wat W17 should look like

Thoughts on the further development of Haven & Hearth? Feel free to opine!
User avatar
roskuwacz
Posts: 139
Joined: Sun Apr 10, 2011 2:33 pm

Re: wat W17 should look like

Post by roskuwacz »

I bet we need iteration over it.
roskuwacz wrote: Sun Dec 21, 2025 11:16 am Can we get improvements on PVE? - Disruptive can be best one

Like:
* increase every animal attack range so we will not be able to outrange it with bronze sword/boar spear,
* when animal cannot find a path to player make it always use defensive maneuver or/and add some range attack (same as we have for mammoths)

Goal is to make players fight with animals on ground - that would force players to get used to lower their opening/learn combat a bit or from range - some usage of this weapons.
Now mostly every animal is killed from boat with script to be outside of animal range and it is not a challenge at all, with animals that will not find a path to player and will force use a defensive maneuver cheesing would be much harder - looking at mammoths traps/whale killing.
With increasing animals attack range to be always above existing weapons reach this will make players to bandy up or just gear up for a hunt.
Also new (simplest) change would be to restrict all custom clients on W17. Just that. With all the AI stuff around and 3rd party tools Haven does not feel like a game to be enjoyed. Imagine everyone on that shitty official client, I am quite sure that we would get a all time high then.
All great things are simple, and many can be expressed in single words: freedom, justice, honor, duty, mercy, hope. - Winston Churchill
Zepar72
Posts: 216
Joined: Mon Jan 15, 2018 2:36 am

Re: wat W17 should look like

Post by Zepar72 »

roskuwacz wrote: Thu Oct 29, 2026 1:56 pm
Also new (simplest) change would be to restrict all custom clients on W17. Just that. With all the AI stuff around and 3rd party tools Haven does not feel like a game to be enjoyed. Imagine everyone on that shitty official client, I am quite sure that we would get a all time high then.
You want to sacrefice then biggest jobless / sweats to improve the experience for regular players . . This is madness
User avatar
MightySheep
Posts: 2533
Joined: Fri Jul 22, 2011 1:18 pm

Re: wat W17 should look like

Post by MightySheep »

Detharon wrote: Thu Oct 29, 2026 7:59 amFree 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.
That has been true every world already lol. You would honestly have to get rid of charters, heartwood leaves, wine, cigars, pipes, whirlpools and nerf roads and TWs super hard for that ever to not be true. Whirlpools especially was something where Ive always known a route to pretty much anywhere on the map for most worlds. 0 weariness hasnt really changed my ability to travel anywhere but the shared thingwall thing does make a big difference in terms of being able to port in every random dude who doesnt normally explore.

You would have to really cripple the average players ability to travel if you seriously want to stop faction players travelling. It's 1 or the other and personally I think updates should just be focused on fun for the casual player.

A world with default client for all would probably launch with 100 pop. It's garbage.
User avatar
vatas
Posts: 5253
Joined: Fri Apr 05, 2013 8:34 am
Location: Suomi Finland Perkele

Re: wat W17 should look like

Post by vatas »

I feel the need to mention that the TW changes and cheaper rage together was a bad idea.

I still stand behind the concept of "Rage should be cheap, actually" but the TW changes meant that the main benefit of it, "the Hobo militia" was made basically useless. If 10k Rage was combined with the TW "ruleset" from literally any other World, the realistic threat profile would probably be a single fresh spawn scout alt trying to trash anything that's unclaimed. I guess it depends on the exact size of a group and how casual/hardcore the players are, but they should be able to have at least few characters with Rage and 10 ua and then mostly just stat-check the scout alt by spamming punch.

Instead, in w16.2, once the scout alt found you, a full gank-squad of PvP faction's best available players would probably be on its way, using Thingwalls that the alt discovered on the way, and is able to share with a simple party invite. While this probably would've been the case, with only a somewhat longer delay even if Rage had cost more, I'm concerned that lot of people defaulted to simply blaming the cheaper Rage.

TLDR: at least I was hoping that cheap Rage would be a "home defender advantage" but then it turned out everyone, including the attackers, was given free teleporting...
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.)
User avatar
Fostik
Posts: 2517
Joined: Tue Jul 05, 2011 4:08 pm
Location: EU

Re: wat W17 should look like

Post by Fostik »

I agree that cheap rage made world start even more chaotic.
First few days of any worlds are typically a shitshow, but this world was especially chaotic, I don't really get the point of game making me feel anxious and vulnerable about my claim and leather tubs, and have to think about backup caves and tubs.
I know it sounds fun for some fast-progressing survival pvp game, but hnh is not some game you login for such experience.

inb4 I remember point made about being able to defend own claim, still doesn't seem to worth it for me.
Known as zunzon. Contact discord: zunzon.
My experience of market building in W13

Return to “Critique & Ideas”