Haiban Feedback and Suggestions

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Jirato
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Haiban Feedback and Suggestions

Post by Jirato » Fri Oct 17, 2014 7:47 pm

Rias asked me if I wanted to take over guruship of Haiban, so... if there's anything you'd like to bring up, now's a great time to do it!
[GMCHAT Uyoku]: Octum is when the octumbunny comes around and lays pumpkins everywhere right?
[GMCHAT Rias]: Dimmes says "oh hai :) u need healz? ill get u dont worry thaum lasers pew pew pew lol"
[CHAT - GameMaster Rias would totally nuke Rooks]: Here's how elemancy works: The freeblegreeble and the zippoflasm have to be combined with the correct ration of himbleplimp, then you add the gargenheimer and adjust the froopulon for the pattern you want, apply some tarratarrtarr, yibble the wantaban, and let 'er rip!

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Makkah
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Re: Haiban Feedback and Suggestions

Post by Makkah » Fri Oct 17, 2014 9:47 pm

Take mercs back to the gritty. I like their role in Haiban, but Haiban doesn't seem to fit the original direction of mercs. I really don't know what to suggest, but some type of dirty grunt kind of feel.

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Bryce
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Re: Haiban Feedback and Suggestions

Post by Bryce » Fri Oct 17, 2014 9:50 pm

All the mercenaries I've met have given me the impression of dirty.

Haiban needs an underground!
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merin
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Re: Haiban Feedback and Suggestions

Post by merin » Fri Oct 17, 2014 9:51 pm

make it so I can take my horse across that bridge!

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Re: Haiban Feedback and Suggestions

Post by jilliana » Tue Oct 21, 2014 9:41 pm

That town needs some dirt. It's too...nice.
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crystal2014
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Re: Haiban Feedback and Suggestions

Post by crystal2014 » Sat Nov 15, 2014 11:50 am

I think haiban should have a more industrial feeling to the over all scheme. Artisans are creators and there isn’t a lot displayed in haiban to reflect that. For the merc part may be a watch tower near the arch or in the room right after you leave the wilderness. Speaking of that room, I believe that homes should be built in that north and south areas that the guards will not allow people to enter. Will the artisans get their private farming areas back? I would also like to see some kind of fenced area where artisans can go to work on building projects, perhaps a room or two that could be remove from the auto cleaning list. I am always afraid of leaving planks on the ground and forgetting about them. My player spends a lot of time in haiban so some kind of mess hall that could double as a kitchen would be nice. Perhaps a room could be attached to this with footlocker and or barrels in it for gathering food that could be picked up by the mercs, may be this location would be a nice place to put a storage closet or something that could hold gear for new players . In my opinion the tower with the apartements in them didn’t do very well. If this could be redesigned into row houses and placed in that area I mentioned before, I believe they would be more attractive for player purchase. Let’s face it no one wants a home they can’t take a handcart into! Will haiban be getting a mining area?! Or perhaps maybe players who own mines can be allowed to hire a mining foremen. This foremen would be able to add rooms to the players mine also. That’s just a thought! I enjoy the game and I make things I don’t care for all that much work for my char. It would be nice if when an artisan buys their permanent wagon, they could customize it like the wagon have the custom options for the rental wagons in shadgard. Will covered wagons be implemented in the future? I know they would probably have a major price on them, but it would be nice to have a covered wagon, perhaps this wagon would need two horses to pull the wagon or something. I am just tossing out ideas. And one more thing, I think it would be cool to have a wwheat mill. Take the wheat from the field and to the mill grind it up in a barrel and there is flour! Used for cookies and short bread! Perhaps enid could buy this flour from players and that would generate another stream of income for farmers. I am rambling!

merin
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Re: Haiban Feedback and Suggestions

Post by merin » Sun Nov 16, 2014 2:02 pm

really love the wheat idea.

Lun
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Re: Haiban Feedback and Suggestions

Post by Lun » Sat Jan 03, 2015 4:29 pm

More sandwiches on the menu.

Peanut butter and grape jelly sandwiches at Grif's!
Bacon, egg, and cheese sandwiches!
Bacon sandwiches!
Ham sandwiches!
((Bacon!))

And crispy tortillas with beef, cheese, and lettuce filling.

