Prelude: World 16.1

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 16.1

Postby Detharon » Thu Nov 06, 2025 1:08 pm

Jenno wrote:You can't walk through a visitor gate while in combat but all gates are visitor gates now? Please tell I'm getting it wrong.
I leave my base. Someone's alt puts me in combat. I'm dead?


Not really dead, you can run away if you know what you're doing. If your have a forger credo but the alt doesn't, then it's even easier.

Still, it's a very bad change from the gameplay perspective.
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Re: Prelude: World 16.1

Postby Audiosmurf » Thu Nov 06, 2025 1:13 pm

kdanyaiil2 wrote:
loftar wrote:Hmm, the visitor gate thing was a change we queued up quite a while ago, so I must admit I don't remember the details, but the reason for it was because non-visitor-gates were being utilized in really sploity ways, that seemed worse than losing "airlocks", and a parallel world seemed like a good opportunity to see if we could get by without them (also because the distinction between gate types has always seemed ugly to me). I wish I could remember the exact reason, but I'm not finding it right now. If someone remembers the exploit, please remind me. Otherwise, this is certainly not a change that we're wed to.

Add the ability for people without the "Rage" skill to pass through their own gates in battle.

Wait this one is actually genius
jorb wrote:Audiosmurf isis a fantastic poster/genius and his meatintellect is huge

NORMALIZE IT
banok wrote:i've been playing hnh thru 10 years of involuntary celibacy and I always build my palisade in 5 minutes so if a new player cant figure it out straight away they can get fucked and chug bleach
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Re: Prelude: World 16.1

Postby delsus » Thu Nov 06, 2025 1:16 pm

Add the ability for people without the "Rage" skill to pass through their own gates in battle.


+1 , that.
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Re: Prelude: World 16.1

Postby GreenScape » Thu Nov 06, 2025 1:17 pm

kdanyaiil2 wrote:
loftar wrote:Hmm, the visitor gate thing was a change we queued up quite a while ago, so I must admit I don't remember the details, but the reason for it was because non-visitor-gates were being utilized in really sploity ways, that seemed worse than losing "airlocks", and a parallel world seemed like a good opportunity to see if we could get by without them (also because the distinction between gate types has always seemed ugly to me). I wish I could remember the exact reason, but I'm not finding it right now. If someone remembers the exploit, please remind me. Otherwise, this is certainly not a change that we're wed to.

Add the ability for people without the "Rage" skill to pass through their own gates in battle.


Than would definitely be one of the easiest "cheap" solutions to protect newbs from snail-alikes, for the most part.
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Re: Prelude: World 16.1

Postby SnuggleSnail » Thu Nov 06, 2025 1:23 pm

I actually don't care because it won't affect me except maybe in sieges, which also won't affect me because siege isn't real, but I think creating complicated rules you have to memorize like gates behaving differently for different people is bad game design that doesn't help new players.
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Re: Prelude: World 16.1

Postby DonVelD » Thu Nov 06, 2025 1:25 pm

gaem sux
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Re: Prelude: World 16.1

Postby Lao_Bao » Thu Nov 06, 2025 1:26 pm

1.
What about crafting weapons, armor, etc. from various materials (parts)?
One example is in the game Mount and Blade Bunnerlord where by assembling various parts, you can create various weapon combinations with different appearances and characteristics.
https://moddocs.bannerlord.com/asset-management/weapon_smithing/
2.
We need territorial resources. By mid-game, absolutely everything we can get our hands on will grow in our gardens and beds.
For example, we could make heat-loving trees and their fruits, when planted in another region, always have a quality of 10, or significantly reduce their growth while increasing their quality to +-1-2.
3.
Add carry weight. You can't run with heavy armor and a large load.
4.
Kobolds and their settlements. Bears can swim.
5.
The great influence of teleports does not give life to large caravans and bandits
Last edited by Lao_Bao on Thu Nov 06, 2025 1:53 pm, edited 1 time in total.
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Re: Prelude: World 16.1

Postby Havenasket » Thu Nov 06, 2025 1:27 pm

Subject: Summary – 10 Pages Later: PvP, PvE, and the Great Gate Debate

Alright, folks — ten pages in, time for a quick reality check.
Here’s what the crowd actually said, without the noise or the poetry.

1. The Gate Saga (or “Let Me Back Into My Own Base”)

What changed:
All palisade and brickwall gates are now visitor gates.
You can’t enter any gate while in combat — not even your own.

Main voices:
PvE / Builder side: “So if a fox scratches me once, I die at my own door?”
– Ask for one-way re-entry for claim/realm members.
– Suggest a short grace window after leaving combat.
– Want an Evict button to escape visitor traps.
– Some propose non-visitor gates only near realm or idol centers.

