Landmine thanks for being the only 1 who reply

I agreed with you that quest system plays a very important role in a rpg. After days of research I found out that there are many typical disadvantages of quest system in the others rpg, as listed below :
1. The quests are typically giving exp and gold as reward only.
2. The quests are almost impossible to complete at early stage of the game. (e.g. impossible boss when even 4+ players try to kill it...it took almost 1 hour to finish it and the reward are just exp and gold...)
3. The quests are lacking of correct indicator to the npc. (e.g. the quest request you to talk to a person but didn't state where is him...and you had to search around the map. Maybe some hidden quest are suitable to do so but however I think that it will be better for normal quest to be indicating where someone or something is)
4. The quests are scattered around and only job change quest are obligatory.
5. The quests are almost the same just with different name.
Hence, after days and nights of pounding, I finally came out with a quest system idea which will be one of the features in my upcoming rpg map project for year 2011.
Quest System:
Quests are divided into a few types with Storyline quest being obligatory.( e.g. teasure hunt quest, dungeon quest, etc.)
Quests rewards are not bound to exp and gold only.
Quests will clearly stated where to find the specific person or things.
Quests will not only be like kill something and return for reward.
Quests bosses will only be found in dungeons with difficulty settings. (e.g. easy mode for 2+ players, normal mode for 4+ players and hard mode for 6+ players. The drops of the boss will also varies accordingly.)
Quests will be written in a new window seperated from F9 for more customizable details. (Not sure whether it's possible but I'll try my best ^_^)
More details of this system will be included in my proposal for the rpg map 2011 project coming soon.