

Missions themselves reference places in the game, like the Fool’s Gold Tavern, which I rob daily, but otherwise have no depth to them. Those missions run six hours or so and offer some special rewards if you hit the bonus, so maybe you don’t want to put your familiar in the mix just to get some more mishaps. If you hit the mishap roll, you then have an opportunity to go rescue your agent. Missions vary in duration, running from one to three hours so far as I have seen.
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They are still with you, so there you might as well click on the plus sign above the chance options and add them to a mission every day. Neither your mercenary nor your familiar actually “go” anywhere. You open up the interface and you see your agents and your missions. While the Overseer functionality has gone through some functional gyrations since launch, it has remained mostly the same basic premise. As I saw suggested elsewhere, it could have been a mobile app and maintained the same functionality. Okay, the outhouse metaphor probably sounds worse than I intended, but the point remains Overseer is its own system pretty much independent of the game. It isn’t an integrated part of the outhouse system, such that it is. You might miss it, but it didn’t change the basic functionality of things. It is a nice little addition and adds a bit of convince, but it is a cheap, nailed on feature, and if fell off you’d just go back to going into the outhouse to take a piss. It is more like somebody attached a tube and a funnel to the side of your outhouse. When we speak of the Overseer feature and EverQuest II, the metaphor is probably different. You could still live in your house without it, but you really get used to having it and come to depend on it… which was one of the problems of that expansion.Įven the pared down version of missions and minions that came with Legion and Battle for Azeroth were still heavily connected with the game and the story. If you want a metaphor, garrison missions were to the Warlords of Draenor expansion as the plumbing is to your house. It was crazy complex, such that somebody built a huge addon (Masterplan) just to help you keep track of what was going on without needing to keep a spreadsheet. And eventually you even unlocked naval missions. Some missions lasted from couple of hours to a couple of days. Some you could recruit, others came from quests, and more still from dungeons and raids.Īnd the missions… there were many missions, and picking the right minions was critical to mission success. Even getting them was a “gotta catch em all!” game. Some minions could even be drafted to come adventure with you out in the game. Minions could also be used in your various garrison buildings.

Minions had to be leveled up, and then geared up, which made them more effective on missions. You could have dozens of minions, but had pick a select set for your active group. Love them or hate them, the missions and minions in Warlords of Draenor were a big deal, a very deep system, and fully integrated into the expansion. I have, on a few occasions, compare this to the mission interface in the garrisons of the Warlords of Draenor expansion for World of Warcraft. When you add those to your collection then open up the Overseer interface, if gives you a quick tutorial mission, then sends you on your way. That gives you a starter agent and a starter mission.
