The Ghost of Christmas Future, II

Announcements about major changes in Haven & Hearth.
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painhertz
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Re: The Ghost of Christmas Future, II

Post by painhertz »

NaoWhut wrote:
painhertz wrote:I find it odd no one has asked about the "new" stuff that was/was talked about being added. Seige weapons? Manned guard towers? More community/town/faction tools? Jorb? Loftar? Anything "new" making it's way into this build or is this just a graphical prettifying of Haven 1.0? (Only new thing I noticed was horses......) Is there still going to be wall bashing? Any new weapons? (Throwing daggers? Crossbows? Maces? etc etc)?
Good point to ask about new things,
especially a siege system, but knowing
the glorious Loftorb I do not think they
would tell us even if they had plans

Why not, they've already revealed horses, and Moosen (What I call multiple Moose)
"I shall PERSONALLY witness for you at the shiny, chrome gates of Valhalla!"
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Jackard
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Re: The Ghost of Christmas Future, II

Post by Jackard »

painhertz wrote:I find it odd no one has asked about the "new" stuff that was/was talked about being added. Seige weapons? Manned guard towers? More community/town/faction tools? Jorb? Loftar?
no point until we get some solid info
painhertz wrote:Anything "new" making it's way into this build or is this just a graphical prettifying of Haven 1.0? (Only new thing I noticed was horses......)
New stuff, from what I can tell:

mounts
cliffjumping
autoharvesting entire fields of crops
stockpiles
awful dawn/dusk lighting
building automatically drawing materials from nearby stockpiles
combat still a mess
loftar wrote:You can also shift-click a dropped item to pick up all of the same type in the vicinity. :)
loftar wrote:
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jorb
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Re: The Ghost of Christmas Future, II

Post by jorb »

Jackard wrote:combat still a mess
Never was, is not now, l2play.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
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Jackard
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pffffffffffffffff yea right

Post by Jackard »

so did i miss any of the new features. painhertz needs to know
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Ninijutsu
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Re: The Ghost of Christmas Future, II

Post by Ninijutsu »

jorb wrote:
Jackard wrote:combat still a mess
Never was, is not now, l2play.
<3333333333333333!
Of another era.
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loftar
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Re: The Ghost of Christmas Future, II

Post by loftar »

Jackard wrote:combat
Just out of curiosity, what kind of combat would you consider not a mess? Does it have to be real-time and physics-based?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Jackard
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Re: The Ghost of Christmas Future, II

Post by Jackard »

ofc not it just needs to be accessible to new players. are you going to let them contribute in combat right off the bat?

seems kinda important since you mentioned wanting to remove hearth secrets!
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NaoWhut
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Re: The Ghost of Christmas Future, II

Post by NaoWhut »

Jackard wrote:ofc not it just needs to be accessible to new players. are you going to let them contribute in combat right off the bat?
Whatcha mean?
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longfeather
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Re: The Ghost of Christmas Future, II

Post by longfeather »

loftar wrote:
Jackard wrote:combat
Just out of curiosity, what kind of combat would you consider not a mess? Does it have to be real-time and physics-based?
real time and action based gains? xD
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loftar
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Re: The Ghost of Christmas Future, II

Post by loftar »

Jackard wrote:ofc not it just needs to be accessible to new players.
I think new players are usually quite capable of fighting eg. ants. They are on the other hand, of course, not capable of fighting Nao. What would be a reasonable level of accessibility?
Jackard wrote:are you going to let them contribute in combat right off the bat?
Admittedly we haven't discussed that yet, but I'd imagine we'll have some skill for entrance to combat just like now.
"Object-oriented design is the roman numerals of computing." -- Rob Pike

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