Archeology The good, the bad, and the ugly

Warning: long post

So since blizz is taking a break from the profession in shadowlands, added to the fact (at least what wowhead says) is that they have been wanting to get rid of archeology since cata. So this is to discuss the systems positives, its mostly negative aspects, and how they could keep the profession in the game by reworking it.

Positives:
Cosmetics and rares. That’s it, but the toys and mounts that come from the profession are cool and unique. It is awesome to see what has come from the profession and probably why id like to see the profession changed to be an engaging profession instead of this lame game of running around.

Bad:
The system of discovering fragments: It is actually so poorly made one has to assume it was hastily thrown together and given the slap of approval. How its bad includes as is not limited to, being told by the scope to leave the dig area, being told to leave a spot then being told to go back on the same fragment, zigzagging all the way across the dig-site, and the fact its a short hand fetch quest every single dig. Its not completely awful and has drastically improved over the course of expacs, such as the inclusion of mobs that can spawn to give more fragments, the tightening of zones to dig, and the highlight of legion archeology where it tightened focus around specific factions and weekly quests you could opt into have made this system go from eye clawing frustrating to minorly frustrating. The tightening of distance between different dig zones also has helped immensely. Yet in older factions where most players are wanting to focus because of the mounts and wider array of obtainable rares no actual attempts at improving these situations have been made

The ugly:
Finished factions: The fact a player cannot black list factions they have completed all the rare solves is beyond frustrating. Many years ago in patch 4.1 blizz changed it where once you finished all of a factions rare solves it drastically reduced the chance for that faction to pop up as a potential dig site. A simple discussion with anyone farming Tol’vir by scouring Kalimdor will be able to tell you how often that faction pops up for dig sites. Which is a shame because blizz has shown propensity in allowing the player to choose which faction they desire to solve for with the Mantid Locator in MoP yet somehow refuse to retroactively implement that function for other factions. Either of these two solutions would help immensely in the grind, so that the player wouldn’t feel so helpless

Solves: The rng of is among the worst WoW has to offer. Granted you are sure to get a rare from the faction within the first 10 solves for each faction but if you aren’t lucky with the rare you wanted it can take upwards of 1.5k solves. Legion did this best by just forgoing rng for its rares and attaching it to weekly quests that can be time gatey but compared to the typical solve pattern for archeology is a breath of fresh air. If the player doesn’t desire the weekly reward from archeology they can leave with no sweat off their back. No need to force through it to maybe get the next reward. The player is free to go and come back next week to put in effort and find reward.

So what are some ways blizz can remedy archeology?

Simple fixes:
A simple and extremely low effort change they could make is giving the player a way of trading resources for archeology fragments. No, not gold. The resources would be those from former expansions that just accumulate into the millions. These resources have no actual real spenders for them in their expac, and could find a cozy home aiding players who have accumulated far too many to actually put that number to zero, or close to it. Even if this was limited to a yearly holiday like family history month

OR

Blacklisting / choosing what faction they want to dig for like with the mantid locator.

A more involved fix.
In bfa there is a quest where you use a bot to blast sand away from an archeology site which sadly did not innovate archeology in WoW. However this can be used as the basis for a new system. Change each current dig-site to a static dig-site where once completed it, its gone. The result of each dig-site is random but a fixed random for each player. By doing this there is a finish line, even in the worst of luck scenarios. While using the bot to clear sites, it can be a mix of whack-a-mole where certain swirls will pop up that help quicken the pace, enemies being aggroed who try and regress the progress done, and blasting lasers with the bot to clear debris too heavy for its vacuum.

Once done with the site it reveals if it is a common or a rare drop. For commons all can either be sold or used to give used in some with with the bot to boost dig site completion speed

As for rares when discovered the rare must be solved like a puzzle. Each rare would have its own puzzle to it. Like the scepter of Azj’aqir would have to be fit back together, or the puzzle box of Yogg-saron could be a gem that when used teleports you to an infinity labyrinth similar to that for the lucid nightmare mount. Giving each rare a puzzle to solve helps to engage the player more and feel accomplished. It can also be used as a pseudo testing ground for future secret-finder puzzles. These puzzles are not one time uses and could be accessed again by talking to an archeology trainer.

