Critique: Game mechanics allow for dirty charter exploit

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

Re: Critique: Game mechanics allow for dirty charter exploit

Postby azrid » Fri Jan 23, 2026 12:34 am

Nightdawg wrote:
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Why would you get called out? Ur a good guy in bad company!
I highly doubt you took part in this.
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Re: Critique: Game mechanics allow for dirty charter exploit

Postby Hasta » Fri Jan 23, 2026 12:57 am

FaithfulToadd wrote:the trade and community aspect of the game would be better served if players knew they couldn't be griefed by charterstones


I'm sure you know how this would really work. The pride and cherished tradition of the CORE PLAYERBASE (tm) of this community is a set of simple rules underlying all the development process: "everything is exploitable to gain PvP advantage; no value is purely theoretical if you use a legion of bots; we can't have nice things". ANYTHING that gives invulnerability, however temporary, will bring more problems and griefing than it will alleviate. That is simply a given. No way around it. Hence, a Charterstone "safety net" is not the way to go about solving this, let's call it "obscure mechanic being used in a very specific situation" non-issue.

About trade. Markets, public wells and such were always community projects, unregulated by divine hand of devs (bar the most egregious bug abuse). That's exactly why trading as it is now is an exciting experience, and the trading posts hold their reputation in high regard, alerting possible market goers of impending danger in real time etc. No respectable multiple-worlds-spanning marketplace owner would allow harm to befall a customer if he has something to do about it. So, the solution is still plain and simple: don't put your dick in crazy don't teleport your main character blindly to a Charterstone you have no reason to trust. This is what should a warning say first few times you use a Thingwall to go to a Charterstone.

The dog-eat-dog world is part of the unique charm of this game. I hate toxic griefers as much as the next guy, and the ones that made this game their lair are the vilest most despicable subhuman garbage compared to other games, yet still I return world after world to meticulously raise my jack-of-all-trades single PvE hermit character... I just get better at it every time.
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au revoir

Postby FaithfulToadd » Fri Jan 23, 2026 1:14 am

au revoir
Last edited by FaithfulToadd on Sat Mar 14, 2026 12:17 am, edited 1 time in total.
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Re: Critique: Game mechanics allow for dirty charter exploit

Postby Hasta » Fri Jan 23, 2026 3:19 am

Bordering on off-topic, but:

FaithfulToadd wrote:
Hasta wrote:I just disagree that any possible solution, or even a half-way improvement, to a given problem will always produce unforeseen, apocalyptic damage


not apocalyptic but yes, the way I stated it I consider factually mathematically correct. If you fix a specific problem by introducing a new mechanic, you fix one specific problem but give a tool that can be used in multiple ways, some of them will be unforeseen and exploitable, therefore, objectively, you solve less problems (just the initial one) by creating more, arguably theoretical, but, corrected for quite evidently present malicious intent to exploit the new tool, inevitable.

Simply put: it's hot and your bum is sweating. You make a hole in your treebark pants so your bum feels nice and ventilated. You solved your initial problem, but you introduced a new tool (pants hole), that can (and, probably, will) lead to a plethora of various things getting through besides cool breeze: a finger, a boreworm, a knife, a swarm of bees, a penis. Multiple, multiple problems arise.

This doesn't add anything to the thread's substance, it's just a minor technical tangent on why I think it's a mathematically bad idea to mold a solution around a specific problem :D
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Re: Critique: Game mechanics allow for dirty charter exploit

Postby springyb » Fri Jan 23, 2026 6:24 am

A woundless KO is much less of a setback than eating a cleave.

FaithfulToadd wrote: but in these cases where outright death is a possibility


Hi I'm sprucecap and big retard, can you please explain to me in full detail how someone dies outright from the evict command? Are you running around with 1HHP?

Kamekono wrote:What? If it's your own village, you can't get evicted. A non-issue right there.


It took me 10 seconds to figure out how to do it.
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au revoir

Postby FaithfulToadd » Fri Jan 23, 2026 8:04 am

au revoir
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Re: Critique: Game mechanics allow for dirty charter exploit

Postby Nightdawg » Fri Jan 23, 2026 9:36 am

azrid wrote:I highly doubt you took part in this.


ok fine you got me
jorb wrote:I do not want to over-promise or hype up stuff that could be months out.

"Our primary development direction is toward object-controlled-objects"
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Re: Critique: Game mechanics allow for dirty charter exploit

Postby Fostik » Fri Jan 23, 2026 10:35 am

I agree one must be completely retarded to jump blindly, seeing different jump cost and destination place.

On the other hand, exploiting this just looks too dirty.
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Re: Critique: Game mechanics allow for dirty charter exploit

Postby Regulus2424 » Fri Jan 23, 2026 1:00 pm

Tbh I never understood why highjacking charter names was a thing in the first place, feels like this is the only issue that needs to be addressed.
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Re: Critique: Game mechanics allow for dirty charter exploit

Postby Jorg » Fri Jan 23, 2026 10:42 pm

Give charters generated names like thingwalls. Minor vanity loss, no more charter "theft"
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