Personal quest givers

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Personal quest givers

Postby ricky » Wed Jan 11, 2017 11:46 am

just make quest givers fight back. give them stats of a bear and hp of a troll.
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Re: Personal quest givers

Postby shubla » Wed Jan 11, 2017 2:26 pm

loftar wrote:I would much rather prefer to use their shared nature to try and encourage social interactions in some way.

So far I have just been experiencing dangerous interactions when meeting people near them.
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Re: Personal quest givers

Postby ninja_yodeler » Wed Jan 11, 2017 2:34 pm

Amanda44 wrote:
azrid wrote:Scents don't matter if you can easily make an alt to kill quest giver.
How about the spirit inhabits another nearby tree/stump/rock if the original body of quest giver is destroyed.

Yes, this seems a good solution ... only atm questing is going to die out completely at this rate and then there will be no interactions from it as no-one will be doing them or able to do them.



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Re: Personal quest givers

Postby VDZ » Wed Jan 18, 2017 3:46 pm

loftar wrote:I would much rather prefer to use their shared nature to try and encourage social interactions in some way.


I can confirm that at least in my area they have caused social interaction via road building. You sometimes meet people at junctions where multiple roads start/end, though I generally leave quickly because it's usually a good idea not to trust anyone, particularly if you don't have a nearby boat to flee to. I can see them causing more friendly interactions as time passes, though.

I've also been able to give nice names to the roads I built myself using the questgivers as landmarks (Rolcyn's path, Mildicta Sea, etc).
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Re: Personal quest givers

Postby SacreDoom » Wed Jan 18, 2017 3:54 pm

Please just de-retardify quests in general; either make them a somewhat reliable source of LP or make it more clear that they're not to be used as such.

With the amount of extra LP and hunger needed to be gained with the introduction of two new skills and attributes which have managed to stick their dirty, fat fingers into every crafting recipe ever, progression is painfully slow, and quests are, despite their unpredictable nature, still a decent source of early game LP.

That is, if you actually have any of your vicinity. I have to walk for 20-30 minutes to get to the ones that I get by communing with nature now. I feel like that's a bit unfair.
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Re: Personal quest givers

Postby Bowshot125 » Wed Jan 18, 2017 5:03 pm

Just make the dryads questgivers.
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Re: Personal quest givers

Postby maze » Wed Jan 18, 2017 6:03 pm

I think quest givers need to be added in a hole lot of different ways.

apparitions of Animals & people could be fun.
if you attack an apparition it would just run or disappear.

water fairy that would appear on the side of a lake when you had a quest.

a fat old dude in a burrow who gives you a quest a quest sword to go slay a fat frog.
All sorta of fun things can be done :D
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