go to the bridge over the Thandol Span and jump off into the water below, you'll find the skeletal corpse of a dwarf crushed by a boulder. In his hand is a note with a gear icon if you mouse over it -- clicking it gives you a Waterlogged Envelope that will start the quest. While the chain that starts is interesting enough, it's the letter itself that's noteworthy -- be sure to read it before you turn it in. For history buffs, yes, this is a reference to Sullivan Ballou, the Major from the Civil War.
Test of Faith: This quest is pretty straightforward and simple, but players sometimes miss it both because it's in Thousand Needles, and because it's so far off the beaten path in Thousand Needles. You get it from Dorn Plainstrider, who's off in a little cave in the side of the cliffs just northwest of Freewind Post. Dorn gives you this quest, it's really quite simple: He teleports you to the top of one of Thousand Needles peaks. The quest objective? Jump off. I won't say what happens, but it's a long way down.
So here's my question for you Breakfast Topic types: If you were asked to recommend just one quest to someone, one that really stuck out in your mind, what would it be?
Filed under: Breakfast Topics
Personally, as dumb as I know this will probably sound, when I think about old Azeroth my mind immediately returns to a tiny quest called Until Death Do Us Part. It's started by a bitter Forsaken who wants you take a pendant to her husband's grave at the Sepulcher. If you only wanted to look at it in terms of game mechanics, then it's a Fed-Ex quest designed to get you across the ocean and questing in Silverpine, but even with all the improvements to questing today, it stands apart. It's a very long journey for a young character, and when you finally arrive at the Sepulcher and find the husband's grave, you realize you've come all this way to deliver a worthless trinket to someone who threw his life away on a hopeless cause. You turn it in and...that's it. There is no follow-up. There is no happy ending. There is, however, the feeling that there's more to the savagery of the Forsaken than meets the eye.
Blizzard is actually trying to move away from quests that emphasize text over cool visuals, and it makes me a little sad just because Until Death Do Us Part was, from a writing standpoint, a masterpiece of effective writing and quick exposition. I'm hoping that, out of all the quests that stand to get axed in Cataclysm, this little gem survives.
- NEW - QueryQuestsCompleted() requests that the server send the client a list of completed quest ids. Once the list is received the QUEST_QUERY_COMPLETE event is fired. (There is a limit on how frequently this can be called)
- NEW - tbl = GetQuestsCompleted([tbl]) populates a table (creating one if necessary) with the ids of completed quests.
There are all kinds of great little tidbits in here: originally, Warcraft III was planned with the over-the-shoulder look that WoW now has, and that's one of the reasons they wanted to create a more straightforward RPG game. Tom Chilton showed up on the team about a year before WoW's release, and to his surprise, the game was almost completely unfinished -- the level cap was only 15, the talent system wasn't implemented, the AH or mail systems weren't in, PvP wasn't in at all (of course, even at release it was pretty barebones), and endgame raiding was nonexistent. Most of the things we think of as intrinsic to the World of Warcraft -- even things like the Horde and Alliance not speaking to each other -- were debated and almost not in at all as they moved towards release.
20% is already a significant bonus to killing and questing XP, and rested technically provides a 50% bonus. But with ten Heirlooms in 10 slots (we'll leave out weapons, since those don't have the 10% XP bonus, as well as shirts and tabards, and rings and trinkets for now), you're looking at a 100% XP bonus even without Rest. The current average 80 probably spent about 14 days leveling up, so with an extra 100% bonus, you're looking at seven days /played, or very close to the current record. At that point, Blizzard might as well let us grant levels to each other.
So how can it be done differently? Elnia has some great ideas: she asks for quests that span a little farther, that push players through a storyline that might even follow them all the way up to 80 (of course, there are quests like that, though they're few and far between -- and not all players have the patience to finish them). Rewards could be mixed up, too -- instead of the old gold and XP, how about some profession skill, or a tradeoff of badges based on certain quests done. Finally, Elnia suggests that every quest in the game become repeatable. Questing is paced to keep us interested in from 1-60, but we all know how the game works now -- why not let us do some of our favorite quests over more than once?
I'd suggest we go even farther -- Warhammer Online offers Public Quests that are an interesting twist on the usual "go kill boars" mechanic. I'd like to see branching quests with more than one outcome -- maybe a moral choice to make that affects the storyline of the quest you're doing. And talking real pie-in-the-sky here, I'd like to see questgivers treat you different based on the way you look or maybe what title you've got equipped. If you've got "Jenkins," they might not expect you to do much, but with "Champion of Ulduar" over your head, they should probably be groveling at your feet.
Well, it took longer than I had hoped, but Turpen has finally dinged level 45 and he did it in the wet, muddy wastes of Dustwallow Marsh. It wasn't particularly hard, but between all of the patch 3.2 preparation I've been doing, it was sort of a scatterbrained trip. Do a few quests here, a few quests there... all in all, it wasn't particularly memorable!
Throwing fuel on the 'not very memorable' fire was the completely anticlimactic ding of level 40. I remember that level being something of a landmark, but for Turpen the level came and went without much celebration. Mounts are at level 30 now, and the level 40 talent for Affliction Warlocks is pretty useful, but not much to get excited about. Oh boy, Dark Pact! Mana regen is so exciting! Don't get me wrong, I love me some mana, but could there be anything less exciting to someone who's leveling, questing and exploring? I want toys! I want explosions! I want excitement! This was none of those things. Maybe I would've been more excited if I run around with my Imp or Succubus out, but I've been getting pretty good mileage out of my Voidwalker still. I didn't have mana problems before Dark Pact, so I rarely use it now that I have it.
The patch 3.2 PTR patch notes have been updated again; I still expect the PTR to go live sometime today. The only new information in this iteration of the notes is what they'll be marking in the way of quest objectives on the world map, and with what markers. We already knew they'd be doing something like this, but we didn't have the specifics.
- A skull graphic will be placed on the map in the general area where creatures players must kill can be found.
- A glowing skull graphic will be placed on the map in the general area where creatures can be found that drop quest objects.
- A gear graphic will be placed on the map in the general area where players must loot objects found in the world.
- A chat bubble graphic will be placed on the map in the general area where players must interact with a specific NPC.
- X marks the spot on the map where players must reach, discover or explore a designated area.
- A yellow question mark graphic will show on the map to provide the location of a NPC whose quest the player has completed.
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.
WoW Insider had correspondents there on the site, and they sent back audio of Kaplan's speech. We've paraphrased the salient points, and you can find them all after the break. There's some really interesting stuff in there, including the fact that in the past two years, 80 billion quests have been completed in North America's Azeroth alone, and just who is behind the frustration that is The Green Hills of Stranglethorn (hint: it's Kaplan himself).
Hit the link below to see what Kaplan told the crowd at GDC.
Gallery: GDC09: Kaplan talks questing