Protections for Questgivers

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Protections for Questgivers

Postby R509 » Mon Sep 19, 2022 9:45 am

The harder but more effective protection of the two I thought of to suggest right now is requiring the Murder skill in order to harm the questgiver (chop tree or chip rock on them), as this signifigantly raises the cost and time investment for people who want to make alts to kill Questgivers. Maybe require murderous rage be active too to leave them more vulnerable to potential player punishment.

The easier but less effective one is for killing Questgivers to leave a murder scent and redhand the murderer. This would definitely be better in conjunction with the first part as in its own it doesn't fix the spawn naked alt into chopping random NPCs with zero investment or zero consequence.

I am aware this won't fix the problem wholly, but it will raise the expenses significantly thus lowering the amount of people doing it.
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Re: Protections for Questgivers

Postby vatas » Mon Sep 19, 2022 12:01 pm

Somebody will make a bot that uses murder alts to check every single tree if it's a quest giver, and kill every one it comes across.
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Re: Protections for Questgivers

Postby Reiber » Mon Sep 19, 2022 12:14 pm

i would like too see questgivers being less physical. if they are meant to be some spirit inhabitating the area make them just that,
if you have an quest for them, they should just take the form, of an tree, stone , an squirrel, or other animal. killing them wouldnt delete quests, just your quests with that questgiver, they inhabit an area, and take form of whatever they want inside it
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Re: Protections for Questgivers

Postby R509 » Mon Sep 19, 2022 1:23 pm

vatas wrote:Somebody will make a bot that uses murder alts to check every single tree if it's a quest giver, and kill every one it comes across.

As opposed to right now where people can make alts and do it for free instantly and untraceably without needing to get the LP for murder, using only easily available map data
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Re: Protections for Questgivers

Postby Sevenless » Mon Sep 19, 2022 4:38 pm

Make quest givers that are "killed" simply inhabit another physical object when they're killed, not break any quests. Done. Needing some weird mechanic like "why does this tree need murder to cut down, it's where my house goes" seems to be needlessly complicating things. To prevent too much abuse, make the quest giver have a spawn region. And only have it die if it has no possible possession targets in the entire region (which if 2x2 minimaps goes well past "easy" to kill).

It would be a far more elegant solution than mucking with the crime system. Also: If you genuinely care about a quest giver in the current system (gives + to some nearby node) wall+claim it and make it open to the public.
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Re: Protections for Questgivers

Postby R509 » Mon Sep 19, 2022 6:09 pm

Sevenless wrote:Make quest givers that are "killed" simply inhabit another physical object when they're killed, not break any quests. Done. Needing some weird mechanic like "why does this tree need murder to cut down, it's where my house goes" seems to be needlessly complicating things. To prevent too much abuse, make the quest giver have a spawn region. And only have it die if it has no possible possession targets in the entire region (which if 2x2 minimaps goes well past "easy" to kill).

It would be a far more elegant solution than mucking with the crime system. Also: If you genuinely care about a quest giver in the current system (gives + to some nearby node) wall+claim it and make it open to the public.

Moving quest givers works and is more elegant but sounds a lot harder to pull off. Walling them all off is rather unrealistic especially for small scale players who might live in a general area and not want a tree 800m from them to get murdered.
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