Can we discuss quest givers?

Thoughts on the further development of Haven & Hearth? Feel free to opine!
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SlicingTheMoon
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Re: Can we discuss quest givers?

Post by SlicingTheMoon »

If you want your quest givers to live, claim and protect them, sure it takes resources and effort to do so, but if you cant do that minimal task do you even deserve to have quest givers close by?

Also when claiming them dont forget to use palisade, personal claim and leave all permissions on for everyone except vandalism. Because if I find a protected quest giver that i can't access i will go the extra mile to kill it so I wont be bothered by that impossible quest again.
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Nightdawg
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Re: Can we discuss quest givers?

Post by Nightdawg »

SlicingTheMoon wrote:If you want your quest givers to live, claim and protect them, sure it takes resources and effort to do so, but if you cant do that minimal task do you even deserve to have quest givers close by?

Also when claiming them dont forget to use palisade, personal claim and leave all permissions on for everyone except vandalism. Because if I find a protected quest giver that i can't access i will go the extra mile to kill it so I wont be bothered by that impossible quest again.
You're completely missing the point. I can just claim+palisade them and block everybody else from using them.
jorb wrote: I do not want to over-promise or hype up stuff that could be months out.
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SlicingTheMoon
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Re: Can we discuss quest givers?

Post by SlicingTheMoon »

Nightdawg wrote: You're completely missing the point. I can just claim+palisade them and block everybody else from using them.
No dude you are missing my point, I know you want imortal quest givers, that can move if walled in or claimed, it is a nice idea but it seems hard to implent and very unnecessary in my opinion.

It is just plain laziness, you want to remove the job of protecting the QGs and push it on Jorb & Loftar.

I love how the QG are, I like building roads to every single one of them and palisade them in, then I have the power to lock people out from my privately owned quest givers.

Going around and killing off quest givers is also like a quest in itself, if you remove the quest givers from further away you have a better chance to get a quest closer to you... maybe? If i get a quest to travel across the ocean then I will do so and afterwards kill that quest givers so it won't bother me anymore.
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Nightdawg
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Re: Can we discuss quest givers?

Post by Nightdawg »

SlicingTheMoon wrote:
Nightdawg wrote: You're completely missing the point. I can just claim+palisade them and block everybody else from using them.
No dude you are missing my point, I know you want imortal quest givers, that can move if walled in or claimed, it is a nice idea but it seems hard to implent and very unnecessary in my opinion.

It is just plain laziness, you want to remove the job of protecting the QGs and push it on Jorb & Loftar.

I love how the QG are, I like building roads to every single one of them and palisade them in, then I have the power to lock people out from my privately owned quest givers.

Going around and killing off quest givers is also like a quest in itself, if you remove the quest givers from further away you have a better chance to get a quest closer to you... maybe? If i get a quest to travel across the ocean then I will do so and afterwards kill that quest givers so it won't bother me anymore.
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jorb wrote: I do not want to over-promise or hype up stuff that could be months out.
"Our primary development direction is toward object-controlled-objects"
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DonVelD
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Re: Can we discuss quest givers?

Post by DonVelD »

the key at enjoying the "content" is to not enjoy it at all and enjoy the good parts of the game instead

slicingthemoon sounds retarded though, you're trying to teach someone how to do something they already know while completely missing the point, the game being unfair at places where it isnt supposed to be is cringe

if you want to improve id start with not sounding like a nerdy prick for no reason
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bumfrog
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Re: Can we discuss quest givers?

Post by bumfrog »

simple fix: catapults work on questgivers. Or add some kind of magic (sorry, “Seer’s”) throwing axe that wallops the nearest questgiver through walls. Wall in a questgiver and its bound to get chopped fuckheads
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SlicingTheMoon
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Re: Can we discuss quest givers?

Post by SlicingTheMoon »

DonVelD wrote:the key at enjoying the "content" is to not enjoy it at all and enjoy the good parts of the game instead

slicingthemoon sounds retarded though, you're trying to teach someone how to do something they already know while completely missing the point, the game being unfair at places where it isnt supposed to be is cringe

if you want to improve id start with not sounding like a nerdy prick for no reason
I have my own opinions, like it or not, I do enjoy those things with the quest givers as they are. You and me have apparently a lot of things we like differently in this game, i can understand why our opinions clash so much, but I have no clue why you always need to be soooo offensive, you know I think people would take your opinion more seriously if you could stay more civil.

What do you even mean with unfair? Unfair that someone who put time and effort to secure their quest givers gets to keep them?

I am not trying to teach anyone anything, but bring the current necessary steps in to the discussion.
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DonVelD
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Re: Can we discuss quest givers?

Post by DonVelD »

and that's okay that you have your opinion, but i like to call people out for having bad takes, no matter if they agree with me or not in the end

it seems like bad game design if you have a system for something but you can just make it not exist for other people. mind you i dont care if people kill or grief, im just saying it from an objective point of view.

people in the past already convinced jorb to make the game shittier just because they had a larpy vision on the game ie. travelling merchant lmao. so when you say "you want to remove the job of protecting the QGs" it really just sounds to me like "nooo!! not my hecking made up role that noone else does in this game!!"

calling people lazy or making it seem like they dont know shit about the game just to defend your point is what makes me dislike you
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r0ck4ev3r
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Re: Can we discuss quest givers?

Post by r0ck4ev3r »

Just give current quest givers some-kind of "soak/hp" value; Like it takes 10min to chop/chip 1% at 100quest done, and if the tree has done 1000 quest its takes 60min per%; (spit-balling the timing numbers, but y'all see the idea)

could also increase the odds of the exp event on quest trees/rocks/shrooms triggering the exp event when someone that doesn't know them;

additionally/alternatively quest givers could repair themselves as a quest type.
Ie: Hober asks you to get him some bone glue; additional reward: heals 13% of its "soak/hp"
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Massa
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Re: Can we discuss quest givers?

Post by Massa »

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