Wild experimental idea for W 16.1

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

Wild experimental idea for W 16.1

Postby wolf1000wolf » Thu Nov 06, 2025 8:54 am

Since its going to be "experimental", can we try a world where Murder is disabled. Leave all the other stuff like siege, vandalism, theft, etc.

I want to see if we really will get uncontrolled anarchy or if this one change will help retain more players.

Edit: The point of this suggestion is to try and raise the lower bound on what players can lose. Players would only be able to lose the stuff on their character while out in the world, thus lessening the perception of loss via player interactions. This would hopefully lead to a slower player loss over the world's life cycle.
Last edited by wolf1000wolf on Thu Nov 06, 2025 9:17 pm, edited 1 time in total.
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Re: Wild experimental idea for W 16.1

Postby Halbertz » Thu Nov 06, 2025 8:59 am

Cool idea! Immortal vandal alts bashing everything on sight is the way to go for sure!
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Re: Wild experimental idea for W 16.1

Postby wolf1000wolf » Thu Nov 06, 2025 9:37 am

Halbertz wrote:Cool idea! Immortal vandal alts bashing everything on sight is the way to go for sure!


I know you're being sarcastic but between eviction and all gates being vgates in 16.1, the only difference having no Murder skill would be the inability to kill the vandal alt destroying public roads. You could still knock them out. Perhaps adding a forced-hearth condition to characters having the Concussion wound would also be beneficial for most scenarios.

We would still have the ability to bash claim poles and unsoaked palis to deter unwanted neighbors. You could even knock them down and steal their stuff to get your point across.

But having no Murder raises the lower bound on what players can lose. Players would only be able to lose the stuff on their character while out in the world, thus lessening the perception of loss via player interactions.

Of course, I'm sure character death from being baited into drowning or something will happen but hey, open waters are dangerous.
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Re: Wild experimental idea for W 16.1

Postby booblegum » Thu Nov 06, 2025 9:52 am

wolf1000wolf wrote:Since its going to be "experimental", can we try a world where Murder is disabled. Leave all the other stuff like siege, vandalism, theft, etc.

I want to see if we really will get uncontrolled anarchy or if this one change will help retain more players.

The idea is crap, I don't even see the point in explaining why.

And yes, this really is my first post in 10 years -)
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Re: Wild experimental idea for W 16.1

Postby wolf1000wolf » Thu Nov 06, 2025 10:07 am

booblegum wrote:The idea is crap, I don't even see the point in explaining why.

And yes, this really is my first post in 10 years -)


You care just enough to post for the first time in 10 years saying you think the idea is bad but not enough to offer even a one sentence explanation? :roll:
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Re: Wild experimental idea for W 16.1

Postby dafels » Thu Nov 06, 2025 6:04 pm

Nah, would be better to disable KO protection instead and make the game permadeath again
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Re: Wild experimental idea for W 16.1

Postby wolf1000wolf » Thu Nov 06, 2025 9:20 pm

dafels wrote:Nah, would be better to disable KO protection instead and make the game permadeath again


Antithesis to my suggestion but you're free to make a separate suggestion for that. Maybe I'm wildly underestimating the population of hardcore permadeath seekers vs the more carebear crafting/building/exploring playerbase. :lol:
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Re: Wild experimental idea for W 16.1

Postby CunningGodOfDeath » Fri Nov 07, 2025 1:50 am

wolf1000wolf wrote:
booblegum wrote:The idea is crap, I don't even see the point in explaining why.

And yes, this really is my first post in 10 years -)


You care just enough to post for the first time in 10 years saying you think the idea is bad but not enough to offer even a one sentence explanation? :roll:


the explanation as to why this is a bad idea is obvious to anyone who read the developer treatise and has any common sense.
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Re: Wild experimental idea for W 16.1

Postby wolf1000wolf » Fri Nov 07, 2025 2:24 am

CunningGodOfDeath wrote:
wolf1000wolf wrote:
booblegum wrote:The idea is crap, I don't even see the point in explaining why.

And yes, this really is my first post in 10 years -)


You care just enough to post for the first time in 10 years saying you think the idea is bad but not enough to offer even a one sentence explanation? :roll:


the explanation as to why this is a bad idea is obvious to anyone who read the developer treatise and has any common sense.


At this point I'm starting to feel like people who are against my suggestion are lacking the ability to understand nuance and just see the world in black and white.

The suggestion isn't to remove PvP. Its to remove player murder.
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Re: Wild experimental idea for W 16.1

Postby linkfanpc » Fri Nov 07, 2025 3:45 am

wolf1000wolf wrote:The suggestion isn't to remove PvP. Its to remove player murder.


Nobody said anything about PvP. The issue is you want to remove murder, which aside from being the antithesis of what the game is about, opens a pandora's can of worms of exploitability that has already been talked to death about and it pretty ridiculous to post about for the quadrilionth time.

As outlined in developer thoughts on pvp, what will you do about me disrupting your home/claim by chopping trees, leaving garbage in front of your gates, stealing animals you just killed? Making 12 alts and just having them stand around right in front of your gates making you unable to leave, or surrounding you outside forcing you to hearth? Even simply stand around and scream at you? Being able to neutralize opposition and competition is an important, core part of the game.
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