W 16.1. Feedback

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

W 16.1. Feedback

Postby Havenasket » Sun Dec 14, 2025 5:47 pm

As someone who played for several worlds and brought a few newbies to the game, here are my observations from 16.1:
Pros:

1) Faster roasting.
Why:
Being able to catch a full inventory of fish and roast it here is a huge plus, as it opens up more possibilities. Getting energy for landscaping, sharing extra fish, raising your stats - i.e. actively playing the game instead of waiting for 10 minutes — is always a huge plus.
Suggestion:
Not sure if priority, but cooking a full inventory of fish is still a micro-management chore. Good thing Hurricane client has a roasting bot. Maybe introduce it on an official level or make a button in UI such as "cook all"?

2) Better (higher) random nodes.
Why:
Seeing how you can find up to q21 wild trees makes early game exploration more meaningful. It also stimulates trade, cooperation, and gives a "sense of pride and accomplishment".
It feels much better to be able to get a "quick" result even in early game, before the huge number spiral is going up.
Suggestion:
Not sure if the in-game client explains anything at all about quality/caps. Add something to UI/UX to show that better Q = better stuff; implement a short goal in the tutorial: "Craft a q11 axe".

3) Faster world
Although I didn't measure it explictly, less time gating = more active gameplay = good.

Cons:

1) Tutorial quests for skills are a burden. You need to learn 10+ skills in the very first hours of the game, and seeing how ~10 quests with 5+ subtasks quickly change each other can frighten new players.

2) Lack of full-PvP-permadeath tutorial or signs. Basically nothing in the tutorial says that approx ~24h after the world starts you should treat walking outside of your pali+claim as null-sec, black zone, or a FULL PVP zone. Your typical newbie will probably be gathering herbs/digging dirt when his first PvP encounter happens, and he'll be KO'd/dead.

3) Which opens next, the most serious issue. I'm well aware of "devs thoughts on PvP", but the contrast between people who want to play "Boar hunting sim" and "RUST Online" is too obvious to ignore. We all are aware of that cycle: a new world brings new (PvE) players, PvE players serve as "food" for PvP players. But after 2–4 weeks, when PvP feeds on "farmville", the playerbase shrinks. You know, rushing your stats and tech while using alts, bots, and exploits to rush to the next continent to kill a 20-stat newbie who was gathering q15 roots near his base is nowhere near "defending your rights" as per "Devs thoughts" - that's pure PvP. Somebody would even call that griefing (i.e. the main fun comes from ruining the fun of other ppl).
Suggestion:
Implement cloud-based private servers with a whitelist and/or limited admin interface for the cloud server owner. Make it available via subscription only, plus extra cost for server rent. No need to share server code or backend, just a simple web admin panel. I would personally gladly pay for playing in a moderated safe environment, as I love to hunt rabbits and moose, but don't like getting killed, robbed, and sieged for no reason.

Conclusion:
I'm happy for this game, community, and devs to move forward. As for my support - I regret using x2 tokens this world, because PvP/griefers prevented me from playing and enjoying the game. I will not spend more money in the store unless private servers are implemented.

Feel free to share your thoughts on W16.1 feedback if I missed something, but please - do not derail this thread. Thanks, and stay safe, hearthlings.
Havenasket
 
Posts: 50
Joined: Sun Apr 04, 2021 8:44 pm

Re: W 16.1. Feedback

Postby Rebs » Sun Dec 14, 2025 6:55 pm

You lost me when you started talking about PvE/PvP.

Delete this bit.

Havenasket wrote:3) Which opens next, the most serious issue. I'm well aware of "devs thoughts on PvP", but the contrast between people who want to play "Boar hunting sim" and "RUST Online" is too obvious to ignore. We all are aware of that cycle: a new world brings new (PvE) players, PvE players serve as "food" for PvP players. But after 2–4 weeks, when PvP feeds on "farmville", the playerbase shrinks. You know, rushing your stats and tech while using alts, bots, and exploits to rush to the next continent to kill a 20-stat newbie who was gathering q15 roots near his base is nowhere near "defending your rights" as per "Devs thoughts" - that's pure PvP. Somebody would even call that griefing (i.e. the main fun comes from ruining the fun of other ppl).
Suggestion:
Implement cloud-based private servers with a whitelist and/or limited admin interface for the cloud server owner. Make it available via subscription only, plus extra cost for server rent. No need to share server code or backend, just a simple web admin panel. I would personally gladly pay for playing in a moderated safe environment, as I love to hunt rabbits and moose, but don't like getting killed, robbed, and sieged for no reason.
.


