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in reply to: After the Wild Hunt #28677
My view is that the karma cost should be shifted by one tier: T5 losing 30k, T4 20k, T3 10k, T2 5k, and T1 none. Refunds inside the Wild Hunt rooms should be 100% rather than approximately 66%. This would soften the emotional impact with plot karma gain averages closer to around 7.5k for a one-parter and 15k for a three-parter. I am confident that the number of players taken is unintended. I anticipated it, so it does not concern me overly much.
The more significant issue is that the current setup actively incentivizes tiering down to avoid costs and minimize karma loss before being taken. From T3 upward, it becomes optimal to drop as low as possible, since archetypes cannot be changed anyway, and banking karma is better than having it deleted.
in reply to: After the Wild Hunt #28676I was able to escape.
in reply to: Announcements List #28511Area: Announcements – Note #926
From: Nova
To: all
Cc:
Subj: Favor, butchering, election update
Time: Sun Dec 7 11:22:37 2025—
You can now use ‘favor report (borough name)’ to see your totals for different types of political
capital in a particular borough, this isn’t that useful for knowing how well you’re doing since
that’s all based on relative buckets but at least allows people to ensure their number has gone up
after they did a thing.You can use favor buy speedpregnancy to spend 500 favor to accelerate a pregnancy by 3 months.
You can use the assist command on someone butchering to help their efforts and speed them along.
Each scheduled borough election will have two favored types of political capital which gain a 3x
bonus for that election, you can see what these are with the borough command.in reply to: Hauntings/Investigations Questions #28481Closedown should end the investigation. The system is probably intended to automatically close it down upon reaching 100%. It might be a better idea to bug it instead, if you havn’t already.
Context:
investigate open ########
You’re already investigating 63 Pickup. Close that investigation first.in reply to: Announcements List #28317Area: Announcements – Note #897
From: Nova
To: all
Cc:
Subj: Favor for Invitation and soldier improvements
Time: Tue Nov 11 14:05:49 2025—
You can now use favor to lower your invitation with favor buy invitation (amount)NPC soldiers have been made a little more useful, they will sometimes triage and defend PCs on their
side.Orders given to minions and soldiers are now split between movement and attack, so using order
follow (person) and order attack (person) will make them follow the first and attack the second.
Atwill is replaced by ‘freefire’ and ‘freemove’
You can also now give the movement orders standground,
north/south/east/west/northeast/southwest/northwest/southeast.
You can also now give orders to individual soldiers for example by doing order 2.sold attack bob.note read 901
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Area: Announcements – Note #901
From: Nova
To: all
Cc:
Subj: Squads, crimes and invasions
Time: Thu Nov 13 16:01:39 2025—
You can now set up to three random abilities for SR’d monsters to use.There is a new command ‘squad’ which allows you to create NPC allies for your character, you can
create up to eight of them, giving them different disciplines, abilities, specials etc. If you use
the command ‘squad up’ your NPCs will hang out with you and if you start a fight with another person
who has done the same you’ll both be able to summon those NPCs in combat, with the total amount
being affected by your character’s power level, so more powerful characters can summon less help.
This gives people more variety in ways to fight each other, and is a lot more changeable with squad
members being much easier to codely/ICly change than PCs, and can provide some ways to have some
fairer fights between more/less powerful characters.Additionally it facilitates a new activity called smashngrab, to do this someone just heads to a
borough and types smashngrab (name of their faction) This starts a sort of immediate city raid which
others can travel to quite quickly but where the initiator will be against everyone else, but with
the ability to summon their squad NPCs up to a limit to balance out the encounter. There is also
some autobalancing so if you lose you’ll be able to summon a bit more help next time and visa versa.
This raid has no cover, but everyone will regenerate a little DF each minute and is designed more
around faster and more straight forward conflicts than full raids with less need to plan, coordinate
etc.There’s also another new type of activity called invasions or incursions, these can be sought
through the lookfor system but can only trigger in boroughs the 63rd controls. When an incursion
happens a bunch of 63rd soldiers are assaulting some civilian location and PCs can quickly deploy in
defense to hold them off. What then occurs is a survival type conflict with ever increasing waves of
enemies. The more waves the PCs survive the more innocents are able to escape and the more political
capital they will earn in the given borough. All PCs when taken out however will end up captured and
dragged off into the 63rd camp where they will have to use the escape process or the like to free
themselves, although this process will now take half as long when in the 63rd camp.in reply to: Legion raids #27282It was brought to my attention that the number of Legion units appearing in raids seems to have decreased since the death of the last Legion Lieutenant. It’s unclear whether the two events are related, but based on recent observations, the reduction in numbers does appear consistent from what I saw and others seen, too.
in reply to: Legion raids #27243This thread was started to exchange perspectives on how raids currently play out, not to attack staff or the game. Discussion naturally includes frustration, suggestions, and analysis; that’s how balance and design improve over time. No one here is denying the effort involved, we’re just looking at how those efforts feel in practice during play.
in reply to: Legion raids #27204Feedback is part of any healthy game community. Critique of systems is not the same as disparaging the people who built them, and raising pain points is often how the game improves. Haven thrives because of collaborative storytelling, but that includes players being able to say when mechanics are overwhelming or discouraging.
