Game Development: Polar Crocus

Announcements about major changes in Haven & Hearth.

Re: Game Development: Polar Crocus

Postby nokona » Sat Feb 14, 2026 4:51 am

To play devil's advocate for a minute, I'm not sure the devs ever intended to make the game world as safe as it has been in recent years. Given that defense of territory can be used in an offensive capacity (see 'Forward Operating Bases', a concept that real-time strategy players will be very familiar with), perhaps holding a territory for ever and ever shouldn't be as easy as throwing up a claim and a wall overnight?


Honestly, at this point I’m not even sure the devs themselves know what this game is supposed to be anymore.
As many people have pointed out, the combat system has been awful for several worlds now. It’s hard to believe anyone truly understands their game fully, if they don’t actively play it at a meaningful level.
I seriously doubt they’ve ever ran a challenge, tried a siege, or been on the receiving end of one. Especially while outnumbered, out-stated, out-geared, and out-skilled.
So saying “the devs never intended the world to be this safe,” That's kind of a leap to assume they did or did not.
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Re: Game Development: Polar Crocus

Postby FaithfulToadd » Sat Feb 14, 2026 9:24 am

Boy howdy, gee-golly whiz, this turned into a longer post than I meant to write. Please excuse me. :? /belch

I see where you're coming from, I just disagree that it's that big of a deal. Saying that 'Mechanics like this fundamentally change how to defend' and referring to any PvP change as 'a major mechanic' is hyperbole. The 'remove PvP' camp, like most forum-goers, are regularly using hyperbole to lend more weight to their agendas, however noble their intentions might be. You're being dramatic.

You may as well use the same argument to say that no new weapon, armor, stat bonus, gilding, curiosity, skill, or any other feature should be added until the game world is wiped. I don't know about you, but I'd like for the weekly development patches to continue. Reverting to 1 significant patch every 8-12 months would be extreme.

nokona wrote:What percentage of the player base even has Rage?
And of that group, how many actually play PvP?

From day one, some players built their characters specifically for fighting outside walls. Others didn’t. ... PvP-focused builds, and people already optimized for combat gain an immediate edge.

I'm going to say a lot of stuff here that you already know, but bear with me. There is a point in the game where players are expected to be responsible for their own safety. Traditionally, this game has never held the player's hand (though we can debate that point somewhat). I will assume you're familiar with the Developer Thoughts on PvP. If you are, you will recognize that PvP as a broad concept is not optional and never has been, despite the best efforts of the devs to make it seem more optional.

You may argue that combat has been rendered practically optional for experienced players since the introduction of Visitor Gates; however, this is but a fleeting illusion. All characters inhabiting the game world are necessarily subject to its rules, and that includes combat relations and siege. Player conflict is not a switch that can be toggled on or off -- it is a design pillar which has been inextricably woven into the fabric of the game since its inception. This can be a hard pill to swallow, but players who outright ignore (or skirt around the edges of) core systems, on the basis that the meta favors them at the moment, should not be surprised when they inevitably get dunked on in a subsequent update. PvP is core; ignoring it is not safe.

In other words, all villages should have a standing militia, i.e. a handful of fighter characters with the Rage skill learned, available as a means of protecting themselves. Hermits and casual players who are not interested in fighting should seek protection from players who are, or accept the consequence that they will be vulnerable to getting PKed or besieged. Further, players who want to fight, but feel that the game's systems prohibit them from doing so, should support changes to make participation in combat more accessible.

-----------------------

Again, rather than complaining about their misfortunes, those concerned with making PvP more fair should present their arguments in the Critique and Ideas sub-forum. If a topic does not already exist for their specific suggestion, they should write one. I'll list a few relevant topics below:

    Kingdom Precursors. I believe the rationale behind this one is that having actual PvP objectives in the game would give factions a reason to fight each other, rather than stomp on newbies. It'd be more fun than the current system; also, it would encourage new players to get experience in real combat scenarios, which would help to demystify it for a lot of folks. Experience is often the best teacher.
    Egalitarian PvP. This one is my favorite -- I do not know of a corresponding C&I thread on this topic, so I encourage any of you to go write one. The specific point I'm interested in is this statement, which I fully endorse:
    Robben_DuMarsch wrote:I think that the game would be far better served by a system that gives even the bottom 50% a chance to beat the top x%, at least some of the time. ... there should be some core ability for even a random peasant to pick up a crossbow [and win.]

