I feel like quests should be tiered, for example into common, silver and gold tiered ones, and perhaps rarely a menacing red one, with a neat little border for each. First of all it would be very neat stylistically with the borders, but also to help make it clear which quests entail what kind of effort vs reward, with higher tiers entailing more quests for better rewards.
And some content ought to be locked behind quests to make quests a fun adventure with its own content, rather than a mere theme-park MMO style bs that you find in every MMORPG.
- Common quests should only have 1 or 2 tasks to complete at max. and be those that have you go for a walk or invest some lp into stats.
- Silver quests should be 2 to 3 tasks and include to send you on a hunt or any task that may be more of an effort in undertaking (which some quests currently already do), such as go hunt a bear or study some curios.
- Gold quests should be on a different level entirely, where they still give you basically the same types of quests as silver-tier with 2 to 3 tasks, but for much more advanced stuff. So instead of getting a quest to hunt a bear, you get sent to clear a dungeon, hunt a narwhal, orca, troll or greet a dryad, stuff like that. Study an orca brain, troll skull, narwhal tusk. The great thing about these quests would be that they give a boost of chance to actually find the target in question, making them ideal for advanced hunters. It would also be a great opportunity to incorporate a use for dryads and ents as important questing tools that, if you get a quest to actually meet one of them, it will be the gateway to receive a rare red quest and for them to be tied to the rewards of the red quest dungeons in that they are the only ones that can unlock the rewards received from these dungeons.
- A higher tier of quests: Red quests would be the pinnacle, where if you actually receive one of these quests (by first getting and completing a gold quest for a dryad or ent) the quest itself will act as a portal into a tiny dungeon. Click a button on the quest menu or in the flower menu of the NPC once ready and it will spawn a portal/gate at the quest NPC through which you arrive at the dungeon.
The main twist to these dungeons is that they are uniquely accessible via quests, have exclusive high-tier mobs and reward a 1x1 cube for your inventory. A cube being an item that, when you first find it, will act as a locked box that has to be opened and only partly reveals some info about its contents, namely the type of gear that it contains such as a weapon or armor. Which can be any of a small list of legendary pieces of equipment, such as a 2-handed Flaming Flamberge sword with fire surrounding it that also acts as a permanent fire source, a 1-handed Gae Bolg spear that can be worn with a shield, a Frost Bow that applies a slow to enemies hit with its arrows, Sleipnir boots that grant a 10% agi boost, a valkyrie's Brynhild armor that regenerates its durability on its own over time as long as it doesn't break, some really powerful assets like that.
These dungeons could be real challenges in sports other than combat if you ask me. For example a lake dungeon which has you challenged to a fishing competition, with each fish being worth a different amount of points, first by the kind of fish caught (easier via WIL) and secondly also by giving each caught fish its own unique weight number (which should scale up with WIL) to rate the points gotten, where you have to catch as many fish as possible trying to get the biggest possible catch in terms of points, or a sum of points from all the fish caught to beat out a creepy fishing npc sitting lazily next to the lake catching one fish after the other over time. You see the pt comparison between you and the fisherman on screen and after 10-20 minutes the competition is over and your points are weighed against the lonesome fisherman. The highest points gained should be from a dungoen-exclusive catch, like a hearthling-sized mermaid which you can actually carry out of the dungeon and put into her own little glass home and keep her as pet.
From there you could add a ton of epic gear over time that ppl would be very hyped about, and add more dungeons like the lake dungeon that focus on stats, attributes and activities that are already in the game but aren't all melee combat or combat focused at all. The lake dungeon being one that utilizes Will stat and rejunivates fishing. You could even make some or all of these dungeons seasonal to limit the availability of the gear and the content experience further. Imagine a ranger dungeon with moving targets where you have to hit for bull's eyes and points on a plateau, where deadly blades also come at the same time that you have to dodge, a halloween themed farm dungeon, a smoldering obsidian furnace, a christmas elf factory.