RIP Quest Givers

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RIP Quest Givers

Postby ErdTod » Mon Feb 04, 2019 7:44 am

So, one of Gods nearby was killed while I was offline, which didn't make me happy, so I came up with this idea:

- Make banishing the spirit from a tree/stone a Hearth Magic that costs some ~10k exp, so you will not just randomly chop them around cause you can, or cause you don't like their neighbours. Before you do that ritual on the given tree - one can't chop it, and for stone - can't chip it.

At least this will impy some cost on people that you could've otherwise spend on some meditation or whatever...
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Re: RIP Quest Givers

Postby CloudJhi » Mon Feb 04, 2019 8:14 am

People tend to kill off the quest givers that are too far off to reach, often to avoid being sent to them once again.

That said, this isn't a bad idea. Sure would hate if it was implemented though.
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Re: RIP Quest Givers

Postby 2d0x » Mon Feb 04, 2019 8:21 am

CloudJhi wrote:People tend to kill off the quest givers that are too far off to reach, often to avoid being sent to them once again...

This is strange. Doesn't the reward improve with increasing distance? In any case, the quest can always be canceled. Or you can just ignore the quest.
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Re: RIP Quest Givers

Postby Lunarius_Haberdash » Mon Feb 04, 2019 8:37 am

There should definitely be some penalty for killing a quest giver to make things a little more interesting. The spirits do not take kindly to their homes being defiled.
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Re: RIP Quest Givers

Postby ErdTod » Mon Feb 04, 2019 8:58 am

But the punishment - or rather an obstacle - shouldn't be something easily to overcome with throwaway alts...
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Re: RIP Quest Givers

Postby Avu » Mon Feb 04, 2019 9:13 am

It should be a cost not a penalty. Alts don't pay penalties but they have to pay costs.
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Re: RIP Quest Givers

Postby Sevenless » Mon Feb 04, 2019 9:22 am

Other than just griefing, people are saying the main reason to do this is to trim your personal quest tree. Wouldn't it make the most sense if the spirit just inhabited a nearby tree/rock (and transfer all active quests to it) so that benefit was mute?

I'm not entirely sure what the argument for letting people kill questgivers is in the first place. Public resource that's griefable and almost impossible to protect.
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Re: RIP Quest Givers

Postby ErdTod » Mon Feb 04, 2019 9:28 am

If it inhabits nearby tree/rock, then with enough effort you could "lead" all the spirits to one place and make an OP quest spot. But I'm sure given enough thought - there is a solution to this as well.
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Re: RIP Quest Givers

Postby Sevenless » Mon Feb 04, 2019 9:34 am

Not if "nearby" was tied to a specific coordinate rather than to the item it's currently inhabiting. You could also make it so if it got too far from the starting point it would die, but at that point the amount of effort to kill it would justify the activity since it'd take time and stamina to do so.
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Re: RIP Quest Givers

Postby Lunarius_Haberdash » Mon Feb 04, 2019 9:50 am

Hrum.... This is a tricky widget. I do like the idea of the spirit moving to a different nearby natural feature.

*AND* for the individual that destroyed it being subjected to a penalty on all Q in the area around the tree until a Geas is completed. (The area affected could be the area around the tree that is affected by things like "Lynx quality increased")
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