Haven 2.0: "Hafen"

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Re: Haven 2.0: "Hafen"

Postby romovs » Sun Dec 22, 2013 2:15 am

As long as there's no pay-to-win bullshit, I am good with either way. One time payment or subscription - is all good.

loftar, what changes expected on the client-side for Haven 2? Is it mostly minor stuff or some significant rewrites?
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Re: Haven 2.0: "Hafen"

Postby jordancoles » Sun Dec 22, 2013 4:08 am

It would be very pay-to-win if you limit characters though. Nearly the very definition of pay to win... If you can afford to pay for 6 bot clients gg you own the market. A donation/cash shop system would work better imo. Sell dev capes $10 a pop with the option to donate more
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Re: Haven 2.0: "Hafen"

Postby Vaku » Mon Dec 23, 2013 3:44 pm

Hello, Sarchi, just linking this here: viewtopic.php?f=6&t=34773

Not for you, just for anyone playing catch-up when they read this thread.
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Re: Haven 2.0: "Hafen"

Postby sabinati » Tue Dec 24, 2013 7:30 am

they should call it eating things online
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Re: Haven 2.0: "Hafen"

Postby Jojjkano » Tue Dec 24, 2013 11:52 am

"Hippies and nature"
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Re: Haven 2.0: "Hafen"

Postby Yolan » Tue Dec 24, 2013 1:05 pm

Will definitely give it a go. I just hope there is some movement towards fostering a bit more "emergent complexity" in terms of large scale relatively safe civilization to contrast with dangerous wilderness, as opposed to simply competing villages of tightly knit people. For example, code support for factions, which allow for a variety of political types that impact on things such as what types of positions are available, and what powers those positions have in terms of recruitment/banishment/promoting/demoting/zoning etc. Also, in-game support such as special types of gates. I've always wanted real cities in haven. Even if by "city" I mean like a few hundred people. But it just can't work without code that supports it.
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Re: Haven 2.0: "Hafen"

Postby Cajoes » Tue Dec 24, 2013 4:53 pm

Hats Online.
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Re: Haven 2.0: "Hafen"

Postby Headshot » Tue Dec 24, 2013 6:19 pm

By the way do you plan add game in steam greenlight? Also cosmetic donate will be ultragreat and can give you profit (e.g. blueprints for buildings, armor ect.)
Last edited by Headshot on Tue Dec 24, 2013 7:57 pm, edited 1 time in total.
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Re: Haven 2.0: "Hafen"

Postby Oddity » Mon Jan 06, 2014 4:54 am

loftar says more stuff (full log: http://pastebin.com/ZiYhu1NQ)

Highlights:
#haven2 wrote:(17:11:58) <loftar> Well, we are going to remake character progression in various ways. I don't yet know if there will be LP at all.
(17:14:25) <thehuntedpie> loftar, what kind of system do you mean?
(17:15:14) <loftar> I don't quite know yet, thehuntedpie; we've only been able to discuss it in vague terms. We're going to experiment a bit once we have something playable in place and see what we arrive at. :)

(17:17:10) <loftar> As I've already said several times, we will mostly not have any "special" testing phase at all, but just open it up whenever we feel it's barely playable.

(17:19:31) <loftar> In our minds, the rewrite is not a new game, but the continuation of Haven.
(17:19:45) <loftar> Hafen is just an internal name we use to keep the codebases separate.
(17:20:36) <loftar> I was already planning to rewrite it some three years ago; Salem just happened to get in the way. :)

(17:33:57) <Ratonces> Looks twice as good than salem
(17:34:02) <loftar> Well, it is the same water drawing algorithm thus far, so they're bound to be somewhat similar. :)
(17:34:31) <loftar> The method used for drawing the bottom and surface of the water.

(17:41:54) <loftar> >will there be new content added, or will the changes mostly be in game mechanics and graphics
(17:42:05) <loftar> If we change game mechanics, of course we'll have to add content to match, too. :)
(17:42:29) <thehuntedpie> I meant new entities and activities specifically more than updated assets and sprites
(17:43:14) <thehuntedpie> loftar, im not belittling the huge amount of work that goes into said updates
(17:43:14) <loftar> Well, let's just say that our aim is not to merely reproduce what exists.
(17:43:39) <loftar> There are many things that need to be reproduced, of course, but we're going to make changes also.
(17:43:48) <loftar> Don't expect the game to work like it currently does. :)

(17:57:32) <loftar> What you want is more balance in PvP and siege, rather than "safe zones", and I would basically agree with that.

(19:29:41) <Bandit> Loftar...did you answer my question earlier about being able to alter terrain(height map) ingame?
(19:30:49) <loftar> Bandit, of course you'll be able to alter the height map in some way or another. Anything else would just be stupid.
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Re: Haven 2.0: "Hafen"

Postby brohammed » Mon Jan 06, 2014 6:07 pm

Perhaps discrete voxel-like "steps" would be a better solution to adding height to Hafen, rather than a plain jane heightmap.
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