wat W17 should look like

Thoughts on the further development of Haven & Hearth? Feel free to opine!
Vert
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Re: wat W17 should look like

Post by Vert »

1 Visitor gates should save you if fight go bad. We need to try to add attack that will ko people fast - huge range, no hhp damage, damage your target and also selfopen you twice. So weak people can ko someone fast and steal some loot . i also think we need additional colour that will increase with time and count as any colour, to spead up fight if it goes too long.

2 hunting with bow this worlds depends on resources for arrow and it was nice for cooperation, but if you use multibox bot, 3 character with quick barrage will kill anything without armor on day 1, animals will only press def in this scenario. Maybe animals should have more stats but they moves should open them or give weakness so people should react. i like when boar had damage reflection.

3 thingwall too powerfull it will be nice if you can develop them with time, i think we should have invisible crossroad that can be traked at high perception. Crossroad need distance buff also. im tired to have huge river every world. Crossroad should cost 0 travel, thingwall should be nerfed somehow you shouldnt fight in 5 different place in 1 min
new questgiver reward - list with thingwall describe instead of sharing via group

4 ring of brodgar should appear after some time, day 1 brodgar is too powerful
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guterpop
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Re: wat W17 should look like

Post by guterpop »

- Bring back airlocks, rageless gates was dumb but not having a place of safety to run to is probably even more dumb and was a big factor in this world being unpopular
Honestly I don't think airlocks was the root issue for people. Its more that there is an over whelming advantage to the attacker compared to the random guy in the woods just trying to get blueberries. I think there just needs to be more ways for the defender to get away or make it so the attacker thinks twice before going in. That and something that tells people they cant run past gates, I saw WAY more people get knocked to that then I should
- Revert hunting changes, Ive yet to see anyone who actually gives a shit about fighting animals "properly". Ive seen multiple people say they wouldnt even bother playing W17 if hunting wasnt reverted. Personally Im not that bothered but it just generally doesnt seem like anyone likes the changes
The hunting changes were pointless and just made fighting animals more annoying compared to normal +1
- Keep 0 travel weariness
Awful take, travel weariness gave combat people a range they could attack in and limited them to local areas or forced them to make raid bases, with none if just porting around during challenges or fighting whoever you jump into randomly
- Expand on ring of brodgar idea making it an enclosed space with 0 crime and make it like an actual NPC village or something that everyone can port to and chill
I wouldnt add npc's but a small village like area for sparing and places to sit would be nice, also removing the ability for dirt to affect the terrain lmao
vipes
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Re: wat W17 should look like

Post by vipes »

MightySheep wrote: Tue Oct 27, 2026 12:14 pmin general I think the type of changes they should do are like ways to make cool bases, decorations, visual effects like colorful lamps, more industry spiralling or pve events
+111

But the biggest problem is the tiny playerbase. Having all this LARPy stuff is great but kinda boring if there's hardly anyone to do it with.

Devs should focus much more on marketing the game.
vipes
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Re: wat W17 should look like

Post by vipes »

And for God's sake do something about the alt spam. "Permadeath" and "role specialization" are kinda pointless when everyone can make an infinite number of alts. There's just no risk anymore.
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joojoo1975
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Re: wat W17 should look like

Post by joojoo1975 »

MightySheep wrote: Tue Oct 27, 2026 12:14 pm - Revert hunting changes, Ive yet to see anyone who actually gives a shit about fighting animals "properly". Ive seen multiple people say they wouldnt even bother playing W17 if hunting wasnt reverted. Personally Im not that bothered but it just generally doesnt seem like anyone likes the changes
Band-aids upon band-aids just suck. Would rather them begin to tackle the combat system and then hopefully it will fix the cheese in the first place. Cheese is not the way.

MightySheep wrote: Tue Oct 27, 2026 12:14 pm - Expand on ring of brodgar idea making it an enclosed space with 0 crime and make it like an actual NPC village or something that everyone can port to and chill
+1 or rather would like for them to incorporate a pve starting continent https://www.havenandhearth.com/forum/vi ... hp?t=77328
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Jorg
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Re: wat W17 should look like

Post by Jorg »

MightySheep wrote: Tue Oct 27, 2026 12:14 pm My w17 announcement thread:
- Bring back airlocks, rageless gates was dumb but not having a place of safety to run to is probably even more dumb and was a big factor in this world being unpopular
eh whatever either way. sprucies won't know the difference, pvp groups will barely know it
MightySheep wrote: Tue Oct 27, 2026 12:14 pm - Revert hunting changes, Ive yet to see anyone who actually gives a shit about fighting animals "properly". Ive seen multiple people say they wouldnt even bother playing W17 if hunting wasnt reverted. Personally Im not that bothered but it just generally doesnt seem like anyone likes the changes
That day 1/2 hunting changes were fucked up means that the intended mechanic here didn't matter much(day one narwhal tusk raids). If animals maintained a persistent flee state and reaggroing didn't get rid of most of the issue it wouldn't matter. People who want to rush red attacks day one were still able to do, and still could. Boat cheese mostly helps sprucies and hermits, doesn't help with pvp sweats or griefing, so i could support getting rid of the animal nerf

