Quest objects

Thoughts on the further development of Haven & Hearth? Feel free to opine!
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Zentetsuken
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Re: Quest objects

Post by Zentetsuken »

Ozzy123 wrote:please aleck stop doing it to me, stop becoming 2nd granger
my ideas are fun and whimsical ozzy :(
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overtyped
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Re: Quest objects

Post by overtyped »

jorb wrote:Idk about that. If anything they could perhaps defend themselves.
yes! It should throw a pebble projectile if it's a rock, or a stick if it's a tree.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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2d0x
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Re: Quest objects

Post by 2d0x »

Spawning aggressive Nidbane, whose strength depends on the number of people who visited the questgiver?
Excuse me, I don't speak English.
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Ozzy123
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Re: Quest objects

Post by Ozzy123 »

2d0x wrote:Spawning aggressive Nidbane, whose strength depends on the number of people who visited the questgiver?
Some random newbie that doesn't even know its a questgiver because he doesn't have a quest from him cuts a tree down to build his first log cabin and he gets destroyed by a nidbane with 1000 uac? Damn, that sounds like a great idea
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2d0x
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Re: Quest objects

Post by 2d0x »

Ozzy123 wrote:
2d0x wrote:Spawning aggressive Nidbane, whose strength depends on the number of people who visited the questgiver?
Some random newbie that doesn't even know its a questgiver because he doesn't have a quest from him cuts a tree down to build his first log cabin and he gets destroyed by a nidbane with 1000 uac? Damn, that sounds like a great idea
For example, a warning box may appear after each hit: "Forest spirits are annoyed" or something. Another option is to simply increase the questgivers HP.
Excuse me, I don't speak English.

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