The Ghost of Christmas Future, II

Announcements about major changes in Haven & Hearth.

Re: The Ghost of Christmas Future, II

Postby painhertz » Mon Feb 09, 2015 11:30 pm

NaoWhut wrote:
painhertz wrote:I find it odd no one has asked about the "new" stuff that was/was talked about being added. Seige weapons? Manned guard towers? More community/town/faction tools? Jorb? Loftar? Anything "new" making it's way into this build or is this just a graphical prettifying of Haven 1.0? (Only new thing I noticed was horses......) Is there still going to be wall bashing? Any new weapons? (Throwing daggers? Crossbows? Maces? etc etc)?


Good point to ask about new things,
especially a siege system, but knowing
the glorious Loftorb I do not think they
would tell us even if they had plans



Why not, they've already revealed horses, and Moosen (What I call multiple Moose)
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Re: The Ghost of Christmas Future, II

Postby Jackard » Tue Feb 10, 2015 1:12 am

painhertz wrote:I find it odd no one has asked about the "new" stuff that was/was talked about being added. Seige weapons? Manned guard towers? More community/town/faction tools? Jorb? Loftar?

no point until we get some solid info

painhertz wrote:Anything "new" making it's way into this build or is this just a graphical prettifying of Haven 1.0? (Only new thing I noticed was horses......)

New stuff, from what I can tell:

mounts
cliffjumping
autoharvesting entire fields of crops
stockpiles
awful dawn/dusk lighting
building automatically drawing materials from nearby stockpiles
combat still a mess

loftar wrote:You can also shift-click a dropped item to pick up all of the same type in the vicinity. :)
loftar wrote:
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Re: The Ghost of Christmas Future, II

Postby jorb » Tue Feb 10, 2015 2:14 am

Jackard wrote:combat still a mess


Never was, is not now, l2play.
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pffffffffffffffff yea right

Postby Jackard » Tue Feb 10, 2015 2:33 am

so did i miss any of the new features. painhertz needs to know
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Re: The Ghost of Christmas Future, II

Postby Ninijutsu » Tue Feb 10, 2015 2:45 am

jorb wrote:
Jackard wrote:combat still a mess


Never was, is not now, l2play.

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Re: The Ghost of Christmas Future, II

Postby loftar » Tue Feb 10, 2015 3:14 am

Jackard wrote:combat

Just out of curiosity, what kind of combat would you consider not a mess? Does it have to be real-time and physics-based?
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Re: The Ghost of Christmas Future, II

Postby Jackard » Tue Feb 10, 2015 3:20 am

ofc not it just needs to be accessible to new players. are you going to let them contribute in combat right off the bat?

seems kinda important since you mentioned wanting to remove hearth secrets!
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Re: The Ghost of Christmas Future, II

Postby NaoWhut » Tue Feb 10, 2015 3:24 am

Jackard wrote:ofc not it just needs to be accessible to new players. are you going to let them contribute in combat right off the bat?


Whatcha mean?
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Re: The Ghost of Christmas Future, II

Postby longfeather » Tue Feb 10, 2015 3:27 am

loftar wrote:
Jackard wrote:combat

Just out of curiosity, what kind of combat would you consider not a mess? Does it have to be real-time and physics-based?


real time and action based gains? xD
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Re: The Ghost of Christmas Future, II

Postby loftar » Tue Feb 10, 2015 3:27 am

Jackard wrote:ofc not it just needs to be accessible to new players.

I think new players are usually quite capable of fighting eg. ants. They are on the other hand, of course, not capable of fighting Nao. What would be a reasonable level of accessibility?

Jackard wrote:are you going to let them contribute in combat right off the bat?

Admittedly we haven't discussed that yet, but I'd imagine we'll have some skill for entrance to combat just like now.
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