I got this idea from the Dynamic Quests thread I read and I didn\'t really get it, but it seemed unessecarily complicated so yeah, I got this other idea:
How could PC\'s do quests without cheating other characters? Well, I thought of the auction system, ( I know it\'s not finished

) that is basically on an honor system. So is selling your weapons in MB right now.
But I was thinking if I wanted to get some materials for making me a poweful potion, I could just get me a quick escape route, a dumb newbie, and a convincing quest story and get my item without any hard work or fighting. I also might not have to run away, if the newbie is gullible enough.
I don\'t think that is fair at all, besides realism and possible humor, so I think a menu or form based system is in order. Note: This might be a little shaky right now.
I need 50 bricks of ignot to make a Large Scimitar.
I am busy with my shop since it is newbie rush hour, so I ask one of the more experienced ones to get them for me.
I put the command
/createquest , a menu pops up with the following feilds:
Name of Quest: ***ting Bricks
Needed Item(s): Ignot Brick 50, [amount2], [amount3]...e.t.c.
Time Frame: Before I curl up and die would be nice. (or The
Name of the quest is purely for kicks, the
Needed items will be seperated by commas if more than one is required, but the real name of each item must be given ( I am sure other restrictions can apply, like unique items and numbers of them).
The
time frame the quest must be completed in; this has the option of timing the quest recipents for things such as races, or just being a jerk with the quest

. Or, it can be jocular or nonexistant.
The
For feild is also optional, as it can be targeted to players anywhere, but they will be alerted when given a quest. If the word \"
Everyone\" is placed here, it is an open ended quest which anyone can complete.
Reward is the fun part, this is where you put how much money, what items, or both the player(s) get when they complete your quest. The important thing is here, only when the other player brings back the 50 bricks of ignots, and gives them to me using the
/questcomplete command, are the items autmatically traded. As for open ended or muptiple quests, you can keep giving a reward for as long as you have the offered money, or items. In the other case, all players given the quest ( if it is assigned quest) are alerted the item is no longer availible, and the quest dissapears.
Or if I place Yes in
Continuous? the same player can complete the quest and continue to get a reward from it if he has for example 150 brick of ignots, and gives it to me 3 times.
Also, the quest maker is able to show any player their created and avalible open-ended quests by typing something like
/showquests , and the Player can choose which open ended quest to take by doing someting like
/acceptquest the quest now is an assigned quest, but it is still availiable to other players, so this type of quest might be favored by shopkeeps and such as an unlimited number of people can accept and complete these types of quests (thorian gronk, anyone?).
I can think of other useful options such as
/closequest that keeps anyone else from accepting the quest, but still needs to be completed by those assigned. Or
/openquest which will make the quest open to all players who know it\'s name. Of course there is
/cancel quest , but as i mentioned, items will not be given automatically. This could all be recorded in the players databases, how many quests completed, or given. A player can use the command
/viewquests to see all the quests they have been assigned. That player can also use the
/queststatus to see the requirements of the quests again.
So what do you think? :]