Thought I'd scream about a particular issue and hopefully build a clear consensus so it is addressed (it should be addressed, imo, before release). The quest system is missing an INCREDIBLY important piece of information...
So, we go on quests for a reason, right? We go on them for the rewards. Now, what if I told you I have built an incredibly flexible, modable system for making quests? Some of you would say "great!" So, harkening back to my point about us going on quests for a reason - and the reason being rewards, what if I told you that the current system does not allow you to elaborate on what you get as a reward (eg the entire reason for a quest)? Well, my friends, that is how it is currently implemented in FE. You can indicate a reward, but cannot tell the person on the quest what the item you get as a reward does.
Well, let me be very specific. You cannot mouse over a reward item to understand what it does for you. This is a silly oversight and should be corrected. It's unclear for players what they get before committing to a quest.
Be aware that you could overcome this in the quest text dialog by indicating what the reward item, etc, would do you for. BUT - that's now how quests are currently implemented in FE. Currently, you just see an item that does ???? for you. I think that is a major flaw to the system. So, please, either make it so you can mouse over the reward item to see what it does (ideal and solves the problem) OR change all of the existing quests so that the item description is in the quest chat. The latter is more clunky, but solves the issue without a real coding change.
Thanks for reading.
edit - heavenfall put it better and much more succinctly than I did:
"All the quest rewards are in the hiergamenon. We simply want to access that information without reloading the game just to be able to accept the quest."