Alternatively, reconfigure most of hunting to encourage more active play mechanics and pursuit, a la URW and make hunting less of an annoying version of foraging. findign an animals and pressing a few hotkeys in sequence isn't riveting gameplay.
MightySheep wrote: Tue Oct 27, 2026 12:14 pm - Keep 0 travel weariness
Sure. Realms having the weird dead zones due to boundaries between them seems more impactful than this, highly world gen dependant. maybe display realms should be part of the dev client too when you guys generate new worlds, if it isn't. Change stealthiness to will, will is kinda useless without travel weariness, and intelligence is a stat everyone boosts anyways.
MightySheep wrote: Tue Oct 27, 2026 12:14 pm - Expand on ring of brodgar idea making it an enclosed space with 0 crime and make it like an actual NPC village or something that everyone can port to and chill
sure. maybe disable any and all flowermenu options, make everything q10, add a little more flair. as is, it's mostly a zone fore free foraging, free base q water for world(q30 in ROB means q30 min for everyone) and memo bots. Could fix most of these
MightySheep wrote: Tue Oct 27, 2026 12:14 pm Not gonna bother saying a big change because theyd never do it lol but in general I think the type of changes they should do are like ways to make cool bases, decorations, visual effects like colorful lamps, more industry spiralling or pve events
More larp stuff is always a bonus, put the "artist" to work(when are the wood paving models gonna be finished Jorb?). I think more ways to make the community engage in pvp and pve together is good(multiple meteors concurrently,labyrinth dungeon)
MightySheep wrote: Tue Oct 27, 2026 12:14 pm What they shouldnt do is rework siege or combat or kingdoms or anything that tryhard pvpers complain about because this world was practically like full cater to snail and the result was dead pop. The best thing for competitive players is more casual players. You cater to pvp by creating more ppl to gank.
Making siege harder wouldn't be terrible. The usual arguments for time put in vs time to bash, plus the fact that a very small amount of autistic retards will actually try to engage with the mechanics to bait their village into pvping with them again
Jorg
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Re: wat W17 should look like

Post by Jorg »

vipes wrote: Wed Oct 28, 2026 10:16 am
MightySheep wrote: Tue Oct 27, 2026 12:14 pmin general I think the type of changes they should do are like ways to make cool bases, decorations, visual effects like colorful lamps, more industry spiralling or pve events
+111

But the biggest problem is the tiny playerbase. Having all this LARPy stuff is great but kinda boring if there's hardly anyone to do it with.

Devs should focus much more on marketing the game.
having LARPy stuff like northern kingdom and an ingame inn of brodgar isn't that bad if siege mechanics make it harder for one guy to get content from a whole faction(as current mechanics do)
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MightySheep
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Re: wat W17 should look like

Post by MightySheep »

Wat gets players is not this "marketing" just do decent updates and the game grows its not rocket science. It was growing each world when there was updates now all u need is an actual good new world get returning players like jonahveil and hopefully it cascade other streamers there's no better "marketing" than those

Instead wat we got after steam was these incredibly unhype shitty decimal "experiment" sure ok bro
guterpop wrote: Wed Oct 28, 2026 1:50 am
- Keep 0 travel weariness
Awful take, travel weariness gave combat people a range they could attack in and limited them to local areas or forced them to make raid bases, with none if just porting around during challenges or fighting whoever you jump into randomly
My general point was stop making changes based on pvp. The average player likes being able to port to well or market or to be able to do nomad easier etc.
Detharon
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Joined: Sat Mar 26, 2011 2:16 pm

Re: wat W17 should look like

Post by Detharon »

MightySheep wrote: Thu Oct 29, 2026 4:50 am My general point was stop making changes based on pvp. The average player likes being able to port to well or market or to be able to do nomad easier etc.
On of the most successful community markets was on W10, before the thingwalls even existed and people that had too little will had to literally travel there by a network of roads. Still, W10 was thriving and had many factions. This is what the game is currently lacking but had before: the world locality and power decentralization.

Free thingwall travel inevitably leads to a single dominant faction, which kills the game for everyone. Also makes it possible to jump between thingwalls ad infinitum and gank everyone who tries to travel by them. It's easy join a fight anywhere on the map, which, in turn promotes creation of big alliances and makes it impossible to ever gank anyone competent, because his friends will be there in a couple of minutes.

Nomad can be always made somewhat easier and in the past we also had some smaller, regional markets. Or we were trading with neighbors. It's a tradeoff, but maybe one worth taking, since the current direction of a globalized and easily accessible world led to the biggest drop of players so far.
Zepar72
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Re: wat W17 should look like

Post by Zepar72 »

Detharon wrote: Thu Oct 29, 2026 7:59 am
On of the most successful community markets was on W10, before the thingwalls even existed and people that had too little will had to literally travel there by a network of roads. Still, W10 was thriving and had many factions. This is what the game is currently lacking but had before: the world locality and power decentralization.

Free thingwall travel inevitably leads to a single dominant faction, which kills the game for everyone. Also makes it possible to jump between thingwalls ad infinitum and gank everyone who tries to travel by them. It's easy join a fight anywhere on the map, which, in turn promotes creation of big alliances and makes it impossible to ever gank anyone competent, because his friends will be there in a couple of minutes.
This is exactly what i think. We need to decentralise the world again. I like thingswalls, they make it less neccesary to build roads (which can be so tedious . . ), but travel wearness should come back, especially with stacking higher the more thingswalls you jump through.

Another thing i really hope to see in W17 is any kind of new mechanics that slows down the world progress - new tier of tools, removal of hunting cheese, new hardcaps. As for now, after 2 months lots of villages dies off becsuse they have nothing to accomplish - they've reached steel and silk and any progress they could work towards furthet (better Q tools, gear and such) can be bough off the market. Game becomes stale

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