Prelude: World 16.2

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 16.2

Postby SnuggleSnail » Sun Jul 19, 2026 12:56 pm

SnuggleSnail wrote:lmao imagine what a pathetic failure rust would be if the developers reacted to every instance of somebody whining "these clans shouldn't be able to hurt us we're just harmless li'l guys :(((( disable raiding or at least convoluted, shit, and boring", and then stop imagining it because you can just login to haven and hearth


I've killed more non-seals than anybody else over the past 3-5ish worlds and it's not close

ironically the people who like this psudo carebear shit are the people who exclusively club seals because it means PVPers can't rly attack them while they club seals xd
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Re: Prelude: World 16.2

Postby Clenda » Sun Jul 19, 2026 3:19 pm

stickman wrote:I watched your stream after the fact on youtube.

I dont think the people in my village enjoyed 16.1 overall, you sped it up but all it did make people burn out 2x faster... after 3 months everyone was basically gone already... and i dont think most will come back for 16.2 as it seems your going for another pvp focused world... everyone is saying they either done completely with this game or plan to skip this one. so my group (if we play) will be a shadow of its former self.

You seem overly concerned with peoples pvp experiences... people without rage participating in large pvp fights (at least they are participating). instead of analyzing why people do that you are just trying to slap a bandaid on top to prevent it. If you look at the situation from afar you realize that people are willing to pvp if the risks are lower... the issue is your only listening to the elite pvp people who have no interest in just KO'ing people and taking their stuff they only want to be able to kill people and break their stuff. So you are talking to the wrong people...

Rageless people:
-Invest a significant amount of LP in farming, crafting and survival stats.
-Their attributes are in dex and psy not agil, str, con
-They know they cannot defeat pure pvp people because they dont have the time to practice. even if their stats are even they will still lose.
-their gear is way worse... i was figthting people in 180q bronze against 280q steel guys. there was just no chance i was doing anything other then defending myself.
-Dont have the numbers... from my experience of a village of farmers trying to defend thingywall and 2 sieges... we can get like 2-3 people online to try to bash but when we head out 10 guys are waiting for us. these pvp villages get like 10-15 people each usually... smaller villages cant do anything but pray they can ask others for help. farmers dont really want to fight but they are being forced to which is forcing you to play a gamestyle you dont want to. Other players getting to dictate how you want to play this game is a horrible feeling.

if you want these people to participate:
-give everyone easlier access to the world events... PVP villages have armadas or charters they can use.
-give people something to fight over that doesn't involve losing their entire village.
-make stuff like meteor a rage not required zone... as in whichever province the meteor falls in does not require rage to fight people
-introduce more stuff like meteor that rotates around and has different unique rewards that are required for final end game. if there is enough pvp events for people to attend they will not bother and harass hermits... I know this works because it allowed us to finally get our outer walls up which had previosuly been bashed every single day. so that meteor event probably saved our village.
-limit the number of people who can participate on each side...
example of a player limited event:
-a sinkhole appears on each major continent. when you go in there are cave paths that lead to a cavern with rewards in the middle. each sinkhole entrance is a starting spot for one the cave paths... congested cave fighting means groups of 3-5 people can make an impact, more people you have the more your will block eachother and just got shot at... multiple paths into the big cavern from different continents means multiple small groups can participate. And big groups can fight multiple small groups.
-possibly consider making a world pvp events deathless. if i knew i would only lose my armor set i would probably go to a meteor fight. but the reality right now is I would be surrounded by 5 guys and then they would coordinated cleave all at the same time to ensure i died.

Other suggestion:
-instead of rage being the only choice you could do it where you make a choice... Rage or Pacifism... if you choose rage it opens up your vandal and murderer trees... if you choose Pacifism you open up another tree... where you can buy something that speeds up your healing and then another skill to oppose murder that makes you take less HHP from players and do less HPP to players. My thoughts being that if someone goes into murderous rage they gain benefits against other rage players... but against a pacifist their bonus will be negated.


