1. We are going to remove numerical quest objectives from the game (i.e. "Kill X Vinds" and "Collect X Sentient Veggies") and instead introduce a "quest completion bar." For kill quests, this bar will increment the player’s quest progress in relation to the amount of XP earned. For interact quests, this bar will simply increment in set amounts for each completed interaction. This helps improve the system in the following ways:
a. By basing quest completion off XP gains, players can now choose to go after larger targets or smaller targets and earn quest progress appropriate for those choices. While killing harder things is slower, you will earn more quest progress for it. Those who prefer to fight easy things will kill faster, but progress more slowly for it. Because the full completion amount will be directly based off our XP formulas, we can then tweak these amounts easily in the future to adjust quest completion rates as needed.
b. This approach also helps groups stay on target for leveling progression. Even though groups will destroy creatures much faster, they will need to kill more in order for each player to earn the credit needed to complete the quest objective.
2. By making this change, we have the opportunity to remove mob tagging, with regards to XP, from the game. XP gained per mob death will generally be based on the amount of damage a player contributes to that kill. This will still encourage players to group (where they would get full XP credit for the kill rather than a percentage), but also encourages players to help out a passerby in the open world in order to receive a comparable XP reward.