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LadyV
- Posts: 3113
- Joined: Wed Jan 25, 2012 2:34 am
Quest Givers
Please make it so they can not be claimed. Finishing a quest to find it claimed and behind a wall someone built is not fun.
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ctopolon3
- Posts: 488
- Joined: Mon Nov 23, 2015 10:22 am
Re: Quest Givers
as Jorb says : "claiming major spots need to create points of conflict for villages to contest"
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DDDsDD999
- Posts: 5766
- Joined: Fri Jul 02, 2010 12:31 am
Re: Quest Givers
Just make it so you can complete quests from a distance, like the emote quests. Claiming quest-givers is mandatory or they'd be griefed to shit.





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Amanda44
- Posts: 6485
- Joined: Wed Sep 28, 2011 12:13 pm
Re: Quest Givers
Yes, this is a nice and simple solution.DDDsDD999 wrote:Just make it so you can complete quests from a distance, like the emote quests.
Koru wrote:
It is like in Lord of the Flies, nobody controlls what is going on in the hearthlands, those weaker and with conscience are just fucked.
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It is like in Lord of the Flies, nobody controlls what is going on in the hearthlands, those weaker and with conscience are just fucked.
Avatar made by Jordan.
Animal lovers - Show us your pets! - viewtopic.php?f=40&t=44444#p577254
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abt79
- Posts: 1628
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Re: Quest Givers
Quests are a valuable means of gaining xp/lp/hunger and gildings, I see no reason why quest giver shouldn’t be ‘ownable’ in the same way that natural wonders, high q nodes, etc are. You can always abandon quests and you can always challenge/destroy a claim with enough power and hard work.
While the claim/shield system is a bit broken IMO I dont think there’s anything wrong with claiming quest givers in concept. This coming from a person who has had to abandon quests trapped behind a palisade and had never himself bothered to claim a quest giver.
If claiming them is not allowed, though, a place where a person is planning to settle just happens to have the quest giver on it they’re more likely to obliterate it entirely to allow their claim to settle, rather than moving elsewhere.
Furthermore allowing quests to be completed at a distance won’t really solve this issue either unless the range is literally the length of the entire map, removing the ‘journey to the questgiver’ portion of the quest entirely, or else a very large claim might still trap your quest giver.
While the claim/shield system is a bit broken IMO I dont think there’s anything wrong with claiming quest givers in concept. This coming from a person who has had to abandon quests trapped behind a palisade and had never himself bothered to claim a quest giver.
If claiming them is not allowed, though, a place where a person is planning to settle just happens to have the quest giver on it they’re more likely to obliterate it entirely to allow their claim to settle, rather than moving elsewhere.
Furthermore allowing quests to be completed at a distance won’t really solve this issue either unless the range is literally the length of the entire map, removing the ‘journey to the questgiver’ portion of the quest entirely, or else a very large claim might still trap your quest giver.
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Quest Givers
One point I'd like to make is that it's a nice thing that people who don't have quests to a certain spirit don't know that it exists. Adding ways to test whether some particular object is spirited does not decrease the griefing potential.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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jorb
- Posts: 18715
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Re: Quest Givers
Will consider that.DDDsDD999 wrote:Just make it so you can complete quests from a distance, like the emote quests.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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Fierce_Deity
- Posts: 783
- Joined: Thu Feb 12, 2015 4:11 pm
Re: Quest Givers
Could implement a way to 'summon spirt of *name*" if you are within view distance of them. This would move their spirit to a nearby rock or tree for say, 5 minutes, before they return to their original vessel. Could be a hearth magic spell that acts on the currently active quest, or a free use button in the quest screen. Error message if too far away, can't move same spirit multiple times without them returning to original vessel, the works. Could even make the summon work for a couple map grids, but that would only be necessary in extreme cases I think.