At the moment, quests are very simplistic even though they are supposed to be more in dpeth than "kill 10 rats". The key issues with the quest at the moment are:
- No variables or anything to really tackle guides.
- The core aspects of the quests are quite basic, e.g. break this armour set, speak to these NPCs, kill this, etc.
- There is no reason to return to NPC generally after a quest.
- Nothing (realy) to prevent people from just clicking straight through the majority of text.
- Coords are almost always unchanging.
An other idea i have is why not make NPCs move, within a small area? Do people really stay fixed to one area, and never move? nope. Obviously, Shop NPC should really move, nor the school teachers, storages, priests or the wraith. But every other NPC doesn't really need to be stuck to one spot. It makes doing quests by coords a little more lengthy, and gives the game a larger feeling of life at the quiet times of the day. I'm sure some Ant code/guard bot code could be recycled to produce an NPC that walks around in a certain area and stop when questioned by a player(s).
Greater variety within the quests could be the usual things like kill XXXX, break XXXX, find XXXX to the most complicated current quests such as harv/use XXXX within the confined time between XXXX and XXXX. But we could add some quests that require player interaction, such to give a certain amount of funds to a newbie (got the idea from an ther game i play) or to slay a boss or track down an kill the last mob in the invasion. You could also have speed quests, such as one where you complete a list of certain tasks, and if completed, a reward is given out, and extra time given to other players doing this universal competitive quest (this is one of the biggest attractions of an other online game a i play). You could always have exploring quests, where you must discover dungeons whos entrance change randomly ever day (could be to use a coin one day and be using a skull the next) and recovering an artifact (thats untradable, visible item).
It would also be nice to get a new set of quests to EL, with quests being started at NPCs that have been chosen with a bit more quest (not like the newbie break quest situated by SKF entrance, i mean, why?). A redesign of Newbie Tutorial would be a nice thing to do as well, something more engrossing, putting important and most widely used skills first. for example:
- The Laws (you need this, as so many miss the important ones like multiplay, and say scamming isnt illegal, as those two catch too many out)
- How to speak - say hello (or anything) on @1
- Fight - engage newbie tutorial in battle (make him weaker than rabbit, but infinite HP) and dissengage. (If you cant disengage, and newbie tutorial gets you to 10 HP, he'll dis, then heal you, if you eligible to be healed)
- Harvest - Newbie tutorial needs some plants to create some potions for newbies (harvest various flowers, but put in a sensible order, rather than one on one side, then on other side then on the first side of the island)
- Mixing - newbie tutorial would like you to mix a set of fire essences to keep the signal fire lit.
- Eating - Newbie gives you some bread, and a minor healing potion, and you must eat/drink both (he goes on to explain that lower level potions give you a vial back)
- Navigating - Deliver some ale to the tavern on IP, deliver a DE to Kayne on his boat and finally deliver a book (journal) to the reporter in votd (teaches use of mini map)
- Schools - Sends you to alch tutorial (try to give a little extra incentive for them, since its a long, unattractive walk to the NPC). and do first part.
- Gods - Go speak to Aluwen, Glillin and Elandrias priests and learn of the gods.
Obviously these are all just ideas, and i have no idea how difficcult the implications would be.
Please give your ideas