completely agree, regarding GK, it's what 'the North' is about.
though the vendor placement will be interesting as they have the potential to take a chunk out of an elastic economy if we're to assume MO2 will start off quite populated.
on a side note, i don't believe there's an MK backdrop...
good to see another old name return!
i'll be doing pretty much the same as in MO too, my main was a tamer explorer ( Zarothan ) and will do the same this time with my one character too.
I'm hoping breeding doesn't return in it's previous form though.
as for pvp i'll be my usual rubbish...
Henrik in Discord today ( copy paste ) ;
"Keep not to far after persistent is the plans, and we will start working on the assets for housing
We have base of the systems done
We been looking at tons of data and feedback during mo1 housing tc and keeps
The conclusion points at we have a better...
Lol.
you and @Speznat both say it all, not much I can add except to agree, the 'sand-box' experience diminishes with every new walled off resource or additional 'helper' NPC/AI introduced in to the game.
i would've appreciated the option for this sort of learning/team experience in early learning days, i think Haven had something like this but not sure about requiring a team, more like experienced PVE solo, but i never went that far in to it to be honest so I have no clue.
i agree otherwise...
lol just posted as i did, this is a good point, definitely needs to be learned, and maybe such extremes in gear from basic to high end could be on Haven since it shouldn't be taken with you, I'd be worried about anything requiring extra Dev resources at this late stage though.
From what I've read in multiple threads, it seems just about all agree Haven is not/was not ideal as it is,
this does not automatically mean a binary for/against inclusion viewpoint.
At this late stage of development when release is so close, it's down to how much resources to put in to it...
I would hope 'improve and add' aren't equated with 'make it even bigger'
at least that will help the 'Haven' game retention long term :rolleyes:
I would've gone with "Haven shouldn't 'have to' exist"
But since it will exist and we're being positive here..
I have to agree with @Kaemik on this...
interesting ideas though, not sure why poison can't work like any other sealed bottle does intuitively in real life,
once opened the decay starts, not before, maybe pots etc too.. this just seems like coding but what do i know.
probably quite true but worthy of discussing it's shortcomings in hope :)
it would be interesting to have specific player feedback by well worded survey as they experience Haven then hopefully further feedback as players if/when progress to the main game, this should be a fairly straight...
correct, fix these issues and have VERY intuitive gameplay with ALL inconsistencies attended to and Haven would logically become redundant.
this should include much thought going in to not just the UI but other inconsistencies in gameplay and enrivonment.
i'm hoping much thought will be put in...