
Originally Posted by
Alerith
Let's take an example of this Questing for EXP as I see it or hope they implement it:
-In the Hall of the Infernal King- (2.0 Version of Ifrit)
Quest 1, Given in Ul'dah: Investigate the area around Zahar'ak. Requires 4 or more Disciples of War, Magic, Land or Hand.
Objective: Investigate multiple points around the Amal'jaa stronghold. Discover if they are up to anything.
Actual Gameplay: Go from point to point, like a levequest, either gathering scraps of information or fighting of Amal'jaa scouting parties. Each mob would give EXP and the overall quest would give EXP.
Reward: 4,500 Experience Points, 8,000 Gil.
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Quest 2, given at Camp Broken Water: Acquire relics held by the Amal'jaa used to pay tribute to their Primal, Ifrit. This quest can be done solo, or in a group.
Objective: Defeat Amal'jaa or sneak around collecting artifacts from Zahar'ak. After collecting five of them, return to Camp Broken Water.
Actual Gameplay: Just like collecting Inferno Tapers. Here are items required for the next quest, obtained in this quest. Incentive to do this quest is EXP and entrance items.
Reward: 3,500 Experience Points, 4,000 gil, 5 Inferno Tapers.
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Quest 3, given by Louisoux: Defeat Ifrit. Requires a full party of Disciple of War or Magic.
Objective: Travel deep within Zahar'ak, to the Bowl of Embers where Ifrit Slumbers. Offer up the five relics to summon him forth and slay him.
Actual Gameplay: Get past the guards in Zahar'ak to the Bowl of Embers. Upon entrance, your Inferno Tapers are consumed and you do battle against Ifrit.
Reward: 16,000 Experience Points, 10,000 gil, 1 Ifrit Weapon
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This is just an example, but here you you get 24,000 Experience Points, 22,000 gil, and an Ifrit Weapon (or total Quest reward) for doing a series of quests with a group, with maybe one or two parts being solo'able.
If this is what they have planned, I'm totally ok with that.