quest-helper

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  • Addon and UI tips for new WoW players

    by 
    Mathew McCurley
    Mathew McCurley
    03.15.2012

    Each week, WoW Insider's Mathew McCurley brings you a fresh look at reader-submitted UIs as well as Addon Spotlight, which focuses on the backbone of the WoW gameplay experience: the user interface. Everything from bags to bars, buttons to DPS meters and beyond -- your addons folder will never be the same. Can you believe there are people out there who have yet to play World of Warcraft? It's totally true. In an attempt to be investigative and thought-provoking, I've begun writing a few pieces on bringing brand new MMO players into World of Warcraft more than seven years after the game's initial release. For the purposes of experimentation and all that jazz, I turned off every single addon while my ... subjects ... toiled away. It was uncomfortable at first watching an addon-less screen, but bearings were gotten and life went on. However, there were a few points of the user interface that were not necessarily troubling to my brand new player, but moreso gave a feeling of being "lost" on the screen during moments of tense combat or heavy movement. I wrote down the observations that I believe new players can benefit the most from. With little to no customization needed, these addons and tips can greatly enhance a new player's starting experience while removing some of the tedium of certain tasks mixed with hard-to-explain concepts. Maybe we can even get some of these features in game as part of Blizzard's new player initiative.

  • Breakfast Topic: What feature does WoW need most?

    by 
    Alex Ziebart
    Alex Ziebart
    12.23.2010

    This Breakfast Topic has been brought to you by Seed, the Aol guest writer program that brings your words to WoW Insider's pages. Grandpappy Frostheim would probably say that we, the mass of WoW players, have more options, features, sparkly things, humdingers and thing-a-ma-jigs to help us play than ever before -- and he would be right. But I don't believe that should mean there aren't more features and upgrades to our interface and experience that would improve things even further. Just in the past year or so, Blizzard has added a ton to our interfaces, including an improved built-in quest helper, built-in power auras, and the remote auction house. These all are great "quality of life" improvements for the majority of players. The remote auction house is one of my favorite new features, as playing the AH is as fun as many other parts of the game for me. I had heard rumors before the remote auction house was released that you'd be able to use your crafting professions remotely as well. This would have enabled me to buy on the AH, craft gear or cut gems, and then sell my finished product, all remotely. I'm sure this would bring me a lot closer to being gold-capped. Oh well, I can dream, can't I? Most everyone has some idea they feel could be added to improve the gaming experience. Are you one of those still hungering for the dance studio, or is there some other feature you think WoW really needs?

  • Addon Spotlight: Loremaster addons

    by 
    Mathew McCurley
    Mathew McCurley
    08.19.2010

    Addon Spotlight focuses on the backbone of the WoW gameplay experience: the user interface. Everything from bags to bars, buttons to DPS meters and beyond -- your addons folder will never be the same. Happy Thursday, addon nerds. I hope your week is going as splendidly as mine is. Why is my week going splendidly, you ask? I decided to begin the Loremaster achievement process on my new warrior in preparation for Cataclysm. Potentially, only a few more months remain until the world goes kaboom, and I'd like to have that title ready to roll -- which, conveniently, brings me to the topic of this week's Addon Spotlight. This week, Addon Spotlight brings you the core collection of addons that make Loremaster less of a giant pain in the butt. For a comprehensive Loremaster strategy, I recommend, nay, compel you, to read Lisa Poisso's excellent Loremaster rookie article. I am here to give you all the information on the addons that make this achievement a snap. Let's read some quest text together! Awww, yeah!

  • Breakfast Topic: Do you wish we didn't have to use AddOns?

    by 
    Lesley Smith
    Lesley Smith
    07.07.2009

    AddOns are great. We all use them and they enhance game play. Indeed as we've seen from sites like Curse there's a thriving trade. The thing is a lot of newer MMOs, most notably Aion, have everything that AddOns provide and a bit more built in. While Blizzard is starting to cotton on with the introduction of their own threat meter and quest tracker, there's still a long way to go. Perhaps the most notable change in this direction is the promise of a somewhat basic quest helper in 3.2. Now I've been using the actual QuestHelper for quite a long time (indeed it's one of my essential AddOns) and from what I've seen of Blizzard's version, they have a long way to go.But, it's a start. In the past year Blizzard seem to have finally realised that their player base like the perks of AddOns and the way they enhance the game, but not the frequent updating which is required with every major patch. So readers, what are your thoughts on the whole Blizzard/AddOn thing? Do you think they are just taking the best ideas and adapting the most popular AddOns into their own versions? Do you prefer using AddOns like Omen and QuestHelper? Do you see yourself using them for a long time yet? What would you like to see AddOn-esque feature would you like Blizzard to implement next?

