make questgiver = charter stone

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make questgiver = charter stone

Postby ctopolon4 » Thu Oct 11, 2018 9:31 pm

atm quests are like: tp->tp->tp-> do wave->tp->tp->tp-> report back (repeat)
could it work like charters and use travel weariness? (not need to build so much roads and less blinking the screen)
mb add credo for this ability...

P.S. let us use charters when outlaw
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Re: make questgiver = charter stone

Postby Lunarius_Haberdash » Thu Oct 11, 2018 9:33 pm

Absolutely not on all this stupid shit. -1

Fast travel needs to be further eliminated, questing doesn't need to be easier (time commitment is a thing), and Outlaws shouldn't be able to hearth until they are no longer criminal, let alone any other form of 'zip gone'. (With the possible exception of roads)
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Re: make questgiver = charter stone

Postby Fierce_Deity » Fri Oct 12, 2018 3:51 am

Mm yeah if anything using normal roadsigns should use travel weariness to provide some drawback to them.
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Re: make questgiver = charter stone

Postby Granger » Fri Oct 12, 2018 6:38 am

Teleportation, while convenient, destroys map locality and any attempt to scale quest rewards to reasonable levels (as it makes questgivers reachable nearly instantly). We need less of it, not more.

Solution could be to have the game track the percentage of the distance you teleported toward the goal and reduce the rewards by this - and to not implement this suggestion as it would fold map dimensions even further. Better would be to get rid of teleport as much as possible.
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Re: make questgiver = charter stone

Postby Vigilance » Fri Oct 12, 2018 7:53 am

I cannot stand these kinds of threads devolving in to frothing stupidity over teleportation being a bad mechanic, so I'm gonna quickly insert my opinion and pretend this thread doesn't exist.

No, trees should not be charter stones.
No, you should not be able to teleport to the trees directly without roads.
No, you should not abolish roads.
No, credos should not be tied to things as key as fast travel.

Yes, roads should cost travel weariness to use.
Yes, outlaws should be able to use charterstones if they're already able to use roads or teleport to their hearthfires.
Yes, questing should be nerfed in to the fucking ground because a world where infinite scaling means studying curiosities is inferior to walking around and jerking off a rock, a tree, and a mushroom is a bad world.

Hey, if we decide to go the other direction and make outlaws get punished more severely for their status (ie no teleporting of any kind) can we actually look in to making the crime system worthwhile to do outside of absolute necessity IE breaking a roadsign in your planned expansion or blatantly obvious mistakes and exploits IE someone not having finished their wall yet or blablabla?
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Re: make questgiver = charter stone

Postby ctopolon4 » Fri Oct 12, 2018 12:31 pm

Vigilance wrote:Yes, roads should cost travel weariness to use.
Yes, outlaws should be able to use charterstones if they're already able to use roads or teleport to their hearthfires.
Yes, questing should be nerfed in to the fucking ground because a world where infinite scaling means studying curiosities is inferior to walking around and jerking off a rock, a tree, and a mushroom is a bad world.
i agree, that's what im trying to say...
but why not tree=charter, same travel weariness consumption, but less time spent on road building(charters building) and less tp jumps
Granger wrote: the percentage of the distance you teleported toward the goal
when quest reward based on distance, and distance based on travel weariness, its OK
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