So, a lot of the bugs in the quest system were solved. That lead me to investigate even more the system to seek more bugs, and i came with more suggestions/features to add the the current system to improve it and increase its potential even more.
Quest cool-down
remember those jobs that you could just spam very easily? Well i think it would be awesome if we had a feature that lets us add some kind of cool-down to this jobs, so that you can only repeat it, say every hour. if we have a quest that can be repeated infinitely, but we don't want people to spam it, we would need something that let's us fix a certain amount time (like the Quest Expiration Time) and we have to wait this amount of time before we can pick-up the quest again.
I think this would be a great feature to add to upgrade the "job" type quests.
Interact objectives
So that would be very simple. in the misc. objective section, we could add another one along with the achievement objective. This type of objective would allow us to examine a certain object for more story and really cool quests. So for this objective to work, the way i think it should work would be that you assign the object to be examined just like you would assign a giver-npc or a sign for the quest. But to keep this simple, only item frames would be able to be "assigned" as the interact objective. The objective would be completed once you right click on the item frame that has been assigned.
I think this would be a great feature to add for more in-depth lore in quests, for more interacting and interesting quests, as well as cool mechanics in different scenarios. I can't imagine all we could do with this feature along the "progressive objective" feature mentions in my last quest suggestion post. (Wynncraft vibes UwU)
Item Reward
I don't think i need to explain how this could be so helpful. Add the possibility to give items as a reward for quests. And so that it dosen't break the system, you would have to feed the system this particular item so that people can receive it. (Or maybe even just take it from void storage (town quest only feature?) when a player completes the quest. If there are none, just don't give it and send a message to the player or the owner of the quest. As soon as the item is available again in void storage be available, it would be given to the player).
There. Thanks for reading and i hope that these ideas are useful!
Quest cool-down
remember those jobs that you could just spam very easily? Well i think it would be awesome if we had a feature that lets us add some kind of cool-down to this jobs, so that you can only repeat it, say every hour. if we have a quest that can be repeated infinitely, but we don't want people to spam it, we would need something that let's us fix a certain amount time (like the Quest Expiration Time) and we have to wait this amount of time before we can pick-up the quest again.
I think this would be a great feature to add to upgrade the "job" type quests.
Interact objectives
So that would be very simple. in the misc. objective section, we could add another one along with the achievement objective. This type of objective would allow us to examine a certain object for more story and really cool quests. So for this objective to work, the way i think it should work would be that you assign the object to be examined just like you would assign a giver-npc or a sign for the quest. But to keep this simple, only item frames would be able to be "assigned" as the interact objective. The objective would be completed once you right click on the item frame that has been assigned.
I think this would be a great feature to add for more in-depth lore in quests, for more interacting and interesting quests, as well as cool mechanics in different scenarios. I can't imagine all we could do with this feature along the "progressive objective" feature mentions in my last quest suggestion post. (Wynncraft vibes UwU)
Item Reward
I don't think i need to explain how this could be so helpful. Add the possibility to give items as a reward for quests. And so that it dosen't break the system, you would have to feed the system this particular item so that people can receive it. (Or maybe even just take it from void storage (town quest only feature?) when a player completes the quest. If there are none, just don't give it and send a message to the player or the owner of the quest. As soon as the item is available again in void storage be available, it would be given to the player).
There. Thanks for reading and i hope that these ideas are useful!