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Posts with tag questing

Breakfast Topic: What you hope survives the cataclysm

It's no secret that certain things (and even whole zones, in their current state) are going to go the way of the dodo when Cataclysm arrives, and both players and developers have talked a lot about the changes in Azeroth and environs beyond. By contrast, today I'm interested in hearing about what you don't want to see eighty-sixed -- the quests you'd miss, the factions or NPC's you hope will cling to life, the dungeons or raids you don't want to see go gentle into that good night.

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.

Filed under: Analysis / Opinion, Breakfast Topics, Cataclysm

Patch 3.3 PTR: New UI function lists completed quests


Over on the WoW LJ community, poster Honem has pointed out something that made me sort of squeal with glee when I first read it: The latest PTR build includes a couple very interesting new functions, as reported by official forum MVP Iriel:
  • 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.

Read more →

Filed under: Analysis / Opinion, News items, Quests, Achievements

The making of the World of Warcraft

Eurogamer has a nice long look at the early days of World of Warcraft, way before Northrend and Outland and even Molten Core, back when the question wasn't just how big the game would get, but whether Blizzard, a company known for their polish rather than their size, could pull off an entry in this new MMO genre. They've interviewed some of Blizzard's luminaries, and the piece offers a really good look at what it was like at Blizzard even before WoW's release, when they were hashing out some of the ideas and mechanics that have now set the bar with World of Warcraft: the stylistic Warcraft look, and questing as storytelling (originally, they thought they'd only do quests through the starting levels, and then have the game move to a grinding, monster-killing stage towards the end, but players said the game was boring without 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.

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Filed under: Analysis / Opinion, Blizzard, Instances, Raiding, Interviews

Heirlooms for every slot

I've been pushing forward on my Paladin lately, and so I've entered the wacky world of Heirlooms. I have already picked up the leather Heirloom shoulders (thinking that even though the Pally wears plate, if I ever want to level a Druid or Rogue, I'll have them), and I'm well on my way to grabbing the new Heirloom chestpiece as well -- 20% bonus XP, combined with a healthy amount of rested XP, should make the leveling curve as easy as it gets (RaF is nice too, I guess, but I'd rather not pay for a second account). So I'm in Heirlooms up to my neck (at least until they give us helms), and I was intrigued by this question over on the Rawrcast forums: do you think Blizzard will eventually provide Heirloom items for every slot?

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.

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Filed under: Items, Analysis / Opinion, Blizzard, Instances, Leveling

The next level of questing

Elnia at the Pink Pigtail Inn has some excellent and interesting advice for Blizzard's quest designers (or whoever they hire for the current position). As big a component as quests are in the game, they haven't been innovated on much since the game's release. Blizzard has played around a little bit with allowing us to repeat certain quests, and they've streamlined the group questing mechanic, but other than that, quests are pretty much the same: pick up a task, do it, and bring it back for a reward.

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.

Filed under: Virtual selves, Quests, Leveling

Choose My Adventure: Turpen dings 45


WoW.com readers, it's up to you to decide the fate of Turpen the Gnome Warlock with Choose My Adventure. Casting your vote toward the many aspects of Turpen and make him your own! Well, not literally. He belongs to Alex, but you know what we mean.

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.

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Filed under: Warlock, Analysis / Opinion, Leveling

Patch 3.2 will show quest objectives on the world map

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.

User Interface: Quest creatures and objects will now show on the player's world map.
  • 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.

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Filed under: Patches, Quests

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

Kaplan on being the "Cruise Director of Azeroth" at GDC '09

Jeffrey "Tigole" Kaplan, former WoW Lead Designer who just recently headed off to work on Blizzard's new MMO, held a panel at the Game Developer's Conference earlier this week in San Fransisco called "Cruise Directior of Azeroth," in which he talked about some of the design decisions behind World of Warcraft, where Blizzard got their inspiration for a lot of the gameplay now made famous by the game, and even some of the mistakes they made in putting the world's most popular MMO together.

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.

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Filed under: Warlock, Virtual selves, Blizzard, News items, Quests, Expansions, Classes, Death Knight

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

Finding unfinished quests

Alan on LJ is having a problem I've been thinking a lot about lately -- like me, he wants to go back and finish the Loremaster achievement, which asks you to clean up all of the quests in the old continents. But like me, he's wondering just how he'll find all of those old quests -- unfortunately, there's no way to know which quests have and haven't been done, and while of course, there's a "low level quest" tracking option, that still requires you to run around to all of the different quest locations to find them.

A forum thread like this one is a huge help, but still, there's no way in the game to really go back and easily find which ones we've missed. Even with a list like that, you might spend twenty minutes trying for a drop before realizing you've already done that quest. Blizzard promised us a little while back that they'd be changing the "discovery" mechanic (so that we'd be able to see on the map which areas we hadn't discovered for the achivements yet), and an option like that might be helpful for cleaning up old quest -- say that low level quest tracking might work over the entire map, or there might be a magic box in Dalaran that would have whatever quest items we might need.

The good news here is that Blizzard has built a fair amount of leeway into the quest achievements -- you won't need every single one to get the points, so the more obscure drop-based quests can probably go undone without worry. But just like the World Exploration achievements, a little more help finding the quests we might have missed would go a long way.

