On just one of my characters, I have over 60 recipes that require patterns. But after spending several hours harvesting, and turning in Anchorage and Myrist quests, I get quaint little notes that I already have a spell, pattern, recipe, or whatever, so, "(fill in the blank with your favorite expletive) you," is basically the message we get when we don't get a reward. Perhaps the good folks at DB aren't aware of the concept of Karma, but it basically says that what goes around comes around to bite you in the butt. If I spend time and effort doing a quest, I expect a useable reward--not one that I have to destroy, because it is no-trade and I already have it, and not one that you won't give me because I already have it. Computer programs have the ability to check and see if you already have a one-off item and then select an item you don't have. There is absolutely nothing, but a nasty disposition on the part of a developer, to deny a person a reward after they complete a quest. And not giving a reward really bites when a character has 60 recipes without patterns to use or patterns without recipes. With all the possible rewards, you could give, such as a rare or even a house item, it is pretty low for a player to get nothing for their time and effort. So I'm hoping those who came up with this idea, of one-off items so there is no reward given, get a taste of their own medicine. Working, for nothing, isn't fun, unless you willingly volunteer your time to help others. Completing a quest should always offer some useful reward, even if we have to sell the item. Not getting a reward, or having to destroy it, because there is nothing else we can do with it, is unacceptable and mean spirited. That is a crazy thing to do when you seriously need to build customer loyalty.