Haven 2.0: "Hafen"

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Re: Haven 2.0: "Hafen"

Postby jordancoles » Thu Dec 19, 2013 1:21 am

loftar wrote:You don't have to worry about that at all. It's pretty far from being meaningfully playable.

Let me know when it gets to w1 playability :D
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Re: Haven 2.0: "Hafen"

Postby Lunarius_Haberdash » Thu Dec 19, 2013 1:55 am

dagrimreefah wrote:Wow loftar, a bigger world is the exact OPPOSITE thing haven needs :roll:


I couldn't disagree more, really. The lack of meaningful distance, and the availability of teleportation has always made the world of HnH incredibly tiny. The only meaningful sense of seclusion and distance I've felt was in World 3, where it was incredibly unlikely to see a passerby in the corner of the world I lived in. Difficulty in traversing terrain and distance should be a central factor in determining the likelihood that you will raid someone or attack. The 'return to hearth' aspect has always irked me, making both distance out, and home, trivialized by merely teleporting with a boat.

Also: I would dearly love to see the return of the original function of the Charter Stones, but not their teleportation aspects.
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Re: Haven 2.0: "Hafen"

Postby popfor » Thu Dec 19, 2013 2:22 am

Id like to see mountains and such actually have volume... and not like salem either (i havent played since beta so eh). Possibly incorporate a sense of where you build your base actually matters, aside from quality or dangers of the local area. Although from what I gather its basically what we already have with a massive overhaul? I dunno, im excited, not quite sure what to expect :)

Edit: And I do believe I read somewhere that the Dev's were never going to make the game monetary.. in all fairness i wouldnt mind paying a small fee per month, it's understandable. But don't turn this into something ridiculous... (Lets be fair here, people who play haven have no real job? ;) )
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Re: Haven 2.0: "Hafen"

Postby overtyped » Thu Dec 19, 2013 2:28 am

popfor wrote:Id like to see mountains and such actually have volume... and not like salem either (i havent played since beta so eh). Possibly incorporate a sense of where you build your base actually matters, aside from quality or dangers of the local area. Although from what I gather its basically what we already have with a massive overhaul? I dunno, im excited, not quite sure what to expect :)

Edit: And I do believe I read somewhere that the Dev's were never going to make the game monetary.. in all fairness i wouldnt mind paying a small fee per month, it's understandable. But don't turn this into something ridiculous... (Lets be fair here, people who play haven have no real job? ;) )

If they want funding, they should turn haven 2 into a closed beta, and charge 25 bucks for a key. They could keep the old haven open though, until the beta ends.
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Re: Haven 2.0: "Hafen"

Postby loftar » Thu Dec 19, 2013 2:38 am

Lunarius_Haberdash wrote:The 'return to hearth' aspect has always irked me, making both distance out, and home, trivialized by merely teleporting with a boat.

I can only agree, which is why we made the same option so much more limiting in Salem. However, to be honest, there are downsides with that option as well*, and I don't really know exactly what to think in the end. It's one of those things we are discussing with pretty much no options off the table yet.

However, as I wrote in IRC, while I would like to see a much larger world per se, I would also want it to be much more challenging to traverse, so that it may actually feel smaller, especially to new players who wouldn't be able to traverse the rivers, hillsides, deep forests, wolf territories and whatnot else there may be. Preferably, I would like different characters to be differently abled in traversing different types of terrain, so that the "effective topology" of the same area of the world might actually be quite different for different players.

* Primarily that the trip back home can often be rather uneventful, since it's often just along the same path you've already traversed, with no real news along the way.**
** However, it should also be said that that problem has been mitigated to at least a rather large extent with the introduction of the Homestead Pointer in Salem.
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Re: Haven 2.0: "Hafen"

Postby popfor » Thu Dec 19, 2013 2:42 am

Bring back charterstones? ¦] it'll be fun i promise
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Re: Haven 2.0: "Hafen"

Postby loftar » Thu Dec 19, 2013 2:44 am

I think I can say with quite good certainty that charter stones will not be brought back. We have quite... different plans. ^^
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Re: Haven 2.0: "Hafen"

Postby jordancoles » Thu Dec 19, 2013 3:24 am

If you remove fast travel, PLEASE make keys work with the same system that Salem has. Forcing villages of like 40 members to have 1 key alt is just silly and unsafe
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Re: Haven 2.0: "Hafen"

Postby popfor » Thu Dec 19, 2013 3:34 am

jordancoles wrote:
popfor wrote: Its bugged me for a while that getting over 950 dmg with a bow can become quite difficult

It incredibly easy to get over 950 dmg with an rbow :|
That being said, martial and peace are stupid and should not exist

Really? Highest damage ive reached is 950ish with a q110 rbow and 140 arrows? Am I missing something?
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Re: Haven 2.0: "Hafen"

Postby Xcom » Thu Dec 19, 2013 4:57 am

Thanks for a quick response loftar. But about Hafen, have you considered adding a queue system in it? Even 2 or 3 queues would make life easier for people with bad ping. The possibility's as pathfinders and such would make life interesting in haven.
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