Quest givers being palisaded

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Quest givers being palisaded

Postby TerriblePerson » Fri Mar 06, 2026 10:22 am

Quest giver (NPC if you like) is being blocked from people by simple palisade wall, stopping people from doing quests.

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Re: Quest givers being palisaded

Postby MightySheep » Fri Mar 06, 2026 10:24 am

the alternative is fresh spawn naked alts cutting down eveyr quest tree once a week
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Re: Quest givers being palisaded

Postby serVar161 » Fri Mar 06, 2026 1:05 pm

MightySheep wrote:the alternative is fresh spawn naked alts cutting down eveyr quest tree once a week

But why don't they give access to it? Once you pass through the gate, you won't be able to cut it down.
My english is bEd.
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Re: Quest givers being palisaded

Postby MightySheep » Fri Mar 06, 2026 5:44 pm

True idk
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Re: Quest givers being palisaded

Postby Regulus2424 » Fri Mar 06, 2026 5:54 pm

because it's fucking Ainran, their goal is to be the most insufferable scum on the continent
W6 - giga noob hermit
W7 - giga noob hermit, part 2
W12 - hermit
W13 - sprucecap extraordinaire from Magnanimous Magistrates
W14 - PotFriendJr from Doom Fortress
W15 - He Who Was from Gnomes Gone Gangsta
W16 - Marazhai from Wildfox Bread/Hogwarts
W16.1 - Knave from Pimp My Wheelchair
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Re: Quest givers being palisaded

Postby Over10n » Fri Mar 06, 2026 6:05 pm

I support the author of this topic, as it is an unacceptable oversight by the game's management. Grifting is unacceptable in any form, and I have recently encountered this phenomenon. All quest givers are branded and closed off with a double-gate palisade. This is likely used to survive and prevent other players from accessing certain areas, similar to passive survival tactics. However, this is a repulsive behavior that requires attention from the game's creators. Here's an example: In the province of Caninsk, all questgivers are branded in this way, and new players try to settle in the new province, but when they build settlements, they cannot complete any of the credo quests, which forces them to either migrate or leave the game.
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Re: Quest givers being palisaded

Postby serVar161 » Fri Mar 06, 2026 6:31 pm

On the one hand, there's the problem of destroying quest givers, and on the other, their isolation.

Making them indestructible isn't a good idea. He might end up in the middle of my base, and what then?
I'm all for making it difficult to do so, and for being able to track down the perpetrator. That would solve the problem of them being destroyed.

But what about isolation?
Isolation may be a kingdom's tactic, albeit a "bad" one, but only another kingdom or a strong group can counter it. And this is a problem for individuals or small groups.
Banning territorial claims like they do with global resources? It doesn't seem like a good idea.
My english is bEd.
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Re: Quest givers being palisaded

Postby dagrimreefah » Fri Mar 06, 2026 7:05 pm

Not a bug.
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Re: Quest givers being palisaded

Postby vatas » Fri Mar 06, 2026 7:16 pm

dagrimreefah wrote:Not a bug.

Genuine problem? Yes.

Programming error/oversight resulting in game behaving in unintended ways? Nope.

Moved to 'Critique & Ideas'
Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread

Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)

Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
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Re: Quest givers being palisaded

Postby Over10n » Fri Mar 06, 2026 7:36 pm

I don't know how it's implemented from a programming perspective, but I can suggest the idea of having quest givers respawn every X number of days, meaning that quest givers change their location every few days within a province. This could help address issues related to griefing (malicious behavior towards the game and its players).
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