Quest givers

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Quest givers

Postby LadyV » Tue Aug 16, 2016 12:45 am

Quest givers should not spawn behind brick walled areas even if no claim is there.
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Re: Quest givers

Postby Ysh » Tue Aug 16, 2016 1:21 am

LadyV wrote:Quest givers should not spawn behind brick walled areas even if no claim is there.

I do not think this can be fix easy.
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Re: Quest givers

Postby Amanda44 » Tue Aug 16, 2016 7:04 am

Well, there are a couple of issues I have and it is annoying so it's a shame if it's hard to fix.

First I have a quest I can't complete because it is on a claim, shubla says they fail after a certain time period of being uncompleted but it has been there since the beginning, along with my 'catch a mythical hedgehog' one. :P

Secondly I had a quest fail because someone chopped my tree down! Failed?! I didn't fail it! Lol, someone removed the quest giver! ... :x

Then there is the issue of them being stuck on the screen and the annoying arrows ... there needs to be an option to turn them off ... or is there one?
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Re: Quest givers

Postby jorb » Tue Aug 16, 2016 7:25 am

That cannot be done. The game has no conception of inside or outside of walled areas, and creating such a conception is not feasible.

The game should arguably not use claimed quest-givers, but this has been reported previously.

Thanks!
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Re: Quest givers

Postby Kaios » Tue Aug 16, 2016 10:54 am

Amanda44 wrote:Then there is the issue of them being stuck on the screen and the annoying arrows ... there needs to be an option to turn them off ... or is there one?


It's not very intuitive you have to click the same quest you have highlighted
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Re: Quest givers

Postby MagicManICT » Tue Aug 16, 2016 3:31 pm

jorb wrote:The game has no conception of inside or outside of walled areas, and creating such a conception is not feasible.


It is feasible, it's more a matter of computation time and server load it would need vs the priority of other processes. I can think of a few algorithms that date back to the first graphical displays on filling in irregular objects. There are even ways to calculate it to decrease server load that the process would take (at the cost of increased memory per tile and some extra database fields).
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Re: Quest givers

Postby Amanda44 » Tue Aug 16, 2016 3:38 pm

Kaios wrote:
Amanda44 wrote:Then there is the issue of them being stuck on the screen and the annoying arrows ... there needs to be an option to turn them off ... or is there one?


It's not very intuitive you have to click the same quest you have highlighted


Awesome! Thank you Kaios. :D

Also ... eat your heart out Kaios ...

Image


:lol: :D
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Re: Quest givers

Postby Ysh » Tue Aug 16, 2016 3:55 pm

Amanda44 wrote:Secondly I had a quest fail because someone chopped my tree down! Failed?! I didn't fail it! Lol, someone removed the quest giver! ... :x

Each quest does have the implicit ''completing task before I am murder'' time limit. You must hurrying!
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Re: Quest givers

Postby ven » Tue Aug 16, 2016 4:07 pm

Amanda44 wrote:First I have a quest I can't complete because it is on a claim, shubla says they fail after a certain time period of being uncompleted but it has been there since the beginning, along with my 'catch a mythical hedgehog' one. :P

Secondly I had a quest fail because someone chopped my tree down! Failed?! I didn't fail it! Lol, someone removed the quest giver! ... :x

Then there is the issue of them being stuck on the screen and the annoying arrows ... there needs to be an option to turn them off ... or is there one?

These quests are such an accurate metaphor of life.
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Re: Quest givers

Postby loftar » Fri Aug 19, 2016 1:16 am

MagicManICT wrote:It is feasible, it's more a matter of computation time and server load it would need vs the priority of other processes..

I think that's what Jorb meant by feasibility. ;)

Either way, I don't really mind that quests may be given to walled-off or claimed areas per se. If anything, the system should be more flexible in letting quests fail.
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