Entries in quests (15)

Of Branching Storylines & Orphaned Ideas

The absolute number one reason why I play World of Warcraft is for the universe.  I've always loved stories, from the "Slugger" baseball story my grandfather often recited to me as a child to Dune.  A good story has always roped me in, no matter its length.  WoW has come a long way in its story telling in these fives year, in design and execution.  Initially, the quests were spread all over the world, causing many players to abandon them halfway through the chain.  Blizzard, in the second and third go around, consolidated these chains to span single, or perhaps adjacent zones only, which lead to a rise in completion.

Storywise, Blizzard has recanted a lot of its previous lore, up to and including Wrath of the Lich King.  But the writers have expanded on previous ideas, or sneaked in other storylines as well.  Some of these were planned, Ulduar and Ahn'Qiraj, others, like Sunwell Plateau, were out of the necessity for additional content.

Metzen and his crew continue to intrigue me, but I have two main beefs with Blizzard's execution of storytelling in WoW, which actually extends to most MMOGs. The first idea, branching storylines, was lightly touched on in the Useless WoW Leaders post, and brought up a second time in ProjectLorians Super Happy Fun Hour: Dave Edition audio podcast.  Wrath of the Lich King was designed to focus on the Lich King, to throw us in his path on numerous occasions and cement him as the bad guy, and it achieved that.  Outside of a few Ulduar lore questlines in select zones there was little besides the Lich King or his forces.  What I'd like to see are more side missions like Bridenbrad's tale - hopefully without the real-life tragedy attached.  The questline is one of the most memorable in the game due to its excellent writing, and the use of known NPCs that we hadn't heard from lately.

The other issue that needs addressing is orphaned storylines.  These are the quest chains that start, but the story is never completed.  The tale of The Missing Diplomat and Ashbringer are the most famous, and they finally had their day.  There are many more epic tales that have been left dangling that I'd much prefer tackling than another "Kill 10 foozles" quest.  Even if I have to travel a little to do so.

PTR 3.3: New Raid Quests Added

The Patch Test Realm continues to bear fruit with the addition of new repeatable raid quests to the game. As if you didn't already have enough ways to earn badges, Blizzard is giving you one more! Don't worry, you won't have to do anything fancy, though. I think they more or less speak for themselves:

  • Lord Marrowgar Must Die!
  • Lord Jaraxxus Must Die!
  • XT-002 Deconstructor Must Die!
  • Ignis the Furnace Master Must Die!
  • Razorscale Must Die!
  • Flame Leviathan Must Die!
  • Malygos Must Die!
  • Patchwerk Must Die!
  • Instructor Razuvious Must Die!
  • Noth the Plaguebringer Must Die!
  • Anub'Rekhan Must Die!
  • Sartharion Must Die!
  • If you still don't get the gist of it, each quest will require you to enter one of Northrend's raid dungeons and melt the face of one of their biggest, baddest bosses. Doing so will reward you with ten -- count 'em, ten -- Emblems of Frost, which are presumably the new currency used to by Tier 10 gear. We don't know a whole lot about how this quests will be handled, but due to the nature of lockout periods and the number of badges being doled out, I think it's logical to assume that you'll only be able to complete one a week. There's also a pretty good chance that the NPC giving them out will do so randomly. Of course, for the majority of guilds, that's going to make some weeks far easier than others! Kill Patchwerk? Well, OK then! To be fair, none of the bosses are particularly tough, and most can be accessed without going to far into their respective raids. You may notice a new face at the top though... Lord Marrowgar? He is, indeed, a new encounter that players will face in Icecrown Citadel. Hopefully we'll get the chance to face him as the testing process rolls on. How about some feedback, readers? Are these quests a convenient way to earn some badges for guilds that might be having trouble with the upcoming raid or just another nerf to the gear system? You could earn 10 top-tier badges just by destroying this guy! You could earn 10 top-tier badges just by destroying this guy!

    Click to read more ...

