A bunch of old haven questions. (HUGE POST)

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A bunch of old haven questions. (HUGE POST)

Postby linkfanpc » Tue May 31, 2016 7:52 pm

What did a Cow Egg do?

Who/what is Xanadu?

What is that clay-pit looking thing?
Image

Why'd you change the appearance of the trees and rocks? What is that mushroom?
Image

What's that weird symbol below the Adventure menu?
Image

Why did you get rid of a tree-chopping animation for Legacy?

What did Dryad's give when they could be killed? How tough were they?

What the heck is that place?
Image

How did combat work back then?

What was the Ring of Brodgar? Wasn't there a village surrounding it?
Image

Will add more when i come up with them.
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Re: A bunch of old haven questions. (HUGE POST)

Postby Jacobian123 » Tue May 31, 2016 8:09 pm

linkfanpc wrote:1: What did a Cow Egg do?

2: Who/what is Xanadu?

3: What is that clay-pit looking thing?

4: Why'd you change the appearance of the trees and rocks? What is that mushroom?

5: What's that weird symbol below the Adventure menu?

6: Why did you get rid of a tree-chopping animation for Legacy?

7: What did Dryad's give when they could be killed? How tough were they?

8: What the heck is that place?

9: How did combat work back then?

10: What was the Ring of Brodgar? Wasn't there a village surrounding it?

Will add more when i come up with them.

1: No idea, if I had to warrant a guess, it might have been a dev tool at some point.

2: http://ringofbrodgar.com/wiki/Legacy:Xa ... d%27s_Cape

3: Clay node

4: Probably because it looked better, no idea

5: Flying spaghetti monster, probably another dev tool.

6: What tree-chopping animation?

7: I don't think they were ever killable

8: Original spawn room?

9: It was okay, it was based on the same card system as Hafen, but there were multiple skills involved with learning new moves (militia training, unarmed combat, etc) instead of learning the moves from animals. EDIT: http://ringofbrodgar.com/wiki/Legacy:Unarmed_Combat http://ringofbrodgar.com/wiki/Legacy:Militia_Training

10: It was the spawn point in the center of the map, although it was usually a murder-pit
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Re: A bunch of old haven questions. (HUGE POST)

Postby linkfanpc » Tue May 31, 2016 8:14 pm

Jacobian123 wrote:1: No idea, if I had to warrant a guess, it might have been a dev tool at some point.

2: http://ringofbrodgar.com/wiki/Legacy:Xa ... d%27s_Cape

3: Clay node

4: Probably because it looked better, no idea

5: Flying spaghetti monster, probably another dev tool.

6: What tree-chopping animation?

7: I don't think they were ever killable

8: Original spawn room?

9: It was okay, it was based on the same card system as Hafen, but there were multiple skills involved with learning new moves (militia training, unarmed combat, etc) instead of learning the moves from animals. EDIT: http://ringofbrodgar.com/wiki/Legacy:Unarmed_Combat http://ringofbrodgar.com/wiki/Legacy:Militia_Training

10: It was the spawn point in the center of the map, although it was usually a murder-pit


Oh, so it was the same combat in Legacy? Because i did play back in world 7.

And yeah, i'm pretty sure the ROB wiki says Dryads used to be killlable.

AND, i saw someone make a GIF of a haven dude chopping one of those trees in the various picks.

Thanks anyway.
Total misplay.
jorb wrote:Hitting a "Ghejejiiwlonk" with your "Umappawoozle" for eightyfifteen points of "Sharmakookel", simply makes no sense.

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Re: A bunch of old haven questions. (HUGE POST)

Postby Kaios » Tue May 31, 2016 8:27 pm

linkfanpc wrote:Oh, so it was the same combat in Legacy? Because i did play back in world 7.


