Edrein wrote on Mar 10
th, 2019 at 4:40pm:
As far as my friends who play tell me it's the same. The reason why it isn't used by the majority of players anymore is because the devs made it so you can't gain any experience in player made quests a while back.
So essentially they shot themselves in the foot over that feature. They're also removing it from Star Trek online as well.
It's a shame if DDO had a feature like that I'd imagine it'd be 900% more popular despite its age and problems. But I also feel like the DDO devs would similarly chose to have no exp or extremely low exp/rewards drop from player made content.
Given that player made content can be of varying difficulty levels, I could see how it would be difficult to assign XP to them. You could end up with a bunch of Ringleader, Shadow Crypt, Spies, Von3 style "farm quests" that bypass the storylines and quest chains and damage the progression system. Although, again, I admit I know nothing about their progression systems over in NW.
The same would be true of loot. (which is the other reason to run content, besides progression and fun). You can't give out more than ran gen loot chests that are content level appropriate. But even that becomes somewhat concerning. Not knowing that game, if it was in DDO, could I create a quest that has 50 collectibles nodes in it, in really easy to access places? Or one that has an abundance of chests that are easily farmable? I can see the problems that could develop. That's a tough one.
I still think the idea of player/community content is a great one, if you can work out the content balancing issues.