Also there is like 100 threads already talking about that subject. Go there instead.
Rebs
 
Posts: 195
Joined: Mon Jul 13, 2015 3:39 pm

Re: W 16.1. Feedback

Postby Havenasket » Sun Dec 14, 2025 7:13 pm

Rebs wrote:You lost me when you started talking about PvE/PvP.

Delete this bit.

Havenasket wrote:3) Which opens next, the most serious issue. I'm well aware of "devs thoughts on PvP", but the contrast between people who want to play "Boar hunting sim" and "RUST Online" is too obvious to ignore. We all are aware of that cycle: a new world brings new (PvE) players, PvE players serve as "food" for PvP players. But after 2–4 weeks, when PvP feeds on "farmville", the playerbase shrinks. You know, rushing your stats and tech while using alts, bots, and exploits to rush to the next continent to kill a 20-stat newbie who was gathering q15 roots near his base is nowhere near "defending your rights" as per "Devs thoughts" - that's pure PvP. Somebody would even call that griefing (i.e. the main fun comes from ruining the fun of other ppl).
Suggestion:
Implement cloud-based private servers with a whitelist and/or limited admin interface for the cloud server owner. Make it available via subscription only, plus extra cost for server rent. No need to share server code or backend, just a simple web admin panel. I would personally gladly pay for playing in a moderated safe environment, as I love to hunt rabbits and moose, but don't like getting killed, robbed, and sieged for no reason.
.


Also there is like 100 threads already talking about that subject. Go there instead.


I’m keeping the PvP section because it’s not an abstract PvE/PvP debate — it’s product feedback about onboarding and early-world retention. If a new player can lose character progress and a settlement within ~the first day without the tutorial clearly communicating the risk model, that’s a UX failure, not “wrong expectations.”

In full-loot systems, when the cost/risk for experienced players to prey on low-stat targets is low while the victim’s loss is maximal, the game predictably generates early churn. That’s a design and incentives problem worth reporting in a test world.

If there’s a canonical thread you want this consolidated into, please link it. Otherwise “delete this bit” doesn’t add information and doesn’t help developers triage feedback. If this topic isn’t of interest to you, feel free to skip it and engage with other points in the post.
Havenasket
 
Posts: 50
Joined: Sun Apr 04, 2021 8:44 pm

Re: W 16.1. Feedback

Postby Rebs » Sun Dec 14, 2025 8:28 pm

Havenasket wrote:
Rebs wrote:You lost me when you started talking about PvE/PvP.

Delete this bit.

Havenasket wrote:3) Which opens next, the most serious issue. I'm well aware of "devs thoughts on PvP", but the contrast between people who want to play "Boar hunting sim" and "RUST Online" is too obvious to ignore. We all are aware of that cycle: a new world brings new (PvE) players, PvE players serve as "food" for PvP players. But after 2–4 weeks, when PvP feeds on "farmville", the playerbase shrinks. You know, rushing your stats and tech while using alts, bots, and exploits to rush to the next continent to kill a 20-stat newbie who was gathering q15 roots near his base is nowhere near "defending your rights" as per "Devs thoughts" - that's pure PvP. Somebody would even call that griefing (i.e. the main fun comes from ruining the fun of other ppl).
Suggestion:
Implement cloud-based private servers with a whitelist and/or limited admin interface for the cloud server owner. Make it available via subscription only, plus extra cost for server rent. No need to share server code or backend, just a simple web admin panel. I would personally gladly pay for playing in a moderated safe environment, as I love to hunt rabbits and moose, but don't like getting killed, robbed, and sieged for no reason.
.


Also there is like 100 threads already talking about that subject. Go there instead.


