Quests as Healthcare?

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

Quests as Healthcare?

Postby qoonpooka » Thu May 18, 2017 3:42 pm

Fixing a wound (like, say, an infected sore that you don't have the PER*EXP for camomile to cure) seems like a reasonable quest reward, weighted to appear for folks with lower stats who suffer from a serious injury. Nidburn not eligible.

Quests are gameplay intensive and frequently involve objectives beyond a new player's ability anyway, but at least it gives options for how to pursue the treatment. Doesn't touch end-game players since they have Camomile.
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Re: Quests as Healthcare?

Postby Sevenless » Fri May 19, 2017 3:08 pm

TBH I'd prefer this over the ancient root's current mechanics.

Would be most useful if you could spend XP to intiate healthcare quests specifically. And then I'd want to see the root given some other use.
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Re: Quests as Healthcare?

Postby Granger » Fri May 19, 2017 6:19 pm

Sevenless wrote:Would be most useful if you could spend XP to intiate healthcare quests specifically.

As long as you don't end infront a walled claim holding the questgiver: sounds good.
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Re: Quests as Healthcare?

Postby Sevenless » Fri May 19, 2017 6:51 pm

I've been pondering the whole questgiver system. It's really annoying that they can get griefed, any attempt to create a road network between them exposes them to griefers. I'm also not 100% sure if more ever get created, or even how they get created.

My instinct is to feel they shouldn't be natural objects, but obvious and unclaimable/unreasonable to wall.
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Re: Quests as Healthcare?

Postby Headchef » Fri May 19, 2017 7:31 pm

Sevenless wrote:I've been pondering the whole questgiver system. It's really annoying that they can get griefed, any attempt to create a road network between them exposes them to griefers. I'm also not 100% sure if more ever get created, or even how they get created.

My instinct is to feel they shouldn't be natural objects, but obvious and unclaimable/unreasonable to wall.


There was this one thread where I read that a boulder or tree has chance of becoming one related to fresh spawn in the region or something along those lines.
To be honest I find that quests should be moving each time because crossroads also kind of kill it in my opinion..

I guess people go ''outside'' but barely leave the radius of the pclaim the crossroads are on..

Smaller distances apart as well since I understand it's needed in current way because sometimes there's 3 filthy thick rivers in between and when you think you're almost there, there's another one. Also allow horses to swim for increased stamina cost and then I would actually consider questing, as a pasttime. Now every big river have to make a shitty cr to get the horse across or just use a network of crossroads which to me feels like I'm still in my base just with less walls :P
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Re: Quests as Healthcare?

Postby 2d0x » Fri May 19, 2017 10:43 pm

Maybe add houses of witch-herbists who give simple quests, for which they can heal selective injuries by 3-5 points?
Last edited by 2d0x on Fri May 19, 2017 10:48 pm, edited 1 time in total.
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Re: Quests as Healthcare?

Postby MrPunchers » Fri May 19, 2017 10:46 pm

2d0x wrote:Maybe the witch-herbess who lives on the big marshes and gives simple quests, for the performance of which can heal selective injuries by 3-5 points?

I don;t think devs want direct npcs.
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Re: Quests as Healthcare?

Postby 2d0x » Fri May 19, 2017 10:53 pm

MrPunchers wrote:I don;t think devs want direct npcs.

Then add to magic and/or quests Ancestral Worship. But the NPC's quests are good because they are often performed by low-level characters. Magic is more suitable for high-level characters and the whole meaning of medicinal herbs is lost.
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Re: Quests as Healthcare?

Postby viznew » Sat May 20, 2017 5:14 am

id like to see a way to pick generally what type of quest id get

river between lakes ( i just like the idea of rivers giving quest(alot on ancient people believe rivers are alive)) always give healing quest/hunger reduction

trees give gildings

rocks exp quest

ect


or something like that whould still be basic but adds a little control for the player on quest so heaing via quest is a real option rather then hoping youll finally get a healing quest
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Re: Quests as Healthcare?

Postby jorb » Mon Jan 08, 2018 11:57 am

Sevenless wrote: I'm also not 100% sure if more ever get created, or even how they get created.


We always maintain a healthy population, quite simply by making trees or boulders into quest givers as needed.

I like the OP here. Could be a neat reward.
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