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

au revoir

Postby FaithfulToadd » Mon Jan 26, 2026 8:07 am

au revoir
Last edited by FaithfulToadd on Sat Mar 14, 2026 12:20 am, edited 1 time in total.
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Re: Lawspeaker's Grace: Considerations for Safe Zones

Postby Regulus2424 » Mon Jan 26, 2026 8:27 am

Honestly, not a bad concept for the most part. Just need the usual retards to show up and nitpick everything with potential exploit opportunities that could become possible via these changes (to iron it all out).
W6 - giga noob hermit
W7 - giga noob hermit, part 2
W12 - hermit
W13 - sprucecap extraordinaire from Magnanimous Magistrates
W14 - PotFriendJr from Doom Fortress
W15 - He Who Was from Gnomes Gone Gangsta
W16 - Marazhai from Wildfox Bread/Hogwarts
W16.1 - Knave from Pimp My Wheelchair
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Re: Lawspeaker's Grace: Considerations for Safe Zones

Postby Hasta » Mon Jan 26, 2026 10:04 am

Regulus2424 wrote: the usual retards to show up


*nods* I won't even bother to start.

Making the OP so... massive was a nice touch though, good retard deterrent, most people won't even bother to read it. Although it's a decent read with a few good chuckles in it.

In all seriousness: as an excercise and for future reference, try in 10 words formulate what is the problem your idea tries to solve or what is the desired new thing it tries to add. Either the problem or the desired effect will be the subject of persecutive scrutiny. If, and only if it is defended to be legit, there should be a scrupulous examination if it is achieving the stated goal with proposed changes to game mechanics. If, and only if it's deemed an effective way to do so, there will be a wild speculation on how the proposed changes of game mechanics might ruin the existing game mechanics. If, and ONLY IF the perceived sum of the idea's necessity, it's mechanics' effectiveness and their consistency with existing game outweigh the RISKS of it being a convoluted hard-to-implement immersiveness-breaking exploit cornucopia - then, and ONLY then you will have a significant part of the community on your side and the devs will bother to read past the first 10 words.

If an idea sparks controversy and discussion, most of which is negative to the idea - jorb will just scroll past it to the next C&I post, and that's good.
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Re: Lawspeaker's Grace: Considerations for Safe Zones

Postby springyb » Mon Jan 26, 2026 10:21 am

It's like Shubla never even left us
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Re: Lawspeaker's Grace: Considerations for Safe Zones

Postby loleznub » Mon Jan 26, 2026 10:30 am

tldr; can you summarize it or do i just send this to chat gpt
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Re: Lawspeaker's Grace: Considerations for Safe Zones

Postby terechgracz » Mon Jan 26, 2026 11:01 am

I dont understand words
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Re: Lawspeaker's Grace: Considerations for Safe Zones

Postby stya » Mon Jan 26, 2026 11:40 am

The idea doesn't sound "bad" per se but this is waaaaaay too detailed and convoluted, Jorby will grant us with 3 bugs by the second bullet point if this gets implemented.

tldr; it should work like a "charterstone visitor" effect, lose it when you leave the village claim, no magic, no timers, no weird stuff and ranger or whatever.

If you really want some timer or other thing: give us options, like expel and give 1 day of "can't come back to this charterstone" debuff or expel & blacklist forever.
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Re: Lawspeaker's Grace: Considerations for Safe Zones

Postby DDDsDD999 » Mon Jan 26, 2026 4:07 pm

No one is reading allat, especially jorb. The actual problem you're trying to diagnose was just that there isn't a toggle for Charterstone TP, so people can steal the names whenever there's a visitor bypass.
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au revoir

Postby FaithfulToadd » Tue Jan 27, 2026 3:36 pm

au revoir
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