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Kiyaani
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Re: Haiban Feedback and Suggestions

Post by Kiyaani » Mon Feb 02, 2015 6:49 pm

It would be nice if the shops for crafting supplies weren't in the same room as the facilities that require the work permits. Same with any trainers you plan to add in.

Barius
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Re: Haiban Feedback and Suggestions

Post by Barius » Mon Feb 02, 2015 7:06 pm

Haiban needs the amount of trainers that reflects the major town that it's claimed to be. For being the Coalition Headquarters' home town, it's severely lacking in crafting profession training. Unless those things are hidden away in the Artisan-only shop, but even so. You can freely train just about anything in the other major towns, and I see no reason for Haiban to be excluded.

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Jirato
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Re: Haiban Feedback and Suggestions

Post by Jirato » Mon Feb 02, 2015 7:06 pm

Kiyaani wrote:It would be nice if the shops for crafting supplies weren't in the same room as the facilities that require the work permits. Same with any trainers you plan to add in.
Woah, I didn't even realize that's where those shops were! Yeah, that'll change.
[GMCHAT Uyoku]: Octum is when the octumbunny comes around and lays pumpkins everywhere right?
[GMCHAT Rias]: Dimmes says "oh hai :) u need healz? ill get u dont worry thaum lasers pew pew pew lol"
[CHAT - GameMaster Rias would totally nuke Rooks]: Here's how elemancy works: The freeblegreeble and the zippoflasm have to be combined with the correct ration of himbleplimp, then you add the gargenheimer and adjust the froopulon for the pattern you want, apply some tarratarrtarr, yibble the wantaban, and let 'er rip!

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Jirato
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Re: Haiban Feedback and Suggestions

Post by Jirato » Mon Feb 02, 2015 7:10 pm

Barius wrote:Haiban needs the amount of trainers that reflects the major town that it's claimed to be. For being the Coalition Headquarters' home town, it's severely lacking in crafting profession training. Unless those things are hidden away in the Artisan-only shop, but even so. You can freely train just about anything in the other major towns, and I see no reason for Haiban to be excluded.
Main issue is Haiban was never meant to be a major town, but then we made it a new player starting to point and... well, now it is. We realize it is, and we're planning on expanding its facilities to be more appropriate for a major town.

It's only 9 rooms though (not including interiors and the permit areas though). I absolutely do not want just one central location full of trainer NPCs or a master-of-all know-everything trainer like that one guy in Corvus Outpost used to be. I'll be expanding it to more rooms and when that happens there will be new trainers added as appropriate.
[GMCHAT Uyoku]: Octum is when the octumbunny comes around and lays pumpkins everywhere right?
[GMCHAT Rias]: Dimmes says "oh hai :) u need healz? ill get u dont worry thaum lasers pew pew pew lol"
[CHAT - GameMaster Rias would totally nuke Rooks]: Here's how elemancy works: The freeblegreeble and the zippoflasm have to be combined with the correct ration of himbleplimp, then you add the gargenheimer and adjust the froopulon for the pattern you want, apply some tarratarrtarr, yibble the wantaban, and let 'er rip!

Barius
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Re: Haiban Feedback and Suggestions

Post by Barius » Mon Feb 02, 2015 7:16 pm

Of course, I made my previous post before reading the one in the Artisans thread where it states Haiban will be expanding.

Still, that's good. I'll be looking forward to seeing how it changes.

Sneaky
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Re: Haiban Feedback and Suggestions

Post by Sneaky » Tue Feb 03, 2015 4:25 am

Totally need a casino, perhaps ran by some less reputable guild, cough cough.
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Kunren
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Re: Haiban Feedback and Suggestions

Post by Kunren » Tue Feb 03, 2015 5:07 am

I may just be missing some somewhere, but the lack of any sort of gambling is a bit suprising. I think a casino would be super fun.
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Kiyaani
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Re: Haiban Feedback and Suggestions

Post by Kiyaani » Thu Feb 05, 2015 4:02 pm

Is there a locksmith in Haiban anywhere? If not, can there be? I didn't see one.

