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As I already said, it was only a thing in SoC and you couldn't trade them at all. They were only used for quests, everything else was a mod.
That's not a fetch quest though, it's a unique sidemission. The way fetch quests worked in SoC was there were stacks of missions that reset every 24 hours and completing one unlocked the next in a line of 5 or so and not completing the next within those 24 hours reset the entire line regardless of your progress.
I haven't read anything along those lines. The comments I saw only mentioned that fighting mutants is nothing more than an ammo sink because you get nothing of value from them which is nuts imo.
The problem with this community is that they expected this game to be the sequel to a mod. Mutant loot being "missing" was never a problem before Anomaly and Gamma peaked in popularity because those of us that were there since the first few games didn't miss that particular mechanic at all in CS and CoP since you'd leave the mutant loot on the ground after you'd done the very few quests that required them at the very beginning anyway.
Games are an artistic medium, they aren't "supposed" to be anything other than what the developers and possibly the publishers intended their game to be. We've long moved on from space invaders and pacman.
This is zone man, it's magic. The first game was so mysterious even if it was like a wood plank. Devs really emasculated the game instead of adding more and more.
I dont expect a sh1lt ton of unnecessary detail, it's just rare stuff coming from any mutant.