Quest objects

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

Quest objects

Postby overtyped » Thu Jan 31, 2019 3:37 am

Killing quest trees/rocks etc not on your claim should leave a brutality of nature scent, that will be trackable for 10 days. Doesn't require theft, but will warn you before you attempt it.

Doesn't stop you from logging out, but people will know which bastard diddly dun did it! Maybe people just use alts and grief the quest givers with no consequence or care, but I still want closure for this injustice.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: Quest objects

Postby Vassteel » Thu Jan 31, 2019 11:35 am

Do the quest giver not respawn? I do agree with the sent for killing quest givers its pretty annoying. +1
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Re: Quest objects

Postby wonder-ass » Thu Jan 31, 2019 11:36 am

he does kinda respawn not in the vicinity tho.
see homo sexuality trending,. do not do that.
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Re: Quest objects

Postby jorb » Thu Jan 31, 2019 12:13 pm

Idk about that. If anything they could perhaps defend themselves.
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Re: Quest objects

Postby Vassteel » Thu Jan 31, 2019 1:30 pm

jorb wrote:Idk about that. If anything they could perhaps defend themselves.


I don't know how exactly a boulder, stump, or tree, would defend oneself. instead of defending why not just have them get up and flee. A magical talking stump or tree would just uproot itself and walk away, maybe stunning the attacker in the process then set its roots again once its out of harms way and become inactive. The boulder would just roll over the attacker I guess then come to a rest elsewhere in the area.

Would also help curtail roadspam to quest givers as they may be in a different spot next time you go to visit them and if they are found and killed while their inactive then that's it, spawns elsewhere in the world.
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Re: Quest objects

Postby wonder-ass » Thu Jan 31, 2019 1:31 pm

jorb wrote:Idk about that. If anything they could perhaps defend themselves.


lmao yes pls make them actually as strong as trolls so youd have to fight and defeat them in combat to destroy them.
see homo sexuality trending,. do not do that.
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Re: Quest objects

Postby CSPAN » Thu Jan 31, 2019 1:37 pm

jorb wrote:Idk about that. If anything they could perhaps defend themselves.


+1
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Re: Quest objects

Postby Zentetsuken » Thu Jan 31, 2019 1:50 pm

A bunch of wounds you roll a dice for when you kill a questgiver.


Gaia's Reckoning - forageables have decreased chance of appearing for you

Actaeons Curse - animals like foxes that would otherwise be passive are now aggressive towards you

Hegemones Tap - standing on nonpaved ground slowly takes away 1 shp from you every once in a while as if your soul is being drained


can probably think of way more, but presumably something like this would only be healed with an ancient root or some new crafted magical healing thing?
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Re: Quest objects

Postby LadyV » Thu Jan 31, 2019 1:52 pm

jorb wrote:Idk about that. If anything they could perhaps defend themselves.



A use for Dryad's/Ent's?
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Re: Quest objects

Postby Ozzy123 » Thu Jan 31, 2019 1:53 pm

Zentetsuken wrote:A bunch of wounds you roll a dice for when you kill a questgiver.


Gaia's Reckoning - forageables have decreased chance of appearing for you

Actaeons Curse - animals like foxes that would otherwise be passive are now aggressive towards you

Hegemones Tap - standing on nonpaved ground slowly takes away 1 shp from you every once in a while as if your soul is being drained


can probably think of way more, but presumably something like this would only be healed with an ancient root or some new crafted magical healing thing?


please aleck stop doing it to me, stop becoming 2nd granger
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