jorb wrote:I've considered making it a crime to kill quest givers.
I once suggested this but can't find my own post (lol)
but maybe it would be cool if the "spirit" of the quest giver kind of hanged around that same area where he was so if you plant a new tree (or bush) ((or if there is already more trees nearby) or if you bring a new boulder, the "spirit" would possess it and the quest giver could come back.
That could also be a new experience
W16 ??? W15 Lame road-builder of Eyjafjallajökull W14 Proud defender of Kakariko Village W13 Sporadic member of Ravka W12 Occasional member of Lake Town W11 Inactive member of Yggdrasill W10 King of The Northern Kingdom W9The Revenant of Wulf's Retreat W8 Lawspeaker of New Thotoshire W7 Lawspeaker of Esteldín
make it so that with some exp and a hearth magic, a quest giver that is gone can be replaced into another item, in a random place (so no way to exploit it by moving givers nearer to the base): this at least won't waste the quest given. Anyway, really ppl, i just restarted and dropped a good quantity of quest givers by abandoning quests, because they were too much far away, the same can be done if the giver is gone.
In All Honesty all I can say is .... ABOUT SPRUCECAP FREAKIN' TIME!!!!!!!
Even if with this type of game direction may further limit the HERMIT style of gaming since it means that if my hermit wants to do EVERYTHING it will cost him much more than a villager that semi specializes. I'm still all for the ability to see different ability character creations.
I love Credos, and the direction they appear to be going. I've been thinking for a couple months now about how haven needed a way to differentiate characters more and make certain professions more unique and meaningful. I'd actually been writing up a C&I post for a class system of sorts, but credos blows my idea away.
Nice update
more meat from butchering for the hunter credo? does that go with domesticated animals? like pigs/cattle? or just wild animals like bears and trolls and mammoths?
can players be included in taking more damage when fleeing? :p
The Hunter's Trail quest "Put an arrow in a swan" doesn't seem to be working correctly, or else I'm missing something. I just killed 4 swans with archery (bone arrows) and it didn't fulfill the quest.
jordancoles wrote:So could you theoretically drop a rabbit and then agro it to get a speed boost while chasing a victim in PVP?
Could you also punch a fox to make it flee and then pursue it in the direction you want?
Also, could you m8 in the ganksquad who is ahead of you drop a toad so that you could que a move on it and catch up quicker?
Perhaps, although less elegant, the animals should run slower instead of the player moving faster.
As it is, it would seem that a full hunter fleeing by chasing a fast animal would be very hard to catch.
jorb wrote:I've considered making it a crime to kill quest givers.
I once suggested this but can't find my own post (lol)
but maybe it would be cool if the "spirit" of the quest giver kind of hanged around that same area where he was so if you plant a new tree (or bush) ((or if there is already more trees nearby) or if you bring a new boulder, the "spirit" would possess it and the quest giver could come back.
That could also be a new experience
make attacking a quest giver spawn bears that disspaear on death.
like, agressive bears that attack all on sight. and leave nothing, and dont give combat discoveries. spirit bears!
1 for every 10 points in UA or MC the attack has. if the bears get attacked in turn, they do the exact same.