Ideas for stopping quest giver killing

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Ideas for stopping quest giver killing

Postby DeadlyPencil » Wed Jan 18, 2017 5:09 pm

1. Make it so it requires vandalism to destroy a known quest giver. And when I say "known", I mean known to the character doing it. This might make it a little more annoying for people trying to destroy them as they would have to use 2 characters to do it. One to spot it, then 1 to destroy.

2. make it so that your first quest giver isn't automaticly found and you actually need to get near one first. Maybe make the range dependant on your lore value. This way people wanting to destroy quest givers would actually have to put xp into lore to be able to see them most likely. I think this is would be better than what we currently have, as my new character was given quest givers before my other quests finished I think.

3. Make it so that anyone who kills a quest giver, never gets any more quests and all their current quests disappear. Could have a message saying "The death cries of ___ echo across the land. The world seems deadly silent now".
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Re: Ideas for stopping quest giver killing

Postby Hrenli » Wed Jan 18, 2017 5:11 pm

DeadlyPencil wrote:3. Make it so that anyone who kills a quest giver, never gets any more quests and all their current quests disappear. Could have a message saying "The death cries of ___ echo across the land. The world seems deadly silent now".


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Re: Ideas for stopping quest giver killing

Postby Potjeh » Wed Jan 18, 2017 5:50 pm

I'd go with 1, but expand it to unknown ones as well. If you try to chop an unknown one the action would get canceled and you'd get a message about some disembodied voice telling you to stop or something.
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Re: Ideas for stopping quest giver killing

Postby shubla » Wed Jan 18, 2017 5:52 pm

I dont get why people keep it as a so big thing.
Just like he would keep destroying them?
He will keep destroying them for a some time, especially if everyone gives him attention. Even if people wouldnt stop giving him attention. He will eventually get bored.
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Re: Ideas for stopping quest giver killing

Postby Ysh » Wed Jan 18, 2017 6:15 pm

shubla wrote:I dont get why people keep it as a so big thing.
Just like he would keep destroying them?
He will keep destroying them for a some time, especially if everyone gives him attention. Even if people wouldnt stop giving him attention. He will eventually get bored.

As long as quest giver is respawning there is no issue with kill him, yes.
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Re: Ideas for stopping quest giver killing

Postby Sollar » Wed Jan 18, 2017 6:35 pm

Just make them something else than trees/rocks ... Make them one of those dryads that have no purpose anyway yet. Or make them a sprite like the one you get in the character creation screen before crossing the river.
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Re: Ideas for stopping quest giver killing

Postby Aceb » Wed Jan 18, 2017 6:37 pm

Make it to require at least 40STR (or another, random stat) to cut it down.
If You frequently destroy quest givers, stop getting quests.
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Re: Ideas for stopping quest giver killing

Postby Beezer12Washingbeard » Wed Jan 18, 2017 7:54 pm

Sollar wrote:Just make them something else than trees/rocks ... Make them one of those dryads that have no purpose anyway yet. Or make them a sprite like the one you get in the character creation screen before crossing the river.

Hah, I made the dryad suggestion in another thread as a gag, but honestly dryads as quest givers would be a decent use. Gives them more of a reason to exist, you can't attack them, and adds to the lore of the game.

Of course, they'd need to have "roam in this limited area, don't despawn, and stand still occasionally so people can actually interact" added to their code
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Re: Ideas for stopping quest giver killing

Postby Kaios » Thu Jan 19, 2017 12:48 am

If they made it so the first quest giver was unique to that character only and you don't get one of the "real" quest givers until you complete your first quest then someone would just end up wasting their time but now that I've given the suggestion it kind of defeats the purpose as they'd have to implement something like that without mentioning it.
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