Haven 2.0: "Hafen"

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Re: Haven 2.0: "Hafen"

Postby Xcom » Fri Jul 25, 2014 3:28 am

Oddity wrote:
brohammed wrote:environmental event

It would be cool if there was some sort of "world events" that everyone could participate in. Like in Diablo 2, there was this "Uber Diablo" thing (not the other Ubers) where if anyone in any game sold a SoJ to a merchant, a counter would go up and everyone online would be notified of the total SoJ sold amount. After it reached a certain number, all games in progress would get an Uber Diablo spawn in them.

Something similar (but completely different, obviously) would be cool for Haven. Just the ability to contribute to adding or removing something huge from the world somehow... Could use a lot of brainstorming. I haven't thought about it hard enough to make a C&I thread.

viewtopic.php?f=5&t=1128
jorb wrote:Q: Do you have any wild and crazy ideas on the topic?
A: A permanent cycle of death and rebirth would fit the game's theme very well. I've considered implementing a natural cycle of Great Sunderings -- complete map and character reset -- which could only be prevented through massive, epic level, rituals of world rejuvenation, which anyone would then be free to assist in, or work to prevent. That would be pretty cool, but it's far off. I agree with the people who have been pushing for a character reset in that, with the completion of the major roads between the settlements, and the near closing of the frontiers, map development has stagnated somewhat. The initial land rush of a few weeks ago was a lot of fun to watch, and It'd be great if those experiences could be integrated into the backbone of the game, rather than being one off events. It might conflict too much with people's ambitions to create lasting values to be doable, but at least we'd be creating a very unique game environment.


Sounds like Topia online. It would honestly be a stupid idea if it was implemented. Just imagine world wipes every other month cause some faction didn't get hold of the best nodes. But the world event suggestions pop up every other week asking for some dev generated world event. Most often they are shot down with comments saying, they should make there own content then asking for dev generated ones.
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Re: Haven 2.0: "Hafen"

Postby talon00302 » Fri Jul 25, 2014 4:48 am

Add in something like nodes drying up or disappearing and new ones appearing. It keeps the conquest part interesting and merges crafting and PvP a little bit more. Add in lower cost for wells so they can be built more rapidly. Right now mostly major factions control the highest nodes simply because they can defend them, this would make it so its a constantly changing system of who has things and balances it out.
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Re: Haven 2.0: "Hafen"

Postby TeckXKnight » Fri Jul 25, 2014 5:31 am

talon00302 wrote:Add in something like nodes drying up or disappearing and new ones appearing. It keeps the conquest part interesting and merges crafting and PvP a little bit more. Add in lower cost for wells so they can be built more rapidly. Right now mostly major factions control the highest nodes simply because they can defend them, this would make it so its a constantly changing system of who has things and balances it out.

Chances are it'll still be the major factions who control the nodes after they move simply because they have the means to conquer and defend. Hermits and small villages will never enjoy that luxury. That said, node decay and shifting would still be great if just to keep the world dynamic. The current static nature of nodes makes them less than ideal.
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Re: Haven 2.0: "Hafen"

Postby Potjeh » Fri Jul 25, 2014 11:17 am

Nodes have always been terrible, and they need to be scrapped.
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Re: Haven 2.0: "Hafen"

Postby LadyV » Fri Jul 25, 2014 1:31 pm

@Teck I have no issue with the removal of those beliefs. They do add a nice element of customization but I think they reflect the wrong aspects of the mental positions. How fast you learn really has little to do with Tradition or Change. It would have been better suited to Tradition emphasizing physical stats and Change skills. One learn those faster based on viewpoint.

As for Tradition examples... toss on RoB', pearl necklace, and tea buff and they negate alot of their penalty.

@Talon the only permanent nodes now are soil, water, and clay. Water should remain stable. We are not talking about mass industrial pollution, geological shifts.... that can affect it. The same with clay. Soil however can improve or decrease greatly. If the game followed a more natural system over use, deforestation and such would seriously compromise it. On the other hand soil near swamps, thickets and areas of forest untouched for long periods should improve. So in the case of soil I agree.
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Re: Haven 2.0: "Hafen"

Postby vatas » Fri Jul 25, 2014 4:23 pm

About the Tradition/Change slider, I got this idea which may or may not be stupid.

You can not turn the slider manually, neither it does move when other beliefs are changed.

You start at full change. As you gain LP it will go towards tradition at set intervals which are same for all players. Meaning that you gain faster LP at start and slower as you gain more and more LP until you reach full tradition.

the LP modifier and LP loss on death could be rebalanced to mirror this. I feel most logical would be to receive 100% of curios LP value when at full tradition

Peaceful/martial could remain, with tradition intervals based on total LP gained not on base LP of curios.
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Re: Haven 2.0: "Hafen"

Postby Danno » Fri Jul 25, 2014 10:46 pm

I agree with Potjeh on nodes. It sounds interesting at first, but we've seen what it boils down to:
a) You don't get to live in that nice little spot you started getting used to since it only has q23 soil and q10 water.
b) The large villages snatch up all the top resources at the start of the world. You'll have a hell of a time finding any natural resource over q50, which means you're out of the competition.
All natural resources should probably start with the same quality. Repeated use should lower that quality and make it take longer to restore itself. You may not be dumping industrial waste in your river, but you are scooping up the water with your filthy old bucket. Let's not forget that some people DIE in those rivers, some people drag their boats around their dirty settlements and then put them back into the water, and, worst of all, some people fill their waterflasks straight from the river after slobbering all over the flasks with their unclean mouths.
There should probably be a way to maintain the quality, just like you can maintain a forest if you plant trees after cutting them down. Carefully ruining someone's water supply could bring a whole new level of sabotage. If there is any feature like this, the effects should be plainly visible, such as water appearing murky and dirty if its quality is low.

Change/Tradition doesn't really add anything to the game. It probably shouldn't affect your LP at all since it just kinda breaks the game. LP amounts should be boosted by default while the slider should probably just affect certain player rituals and perhaps certain building features. For example, how Tradition is necessary for worshipping ancestors and stuff. It should have to do with the gameplay, not the meta-gameplay.
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Re: Haven 2.0: "Hafen"

Postby Potjeh » Sat Jul 26, 2014 12:50 am

Mind you, I don't mean that location where you settle should be irrelevant to quality of your stuff. Just that it should based on biomes rather than invisible spots. Different biomes would provide different base resources that all start at q10 but can be crafted into higher quality items. For example, acre clay might be better for pottery, so tree pots made from it would gain more from kiln and fuel quality (and possibly potter's wheel, if that's ever implemented); on the other hand ball clay might make better bricks. And yeah, clay spots should be clearly visible rather than having to dig here and there to find them.
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Re: Haven 2.0: "Hafen"

Postby Xcom » Sat Jul 26, 2014 1:56 am

Haven 2 will no longer have nodes, we are going over to the purity system.
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Re: Haven 2.0: "Hafen"

Postby Oddity » Sat Jul 26, 2014 4:25 am

Xcom wrote:Haven 2 will no longer have nodes, we are going over to the purity system.

Source?
jadamkaz wrote:ah i remember my run in with odditown they are good ppl im sure the only reason they killed ME is because they are troll hunters and i was a troll
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