Monday, December 1, 2008

Wrath Tailoring Quests

I've pointed out before that there's not really any patterns that drop from current raid/dungeon experiences. Most of the stuff in Wrath is learned from the trainer with some quests or research that you can do every once in awhile. They basically made it so that anyone can get every recipe in Wrath.

I don't really agree with philosophy. If you're in a guild running the deepest, hardest dungeons, you should get the patterns for the best stuff. Heck, the materials should come from those same dungeons as well. Some random guy that played the AH well should be able to have the best gear in the game. (I'm exaggerating here, folks.)

But all that aside, let's talk about the feats of strength you have to perform in order to get the "cool kid" tailoring patterns.

This cloak you can make once you've successfully run all of the instances in Northrend and gotten the Northrend Dungeonmaster achievement. Okay, not that big of a deal. You put in a little effort, hit every dungeon, and you get this pattern. I'm on board with this one. Makes sense.

Deathchill Cloak
This one, however, seems a bit more extreme. You have to get the Loremaster of Northrend achievement. That means that you have to complete 875 quests in order to be able to craft this bad boy. So, maybe the "hardcore" people in Wrath aren't the raiders, but the questers and completetists.

And that's it. As far as I'm aware, there are exactly 2 patterns that you have to work for for Wrath crafting. The Wispcloak will be a gimmie for me, but the Deathchill's gonna take some time. But I think I'm about 1/4th the way there. :)


DadGuy said...

Spoken like a true raider. =) I can understand the sentiment, but for general game design I think it's a good change. It'll be nice for the non-raiders to not be left out in the cold crafting wise this go-around. Generally I agree with blizz's philosophy. Like I told someone in the new barrens chat, just because most of the content is more open to casuals doesn't mean raiders won't get more rewards still. They are doing to crafting what they did with rep to make it both more useful and more entertaining rather than a grind.

Leiandra said...

I suppose. I mean, in EQ it was kind of sort of like that, in a way (at least when I played). It was dang tough to level your profession, and you had to spend almost as much time crafting to lvl 30 (let's say) Profession as you did to quest/kill to level 30 of your class.

I guess where the disagreement comes is that there's no real challenge or time commitment (as compared to say EQ). Why should a casual (and I wouldn't really call completing 875 quests casual, I'm just talking in general) get to craft the best stuff?

Bill said...

"Why should a casual (and I wouldn't really call completing 875 quests casual, I'm just talking in general) get to craft the best stuff?"

Why not? :) does this negatively impact the game for you? heh

Leiandra said...

Okay... I didn't word that correctly. I have no problems with "causal" people being able to do stuff. The issue would be that casual people would get to do it when hardcore people would not. It's just a time investment thing.

Maybe a better illustration of my point would be the following: In EQ II, when I logged back on after years of playing Wow, I had all these things in the mail that were rewards for playing for 6 months/a year, etc. Kind of cool that they gave me all of that, but I wasn't playing for that long. I didn't deserve those things. I wasn't even paying or playing during all that time.

It seems that the trend (in the extreme) is that if you log on once per week, you should be able to have the same gear as those that log on every night. To me, that part doesn't seem fair.

And I'm not just talking about raiding. Raiding doesn't have to be THE game. It's just time commitments more than just hitting 80. I like certain things to be a sort of grind. It makes me feel as if I accomplished something. (Look back at EQ2 crafting.)

Now look what you've done. You've made me take a whole tangent from where I originally started.

Bill said...

Ok let me see if I understand what you're saying. Because they are able to do it too that makes it less of an accomplishment for you. Because anyone can have it that makes it far less valuable and hence worth less. Dadguy may have already brought this up in the past but doesn't this fall under the scarcity vs abundance mentality? Just food for thought and yes I took you on a tangent heh, but its still fun to discuss.

Most people are deeply scripted in what I call the Scarcity Mentality. They see life as having only so much, as though there were only one pie out there. And if someone were to get a big piece of the pie, it would mean less for everybody else.
The Scarcity Mentality is the zero-sum paradigm of life. People with a Scarcity Mentality have a very difficult time sharing recognition and credit, power or profit – even with those who help in the production. The also have a a very hard time being genuinely happy for the success of other people.
The Abundance Mentality, on the other hand, flow out of a deep inner sense of personal worth and security. It is the paradigm that there is plenty out there and enough to spare for everybody. It results in sharing of prestige, of recognition, of profits, of decision making. It opens possibilities, options, alternatives, and creativity.

Bill said...

That last part is a quote from Steven Covey

Gnic said...

Lol. I'm totally with Leiandra here and perhaps that is kinda hypocritical of me. In real life, I'm totally into the Stephen Covey stuff and very against the scarcity mentality . . . but heh, in my video games I guess I want a cathartic place to be elitist. :) At the very least I want some difficult patterns so that I can go back to selling stuffs on the AH that not many ppl can make and profiting a lot. At the moment I think it is less fun when my professions and the auction house have nothing profitable . . . but maybe I just need a Coveyesque 'paradigm shift'. :)