If you ask me, the quest system like it is now, is not THAT bad. It only needs abit of adjustment. Asking npcs "about [keyword]" does the job perfectly, if you know what the right keywords are. There are a few quests, in which some npcs tell you, what to say to the npc, you have to see next. That is much appreciated, as it saves you from going nuts, searching for the right keywrods in a text, that takes almost a minute to appear now (in the new version) and repeat the whole precedure, after you asked for the false word. In my opinion, the chat with npcs should work like this:
Player: Greetings.
Npc: Greetings citizen. I am XYZ
Player: How are you?
Npc: I am very well, thank you, but there is something that means a bit of [trouble] to my [sister] and that worries me.
Player: Tell me about your sister. --- (you have chosen one of the 2 keywords in the previous sentence, which unlocks the following)
Npc: My sister is XYZ and she runs the [bakery] in town.
player: Tell me about bakery.
npc: Oooh, the bakery here is the best in whole Yliakum, and i do not only say that, because my [sister] runs it. --- (dead end, go back to other keywords)
Player: tell me about trouble.
Npc: Blah, blah, blah... go to the [bakery] in east-hydlaa and speak to my [sister]. just ask her, if she needs help, she might be willing to pay you for your help.
Player: Alright, bye.
Npc: Goodbye, citizen.
You go to his sister now and just say: "can i help you?", and she tells you, whats up and you get a quest.
Or, if you havent spoken to npc #1 first and you find the bakery and the sister by coincidence:
Player: Greetings.
Npc #2: Greetings. sorry, but i dont really have time for you, as you can see, im very busy with my [bakery].
Player: Tell me about bakery.
Npc #2: I run this bakery for a month now, and [work] is building a pile.
Player: tell me about work.
Npc #2: Oh, i can tell you, blah, blah, blah, i cant do it all by myself, and i really need help.
Player: Can I help you?
npc #2: Oooh please, if you could blah, blah, blah, i would be really thankful. i cannot pay you much, but what i can spare, you shall get. So, will you still help me?
Player: Yes
YOU GOT A QUEST
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Player: Greetings.
Npc: Hello there.
Player: How are you?
Npc: Not very well, but i dont know you enough, to tell you, what my [problem] is.
pPayer: Tell me about problem
Npc: no sorry, yet, i do not trust you enough. maybe later. --- (dead end, no quest available yet. byebye)
The game can recognize how wellknown a character is, just by "taking a look" into your questbook.
No quests done:
Player: Hello
Npc: Hello
Player: How are you?
Npc: Fine, fine... stranger (dead end)
Same npc, lots of qusts done:
Player: Hello
Npc: Oh greetings, sir/lady blah.
Player: How are you?
Npc: Well, to be honest, i have a [problem]. and i am sorry to bother you with this, but i have heard very much about you...
Player: Tell me about problem.
Npc: blah blah, blah... will you help me?
pPyer: Yes
YOU GOT A QUEST
Thats what I would like to be the npc chat, the keywords the npcs give you, should be in [] brackets, and yes, there should also be keywords, that lead into a dead end, to make the chat more realistic. However, which keywords are in brackets, and if they are in brackets at all, should depend on your character's intelligence and charisma. Of course, an unskilled character could find the right keywords, simply by trying, or being smart enough to find the right keywords on his own. Personally, i dont see a problem with that, but, referring to another thread here on the forums, PS is a roleplaying-game in which player skills (own intelligence in this case) shouldn't mean anything, only character skills, so why not making the npc-chat and the keywords related to your characters' stats? Inteligence lets the keywords appear in brackets, charismatic characters will not get refused by the npcs and get more keywords and info, maybe a higher reward also. [some more trias than just a friggin octa]
About the timelock, yeah its annoying, but if it is a neccessary thing to have, and if you arrived just after some other player got a quest by a certain npc, i would suggest the chat to be like this:
Player: Hello.
Npc: Greetings.
Player: How are you?
Npc: Not too bad, just a little [problem] i have to deal with.
Player: Tell me about problem.
Npc: I might have something to do for you. come back at 3pm.
Player: Alright, bye.
Npc: Bye.
If there are a bunch of people, who are trying to get this quest, the npc should give out different times for the players to come back. but since the ingame hours arent that short, i would suggest to cap the players to a certain time. (sorry, i dont know how to say, i will give an example:)
Player a gets the message: come back at 3pm
Player b gets the message: come back at 3pm
Player c gets the message: come back at 3pm
Player d gets the message: come back at 3pm
Player e gets the message: come back at 3pm
Player f gets the message: come back at 4pm
Player g gets the message: come back at 4pm
Player h gets the message: come back at 4pm
Player i gets the message: come back at 4pm
Player j gets the message: come back at 4pm
All these players, who are there at the time, they were told to be there, should get this quest, not only one. This will allow to reduce the max amount of players, who are doing the quest at same time to a minimum, and it will tell the players, when to be there, instead of leading them to camping the NPC and spamming.