The Ghost of Christmas Future, II

Announcements about major changes in Haven & Hearth.

Re: The Ghost of Christmas Future, II

Postby jorb » Thu Jan 15, 2015 12:05 pm

Let's not get ahead of ourselves. ^^
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Re: The Ghost of Christmas Future, II

Postby ninja_yodeler » Thu Jan 15, 2015 12:32 pm

ArvinJA wrote:pls add the ability to woo-hoo


Now that I've seen the new movement visuals and sounds from things like smithing and farming I can't help but feel that having little premade sounds/gestures/actions wouldn't be terribly out of line, Not woo-hoo's per se', But just little actions or sounds that might signal to a stranger that you mean no harm, if you can't type it in fast enough if they're running, a way to surrender during combat if you think you've a chance of bargaining for your life but again, can't type and fight.

Depending on how widespread the range of these things are, it might even go a little way towards breaking the language barrier.


provided there is the option to teabag our fallen foes of course.
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Re: The Ghost of Christmas Future, II

Postby Amanda44 » Thu Jan 15, 2015 12:32 pm

jorb wrote:Let's not get ahead of ourselves. ^^

With castles, the moat or the woo-hooing? :lol:

I'd prefer expandable housing to a castle that looked like that anyway, lol, and all those logs! Nightmare!
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Re: The Ghost of Christmas Future, II

Postby Amanda44 » Thu Jan 15, 2015 12:44 pm

ninja_yodeler wrote: But just little actions or sounds that might signal to a stranger that you mean no harm, if you can't type it in fast enough if they're running, a way to surrender during combat if you think you've a chance of bargaining for your life but again, can't type and fight.

Depending on how widespread the range of these things are, it might even go a little way towards breaking the language barrier.


I think this is an excellent idea, even if just in the same form as in Salem where your char can just wave or laugh or maybe wave a white flag, - w/e, I find it impossible to type quick enough to prevent someone running and vice versa, trying to type to someone chasing me around a mountain resulted in my being caught, lol, it turned out ok but he was asking me questions whilst chasing me that may have prevented an attack but I wasn't getting time to answer whilst clicking around cliff edges. Incredibly frustrating.
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Re: The Ghost of Christmas Future, II

Postby WaitingforHaven2 » Thu Jan 15, 2015 12:59 pm

loftar wrote:I also support expandable/custom housing. I hardly think it's going to be in the first release of Hafen, but I would very much like to implement something like it sooner rather than later.


Sounds very nice.

If you don't aim for fully custom-made buildings then please don't make the first houses as crappy as they were in Salem or give us the option to properly upgrade them into other types later.

The cabin and the farmer's house were so tiny that my group skipped them completely in favour of the mansions. The result was a largely empty paved area with only two brick mansions. We didn't even have our own houses because these were used for storage purposes (and that was a bunch of weeks into the game with very dedicated people).

My hope is that that proper planning doesn't get punished so much this time around.

I find it impossible to type quick enough to prevent someone running and vice versa, trying to type to someone chasing me around a mountain resulted in my being caught, lol


I believe that emotes don't really help much with this either. At least not how they were implemented in Salem, with the character being locked in place. More something along the lines of Ragnarok Online where you could define certain buttons (alt+1, alt+2, ...) to pop out a speech bubble with an animation above the head of your character while you were moving. I think Maple Story had something similar. That cutesy may not fit Haven.
And it is a bit tricky too. Raiders will just use the friendly emotes and then stab people who gave them a chance to talk.
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Re: The Ghost of Christmas Future, II

Postby Amanda44 » Thu Jan 15, 2015 2:38 pm

WaitingforHaven2 wrote:
I find it impossible to type quick enough to prevent someone running and vice versa, trying to type to someone chasing me around a mountain resulted in my being caught, lol


I believe that emotes don't really help much with this either. At least not how they were implemented in Salem, with the character being locked in place. More something along the lines of Ragnarok Online where you could define certain buttons (alt+1, alt+2, ...) to pop out a speech bubble with an animation above the head of your character while you were moving. I think Maple Story had something similar. That cutesy may not fit Haven.
And it is a bit tricky too. Raiders will just use the friendly emotes and then stab people who gave them a chance to talk.


Yes, I agree with regard to the char being immobilized during the animation. As to the raiders using the emotes adversely, it's really no different from them saying 'friendly!' or giving you a deer and then stabbing you to death but it is at least a quicker form of initial communication than typing out words. How you then choose to respond is up to you, as always.
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Re: The Ghost of Christmas Future, II

Postby WaitingforHaven2 » Thu Jan 15, 2015 3:24 pm

Maybe I'm a bit too gloomy about this, always expecting the worst myself, but my point was that the risk of getting tricked would lead to people generally ignoring those emotes altogether and still running off when confronted with a stranger (if they aren't complete newbies).

They would still lighten up the atmosphere though. I liked the ones in Salem, but I only found a handful useful / interesting. Going afk and having your character lean against an object for one was pretty nice. Same with the standing animations your character could assume automatically (sadly most of these were weird / ugly :? ). Also great for screenshots.

Another thing: hopefully the clothing system will make it back into the new haven in some form or another. Apart from getting some really good benefits from it (for specific tasks) I also thought it was a good way to keep people playing. Slotting was a time-wasting gamble with a strong incentive to keep going for that perfect item for your character (also style-wise).
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Re: The Ghost of Christmas Future, II

Postby Rexe21 » Thu Jan 15, 2015 4:24 pm

YaY New Haven! I was waitng for it so long ... Now it seems to be cooler.
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Re: The Ghost of Christmas Future, II

Postby Oddity » Thu Jan 15, 2015 7:18 pm

bitza wrote:for this i would propose that drinking water does not regain stamina. stamina can only be regained through time, or possibly by drinking tea (and maybe chairs) so that miners and heavy farmers aren't crippled in their tasks. this would also solve the problem of combat as a water drinking contest.quote]
No more drinking while running? :)

strpk0 wrote:So, for example, if you pick up 90 ladys mantles and 5 bluebells, these would be logged by the server as "swampCuriositiesForaged" and would be equal to 95. Then the server could weigh that number against the other activities you have performed, say "cropsHarvested = 40", "itemsCrafted = 20". If the ratio between any of these activities grow too large (and I'm thinking something big like 10:1, but it could of course vary depending on the type of activity), then it would start draining your awareness more and more as the ratio grows larger.

The hard part is making it so I can't just bot a bunch of other stupid things, while not punishing legitimate players too.

Potjeh wrote:I don't mind infinitely raising the numbers themselves, it's just their effects.

Cap the attack deltas? I have absolutely no idea what ratio would be best (and maybe make it so the cap only affects players who have at least 100 in a combat stat or something, so that a bunch of characters with only 10 UC aren't too powerful).
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Re: The Ghost of Christmas Future, II

Postby shubla » Thu Jan 15, 2015 7:37 pm

jorb wrote:Let's not get ahead of ourselves. ^^

Floating bodies! It would look so cool.
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