A quote from jwbarry in this thread got me thinking:
This is really true of a game at a macro level now, too. When was the last time you saw any of the following:Originally Posted by jwbarry
LFM: The Swiped signet
LFM: Archer Point Defense
LFM: Purge the Heretics
...
I could continue this list for a while. Probably 90% of player hours spent in-game are spent in less than 50% of the quests! Why? Because players figured out which quests have the best XP reward/investment ratio, and focus on those -- only a small segment of the population spends time on less XP-efficient (or, in some cases, reward-efficient) quests.
Turbine, you *must* have data on which quests are being run frequently, and which are lying fallow, yes? Can't you balance out the rewards on the ones that players have figured out are under-XP'ed, to get them back in the rotation? If you can't afford to develop unused *paths* in a quest, then isn't developing unused *quests* even worse bleeding?