I filled the survey, but I think there is much more than that, what makes a questing system good or bad.
I like to build and design different complex setups, to solve a problem, or just to make funky builds.
So in general I prefer quests that deals with complex setups and I like if the whole thing is like a real RPG, with different paths to solve the same thing.
Making 100 billion of the same item just to finish a quest, so you can progress further, that is just wrong to the core!
If someone just playing without quests, I think nobody ever will start to make billions of the same item.
Maybe in a huge server with gazillions of players, it make sense for building purpose or somthing like that, but I think most of the people playing those modpacks singleplayer or with just few friends. Those quests totally make no sense, even if there is explanation for why doing it. They just stupid.
I don't mind if I need to make lot of the same item and design a factory to produce it, if there is a real reason to do it. Like I need them to build something or use them for a purpose.
But in 95% of the quest-based packs, the complexity is all about that you need to build large and complex factory to produce millions of the same item, just to finish one quest and than never use that factory again for anything else. This is just waste of time.
Like I said,I like complexity, but NOT GRINDING! It doesn't metter that those complex setups made those items, or the player need to go and collect it, it is still just GRINDING. I hate that all the thing I have to do, is just build and design GRINDING FACTORIES!
For some strange reason this is one of the most common things in the Minecraft community.
Both the players and mod-makers think, that griding and complicated recipes is equals complexity. No, they are annoying, and just unnecessary wasting the players time.
I know there are lot of gregtechian masochists out there, but the same amount of people out there too, who hate grinding more that anything else or just simply don't have time for that.
Packs must be designed for both kind. There must be packs without any grinding for the commons, and there must be packs for the masochists.
I think it is already complex enough for most people, just to design and build various simple automations.
To be hones, I doesn't even want to call any of those packs "quest-based-pack".
They are really nothing else, just CHALLANGE MAPS with some fancy mumbo-jumbo around them what they call "quests". Sadly...
Another problem with those packs;
I like very much, that the quests starts like tutorials for a mod, to learn the basics, but the big problem is; no further help! Like, let's say;
The quests teach you how to craft and use a machine from a mod, than the next quest on that line is "Craft 999999 of Hyperender-realitymatrix-shifter corner-piece". And I just: WHAAAAAT?!?!? How?
I know that there are a lot of mods, and nobody have the time to write all the tutorials for all the mods, but I know that many diffenerent packs have really good tutorials in them for many mods. Those tutorials must be collected somewhere as resources, so the pack-makers can use them as resources. Everybody happy: player can learn the full mod, and the pack-maker can focus on their own storyline and quests.
Or must be written down in the first place that the pack don't have tutorials, you need to be a pro. In every mod that is out there...
That is really annoying to spend days playing a modpack, just to figure out, that some point I can't make any progress, because I don't familiar with a certain mod. A few times I doesn't even know what mod those items come from! You can start spend weeks to read wikis and/or watch 1000 hours of tutorial videos, or abandon the pack...
I think tutorials is a must have in a quest-based modpack or the player must be informed BEFORE THEY DOWNLOAD the pack if there is no full tutorial!
Like I said in the first place; I want to play quests like in real RPG games; MORE STORY and MORE THAN ONE SOLUTION to the same problem, and more points in the qestline where you must choose how you progress further.
I think that is one of the key points that can make something complex and fun to play (and replay!) because the different paths.
I don't think packs offer that much different paths like I want to. I never started again any pack that I can finish, because even if I can choose a different path, they not so different that it worth replaying them.
I know that all this things that I like to see in a pack means a lot more work.
Not many people have that much time to make a good quest-based pack and most of them will be nothing more than challange-maps, like 95% of the packs. But those masochistic-grindfests must be called what they really are: CHALLANGE MAPS.
So who want to play something, because of the stroy and see what different paths can offer, will really find what they looking for.
And not just spend days playing just to realize that it's just another grindfest wrapped in fancy themes.
Questing, for me, means something RPG-ish thingy; more story driven strict paths, but there must be more VERY DIFFERENT paths to choose from, and no grinding at all!
Grinding is ok ONLY for challage-maps but not for questing!