Critique: This game reminds me of Silkroad Online

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

Re: Critique: This game reminds me of Silkroad Online

Postby azrid » Tue Dec 30, 2025 6:01 pm

For a casual like me silkroad had a really fun berserker mode.
It always felt so good going red and wrecking everything.
Just like in silkroad you are not forced to compete at the top level to have fun.
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Re: Critique: This game reminds me of Silkroad Online

Postby sMartins » Tue Dec 30, 2025 6:58 pm

sMartouts wrote:
Händler wrote:Thank you for reading.

You're welcome! I didn't read it, though.


Sorry OP, he can't read very well, please don't be too hard on him.
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Re: Critique: This game reminds me of Silkroad Online

Postby XBBW » Tue Dec 30, 2025 7:24 pm

Is silkraod online still playeable or is now called silraod r online? Since I remmber they did something stupid as removing in-game money/gold so you couldn't farm it, so because of few everyone suffered. There were some tokens or some shit like that and gold/money drop was reduced to 1 in a million or something like that.
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Re: Critique: This game reminds me of Silkroad Online

Postby MightySheep » Wed Dec 31, 2025 4:30 am

I discovered spitroast bot exists on hurricane client recently. Fuck does that make me a botter faction?

Imagine writing this much text of clueless fanfic without actually having a single clue about the game or what goes on in it. I'll never understand it. The delusions just seem to get more elaborate and absurd every time.

I'm currently in what is clearly the 'top faction' of current world and half village is unpaved. I aint touched a farm good. Most of us have mediocre stats because nobody gives a fuck and there's no other villages that give a fuck so why would we tryhard.

I can never figure out who these delusional fanfic "bot faction" posts are about because it's obviously not us and it can't be any of the other shit tier big villages so it's really a mystery. I would love if your imagination was reality though. It would be much cooler than actual reality where we raid casuals (1 of biggest village) and not 1 person attempt to defend. Just let me fight bots at this point
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Re: Critique: This game reminds me of Silkroad Online

Postby Sevenless » Thu Jan 01, 2026 9:54 pm

DDDsDD999 wrote:Image
Yeah ok


I don't think any of those points are even slighty novel, nor would I disagree with the diagnosis of how the game works. Comes up 3-4 times a year at least when a newbie makes a mistake and gets raided, or settles beside the wrong faction.

First and only use of AI I've been perfectly fine using.
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Re: Critique: This game reminds me of Silkroad Online

Postby VDZ » Thu Jan 01, 2026 11:29 pm

Sevenless wrote:
DDDsDD999 wrote:Image
Yeah ok


I don't think any of those points are even slighty novel, nor would I disagree with the diagnosis of how the game works. Comes up 3-4 times a year at least when a newbie makes a mistake and gets raided, or settles beside the wrong faction.

First and only use of AI I've been perfectly fine using.

As with any AI summary it's garbage and doesn't properly convey what the author intended to say.

OP doesn't play the game normally, but raids abandoned bases with his friends. Seeing the stuff he finds there, he imagines producing all of that stuff must be a painful and tedious process that can't possibly be fun, therefore botting must be required. (For reference, he's under the impression 4-digit stats are a necessity.) He then goes on a tangent arguing PvP doesn't exist because it consists only of checking the opponent's strength and then one side chasing with the other running away, and argues not for just 'better defensive tools' but for weaker players to have a way to cause genuine harm to an attacker even when seriously outstatted, like inflicting unblockable wounds that scale with max HP, because he feels adding risk for the attacker would somehow fix this problem and lead to 'real' PvP in spite of differences in strength or numbers.
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Re: Critique: This game reminds me of Silkroad Online

Postby VDZ » Thu Jan 01, 2026 11:29 pm

Zachary09 wrote:I like your idea of introducing weaponry which would bypass some normally existing mismatches. Take David vs Goliath - there is usually a soft spot you can reach.

It shouldn't be so that pvp titans with botted characters are untouchable.


Anything available to fresh spawns will be available to a swarm of bots controlled by a PvPer. See for example Shubla's knarr army strategy for how quickly things go wrong if low-statted characters can inflict serious harm. Weaker players should be sitting ducks. The amount of required effort, not the amount of risk, should scale with the harm an attacker tries to inflict. Scaling the risk just leads to mechanics that will inevitably be abused to make things even worse.

Händler wrote:Just imagine, you don't bot in the game and you don't proactively break into bases. The time investment then required to get to anything decent becomes crazy. You'll never get to anything meaningful, even if you spend all the time that a world gives you, you would just play all day long +10 hours each day for a whole year, to get your stats somewhere probably roughly to the lower end of 4 digits at best. Just the thought alone of how many high Q bricks are required to produce high Q of anything requiring metal or industry-affecting.
You need a farmer for the crops and the trees, you need a miner or fighter digging deep, who needs masses of water and food, building supports or playing sweeper, every single character of bigger importance needs to go down credo lines, most of which take forever to progress even if you have access to all the stuff that they require you to have at the ready. Every single character needs food and curios, so even if you get a whole group of people together, the time investment does not diminish and you are better off collecting all your resources to push a single character up rather than to divide it up between the characters equally.


