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

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

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

Postby DauntlessGolem » Sun Dec 21, 2025 5:45 pm

The new system is fantastic, but It's strange. All in all, I think the chance to get higher gilded items is genuinely higher, i mean to double gild it's just 2 coinflips, which is better than anything early. It does feel bad to have less of a chance after you successfully gild something, but it just encourages you to actually match gilding attributes. Like, quad gilded stuff now if you match gildings will be a 20~% chance to Crit Succeed, and if that fails, a 20% chance to normal Succeed. Overall, it will make gilding easier, but it can def be tweaked. Also buff gilding song. (I haven't used it, but it should guarantee a success)
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+1, not that it will matter anyway.


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

Postby sylviavalentijn » Thu Dec 25, 2025 2:28 am

tell it like it is the new guilding system is fucking retarded
you can even get cock teased by it
>success get extra gilding slot
>failure waste a slot destroy guilding
???? what the fuck was the point of this change man korean mmo tier shit
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Re: 16.1 gilding RNG feels bad, even when you "win"

Postby stya » Thu Dec 25, 2025 11:42 am

New system is fine for cheap stuff, it's horrible for high end stuff and gems. Thanes have 5 slots, i now have around 65% of losing my current "good" gem (starting at 20% rescue)... This just sucks for gems.
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Re: 16.1 gilding RNG feels bad, even when you "win"

Postby jetharius » Fri Dec 26, 2025 3:11 am

Agreed with the majority here.

Succeeding on a early gild on 2+ gild items can actually hurt you more than help you. It honestly only feels like you want to succeed on you final gild of the item. A 50/50 drops to 33/33 on the subsequent two gilds, but if u succeed on the final gild, it feels really nice because then its just bonus from there. I don't understand the success gilds counting against the base gilding chances.

I also agree that the system seems to incentivize cheap spammable gilds where you throw cheap easy gilds over and over until you finally win. Even the tailor credo guaranteeing a first gild feels gamba since its going to lower all other gilds after it so you can end up with a powerful initial gild and then the rest of the item bricks 4 times in a row.

I think there should be a separation of the failure mechanic into two different fail states.
Success: Item gilded and no slot consumed.
Rescued: Item gilded and slot consumed.
Scratched: Gilding recovered, slot consumed.
Failed: Gilding lost, slot consumed.

The failure feels so much worse than success, winning feels so conditional that it sometimes hurts, I dislike the systems initial implementation but thing it has potential to be better than the previous.
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Re: 16.1 gilding RNG feels bad, even when you "win"

Postby bmjclark » Fri Dec 26, 2025 6:29 am

I think taking a step towards some of the higher tier gear being better was good but I also think the way this got changed was pretty shit. It feels fucking awful knowing that you have a significant chance of losing things like strong gilding rocks/leaves or gems
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Re: 16.1 gilding RNG feels bad, even when you "win"

Postby Zelacks » Fri Dec 26, 2025 7:23 am

I think a lot of you just don't want to adapt to new mechanics?

The new design is weird and not intuitive but so is most of haven. It seems like the new strategy is to use cheap gilds on your gear first, and then apply your more expensive gilds after you have gotten a decent amount of chaff gilds on your item. Its literally user error if you know how the gilding works and you are still just using all your expensive gilds immediately on your gear.

5 slot gear doesn't mean it should have 5 gilds on it (and maybe this is why people are getting upset??? You just need to reframe your thinking and not expect that many gilds), its more like a curve distribution of gilds, ie 1 slot 1 gild, 2 slot 1.5 gilds, etc...
And honestly maybe the fact that they are called "slots" is an issue of clarity, it should be called something else to make it clear that the equipment slots do not have a direct correlation to the number of expected gilds on an item.

Its actually fine if the item succeeds and then fails because now your gilds after have a higher chance of saving.

I think you guys just want god tier gear with zero effort, which is just kind of lame.
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