This is a also a discussion space. We’re discussing and considering these points mutually, not dismissing staff effort.
in reply to: No RP Killing #27110There is a general expectation among some players that I would hunt down 63rd lieutenant guest characters. To date, I have not assumed that role. Such proceeding would typically follow a simple pattern: breach the location, locate the target, eliminate them, and withdraw, a lethal strike rather than an attempt at capture.
Tactical or material benefit from capture is usually limited unless the guest carries a useful legendary. Most guest builds are combat-oriented and lack resources of wider utility. Moreover, many legendary effects are unavailable to Bloodline artifacts and therefore inaccessible to large parts of the playerbase. As a result, those legendaries could effectively substitute for services formerly provided by the goblin market, and it is reasonable to expect some groups may eventually create legion guest characters to secure specific benefits for their clique.
in reply to: No RP Killing #27109Guest characters are temporary by design. Given the threat posed by the 63rd, it is both in-character and consistent with established lore that they may be killed during conflicts. In this case, the outcome may not have been the most satisfying experience for the guest player, but it remains a reasonable and justifiable development within the setting.
The opportunity to eliminate a temporary character was taken, and while it is unfortunate that the guest’s developing story was cut short, this is an inherent risk of playing a temporary character.
in reply to: Invitation and you #25388It is unclear how naturals are able to fimagine.
in reply to: Fabled – Is the topic socially shareable? #25226The Fabled aura is visibly distinct. The monster expressed “wanting someone who sparkles,” which was later interpreted as a possible reference to the aura, leading to mentions of Fabled from other players. No direct inquiry was made to confirm if this was what the monster wanted.
in reply to: Bloodline Artifacts #25006Based on experience, the rate is approximately 15%. Fleshformed and Powered Armor have already been confirmed as non-functional, suggesting that most, if not all, professional legendaries should be assumed to be incompatible. This also means naturals likely cannot have any bloodline.
in reply to: Invitation & Higher Tiers #25005There is merit in the idea proposed by Matias of setting them apart through a legendary, with a Tier 5 holding three being exceptionally formidable and distinctly separated from others. A twelve-hour threshold would also be sufficient per week.
For context, those familiar with my character will already know she has consistently operated with a pragmatic disregard for collateral, including the deaths of innocents, aligning with the concept of moral Tier 3. This stance was present from the outset of character creation, even at T3-1, as it would not have made sense for her to adopt a “nicer” role while still in active service.
When the negative modifier was removed, it became clear that T3 naturals were moral Tier 2.5. This was unexpected but logical: they were placed distinctly apart from supernaturals, functioning in a manner where they could cause as much harm as good (in the best case) or more harm than good (in the worst case). This allowed them to integrate effectively within the Temple, consistent with how the Temple was originally intended to function.
On August 3rd, however, this was altered without announcement, shortly after a transition from the Hand to the Temple. The change undercut the reasoning for leaving the Hand and joining the Temple, and gave the impression of an impulsive decision lacking deeper consideration. Prior to this shift, T3 naturals had been viable within the Temple.
It is also worth noting that, at the time, invitation did not escalate at the rate observed now. The increase may coincide with background adjustments to appearance numbers, though this remains circumstantial.
Private invitation has also been considered as an alternative approach. A petition was drafted, withdrawn, and reconsidered several times. The concept remains appealing, but it is uncertain whether it aligns with Tyr’s broader design intent.
in reply to: Invitation & Higher Tiers #24964Acedia is designed to encourage antagonism; this serves as its driving force and is the basis on which others earn invitation. Stat tier caps were already a component of the system in H6, and H7 provides more methods to significantly mitigate them.
An example from H6 illustrates the above: one character pursued the approach described above, isolating themselves with no allies and generating widespread hostility by forcing interactions into others’ roleplay. The situation ultimately ended with the character’s death. No one liked this character. This reflects the intended purpose of guests, particularly monster guests more. Standard characters, by contrast, are meant to function as roleplay participants within the world instead. If a character is alienated and no one engages with them, they are no longer contributing to roleplay in any meaningful way.
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