Whatever happened to Safe Havens?

I really enjoyed that, and it’s been months since I last played. Thought it was really good. If you didn’t get to the safe zone… you’re dead.

Albeit it a little unfair on the zombies, maybe the safe havens could have made you stronger, not invincible.

But yeah, I would love to have it back!

You mean a 3 story building where you can get on the roof and the only way up was a very narrow passage? Easily reached and defended?

Whatever happened to trying to survive on your own instead of having this herd mentality?

with the pathetic ness of zombie health, it wouldn’t work…unless the zombies were somehow stronger

also, with so many Campers and Exploiters, the game isn’t played as it should

The gametype was removed.

Bungie intended for Havens to force combat when Humans traveled, but all the gametype did was guarantee a successful Zombie “ambush” the instant the Haven moved. The Havens were deathtraps; many of them were small, and placed in locations that were too easy for Zombies to surround and mass against. Going to a Haven meant committing suicide the instant you left it. Adding to the problem were the overly-extreme nerfs outside of a Haven.

Even if those issues weren’t present, Humans still have no incentive for going to Havens, as map exploits offer more protection.

Hence the gametype’s removal.

Because Safe Havens was a balanced gametype that rewarded quick reflexes and smart thinking that didn’t promote sitting in a corner and boosting your K/D ratio.

> Because Safe Havens was a balanced gametype that rewarded quick reflexes and smart thinking that didn’t promote sitting in a corner and boosting your K/D ratio.

Considering that the Havens were deathtraps, 50% Damage Modifier doesn’t make Magnum headshots less lethal, and all of the map exploits that exist in Infection also exist in Safe Havens, I find the bolded bit rather hard to believe…

Havens was a good idea and it could be made to work with better settings, but it is nonetheless vulnerable to every problem that Infection is.

Just saying… :\

> Considering that the Havens were deathtraps, 50% Damage Modifier doesn’t make Magnum headshots less lethal, and all of the map exploits that exist in Infection also exist in Safe Havens, I find the bolded bit rather hard to believe…
>
> Havens was a good idea and it could be made to work with better settings, but it is nonetheless vulnerable to every problem that Infection is.
>
> Just saying… :\

True, but the Magnum has always been less usefull then the Shotgun when camping for kills. Rarely did the Magnum user manage to outshoot 2+ Zombies rushing his hiding spot. When he switched to the shotgun, even a single Zombie could deal with him.

I never found the Haven a deathtrap. While many Zombies did wait me out, most of them wouldn’t even notice me leaving the Haven 5 seconds before it would deactivate and heading off to the next Haven. I’ve had plenty of games where I won the game with half the amount of kills then the person boosting his K/D ratio. If anything Havens is more of an Objective type of game, meaning some people only play it to pad their stats.

The only way to reduce camping would be to turn off headshots while outside the Haven.

> True, but the Magnum has always been less usefull then the Shotgun when camping for kills. Rarely did the Magnum user manage to outshoot 2+ Zombies rushing his hiding spot. When he switched to the shotgun, even a single Zombie could deal with him.
>
> I never found the Haven a deathtrap. While many Zombies did wait me out, most of them wouldn’t even notice me leaving the Haven 5 seconds before it would deactivate and heading off to the next Haven. I’ve had plenty of games where I won the game with half the amount of kills then the person boosting his K/D ratio. If anything Havens is more of an Objective type of game, meaning some people only play it to pad their stats.
>
> The only way to reduce camping would be to turn off headshots while outside the Haven.

Good points, indeed.

I guess one’s success with the gametype can vary based on which Havens are actually used in a round; many of them are badly-placed, but some are worse than others, and a few do afford some protection.

Disabling headshots could help, but I think map fixes would also be necessary to make the gametype work. Existing exploits would need to be removed, and Haven placement could be improved in a few cases. (For example, Powerhouse’s “water bowl” Haven where Humans face death from above from all directions, have only a handful of ways out, and half of those exits are subject to death from above on both sides – that’s a bad Haven.)

I do wonder if the damage nerf outside of Havens is too imposing, also… It seems like Bungie wanted to essentially force Human movement and force combat to happen on-the-go, but it’s hard to fight on-the-go when the enemy has an OSK weapon and you don’t.