Making Realms more engaging

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

Re: Making Realms more engaging

Postby Sevenless » Sat Jan 03, 2026 4:06 am

Oaths being required to give the realm benefits goes against the (admittedly failed) concept of "neutral people in your area are still good". Now oathless villages are just people eating resources, there's no mechanical reason the realm cares that they continue existing. Now of course, this never really changed people's behaviours anyway. People who were farming RMT to pay rent still liked hermits, basement dwellers still liked killing them. Realms never made an impact (Vgates and barter stands definitely did though), but arguably it was an attempt (as sheep said, a skeleton to prop up a larger system possibly)

Nothing hermits/unaligned villages can do when it comes to realm v realm pvp. Punishing them for losing a region is arbitrary at best, actively discouraging involvement in realm at worst. All the villages that can field fighters will already be doing so, and as WB showed without some super abusable gimmick masses of relatively untrained and low stat militia don't do much in combat.


Unfortunately I don't think this suggestion would actually do what's intended to: Make more people care about and directly participating in realms (specifically, this suggestion leans towards pvp). PvP as it stands is "at capacity", all of the players who want to do it are already doing it. The only room to grow there would involve reworking pvp away from movement so that static objectives can be fought over. But movement is almost the entire sum of PvP skill expression and we've seen over the years that the Devs struggle to create engaging/fun pvp systems. Not to mention the likely significant amount of dev hours that would require.
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Re: Making Realms more engaging

Postby SnuggleSnail » Sat Jan 03, 2026 4:56 am

Chaff with a good leader is rly good in PVP in most cases, they just never manage to get there on time.

Realms aren't about PVP, though. They're about traveling somewhere 2 hours away, logging out, then setting a timer for 2am, 5am, and 8am on a work/school night, building a flag, then going back to sleep. Dogshit LARP content.
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Re: Making Realms more engaging

Postby MightySheep » Sat Jan 03, 2026 5:51 am

Yesterday I sailed hours north to where enemy realms exist, spend a few hours exploring all around to figure out which thingwalls are in a realm and which arent yet. Im probably never going to use these thingwalls because its way too expensive now. Im just there to see which ones are challengable during the window (which is about 9 hours) but I have no idea where they are going to build or when. If by some lucky miracle I find a warflag I then have to wait till the bashable window which is up to 2 hours till I can bash it. Why do all this? To be mildly annoying and cost them 5 steel bars. I get absolutely no reward. Very engaging.

This world Im probably the only player in the entire game that has actually bothered to do something like this because Im the only person bored enough. Imagine if there was a reward or idk an actual graphical interface for thingwalls.
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Re: Making Realms more engaging

Postby Sevenless » Sat Jan 03, 2026 10:49 pm

SnuggleSnail wrote:Chaff with a good leader is rly good in PVP in most cases, they just never manage to get there on time.


That's neat to know, but them never not being in the right location is part of skill/discipline. So them never being where they need to be is part of them being chaff lol. Self fulfilling curse. I haven't heard of any chaff use being worth mentioning since the storm of swords deck nerf, I'm assuming the gimmick made up for the clunkiness of dealing with untrained low stat players?

But I agree, realm "pvp" is utter cancer. No proper UI for managing it makes it so much of a headache. So much could have been done with the system to make pvp more viable or at least convenient, but it wasn't. It was left with the barest bones implementation possible.
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Re: Making Realms more engaging

Postby Fostik » Sun Jan 04, 2026 12:46 am

Here's also some good thread with realms changes.
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Re: Making Realms more engaging

Postby SnuggleSnail » Sun Jan 04, 2026 10:59 am

Sevenless wrote:I haven't heard of any chaff use being worth mentioning since the storm of swords deck nerf, I'm assuming the gimmick made up for the clunkiness of dealing with untrained low stat players?


The bottom 80% of even the top villages barely know how to PVP, so nearly every fight. If you want a more stark example I'd say the last realm fight of world 16. Ozzy's group was getting dunked in ~12v12s, but they gathered Casuals, Maze's group, and a few others that would typically be zero threat. With a decent leader beating them became unrealistic. I would also argue WB is not an example of chaff useful as they never won a fight.

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Re: Making Realms more engaging

Postby TemuWarrior » Sun Jan 04, 2026 12:00 pm

MightySheep wrote:Yesterday I sailed hours north to where enemy realms exist, spend a few hours exploring all around to figure out which thingwalls are in a realm and which arent yet. Im probably never going to use these thingwalls because its way too expensive now. Im just there to see which ones are challengable during the window (which is about 9 hours) but I have no idea where they are going to build or when. If by some lucky miracle I find a warflag I then have to wait till the bashable window which is up to 2 hours till I can bash it. Why do all this? To be mildly annoying and cost them 5 steel bars. I get absolutely no reward. Very engaging.

This world Im probably the only player in the entire game that has actually bothered to do something like this because Im the only person bored enough. Imagine if there was a reward or idk an actual graphical interface for thingwalls.


I wouldn't suspect anyone to do such autism, you are hero we don't deserve. Was it worth it? Was there a fight? Did you ko some retards? Share it with us please
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Re: Making Realms more engaging

Postby MightySheep » Sun Jan 04, 2026 12:23 pm

Low tier shield up players can be useful in zerg fights but only if there is an actual objective- some reason you need to win the fight. If for example there is siege machines to bash you would 100% want to bring as many players as possible. If its just a fight for the sake of fighting then frankly its more fun to fight against that type of zerg than to have them on your side. Especially when its competitive bragging about how few people you have for some reason.
TemuWarrior wrote:I wouldn't suspect anyone to do such autism, you are hero we don't deserve. Was it worth it? Was there a fight? Did you ko some retards? Share it with us please

No I went to like 5 or 6 different thingwall that border korean realm and they hadnt expanded to any of them so I dont really understand where they are expanding. I did find a brazil realm and caught some of them expanding but it was 4 people in winter pvp so I just had to leave. We were trying to deny the edgeville realm expansion since they havent taken the 1st thingwall yet. Suddenly our vortex changed and its winter so I cant really map new vortex routes. Winter allowed edgeville to get a realm I guess and now its too much effort to keep track of their next expansions to bother wasting hours to be mildly annoying.
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Re: Making Realms more engaging

Postby TemuWarrior » Sun Jan 04, 2026 12:28 pm

MightySheep wrote:it was 4 people in winter pvp so I just had to leave.


Kinda weird tbh. You spend "many hours" as you write looking for pvp then you peace out. If I were you I would jump into them. World is dead anyway in terms of pvp content. I bet they didn't even have rage so you could one by one them
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Re: Making Realms more engaging

Postby MightySheep » Sun Jan 04, 2026 12:32 pm

would you though? be honest, nobody does shit they just talk big

all 4 of them did have rage and theres no way to outplay people in winter its just a clown show so yeah I left
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