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

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

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

Postby springyb » Sun Dec 14, 2025 2:55 am

tl;dr: Let your 100% rescue gilds be the first step.

6% success - 50% rescue failure (to my understanding) means you have 6% chance to add gilding without consuming a slot, 50% chance to gild while taking a slot, and then failure on both means you lose the gild and permanently close a slot.

On multi slot equipment, the rescue chance goes down depending on how many gildings + open slots you have.

Getting a lucky 6% success on a 2 slot gilded item sounds nice until you try to add more gildings and find that you're penalized based on 1 gilding + 2 open sockets and fail both subsequent tries leaving you with an item that ends up the same as a failed attempt.

I think it's obvious that at a certain level of production you just shit out 50 pairs of leather boots and it's trivial but early on it's unrewarding.
User avatar
springyb
 
Posts: 601
Joined: Wed Feb 03, 2010 11:39 am

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

Postby maze » Sun Dec 14, 2025 4:15 am

The rescue should only lower bellow 100% if you get a success, then it should lower by 25% or 50%. Otherwise higher tier equipment does not really feel like much of a change from the old system.
WARNING! MY ENGISH SUCKS.
game ideas
User avatar
maze
 
Posts: 2649
Joined: Sat Mar 27, 2010 3:15 am
Location: Canada

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

Postby Sevenless » Sun Dec 14, 2025 8:10 pm

Rescue chance means that on average you will get 1 "free" gilding per item, the probabilities sum to 1 over all the slots. This seems incredibly powerful for 1 slot items, but then starts confusing people. "I have a better item, why does it seem to slot worse?"

I kinda like the new system, but I'm playing haven so probably not a sane viewpoint. Output wise it's extremely similar to the old one, I'm not sure it actually makes high tier clothing better unless the recovery chance does something like what maze described.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life

The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
User avatar
Sevenless
 
Posts: 7679
Joined: Fri Mar 04, 2011 3:55 am
Location: Canada

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

Postby Audiosmurf » Sun Dec 14, 2025 8:29 pm

I like it
jorb wrote:Audiosmurf isisis a fantastic poster/geniusracist and hisa meat/intellect is hugehomosexual
User avatar
Audiosmurf
 
Posts: 2587
Joined: Fri Jul 02, 2010 9:00 pm
Location: Ice Hell

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

Postby magnet » Sun Dec 14, 2025 10:40 pm

the system is even more arcane and convoluted than before

but the new sound effect is dope
User avatar
magnet
 
Posts: 209
Joined: Sat Jun 12, 2021 2:35 am

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

Postby MightySheep » Mon Dec 15, 2025 12:04 am

I don't get it and I don't like it. Who ever asked for the gilds to be capped anyway? 10+ gilded stuff is like this games equivalent of endgame legendary equipment and now we robbed of that. Now I can't even 2 gild my shit without it randomly failing and lose gems etc
User avatar
MightySheep
 
Posts: 2235
Joined: Fri Jul 22, 2011 1:18 pm

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

Postby Sevenless » Mon Dec 15, 2025 12:08 am

MightySheep wrote:I don't get it and I don't like it. Who ever asked for the gilds to be capped anyway? 10+ gilded stuff is like this games equivalent of endgame legendary equipment and now we robbed of that. Now I can't even 2 gild my shit without it randomly failing and lose gems etc


Ironically, it doesn't even cap. You can still double gild a sprucecap.

The system does nothing of how it was described. And yes, significantly more confusing. Reworking the rescue mechanic would let it do what the devs said it would at least.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life

The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
User avatar
Sevenless
 
Posts: 7679
Joined: Fri Mar 04, 2011 3:55 am
Location: Canada

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

Postby Cairon » Mon Dec 15, 2025 12:16 am

I like the idea behind the new system. However the double fail condition is rough.

Ideally it should just be 3 options:

Success, Doesn't use a slot
Success, Uses a slot
Failure, Doesn't use a slot


or 4 options:

Success, Doesn't use a slot
Success, Uses a slot
Failure, Doesn't use a slot, Gilding retrieved (rescued?)
Failure, Doesn't use a slot, Gilding destroyed
Cairon
 
Posts: 62
Joined: Thu Apr 01, 2010 12:39 am

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

Postby Sevenless » Mon Dec 15, 2025 5:31 am

I think having slots and then not using them on success is back asswards.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life

The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
User avatar
Sevenless
 
Posts: 7679
Joined: Fri Mar 04, 2011 3:55 am
Location: Canada


Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot], Meta [Bot] and 11 guests