Quote Originally Posted by Fiosha_Maureiba View Post
The quest tracker portion comes in as that hand-holding / direction effect of what to do, as it's not always apparent. Using the emote quest as an example, I and others in Open Beta spent dozens of minutes spamming emotes at our targets. It wasn't immediately apparent to me (and apparently the others) that we had to demonstrate specific emotes to our NPC emote teacher, then practice them on our end targets.

If a quest tracker were present on this, I would have it read something to "Target X and show her emote Y". I know it sounds like too much spoon feeding, but I see this quest as easily deterring a new player away from the main storyline.

The less I have to look outside of the game on how to do things in the game, the better. A separate topic may be created relating to other thoughts on dev1000.
They seem to have fixed that particular problem the last time I completed the quest, but it does highlight how certain quests can form roadblocks if not carefully constructed.

I'm personally not a fan of excessive hand-holding in-game, but I can certainly see the need for more direction, especially early in the game. To that end, rather than beating the player over the head with NPC indicators and the like, I'd prefer to see something more subtle. Perhaps something as simple as a short message in the chat pane - "As you enter the inn, you see Badeon beckoning you to the bar."

One thing I would like to see is a quest entry for the next quest in the main questline if we're too low. Perhaps greyed out but indicates the NPC and level we need to be before we can attain it.

I'm not in favor of a quest tracker, but that's partially because A) I like as little of my screen as possible to be taken up by UI clutter, and B)I don't mind reading the quest journal entries to find out what I need to do next. The real problem is the sometimes vague entries, but that's something that would be better fixed with a rewording than implementing a quest tracker.