I don't expect any sane person to do that.SaltyCrate wrote:I wouldn't be able to find the exact stream without certain effort and I am not sure I care enough to bother.
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Hrenli
- Posts: 1169
- Joined: Mon Mar 21, 2016 1:39 pm
Re: quest giver protection
Too old to rock-n-roll, too young to die.
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SaltyCrate
- Posts: 160
- Joined: Fri Nov 04, 2016 6:34 pm
Re: quest giver protection
No, I don't really remember. I am not sure one was given beyond saying what I already said.Hrenli wrote: I don't expect any sane person to do that.Thanks for the hint at least. Do you remember if there was an explanation why?
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MagicManICT
- Posts: 18435
- Joined: Tue Aug 17, 2010 1:47 am
Re: quest giver protection
One day videos will be as easily searched as text... but we just got image search, so I think we can deal with it a few years.
I'll vouch for SaltyCrate's statement, though. jorb, at least, really has been hesitant to change his opinion on this matter. I might be wrong in my speculation, but I think there might be some system in place.
I'll vouch for SaltyCrate's statement, though. jorb, at least, really has been hesitant to change his opinion on this matter. I might be wrong in my speculation, but I think there might be some system in place.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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NewCydathria
- Posts: 6
- Joined: Mon Nov 12, 2018 8:21 pm
Re: quest giver protection
In New Cydathria, I went to great personal effort to create public access to Nauker, a quest giver which the previous LS of New Cydathria had covered with the Village claim with the intent of preserving it and then inadvertently palied it in because he didn't realize other village properties which had to be palied were farther from the village center than the quest tree.2d0x wrote:But this does not solve the problem of capturing the quest givers. Tree/stone may be on someone else's claim, behind a palisade. I would like to avoid this.Granger wrote:Quest giver should be free spirits inhabiting the object (tree/stone), they should move to another nearby object should their vessel be destroyed or claimed.
To this day I have no idea if anyone appreciated my efforts or took advantage of them, but I feel doing the right thing is in itself reward enough.
I think in the new world, villages which claim QGs for protection but make them accessible should be rewarded and villages which wall them off from public access or chop them down should face dire consequences (maybe a good excuse for testing the new siege mechanics?)
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Embers
- Posts: 100
- Joined: Sat May 07, 2016 5:15 pm
Re: quest giver protection
What you do with questgivers should be entirely up to you. Destroy them, wall them off. It will most probably bite you back but its your decision to make. Your decision is what matters. They don't need some godly protection and neither does the player.
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blinx
- Posts: 124
- Joined: Wed Feb 14, 2018 3:26 am
- Location: Seattle
Re: quest giver protection
thisEmbers wrote:What you do with questgivers should be entirely up to you. Destroy them, wall them off. It will most probably bite you back but its your decision to make. Your decision is what matters. They don't need some godly protection and neither does the player.
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2d0x
- Posts: 782
- Joined: Wed Dec 21, 2016 4:09 am
- Location: Russia
Re: quest giver protection
I agree, but finding a good solution would be nice. It does not matter whether this solution will be used in the future or will remain as it is.Embers wrote:What you do with questgivers should be entirely up to you. Destroy them, wall them off. It will most probably bite you back but its your decision to make. Your decision is what matters. They don't need some godly protection and neither does the player.
Excuse me, I don't speak English.
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Embers
- Posts: 100
- Joined: Sat May 07, 2016 5:15 pm
Re: quest giver protection
The solution is : leave it for players to decide. If you're afraid a newbie could chop your tree then claim it. If you don't want any player activity nearby destroy it. Telling a player this particular stone is a quest giver won't actually mean shit, you just chopped a lot of potential quest giver spawns, so what of it. Ofc besides that being excessive handholding
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2d0x
- Posts: 782
- Joined: Wed Dec 21, 2016 4:09 am
- Location: Russia
Re: quest giver protection
This is an opinion, but not a solution. Read the title of the topic.Embers wrote:The solution is : leave it for players to decide...
Excuse me, I don't speak English.
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blinx
- Posts: 124
- Joined: Wed Feb 14, 2018 3:26 am
- Location: Seattle
Re: quest giver protection
2d0x wrote:This is an opinion, but not a solution. Read the title of the topic.Embers wrote:The solution is : leave it for players to decide...
I don't think a "solution" is necessary, because as I see it there is no problem.
Think that was what the other dude was trying to say.
Personally, I leave a runestone next to the questgiver telling people it is a questgiver and asking them not to destroy it. If they destroy it anyway, oh well, that's life.