I was going to put this in my Classic+ wishlist but I think this is a no-brainer change that could be implemented right now. Fresh servers have once again shown how frustrating it can be to fight over mob tags that may or may not drop a quest item you need.
This is not just a fresh problem however, as there are countless examples of quests where TWO players doing the same loot quest can result in running out of mobs to kill. Not only is this needlessly tedious and boring, it creates a toxic environment where seeing other players in the world makes you frustrated, because you are competing for mob tags.
Dungeon quests are also notorious for leaving players unable to complete it in a run for any player, despite fully clearing the dungeon. Troll Temper in Zul’Farrak is an example.
Kill quests are twice as fast in a group of two, loot quests should work the same. It should have been this way in 2004 but it’s never too late. Make quest loot sharable in January 2025.
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Because they are supposed to be run multiple times with friends. Same as world quests. Sorry that game wasnt made for comfort of socialy disabled minmaxers who run game with rested xp and questi
No, it’s just bad design. You run dungeons multiple times for loot or to get easy xp, or to help out friends. Forcing you to do a dungeon twice just to complete a simple quest like this is pointless.
You arent forced to do dungeons
I’m quite sure you can actually trade quest items? Atleast last time I was down there the surplus I just traded to the other party members before thanking them and leaving.
Certain items can be traded, if they have uses outside of quests. However it is extremely rare to get excess quest rewards even if you could trade them, and the person without completion would get all the quest items anyways when you’re done.
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I think the issue is drop chance here, the main element being “run out of creatures”.
The biggest offender I know so far is the outside part of Deadmines.
When one person completes the quest, their quest item becomes free for all loot, but only after tagging the loot. There is a point where people stop caring about loot, or my biggest pet peeve, playing in a group but two ends of a hub, without FFA. Aren’t we in a group to stick together? Anyway.
As is, WoW is designed mostly for a single player - that’s how I played it for almost 12 years, and I barely had problems, except when someone came after my 10 minutes of waiting for a respawn, oneshot the creature on spawn, and then I was waiting another 10 minutes. Other players are the biggest unfun in WoW.
Fast respawns, on the other hand, will definitely overwhelm players due to lack of instant off-combat full regeneration, and fights having ample difficulty.
So, the best WoW is single player WoW. You kill, respawn set to 15+ minutes, no competition, and if you run out of one place, explore another and come back. Just like Skyrim.
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Yes, I have also noticed in Hardcore WoW that the less players are in a zone, the more interesting and dangerous the pulls become. Single player is the most fun (apart from elite quests). The best case scenario is never having to wait for mob respawns, so you can freely farm that 5% droprate quest item, while also being able to fill dungeon groups quickly. Currently dungeon groups are easy to fill, while quest mobs are overly tedious to find.
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Single item drop is very anti-social game design, discourages people from grouping up with players worse/lower level than them. Since the game hasn’t been difficult in 20 years we need time efficiency to be a bigger motivator for socializing and grouping up with people.
Most people already seem to opt for dungeon grinding over quests, questing in group could surely use a buff.
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The vast majority of “single drop” quest items as well as items that start a quest are already a shared drop. Even some multiple-drop quest items are shared, like shards from the elementals outside Maraudon purple for example. It would take a simple search and replace function on a database to change every item with a “quest” type to be a shared drop. So I guess Blizzard actively wants players to avoid others and refuse invites on half the queats in the open world.
I mean I understand why it’s there, before WoW, MMO players were expected to grind the open world mobs to progress. WoW successfuly managed to hide and obfuscate it’s grinding behind low drop rate quests and low spawn mobs (Satyrs in Aszhara come to mind). But it’s been 20 years and the game is solved, most result-oriented people aoe grind dungeons. There really is no need to trick the few of us in the overworld into grinding xp.
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