I had an idea for a cooperative quest where players would trade quest components amongst each other, but there is a major flaw with this concept: suppose that the participants are unwilling/unable to cooperate?
Suppose, for example, that the quest is to collect playing cards, and the goal is to redeem a poker hand of five cards. The catch is that every time that a player draws a card, they will always draw the same card. When Gremlins draws a card, then he will
always draw the Jack of Clubs. When Moon Kitty draws a card, she will
always draw the Queen of Hearts. When Super Chicken draws a card, he will
always draw a Joker.
The easiest way to complete the quest is to collect five cards of the same value, and then cash them in for five-of-a-kind. Suppose that the quest reward payoff for five-of-a-kind was the experience equivalent to a dispatch, but something like a full house or a flush was worth the experience equivalent to a kill? Suppose that a straight flush was worth the experience equivalent of a vanquish?
The structure of the quest is one that encourages trading cards with the community, and the reward for the quest increases by having a variety of cards. Would you want to trade cards with others players to maximize the quest reward payoff? What happens if a quest participant refuses to trade?
While this is a rather broad (and exaggeratedly extreme) example of the quest, it has me thinking: even though there are greater benefits to cooperation, I should never assume that everyone is willing to cooperate within a cooperative quest.