The Ghost of Christmas Future, II

Announcements about major changes in Haven & Hearth.

Re: The Ghost of Christmas Future, II

Postby jordancoles » Tue Feb 10, 2015 2:46 pm

I would actually be fine with living in a small villa without walls if it were possible/practical to do so

A lot of the ideas sound nice. Traps, small hermit camps in pictures, casual mining, etc., but in reality we will see client mods to display the traps, hermit camps being steamrolled for fun and walls upon walls upon walls within a confined space for the pvp circle-jerk :(

Also, based on the brief recording of combat I have no idea how that will work in a group fight of 25 vs 25 or more
Seems like a lot of shit going on with no real rhyme or reason to it.
Can we get an explanation of the icons? Top row? Bottom row? Etc




Just please make shield fighting a thing again and make it so you can only summon people without hearthfires at your own hearth :idea:

The summon meta has killed world 7 combat and I have no ambition to come back to the game in its current state
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Re: The Ghost of Christmas Future, II

Postby painhertz » Tue Feb 10, 2015 3:06 pm

jorb wrote:I have a very general ambition that it would be fun if one could -- in various ways -- reduce one's footprint in the world to a whisper, provided one is willing to live under perhaps somewhat humble circumstances.

Hidden trap doors that actually need to be detected, earth mounds that are hard to notice, trees providing some amount of hard stealth to things around them, not just players but objects and whatnot as well.

One could come up with lots of things.


Three thumbs up! (Ok, the third isn't a thumb but it's DEFINITELY standing up for this idea. And by that I mean this idea gives me an erection.) One thing I likes about Salem is that I could store stuff in tree trunks and fallen logs. Granted, anyone searching could find the stuff in them bur it left a "much" smaller footprint so why would they? An instant way of branching off from the fort paradigm would be to allow Fungi culture underground and generally allowing hearthlings to live in caves and underground. Have the requirement that soil/nutrients/fungi samples have to be renewed from the surface (You don't want to essentially split it into two separate games) and hermit types could stay below ground whilst growing/gaining power. Also: Put a limit on claim size that has a "fungi farm" so not every town/faction keeps all of it's food production underground. Shit, while I'm at it how about small tree houses?
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Re: The Ghost of Christmas Future, II

Postby Kaios » Tue Feb 10, 2015 3:22 pm

painhertz wrote:Shit, while I'm at it how about small tree houses?


That actually reminds me of early salem and how they had the gigantic trees. I think it was because of the camera that they decided not to go that route (though I'm not certain) but I liked seeing the gigantic forests a lot better than the dinky trees it now currently has.

Would be interesting to be able find some big ass tree and hollow it out for a home or whatever.
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Re: The Ghost of Christmas Future, II

Postby painhertz » Tue Feb 10, 2015 3:25 pm

Kaios wrote:
painhertz wrote:Shit, while I'm at it how about small tree houses?


That actually reminds me of early salem and how they had the gigantic trees. I think it was because of the camera that they decided not to go that route (though I'm not certain) but I liked seeing the gigantic forests a lot better than the dinky trees it now currently has.

Would be interesting to be able find some big ass tree and hollow it out for a home or whatever.


Damn, I had straight up totally forgotten about the original trees.....
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Re: The Ghost of Christmas Future, II

Postby jordancoles » Tue Feb 10, 2015 3:37 pm

Personally I'd like to see a more casual playstyle across the board for Hafen

Hermit camps, trade, limited build up for base fortification
Less vaults and prowling for pvp on fresh spawns.

Incentives for the pve side of the game and not just pushing for endgame pvp

Sure, permadeath and looting will still play a role, but a sense of false security through mechanics that are more geared towards teamwork with strangers over conflict upon contact could go a long way in terms of long-term playability and depth.
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Re: The Ghost of Christmas Future, II

Postby adid99 » Tue Feb 10, 2015 4:01 pm

Xcom wrote: pvp would end in a quick stalemate where noone would risk characters unless they would heavily outnumber there opponent

and that's where an improved, more combat based seige system comes into play
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Re: The Ghost of Christmas Future, II

Postby painhertz » Tue Feb 10, 2015 4:25 pm

jordancoles wrote:Personally I'd like to see a more casual playstyle across the board for Hafen

Hermit camps, trade, limited build up for base fortification
Less vaults and prowling for pvp on fresh spawns.

Incentives for the pve side of the game and not just pushing for endgame pvp

Sure, permadeath and looting will still play a role, but a sense of false security through mechanics that are more geared towards teamwork with strangers over conflict upon contact could go a long way in terms of long-term playability and depth.


What PVE? lol, Killing bears? You want PVE go play Runescape. Also: Fuck casual, I think it's safe to say that the raw majority of Haven players are drawn to the exact oppisate.....
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Re: The Ghost of Christmas Future, II

Postby sapphire » Tue Feb 10, 2015 4:31 pm

We want Hafen!We want Hafen!
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Re: The Ghost of Christmas Future, II

Postby Xcom » Tue Feb 10, 2015 4:34 pm

adid99 wrote:
Xcom wrote: pvp would end in a quick stalemate where noone would risk characters unless they would heavily outnumber there opponent

and that's where an improved, more combat based seige system comes into play

So force your opponents to engage you even though they don't have the numbers or the capacity to fight back. End up killing them all and force them to quit. What happens after that? go back to haven-farmville?
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Re: The Ghost of Christmas Future, II

Postby Kaios » Tue Feb 10, 2015 4:39 pm

Xcom wrote:
adid99 wrote:and that's where an improved, more combat based seige system comes into play

So force your opponents to engage you even though they don't have the numbers or the capacity to fight back. End up killing them all and force them to quit. What happens after that? go back to haven-farmville?


I could see them implementing more than one method, such as a brute force invasion taking less time to get in but exposing yourself to greater risk or stealthy infiltration, taking more time to get in but exposing yourself to less risk.
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