PvP / Raider side: “Finally, no more safe-palis and combat-logout walls.”
– Support the change as long overdue.
– Say PvE problems are minor compared to fixing exploits.

Effect:
– PvE players call it fatal for daily gameplay.
– PvP players call it freedom from endless defense cheese.
– Everyone agrees: dying at your own gate feels wrong.

2. The Speedbuff Dispute

Topic: wind, rabbit, and other running boosts.

Remove All Buffs (PvP side): too random, too invisible, too unfair.
Nerf and Reveal (mixed): keep them short, visible to everyone, cooldowns added.
Keep and Teach (PvE side): just make them clear and add a short running tutorial.

Effect:
– Full removal = cleaner combat but duller escapes.
– Visible and limited buffs = best middle ground so far.

3. Anti-Grief & Safety Proposals

Evict button from visitor traps.
– Wildlife should not block re-entry to gates.
– Fix KO protection bypass by cleave or murder-rage.
– Limit how much loot can be taken from a KO’d player.
– Stop “alt in boat” griefing and logout blocking.
– Watch out for “steel lock” abuse replacing safe walls.

Effect:
– PvE side: strong support.
– PvP side: reluctant agreement — even raiders dislike broken mechanics.

4. QoL and PvE Content Ideas

Contract boards, dyes, backpacks, new biomes, NPC camps, better recipe tracking, compost cleaning, and fair anti-bot tools.
Everyone agrees that having something to do is better than endless base defense.

5. Death, Justice, and Balance

– Lighter permadeath or KO-first deaths.
– No instant drown-death.
– Reworked scent and crime tracking.
– PvP players still want real punishment for mistakes.

Effect:
Both sides agree that “risk is fine, but losing everything to a bug or trap is not.”

6. Statistics (unique posters, pages 1–10)
Code: Select all
Total unique posters: ~35
PvE / QoL / Anti-Grief leaning: ≈ 20 (~57%)
PvP / Anti-safe-pali / Pro-hardcore: ≈ 10 (~29%)
Mixed or neutral / unclear: ≈ 5 (~14%)


Observation:
Even most PvP players supported visible speedbuffs and better QoL.
Pure “hardcore or die” takes were rare.

7. TL;DR – Where We Stand

– The goal (fix PvP abuse) was fair.
– The result (PvE pain) went too far.
– The community’s compromise looks like this:
One-way home entry + short grace timer + visible speedbuffs + Evict button.

That mix keeps PvE playable, keeps PvP honest, and stops the worst traps.

In short:
PvP won the patch, but PvE won the argument.
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Re: Prelude: World 16.1

Postby Detharon » Thu Nov 06, 2025 1:41 pm

jorb wrote:[*] Non-visitor gates for siege significant wall types (Palisade, Brickwall) have been removed, and all gates in such walls will now be visitor gates. No gates will therefore any longer be visually distinguished with the red flags traditionally indicating a visitor gate, as the distinction will no longer be made.

It's a very puzzling choice. Safepalis were far from perfect, especially since they can be used offensively to protect the raiders, but from the high-level perspective, being close to your base now offers zero advantage when taking a fight. I mean, this design contradicts the common logic.

When I'm around my village, I should feel safer than in the wild. In Haven, it's the other way around:
- I'm less likely to get aggroed in the wilderness, especially if I avoid TWs. If I get attacked then I need to run away, that's fair.
- I'm more likely to get aggroed next to my village, because people looking for a fight will know that it's more likely to find someone there. If I get attacked, I can't run back to village because I won't be able to enter it. I need to run away from it. What's the point of playing outside the PVP factions then?

Attackers already have an advantage of picking the time and being able to gather as many people as they need, who can just teleport to any place on the map in a matter of minutes. Maybe it's just me, but this game needs more strategy and less running and clicking on critters.
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Re: Prelude: World 16.1

Postby Clenda » Thu Nov 06, 2025 1:48 pm

Havenasket wrote:Subject: Summary – 10 Pages Later: PvP, PvE, and the Great Gate Debate

– Fix KO protection bypass by cleave or murder-rage.
– Stop “alt in boat” griefing and logout blocking.
– Watch out for “steel lock” abuse replacing safe walls.

PvP won the patch, but PvE won the argument.


For me, this is the real fix that should change from:
Newbie was kill by pvper and left the game
vs
Newbie was KOed, but will try to improve / learn

+ add the gate opening trick on horse (bypassing rules is not a way to get legit pvp / raid)
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