The Ghost of Christmas Future, II

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

Post by LadyV »

@painhertz under media at the top of page.

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painhertz
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Re: The Ghost of Christmas Future, II

Post by painhertz »

Also: Question to Jorbtar...... What % of the new version would you say is entirely new content/skills/mechanic and how much is just regular Haven with a new coat of paint?
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loftar
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Re: The Ghost of Christmas Future, II

Post by loftar »

painhertz wrote:Also: Question to Jorbtar...... What % of the new version would you say is entirely new content/skills/mechanic and how much is just regular Haven with a new coat of paint?
Well, pretty every single specific mechanic is rewritten from scratch, so even when they're extremely reminiscent of current mechanics, almost nothing is completely identical.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Bob_the_Cat
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Re: The Ghost of Christmas Future, II

Post by Bob_the_Cat »

While we talk about %'s, have you considered making armor a % resist? Even if when I get ganked by 2 guys with 2/3 times my unarmed, even if I did have a 15% chance of getting their bars down I still hit a epic 0 on them anyway. And when you cant kill them they stop needing their defense bar and then you are extra screwed.

With % resist damage, scaling for weapons would need to change though. If a guy is going to have a 70% resistance armor at high q your b axe is going to need to hit like a bus to make up for it. % resist shouldnt change how combat goes at equal levels (in my mind)
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Potjeh
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Re: The Ghost of Christmas Future, II

Post by Potjeh »

Your thoughts on combat balance are spot on, guys, I hope it turns out like that in the actual implementation. Rewarding outskilling more than outgrinding the competition should lead to a lot more dynamic PvP meta. But what about crafting? The grind is too strong there, and the longer a world goes on the more grind you'll have to do after dying to be able to contribute as a crafter (especially if your specialty was farming). Of course, crafters don't die often, because they never really leave their walls, which makes alts pretty much mandatory. I'd really like to see Haven where it's possible to play just one character and be successful.
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painhertz
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Re: The Ghost of Christmas Future, II

Post by painhertz »

Potjeh wrote:Your thoughts on combat balance are spot on, guys, I hope it turns out like that in the actual implementation. Rewarding outskilling more than outgrinding the competition should lead to a lot more dynamic PvP meta. But what about crafting? The grind is too strong there, and the longer a world goes on the more grind you'll have to do after dying to be able to contribute as a crafter (especially if your specialty was farming). Of course, crafters don't die often, because they never really leave their walls, which makes alts pretty much mandatory. I'd really like to see Haven where it's possible to play just one character and be successful.
I liked Ultima Online's original system where the best possible crafted weapons were GM crafted and that's that. No continual qual race into infinity. it should come down to skill after a certain point.
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Joe69
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Re: The Ghost of Christmas Future, II

Post by Joe69 »

loftar wrote:
bmjclark wrote:I'm just gonna put this out here. A 20-30% win rate is good enough odds that investing absolutely nothing into a character and fighting those who grinded their characters for weeks/months is a pretty tempting option.
I think that, by looking at it as a "percentage" like that, you get the (wrong) idea that it's mostly just about random chance. Whether we actually achieve this or not, I think the optimal solution would be one where the failure of a higher-leveled character to win against a lower-leveled one is fundamentally deterministic and determined by player skill. This is why, as I wrote earlier, like to look at it like the "handicap" option in Super Smash Bros, in that it very certainly and heavily tilts the game in the favor of one player, but just as certainly doesn't determine it from the outset.
You play smash? At the risk of being hunted down and killed by every haven & hearther would you ever consider releasing Hafen on wii u? :D
I fully look forward to jorb and loftar fixing several mechanics and bringing back updates, because at that time you chuckleheads are going to be more marginalized than lawn furniture in winter.
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loftar
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Re: The Ghost of Christmas Future, II

Post by loftar »

Joe69 wrote:would you ever consider releasing Hafen on wii u? :D
Well, despite what I say in other threads to the detriment on such platforms, I wouldn't really intrinsically mind releasing Haven on either Steam, consoles or smartphones. It's more the act of porting it that stands in the way. ;)
"Object-oriented design is the roman numerals of computing." -- Rob Pike
Joe69
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Re: The Ghost of Christmas Future, II

Post by Joe69 »

loftar wrote:
Joe69 wrote:would you ever consider releasing Hafen on wii u? :D
Well, despite what I say in other threads to the detriment on such platforms, I wouldn't really intrinsically mind releasing Haven on either Steam, consoles or smartphones. It's more the act of porting it that stands in the way. ;)
Good enough for me I'll hold out some hope then however small the chance maybe :)
I fully look forward to jorb and loftar fixing several mechanics and bringing back updates, because at that time you chuckleheads are going to be more marginalized than lawn furniture in winter.
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slipper
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Re: The Ghost of Christmas Future, II

Post by slipper »

Bob_the_Cat wrote:While we talk about %'s, have you considered making armor a % resist? Even if when I get ganked by 2 guys with 2/3 times my unarmed, even if I did have a 15% chance of getting their bars down I still hit a epic 0 on them anyway. And when you cant kill them they stop needing their defense bar and then you are extra screwed.

With % resist damage, scaling for weapons would need to change though. If a guy is going to have a 70% resistance armor at high q your b axe is going to need to hit like a bus to make up for it. % resist shouldnt change how combat goes at equal levels (in my mind)
I almost like this idea. Gotta factor in ranged combat, taking into account the different stages of the game.

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