16.1 gilding RNG feels bad, even when you "win"

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

16.1 gilding RNG feels bad, even when you "win"

Postby springyb » Sun Dec 14, 2025 2:55 am

tl;dr: Let your 100% rescue gilds be the first step.

6% success - 50% rescue failure (to my understanding) means you have 6% chance to add gilding without consuming a slot, 50% chance to gild while taking a slot, and then failure on both means you lose the gild and permanently close a slot.

On multi slot equipment, the rescue chance goes down depending on how many gildings + open slots you have.

Getting a lucky 6% success on a 2 slot gilded item sounds nice until you try to add more gildings and find that you're penalized based on 1 gilding + 2 open sockets and fail both subsequent tries leaving you with an item that ends up the same as a failed attempt.

I think it's obvious that at a certain level of production you just shit out 50 pairs of leather boots and it's trivial but early on it's unrewarding.
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Re: 16.1 gilding RNG feels bad, even when you "win"

Postby maze » Sun Dec 14, 2025 4:15 am

The rescue should only lower bellow 100% if you get a success, then it should lower by 25% or 50%. Otherwise higher tier equipment does not really feel like much of a change from the old system.
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Re: 16.1 gilding RNG feels bad, even when you "win"

Postby Sevenless » Sun Dec 14, 2025 8:10 pm

Rescue chance means that on average you will get 1 "free" gilding per item, the probabilities sum to 1 over all the slots. This seems incredibly powerful for 1 slot items, but then starts confusing people. "I have a better item, why does it seem to slot worse?"

I kinda like the new system, but I'm playing haven so probably not a sane viewpoint. Output wise it's extremely similar to the old one, I'm not sure it actually makes high tier clothing better unless the recovery chance does something like what maze described.
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Re: 16.1 gilding RNG feels bad, even when you "win"

Postby Audiosmurf » Sun Dec 14, 2025 8:29 pm

I like it
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Re: 16.1 gilding RNG feels bad, even when you "win"

Postby magnet » Sun Dec 14, 2025 10:40 pm

the system is even more arcane and convoluted than before

but the new sound effect is dope
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Re: 16.1 gilding RNG feels bad, even when you "win"

Postby MightySheep » Mon Dec 15, 2025 12:04 am

I don't get it and I don't like it. Who ever asked for the gilds to be capped anyway? 10+ gilded stuff is like this games equivalent of endgame legendary equipment and now we robbed of that. Now I can't even 2 gild my shit without it randomly failing and lose gems etc
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Re: 16.1 gilding RNG feels bad, even when you "win"

Postby Sevenless » Mon Dec 15, 2025 12:08 am

MightySheep wrote:I don't get it and I don't like it. Who ever asked for the gilds to be capped anyway? 10+ gilded stuff is like this games equivalent of endgame legendary equipment and now we robbed of that. Now I can't even 2 gild my shit without it randomly failing and lose gems etc


Ironically, it doesn't even cap. You can still double gild a sprucecap.

The system does nothing of how it was described. And yes, significantly more confusing. Reworking the rescue mechanic would let it do what the devs said it would at least.
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Re: 16.1 gilding RNG feels bad, even when you "win"

Postby Cairon » Mon Dec 15, 2025 12:16 am

I like the idea behind the new system. However the double fail condition is rough.

Ideally it should just be 3 options:

Success, Doesn't use a slot
Success, Uses a slot
Failure, Doesn't use a slot


or 4 options:

Success, Doesn't use a slot
Success, Uses a slot
Failure, Doesn't use a slot, Gilding retrieved (rescued?)
Failure, Doesn't use a slot, Gilding destroyed
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Re: 16.1 gilding RNG feels bad, even when you "win"

Postby Sevenless » Mon Dec 15, 2025 5:31 am

I think having slots and then not using them on success is back asswards.
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Re: 16.1 gilding RNG feels bad, even when you "win"

Postby VDZ » Thu Dec 18, 2025 5:42 am

The system is unintuitive, and even if theoretically good (I don't gild enough to tell) if people don't understand it they won't enjoy it. I didn't immediately realize that once you fail your first gild on a 2-slot item, the other gild is 100% guaranteed to go on, making 2-slot items almost always superior (exception being if both the equipment and the gild are too costly; if not you can just craft the gild twice and use the second if the first fails, or craft the equipment multiple times and fail a different gild to get a 100% slot if you need that). But regardless of theoretical merit, it's too full of feel-bad moments: losing or ruining an item is never fun. This is at least in part a matter of presentation: having a bad roll degrade your item feels worse than having a bad roll fail to upgrade your item, even if theoretically they work out to the same result.
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