When trying to kill a questgiver it should spawn a protector

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When trying to kill a questgiver it should spawn a protector

Postby XBBW » Sun Jan 04, 2026 9:56 pm

Bit annoying when minding my own business and only to find out next day that 3 of my quests are gone, because some cunt destroyed/killed of a quest giver, so instead when the moment trying to destroy it or harvest a resource from it, it should spawn a protector mob which will hang around the quest giver, until it is killed, also it will only agro other when let's say you accidently tried to chip astone from a quest giver and also no limit how many there can spawn (maybe overkill and add a limit, but hey maybe maximum of how many animals there can be a in a pack).
So the quest givers in mind, for a Tree when either using chop or heck take brach or bark (I am more leaning towards to just action chop as quest givers should be able to support other players who want just the resource) should spawn a big Dryad (bit different from te normal dryad, more mean looking)
For a tree trunk quest giver it should spawn Treant
For a rock/boulder (without the frog) should spawn a troll (since trolls are made out of stone in norse mythos)
Finally for boulders with frogs should spawn Chasm Conch or maybe a giant Toad/Frog like bigger than horse.

Thoughts?
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Re: When trying to kill a questgiver it should spawn a prote

Postby ZamAlex » Sun Jan 04, 2026 10:16 pm

Finally, grief will be even more rewarded with additional loot!
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Re: When trying to kill a questgiver it should spawn a prote

Postby XBBW » Sun Jan 04, 2026 10:49 pm

ZamAlex wrote:Finally, grief will be even more rewarded with additional loot!

Good luck fighting off 6 to 9 Trolls which of each of them have at least over 300 in constitution, agility and strength all targetting you.
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Re: When trying to kill a questgiver it should spawn a prote

Postby ZamAlex » Sun Jan 04, 2026 11:25 pm

XBBW wrote:
ZamAlex wrote:Finally, grief will be even more rewarded with additional loot!

Good luck fighting off 6 to 9 Trolls which of each of them have at least over 300 in constitution, agility and strength all targetting you.

Yeah, yeah, I see that you don't understand how game works and how people are killing trolls at this game. Even if frog will spawn 50 mammoths, it's doesn't really matter.
If your suggestion is against alts/bots - just ask for ANOTHER wound, devs like this shit so hard. If it's against normal "evil pvprs/griefers" - just ask to add frog cave in attack - everyone like this too.
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Re: When trying to kill a questgiver it should spawn a prote

Postby Hasta » Mon Jan 05, 2026 12:49 am

I suggested this once before and I'll repeat it here. Questgivers should have absolutely no indication that they are a questgiver, they should be destructible without repercussions, BUT they also should leave a "spirit questgiver" at their former spot that lasts for several days allowing players to finish it's earthly affairs before despawning and failing all the remaining quests. Obviously such a spirit will be able to accept intermediary/final quests and give rewards, but not give additional quests.

This way players doing quests with that questgiver will be able to finish at least some of them; griefers will have no prior indication to questgiver identity, and no indestructible objects would ruin the balance.
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Re: When trying to kill a questgiver it should spawn a prote

Postby XBBW » Mon Jan 05, 2026 1:06 am

Hasta wrote:I suggested this once before and I'll repeat it here. Questgivers should have absolutely no indication that they are a questgiver, they should be destructible without repercussions, BUT they also should leave a "spirit questgiver" at their former spot that lasts for several days allowing players to finish it's earthly affairs before despawning and failing all the remaining quests. Obviously such a spirit will be able to accept intermediary/final quests and give rewards, but not give additional quests.

This way players doing quests with that questgiver will be able to finish at least some of them; griefers will have no prior indication to questgiver identity, and no indestructible objects would ruin the balance.

Or better idea the quest giver spirit jumps to the next nearest tree if it was a tree or boulder if it was a boulder, in way it can't be killed or claimed, so once the claim goes over it, the quest giver spirit jumps to available tree, trunk or boulder.
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Re: When trying to kill a questgiver it should spawn a prote

Postby Hasta » Mon Jan 05, 2026 5:58 am

XBBW wrote:Or better idea the quest giver spirit jumps to the next nearest tree if it was a tree or boulder if it was a boulder, in way it can't be killed or claimed, so once the claim goes over it, the quest giver spirit jumps to available tree, trunk or boulder.


You miss the point. As long as malicious intent is allowed to have any creative effect on the world, it will inevitably abuse such effect. If you allow "jumping" questgivers, someone WILL abuse this mechanic to stack a bunch of them near a pclaim and will sit there aggroing people trying to quest. That's just the first thing that comes to mind.

You don't grant malicious intent creative effect, you alleviate it's malicious effect on others.

TL;DR griefers should not be allowed any control over questgivers besides destroying them.
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Re: When trying to kill a questgiver it should spawn a prote

Postby XBBW » Mon Jan 05, 2026 5:13 pm

Hasta wrote:
XBBW wrote:Or better idea the quest giver spirit jumps to the next nearest tree if it was a tree or boulder if it was a boulder, in way it can't be killed or claimed, so once the claim goes over it, the quest giver spirit jumps to available tree, trunk or boulder.


You miss the point. As long as malicious intent is allowed to have any creative effect on the world, it will inevitably abuse such effect. If you allow "jumping" questgivers, someone WILL abuse this mechanic to stack a bunch of them near a pclaim and will sit there aggroing people trying to quest. That's just the first thing that comes to mind.

You don't grant malicious intent creative effect, you alleviate it's malicious effect on others.

TL;DR griefers should not be allowed any control over questgivers besides destroying them.

Another easy fix the questgiver protectors ignore the KO status and any left over attack moves finish their attack progression, so it would be more likely to kill you, also add like scent attachment to the player which will be like a debuff permenant to the player, so if you have the scent on you the moment you get quest giver within viewing distance, let's say a minimap the protectors automatically spawn, also to prevent people accidently chopping down someone else quest giver tree without knowing, there should be a pop up message asking are you sure you want initiante chop action for tree quest giver, remove/destroy for tree stump quest giver and chip stone for boulder quest giver.
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Re: When trying to kill a questgiver it should spawn a prote

Postby XBBW » Mon Jan 05, 2026 5:14 pm

Also saying stuff not to add content because someone will abuse it, ofcourse they will dum dum, just ignore those trolls, they will abuse any mechanic, no mater what.
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Re: When trying to kill a questgiver it should spawn a prote

Postby Barbamaus » Mon Jan 05, 2026 5:54 pm

Easy fix: only allow npcs to be destroyed if inside a claim.
If they are not, there's no point in needing to destroy them anyway.

The gaurdians idea is cute, but will prompt more griefing just because people want to try and kill the guardians. Even if you remove any loot from it. Also they could just use alts and bots.
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