Quest givers being palisaded

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

Re: Quest givers being palisaded

Postby FaithfulToadd » Sun Mar 08, 2026 5:06 am

I knew this thread looked familiar.
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Re: Quest givers being palisaded

Postby TerriblePerson » Sun Mar 08, 2026 11:21 am

I see you guys mention similar issue of quest givers being destroyed. IMO it's not a huge problem. Old NPC dies, new appears, you still can access it.
What I want to point out, is the ability to take an NPC "hostage", so no one can interact it, break it, make new one appear. If it's just a couple NPC's here and there, then it's not a big deal. But i can imagine bots that can lock out a hundred of them.
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Re: Quest givers being palisaded

Postby serVar161 » Sun Mar 08, 2026 12:33 pm

TerriblePerson wrote:I see you guys mention similar issue of quest givers being destroyed. IMO it's not a huge problem. Old NPC dies, new appears, you still can access it.
What I want to point out, is the ability to take an NPC "hostage", so no one can interact it, break it, make new one appear. If it's just a couple NPC's here and there, then it's not a big deal. But i can imagine bots that can lock out a hundred of them.

The problem is that the quest giver will appear, but the quest will be failed. Perhaps we shouldn't mark these quests as failed, but simply redirect them to the location where the quest giver has reappeared.
I agree. Capturing a couple of quest givers isn't much of a problem. The problems will start if everyone does it. Whatever they say about destroying the palisade near the quest giver, building a new one isn't difficult. Destroying it will take more time and effort, and many won't bother. Perhaps this will create some kind of new movement in the game to "liberate quest givers," but I don't think so.
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Re: Quest givers being palisaded

Postby serVar161 » Sun Mar 08, 2026 12:45 pm

Nightdawg wrote:Another retarded mechanic I complained about 6 years ago and nothing has been done to fix

viewtopic.php?f=48&t=69350

back when I thought the devs cared

I read it, good ideas, and apparently this problem has been around for a long time.

I had similar thoughts, but with quest givers who can be destroyed— after destruction they simply migrate to another tree/rock/stump, and not somewhere completely different, but roughly in the same area. And even if all the stones are cut down or broken, someone with a quest for them would come, plant a tree, or drag a boulder, and the "spirit" would possess it. The boulder would also become larger, so it couldn't be dragged away.
This would solve the problem of destroying them, so that it could possibly reappear closer.

Although I prefer the idea of ​​leaving a trace of whoever did it and making it harder to destroy them—so as not to tip the balance from one side to the other.
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Re: Quest givers being palisaded

Postby serVar161 » Sun Mar 08, 2026 12:47 pm

FaithfulToadd wrote:I knew this thread looked familiar.

Thanks for the ad!
And to everyone who leaves links to similar topics - it's interesting reading and saves a lot of time searching.
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Re: Quest givers being palisaded

Postby Frogg » Sun Mar 08, 2026 1:27 pm

Just increase the radius at which you can interact with quest givers by a few tiles.
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Re: Quest givers being palisaded

Postby Regulus2424 » Sun Mar 08, 2026 1:37 pm

Frogg wrote:Just increase the radius at which you can interact with quest givers by a few tiles.

just make it as big as vision radius at this point, or we will have to return to this convo next world when they just build slightly bigger palisades
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Re: Quest givers being palisaded

Postby gravesmerch » Sun Mar 08, 2026 10:10 pm

add hearth magic to mount a Quest Toad and ghostly interact with quest givers then return to origin
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Re: Quest givers being palisaded

Postby Hasta » Sun Mar 08, 2026 10:51 pm

SO much entitlement in this thread.
Pray tell, does a big village have the obligation to share other resources the area has to offer? Should everyone have the right to equal number of quality bears or candleberry? I mean, this is ridiculous. I wouldnt' bother to go through the fuss of walling a questgiver, I have my own ways of ensuring privacy of settlement, but I totally see a legitimate right of a player to make his area undesirable for other players to settle in, mooch resources and block biomes. Why is everyone else in this thread so bewildered at the concept? I'm genuinely curious about the reasoning past the false sense of entitlement.
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Re: Quest givers being palisaded

Postby gravesmerch » Sun Mar 08, 2026 11:51 pm

maybe we'd like to share something for a change?

haven gameplay is bitter and petty at every turn, there's plenty of "muh freedom" mechanics, and the scarcity deity rules the spirit of these lands
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