16.2 - slow world speed

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

16.2 - slow world speed

Postby Girth » Thu May 07, 2026 3:57 pm

we all saw what happens when you have to refill your study desk twice a day. you burn out. you have to play for far longer just to keep up.

but what if it took forever for anything to happen? quality ceiling would be terribly low for a long time. equipment tiers would get delayed significantly. would be far more difficult to break through mine layers.

lot of people quit when quality cant go higher. my friends quit when the game plateaued inside of a month and a half.

you could take it to an extreme, and make it take a week for hide to cure on the racks, another week or so for leather. roving bands of bums tearing apart any camp that is almost able to make palisades. a sort of primitive haven experience.
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Re: 16.2 - slow world speed

Postby sMartins » Thu May 07, 2026 4:03 pm

Yesss ... And let's also add a progression lock until certain requirements are met at a community level ... Kinda like AoE era advancement works.

Only once X tiles of chalco are mined then smelters unlock ...etc
Also building wonders ...
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Re: 16.2 - slow world speed

Postby serVar161 » Thu May 07, 2026 4:54 pm

Yes, the accelerated world has its advantages and disadvantages. On the one hand, thanks to accelerated processes, you can quickly close the gap with other players. You don't have to wait long.
But at the same time, you often find yourself in a Groundhog Day cycle—a necessary routine. By the time you finish it, you have to start all over again.
This reduces the enjoyment of the game.

But if you make it too slow, the result will be the same. Players will leave because they have to wait too long—"I'll do it faster in real life and get the real result than in the game." Generalists or hermits will find something to do, but the "specialists" will suffer. And this won't affect the speed of the game. They'll simply build more production facilities, and due to the number of them, only the first batch will have to wait a long time, while the rest will load at the speed they were supposed to.

I think the normal speed is ideal in this regard. Not too fast and not too slow.
Although I would be happy with a middle ground between the accelerated world and the normal one.
But the slow world—Haven is already a pretty time-consuming game.
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Re: 16.2 - slow world speed

Postby Girth » Thu May 07, 2026 5:47 pm

sMartins wrote:Yesss ... And let's also add a progression lock until certain requirements are met at a community level ... Kinda like AoE era advancement works.

Only once X tiles of chalco are mined then smelters unlock ...etc
Also building wonders ...



I think that the world being slow is already a sort of progression lock.
i still think discovery based tech is bad because the difference in time from player to player in seeing ochre or bloodstone can be very wide. it takes the luck thing too far imo, but you can make a case for p2p cooperation. idk
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Re: 16.2 - slow world speed

Postby Girth » Thu May 07, 2026 5:56 pm

serVar161 wrote:Yes, the accelerated world has its advantages and disadvantages. On the one hand, thanks to accelerated processes, you can quickly close the gap with other players. You don't have to wait long.
But at the same time, you often find yourself in a Groundhog Day cycle—a necessary routine. By the time you finish it, you have to start all over again.
This reduces the enjoyment of the game.

But if you make it too slow, the result will be the same. Players will leave because they have to wait too long—"I'll do it faster in real life and get the real result than in the game." Generalists or hermits will find something to do, but the "specialists" will suffer. And this won't affect the speed of the game. They'll simply build more production facilities, and due to the number of them, only the first batch will have to wait a long time, while the rest will load at the speed they were supposed to.

I think the normal speed is ideal in this regard. Not too fast and not too slow.
Although I would be happy with a middle ground between the accelerated world and the normal one.
But the slow world—Haven is already a pretty time-consuming game.


1) u cant really know that people will leave if the game takes too long.
2) while gamers might try to build more production facilities, curio consumption is needed to cover these facilities under a claim. expansion will take significantly longer. they expose themselves to more risk trying to circumvent this by placing things anyways.
3) slow world speed means slow local resources, satiety, FEP stats, lp gain.. you can try to say that you would just do it all in bulk but there are hard limits on the individual and softcap would hit you at every turn due to being starved for LP... unless you quest all the time.

I think the metas people would get themselves up to would be interesting. the achievement of hard metal would be a huge deal, and the same goes for steel.
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Re: 16.2 - slow world speed

Postby Frogg » Thu May 07, 2026 6:15 pm

Unless players are also reducing their play time accordingly, items would quickly pile up and there would be play sessions with no meaningful progress done. I think you kinda need stuff that is "finished the next day you log in" to stay motivated.
You woud need to reduce the spawn rate of pretty much everything on the map because your character would consume far less items.
You would need to give players something else to do in the meantime. A fun activity that is not directly tied to wait times.
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Re: 16.2 - slow world speed

Postby sMartins » Thu May 07, 2026 6:40 pm

Girth wrote:
I think that the world being slow is already a sort of progression lock.
i still think discovery based tech is bad because the difference in time from player to player in seeing ochre or bloodstone can be very wide. it takes the luck thing too far imo, but you can make a case for p2p cooperation. idk


I mean across the entire server, so technological advancements would take place for everyone at the same time.
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Re: 16.2 - slow world speed

Postby linkfanpc » Thu May 07, 2026 7:36 pm

i love the game for being slow and would be excited for everything a 0.75x or 0.66x speed would entail. call me autistic or a freak it's just the honest truth of it for me.
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Re: 16.2 - slow world speed

Postby Halbertz » Thu May 07, 2026 8:29 pm

linkfanpc wrote:i love the game for being slow and would be excited for everything a 0.75x or 0.66x speed would entail. call me autistic or a freak it's just the honest truth of it for me.

Nah you are alright brother. But only If they will spend like 5 minutes to fix pali/claim/leather.
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Re: 16.2 - slow world speed

Postby serVar161 » Thu May 07, 2026 8:45 pm

Girth wrote:1) u cant really know that people will leave if the game takes too long.
2) while gamers might try to build more production facilities, curio consumption is needed to cover these facilities under a claim. expansion will take significantly longer. they expose themselves to more risk trying to circumvent this by placing things anyways.
3) slow world speed means slow local resources, satiety, FEP stats, lp gain.. you can try to say that you would just do it all in bulk but there are hard limits on the individual and softcap would hit you at every turn due to being starved for LP... unless you quest all the time.

I think the metas people would get themselves up to would be interesting. the achievement of hard metal would be a huge deal, and the same goes for steel.

1) Yes, that's my guess. Perhaps a slower world will be just what players needed.
But what will a slower world achieve? Will players stick around because it's more interesting, or because it will take longer to reach the point where they quit?
Those who play year after year will play any world. But the majority who quit after a couple of months might quit after a month – tired of waiting a week for coal to cook or crops to grow, a day to gain experience for a couple of skill points, due to the lack of visible progress during a game session.

2) Bases are often built now, trying to maximize the efficiency of each square at the expense of aesthetics, and with the limitation, everything will be completely cluttered with "industrial" structures. No one will wait a day for pots to bake – they'll build 10 kilns. Leather takes a week to dry – no problem – 100 drying racks.

3) Yes, bypassing the speed of LP gain and, consequently, skill leveling will be more difficult. Quests, hunting. But will it be interesting? Raise the cap by a couple of points in a week. Run around completing quests that aren't even "Kill 10 boars"—say hello to this tree, say hello to that stone. After a month of this kind of gameplay, you'll be saying hello to the kind people in white coats.


If there's a slow-motion world, I'll play it slow, since it won't affect my gameplay at all. But I'd prefer a normal or slightly sped-up world.
I don't think speeding up or slowing down will significantly affect the number of online players—Haven has a lot of content, updates are released frequently, and new content is added, but it's still not enough.
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