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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SlicingTheMoon
- Posts: 192
- Joined: Wed Sep 02, 2015 12:45 pm
Re: Can we discuss quest givers?
Always working on intelligent Village Designs.
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Nightdawg
- Posts: 2637
- Joined: Fri Feb 28, 2020 12:31 am
Re: Can we discuss quest givers?
You're completely missing the point. I can just claim+palisade them and block everybody else from using them.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.
"Our primary development direction is toward object-controlled-objects"jorb wrote: I do not want to over-promise or hype up stuff that could be months out.
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SlicingTheMoon
- Posts: 192
- Joined: Wed Sep 02, 2015 12:45 pm
Re: Can we discuss quest givers?
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.Nightdawg wrote: You're completely missing the point. I can just claim+palisade them and block everybody else from using them.
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.
Always working on intelligent Village Designs.
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Nightdawg
- Posts: 2637
- Joined: Fri Feb 28, 2020 12:31 am
Re: Can we discuss quest givers?
SlicingTheMoon wrote: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.Nightdawg wrote: You're completely missing the point. I can just claim+palisade them and block everybody else from using them.
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.

"Our primary development direction is toward object-controlled-objects"jorb wrote: I do not want to over-promise or hype up stuff that could be months out.
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DonVelD
- Posts: 1913
- Joined: Sun Jun 11, 2017 12:37 pm
- Location: @ your fenced base W/ a boar
Re: Can we discuss quest givers?
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
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
- Under curfew
- Posts: 429
- Joined: Wed Mar 24, 2021 12:47 am
Re: Can we discuss quest givers?
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
- Posts: 192
- Joined: Wed Sep 02, 2015 12:45 pm
Re: Can we discuss quest givers?
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.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
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.
Always working on intelligent Village Designs.
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DonVelD
- Posts: 1913
- Joined: Sun Jun 11, 2017 12:37 pm
- Location: @ your fenced base W/ a boar
Re: Can we discuss quest givers?
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
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
- Posts: 282
- Joined: Tue Mar 13, 2012 10:30 pm
Re: Can we discuss quest givers?
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"
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"
"Don't just have an idea- have all of them." ~ Niv-Mizzet
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Massa
- Posts: 1748
- Joined: Sat Jun 01, 2013 4:58 am
- Location: the hams



