Sunday, 15 August 2010

Camp Mojache #1

Right, so I could probably just make a singular post on Camp Mojache, and I probably could and make it short, but the online album doesn't really like more than 100 photos per album, IE TOO MUCH EFFORT, so I thought I would just split them, I think the fact I could have done this zone in 3 posts compared to say Desolace's 7 shows you how "bare" this zone really is..

Regardless onto questing, you aren't given a free transport to Camp Mojache unfortunately, although I suppose this isn't needed :). I'm just going to take this time to talk about Class trainers, I will be brief. In Camp Mojache there is in-fact a Druid Class-trainer, because of the awesome quest flow of the zones I have been really not wanting to go and learn any new class-spells. I feel like the class trainer is very much an archaic design, whilst it is nice lore-wise to have one, it is very disruptive to go, EVERY 2 LEVELS according to your system of pop-ups, to go and learn new spells, I really feel like this is "urgh" and you should be able to learn new spells on the fly, perhaps through a special communicator a class trainer gives you or something.

Of course, if you want to reset your talent points or buy a dual specialisation then definitly class trainers need to exist for that, but I find it incredibly disruptive that I should be learning all these new spells but not be given any ample opportunity to go and learn spells without severely disrupting my quest immersion. *rant over*

You are in-undated with a bunch of quests as you enter the area: Killing Gnolls, Collecting an Amulet, Collecting Treant Muisek & Collecting Darter Wings.

Again, like with the previous area, I feel like the Muisek are in the wrong order, it would have MUCH MUCH better synergy if I was collect Faerie Dragon Muisek here, so I could be looting the Darter Wings and collecting the Muisek. The Quest for getting the Dragon Wings is fairly trivial, the wings work out at around a 100% drop rate, with them sometimes dropping 2 and sometimes 0.

Since there is an area of Gnolls up-towards the north where the other quests are I feel like I should be able to complete the quest here.. unfortunately the drop rate of the manes doesn't really help, I feel like they should increase this to 100% and change the quest map to only show this northern area, perhaps I'm alone here but I would rather have the quest map show the OPTIMUM place for me to do a quest rather than EVERY possible location.

A few simple generic quests here, they are necessary I suppose.. now I really have trouble understanding the next follow-up for the grim-totems.. not because there is anything wrong with the quest, but because of the "situation" in 1000 needles, apparently It is under-attack by the Grimtotems, and the fact that their encampment here is like.. right on Camp Mojache's doorstep is sort of ignored and like oh.. just kill some of them, seems a bit disappointing to me, all these quests so far here have all been vanilla conversions and it would have been nice to introduce something to this zone.

The actual quests are fine though, plenty of mobs and yeh.. that's all I have to say. The gnoll follow-ups are again, direct vanilla conversions: find battle-plans and kill alphas. The quest map is very much wrong though with the location of the alphas, I found them later but they are like a small dot on the quest map, whereas that is their only location, so this should be fixed of course.

There are also Mountain-giant's around this area for the Muisek, again I feel like they could add a Groddoc Muisek before the Mountain-Giant one to make the questing circles a bit tighter, overall I feel like the Muisek quests should go HIPPOGRYPH->BEAST->HYENA->FAERIE DRAGON->TREANT->GRODDOC->MOUNTAIN GIANT. Obviously this means adding some more but regardless. I would also like to point out that the treant quest is bugged, and the hand-in is actually to the girl in stonemaul hold, instead of the witchdoctor in Camp Mojache, where the follow-up and actual quest are given from, obviously a bug.

However we actually get onto some non-vanilla fun quests IN THE HILLS of feralas :(. You enter the area to find some highbourne spirits, I was wondering when we would get some highbourne interactivity: guess since most of them joined the night-elves in cataclysm that this will mostly be reserved for alliance :(.

These series of quests are really quite interesting, you appoach an altar and OMFG a night elf female appears and is apparently trapped here as a spirit, clearly you need to free her. A couple of very nice generic quests here, plenty of spirits to kill and soil to gather for both of them. We then have to go and kill the demon that is trapping her here :O.

Now, the actual tree for this quest is VERY unclear, firstly the quest text is wrong since the tree is TO THE NORTH of the ruins, it is marked on the map. I thought it might be the quest with the camp by it, but it is in fact just a generic dead tree in the area, I would suggest highlighting it upon mouse-over or in some way making this discernible from the other trees in the area.

However, upon using the quest item summons the demon, which you then kill pretty easily, but after killing him you get to see some lore of this little area.. and you figure out....... YOU WERE FOOLED, some of the text here is out of order with Verinias saying his opening line right when he despawns, but regardless: LOVELY TWIST of this quest.

Upon handing in the quest the spirit turns into a Succubus and disappears, saying she will re-appear and "repay you" someday, quite frankly I'd rather she repay me now... but regardless I have to play the hero role :<. Looting the altar now yields access to the amulet and you can go hand-in.. which by the way is just amusing because apparently the amulet is a fake and the quest-giver was tricked to send you out there in the first place.. awesome!

Anyway, last post after this :).

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