Murdering Trees

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

Murdering Trees

Postby r0ck4ev3r » Thu Oct 26, 2023 1:40 am

If you chip/chop too many quest givers in a period of time you get de-buffed with "Enemy of the Wilds." The more total quest givers you kills the faster the de-buff applies and the longer it lasts.

While an: "Enemy of the Wilds"
-Damaging quest givers takes more effort.
-You can not use thingwalls for the duration.
-Killing quest givers leaves scents of murder.
-Animals are far more likely to be aggressive.
"Don't just have an idea- have all of them." ~ Niv-Mizzet
User avatar
r0ck4ev3r
 
Posts: 190
Joined: Tue Mar 13, 2012 10:30 pm

Re: Murdering Trees

Postby loleznub » Thu Oct 26, 2023 3:19 am

also losing the ability to hearth would be a good deterrent as well, hearthing is something the wilds allow you to do afterall
loleznub
 
Posts: 640
Joined: Sat Sep 14, 2013 4:26 am

Re: Murdering Trees

Postby Reiber » Thu Oct 26, 2023 3:46 am

i mean with the current quest system, it seems to be intentional that you can /have to cull questgivers to get something useful out of it,
and i can wholeheartedly understand cutting down zlongsikar because he gave you 23exp after an grueling 4 mission quest spanning 4000 meters, and then upping the local dandelion quality on top of an mountain, at the next quest

but i agree there should be an consequence to killing them, other than the entire neighborhood failing there quests and credos,

problem is, they already mainly get killed by alts, and preventing fresh spawns from killing them even if they dont have an quest there, could result in people getting massively fucked over by any of the trees inside their planned pali being questgivers,
User avatar
Reiber
 
Posts: 989
Joined: Thu Aug 14, 2014 7:24 pm

Re: Murdering Trees

Postby Audiosmurf » Thu Oct 26, 2023 3:48 am

I agree with the spirit of this post, if not the specifics, 0 consequences for killing questgivers willy nilly is gayballs
jorb wrote:Audiosmurf isis a fantastic poster/genius and his meatintellect is huge

NORMALIZE IT
banok wrote:i've been playing hnh thru 10 years of involuntary celibacy and I always build my palisade in 5 minutes so if a new player cant figure it out straight away they can get fucked and chug bleach
User avatar
Audiosmurf
 
Posts: 2391
Joined: Fri Jul 02, 2010 9:00 pm
Location: Ice Hell

Re: Murdering Trees

Postby HarryDresden » Thu Oct 26, 2023 4:00 am

The Trees Can't be Harmed if the Lorax is Armed.

Make dryads attack people at their base when they've angered the wild.
Yes, I am a Wizard.
loftar wrote: bear fruit is not something I can predict,.

Beborn Beton wrote: "Don't Worry, They Won't Find My Body, I Want You To Know I Found Peace In Another World."
User avatar
HarryDresden
 
Posts: 1112
Joined: Wed Jan 12, 2011 12:10 am

Re: Murdering Trees

Postby neiroshop » Thu Oct 26, 2023 6:36 am

Make it require vandalism to chip a quest boulder/Cut down quest tree unless its claim.
neiroshop
 
Posts: 9
Joined: Sat Oct 26, 2019 9:16 am

Re: Murdering Trees

Postby Joe69 » Thu Oct 26, 2023 6:46 am

I'm no developer so with that in mind here is my idea, debuff "Struck by lightning" 100 hhp damage per second lasts 10 min? Could have a burning hearthlinng animation and a nice big puff of smoke at the end?
I fully look forward to jorb and loftar fixing several mechanics and bringing back updates, because at that time you chuckleheads are going to be more marginalized than lawn furniture in winter.
Joe69
 
Posts: 137
Joined: Thu Feb 03, 2011 12:34 am

Re: Murdering Trees

Postby Aerona » Thu Oct 26, 2023 6:54 am

I don't think this would work, for multiple reasons. Someone without Hearth Magic might not be aware of what they're doing to begin with, so a built-in punishment would seem unfair. It's also trivially easy to create an alt that can chip stones and chop trees (and destroy stumps). There's also plenty more rocks and trees in the world, so new quest-givers can easily just replace lost ones, it's only a problem for those whose quests are interrupted, and it's for them to do something about it if it bothers them.

It could be interesting if quest-givers were unique to each hearthling, so that no one will know what entities are giving other players quests, so they can't target them specifically without destroying everything in the wilderness or gaining the information some other way.
Aerona
 
Posts: 184
Joined: Tue Oct 03, 2023 2:04 am

Re: Murdering Trees

Postby Sevenless » Thu Oct 26, 2023 10:34 am

The problem is not that quest givers die, it's that you lose questgiver affinity and quests get abandonned when a giver dies.

Just transfer the quests to a nearby giver when one dies. 90% of the problems with tree murder solved. As for people who care about affinity, they should also care about quality bonuses and shouldn't want the ability to quest giver prune removed imo. But that's me I guess.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life

The Art of Herding
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
User avatar
Sevenless
 
Posts: 7610
Joined: Fri Mar 04, 2011 3:55 am
Location: Canada

Re: Murdering Trees

Postby ZantetsukenX » Thu Oct 26, 2023 9:20 pm

Someone went through and killed all the frogs close to our base. Maybe make the punishment something more long lasting like causing their satiety to go up to 250% or something else that'd be annoying to anyone not on a useless alt. It'd atleast stop crimes of oppurtunity from happening when someone wondering through the area decides to kill off quest givers because it doesn't affect them.
User avatar
ZantetsukenX
 
Posts: 125
Joined: Fri Mar 18, 2011 3:02 am

Next

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot], Google [Bot], linkfanpc and 213 guests