Ngruk said:
I think one of the larger problems has been the inability to tie these mobs to something more than just "loot".
What if there were just as important things he "dropped" such as integral story/lore information for a larger piece of the puzzle? and what if that information wasn"t always the same?
So ya, you could skip him, but there is also a chance he could reveal a key piece of information to a much larger quest....
You might be onto something. It would be alot better in these games to have alot more "random" quests pop up in the game as opposed to running around clicking on people with a "!" above their head. WOW has a small few quests of that nature where a item drops off a mob and it leads to a quest. I would love to see alot more quests come randomly from killing a mob. AKA a boss mob as you say might not be visably carrying the sword you want but he also has a chance of dropping a medallion with a seal on it that leads you to talking to a old order of knights, the medallion ends up being the former property of a knight who disappeared 35 years ago and the quest leads you to now seeking to find out what became of him.
Alot of quests could drop fairly randomly, with Guk as an example the medallion could drop off of any boss mob in the zone with a X% chance of dropping, the number depending on the quest.
If you think about lore and the fantasy gener of storylines the characters are not usually running around seeking the quests they end up doing, they more stumble into them. I would love to see a shift more towards that compared to the selective seeking out of quests we see atm. In the early levels the simple "tasks" can still be a major component, but as you get more powerful the quests should at least sometimes be something that finds you and you should be drawn into the storyline and along a path rather then having to go seek them out all the time.
I am a big proponent of randomizing quests more or at least linking them to the world more then the population centers of NPC"s. A letter sitting on a desk deep in a dungeon that is able to be picked up after killing the wizard could start a quest. Alot more quests in these games should start out there in the world, unlike WOW which has 90% of the quests starting in the cities and population centers.
Also, beyond just quests the way people get certain spells, certain skills, certain potions or poison recipes, certain blacksmithing patterns, ect... these need to be world drops ALOT more. The chance of putting certain skills and information in places like the library in Kaesora was just wasted, and the spells were instead simply made random world drops. When you have a ancient library with lost information of a fallen empire why the heck would you not utilize that to impart old knowledge to the players such as the above? WOW did this abit with the recipe in Scholomance that dropped after killing the lady of the house, it had a few blacksmithing recipes, but it hardly touched the surface of what it could have done. It makes sense that engineering recipes should exist in certain areas of Gnomeregan, it would make sense that a certain spell for the Warlock class might exist in Duskfall somewhere. I woud rather get alot more of my spells and character building stuff from doing stuff and going places rather then just buying them all from a NPC the minute I hit X level.