Prelude: World 16.2

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 16.2

Postby beansahol » Thu Aug 06, 2026 1:51 am

magnet wrote:Y'all bully jorb too much. You have to speak his language if you want results - watch and learn:

Dear jorb,

A question that pertains to many-a Hearthling that play this great game ^_^ is, namely, what are the methods by which the aforementioned "Ragehide" mechanic will be implemented, such that, in-so doing, 'sploiters and those among us prone to griefing may be barred from such behavior, in keeping with the spirit of this new law imposed upon the Hearthlands?

Sincerely, a shitass hermit


You can ask as nicely as you want, but the unfortunate reality is that he doesn't have an answer.

Neckbeards who specifically hunt for bugs to abuse players and invade bases will be salivating at these new mechanics to exploit.

When caught they will get a slap on the wrist and the cycle begins anew.
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Re: Prelude: World 16.2

Postby _Scipio » Thu Aug 06, 2026 12:11 pm

Invading bases without having to go through siege is the most fun you can have in Haven and Hearth, especially if they're online.
mizdirector89 wrote: No, their version of 'interrogating' was just saying 'speak up, you better talk' over and over while they killed our characters.

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Re: Prelude: World 16.2

Postby Halbertz » Thu Aug 06, 2026 12:24 pm

_Scipio wrote:Invading bases without having to go through siege is the most fun you can have in Haven and Hearth, especially if they're online.

I remember in world 14, I discovered a palisade that could be cascaded over. Breaking it down alone was boring, so I called some guys from the village.
So we fly into the area, race to the house, and push inside. We're greeted by two guys sitting at a table. Awkward silence. Two at the table, three with axes. "Hello there."
They didn't have much, so we showed them how to plug the hole, collected the security audit fee, and left. One of them later wrote to me that he almost had a heart attack at that moment.
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Re: Prelude: World 16.2

Postby vatas » Thu Aug 06, 2026 1:09 pm

_Scipio wrote:Invading bases without having to go through siege is the most fun you can have in Haven and Hearth, especially if they're online.

I've forgotten which world it was exactly (it was one of the early 3D worlds) but one time during the first week, my group found a Palisade that had neither soak or claim cover yet. So my group of (relatively speaking) casuals hacks our way in by utilizing multiple people (with stone axe an a water bucket) on a cornerpost that eventually gives in. What happened next wasn't too interesting, we just ran in and grabbed what we could from the unclaimed area like [[insert your preferred stereotype here]]s and TP'd home. Thinking back, had we played it cooler we could have possibly gotten access to the claimed area as well because the people inside may have (initially) just assumed we're alts or new members.

Halbertz wrote:They didn't have much, so we showed them how to plug the hole, collected the security audit fee, and left.

I didn't witness this first-hand, but reminds me of some absolute gigachad who palibashed his way inside my group's base, ate all the food in the feasting area, refused to elaborate, and left without doing anything else.
Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread

Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)

Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
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Re: Prelude: World 16.2

Postby Grumpkin » Thu Aug 06, 2026 4:28 pm

At least you get to sleep at night without having to worry about getting offline raided.

I would be cool with more crime and turning everyones base into a gameplay opportunity but the current crime system allows you to pillage and destroy absolutely everything if you manage to get in. It's five minutes of fun for the attacker and a game over for the victim.
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Re: Prelude: World 16.2

Postby animary » Thu Aug 06, 2026 5:59 pm

"It's five minutes of fun for the attacker and a game over for the victim."

Exactly. And the shame is the victim did nothing to deserve that. Thus the reputation this game has in many generic gaming forums - "Nice game but don't bother, the minute you make any progress some high level player will come along and destroy everything, and kill you if you're there". And if the devs make this even easier for the serial killers they're just driving away more players.
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Re: Prelude: World 16.2

Postby _Scipio » Thu Aug 06, 2026 6:39 pm

animary wrote:"the victim did nothing to deserve that"

"devs make this even easier for the serial killers they're just driving away more players."



Many games are built around fairness. Haven is built around consequence.

Those are different design goals. Fairness tries to ensure everyone gets an even match. Consequence creates a world where your preparations, alliances, reputation, and decisions matter because the game doesn't guarantee a fair outcome. That isn't a design everyone enjoys, but it's also the source of Haven's most memorable moments. Without the possibility of catastrophic success or catastrophic failure, a raid becomes just another chore instead of an event people remember for years.

People often argue that making Haven less punishing will attract more players, but we've been running that experiment for years.

The game has gradually removed or softened many of its harshest mechanics: knockout protection, palisades became far more secure, sieges became more restricted, and players have significantly more protection than they used to.

Yet Haven isn't more popular today than it was during the eras many people consider its golden age.