    Wishful Thinking: Giving Praise For Quest Design

    Who Made This Masterpeace?!
    World of Warcraft has changed dramatically since it was released at the end of 2004.  Say what you will about the PvP and PvE changes, there are numerous aspects of the title that are undeniably better.  You've the numerous tweaks to the user interface, the inclusion of the top add-ons, constant tweaks, bug fixes and optimization, and small graphical upgrades with each expansion (shadows, lighting).  All these fixes are very much appreciated, but nothing tops the feature with the most notable changes, questing.  Be it direction, design, story or implementation, the way quests are handled these is a far cry from the distractions that they were in the first 20 levels of alpha/beta (originally they barely existed past that point). I do not know what changed at Blizzard to cause this reboot.  Perhaps the company had more time to craft more intriguing stories?  Maybe the developers were just handed better tools?  They decided to start taking quests more seriously?  It's likely some combination of the three, but whatever lit a fire under their collective asses, I love it. I love it so much that I wish there was a way to see the teams that worked on specific quests.  Case in point, what genius wrote the Sholazar Basin story arcs that I raved about earlier?  There's even some funny "Kill 10 foozles" quests, including one that Solidsagart just completed in Storm Peaks.  Ricket totally had me going for a minute.  Who penned that goblin to employ such spot on tongue-in-cheek humor? The way I envision the feature would be a simple check box in the Quest Log's UI that is default off.  Therefore, the immersion would be preserved for players worried about such things, or who couldn't care less.  But those who wish to recognize crafty writing, good design or a cohesive story would know who to worship.  Not to mention an added bit of information to help filter through "trash" quests.  No need to backlog every quest - most of the old stuff is disappearing with Cataclysm anyway - just the new stuff will do. The tales of Adventure's secret room, and the ultimate birth of Activision taught me one thing; the little guys need to be able to receive credit for their hard work as much as the big fish (Greg Street, J. AllenBrack, Tom Chilton).  Yes, I realize that such a thing could be a slippery slope, it may lead to names being everywhere.  So long as Blizzard can find a tasteful way to inject credits in to the game, I'd be more then happy to see them.  After all, when have you ever looked at the credits of the game you spend countless hours in?

    Click to read more ...

    Blue Stew 9/22/09: The White Magic User's Burden

    Blue Stew is a semi-regular column bringing you a delicious concoction of developer news, thoughts, and opinions straight from the boiling pot that is the official World of Warcraft forums. The highlights of each day include additional commentary by Project Lore staff. How Do You Separate Yourself? As a rogue, I absolutely never feel remorse for any of the actions that I perform. I play the game perfectly and I'm not afraid to Vanish and hide if I sense an impending raid wipe (don't judge me, you'd all do it if you could!) It would be so much easier if healers could just turn their fellow raiders into zombies when they died. It would be so much easier if healers could just turn their fellow raiders into zombies when they died. so when Neonpeon mentions his "burden," I have absolutely no clue what he's talking about:

