Original Reddit post

TLDR, old quests are too bad and janky. Here’s a list of problems. I made a big post with way more detail, but apparently reddit is full of ipad kids with no attention spans, so here is a greatly shortened version. Family Crest: Make the quest actually progressable if you find the yellow cape guy first. Hero’s Quest: “go talk to a fishing expert” is ridiculous as it’s not 2002 anymore and the world is 69 thousand times bigger. Also it should award thieving exp. Merlin’s crystal: There is 0 hints as to where the lady of the lake actually is . Again, it’s not 2002 anymore and there’s like infinity bodies of water in the game now. Same problem with “find a chaos altar”. Also, you have to re-fight Mordred every time to trigger dialogue with Morgan if you canceled off of it. Demon Slayer: You are thrown out of the instance immediately upon quest complete and the popup is immediately interrupted by the wizards. New players can’t even see what the rewards are. Vampyre slayer: The animation of him coming out of the coffin looks atrocious. Knights Sword: Doing this quest after unlocking Camdozaal does not change the dialogue at all, even though you know another Imcando dwarf at this point. Elemental workshop 1: If you use any other tool on the book other than a knife, you get “I don’t want to damage the book” which is a straight up lie that maliciously prevents people from finding the proper solution. Giant dwarf: the ending cutscene has been broken for close to a decade now. Why? Underground pass: Stop resetting the obstacles for no reason. Why does the bridge re raise itself? Why does your rope disappear? Fairy tale part 1: The proboscis, volencia moss, and red vine worm come from other quests that are not required for this one. 2 of them are even untradeable. This is a problem. Ghosts Ahoy: The part where you have to use the key on the door upstairs in the temple to get in, but just clicking on the door normally doesn’t work and strongly hints that it’s not the right solution. Ichthlarin’s little helper: The sphinx says the high priest is south east. He’s actually south west. Witch’s House: RNG crates in the basement where you have a chance to “find nothing” is completely illogical. Dragon Slayer 1: requiring planks in f2p and the only way to get them being from the wilderness is just dumb. The quest already has a 33 magic recommendation; put some plank spawns in the lumber yard. Horror From The Deep: The ending is extremely jarring, janky, and anti-climactic. Make it so you have to talk to Jossik upstairs to actually get the quest complete popup. Shilo Village: Lol. Legends quest: Lmao. Tai Bullshit Wannai Trio: No sane player in 2026+ is figuring out that an agility potion is needed. 4 doses, no less. Agility isn’t even a combat stat. Why is this a thing? Creature of Fenkenstrain: Like Horror from the deep, the ending is obnoxiously abrupt and janky. Talking to Rologarth to get context and figure out wtf is even going on is an optional step and you can just pickpocket the ring to get instant quest complete, making that conversation fully missable. RFD freeing the ogre: The iron spit is a really, really stupid inclusion with 0 hints even to its existence. There also aren’t enough hints as to the fact that you need a “rock” item. Lunar Diplomacy: The cabin boy gives you a lantern with no oil, making it a completely pointless gesture that makes you have to get your own anyway. Apparently no one on a big-ass ship has any real lanterns (good thing night time doesn’t exist, right?) There are searchable barrels everywhere for swamp tar, but no oil. This quest line does not require you to have ever met the chemist. My Arm’s Big Adventure: When Murcaily gives you the tubers, it screws your entire inventory order for some reason. My Arm still talks about gearing up at the bank if your account is UIM. Priest in Peril: if a new player walks over to the temple and wants to try getting into Morytania, there are 0 clues there and the quest start is all the way over in Varrock. In Search of Myreque: the swamp boaty is usable before the quest downwards for free, but you have to pay the guy 10gp to use it back upwards, and doing this is actually hard required before the doorman has the proper dialogue options to continue the quest. It is possible to not even use the boat and reach the doorman anyway. In Aid of Myreque: There are 0 hints as to where you get swamp paste for fixing the bank. The only thing that tutorializes swamp paste is the Sea Slug quest, which is not required for this quest line. The Feud: You are given a flute and basket, but only using the flute directly on a snake works. To make it more confusing as to how you’re supposed to do it, the flute has a “Play” option on it which is only relevant for the Ratcatchers quest. Also, when getting the camel dung, there is a small chance for it to spawn as a green variant which is unusable. Literally why does that even exist? It serves no purpose other than to RNG screw new players if they get it first try and force people to use guides. Plz fix. 🦀 submitted by /u/07scape_mods_are_ass

Originally posted by u/07scape_mods_are_ass on r/2007scape