Rophs, I think people know that they should make the content, but not many are willing to.
This is because there are two kinds of people and two kind of decision that can be made.
There are people who are capable to make (good) quests and those who are not capable. (capability isn't related to skill, but also "social status" and other factors)
Then one can decide if he wants to take the effort to make a quest or not to.
the mix of these gives the following results:
1) People who are capable decide to put effort into making quests.
2) People who are not capable decide to put effort into making quests.
3) People who are capable decide they won't try to make quests.
4) People who are not capable decide they won't try to make quests.
The 1st option is prefered, though there are always people that belong to the 4th category (no problem with that, I consider my self to fall in that category too. I am bad at organising events in general, so I prefer not to do it ).
The goal should be to move people from the 3rd category to the 1st, and filter out (and solve the problem, rehabilitate) the ones from the 2nd .
I think there should be a more strict procedure on how one can get help for a quest. Like Council first. They may go to Mur if necessary, but mainly recruiting the needed help. A more strict "chain of command" if you will. This way the issues that get to Mur may be cleared of accusations (like begging).
(Again, these are just suggestions and the way I see it after reading up on things here in the forum. Since I don't have time to read all the comments from the past years, I apologise if I suggested something that you already tried or discussed.)
Ailith, I think every multiplayer/online game has end content. I encountered this term in gaming. It is the last stage of the game. For you veterans I guess it is the quest you make for each other.
For newbies there is the implemented content (from mp3 to mp5, Loreroot guard, some puzzles...), exploration to get through. Once you feel that the game is geting boring that is the end game. When there is nothing new. ---> End games have end content, some are more some are less interesting.
I don't know how to phrase it better. Just look at other games and what is their end game/content, and look at MD and try to determine what the end game is in MD.
Since this is a social, RP game, the "end content" is the player made quests. Of course these quests can be accesed by new players too, but that is the unique structure of this game (players constantly create new content for each other).
The problem might be that for veterans the new content might not come quick enough (since they explored everything, done all static quests etc.).
Also under content I mean things like implemented quests, but also player to player interaction(RP) is also a content. A rule of online/multiplayer games is that players are content for other players. (In a multiplayer shooter players are targets/teammates for each other, like the AI characters are in single player).
Uhh, I got tangled up in writing all this down, I hope it makes ense. I need to improve my reasoning skill...