Topic
Fix Archeology
|
Archeology its a waste of time feels like a Horrible job, what it need is, More digsites stop making players flight all over the areas make more and closer digsites Plus make the items to upgrade Il like blue Pvp gear does on each seson so ppl go 2 dig and be able to use it at some point and make items able to be sent to a dif server via mail to a new toon they made let us have a nice reason to Dig.
|
|
|
They should have a Priority thing you can toggle on that makes the Sites you're hunting after to appear far more often as well as a No Priority thing that makes 2 or so sites no appear at all when they're toggled once you reach 525.
You're a Professional Archy man/woman, you should be able to dictate what you want to search for. Also, add Heirlooms as finds. Heirlooms and Archy fit so well together that it's a shame Blizzard missed that opportunity. |
|
|
THIS!!! I've had all the rares from night elf sites for months, yet it still seems like half the sites that spawn for me are night elf sites. |
|
|
No more Night Elf stuff when I'm in Uldum, darn it!
It's so aggravating when I finish an Uldum Digsite my new one is in Ashenvale! |
they plan to add commas, periods, and paragraphs to arch in MoP. |
|
|
I would like a narrower survey instrument. Also I love the idea of random encounters. Also I would like them to have guild arch fragments. For example a 1000 piece "puzzle" -- when you collect the 1000 pieces it creates a map. And the guild needs to put together a raid group to go kill some world boss. Might be cool.
|
|
|
This |
|
|
If you think it's bad now, you should have done it before they buffed the amount of pieces you get at each digsite.
Now if I could just get the dang mounts to show up for my main.... |
|
While it's not terribly enjoyable, Archaeology does what it's intended to do. Offer a massive time sink to those with time on their hands. I'm all but done (missing the tol'vir pet) and didn't enjoy it much, but understood how and why it was implemented.
As for changes, bring them on! I think it could be tweaked to be much more enjoyable and appealing. |
|
True most of this. It was MUCH worse before the increased fragment drop rate. That said, you're never going to really mitigate the travel problem much; it's part of Archaeology that you just have to get out and go to strange places. I don't have any creative ideas for making that less boring.
On the other hand, this IS the big problem with Archaeology: it's the same thing, over and over. There should be enough Common artifacts so that they do not repeat... or at least place a limit on how much each one can repeatedly show up. Knowing that, sooner or later, you will only get good stuff (or maybe only primarily get good stuff, with commons becoming as rare as rares were at high skill, for example), would take a lot of sting out. The ideas for random encounters are good... but there are enough annoying mobs in many of the existing dig sites. I swear, their aggro radii grow by a factor of 50% or more as soon as I hit Survey even once... But if Blizz could come up with something that could just occasionally "happen" in dig sites, without making it another difficult or annoying fight you have to slog through to get your fragments, that would be nice. Oh, and the low-tier Rares? Worth 10 silver and does one useless SFX on a 10-HOUR cooldown? WTH is the point of that? Give me something NICE. It doesn't have to be a weapon or pet or mount to be HANDY... I know. I don't ask for much... |
While it's not terribly enjoyable, Archaeology does what it's intended to do. Offer a massive time sink to those with time on their hands. I'm all but done (missing the tol'vir pet) and didn't enjoy it much, but understood how and why it was implemented. Actually, it doesn't do what it its intended to do. Its supposed to be a time sink, and to be entertaining. You just admitted that you didn't enjoy it much. It failed half its job. Most people don't do archeology, because its boring and/or not worth it. Therefore they aren't sinking any time into it. Now its completely failed in its purpose. So, when people say "omg its a time sink", therefore its fine, I don't buy it. You wana know what was a time sink? Me getting insane in the membrane (now its nerfed to hell). But you know what made it worth it? The reward. And what made it bearable? Measurable progress. Archeology has none. Its all 100% random. Its not worth my time, nor most peoples time, to likely throw time and effort down a hole that will yield barely anything, if anything at all. Its not even a halfway decent way to make money. |
|
|
I've been slow grinding it. I can't believe I'm almost there. I've gotten lucky on the Clockwork Gnome and the Fossil Raptor in my queue. Now let's see how long it takes to get the canopic jar recipe!
|
|
|
The mechanics of it are terrible:
* The digsites are normally large, on multiple elevations and have numerous obstructions so you can't really navigate them on foot. * The telescopes are horribly inaccurate. So you have to lay down a telescope, mount up, fly, lay down another telescope, mount up, etc.... over and over and over and over again, anything up to 30 or more times per digsite. |
|
|
^^^ this +infinity Seems like I need to do 50 NE digs just to get 1 tol'vir and I have solved *ALL* of the rare and common NE so they shouldn't be coming up that often. I am short 1 fossil rare and I have not seen a fossil dig site in kalimdor for 5 or 6 months. |
|
|
Just posted these suggestions to General Discussion-
- Keystones for JP. Gives us something to burn JP on, and reinvigorates some interest in Arc. 100-200 a keystone. Simple as adding it to a vendor list with a cost. - Further reduce chance for digsites to appear for which you've obtained all rares (no small feat in itself). Still too many Fossil and NE sites popping (I've completed all rares for both), and NE is all over Kalimdor which doesn't help. - Up the chance of finding rares by 0.1 for every 10solves for a given race. Meaning 100 solves adds just 1% chance to obtain a rare, and at the time it takes per solve anyway, seems very reasonable. Also adds a progressive and growth element sorely needed in Arc. 130 tol'vir and counting - 1000+ total solves. Tol'vir Ring and Pendant only. Probably 90+ solves seeing the word we all hate by now - Common. |
|
|
Edited by Greer on 1/27/12 10:49 PM (PST)
My suggestions are to make it less tedious.
* Make the telescopes more accurate. When you use it you leave a line on the ground for a couple minutes. Use your telescope 2 or 3 times you can triangulate the position of the next lot of fragments with some precision. or - * Make it so you can use the telescope without having to dismount. or - * Make it so there's only one lot of fragments per digsite, instead of three. |
|
|
they're working on archeology changes in xpac. Freyja has put together a wonderful thread for MoP, which includes all the changes to professions, classes, etc., based off of officially announced changes from bliz. Here's what she has regarding archeology (I'm sure it will get bigger, as MoP is still a ways away):I like these ideas, Especially the flare gun. Do you have a link to the Thread so i could read it ? |
I'd suggest to stop thinking about it as a source of usable rewards. Even if it was, it's still more time consuming than anything else... so if you're just into efficiency, Arch isn't for you. Instead, use it as a downtime activity along with fishing to explore the world and learn the lore of the past. |
