In With the New: Cataclysm Quest Mechanics

We're always looking for ways to improve World of Warcraft and, for Cataclysm, we introduced several UI features and new types of technology to help make questing more accessible, more immersive, and, most importantly, more fun! You've probably already encountered many of these mechanics as you've explored post-shattering Azeroth, but we still wanted to take some time to discuss their purpose and functionality with you, as well as get your feedback on how they've contributed to your leveling experience this expansion.
So, here's what's new:
- The ability to complete and accept new quests in the field. To help improve the flow of several quest chains in Cataclysm, we've added a feature that allows players to both complete and accept quests without having to interact with a quest giver. What does this mean for players? No more running back-and-forth during the heat of battle! (Most of the time, at least.)
If a quest is eligible to be completed on-the-go, a large button will appear just beneath the default mini-map that reads "Click Here to Complete Quest." As the message text suggests, clicking on this button will open up the standard quest completion window, letting you turn in the quest right then and there. You might also receive a prompt to start a new quest through this feature, so keep an eye out for that shiny button when you're getting your XP on.
- Quest NPC objective windows. Have you ever accepted one of those quests that asks you to administer some sweet, sweet vengeance on a certain NPC and, as you mount your trusted steed, shoulder your finely-crafted weapons, and start to saunter towards the horizon, you realize...you have no idea what this mysterious, soon-to-be-dead individual looks like? Well, now there's a mechanic for that.
The NPC objective window is designed to display 3D images of notable creatures or NPCs that you need to kill (or find) as part of a quest. While this window won't be used for every quest, its default location will always be to the immediate right of the quest Accept/Decline window. Be sure to use it to your advantage when it appears, as it's great for identifying named objectives -- like Warden Silva in Tol Barad or Bingham Gadgetstring in Azshara, for example.
- Highlighted quest NPC names. In many cases, if a creature or NPC is an objective for a quest you've accepted, its name will automatically show up in red, yellow, or green -- depending on whether the mob is hostile, neutral, or friendly -- whenever you're in range of it. Why is this helpful? Because, sometimes, finding those ten silver-tipped kobolds can be a bit cumbersome, especially if they look almost identical to their cobalt-tipped brethren (which are far more common, as far as kobold genetics are concerned). By highlighting their names, we can make the search for these illustrious creatures smoother and hopefully more enjoyable for you.
If you would prefer not to have names highlighted, that's okay, too. You can disable highlighted quest NPC names at any time through the Interface options menu by selecting "None" from the NPC Names drop-down box within the Names option subheading. (On the flip side, keep in mind that this feature won't be too useful if all NPC names are turned on, so if you want to get the most out of it, be sure to select "Quest NPCs." )
- Resource bars. Resource bars are used sparingly, but they're great for keeping track of important variables that are unique to certain quests and raid encounters (e.g. stacking buffs and debuffs, timers, etc).
A good example of this mechanic in action is in the Hillsbrad quest "Studies in Lethality." For this quest, players are tasked with testing nearby blight slimes to determine their lethality. Initially, the blight slimes will be ambivalent to a player's scientific poking and prodding; however, with each consecutive test, the blight slime collective will grow a bit more annoyed, eventually becoming hostile to the player and attacking him or her on sight. Fortunately, slimes have short memories and, over a period of time of no testing, a player can once again fall into their good graces. A resource bar is provided during this quest to help the player determine how angry the blight slimes are, as well as when it's safe to continue testing.
- Multi-tag targets. As the name suggests, this feature allows multiple players to tag or "tap" a single creature. This means that you can receive quest credit for killing an eligible quest boss, regardless of party status, so long as you participate in the fight (and the boss' death). Not all quest bosses will function this way, but quite a few of them do -- especially in Tol Barad.
