how has haven changed since w10?

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how has haven changed since w10?

Postby Teleskop » Fri Dec 24, 2021 3:38 am

Alright sooo i kind of stopped playing haven after world 10 and despite trying to play it on w11,w12,w13 i just really couldnt stick to it because my reward circuits were burn out by drug addiction (but playing hafen on amphetamine would be a sick shit,idk why i never tried it that way :shock: :shock: :shock: ) and there has been A HUGE AMOUNT OF UPDATES SINCE then like really,im very impressed by the steady content flow j&l done,were there any HUGE FUNDAMENTAL GAMECHANGING CHANGES done other than 1091910201 of new animals,food and curio?
i heard the pvp was made more casual - SOMETIMES I STILL HAVE NIGHTMARES THAT I DIE IN HAVEN HEARING THAT CRUNCHING SOUND EFFECT AND SEEING A LITTLE GHOST POP UP FROM MY DEAD CHARACTER


tl:dr how would you compare present state of haven as a game to its past states
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Re: how has haven changed since w10?

Postby Audiosmurf » Fri Dec 24, 2021 3:49 am

You can get infinite fishing bait from splitting mirkwood blocks now, game is gud
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NORMALIZE IT
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Re: how has haven changed since w10?

Postby Nightdawg » Sat Dec 25, 2021 1:06 am

You're not allowed to pvp if you have an nVidia gpu AND an up-to-date driver.
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Re: how has haven changed since w10?

Postby shubla » Sat Dec 25, 2021 2:15 am

Game has certain new sociopaths who bot, openly abuse bugs, demand to send money on paypal etc. in order to ruin the game, and then brag about all this, and dumb boomer devs do not realize this in their ivory tower and don't do anything to this at all!
Depends on you if you think this is a good or bad thing though.
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Re: how has haven changed since w10?

Postby vatas » Sat Dec 25, 2021 11:31 am

Non-comprehensive list, I'm sure I've forgotten/overlook something big.

Alchemy
Long story, see https://ringofbrodgar.com/wiki/Alchemy

Equipment
"Main accessory" was split into necklace, eyes and mouth slots. (you can wear bear talisman, spectacles and pipe at the same time for example.)

In-game map
Not sure when exactly this was implemented, but it has been significantly improved. You still have the tiny minimap at the corner, but you can open it up in a bigger window and resize it to as big as you want with zoom in/out.) You can place custom markers and export/import a map file to share or back-up all your explored tiles and placed markers.

Satiations
Satiations were initially with each food having "X chance to satiate Y" with Y being possibly completely unrelated food group) then they were changed to only affect their own food group. Eating plain "Bead" would only satiate the category Bread, eating Meatpies would satiate Bread and Meat. Later they were further changed that every food will satiate itself, and only itself. Every under-utilized food indirectly buffed in a single stroke. Does add some tedium if you're super hardcore about raising your stats I guess, as you now need to make more types of foods. Hardcore player "SnuggleSnail" does argue that most "larpy" foods are waste of time and effort. There is probably still rather limited amount of "meta" recipes that account for 90% of what hardcore players will eat (*cough* Autumn Steak *cough*). I can very least agree that not every single food is worth making.

World Generation
There are now oceans and continents since w11. In w13, Thingwalls were added as Fast Travel nodes and Province designations. They also function as points of contention for the Realms' ownership of the Province.

Since the latest re-implementation of Charter Stones, they only function as end-points to travel that can/has to be started from any Thingwall. Currently they do not need visiting beforehand and can port you across an ocean.

Death
Traditionally deadly animals now only have a chance to drop combat every time they do something to a KO'd Hearthling, instead of being completely apathetic to KO'd players. This means you can die from animal attack, especially if already wounded (technically this was the case earlier but you would need to be wounded enough so that the Concussion damage would finish you off), but also neat situations where bear mauls you bit further but ultimately leaves you with an inch of your life. Moose have small chance of aggroing Hearthlings.

"Murderous Rage" allows you to temporarily forsake your own KO protection to deal more Grievous Damage, giving you higher chance to kill other players with properly-timed Cleave.

Reduced burden of knowledge from newbies; you now get a window explaining your options after KO, and by default you will travel to Hearth Fire without any input (even if you're offline, applicable to Outlaws.)

