Wild experimental idea for W 16.1

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Wild experimental idea for W 16.1

Postby wolf1000wolf » Fri Nov 07, 2025 5:16 am

linkfanpc wrote:... The issue is you want to remove murder, which aside from being the antithesis of what the game is about...


Respectfully, I fundamentally don't agree with the vision that HnH is a game about ruthless competition in a zero-sum world. Though I do acknowledge that's one way the game can be played and is currently played by a portion of the playerbase.

That said, that's why I made the suggestion of trying a world out without murder. Every time the suggestion for some sort of anti-murder mechanic is made, one of the most common argument against boils down to "but then we'll have an army of immortal griefing bots."

Since W16.1 is meant to be an experimental world, maybe we can put that hypothesis to the test.

Because frankly, my guess is that most players are willing to have the trade-off of being unable to murder griefers if it means they also can't be murdered.

Would a side-effect be that since characters can't be murdered (I think death from stacking concussions should still be possible), players actually become MORE aggressive and even sprucecaps start aggroing on sight? Maybe, maybe not... Let's try and see!

(As for the argument that being unable to murder another hearthling would hurt the faction vs faction competition scene... Aren't the veteran PvP players the ones who keep saying no one dies and even if they do, its super easy to get back? )
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Re: Wild experimental idea for W 16.1

Postby Sevenless » Fri Nov 07, 2025 9:27 am

Immortal vandal alts are to pvpers what removal of safe pali is to pvers. It would be fine, anyone who can be assed to make vandal alts can print them if they care to already. Permadeath is only fun to the incredibly small portion of the playerbase who's primary joy comes from ruining other people's day. The injury system works plenty fine, although roots are a bit wonky in terms of how factions can gather/use them to remove wound concerns.

Tbh, I'd rather start with removing drowing, b12 cleave shenanigans and dungeon permadeath mechanics. Those 3 things are out of line with how the permadeath mechanics work otherwise. And the vast majority of deaths from the first two are clueless hermits/new players.
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Re: Wild experimental idea for W 16.1

Postby fulma » Wed Nov 12, 2025 2:24 am

Don't we have a video of a guy controlling like 10 alts or more at the same time?
the devs don't even read this board but if they did they have a history of not carring for anything involving stoping one player from having 200 characters at the same time on the screen.
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Re: Wild experimental idea for W 16.1

Postby Audiosmurf » Wed Nov 12, 2025 2:27 am

My idea is we replace loftar with a woman and make jorb black
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Re: Wild experimental idea for W 16.1

Postby DDDsDD999 » Wed Nov 12, 2025 3:03 am

Audiosmurf wrote:My idea is we replace loftar with a woman and make jorb black

No, loftar just becomes a woman, obviously. Wouldn't surprise me if xe's already working on doing that.
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Re: Wild experimental idea for W 16.1

Postby Audiosmurf » Wed Nov 12, 2025 4:24 am

Forcefemme era rename company to Shetribe
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Re: Wild experimental idea for W 16.1

Postby TemuSoldier » Wed Nov 12, 2025 5:02 am

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Re: Wild experimental idea for W 16.1

Postby wolf1000wolf » Wed Nov 12, 2025 5:30 am

Audiosmurf wrote:My idea is we replace loftar with a woman and make jorb black


I appreciate the bump but would prefer something less troll-bait.
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Re: Wild experimental idea for W 16.1

Postby Fostik » Wed Nov 12, 2025 12:10 pm

wolf1000wolf wrote:
linkfanpc wrote:... The issue is you want to remove murder, which aside from being the antithesis of what the game is about...


Respectfully, I fundamentally don't agree with the vision that HnH is a game about ruthless competition in a zero-sum world. Though I do acknowledge that's one way the game can be played and is currently played by a portion of the playerbase.

That said, that's why I made the suggestion of trying a world out without murder. Every time the suggestion for some sort of anti-murder mechanic is made, one of the most common argument against boils down to "but then we'll have an army of immortal griefing bots."


For example I, as a mid-stat experienced hermit who stays out of PvP would like not to have any PvE vector in this game development, as this simply make me struggle dealing with other players who I will struggle to find an agreement.
It was always easy for me - I'm playing in above-mid qualities, so other players around me sees my experience and notices it, we establish relationships with respect. It never gets to threats or anything like that, but they know I'm more experienced and developed and thus might be stronger so they don't want any troubles.

Now, in the circumstances when there's no way to aggro/kill/you name it, any noob could just decide to try to steal from me, or block my claim from expansion, steal my hunted animals, whatever, how do I deal with him?
I mean, any PvP sweatboi could do this also, but he knows that such actions attracts attention, and anyone looking for PvP fun would gladly jump in my region to bonk this boy.

That said, there's an order in which even mid hermits like me gets place, and I don't want it to stop because someone want to commit a crime but not receive punishment.
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Re: Wild experimental idea for W 16.1

Postby Rebs » Wed Nov 12, 2025 7:56 pm

This thread was made to troll me I swear..
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