In another thread it was revealed that a storyline quest, namely the safe return of a woman's daughter, provides a backflip emote as a quest reward.I see a couple of sizeable issues with this.First, let's just get this out of the way. To @Lum the Mad and anyone else involved in the creation of quests:Seriously. The woman is grieving for her dead husband, and she decides to take the time to teach you how to do a backflip???? I mean... this is so wildly inappropriate and poorly conceived as to be comical. My heart sank a little when I read this.But as bad as this is (and it's pretty bad, let's be honest) there is a larger problem here. On multiple levels.First of all, there is the overall issue of giving what is essentially a multiplayer only reward for a storyline quest. It makes zero sense in context, breaks immersion, and fails to advance or enhance the storyline experience or your character in any meaningful way. You want to give emotes as rewards? Fine. Have the vendor at the multiplayer arena or dungeon give it to you as an in game achievement for battling other players. Or something.And then there is the other problem of offline play. What is the reward for the quest if you play offline? An emote that has zero use? Or are they creating separate quest resolutions? How much time is that going to take, and how does that new resolution affect the balance?And that leads to the bigger question: does this happen a lot? I ask you, community, are there other known instances of multiplayer only rewards for storyline quests?