If quest-grinding's so rampant, why don't we simply put a limit on those highly-rewarding ones? Say, only once per every seven resets for Sahuagins', once per every eleven resets for Shaggaland's, and once per every thirteen resets for Seer's?
Also, it might help label characters based on their based hub. And limit the quest they can do based on the label. This can prevent people rushing through all upper/lower quests in a single run. However, a system should also be in place to add more labels to the characters so that as they complete some of those low-level quests, opportunities would then be then open for some other quests. In this way, we've got a real quest train, not in the sense that people can rush it through, but the upstream of the chain authorizes the down stream in a gradual and acceptable manner.
This would then mean, you will have to build a database for such labels, and counters for per-character quest completion, which I assume is already in place for quests like Bilby's.
And on multi-classing, being rather long on the server, I found no incentive in multi-classing myself. However, I remember back in Mistlocke days, we have special quests for classes, and even now. Tighten up class restriction in quests would also be an incentive towards such. Maybe, something like, allow ONLY pure rogues for Bilby's? You would then have to apply a label to those Bilby questers resetting their experience points when they try to multi-class. For a quest like Bilby's, upping the required level for the quest should also help.
And plot-wise, remember how Owain's managed to stir up inter-character conflicts again when he proved himself just to be another madman? Maybe something can happen to the Society to stir us up...
Another idea is, probably sticking more quests to dangerous places like, near Ysinode? People won't power-quest a quest that requires you to go through ten bloated undead beholder in the way, say. Or in other words, this can also translate into, "the current wilds are not dangerous enough." Of cource, it won't be realistic setting up beholder spawns everywhere, and so close to the main hub, but we have driders, undead giants, super-duper spirits! The quest bubbles need better guardians, hahahah.
Also, since quests might reward a well-coordinated group, how about breaking them up with small, random, once-per-player-per-reset only explorables? Give them incentive for solo-once-in-a-lifetime experience in walking alone in the wilds will break the grouping up somewhat.
If people get less reward from quests, they would have to seek it elsewhere, such as real inter-character conflicts.
Also, it might help label characters based on their based hub. And limit the quest they can do based on the label. This can prevent people rushing through all upper/lower quests in a single run. However, a system should also be in place to add more labels to the characters so that as they complete some of those low-level quests, opportunities would then be then open for some other quests. In this way, we've got a real quest train, not in the sense that people can rush it through, but the upstream of the chain authorizes the down stream in a gradual and acceptable manner.
This would then mean, you will have to build a database for such labels, and counters for per-character quest completion, which I assume is already in place for quests like Bilby's.
And on multi-classing, being rather long on the server, I found no incentive in multi-classing myself. However, I remember back in Mistlocke days, we have special quests for classes, and even now. Tighten up class restriction in quests would also be an incentive towards such. Maybe, something like, allow ONLY pure rogues for Bilby's? You would then have to apply a label to those Bilby questers resetting their experience points when they try to multi-class. For a quest like Bilby's, upping the required level for the quest should also help.
And plot-wise, remember how Owain's managed to stir up inter-character conflicts again when he proved himself just to be another madman? Maybe something can happen to the Society to stir us up...
Another idea is, probably sticking more quests to dangerous places like, near Ysinode? People won't power-quest a quest that requires you to go through ten bloated undead beholder in the way, say. Or in other words, this can also translate into, "the current wilds are not dangerous enough." Of cource, it won't be realistic setting up beholder spawns everywhere, and so close to the main hub, but we have driders, undead giants, super-duper spirits! The quest bubbles need better guardians, hahahah.
Also, since quests might reward a well-coordinated group, how about breaking them up with small, random, once-per-player-per-reset only explorables? Give them incentive for solo-once-in-a-lifetime experience in walking alone in the wilds will break the grouping up somewhat.
If people get less reward from quests, they would have to seek it elsewhere, such as real inter-character conflicts.