    "I find I have a bad habit that I need to break. I'm hoping some of you have experience on something that worked. The bad habit is that when I heal I suddenly take on every life in the raid as if I'm the only one responsible for them. When someone dies, no matter what the cause, I feel guilty that I couldn't save them. Even with multiple healers in the raid I take every death as a personal failure. Over the course of a night it really affects me even when half the deaths were impossible for healers to prevent."
    Guilt? Personal failure? I don't think I'm familiar with these concepts...
    "It doesn't bother me that a virtual character ceases to live for a brief instant. The loss of a digital life is not worth concern. It's that people dying means the raid wipes and more and more time is wasted. The remorse comes from knowing that if you could have kept that person alive, somehow, that you could have downed the boss and moved on to the next. It's the time lost and the head bashing against the same encounter that is the struggle, not a virtual avatar changing states in a digital world."
    Ohhhhh... OK. Now you're speaking my language! Who does like waiting around for wipe recovery. I may not understand the healer's plight, but I suppose it wouldn't hurt to relieve them of it once in awhile. In all seriousness folks, while I can't say I've ever felt the same way as Neonpeon does, I do recognize who easy it is for us normally self-reliant DPS class players to forget who's keeping us alive during a boss fight, and there are always a few things that we can do to keep them from pulling their hair out. Rogues in particular can use skills like Feint to reduce predictable, incoming AoE damage or Cloak of Shadows to get rid of a harmful debuff before it causes any pain. But every one of us has the ability to be aware of what's going on around us. Be vigilant for void zones, fires, and other common raid hazards during a fight. You might just save your healer's life. It's the least you can do when they're saving yours with a well-timed heal every few seconds. As I haven't had much experience with playing healing classes or specs, is this something that's common amongst you guys and gals? What about the tanks out there? Do you suffer from a constant feeling of remorse, or do you just let it slide off your back and keep trucking along like nothing ever happened? While guilt can be a powerful motivator, it can also be a terrible burden that drags down your performance if you dwell on those feelings too much. Blue Nethaera abides:
    "You do need to find ways to get yourself away from blaming yourself too much when someone dies. It happens. Shrug it off and unless you purposefully let them die or made some error in judgment, don't sweat it. If you do make an error, apologize but don't wallow in it. It's easy to get wrapped up in the concern of being excellent at what you're doing as a healer and a point of pride keeping everyone alive. The very best healers are concerned with these things, but the most important thing to remember is to have fun with it and if someone gets on you for what they feel you are doing wrong, ignore it. As long as you know what you are doing for the group and are doing your best, there isn't anything they can say to take that away from you."
    Recent In-Game Fixes - September 2009 - 9/22 Even though the release of 3.2.2 caught all the attention today, Bornakk makes us aware that there were a few extra tweaks hotfixed into the game:
    • The Faction Champions encounter in the normal 10-player and normal 25-player Trial of the Crusader instances have had a number of spells and abilities altered which should result in less overall damage.
    • The Anub'arak encounter has been changed on all difficulties. Anub’arak now attacks faster, the Nerubian Burrowers should hit a little harder, and their Expose Weakness ability now caps at 9 stacks.
    • Some season 7 arena weapons will now have a socket.
    • Threat of Thassarian will now properly halve the damage of Rune Strike for the off-hand strike.
    • Soulstone Resurrection now fades upon entering raid combat if the character who cast it is not present.
    • The Idle/Inactive debuff is now cleared upon round switches in Strand of the Ancients.
    • The Mistress of Pain will now target more accurately in the 25 man Heroic Jaraxxus encounter.
    • The damage of Hunter’s Volley ability has been increased.
    Personally, I'm not sure how I feel about the changes to Faction Champions. While it's a slice-o'-pie on 10-man at this point, my guild has still run into a major wall while trying to take them down on 25-man. I agree that they should remain untouched for heroic, but I'd be lying if I said I wasn't in favor of at least a tiny nerf to their damage-dealing capabilities. We still haven't figured out how everyone suddenly starts dying after we take out the healers. The other changes to Trial of the Crusader seem less drastic, with Anub'Arak getting a small buff (and he really needed one on normal, he's way, way too easy as it is) and the Mistress of Pain being a little easier to control (as a melee DPS I can't stand how she jumps around all the time). Hunters should be happy with their Volley buff, even if it is only incremental. I'm still QQing about what they did to Fan of Knives (though I can't complain too much, as our single-target damage has gone up with changes to Envenom and Master Poisoner). Missing Brewfest Quests? Euro players like Sakhar have been wondering what's up with the absence of Brewfest quests like "Catch the Wild Wolpertinger!" and "Pink Elekks On Parade." They were completely removed from the holiday last year, Blizzard citing that tweaks needed to be made to them could not be completed in time. However, both made their triumphant return in the 2009 version of the beer-chugging event. Well, they did in the United Stats anyway. Sorry to say, friends across the pond, but for one reason or another, they chose to leave them out on European servers. Vaneras confirms it:
    "The Brewfest quests ‘Pink Elekks On Parade’ and ‘Catch the Wild Wolpertinger!’ were removed to ensure that World of Warcraft contains content that complies with regional game rating requirements."
    And fellow Blue Wryxian backs him up:
    "This is unfortunately not correct. The Pink Elekk and Wolpertinger quests are deliberately not available in Europe. Though we would like to have them available here too, this isn't possible I'm afraid."
    With the rest of Brewfest left, presumably, intact (not to mention that the real-life inspiration for the holiday, Oktoberfest, comes from the Old World), I'm left wondering why these seemingly innocuous parts of it were nixed. If I had to venture a guess, it's that, despite the theme of getting pissed, both quests run with the idea that your character can see things "under the influence" that they wouldn't be able to when stone-cold sober. As Vaneras said, this is a "game rating requirements" issue, which probably means that even if the drinking is OK, associating hallucinogenic properties with it is not. Otherwise, you know, all the little kiddies out there would be breaking into their parents' liquor cabinet and going three sheets under in order to find the horned rabbit hiding under the house.