- Terrain phasing. Terrain phasing is very similar to normal phasing, which works by hiding or revealing sets of intractable items, NPCs, and buildings depending on your progression through a specific quest or quest series. Unlike normal phasing, though, which only allows us to adjust objects in the world, terrain phasing gives us the opportunity to change the world itself -- or, more specifically, how it appears to you. We can literally move mountains and raze cities through this technology, providing you with a more engaging and dynamic questing experience. You'll see a lot of terrain phasing in starting zones like Gilneas and the isle of Kezan, as well as in higher-level areas like the Regrowth in Mount Hyjal or during the infamous bombing of Stonetalon.
- Personal summons. In addition to terrain phasing, another new technology that we've implemented in this expansion is personal summons . With personal summons, we're able to create environments and play out game events that only you can see. "Peacebloom vs. Ghouls" is a great example of personal summons in action. In this quest, players are provided with their own version of Botanist Brazie to interact with, their own lawn to cultivate, and their own waves of undead to squash mercilessly.
- New character camera controls. Our new control options are simple in concept, but they allow us to do some pretty cool things with character perspective -- including panning and sweeping the in-game camera to play out short, but personalized cut-scenes. While these controls aren't technically a quest "mechanic," they've given us the opportunity to create some epic cinematic moments for you as you level up.
If cut-scenes aren't your thing, though, we understand. Should you ever want to skip past a cut-scene, just hit the "Escape" key and you'll be brought back to the standard character screen.
We think these new mechanics help make players feel like a part of an unfolding story, but that's just our perspective. We'd love to hear your thoughts on these additions and how they've improved or otherwise affected your gaming. Tell us what you think in the comments!

Twisting Nether
Also if you actually the quests as they pop up some of them actually say something along the lines of "blank establishes a telepathic link to you to communicate over long distances" or some such
Quel'dorei
Muradin
Fast forward 4 months or so and we decided to come back again, this time purchasing BC. At this point we decided to to start over on a new server where my brother & sister in law were playing.
While I must say that the leveling experience this time around seems much smoother, there are a few things that bothered me about it. One being that while I decided to make my mage a tailor/enchanter the hubby went with herbalism/alchemy. I was constantly playing catch-up to him because he was out-leveling me due to xp gains from nodes.
Call me a completion-est but I like to get the questing and explorer achievements as I go, I found this very, very, very difficult to do when I was out leveling zones so quickly just from questing. I can't count the number of times where the quests in the zones were either green or gray before finally were ready to move on and explore new areas, and believe it or not blizzard some players really do enjoy the questing and exploring part of an MMO. It just feels like that part of your game has been relegated to being a 4 class priority.
Phasing is neat I understand why your trying to do it, however it really makes questing in a group very difficult. My friends, hubby and I want to experience things together and to be phased away and put all by myself is very disruptive too whatever group mojo we have going at the time. It also makes random grouping very difficult because now we not only have to worry about if were in the step in the quest chain we also have worry if we're even on the version of the zone.
Completing quests in the field is great it really helps smooth things our I have no complaints about this.
tldr: Linear quest-lines are a great thing, Xp gains from nodes are entirely overpowered and you either need to cut them back some or give players the option to disable xp gains from nodes. Please take a second look at phasing and make it easier for grouped members to stay together in the same phase, and make it possible for somebody to go to the same phase as their party leader. Make it easier to disable xp gains, having to run all the way back to a major city to disable/enable it is really a pain and most new players aren't even told about it unless they hear it from guildies or friends.
Greymane
Tortheldrin
Ysera
Sisters of Elune
Arathor
Greymane
That said, phasing could certainly use some tweaking. The Icecrown Citadel raid summoning stone, for instance, could have been excluded from the phase zone to allow more convenient summons. Sure, we could use the dungeon stone in a pinch, but we shouldn't have needed to.
And the node phasing is a symptom of the even larger problem of phasing enabling as you enter the area instead of being active before you arrive. I can understand if the phase state can't be active ALL the time, but if it would become active BEFORE you get within node detection range, it would make phasing a lot less obnoxious and improve the believability of the change. Right now it feels like you just entered a mirage.