No not really, you had battle intensity, advantage, maneuvers and then your regular attack/defense/ip building/advantage building moves which all simply went in to your shortcut bars. Battle intensity effected the cool down speed when using moves (higher = faster), advantage effected your attack weight and the maneuvers were how you responded to an attack, for example oak stance using unarmed combat as weight and giving -10% to attack weight but +5% * Delta Defense.
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Re: A bunch of old haven questions. (HUGE POST)

Postby Ozzy123 » Tue May 31, 2016 8:35 pm

Kaios wrote:
linkfanpc wrote:Oh, so it was the same combat in Legacy? Because i did play back in world 7.


No not really, you had battle intensity, advantage, maneuvers and then your regular attack/defense/ip building/advantage building moves which all simply went in to your shortcut bars. Battle intensity effected the cool down speed when using moves (higher = faster), advantage effected your attack weight and the maneuvers were how you responded to an attack, for example oak stance using unarmed combat as weight and giving -10% to attack weight but +5% * Delta Defense.


you just described legacys combat system saying it was different than legacys combat system
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Re: A bunch of old haven questions. (HUGE POST)

Postby Kaios » Tue May 31, 2016 8:42 pm

oops yeah I got confused, he is referring to W1-W2 as if it wasn't part of the legacy version but I didn't realize that so in response to "it was based on the same card system as Hafen" I thought he was saying "Oh so combat was the same back in legacy as it is now?" and then my reply
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Re: A bunch of old haven questions. (HUGE POST)

Postby r3uvn » Tue May 31, 2016 8:59 pm

for number 1
jorb wrote:Cows used to lay eggs in early Haven. I wouldn't mind bringing it back as a curio.


and honestly the original haven looks really fun idk why but i really want to play it
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Re: A bunch of old haven questions. (HUGE POST)

Postby Dondy » Tue May 31, 2016 11:19 pm

1. Cow eggs were a dev joke. Cows laid eggs in WI and we were assured that you could use them to spawn cows, but in fact they did nothing at all.

2. Dryads were indeed killable - I think they held off on shutting down WII or WIII because although the devs kept telling us there was content that had not be found, but in the previous world they had not been possible to fight/kill so experienced players had gotten out of the habit of trying. From time to time a newbie would see one and ask if they were killable, and I would post a reply saying yes, but not worth it, they are far to woody to eat, as a joke. Finally, probably on a tip from one of the devs a party did kill and skin a dryad. If my memory serves the reset came soon after the killing. I understand that they were usually killed by a party of two or three experienced fighters.

In the first world there were bandit npcs that you could kill too.

7. Xanadu was I believe a city that the devs founded where only doughty fighters were invited to join them. They were going to mount an offensive... was it against the goons? Was Bottleneck (The people who found H & H from the Dwarf Fortress forums) involved? I am thinking this was wII.


8. The devs built some private secret places of their own. For example one of them could only be entered through a dev built house. If you had been able to walk through the door you could get into what was essentially a small alternate dimension. They posted screenshots of this a couple of times. I am guessing that this peculiar looking places are like these secret places, part of their development tests.

10. In WI you spawned in the centre of a circle of stones, as shown, called The Ring of Brodgar. Naturally people immediately chopped the nearby trees and build houses so the starting position turned into first a city, then a deathtrap from people camping newly spawn noobs, and finally in WII into a deathtrap because there were so many claims and so few trees and animals that you would usually starve to death before you could get out of Brodgar.


For awhile all animals near Brodgar were low q which meant they were safe little animals like bunnies and the further you went from the hearth fires the higher the q of the animals was, which meant that Boars and Bears, which were higher q would spawn. People got very ugly when they went out and founded a town, far far into the wilderness so as to have a ready supply of high q animals to hunt, and then other people moved in near them. This was the source of a fair bit of inter city violence, including when a group that included Nao Whut and Burgingham discover that a Russian forum had posted about H & H and all these Russian noobs had spawned at a new town, just on their doorstep. They slaughtered everybody and for some months afterwards Russian players were unwilling to admit they were Russian because they believed their characters would be slaughtered. More than one of them told me that they understood that all the non-Russians would kill them on sight. However, it was mainly the one town that did the major massacre and later deliberately hunted Russian players.