    Click to read more ...

    Faction Change Service Goes Live

    We knew they were coming soon, but not this soon! Looks like Blizzard has given the Paid Faction Change service the go-ahead and it's now available for use (WoW or Battle.net ID necessary to log-in). Of course, according to the website, there are a few conditions to consider before you make the shift:

    • The faction change process is not immediate, and a character will not be available for play while a faction change is pending. Under normal conditions the process should take under an hour, but please allow up to several days for a faction change to complete.
    • During this process, you will select a new character race from the opposite-faction races that have the character's class available. You cannot change a character's class.
    • To see how character-specific information such as achievements, reputations, and items are affected by a faction change, refer to the Translation Table.
    • A realm transfer is not included in a faction change. However, the restriction on having members of both factions on a PvP realm has been lifted, so you can have characters of both factions on a single PvP realm.
    • A character can change factions once every 60 days.
    • Not every character will be eligible to undergo a faction change. If applicable, the reason a character is not eligible will be brought to your attention before payment is rendered. For example, faction changes may not be possible on certain realms or only one "direction" of faction changes may be allowed on a given realm.
    Orcs becoming Humans! And Humans becoming Orcs! What has Azeroth come to?! Orcs becoming Humans! And Humans becoming Orcs! What has Azeroth come to?! A comprehensive FAQ, which can be also be found on the Faction Change site, details things even further. Here are some highlights:
    • You can only transfer one character per transaction (so if you're planning to go full Alliance of full Horde, expect to pay out the nose).
    • The character to be transferred must be at least Level 10 (under that, you might as well just make a new toon on the opposite faction).
    • In addition to changing factions, you will also get to re-customize and re-name your character.
    • You can switch a character back to their original race/faction, but that requires another paid transfer (and likely falls under the 60-day rule).
    • The Faction Change itself is represented by a button next to your selected character on the character select screen, which will appear after you have been logged out for at least 30 minutes. The screens you go through will be similar to those used in the New Character Creation process, and you will be able to preview the changes before confirming.
    • Your old character's name will be locked from use for 90 days, assuming that you decide to change it back.
    • Items, Equipment, Titles, Achievements, etc. will remain unchanged unless they are faction-specific, in which chase they will be switched out for an equivalent.
    • Non-combat pets, even faction-specific ones, can be transferred.
    • A character who is being transferred will have their quest log cleared and all related items will be destroyed. Faction-specific quests which contributed to achievements will no longer be counted.
    • Reputation will remain intact, though primary faction reputations will be transferred to their equivalent (i.e. Orgrimmar for Stormwind).
    • Flight paths will be changed, but will remain level appropriate (a level 40 transfer will not automatically have all of the flight paths available to their faction).
    • Friend and Ignore lists will be reset.
    • Guild Masters cannot take advantage of this service.
    • PvP-related currency (arena points, honor, etc.) will be carried over, except for any earned between the last maintenance and the time of the Faction Change.
    • Mail and Auctions needs to be cleared before the change is made.
    • Having more than a certain amount of gold per level will prevent you from using the Faction Change (this is over 20,000 at Level 80).
    • This service cannot be used to change races within the same faction. That feature will be implemented later.
    Whew! That's quite the list of requirements, but if you think you're ready to deal with them, keep in mind that you're still going to have to plunk down 30 USD for the switch. That currently makes it the most expensive of the character modification services, indicating that Blizzard considers this quite a big deal (and so should you). While Horde is outnumbered nearly 3-to-1 on my server, I can't say I really have any friends on the Alliance side, so it's unlikely that I'd ever change factions without an accompanying server transfer, too (55 USD, yikes!). How many of you out there are planning to make use of the Paid Faction Change, and why?