Tedium
Glass now requires lye, which you get from boiling ashes. Devs did eventually change some values to make it less pain in the ass (ash maximum stack increased, passive water drain on cauldron reduced.) Glass curiosities buffed to compensate.

QoL
Effectively added long-requested "cupboards signs" with ability to craft "decals" from parchment to display any in-game item.
jorb wrote:Added "Decals". Hold most any item (not other decals, you fool!), and right-click a blank parchment, to get the option to make a "Decal" with that item's image on it. Decals can be attached to all carryable objects. We meant to allow them on stockpiles as well, but that was somewhat problematic(tm). Will hopefully fix in the future. Cupboard signs, thus implemented."

Planting seeds and harvesting with a Scythe now have small AoE to reduce farming tedium.

Whales
Big addition from w11. Needs to be cheesed, only thing different is that you're poking whale in the water from land instead animal on land from a boat. Meat is OP enough that killing whales regularly is considered mandatory for competitive stat grinding. Only hard part is finding one which is largely outsourced to bots.

Since w13, Whale can not enter shallow water but this just means people poke them from shallow water. Whales now spawn differently from other animals, and "Whale Barnacles" will spawn in coasts of the province that the Whale is in (this is the current working theory.)
Last edited by vatas on Sun Jan 01, 2023 8:21 am, edited 7 times in total.
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Re: how has haven changed since w10?

Postby MagicManICT » Sat Dec 25, 2021 6:12 pm

shubla wrote:Game has certain new sociopaths who bot, openly abuse bugs, demand to send money on paypal etc. in order to ruin the game, and then brag about all this, and dumb boomer devs do not realize this in their ivory tower and don't do anything to this at all!
Depends on you if you think this is a good or bad thing though.

So what I'm reading here is... nothing has changed in the last 12 years. Only the names and faces.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Re: how has haven changed since w10?

Postby Sevenless » Sun Dec 26, 2021 10:28 pm

Things I haven't seen in this thread yet:

Permadeath was effectively removed for experienced players who understand how the mechanics work from many, but not all things. Notably pvp is massively safer, if you go in full health it's very hard to get legit killed, and instead need to go home to lick your wounds and chug cancer juice elixirs that will take you 1-2 weeks to fully recover from. Despite the screeching from a couple players, this did not cause the end of haven as was foretold. Hermits still die because they don't understand the concept of minimum HHP % being required to live.

Alchemy and in general what wounds are dangerous has changed the healing game. Healing is massively faster now without needing ancient roots. Alchemy in general replaces almost the entire first aid segment of the game after a couple months.

Farming been reworked 77 times at least. Current iteration makes it wicked fast to the point of turnips taking longer to pick up off the ground than to harvest. Getting to the point that processing crops/animal raising are the limiters on farm>food production.

New foods, some incredibly powerful that effectively require bots (whales) some wicked powerful that anyone can make (smoked sausages). Overall the food game for big boys focuses so heavily on a few ultra recipes, and most older recipes are so laughably outscaled that they exist for larp and newbies to play with. This is far worse than it was in previous worlds, as the system has been experiencing powercreep for years. Remember honeybuns? A tolerable agi food I remember fondly from years past. It's so bad you actively throw it out if people make it.


Overall? Same game, more polish and shiny features. But it still struggles with the same flaws it always has, albeit in a new form due to new content. Infinigrind illusion vs stale worlds and end dates. Adding kingdoms and game mechanic factions didn't really extend that sadly, in big part because large pvp parties these encourage visually lag many players into ez kos.
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Re: how has haven changed since w10?

Postby shubla » Mon Dec 27, 2021 10:29 am

MagicManICT wrote:So what I'm reading here is... nothing has changed in the last 12 years. Only the names and faces.

Oh yes it has changed. The extent of it and also persons in charge, their thoughts, their motives, their methods.
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Re: how has haven changed since w10?

Postby vatas » Mon Dec 27, 2021 2:50 pm

Added "Tedium" and "Whales" to my list above. I can add stuff contributed by other people if you agree it's nice to have a single post listing this stuff.
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Re: how has haven changed since w10?

Postby wonder-ass » Mon Dec 27, 2021 8:36 pm

shubla wrote:Game has certain new sociopaths who bot, openly abuse bugs, demand to send money on paypal etc. in order to ruin the game, and then brag about all this, and dumb boomer devs do not realize this in their ivory tower and don't do anything to this at all!
Depends on you if you think this is a good or bad thing though.


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