December 7th the confirmed release date of Haven 2.
Dec 7 2020
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Ninijutsu
- Posts: 2228
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Re: The Ghost of Christmas Future, II
Of another era.
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windmaker
- Posts: 1855
- Joined: Thu Mar 29, 2012 7:08 am
- Location: in the forum where some mods are fags.
Re: The Ghost of Christmas Future, II
yeah fix'dNinijutsu wrote:December 7th the confirmed release date of Haven 2.
Dec 7 2077
#swag-
Jackard
- Posts: 8849
- Joined: Sun Jul 12, 2009 6:07 am
- Location: fucking curios how do they work
Re: The Ghost of Christmas Future, II
https://www.youtube.com/watch?v=2fPgIIB67bwsciro wrote:I want it all and i want it nowjorb wrote:Here's some gameplay footage!
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TaurenShaman
- Posts: 16
- Joined: Wed Nov 19, 2014 12:11 pm
Re: The Ghost of Christmas Future, II
It may work good on paper but the more complicated mechanics in game = solo players get worse than grouped. The best point in Hafen 2 is to keep everything as simple as it can be, because when you add complicated mechanics to the game grouped players will be able to abuse them a way better than hermits.haelmut wrote:Hi.
I just had weird idea about gameplay and want to leave it here.
In Haven1 inheriting system and worshiping was broken or at least uninteresting imo. Whole game's pvp, raid mechanics is built somewhat around vengence,
but i dont think that its too "fair" that very advanced players actually can become just stronger every time they die and then just use that worshiping stuff
to get ancestors stats. Also its entirely not fair that only most high-hand players can afford it. Not mentioning that its only use of worshiping.
So how about to make some system that will give you bonuses for doing jobs and fighting fair while punish for being wild. Lets call it Karma, each village have various Karma Points (KP) that village can achieve when its members are working hard or fighting fair. And every person have total Ancestor Ptats (AP) that is changed only by Karma system and same achieved by working or fighting fair.
KP can be used for various village buffs like better harvests, better fishing, spirit protection, defensive curses, divine gifts, etc. And is invoked only by authorised village shaman. Main theme is quicker quality development and better number of harvests + protection.
AP can be used for invoking personal buffs that will influence only you OR you can invoke same number of combat stats temporary OR permanently paying all AP to born new character with part of real ancestor stats.
I see in in 2 cases: pvp and raid. Like events that must be judged by Karma after it hapends.
Main idea is:
1. Force elders to manage village population and put restrict on creating shitton alts and bots. Coz the smaller population you have = the better gain in case you got raided by overpowered people.
2. Force people to respect hermits and farmers. Maybe a very dedicated farmer\shaman hermit will be able to protect himself with puting defensive curses or spirit guardins on his place that will create too much pain\effort\drawback to raid him.
3. Force high-hand players to group and work on points of single village in endless competition. Either with hard-farming or picking fair fights.
4. Put some fairness to hermits life.
PVPExamples:
1. 1000uc kills ~0uc = 1000uc - 500AP, 0uc +500AP. - depending on how much total AP farmer have after death he can inherit part of stats of killed farmer or use it one time to temporary gain 500 uc on his offspring if his total count of AP is 500.
2. 1000uc kills 900uc = 1000uc + ~10AP, 900uc + 100AP.
3. 1000uc kills 1000uc = killer +100AP, victim +200AP.
Raids:
1. Strong village raids weak village = Strong gets huge penalty on village KP and debuffs (bad harvests etc) if village KP goes lower than 0, coz gods are angry.
2. Strong village raids Strong village = KP of raided village is lowered and KP of attackers village is raised.
3. Weak village raids Strong = Huge bonuses for weak, small minus for strong.
Additional KP and AP can be gathered while doing any work for village or self. Maybe you can grow and eat something to get AP or donate pies to village warehouse im sure L&J can invent it better than me. But it must be enough for hermit to reward himself with small to moderate buffs for small but constant ingame working.
So this way strong villages will have to keep strong KP production if they want to raid random newbs and dont fall of quility competition. And everyone will have some motivation to fight and play in general. And the person that was working hard and playing fair, managing AP wisely will be able to stay in game whatever and feel some fairness.
I understand that main weakness is that people will just split villages for random raiding and farming but im sure L&J can counterplay this somehow if they will implement something like this.
Its just a very raw and i guess old idea and i just want to leave it here. Peace.
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SynthAura
- Posts: 310
- Joined: Mon Mar 12, 2012 4:44 am
- Location: Kentucky, U.S.
Re: The Ghost of Christmas Future, II
Assuming the running/chasing mechanic is going to be similar to what's in Haven currently, wouldn't it be cool if there were some kind of bola type thing we could throw on a cooldown to slow enemies, and another ability like an adrenaline rush on a cooldown that gives a slight speed boost? That would add some skill (other than dodging hitboxes) to chasing/running.

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Kaios
- Posts: 9268
- Joined: Fri Jul 30, 2010 2:14 am
Re: The Ghost of Christmas Future, II
viewtopic.php?f=6&t=37974&start=880#p506508SynthAura wrote:Assuming the running/chasing mechanic is going to be similar to what's in Haven currently, wouldn't it be cool if there were some kind of bola type thing we could throw on a cooldown to slow enemies, and another ability like an adrenaline rush on a cooldown that gives a slight speed boost? That would add some skill (other than dodging hitboxes) to chasing/running.
hello, enjoy reading some more of my rage in a conversation that ultimately leads nowhere
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loftar
- Posts: 9096
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- Location: Your character database
Re: The Ghost of Christmas Future, II
Well, to be fair, the combat system is simply different enough that it's hard to tell from the current one what might be or not be necessary. We'll just wait and see how it's used before making any such decisions.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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overtyped
- Posts: 3906
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- Location: Quaran book burning festival
Re: The Ghost of Christmas Future, II
Then release it tomorrow, so Bob Dole can test that.loftar wrote:Well, to be fair, the combat system is simply different enough that it's hard to tell from the current one what might be or not be necessary. We'll just wait and see how it's used before making any such decisions.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Waiting_For_HnH2
- Posts: 9
- Joined: Sun Apr 19, 2015 9:57 am
Re: The Ghost of Christmas Future, II
Confirmed . HnH2 is delayed again.loftar wrote: We'll just wait and see
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Waiting_For_HnH2
- Posts: 9
- Joined: Sun Apr 19, 2015 9:57 am
Re: The Ghost of Christmas Future, II
Question -
Will the leveling remain largely the same or will it be minimized to remove or narrow the gap between high-grinders and newbies ?
Will the leveling remain largely the same or will it be minimized to remove or narrow the gap between high-grinders and newbies ?