    Click to read more ...

    Life's a Grind

    grindinggearsIt's easy to become insulated when you write for a subject-specific site like Project Lore, surrounded by like-minded colleagues and readers whose clear interest in the topics at hand is evidenced through repeated page views and lengthy comment sections. But I have, and still do, inhabit other realms of the internet, many of which I've been a part of since long before wetting my feet in the World of Warcraft. There, a fan like myself comes under fire from care-bear-hating MMO elitists and console proselytizers, and that's just the gaming forums! I couldn't imagine, for a second, what undying vitriol might be slung my way in more "public" spheres. The same old arguments await me at every turn, variations on "who in their right mind would pay 15 bucks a month for this crap?" or "it's all just one big grind!" What's even more defeating is when the hate comes from lapsed players who chime in only to pat themselves on the back for leaving the game some months ago, as if they'd just successfully completed a marathon run of treatment at the Betty Ford Clinic. Even knowing that there are at least 11 million other people out there just like me, it's hard not to let the scathing commentary get you down sometimes. What are we WoW fanatics to do? How do we counter? Do we sag our shoulders and willfully take our lumps, or do we fight back? Well, scratch that last part. Fighting back on the interwebs will only invite more catcalls and mocking derision like "Warcraft is serious business lawl!" No, that may not be an amicable solution, but you can take solace in the following: Life, like Warcraft, is a grind. We all do it. We all go through the motions, day in and day out. "Grinding" is an integral, and inseperable, part of our working lives. Allow me to indulge in a couple of generic scenarios here:

    You drive to your job in the morning, bleary-eyed and sipping coffee while trying not to get run over on the freeway. Eventually, you arrive at work, and are given a set number of rote tasks to complete that day. You've done them all a thousand times before, but hey, you're earning money right? Chances are you're working with a team, and you have to coordinate with them to get these things done. Once in awhile, you might have to go to a meeting or be given a new, interesting project to work on. At the end of the day, you hope that all of your efforts might someday result in a raise, promotion, or even just a nice pat on the back. The money you've earned is spent on living expenses, and if you have some leftover, you might be able to afford that new TV you've always wanted.
    Now, take a look at this:
    You get on your computer, bleary-eyed and slamming your energy drink of choice while trying to avoid the ire of your significant other. Eventually, you log into WoW and figure you might as well get your dailies out of the way. You've done them all a thousand times before, but hey, you're earning gold right? Chances are you're in a guild, and you might be doing some raiding tonight. Maybe you'll clear through to a new encounter or try some fresh content. At the end of the day, you hope that all your efforts might result in some tier gear, sweet epics, or even just a few DKP. The gold you've earned is spent on repair bills from all those wipes, but if you have some left over, maybe you can actually afford to enchant your equipment or purchase that bear mount you've always wanted.
    By no means are these scenarios exemplary of every person or player, but I do think that there are common experiences shared between them. But if playing Warcraft (or, really, any other video game, MMO or not) is, at its basic level, so much like our daily lives, why do we find it to be so much fun? Isn't it meant to be escapism? I'd like to quote the wonderful popular science author Steven Johnson from his book Everything Bad Is Good For You:
    The dirty little secret of gaming is how much time you spend not having fun... if this is mindless escapism, it's a strangely masochistic version. Who wants to escape to a world that irritates you 90 percent of the time?
    This took me aback when I first read it several years ago. I've been playing video games for most of my 25 years, but not until then did I realize that playing it truly amounted to so much work. He also provides an anecdote, which is too long to reproduce here, but can be summed up as an account of a construction worker who willingly spent months in the virtual world of Ultima Online leveling up his blacksmithing (and selling the produced wares), just so he could afford a better in-game house. I can hear cries of "madness!" and "waste of money!" coming from the far reaches of the internet now. But you and I, WoW players, do the very same thing every day (and the rest of the world does, too, whether they care to admit it or not). We parade our avatars around Azeroth, spending unquantifiable amounts of time doing the most seemingly mundane activities for the simple chance to make them look cooler. And why? The easy, and inevitable answer is: to increase the size of our e-penis. That construction worker, when asked the same question, replied with, "Well, it's not work if you enjoy it." A long, perhaps more satisfying answer, is given by Johnson himself. He goes on for quite awhile talking about dopamine and the reward center of the brain, an explanation that seems to ring true. Critics will cry that it's just further justification for MMOs being nothing more than an addictive drug, but that would be willfully ignoring that dopamine can produce positive reinforcement and applies to the "good feeling" that comes from accomplishing any task. What video games do, in a sense, is give us a shortcut to the rewards we desire. The satisfaction of killing Arthas, just like earning a promotion at work, may yet be a long way off, but at least in WoW we're treated to plenty of smaller pleasures along the way: completing a quest, a new piece of gear, an honor kill in PvP, downing a boss. Each and every turn we take in the game is a chance to earn a new reward. MMOs, in particular, promise a potentially limitless or expanding number of rewards, unlike your typical console game, which often has a concrete endpoint. We discuss Blizzard's development philosophy a lot here on Project Lore. From all of the changes we've seen to leveling and bosses, gear acquisition and the like, it's clear that they've been paying attention. Sure, those of us who've been playing the game longer will continue to balk at newbies getting a free pass on parts of the game we had to slog through, but that's a feeling that comes from latent jealousy. If we'd been afforded the same conveniences from the get-go, we'd heartily lap it up, wouldn't we? Rewards are wonderful, and they make us feel good, but I'd like to add some insight of my own: despite our frustrations, and despite lashing out at the developers, many of us enjoy grinding on some level because it is work. We play WoW because its underlying structure is intimately familiar to us, and that familiarity is comforting. But there's another wrinkle: it's work on our own terms. Normally a slave to the greater aspects of life that plague us all, World of Warcraft gives us the opportunity to have some control over what we do and where we go; what tasks to complete, in what order to complete them, and the ability to stop when you feel like you've accomplished enough. Of course, all of this rests on top of the basic fact that it is escapism. We can travel in different circles, and talk to different people, and engage in a world that is different from own in just as many ways as it is similar. To work is to grind, and to grind is to play. Next time an internet bully gives you a hard time about playing WoW, tell them to stick that in their craw and chew on it (or maybe it can just be our little secret!). As usual, thoughts or opinions are very much welcome. If you've made it this far, I'd like to think you have something to say on the subject, so please chime in and post in the comment section below!

    Click to read more ...

    Vomit, Poop, and Other Nasty Quests of WoW

    abominationpukeThere I was, running around killing Putrid Abominations to collect their oozing, purple guts and searching through Zul'Drak's Reliquary of Agony to find gooey ghoul drools, when it dawned on me. It's not enough that we've massacred villages, stuck banners through our enemies' carcasses as a warning to others, and brought back the heads of their warlords in exchange for a new, shiny trinket. No, all that's not enough. The oftentimes vile, repugnant World of Warcraft sends us hardened war heroes to do the tasks that no others dare do. And so I had been roped in to performing this raunchy You can run, but you can't hide quest, getting puked on along the way by the always-nasty Abominations. And yet, perhaps I should have been thankful. I mean, I could have been the one vomiting.  Like I was back in Outland, when Borak, son of Oronok (curse the name!) asked me to collect a Rotton Arakkoa Egg. What he failed to mention is that I'd have to search through dozens of eggs to find a good one. And all those that weren't perfect cast a disease that not only brought down my health, but also had me projectile vomiting. Of course, upon turning in that quest, everyone else started puking, too. Lovely. Perhaps a slight step up from that are all the damn poop quests that people seem to love sending us on. I've searched through the excrement of felhounds, bats in the depths of Razorfen Kraul, cliff giants and Nagrand wildlife. And from that last one, I later had to eat Nagrand Cherries created from the poo I searched through. All in the name of defeating Lake Spirits. The poop quests are so frequent that I recall a WoW Forums thread a while back that suggested there be an achievement for completing them all. One poster suggested it could be called, "I hope you washed your hands." Not a bad idea. So what would you peg for some of the nastier quests in WoW? I know there are plenty of other gross  substances we've been asked to brave other than vomit and poop - which made your skin crawl?