Greymane
Korialstrasz
Frostwolf
Linear questing and the highlighted NPC names are a welcome addition. These generally make questing more enjoyable, more meaningful, and allow Blizzard to justify putting more resources into building quests as they can be sure that more people will get to experience it.
Accepting/Completing quests in the field is great HOWEVER it is only great when it is via the side-bar pop-up and not through a NPC that wanders around in the field with you. Those "field NPC" quests are incredibly buggy; I'm sure anyone who has performed the Pebble quests in Deepholm knows what I am talking about. Sometimes he's there, sometimes he's not.
The biggest questing gripe that exists are the maps: they are virtually worthless. They are far too low resolution, lack detail, and make questing incredibly frustrating. Booty Bay is a perfect example of this; the gamer is peppered with a garden of yellow exclamation and question marks yet tightly-packed onto a map but since they're all hidden in cabins stacked upon each other, it can take 15 minutes to collect them all. Why doesn't Blizzard employ a coloring scheme for quests that are above and below the position of the player? Or even better, why not employ a 3D arrow that sits on the screen to point the gamer to the X/Y/Z coordinates of a quest that is being tracked? Gamers should not have to fly to each level of Wyrmrest Temple to figure out where they should return the quest.
Twisting Nether
Hopefully with the newer zones where this has largely been corrected something along these lines could be implemented
Laughing Skull
Emerald Dream
Herbs/Nodes ending up inside a differently phased area. You fly towards it its there, you come up upon it about to gather and it disappears. You fly off out of that phase and the dot is back on the map.
It also completely destroys the whole point of a pvp server, the contested zones becomes safe zone pretty much. Blizzard took something that was OK in WotLK and went overboard with it, there is too much phasing. SV is the only place I've seen it work properly.
Arathor
Twisting Nether
9) I love the new end of zone quests and cinematics, LOTS of fun and they really give you a sense of completion in a quest line as you see things come to a close.
10) Now that you took out the portals to Shat and Dal, could you please and a way of getting to these major cities like a zepplin or something like that? I actually had to ask for help from people in trade (A bad idea at any time) for how to get out of outlands without my hearth being set to the old world. I've been playing since early Vanilla and I couldn't figure it out, imagine how difficult it must be for new players.
Greymane
Dalaran is tougher. Those rings are WAY too expensive still. I usually take the boat from Stormwind and fly manually to the Amber Ledge in Borean Tundra then use the drake flight path (they're faster).
Sargeras
Twisting Nether
1) phasing should have died in wrath, it was annoying to summon people to ICC and for the most part it made Icecrown empty until you completed the lengthy quest chains (At the very least change it so that phasing in the cataclysm zones doesn't show me ore nodes and herb nodes on my mini map that disappear when i fly up to them)
2)The fact that almost every quest that i have done in the new content is part of a chain is terrible. I used to love leveling through questing. Why? Because I could get 15 quests, go out do a circuit of a zone and turn them all in at once instead of only 2-3. It has made leveling with quests take easily double the length of time it used to take.
3) Have you tried leveling a character that was mid way between zone levels when the shattering took place? You have to go back and do gray quests to advance the quest chains far enough to actually get to quests that are worth doing because you're not high enough level for the next zone.
4) The cut scenes are AMAZING! And since you mentioned the new camera changes, is it possible to make it so you can pan and tilt during the cut scenes to really let us be immersed in them?
5) The cut scenes are AMAZING! (repetitive I know but they really are great)
6) Being able to turn in quests on the fly feels kind of weird, but is definitely nice on characters without the ability to move around zones quickly.
7) Questing has by and large become too easy. Please add the world elites back in that actually take some thought to kill, I feel it shouldn't be possible for cloth characters (or even plate wearers) to be able to steam role through everything until they hit raids and need to learn how to think. I am all in favor of less down time for eating and drinking, but a little challenge would be nice.
8) PVP oriented quest rewards or dungeon quality loot should be available at some point through out the quest chains to encourage more people to spend their time questing instead of chain running dungeons. The game developers spent a lot of time on the quests and it would be nice to see more people getting to appreciate it.