I’m keeping the PvP section because it’s not an abstract PvE/PvP debate — it’s product feedback about onboarding and early-world retention. If a new player can lose character progress and a settlement within ~the first day without the tutorial clearly communicating the risk model, that’s a UX failure, not “wrong expectations.”

In full-loot systems, when the cost/risk for experienced players to prey on low-stat targets is low while the victim’s loss is maximal, the game predictably generates early churn. That’s a design and incentives problem worth reporting in a test world.

If there’s a canonical thread you want this consolidated into, please link it. Otherwise “delete this bit” doesn’t add information and doesn’t help developers triage feedback. If this topic isn’t of interest to you, feel free to skip it and engage with other points in the post.


There is too many threads to list. I also only told you to delete the cringe PvE private server BS that has been suggested in 10 other threads in the last month. I agreed with you with everything else. PvP should be clear when making a new character that the world is full loot perma. also this pvp convo has nothing to do with w16.1 at all but just haven in general. Maybe if there was a clear pop with skulls and crossbones all over it saying "This is a full loot pvp game, expect to lose everything" maybe those who want pve worlds/private server would quit before they even play, eliminating these types of comments in the forums, +1.

I aint gonna debate my thoughts about this again, go read the other threads about why its a dumb arse idea.

The rest of this thread is fine. FYI faster roasting was added last world. better higher random nodes, wouldn't complain about having higher Q anything. Yeah I think you are right there are a lot of quests and a few of them are even timegated which is also annoying, I think their should be a tutorial quests purely pathing players to palisaded walls. You don't need a stone working or lumber jacking for example... either every skill has a quest line or only a select few to help players on the right path, Also giving them LP drops feels bad, should be able to hit a "skip" button. I don't really want to be forced to do these quests every time.

I do disagree with the faster worlds though.
less time gating = more active gameplay = good.
this comment and the pve comment makes me believe you are a new player? because I am not sure how having to do twice as much stuff and gather twice as much resources, eat twice as much food in the same period of time is better. with normal speed there is already a massive about of village chores you have to do before doing the things you want to do, especially as a hermit it actually a huge turn off I don't want to be logging in every 4 hours to make sure my animals don't disappear during taming, I don't want to have to harvest my crops every day. I don't want to have to refill my drying frames every 8 hours. Sure I could half the amount of work I do, but again that makes the gap between me and a village next door who has more people wider which Is the whole motivation in playing in the first place in this full loot pvp permadeath competitive game.
Last edited by Rebs on Sun Dec 14, 2025 11:34 pm, edited 1 time in total.
Rebs
 
Posts: 195
Joined: Mon Jul 13, 2015 3:39 pm

Re: W 16.1. Feedback

Postby Kaios » Sun Dec 14, 2025 8:49 pm

There are certainly some additions they could make that would improve the overall new player/early game experience with regard to pvp (and in general). A few that come to mind are:

  • Chance for memorization of a player to occur when attacked. Could have an upper cap of 60-80% and the rate for success is determined based on the stealth * int of attacker versus exploration * perc of target. I've been playing this game for a long time and I still forget to try and memorize players during combat.
  • Automatically mark the current location on the map when a player gets knocked out or killed. Perhaps autofill some details too for example "<character name> was knocked out/killed at X time/day, Cause: boared to death"
  • Combat feedback and logging. Provide better contextual feedback during combat that goes beyond a short, pixelated animation that most players aren't paying attention to anyways. Provide some type of log that can be reviewed after a fight. More concise target tracking and refined target swapping such as switching to the nearest target.
  • Map awareness logistics. For instance, a marker type and/or method that when used sets an on-screen waypoint tracker to a particular destination similar to how quest tracking functions.
  • AFK timer. Allow players to set an AFK timer so that if a player becomes AFK, certain determinations can be made in various scenarios. For example, a player that goes AFK for a certain amount of time might want their character to automatically log out at some point. There are other possibilities too though such as being AFK and getting knocked out at or near your hearthfire, so perhaps in such cases the game would detect that the player is both AFK and knocked out when in close proximity to their hearthfire and instead of the default selection being teleport to hearthfire, it becomes logout instead. However, that's more of a niche circumstance that doesn't occur as often.

