Real Talk: Does the MQS structure and quest design change in the expansions?
Talk to NPC > Go to point B to interact and/or fight > Return to NPC. Start over.
Free account here. Been enjoying the game, but after 15 hours of samey quest design, it is wearing me down.
I want to "play"' the game (dungeons, trial, raids) but feel that MQS are holding me hostage with the unlockables.
I'm finally a WMG, just got regen. Starting to feel like an actual class.
No, the in between quests do always have the flow of go from point A to B with maybe some fighting in between, that's just kind of how MSQ questing is. However, as you move into the expansion, a lot of these quests will be more immediately relevant, you often won't have to travel outside the zone you're in, and there are much more things to break it up, whether it be cutscenes, or solo duties, or a blowdart/telescope minigame that comes later in the game. There'll also be less quests that are just straight busywork, which happens a lot in ARR, and often the gaps between dungeons, in terms of number of quests, is much shorter.
As an example, the gap between the first and second dungeons of ShB is 12 quests, while the gap between Toto-Rak and Haukke Manor (two ARR dungeons around your level) is 25 quests, and the ARR one goes through multiple zones, while the ShB one is basically 'get orders from base -> stay in new zone till dungeon')