Twisting Nether
9) I love the new end of zone quests and cinematics, LOTS of fun and they really give you a sense of completion in a quest line as you see things come to a close.
10) Now that you took out the portals to Shat and Dal, could you please and a way of getting to these major cities like a zepplin or something like that? I actually had to ask for help from people in trade (A bad idea at any time) for how to get out of outlands without my hearth being set to the old world. I've been playing since early Vanilla and I couldn't figure it out, imagine how difficult it must be for new players.
Boulderfist
i like the phasing on some of the quest and think its a great idea to sort of thin out the number of players in each area of a zone though changing phases every step of a quest chain is too much and kills any chance of grouping with friend and yet at the same time makes it really feel like your doing something as everything you do changes the world around you ... i solo everything so being able to lvl with friends isn't a big thing for me ..but when my alt gets ganked and I can't come back on my main to avenge her because the ganker is in a diff phase it drives me crazy .. totally kills the PvP feel of my PvP server
i <3<3<3 the old quest that gave BiS gear or close too it .. doing an epic quest chain that was challenging and often took multiple people to complete gave a real sense of personal worth to the items
Emerald Dream
Not only does this effect PvP, it effects the ways you can help guildies and friends with PvE. There were already issues with this in WotLK, the elites on the conflagration gate, helped a friend there, luckily I could see the mobs my friend saw, so could see them get taggeg, but all I could see besides that was my friends dot.
IMO phasing needs to go away the way it works now. Its just terrible.
Shandris
Shandris
Thrall
Arathor
I really hope that at some future point Blizz brings these new, better and more enjoyable quest mechanics to Outland, Northrend, and the BC areas in Azeroth.
Drak'thul
Shadowmoon
Anub'arak
However.
Since it's 100x faster to just farm dungeon runs, and get better loot too, I guess I'll just do that (though I think farming is a Fail).
so TYVM for all the hard work, and yet still managing to not correct the real game issues.
It's time for Questing Epic gear that is comparable to Raid/Dungeon gear (especially endgame), and can simply be given when the questing player accomplishes certain achievement goals that could be set at high standards.
Given that it's much easier to farm Raids/Dungeons, but forces teaming, this would allow solo players to also stay PvP competitive (and start helping the return of World PvP).
After all, World PvP should be the truest form of PvP. How often are there server wide raids of home cities, and battles with 10s/100s/1000s of players like in the Dark Ages?
See how failing to fix the questing vs Dungeon/Raiding issues also affects PvP?
Exodar
Now if only Blizzard can fix that one flaw of mining/herbing nodes being in the wrong phase as the player...
Proudmoore
Here's my "new user" experience since Cataclysm:
1. It was really easy to get my first character to level 85 without using any "level up fast" guides. In fact, I even wanted to take my time getting to 85 because I wanted to experience more of the game as I went along. Now I have better gear and equipment than my friend who's been playing for over 2 years, and I've only played a few months. It feels unfair in a sense.
2. I found that I had to stay in a zone well beyond its "top level" in order to complete all the quests in that zone.
3. Now that I'm at the top level, I spend way too much time going back and accomplishing reputation gains and quests that I outleveled too quickly to complete at the "proper" level.
4. Most importantly to me, even though this new expansion focuses on the "old world Azeroth," I feel that there should still be some easy way to access the major cities in the other expansions (Shattrath and Dalaran, at least). It doesn't make sense there is a portal to each individual zone of Cataclysm but no simple way to access these major areas. There are many many quests in these areas that are a pain to get to and will be skipped over by new users like me who haven't been able to explore each expansion as it was installed. It's just disappointing that I can't thoroughly explore this content because it's "old" now, even though I was never really able to experience it.
Proudmoore
Thorium Brotherhood
Aman'Thul
Aman'Thul
Aman'Thul
Aman'Thul
Aman'Thul
Aman'Thul