Simple combat changes to fix most cheese and random murders

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

Re: Simple combat changes to fix most cheese and random murd

Postby NazuBlah » Mon Dec 29, 2025 5:13 am

Sugram wrote:There can never be any tailored mechanics when cheese exists. Removing the cheese is the first step. Having special whaling weapons would be cool, but who would care about the mechanics if you can cheese it like a boar with larger hp.

I wouldn't worry too much about players being able to defeat a whale with bows and throwing spears. If it can be damaged then it will be killed. Perhaps it would just no longer be soloed on the first weeks of the world.

Who says tailored mechanics can't exist when cheese exists? Why should hunting become a slog for several years while we wait for a real alternative to be made? Although, it would be funny if all the cheese methods were removed without providing a functional alternative so we could watch 90% of the playerbase drop the game overnight.
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Re: Simple combat changes to fix most cheese and random murd

Postby ZamAlex » Mon Dec 29, 2025 5:59 am

You forgot that game must be fun and give you some portion of progression everyday. There is enough hummiltion rituals already, just chill and suggest something more useful, like any QoL.
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Re: Simple combat changes to fix most cheese and random murd

Postby sylviavalentijn » Mon Dec 29, 2025 6:17 am

just rape the whole game true
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Re: Simple combat changes to fix most cheese and random murd

Postby Vladichka » Mon Dec 29, 2025 1:36 pm

Sugram wrote:
  • Max movement speed while in combat AND with weapon equipped is walking (2).
    • Bows also limit speed to 2.
    • Shields do not limit speed.
    • Bunnyslippers only provide speed bonus while not in combat.
    • Forager credo only provides speed bonus while not in combat.

Now when I get ganked I cannot run away, and every single member of a 20-player syndicate ports to a nearby thingwall and chases after me at 4 speed. Great change, ship it.
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Re: Simple combat changes to fix most cheese and random murd

Postby loleznub » Mon Dec 29, 2025 2:39 pm

the real question is why is someone with less than 20 days of experience making suggestions like this being taken seriously when they don't even understand 1% of the game?
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Re: Simple combat changes to fix most cheese and random murd

Postby Saxony4 » Mon Dec 29, 2025 2:47 pm

loleznub wrote:the real question is why is someone with less than 20 days of experience making suggestions like this being taken seriously when they don't even understand 1% of the game?

To be fair even the devs don't even understand how their own game works half the time
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Re: Simple combat changes to fix most cheese and random murd

Postby gravesmerch » Mon Dec 29, 2025 2:50 pm

theres enough content inaccessible for the the common player, it's the main reason I gave up Salem, came to Haven because I could tame animals and whatnot easier... mining already went the Salem way with hard metal, its easy for factions and botters, while the normal players have more content blocked
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Re: Simple combat changes to fix most cheese and random murd

Postby Audiosmurf » Mon Dec 29, 2025 2:53 pm

Speaking of Salem, if we ever see a return to centralized spawns, I want to see a return to Mordor/Darkness and/or wilderness levels where the further out into the wild you go the sketchier things get, animals get stronger/higher Q, new dangers arise, etc.
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Re: Simple combat changes to fix most cheese and random murd

Postby Vladichka » Mon Dec 29, 2025 3:20 pm

Audiosmurf wrote:Speaking of Salem, if we ever see a return to centralized spawns, I want to see a return to Mordor/Darkness and/or wilderness levels where the further out into the wild you go the sketchier things get, animals get stronger/higher Q, new dangers arise, etc.

I thought of this recently too, the "wilderness" level of a location can be determined by the amount of exp points generated there.
But this idea deserves its own thread.
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Re: Simple combat changes to fix most cheese and random murd

Postby Audiosmurf » Mon Dec 29, 2025 3:44 pm

Vladichka wrote:
Audiosmurf wrote:Speaking of Salem, if we ever see a return to centralized spawns, I want to see a return to Mordor/Darkness and/or wilderness levels where the further out into the wild you go the sketchier things get, animals get stronger/higher Q, new dangers arise, etc.

I thought of this recently too, the "wilderness" level of a location can be determined by the amount of exp points generated there.
But this idea deserves its own thread.

The idea of it being based on exp gained in an area is interesting. Historically (like, we're talking about legacy,) it's just been based on "civilization level" or how developed an area is. I think this, in a vacuum, is a pretty good system. High Q animals don't show up near developed villages with brick walls and stone mansions etc, you have to go out into the wilderness to find them.
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