Tons of other minor quality of life additions like those they could make, it took me 10 minutes to come up with that.
User avatar
Kaios
 
Posts: 9207
Joined: Fri Jul 30, 2010 2:14 am

Re: W 16.1. Feedback

Postby kaysaari » Mon Dec 15, 2025 4:16 pm

Havenasket wrote:1) Tutorial quests for skills are a burden. You need to learn 10+ skills in the very first hours of the game, and seeing how ~10 quests with 5+ subtasks quickly change each other can frighten new players.


The tutorial quests show you how much grind is involved in this game, and show noobs how to use their newfound skills. They're fine.
kaysaari
 
Posts: 150
Joined: Thu Mar 17, 2016 10:20 pm

Re: W 16.1. Feedback

Postby jorb » Mon Dec 15, 2025 8:47 pm

Kaios wrote:
  • Chance for memorization of a player to occur when attacked. Could have an upper cap of 60-80% and the rate for success is determined based on the stealth * int of attacker versus exploration * perc of target. I've been playing this game for a long time and I still forget to try and memorize players during combat.
  • Automatically mark the current location on the map when a player gets knocked out or killed. Perhaps autofill some details too for example "<character name> was knocked out/killed at X time/day, Cause: boared to death"
  • Combat feedback and logging. Provide better contextual feedback during combat that goes beyond a short, pixelated animation that most players aren't paying attention to anyways. Provide some type of log that can be reviewed after a fight. More concise target tracking and refined target swapping such as switching to the nearest target.
  • Map awareness logistics. For instance, a marker type and/or method that when used sets an on-screen waypoint tracker to a particular destination similar to how quest tracking functions.
  • AFK timer. Allow players to set an AFK timer so that if a player becomes AFK, certain determinations can be made in various scenarios. For example, a player that goes AFK for a certain amount of time might want their character to automatically log out at some point. There are other possibilities too though such as being AFK and getting knocked out at or near your hearthfire, so perhaps in such cases the game would detect that the player is both AFK and knocked out when in close proximity to their hearthfire and instead of the default selection being teleport to hearthfire, it becomes logout instead. However, that's more of a niche circumstance that doesn't occur as often.


Some good ones here. I personally like automatic markers for places where you were assaulted or battered.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
User avatar
jorb
 
Posts: 18463
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: W 16.1. Feedback

Postby Robben_DuMarsch » Tue Dec 16, 2025 1:57 am

jorb wrote:Some good ones here. I personally like automatic markers for places where you were assaulted or battered.


Can you explain your reasoning? Has someone convinced you that getting a scent of a pvper capable of kritter clicking turns into something reasonably meaningful?
User avatar
Robben_DuMarsch
 
Posts: 2478
Joined: Wed Sep 28, 2011 2:58 am

Re: W 16.1. Feedback

Postby SnuggleSnail » Tue Dec 16, 2025 2:12 am

I semi-regularly KO/kill hermit killers because of hermits PMing me with scent locations, especially late world when travel is easy. Most hermit killers (unironically 95%+) are actually REALLY bad/easy to kill whenever they don't have a safepali/snekkja. Even in cases where they don't get dunked being tracked makes them play a lot more safely, therefore making them worse at hermit killing.

I won't play this world because of how bad the travel/pop density is, and also would be FARRRRRRRRRRRRRRRRR less likely to track because of it, but I can see battery markers being pretty useful. Hermits are retarded subhumans incapable of basic tasks, so when they give directions to scents they're usually off by actually 20 minimaps.
"We specialize in permadeath and forum drama." -man who removed death and deletes every drama thread
http://www.seatribe.se/
User avatar
SnuggleSnail
 
Posts: 3223
Joined: Sat Oct 12, 2013 4:04 pm

Re: W 16.1. Feedback

Postby Robben_DuMarsch » Tue Dec 16, 2025 3:27 am

Oh. I see. "Hermit killers that can't kritter click being prevalent enough to matter" is the latest fantasy you're peddling to Jorb to get him to make whatever gameplay changes you're trying to push to the game you say you aren't playing.

Very well, carry on.
User avatar
Robben_DuMarsch
 
Posts: 2478
Joined: Wed Sep 28, 2011 2:58 am

Next

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot] and 12 guests