Filed under: Analysis / Opinion, Odds and ends, Quests, NPCs, Achievements

Are disenchanters getting robbed by rolls?

Sardonis sent us a note the other day, with an interesting, if probably controversial, point inside: when we're in instances, Skinners take their skins, Miners take their ores, and Herbalists take their herbs (or of course they rotate around if there's more than one). At the end of the instance, we don't sit down and /roll on all of the herbs or ores that people have picked up. So why do we do it, Sardonis asks, with disenchanting shards?

Good question. My first response was that everyone needs enchants, and everyone can use those mats. But if everyone can get their friendly guild enchanter to enchant something, can't you get your Leatherworker to use skins, or your Blacksmith to use ores? Of course, you could argue that Leatherworkers can get skins from anywhere, but disenchanted blues only show up in instances. If it's an item that required five (or even 25) people to get, everyone should have a chance at it. There are herbs and ores in instances, true, but those can be found elsewhere as well -- they don't need a group to get them. And what about Rogues who unlock chests in instances -- sure, we need them to open the chests, but they need us to get them there.

You can get blues through questing and drops, though, too, so who knows who deserves what. Sardonis is at the point where he won't even say he's a disenchanter -- he'll just do a greed roll like everyone else, and if he gets the item, then he'll DE it. The tradition seems to be that we all roll when we've all helped drop some boss loot, but it's true that we'd never get the shards if it weren't for DE'ers. Maybe they do deserve to take what they make.

Filed under: Enchanting, Analysis / Opinion, Odds and ends, Instances, Raiding, Bosses, Enchants

When questing is the reward


I've never been a big fan of quests. I've always done them as a means to an end, whether to level up or to earn a bit of Gold. My questing rate dropped considerably once I hit Level 80, with the only quests I did consisting mostly of Wintergrasp dailies and about a week's worth of Ebon Blade dailies in Icecrown to raise my reputation. But the truth is, quests in Wrath of the Lich King have been downright phenomenal. They are well-designed, fun to do, and -- if you actually stop to read the quest text (something I'm often guilty of skipping) -- wonderfully written and filled with story.

I finally got off my lazy butt to do the long Sons of Hodir quest chain, a "necessary evil" to raise reputation with what Alex has dubbed one of the most important factions in Wrath. There was little urgency for me to do the chain, considering I was satisfied with the Wintergrasp shoulder enchants even though they wasted points on Resilience. On the other hand, it became increasingly frustrating for me not to be able to assist my wife whenever her character (often) became the target of merciless gankage. You see, like many parts of Northrend, the Storm Peaks zones where you do Sons of Hodir quests are phased. I simply wanted to get to the point where we would be in the same phased stage, so using Alex's handy guide to the Sons of Hodir quest chain, I set off on what was a surprisingly good and fun adventure.

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

The value of questing after level 80

I'm always amazed when people hit 80 and then start wondering how to make gold. Sure, there are all kinds of money tricks floating around (playing the AH is always fun, and everyone has their own tips they've picked up), but quite frankly, the easiest and most reliable way to pick up a ton of money at level 80 is just to do what you've been doing: go quest. Blizzard has made it so that there's no way you've hit all the quests in Northrend when you've reached the highest level, so odds are that you've got at least one (if not two or three) untouched zones of quests to do. And as folks have discovered on the forums, there's a ton of money to be made there.

Given that after level 80, experience turns into gold, the return on time invested with leftover questing is awesome. You can pick up over three thousand gold easily just by clearing out the zones you haven't hit hard, and by vendoring off the quest rewards that you get for completing the quests, you can pick up even more. Sure, some folks will have AH schemes that will bring in more money, but Blizzard has done their darndest to make sure there's money in them there questgivers, so if you're slouching around at 80 wondering what to do, go finish up your quests.

And of course if you really have finished up all of the quests in the game (and seen all the amazing storylines and character development that go along with doing so), then there's always daily quests to work on. While they won't pay out quite as much as one-time quests, when you break down the time you invest versus the gold you get out of it, they're often the best way to cash in your playtime as well.

Filed under: Analysis / Opinion, Tips, Economy, Leveling, Factions, Guides, Making money, Wrath of the Lich King

Breakfast Topic: What's your questing style?


It seems like there's a few basic questing styles I have noticed in Northrend. There's the guys people who just sort of go where the wind takes them, maybe try a few quests out of this zone, a few out of this zone, and play around. Others are focused on the level 80 and rep grinds, so they have the quests they want to take mapped out and plotted, the best to get to that end game so they can start heroic dungeons, raiding, PvP, or whatever else it is they want to do after they're done leveling. Then there's the people who want to get into every nook and cranny of a zone, trying to finish every quest before they move on.

I'm generally in the last category myself. There's so much interesting lore and compelling story in Wrath that I don't want to miss risking a questline anywhere I go. Besides, if I finish all the quests, I'm that much closer to becoming a Loremaster, if nothing else. I do mix it up sometimes if I want to head into a zone early to grab a specific quest reward, such as heading into Borean Tundra to get my Axe of Frozen Death before heading back to Howling Fjord, but for the most part, when I head into a zone, I like to get it nice and cleared out from end to end.

How do you quest, and why? Do you fit one of the types above, or do you have another method?

Filed under: Analysis / Opinion, Breakfast Topics, Quests, Leveling, Achievements

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