Haven 2.0: "Hafen"

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Re: Haven 2.0: "Hafen"

Postby Potjeh » Fri Aug 01, 2014 4:12 pm

A good rule of thumb is to check whether there's human disturbance uphill of the spring. If the nature is untouched, the spring is safe to drink from.
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Re: Haven 2.0: "Hafen"

Postby McJager » Fri Aug 01, 2014 4:39 pm

I have fond memories of drinking spring water, What's funny is your just as likely to get sick drinking from a garden hose as you are drinking from standing water. Not that It stopped me from going backpacking, Anyway back on topic. I do like the idea of murky waters reflecting the quality of water in Haven, But the idea of nodes still annoys me.
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Re: Haven 2.0: "Hafen"

Postby Potjeh » Fri Aug 01, 2014 4:42 pm

Yeah, fuck nodes.
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Re: Haven 2.0: "Hafen"

Postby loftar » Fri Aug 01, 2014 6:04 pm

Potjeh wrote:Yeah, fuck nodes.

When you all say "fuck nodes", what aspects of them is it that you refer to, more precisely? I'm sure you're not saying "fuck localized resources", right?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Re: Haven 2.0: "Hafen"

Postby Potjeh » Fri Aug 01, 2014 6:09 pm

What I don't like about them is that they're invisible, there's no rhyme or reason to their location, only the center tile is actually useful and the surrounding tiles' only purpose is griefing, and only the very best ones matter in the endgame.
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Re: Haven 2.0: "Hafen"

Postby Oddity » Fri Aug 01, 2014 6:51 pm

Spectro wrote:Are there any news about Hafen? :oops:

Not recently. I will post any news when it comes out.
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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Re: Haven 2.0: "Hafen"

Postby McJager » Fri Aug 01, 2014 7:22 pm

Potjeh wrote:What I don't like about them is that they're invisible, there's no rhyme or reason to their location, only the center tile is actually useful and the surrounding tiles' only purpose is griefing, and only the very best ones matter in the endgame.

This I agree with, Trying to find clay is such a pain in the ass that I used to buy it to avoid having to actually go trolling around in my boat. I was more likely to find flotsam than a single clay node at times. I'm not saying make a giant glowing sign that says "THERE'S CLAY HERE! COME DIG AND MAKE ST00F." But, Maybe an easier way to actually locate some nodes if nodes are going to still exist, And a bit of balancing to like Potjeh said make them more viable endgame.
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Re: Haven 2.0: "Hafen"

Postby LadyV » Fri Aug 01, 2014 7:25 pm

Im not sure Im against nodes so much as placement of some of them. But as a whole I like the node system. It works best in metals since they are a non renewable resource. Water is the most sketchy one as it should be affected by environment and civilization. Clay I am neutral on. But I can say it should be more like metals. As much hate as I will get saying that I believe it to be to easily gotten. Clay in its self is not a renewable resource at least not in a hearthlings lifetime.

And Loftar can we finally have water nodes and wells underground? There are these things called aquifers and water tables you know. :P
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Re: Haven 2.0: "Hafen"

Postby McJager » Fri Aug 01, 2014 7:27 pm

Potjeh wrote:Yeah, fuck nodes.

Just to reiterate a point.
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Re: Haven 2.0: "Hafen"

Postby _sarah_ » Fri Aug 01, 2014 7:37 pm

Potjeh wrote:Yeah, fuck nodes.

Agreed. I found a high q node but i couldn'd defend it as a hermit. Some "stronk" people took it from me in 2 weeks :)
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