So by WIII or WIV the devs brought in wilderness spawning. In the first world after The Ring of Brodgar was not the spawn a town named New Brodgar was established, intended to be a friendly training ground for noobs and a trading hub, deliberately placed as near as possible in the centre of the map. Unfortunately and inevitable, competetive players quickly claimed all the very limited resource nodes in the quadrant, and the town had spies from all the major factions passing themself off as noobs, so it was ultimately abandoned. It had nothing to trade since it had no metal.
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Re: A bunch of old haven questions. (HUGE POST)

Postby Dondy » Tue May 31, 2016 11:28 pm

Picture number four looks like a screen shot from when the devs were in very, very early development, as in before they opened the server to players in WI. The original graphics were much more simple, but as Jorb got more experience and people complained that they were too simple they got more complex and more detailed and more realistic.
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Re: A bunch of old haven questions. (HUGE POST)

Postby dzielny_wojownik » Tue May 31, 2016 11:30 pm

Dondy wrote:1. Cow eggs were a dev joke. Cows laid eggs in WI and we were assured that you could use them to spawn cows, but in fact they did nothing at all.

2. Dryads were indeed killable - I think they held off on shutting down WII or WIII because although the devs kept telling us there was content that had not be found, but in the previous world they had not been possible to fight/kill so experienced players had gotten out of the habit of trying. From time to time a newbie would see one and ask if they were killable, and I would post a reply saying yes, but not worth it, they are far to woody to eat, as a joke. Finally, probably on a tip from one of the devs a party did kill and skin a dryad. If my memory serves the reset came soon after the killing. I understand that they were usually killed by a party of two or three experienced fighters.

In the first world there were bandit npcs that you could kill too.

7. Xanadu was I believe a city that the devs founded where only doughty fighters were invited to join them. They were going to mount an offensive... was it against the goons? Was Bottleneck (The people who found H & H from the Dwarf Fortress forums) involved? I am thinking this was wII.


8. The devs built some private secret places of their own. For example one of them could only be entered through a dev built house. If you had been able to walk through the door you could get into what was essentially a small alternate dimension. They posted screenshots of this a couple of times. I am guessing that this peculiar looking places are like these secret places, part of their development tests.

10. In WI you spawned in the centre of a circle of stones, as shown, called The Ring of Brodgar. Naturally people immediately chopped the nearby trees and build houses so the starting position turned into first a city, then a deathtrap from people camping newly spawn noobs, and finally in WII into a deathtrap because there were so many claims and so few trees and animals that you would usually starve to death before you could get out of Brodgar.


For awhile all animals near Brodgar were low q which meant they were safe little animals like bunnies and the further you went from the hearth fires the higher the q of the animals was, which meant that Boars and Bears, which were higher q would spawn. People got very ugly when they went out and founded a town, far far into the wilderness so as to have a ready supply of high q animals to hunt, and then other people moved in near them. This was the source of a fair bit of inter city violence, including when a group that included Nao Whut and Burgingham discover that a Russian forum had posted about H & H and all these Russian noobs had spawned at a new town, just on their doorstep. They slaughtered everybody and for some months afterwards Russian players were unwilling to admit they were Russian because they believed their characters would be slaughtered. More than one of them told me that they understood that all the non-Russians would kill them on sight. However, it was mainly the one town that did the major massacre and later deliberately hunted Russian players.

So by WIII or WIV the devs brought in wilderness spawning. In the first world after The Ring of Brodgar was not the spawn a town named New Brodgar was established, intended to be a friendly training ground for noobs and a trading hub, deliberately placed as near as possible in the centre of the map. Unfortunately and inevitable, competetive players quickly claimed all the very limited resource nodes in the quadrant, and the town had spies from all the major factions passing themself off as noobs, so it was ultimately abandoned. It had nothing to trade since it had no metal.


woah if this is true it sounds like it was way more fun back then than it is now
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