Quest design – ur doin' it rong

Here’s an example of how not to modify a quest that’s already in the game.

In WoW, there’s a daily cooking skill quest, one instance of which requires you to find 4 sacks of sugar for the poor orphans of the city. Up until about 6 weeks ago, these sugar sacks spawned in about 5 or 6 buildings around town, in a single location — it was a bit of a wait to get them all, sometimes, but mostly people would queue good-naturedly and just wait their turn. (You could also buy a sack or two at a time from certain vendors, though respawn is fairly slow. This hasn’t changed.)

A few weeks back, this was changed. The sugar sacks still spawn in the same building locations, but now they spawn in up to five different spots in each building, and they don’t spawn any faster than they used to. Which means that now everyone is running around like a loon  trying to be the lucky bastard who catches one of the 1-5 spawn locations in a given building. Any sense of good nature is gone as people snarl at and elbow each other out of the way — it’s like Sale Day at Bergdorfs, only with more F-bombs. Camping and queueing is more a case of spitting and clawing.

So the designers basically did one of two things: either they did a very well-meaning but insanely stupid thing, or they’re downright sadistic and someone thought it would be fun (for them, anyway) to make this irritating daily quest even more frustrating and time-consuming. If the former, then I’d have thought they were paid to be smarter than that, unless this got shoved off onto some noob designer; if the latter then thanks, and if I ever meet you, I will not be buying you a beer. Count on it.