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Re: Haiban Feedback and Suggestions

Post by jilliana » Sat Aug 20, 2016 9:32 am

There is that trainer inside the watermill. Could he be moved elsewhere? Thanks!
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Kiyaani
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Re: Haiban Feedback and Suggestions

Post by Kiyaani » Mon Oct 10, 2016 8:16 pm

I know there used to be a cooking store in Haiban and it had a ton of spices and things that were "rare" so maybe it even used to have cinnamon (which also seems to be missing from the game). However, after the revamp about a year or two ago this store seems to be missing. It would be great if it could be recovered. (If I'm just blind and it's still there - directions would be fantastic. I looked all over for it!)

I'd also love some reconsideration on a possible locksmith shop here.

Dorn
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Re: Haiban Feedback and Suggestions

Post by Dorn » Mon Oct 10, 2016 8:30 pm

Kiyaani, J put in a locksmith shop a while ago. Check out north Haiban.
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Kiyaani
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Re: Haiban Feedback and Suggestions

Post by Kiyaani » Tue Oct 11, 2016 5:41 am

Thanks, Dorn. I never go to the north end because it's always been super empty.

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Kiyaani
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Re: Haiban Feedback and Suggestions

Post by Kiyaani » Thu Dec 22, 2016 12:39 pm

Is it possible to reopen the rook side of the Haiban Temple? It's been ages since it closed down and the reason it was closed has been somewhat resolved. With all the recent turmoil and added restrictions, having access to more than one rook retrieval site (depending on reputation of the person raising and being raised) would be super helpful.

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Kiyaani
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Re: Haiban Feedback and Suggestions

Post by Kiyaani » Mon Mar 13, 2017 5:24 pm

Bumping my last post here about the rook side of the temple possibly being re-opened.

Also would it be possible to make sure all the patrolling trainers are still alive and well or install replacements for whatever skills they trained in if they aren't?

On a personal preference note: it would be fantastic if their movements could be restricted to north or south Haiban's central areas and the road between, and not all the buildings/side alleys/nooks/crannies/or park and mine area where they tend to get crushed by trees or rocks. I'm honestly a fan of them sticking still in places that make sense for what they teach like in other towns, but it's part of what makes Haiban unique so I won't go that far. It was much easier to track them down before Haiban was split so I think that bears some consideration as well.

I appreciate any consideration of these requests :)

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Zahrah
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Re: Haiban Feedback and Suggestions

Post by Zahrah » Tue Mar 14, 2017 10:11 am

After having checked out the Haiban spa, I would like to suggest that a ledge you can sit on be added to the bath pool (like in Shadgard, you can sit in the shallow end on a ledge or something like that). I also would like to note that the vanity part of the spa seems to be bugged in that the interactables on it aren't actually interactable (which I'm sure is known since it's noted at the front desk that some of their services aren't finished yet, but I just wanted to note it anyway).
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Re: Haiban Feedback and Suggestions

Post by Vestyn » Tue Mar 14, 2017 8:10 pm

Zahrah wrote:After having checked out the Haiban spa, I would like to suggest that a ledge you can sit on be added to the bath pool (like in Shadgard, you can sit in the shallow end on a ledge or something like that). I also would like to note that the vanity part of the spa seems to be bugged in that the interactables on it aren't actually interactable (which I'm sure is known since it's noted at the front desk that some of their services aren't finished yet, but I just wanted to note it anyway).
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Zahrah
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Re: Haiban Feedback and Suggestions

Post by Zahrah » Fri Mar 17, 2017 2:38 pm

Vestyn wrote:
Zahrah wrote:After having checked out the Haiban spa, I would like to suggest that a ledge you can sit on be added to the bath pool (like in Shadgard, you can sit in the shallow end on a ledge or something like that). I also would like to note that the vanity part of the spa seems to be bugged in that the interactables on it aren't actually interactable (which I'm sure is known since it's noted at the front desk that some of their services aren't finished yet, but I just wanted to note it anyway).
sit shelf
You sit down on a shelf inset with blue tiles.

Your wish is my command!
Thank you, Vestyn! I, uh... ended up posting another suggestion for Haiban in the general suggestions forum instead of here because I'm a dummy. BUT YOU'RE THE BOMB, THANK YOU.
Dorn bluntly asks, "And does it appear I have a wagon in my pocket?"
You quip, "It would honestly not surprise me if you did."

You notice a horribly disfigured squirrel quietly scanning the area while attempting to appear nonchalant about it.

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