Why do almost all the quests in wow promote kill stealing and item stealing ? Like the " fixed " anima cone world quest or the elite quests… ? This is seriously
system and it just makes the game more toxic :/. Why cant we have personal quest items to loot and why not let us tag mobs others tagged ?
Im with you on fixing the quest items but I don’t have a problem tagging mobs except when there is a group running around killing everything cause then the mobs turn grey for the rest of the ppl trying to do same quest.
So make the group tagging same as solo player tagging.
And ofc if you tagged a mob make sure to help kill it because your tagging just made the mob have more hp.
thats exactly what i want 
To me it’s important the world feels material and when someone loots a quest item and it stays there, you peer through the veil and realize this is an addiction machine designed to please your animalistic nature, keep you comatose, playing, spending value on the game. Whenever they changed these quests like the anima cone one, they became infinitely more interesting. I found myself engaging my mind, paying attention to where other players are, and where they’re going. These quests became tougher, but in a way they are mini competitions. And I prefer that to having my brain actually put to sleep.
I’m not sure about kill stealing these days, it was much better before when whoever tagged the mob first is the only one who got loot from it. Now all you need is to hit a mob and you get loot from it, unless it was tagged by the other faction. If a mob has been tagged by the Alliance in your case, and you deal 1 damage to it, you’ll get full loot from it.
Nope when a group of 5 tags a mob it turns grey
it doesnt matter what faction they are. And also whats interesting abou you killing your way to a quest item just for some
to run past you and stealing it… hm ? Thats not interesting thats toxic.
RPG trope.
In essence, we are naught more than murderhobos.
I think the limit on mob tags is 10. But you’re right - there’s a limit, which is alright because without a limit on tags the current system would be very abusable. The multiple tags essentially serve as loot multipliers, where a mob can hold the value of 5 (or I think 10) mobs. With open world farming being so broken and hyperspawns being a thing, unlimited tags would very quickly break the game.
I’m not even a fan of the current multi tag system. I think one mob should only drop the loot for one mob. If it’s people in a party, they split that one loot among themselves.
I dont mind the loot, but when the mob turns grey you dont get progress on your “fill bar” world quest, which is bothersome.
I hate that… some pleb group tagging everything on wqs… or some pleb looting a chest youre killing a mob in front of…
I think the tag limit on a regular mob is 5 people.
It’s at 5, so they go grey really quick.
With mob scaling, there’s no reason at all to limit the amount of people that can tag a mob. And with us fighting world-ending dangers, there’s no reason to keep the tag faction-locked apart from faction-conflict story and PvP (and faction conflict stories are always poorly written anyway so they should just quit trying).
This competition provides toxic environment and selfish approach. And it also inflates the time you need to do stuff when it’s already artificially prolonged by having to pass through Oribos when moving between zones or by the removal of whistle.
It’s 5, hence why the trick with two 4-man groups farming stuff in BfA - the 5th person in the second group extends the tag to the rest of his group, pretty much pushing it to 8.
EDIT: technically, this trick can push it to 9 if 4 solo people tag a mob, then a fifth from a 5-man group takes the last tag. I think I’ve seen this in the elite quest areas.
It is very unfortunate. Open world should promote more cooperation and less competition, at least in my opinion. I shouldn’t want to be alone so that I can finish my stuff in peace. I shouldn’t wish to not see any player near me because their very presence is an inconvenience. Yet the game actively makes it so.
i dont like it either why is that still in the game
Not just a bad system, it is anti-MMO.
While I do think an MMO shouldn’t force you to group up all the time, it should promote working together. But I have said this for decades: most mmo’s penalise you for grouping up when it comes to rewards and put systems in place where you need to fight others for: resources, quest objectives, rare creatures,…
If they haven’t learned in the past 20 years I highly doubt we’ll ever see it. They are so stuck into game systems/player retention/player metrics rather than creating a world and community you want to be a part of.
This genre was supposed to build virtual worlds with better technology available. Instead we get virtual themeparks whom focus mostly/too much on casino elements.
You’re viewing it in a “currency per minute” way and I’m viewing it in a “I need to pay attention in order to be optimal” way. In my opinion, quests that you can do with your brain on rest mode are kinda bad. Once a game becomes all about “currency per minute”, it’s no longer a game but a slot machine.
Crush your enemies, see them driven before you, and hear the lamentation of the women!
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