    Click to read more ...

    The Argent Tournament Expands

    This former Tuskarr-inhabited island has been turned into a staging ground by the Vrykul. This former Tuskarr-inhabited island has been turned into a staging ground by the Vrykul. With so many new details about Patch 3.2 trickling out of Blizzard lately, it surely won't be too long before we see it pop up on the PTR! This time, they're letting us know a little bit more about what to expect from the expanded Argent Tournament. There's plenty to get excited about for those that have worn themselves out on the existing dailies, Paladin players, and even fans of the Black Knight. Two entirely new quest hubs have been added to the event. One lies within a Cult of the Damned camp that's just been set up to spy on the Crusade's activities (does this mean you'll be able to work for the bad guys in some capacity?), and the other takes place on a sizable island just off the coast that Sea Vrykul have claimed as their own. Remember those guys in Borean Tundra who made everything so misty? Well, they're back to pester you again and they're apparently attacking the Sunreavers' ships, which occupy the waters between the coast and the island. More quests will be available for those that have already achieved notoriety in the Tournament, itself. Those who are exalted with the Silver Covenant or Sunreavers will gain access to three new (randomized) dailies through which they will be able to earn more seals. New rewards have, of course, been added for you to spend your hard-earned seals on including tabards and two new mounts (one flying and one ground) representative of either faction, and a vanity pet called the Shimmering Wyrmling which will be available to players of both sides. For the true Argent Tournament Obsessives, the ones who have achieved the Crusader title already, even more quests and rewards will open up. Yet another new line of dailies will appear (at least two will reward seals), but the things you can purchase are even more exciting! There will be new heirloom goodies to send to your alts, an Argent Crusade Banner and Tabard (the latter of which has the ability to transport you directly to the Tournament from anywhere), and an upgraded squire who comes with his own summonable mount. It has a reported eight-hour cooldown, but the upgraded squire can serve as either a bank, vendor, or mailbox! Likewise, Paladins who are tired of their old Charger can trade it in for a fresh, new Argent Crusade-themed one. Blizzard also reports that the terrible Black Knight will make his triumphant return. What, you thought you killed him? Is this the true face of the Black Knight?! Is this the true face of the Black Knight?! Pfft! That was only a flesh wound! For those that have run themselves ragged on the Argent Tournament, it seems like there is a whole lot of new stuff to look forward to. With so many dailies, there's no doubt it'll become the "go-to" place for anyone looking to earn some extra gold to foot the repair bills they get from the included instances! And for those that haven't bothered with it yet, there's no sign of them getting rid of any of the old quests (aside, perhaps, from the coliseum-building ones offered by the goblins out front) any time soon. Full notes can be be perused at your leisure here. Chime in below, readers. What do you think of all the new additions to the Argent Tournament? Does the amount of dailies make your head spin, like it does mine?

    Click to read more ...

