How do you envisage such a system working?
Would players be given access to the developers tools to create NPCs and items (and maybe locations?) and add them to the world as quest givers, bosses etc.? Or would it be more like a writ board - text only quests sending you to kill existing enemies, collect items etc. without adding anything new to the game? Or something else entirely which I've not thought of?
How would you stop people abusing it? What's to stop someone setting a quest to kill 1 mudcrab which awards 1,000,000 XP and a full set of gold items?
Indeed.Three reasons why "No." is the inevitable answer:
- The quests we already have are often glitchy/unresponsive enough on their own.
- Player-created quests have high odds of interrupting the lore.
- People would abuse it in the name of faster grinding, because quests come with XP and item rewards.
City of Heroes did this with their mission architect.
if you make these into the equivalent of daily quests, they can work easily enough. the logical conclusion, however, would be some players would build achivement-hunter quests that either focus on hunting a specific mob type or else a farm for drops (such as a leather-farm or a wax-farm).
if you use a short list of pre-built dungeon sections and mob spawns, it could work well enough. add in a couple of NPCs with text, or a book or two, and your about done.