  • GDC09: Spending time with the cruise director of Azeroth

    by 
    Seraphina Brennan
    Seraphina Brennan
    04.01.2009

    At GDC09, we got to talk with many people and listened to a variety of panels on all aspects of game design. But there was little doubt as to which panel attracted loads of attention -- the Jeff Kaplan panel on quest design in World of Warcraft.Warcraft has come extremely far in terms of their UI design and quest implementation since the game launched back in 2004. Just between 2007 and 2009, Kaplan revealed that over 8,570,222,436 quests have been completed, while the daily average was 16,641,409. With those numbers in place, it's safe to say that World of Warcraft players are driven by their questing.Kaplan's panel revealed a few tricks of the trade, as well as his beliefs regarding questing, so without further adieu let's get into the meat of his panel.%Gallery-49071%

  • GDC09: Spending time with the cruise director of Azeroth pt. 2

    by 
    Seraphina Brennan
    Seraphina Brennan
    04.01.2009

    Mistakes of World of Warcraft Kaplan was quick to note that Warcraft was far from perfect, and he wanted to highlight some of his own mistakes inside of the design. The first mistake was the idea of the "Christmas tree effect," otherwise known as having so many quests in a quest hub that the minimap lights up with exclamation points like a Christmas tree. While players enjoy this, Kaplan wanted to say that the developer loses call control over the player at these points, as the player will not read any quest text in their clicking frenzy. There's no control over what quest leads into what or which order the player will do the quests in. The second was the internet adage of "too long, didn't read." Quest designers don't need to write a book to get their point across with the quests. He brought up that video games had a type of "medium envy," where sometimes they get too preachy with their topics. Games should be fun first, story second. Mystery also falls in this category. The story can provide mystery, but the quest log should never have any mystery to it. The quest log should always point where to go and what to do, but the overall story of those quests may provide some solution to some mystery. Also avoid poorly placed quest chains, like the Chains of Myzrael questline in Arathi Highlands. The Myzrael line was hard to find, ended up spanning 14 levels, and ended with killing an elite mob that was level 44. This quest line was a "brick wall" according to Kaplan, because most players never stuck with it. It's good to have quest chains that span content, but quest chains like this break down trust the player has with the developer. When the player runs into a chain that he can't finish with a monster he can't kill, the player loses trust in the developer's sense of guiding them to fun. He also emphasized to avoid inserting "gimmick quests." His example here was part of the Oculus dungeon where players ride on dragons. These types of quests center around doing something the client may not be able to properly handle. Warcraft was not designed to accommodate vehicles. When developers resort to putting in parts of the game that center around a gimmick, it can detract from the fun of the rest of the game. The horror of collection quests Kaplan's speech ended with an analysis of why people hate collection quests so much, and a few tips on how to make collection quests into a better experience. His problems with the quests stemmed from three areas -- dense creature population, too few of a creature to kill, and having a wide variety of items required for the quest. Having a dense creature population can put off people, especially when there's a lack of the monster required for the quest. If someone has to kill four lions for every one raptor required for the quest, then there's a problem. His other point was that collection quests shouldn't require an insane amount of items. To everyone's amusement, he brought up the Green Hills of Stranglethorn quest chain (a chain he wrote) as the exact thing a designer should never do. Collection quests should be an easily obtainable number of items, and not such a long grind fest with the hope that your required item might drop. Lastly, never have the player question why they're collecting the item required -- it should be clear from the onset. Kaplan brought up the infamous gnoll paw collecting quests, in which gnolls may or may not drop paws upon death, where obviously a gnoll has four paws and not a number between 0 and 1 (which everyone applauded at loudly). Quests should make sense and not become a gimmick in their own right. This causes the player to once again, lose trust. Most of these points that Kaplan has brought up pertain to Warcraft, but can easily be applied to any game on the market. With all of this in mind, perhaps we'll get to see some better design in our MMOs from other developers, now that we're all on the same page... of the Green Hills of Stranglethorn.

  • WoW: About that pineapple wallpaper in Gadgetzan

    by 
    Matt Warner
    Matt Warner
    06.20.2008

    You really have to love your favorite MMOG to do something this kooky! In our oddball post of the day, PallyDog wants to decorate a room when she moves into her new home with some wallpaper she saw in the goblin huts that populate Gadgetzan. She even went as far as telling her mother about the wallpaper, who called it "very early American," and cracked up that her daughter, got the idea from World of Warcraft. PallyDog hasn't finished the quest to find one almost exactly like the one pictured above, but we all wish her the best of luck on her epic wallpaper journey. Where is Quest Helper when you really need it? If you want read some real WoW news, please check out all of WoW Insider's coverage on the upcoming 2.4.3 patch. If you have any goblin design tips or would like to share your own WoW house design creations drop us a note in the comment thread.

  • Addon Spotlight: QuestHelper

    by 
    David Bowers
    David Bowers
    01.28.2008

    We love quests, but they can be excessively frustrating sometimes. Usually they annoy you most when they make you wander all over, back and forth, without seeming to accomplish things efficiently. The fastest levelers will tell you to try to "stack quests," or do all the quests in a small area first, then gradually move around the map to other areas. But often the best way to do this isn't clear -- you may not even know exactly which area a quest is asking you to go to.Addons to the rescue! First, there was LightHeaded: an in-game database of comments from Wowhead.com that could help you when you get confused. Now, there's QuestHelper: an in-game guide which can tell you which direction to go, what to do, and what order to do everything in, all before you even get confused in the first place. QuestHelper isn't always right -- you still have to use your own brain, for sure -- but using this addon you'll be much less likely to make silly mistakes in your questing that slow you down and waste your time.