As for leveling the profession, players would keep their current archeology level but scaled down to the new level system and rare finds. Those with all the rares for factions could only find rares from the new static sites, but if they wanted to experience the puzzles, they could go to the trainer as is mention in the previous section.
For those new to archeology the max level would be compressed like they have done with every other profession and as the player levels up their archeology they are able to see new archeology dig sites, up until slightly lower level than max where all sites would be visible. The higher the archeologists level would also allow them to get better upgrades for the bot used during the digs.

I know its a long post, but thanks for reading.

TL:DR blizz typical rng is awful, especially in archeology. A controlled rng with a max range of attempts would help open it to more players. Making it a more engaging mini game would broaden its appeal.

i just want my zg sword

There’s nothing wrong with archaeology. It’s not for everyone. I see no problem leaving it out of SL as it doesn’t entirely make sense in the context.

Its not for everyone, but there are several collectors out there who are gated by the system. Mount collectors, transmog collectors, and pet collectors. I doubt people do archeology for more than they need to. Its more of a get in get out profession that in all honesty is atrocious. I’ve done fishing for 3/4 mounts, ive waited around for the crafting mounts, i even struggled through the aviana questline and gotten exalted with her all during BFA which is an arduous task. All of these pale in comparison to the effort needed with archeology and how disheartening it is having to go 400+ solves on a faction with no end in sight, hoping maybe itll be the next or even that you can get a good drop of dig sites.

Id rather do the 100 exalted reps all over again to get the battle tank from the tol’vir then spend weeks getting my hopes up but everyone is stuck with the get lucky or spend 200 hours getting the mount/toy/transmog they want

I recently finished Archaeology. Every item. Every achievement. I have to agree that it is probably one of the toughest grinds in the game, and I can see why people stopped doing it and Blizzard has decided to nix it for Shadowlands. However, i do think it has potential and can offer a great way to offer unique items or long-lost pre-Cata equipment for players that want to go through it.

I made a video about it, but my main points are that the biggest issues with Archaeology are the rewards and the perception of time. Rewards are an easy fix; just offer something other than Rare Item, Rare Pet, Rare Toy each expansion. They don’t need to be BiS, but the Cata weapons were very visible, unique, and interesting rewards for those who ground them out.

Perception is a bit trickier. I don’t think people have as much issue with the time commitment involved so much as the uncertainty involved with RNG, which doubles the frustration. Without a way to track progress, we have no perception of effort, and that will largely burn out players far faster than a long grind we can at least see.

My idea was this: separate solves into two pages. One would be for commons and the other would be for a Rare. This way, we can always see, immediately, where we stand. Second, remove the racial keystones and replace them with a universal rare keystone that is the sole method of solving what is on the Rare page.

This way, they aren’t reworking the system too much, but it also offers a lot of variety in how they can approach it. They could make the Rare Solve page randomized across all races or allow you to target it. Drop rates on the universal keystones can be adjusted. They can rework it to be as easy or as rare as they want it to be for players. At least if they kept things roughly at the same time commitment you have now, you’d be able to know where you’re at and actively work towards the items you want.

Fixing this perception of investment is really the only way they’ll be able to solve Archaeology, in my opinion formed after 6500+ solves. I’m not as bothered by the time or rarity of some things, because having the Cata weapons really does feel special and unique when walking around. But players should at least be able to feel like the effort they’re putting in is actively working towards a goal as opposed to the strict RNG we have now.

I don’t have too many problems with the actual digging system, other than to suggest that some digsites need to be reworked and not so spread out. the Fossil Bank in Redridge is awful while some of the Frostfire Ridge digsites have three different spots nearly on top of each other. It’s very inconsistent. But the actual surveying I didn’t mind so much as a mindless activity between queues.

They could have easily made it less miserable by continuing the tradition of archaeology missions at your mission table that they had in WoD. A couple of times per week you would get a mission that would drop a keystone and a few artifacts and you’d have a key stone in your bag the next time you finished a daily near a dig zone and wanted to dig for a few minutes.

1 Like