Quests
257 quests. The same “kill X monsters” formula copied for every race. Chained into forced progressions. Rewards: consumables to fuel more grinding. We removed all of them.
Massive Duplication
The same tutorial quests existed 10 times over:
| Quest | Versions |
|---|---|
| ”Fighting Skill” | 10 (one per race) |
| “Strength of Spirit” | 10 |
| ”Learning Auto Hunt” | 10 |
| ”Be Prepared” | 10 |
| ”Time to Change Class” | 10 |
That’s 50+ quests that were functionally identical, just with different starting NPCs. Same objectives, same rewards, different flavors of filler.
Multi-Tier Chains
Zone quests came in 4-5 tier chains:
| Zone Quest | Tiers |
|---|---|
| Peace in the Cemetery | 1-4 |
| Memory of the Glorious Past | 1-4 |
| Not So Silent Valley | 1-5 |
| Exploring Cruma Tower | 1-5 |
Each tier was the same quest: kill X monsters, get consumables, start next tier. No story progression. No interesting mechanics. Just incrementing kill counters.
The Formula
Every quest followed the same template:
- Talk to NPC
- Kill 40-100 monsters in a zone
- Return for Soulshot Tickets and HP Potions
- Get prompted to start the next quest in the chain
No narrative choices. No puzzles. No meaningful decisions. Just “kill monsters, collect consumables, repeat.”
Forced Progression
Quests required completing previous quests:
Peace in the Cemetery 1 → 2 → 3 → 4 ↓Memory of the Glorious Past 1 → 2 → 3 → 4 ↓Traces of Battle 1 → 2 → 3 → 4 → 5Miss one? Can’t do the next. The system demanded every link in every chain.
Consumable Rewards
After killing hundreds of monsters:
| Reward | Purpose |
|---|---|
| Soulshot Tickets | Buy soulshots to kill more monsters |
| HP Potions | Stay alive to kill more monsters |
| Spirit Ore | Craft soulshots to kill more monsters |
Rewards for grinding were supplies to grind more. No gear, no progression, just more fuel for the treadmill.
On L2Cruma, progression is playing. Not checklists. Not fetch quests. Just the game.