More demand than supply

I see Blizzard has not found a solution to a recurring problem with daily quests: more demand than supply. With everyone on the server doing the same daily quest at the same time, there aren’t enough quest objects to allow people to actually do the quest.

Blizzard increased the number of daily quests everyone can do to 25. At the same time, Blizzard should, you know, allow us to do 25 daily quests in a day. Too much time is spent idle, waiting for quest objects to catch up to us.

Wounded Firelands guy

Rare wounded

Take the save-the-wounded quest in Firelands. The object is simple enough: Find wounded troopers and heal them (salve provided). The problem is that sometimes it’s nigh impossible to find even one, let alone the required number, because as soon as one becomes wounded there’s a gaggle of people desperate to heal him.

Good for the troops, but bad for us.

I get that part of the game is interacting with other people, even partying up to help complete daily quests together. But having everyone do the same quest at the same time causes more problems than it solves.

Among them: Time is spent doing nothing rather than playing the game.


No good post is good without offering a solution, so here are a two to choose from.

Vary which quests are offered

I assume the technological resources aren’t in place to offer and individual loadout of daily quests, so that every person in the game has a specific set of dailies just for them to do (there are only so many quests to choose from so, sure, a thousand people would have the same set, but you get what I mean).

To get around this, why not offer a rotating set of daily quests based on an external factor, like time of day or first letter of character name? For example, during one 15-minute block everyone whose characters begin with A–L gets quest 1, M–Z gets quest 2. Or, the quest givers automatically rotate what quests they give. The first person to walk up to the giver gets quest 1. Second gets quest 2, &c.

The idea is to have a situation where not every single person in the zone is trying to do the same daily quest at the same time. It would seem like there are any number of ways to break up what’s offered.

Provide more quest objects

Blizzard already does this fairly well when it comes to things you have to kill. They solved this problem with the zero-time respawn. As soon as you kill one target creature, another pops up almost as soon as you loot the first one. This way, no one is waiting around for something to kill.

(Of course, this creates a different problem, of not being able to extricate yourself from a combat situation so you can just go about your day, but that’s another story.)

But, when it comes to objects, there just aren’t enough to go around. There are plenty of things to kill, so why skimp on the objects?



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Posted on July 5, 2011, in World of Warcraft. Bookmark the permalink. 4 Comments.

  1. Great post!

    Another solution – up the rewards from old Dailies. When is the last time you did any of the dailies in Northrend? Or the escort quest in Skittles (yeah, I know it’s not skittles)… if Blizzard gave some kind of reward for those, then they’d immediately loosen the supply/demand issue.

    I understand it won’t solve the problem. But it would lessen the burden.

    Course, you could just wake up at 4am and do them then, when everyone else is asleep. 😉

  2. Solution: Group Up.
    It comes in handy for these types of quests.
    Blizzard has already remedied named boss/quest objective spawns to be shared by anyone regardless of being in a group. (you don’t need to be in a group to get kill credit for Problim, for example).
    The throngs of generic mobs (or NPCs to save) which are “tagged” by players once they’re in combat, these can be shared while in a group.

    Group up. everyone salve 1 dude (or kill a required enemy), quest is over!

    If quests were randomly handed out, you’d not be able to solution group kills like this and be done with your Firelands dailies in under 5 minutes.
    Respawns are really fast in my experience, and I’m pretty sure blizz has built in a variable in their respawn timer (if many are being killed, they respawn a little faster) for most dailies.

  3. two things to note,
    the whole 33 days to ‘finish FL’ and other esoteric firelands metadata, details all things in gory detail, but also the quests do rotate, kinda, it’s just a server rotation, and there’s only about 40 total quests, iirc.

    tips i’ve found are
    move the turtle to the water once you pick it up, saves aiming and missing the water, and standing on the respawn location for the trash.
    if you’re quick, 3 -4 ppl can share the same wounded guy as another person, before they emote their thanks and run back to the front.

    having target/cast macros may help if you get sick of finding mobs.

    this page is insanely detailed, but for chasing the achievements, could help.

    I just dislike FL at the moment for 3 reasons

    1) if you have alts, 14 dailies is going to be a serious burden of tasks to do every day, alongside any other rep grinding you want to do, or have left to do. or want to spend time doing. and 50% are repeated every day without reason.

    most of the repeating dailies are trivial kill quests. While at least you can share kills, the upside is that sharing kills with horde/alliance can be quirky, but it’s fun when it works, and saves a ton of time in farming kills as well, especially NPC help.

    The only exceptions are the phased quest mobs, e.g. the lava bursters, molten behemoths, and ancient charhounds in molten front, those can’t be shared, but, if your gear sucks, they can be pulled to the entrance area and NPC’s assist

    2) the most problematic for me is both being on a PvP server and the burden of rapid and insane respawns when 50-100 people enter the zone, alongside roaming packs of 6-8 players of the opposite faction flying above you, waiting.

    Quite often there’s a literal 10 second respawn, you will be fighting the same respawned mob 4-5 times in a row if you’re waiting for a turtle to respawn, sic.

    in addition to the accidental rogue deciding 14% hp is a fair time to sap you, the respawns are insane. sethria’s roost often becomes a blur, as you can kill those 6 mobs in under 40 seconds.

    3) hyjal, instead of being peaceful, now feels like a greener, more peaceful. version of Tol Barad, with turtle kicking. not sure if this is bad, but it’s becoming very tedious.

    perhaps significantly, the only real PvP zone, really, so far has been the bear tossing trampoline, having people try for the bounce achievement inevitably leads to PvP as people start attacking or AE’ing on the trampoline every few minutes in frustration.

  1. Pingback: I asked—I was given! « Spell Rotation

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