    Tips for the Casual WoW Player

    Here at Project Lore, the last week has had us evaluating the balancing act that is playing WoW and still maintaining a social life. ITZKooPA pointed out the difficulties of doing just that, and how indeed, RL should always come first. So for those of us who readily take on this challenge of balancing the two, I thought it'd be fun to talk a bit about what challenges casual gamers face when playing WoW, and what steps we can take in-game to maximize our limited playing time. I've never been able to commit to playing WoW, or any game for that matter, on much more than a casual basis. On my relatively obligation-free days, like on the weekends, I can maybe play for a few hours. Most days during the week, I'm lucky if I can play at all. Since I'm working on leveling my main, one of the most important aspects to keep up with is getting that needed experience through quests. When I log off for a few days at a time, I oftentimes forget what I'm working on by the time I log on again. This past weekend, I went back to the Borean Tundra to catch up on some easy XP quests I had skipped over when I first made it to Northrend. But it takes a little while to get on the ball again. I read back through my quests, and refreshed my memory on several that I had awaiting in the dreaded mist. Then there's the matter of remembering where everything is located. Maybe I just have a poor memory, but when I log back on after a few days and am in an area where I haven't been for very long, I have a difficult time finding my way around. Especially in areas where I still haven't discovered a significant portion of the map. Thankfully, both the problem of not remembering quests and a poor sense of direction can be assisted with AddOns. My favorite quest and direction helper is TomTom (which you can see in use in Dorkins' soloing escapades). Not only can you read comments that give specific instructions for each quest, but the addon also puts an arrow on your screen pointing you to different quest objectives. Also, don't forget to read up on comments that let you know if you can complete any other quests in the same area. That helped me complete four quests in the mist in only one trip and, in the end, I got a fun parachute ride back to Warsong Hold after beseiging the Scourge army. Now, there are other plenty of other difficulties with playing WoW on a limited basis, and I find a lot of that comes in the area of housekeeping - keeping track of your professions and reagents, listing your auctions, remembering to use your new abilities or items that you may have gotten just before logging off a few days before etc. I have a few tricks beyond addons to keep it all straight - mainly in the way I sort my bags. I group all my leatherworking together, all my quest items together, all my gear for guildies in one spot, all my unwanted BOP to vendor in another, and any BOE items to auction someplace else. My main backpack is strictly for the items that I must keep with me always. And whatever isn't sorted tends to be grays that I can sell to the nearest vendor. And anytime I get a level, I take a few minutes right away to spend my talent point, get any new skills and put them on my action bar so I don't forget about them. With a little organization, I find that my time playing is more fun and less confusing. What could be better? So does anyone else have trouble keeping up with the wide World of Warcraft? What addons or tricks do you use to keep track of everything?

    Click to read more ...

    I Love WoW Achievements - Do You?

    It\'s over 5000While love might be a little bit of a strong word, I can at least say that I heartily embrace the achievement system that was introduced to World of Warcraft back in patch 3.0. My enjoyment of what amounts to a small pop up and a few more points is probably evident by anyone who has looked at my WoW Armory Page or had a glimpse of Executus' page on WoW-Achievements (where, btw, I am in the top 20 on the server... no biggie, I'm just sayin'). Contrary to what many people will tell you, I don't complete achievements to inflate my online ego (that's what WoW-Heroes is for). A lot of the rewards I've been granted by achievements are sitting in my bank, and many of the titles have graced the space above my character's head for just a few seconds before they were replaced with my old favorites - namely Loremaster, the Seeker, or, most recently, the Undying. No, I complete the achievements for completion's sake. WoW has a lot to offer players, and I want to see as much of it as I can. I've completed nearly every quest in the game on the Alliance side (and a bunch on the Horde side, too). I know the monotony of grinding Timbermaw Hold rep. I know the exhilaration of the last 30% of Kel'Thuzad on an Undying run. I know where to find all of the Elders for the Lunar Festival, and I've opened every single red envelope that they sent me. With Love is in the Air coming up this week, I have a short window to get a little closer to that 310% speed Violet Proto Drake. I don't know about you, but I'll be following WoW Insider's Fool for Love Guide until that golden window comes up. Maybe longer. I didn't used to be like this before the achievements were introduced, so part of it might be an obsessive compulsion in me to see those pop ups and hear the distinct sound they make. I know plenty of people who don't want to go around /loving and killing critters, people who only like achievements that take "skill," and people who will only do the achievements that have rewards. I can see where all of them are coming from. People play WoW for a million different reasons. I'm not an AH junkie or an arena fiend, I'm an achievement whore. It's just what I do. Do you complete achievments, or do you just not care?

    Click to read more ...