blah blah blah blame the victim nonsense
This whole quest line is setting up the player to fail. And then leaves a monument to it in the deed log.
The entire game, only timed quests really required that I get going on a quest right away. There wasn't a timer. Little did I know that there was a unmentioned assumption that I'd start that quest right away from that exact point. If you don't start right there, then well, too bad, the whole quest no longer makes any sense. There wasn't some special point where it said, "HEY, YOU! DO THIS RIGHT NOW OR IT WON'T WORK RIGHT" The whole game is designed around not requiring that. If something has been scripted, it's in an instance so we are made aware that we need to do THIS now. Please, raise you hand if you didn't spend the entirety of dunland running to a town, picking up all the quests you can do all at once, doing them, and then moving on to the next town.
The previous attempts at this "mobile quest giver" mechanic was done way WAY better in evendim. Everything flowed smoothly, no matter HOW you did it. I certainly never experienced the case where the game let you drop the mobile quest giver before actually completing the task. Perhaps it didn't let you, perhaps it was just better designed, I don't know. All I know is that this andreg stupidity is poorly designed AT BEST.
As for previous examples of lost content. The only ones I can think of off the top of my head are the Game Intro and the Moria Intro, both of which are set pieces inside instances. Not just random quests out in the wilderness with no telling us that this is something special.
And don't even get me started on the HORRIBLE UI we see when the quest line is closing. For the entirety of the game "canceling a quest" means I can go back and try again later. Now suddenly it means, "permanently close off this content that I haven't finished" That window shouldn't even let you permanently cancel the quest line if you aren't done, without a MUCH more clear warning and multiple dialogs. It warns you that quests, which I don't have, are going to be canceled. OK, that has always meant I could go back and get them again. After all, i'm out in the world, not in an intro instance. Instead, what do we see? A dialog with only ONE button that permanently closes off the content. Apparently what I was supposed to do is click the "x" button in the top right of the dialog. I didn't even know that was there!
The problems with this quest line are many. Many little things that lead the player down a road to failure. And then ends it with an unfinishable deed in my log that stands as a monument to them all.
If this is indicative of the future of lotro's quest design, I must say that I don't like it AT ALL and is, to me, a serious failure in forethought by the development team.