Because if you could infinitely share the quests, you could have one person sit nearby with the three rescue quests and just repeatedly share them over and over and over again, and the other 4 people can just rush the turn ins, which is even MORE insane than the current hyper speed.
They needed a way to allow groups to share quests, but limit the amount of times it was done and help with overlap. I personally think that it shouldn’t have been 100% chance for another quest. Since you can repeat the beginning one over and over, that should have awarded a 100% quest, and the rest should have been like lock boxes, some random stuff. Sometimes commendations for rep, sometimes additional quests, and sometimes bonus currency. This way doing it in a 5 man group doesn’t lead to you have 100x as many quests as you could possibly complete after just two runs.
It’s not the same. Yes there is repetition, but it’s not on the same level as what I described as possible. Because the quests offered are random. The issue there is the uncapped exponential value of group based sharing. They didn’t restrict enough.
Ok. You’re entitled to your opinion. To me I just saw it as the Bronze Dragonflight deputization/Silithus World Quests redone. Wasn’t great as a first implementation. Room for improvement 100%. But anything Classic style in Retail era size/gaming is gonna be… off.
Is that what I said? Because it’s most decidedly not. The difference between you and me is that I don’t get unreasonably angry at a video game that I feel the need to be outrageously silly and lash out on forums when I don’t agree with something in the game.
it still took hours. SoD is a funserver anyway, P3 would have instantly deflated if people had to run as many of the same dungeon as P2 to level.
I enjoyed this short leveling period and I enjoyed the gameplay loop of incursions. I don’t enjoy needing every group to be an AoE group to level at a decent speed.