    Lawspeaker's Grace, a.k.a. shameless plug #1! This is my proposal for adding safe zones to the game. The proposed implementation involves adding a minor 'safety net' to characters visiting public destinations, in the form of a buff which delays Combat Relations. This would allow players, under very specific circumstances, to hearth home before a fight starts. Alas, it is a long read, and an abridged version has never been published.
    The Fylgjur, a.k.a. shameless plug #2! This is my proposal for allowing players to knock themselves out. In case it's not obvious why this would be necessary, there is currently an exploit in the game related to the Visitor status which allows a player visiting someone else's home to be soft-locked from ever playing the game again on that character. This is worse than suffering a character death, because it prevents a new character from inheriting the old one's stats. I'm told that 'exploit' is a contentious term for this issue; nevertheless, I do consider using an open combat relation as a means of 'jailing' other players effectively forever to be an exploit. There are reasonable people who agree.

To all those dissatisfied with the power imbalance this game has: please make it easier for those lobbying for fairness in Combat Relations, Siege, Claim Safety, or other related topics by lending us your support in these matters. Help us help you. Alternatively, consider putting real effort into writing suggestions on the forums. 'Remove PvP' does not cut it -- spend a few days thinking about what you want and how to achieve it. Then, put that idea out there so we can +1, Sign, QFT and so-forth.
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Re: Game Development: Polar Crocus

Postby sMartins » Sat Feb 14, 2026 9:29 am

Hammer/Anvil .... Wooooww ... Jorbtar on Fire!
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Re: Game Development: Polar Crocus

Postby FaithfulToadd » Sat Feb 14, 2026 9:43 am

nokona wrote:I seriously doubt they’ve ever ran a challenge, tried a siege, or been on the receiving end of one.

Actually, there is documented evidence to the contrary regarding that latter assertion. :lol:

View from timestamps 48:13 to 57:16.
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Re: Game Development: Polar Crocus

Postby sMartins » Sat Feb 14, 2026 9:51 am

I'm almost worried.
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Re: Game Development: Polar Crocus

Postby Unfug » Sat Feb 14, 2026 10:25 am

Has someone seen acre clay pit forageables since the latest update? Might be super unlucky but I haven't seen any up to now
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Re: Game Development: Polar Crocus

Postby vatas » Sat Feb 14, 2026 10:28 am

You could argue that "make a rage alt so you can do basic self-defense stuff without permanently revoking one of your few advantages over a PvP boi" isn't "ideal" - but consider the following, more practical result of this patch:

"Barrier of entry to unlock significant agency in terms of Realm spread/contest is just having a Rage alt."

"But WHY?" you keep asking - well, the "tryhard faction botters" now have to get Rage on their however-many Thingwall camping alts/bots (if they want to be able to bash a flag with it, at least.) I'd say it's highly counterproductive to complain about this change, if you're a casual hermit.
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TL:;DR: Build a Palisade with only Visitor gates.)

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Re: Game Development: Polar Crocus

Postby FaithfulToadd » Sat Feb 14, 2026 10:45 am

I admire your ability to make a good point without having to write an 8 page email. :weary:
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Re: Game Development: Polar Crocus

Postby DDDsDD999 » Sat Feb 14, 2026 1:25 pm

Remember the 10+ year period where you didn't have to siege a big tree just so you can place a ram outside someone's walls (which still doesn't need rage to bash)
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Re: Game Development: Polar Crocus

Postby Luno » Sat Feb 14, 2026 7:32 pm

Unfug wrote:Has someone seen acre clay pit forageables since the latest update? Might be super unlucky but I haven't seen any up to now


Thorny thistle doesn't spawn on spring and i have seen tangled bramble. You are just unlucky, yes.
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