atm quests are like: tp->tp->tp-> do wave->tp->tp->tp-> report back (repeat)
could it work like charters and use travel weariness? (not need to build so much roads and less blinking the screen)
mb add credo for this ability...
P.S. let us use charters when outlaw
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ctopolon4
- Posts: 746
- Joined: Sun Jun 03, 2018 2:28 pm
- Location: mom's basement
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Lunarius_Haberdash
- Posts: 1477
- Joined: Tue Jul 05, 2011 5:14 am
Re: make questgiver = charter stone
Absolutely not on all this stupid shit. -1
Fast travel needs to be further eliminated, questing doesn't need to be easier (time commitment is a thing), and Outlaws shouldn't be able to hearth until they are no longer criminal, let alone any other form of 'zip gone'. (With the possible exception of roads)
Fast travel needs to be further eliminated, questing doesn't need to be easier (time commitment is a thing), and Outlaws shouldn't be able to hearth until they are no longer criminal, let alone any other form of 'zip gone'. (With the possible exception of roads)
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
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Fierce_Deity
- Posts: 783
- Joined: Thu Feb 12, 2015 4:11 pm
Re: make questgiver = charter stone
Mm yeah if anything using normal roadsigns should use travel weariness to provide some drawback to them.
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: make questgiver = charter stone
Teleportation, while convenient, destroys map locality and any attempt to scale quest rewards to reasonable levels (as it makes questgivers reachable nearly instantly). We need less of it, not more.
Solution could be to have the game track the percentage of the distance you teleported toward the goal and reduce the rewards by this - and to not implement this suggestion as it would fold map dimensions even further. Better would be to get rid of teleport as much as possible.
Solution could be to have the game track the percentage of the distance you teleported toward the goal and reduce the rewards by this - and to not implement this suggestion as it would fold map dimensions even further. Better would be to get rid of teleport as much as possible.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Vigilance
- Posts: 3561
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- Location: fog of irrelevancy
Re: make questgiver = charter stone
I cannot stand these kinds of threads devolving in to frothing stupidity over teleportation being a bad mechanic, so I'm gonna quickly insert my opinion and pretend this thread doesn't exist.
No, trees should not be charter stones.
No, you should not be able to teleport to the trees directly without roads.
No, you should not abolish roads.
No, credos should not be tied to things as key as fast travel.
Yes, roads should cost travel weariness to use.
Yes, outlaws should be able to use charterstones if they're already able to use roads or teleport to their hearthfires.
Yes, questing should be nerfed in to the fucking ground because a world where infinite scaling means studying curiosities is inferior to walking around and jerking off a rock, a tree, and a mushroom is a bad world.
Hey, if we decide to go the other direction and make outlaws get punished more severely for their status (ie no teleporting of any kind) can we actually look in to making the crime system worthwhile to do outside of absolute necessity IE breaking a roadsign in your planned expansion or blatantly obvious mistakes and exploits IE someone not having finished their wall yet or blablabla?
No, trees should not be charter stones.
No, you should not be able to teleport to the trees directly without roads.
No, you should not abolish roads.
No, credos should not be tied to things as key as fast travel.
Yes, roads should cost travel weariness to use.
Yes, outlaws should be able to use charterstones if they're already able to use roads or teleport to their hearthfires.
Yes, questing should be nerfed in to the fucking ground because a world where infinite scaling means studying curiosities is inferior to walking around and jerking off a rock, a tree, and a mushroom is a bad world.
Hey, if we decide to go the other direction and make outlaws get punished more severely for their status (ie no teleporting of any kind) can we actually look in to making the crime system worthwhile to do outside of absolute necessity IE breaking a roadsign in your planned expansion or blatantly obvious mistakes and exploits IE someone not having finished their wall yet or blablabla?

"Tosak gets the guys undressed faster than their girlfriends can." -NaoWhut
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ctopolon4
- Posts: 746
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- Location: mom's basement
Re: make questgiver = charter stone
i agree, that's what im trying to say...Vigilance wrote:Yes, roads should cost travel weariness to use.
Yes, outlaws should be able to use charterstones if they're already able to use roads or teleport to their hearthfires.
Yes, questing should be nerfed in to the fucking ground because a world where infinite scaling means studying curiosities is inferior to walking around and jerking off a rock, a tree, and a mushroom is a bad world.
but why not tree=charter, same travel weariness consumption, but less time spent on road building(charters building) and less tp jumps
when quest reward based on distance, and distance based on travel weariness, its OKGranger wrote: the percentage of the distance you teleported toward the goal
STASON#7865
https://discord.gg/8caX3qH
https://discord.gg/8caX3qH