I really don't like that someone can go and chop a tree/chip a boulder and all the quests go poof. At the least it shouldn't count as a failure for purposes of credos, where it counts as abandoning the quest, potentially losing a lot of progress. It's not really our fault, and there's not much we could do short of claiming every questgiver in the area (seems a bit over the top).
This probably was suggested and answered before, but why can't we have questgivers transferring to a random object in the near area on death?
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Asgaroth22
- Posts: 625
- Joined: Mon Jan 09, 2012 8:08 pm
Quest failed - giver killed.
“The story so far:
In the beginning the Universe was created.
This has made a lot of people very angry and been widely regarded as a bad move.”
In the beginning the Universe was created.
This has made a lot of people very angry and been widely regarded as a bad move.”
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wonder-ass
- Posts: 2359
- Joined: Thu Aug 01, 2013 7:02 am
Re: Quest failed - giver killed.
no reason other than the devs not wanting to put their attention in to fixing it really.
see homo sexuality trending,. do not do that.
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Ardennesss
- Posts: 1171
- Joined: Sun Oct 06, 2013 4:22 pm
Re: Quest failed - giver killed.
This already happens, but your quest simply does not transfer to a new nearby quest tree.Asgaroth22 wrote:This probably was suggested and answered before, but why can't we have questgivers transferring to a random object in the near area on death?
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SnowWiggles
- Posts: 86
- Joined: Sat Feb 02, 2019 1:13 am
Re: Quest failed - giver killed.
Chipping /cutting/ doing anything that damages or kills a quest giver should do damage to player.
1) you should be required to have X amount of stats to ensure its not a new spawn/alt doing it to ensure that it is a....
2) main / decent character doing the criminal activity which ...
3) should leave scents...
4) damage should be hard to heal/slow to heal/ expesnive to heal
1) you should be required to have X amount of stats to ensure its not a new spawn/alt doing it to ensure that it is a....
2) main / decent character doing the criminal activity which ...
3) should leave scents...
4) damage should be hard to heal/slow to heal/ expesnive to heal
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loskierek
- Posts: 691
- Joined: Mon May 23, 2011 2:22 pm
Re: Quest failed - giver killed.
it should require 100+ str and leave a scent until world reset on you and ur whole account and you should never be able to log out and even non rage characters can atack you
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Headchef
- Posts: 1099
- Joined: Tue Jun 14, 2016 11:27 pm
Re: Quest failed - giver killed.
loskierek wrote:it should require 100+ str and leave a scent until world reset on you and ur whole account and you should never be able to log out and even non rage characters can atack you
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Lunarius_Haberdash
- Posts: 1477
- Joined: Tue Jul 05, 2011 5:14 am
Re: Quest failed - giver killed.
I feel like some kind of hearth magic should be able to be utilized to bring back the quest giver.
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...
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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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Grog
- Posts: 2747
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- Location: Germany
Re: Quest failed - giver killed.
I like the idea of bringing them back, we just need to make sure ppl don't abuse it for eternal ressources.
Favourite thread: viewtopic.php?f=9&t=3388
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MinionTwo
- Posts: 127
- Joined: Mon Mar 06, 2017 5:32 am
Re: Quest failed - giver killed.
make the cost high, and it simply spawns a seedling at it's old location( or a random one) that requires quests to grow... keep it from having people spawn a bunch of quest givers in their village and destroying all the other ones.
Onep wrote:I'm pretty sure I've seen more of them dead than alive, but look at em! He says "roadkill" but he means cuddles.
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Sevenless
- Posts: 7704
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Re: Quest failed - giver killed.
I'm 99% sure that fresh alts being used to kill questgivers was addressed in a recent update. People complaining about it constantly has died down a lot too. Quests transferring to the newly born questgiver might make sense, but I don't think one is born instantly currently. I'm guessing that questgivers are born when quests are generated, which means no questgiver exists to transfer the existing quests to.
I'm not sure I've seen a dev reply why this isn't done somehow. I feel like it'd be a fairly large QoL addition to the questing system. If there's technical issues transferring it to a newly generated quest giver, maybe pass it to one of the ones already existing nearby and call it "In memory of ____" or some such? Maybe tack on creating some kind of memorial object for flavour.
I'm not sure I've seen a dev reply why this isn't done somehow. I feel like it'd be a fairly large QoL addition to the questing system. If there's technical issues transferring it to a newly generated quest giver, maybe pass it to one of the ones already existing nearby and call it "In memory of ____" or some such? Maybe tack on creating some kind of memorial object for flavour.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system