That doesn't prove every hardcore mechanic was good, but it does undermine the assumption that the game's biggest problem was always "too much risk." The harshness was also a major part of what made Haven unique. People weren't just logging in to optimize crop quality, they were logging in because anything could happen.

Some of the most legendary stories in Haven came from mechanics that people would now call unfair. Bases fell. Villages disappeared overnight. Raiders got trapped and killed. Defenders pulled off impossible saves. Those stories are still remembered because the consequences were real.

The most exciting moments I've ever had in this game weren't peaceful farming sessions. They were getting into someone's base while they were online, or nerds trying to break into ours. Those moments were dramatic, and pure chaos. You had no idea what was going to happen. Maybe you got the loot. Maybe reinforcements logged in. Maybe you walked into a trap and lost a character you'd spent months building. Everyone involved had something real on the line.

That's what made those moments so unforgettable.

"It's five minutes of fun for the attacker and game over for the victim," I don't think that's an accurate picture. The attacker isn't loading into a consequence-free match. They're risking a character they've invested an enormous amount of time into as well. If things go sideways, they're the ones who lose.

Haven became known because it was willing to create situations that no other MMO would dare allow. They weren't always fair. They were often brutal. But they were unpredictable, player-driven, and they created stories that people still tell years later.

All of these things happened to me and others in one day, near one base we raiding in 16.1, you don't have to go far back to get examples.
mizdirector89 wrote: No, their version of 'interrogating' was just saying 'speak up, you better talk' over and over while they killed our characters.

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Re: Prelude: World 16.2

Postby caz » Thu Aug 06, 2026 7:06 pm

wtb dev stream with more pre-patch info :ugeek:
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Re: Prelude: World 16.2

Postby beansahol » Thu Aug 06, 2026 8:49 pm

_Scipio wrote:
animary wrote:"the victim did nothing to deserve that"

"devs make this even easier for the serial killers they're just driving away more players."



Many games are built around fairness. Haven is built around consequence.

Those are different design goals. Fairness tries to ensure everyone gets an even match. Consequence creates a world where your preparations, alliances, reputation, and decisions matter because the game doesn't guarantee a fair outcome. That isn't a design everyone enjoys, but it's also the source of Haven's most memorable moments. Without the possibility of catastrophic success or catastrophic failure, a raid becomes just another chore instead of an event people remember for years.

People often argue that making Haven less punishing will attract more players, but we've been running that experiment for years.

The game has gradually removed or softened many of its harshest mechanics: knockout protection, palisades became far more secure, sieges became more restricted, and players have significantly more protection than they used to.

Yet Haven isn't more popular today than it was during the eras many people consider its golden age.

That doesn't prove every hardcore mechanic was good, but it does undermine the assumption that the game's biggest problem was always "too much risk." The harshness was also a major part of what made Haven unique. People weren't just logging in to optimize crop quality, they were logging in because anything could happen.

Some of the most legendary stories in Haven came from mechanics that people would now call unfair. Bases fell. Villages disappeared overnight. Raiders got trapped and killed. Defenders pulled off impossible saves. Those stories are still remembered because the consequences were real.

The most exciting moments I've ever had in this game weren't peaceful farming sessions. They were getting into someone's base while they were online, or nerds trying to break into ours. Those moments were dramatic, and pure chaos. You had no idea what was going to happen. Maybe you got the loot. Maybe reinforcements logged in. Maybe you walked into a trap and lost a character you'd spent months building. Everyone involved had something real on the line.

That's what made those moments so unforgettable.

"It's five minutes of fun for the attacker and game over for the victim," I don't think that's an accurate picture. The attacker isn't loading into a consequence-free match. They're risking a character they've invested an enormous amount of time into as well. If things go sideways, they're the ones who lose.

Haven became known because it was willing to create situations that no other MMO would dare allow. They weren't always fair. They were often brutal. But they were unpredictable, player-driven, and they created stories that people still tell years later.

All of these things happened to me and others in one day, near one base we raiding in 16.1, you don't have to go far back to get examples.


The reddit tone and formatting for emphasis absolutely screams chatgpt.

Why should anyone read your opinion if you have to get an LLM to write it for you?

Everyone overcomplicates the issues around Haven. The pvp is fine, it doesn't even need all these elaborate player protections and eviction crap. They just need to make it so that you cant trap and instakill people with a group of b12 users, bypassing the knockdown protection even if they have decent con in some cases. The devs are happy to add birds and all these extra systems, but aren't aware of core issues.

It's a game where the most driven players know a lot more about how it works than the devs, and that's a bad thing.
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Re: Prelude: World 16.2

Postby ZamAlex » Thu Aug 06, 2026 9:03 pm

beansahol wrote:The reddit tone and formatting for emphasis absolutely screams chatgpt.

Why should anyone read your opinion if you have to get an LLM to write it for you?


Typical mistake - elaborate to hermit that he is wrong instead of "shut up retard"...
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