You are fundamentally mistaken in two aspects:

The first is that crazy progress or achieving it quickly is, in general, not required. Nobody except top factions need 4-digit stats. Almost all game content is accessible with 3-digit stats, and in fact most is accessible even with 2-digit stats. You don't need cheese, and even keeping livestock is almost entirely optional. Furthermore, you can shortcut and skip certain parts you dislike by trading for the relevant goods (and trade could use some improvements, but it sort of works still).

The second is that a lot of the fun in Haven & Hearth PvE comes from the diversity of tasks you do to progress. If you spend your time only harvesting and replanting crops, it is indeed very dull and tedious. This is why the game tends to stop being fun once you achieve a certain degree of progress and can only progress further by doing the same things over and over again. But until you reach that point, there are so many different things you can do that it continues to be fun. If I don't feel like harvesting my crops right now, I can go catch dragonflies instead as I'm about to run out. If that doesn't seem like a fun time, I wanted to explore that cave system I tunneled into. But I could also hunt some animals to make sure I have enough hides, and my food is also running low so I could instead prepare some more of that. Every system works differently and by doing many different tasks the whole thing becomes more fun. (This is also why I hate late-world starts; any progress you could make naturally is completely eclipsed by exploring and looting abandoned bases, essentially locking you into that one task only.)

Händler wrote:It consumes the sort of time that is beyond a regular player just to scout, break into and transport stuff, in part also because the time investment doesn't stop with the transportation of the goods. At some point your base starts getting clogged up with gemstones, troll skulls, equipment, armor, and all kinds of other stuff. You have to create the space to store the stuff, since even if you try your best to consume as much of what you bring in to free up some space again, you just simply can't due to the time constraints of the logistics of it all. It takes forever to process just all the masses of ingredients for high tier food, curiosities and industry mats.


This is the one part of your post I do agree with. Storage management in Haven & Hearth is a huge pain. You spend way, way, WAY too much time organizing your cupboards to actually properly keep track of what you have, and you always get more stuff. Building more cupboards is one thing, but then you have to have room to actually place the cupboards. As a hermit, I need multiple houses just to store my stuff, and then you get the tedium of having to enter and leave multiple houses to grab the exact things you want (or even just to check if you have something or not). I recently ended up mining out a big area so I could store my stuff in a larger area without house transitions (like I could before cave decay was added, but with small chests instead) but the task of building and properly arranging tons of wooden chests is such an unfun prospect that I still haven't gotten around to moving my stuff into it, and it's increasingly becoming a blocking factor in progressing in other areas (I just built more cupboards to store my harvested seeds as I can't replant them in winter (they're differing qualities, so I can't use barrels, which likewise are tedious to mass-produce)).

I'd love an Atelier-style 'just put everything in your massive Container which you can freely search/filter and retrieve from' system but I know it's never happening. Still, this is a problem that keeps growing bigger and bigger and bigger the more stuff gets added to the game.
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Re: Critique: This game reminds me of Silkroad Online

Postby TemuSoldier » Thu Jan 01, 2026 11:49 pm

#1 gigayapper returned pog
fire up the GPT again guys cuz, say it with me now, I aint readin allat
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Re: Critique: This game reminds me of Silkroad Online

Postby Sevenless » Fri Jan 02, 2026 3:33 am

VDZ wrote:As with any AI summary it's garbage and doesn't properly convey what the author intended to say.

OP doesn't play the game normally, but raids abandoned bases with his friends. Seeing the stuff he finds there, he imagines producing all of that stuff must be a painful and tedious process that can't possibly be fun, therefore botting must be required. (For reference, he's under the impression 4-digit stats are a necessity.) He then goes on a tangent arguing PvP doesn't exist because it consists only of checking the opponent's strength and then one side chasing with the other running away, and argues not for just 'better defensive tools' but for weaker players to have a way to cause genuine harm to an attacker even when seriously outstatted, like inflicting unblockable wounds that scale with max HP, because he feels adding risk for the attacker would somehow fix this problem and lead to 'real' PvP in spite of differences in strength or numbers.


I stand by my statement, an accurate summary wasn't needed to know I didn't really care. I do appreciate the time you spent correcting the summary though, which I will believe wholesale without confirming, because it's also pretty amusing.

The funny thing is that the AI summary seems to sum up the actual game better than his description.
Lucky: haven is so quirky
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