Oh how the writers have proven this to be wrong. In the hope that there will be many more quests and lots of new content and the off chance that a writer ever reads these forums can you please try to stream line the dialogue and keep it interesting. As I play through the Vet content I find myself skipping through much of the dialogue because I am asking questions that have just been answered. I will offer a generic example of far too many quests:
Random Person In the Road: Please Stop, the Local Area of Interest (i.e. farm, village, etc) has been attacked by Bandits (or other NPC) and it needs your HELP. You need to speak with Captain Rena (or whoever).
Me: So the local area of interest has been attacked by Bandits and it needs my Help.
Random Person In the Road: Yes the Local area of Interest has been attacked by Bandits and it needs your Help.
Me: And you Say I have to speak to Captain Rena, who needs my Help because the local area of interest has been attacked?
Random Person in the Road: Yes you need to speak to Captain Rena, because the local area of interest has been attacked by Bandits
Me: Goodbye (im very polite)
2 feet down the Road is Captian Rena
Me: You must be Catpain Rena,
Catpain Rena: Yes I am Captain Rena and I need your help, the local area of interest has been attacked by Bandits!
Me: The Local Area of Interest has been Attacked by Bandits?
Captain Rena: Yes the Local Area of Interest has been Attacked by Bandits!
Me: Alright I will help you but first let me ask you some Questions! Who are you?
Captain Rena: I am Captain Rena of the Guards, it is our duty to protect this local area of interest by bandits
Me: And where are we?
Captain Rena: We are at the local Area of interest, I am captain of the Guards it is my job to protect it from bandits!
Me: and you are under attack?
Captain Rena: Yes The local area of interest is under attack by Bandits!
Me: To get this straight the local area of interest is under attack by Bandits?
Captian Rena: Yes, the local area of interest is under attack by Bandits.
Me: Goodbye
And then after treating me like I couldn't follow on from the local area of interest being attacked by Bandits from the multitudes of bandits about I have to defeat even trashy bandits who hit hard and have a myriad of special attacked. That are infact tougher than demon dragons. So the ability to complete the quest requires a level of skill and ability that the mind numbing tedium of the quest dialogue does not take into consideration.
That dialogue would be in keeping with a 4 year old going WHY? After every sentence where as the quest harks back to the old days of RPGs where it took a level of tactical awareness to complete the game.
So can any future writing and story be aimed at engaging with the audience and offer something more than repeating again and again the most basic of facts. And I know this could be a dream but it it could be in some way tailored to our characters this would go a long way in giving the impression that some of those choices I've made effect more than the two seconds I made it or what powers I can purchase with skill points. I know that maybe too much to hope but I can't imagine a couple extra lines of dialogue here and there mentioning species, class, Vampire/werewolf or guild affiliations would bust the bank but would go a long way to make the world feel responsive and dynamic and mean these choices offer more than purely mechanical options.