Totaly agree with this vision, seems the current world is listening to 5% of server population that make the most noise. look at Steam review about the Pvp comunity and no way to evade or face.
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Re: Prelude: World 16.2

Postby Chacer » Sun Jul 19, 2026 4:04 pm

Some of you want to turn this game into just another generic farming simulator. What made this game unique and special was the freedom to do whatever you wanted. You could build your base, upgrade it, defend it, raid other players' bases, steal, and kill.

The game had a steep learning curve and was hard to master. In the first world I played (World 3), I died countless times, but I kept playing and kept learning. With every new world, I got better until I reached the point where I could defend myself and even put up a good fight against other players (I was never part of a big faction, just played with my 2–3 friends).

Now, because of all the complaining, the game is slowly turning into a farming simulator. It's way too easy to defend your base and way too hard to raid someone else's. Once you know the basics, it's practically impossible to die. The whole Thingwall war declaration system is tedious and ridiculous, especially when having to wait 24 hours for the battering ram to dry is already enough.

Like I said, all this constant whining is slowly ruining the game. If you want to play a game where you just build your little farm with zero risk of anyone bothering you, there are plenty of games like that already. Just leave this one the way it is.
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Re: Prelude: World 16.2

Postby pagsiu » Sun Jul 19, 2026 4:50 pm

I love the prelude threads. The screetching, kvetching and arguing hasn't changed at all for 15 years.
Marking forum read since World 2.
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Re: Prelude: World 16.2

Postby SnuggleSnail » Sun Jul 19, 2026 5:09 pm

That's not true. Old time-y prelude threads had enough interest/excitement to get A LOT more than 10 pages of replies in 2 days. People used to actually care. Feels kinda crazy that not a single big PVP nerd has posted. Where's ozzy/berth/sacraer/felix/trollex? Playing a better game I bet

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Re: Prelude: World 16.2

Postby Zephroze » Sun Jul 19, 2026 5:44 pm

Hi it's me again, the inevitable post requesting that if you don't have murderous rage activated, that you cannot be killed past KO protection in PVP, like the mechanics specify is exactly how it works, but are lying.
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Re: Prelude: World 16.2

Postby Interrogator » Sun Jul 19, 2026 8:34 pm

Institute a 1 month per mine level time gate; and start the world in September.
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Re: Prelude: World 16.2

Postby Hingle_McCringle » Sun Jul 19, 2026 8:55 pm

Edepha wrote:I simply ask for an indefinite persistent world (as 16 is). From conversations I've had with other amazing hearthlings, many are enjoying the persistent world since they have limited time to play due to jobs, families and such. Frequent world resets are frustrating for the players who are enjoying the journey of the game as opposed to the sprint to the endgame. And many enjoy playing in the lands the have created over time and moved consistently to the endgame. They express frustration over their hard work being wiped out in the blink of an eye.



You like it because there is only 100 players. So maybe like 5-10% of the player base
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Re: Prelude: World 16.2

Postby _Scipio » Sun Jul 19, 2026 10:19 pm

@loftar please:
clientdev wrote:don't be a dick and tell people ahead of time what will change res code wise



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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 demetharkey » Sun Jul 19, 2026 11:01 pm

Hingle_McCringle wrote:
Edepha wrote:I simply ask for an indefinite persistent world (as 16 is). From conversations I've had with other amazing hearthlings, many are enjoying the persistent world since they have limited time to play due to jobs, families and such. Frequent world resets are frustrating for the players who are enjoying the journey of the game as opposed to the sprint to the endgame. And many enjoy playing in the lands the have created over time and moved consistently to the endgame. They express frustration over their hard work being wiped out in the blink of an eye.



You like it because there is only 100 players. So maybe like 5-10% of the player base


World 16 doesnt have 100 players. In game pop is the total players between 16.1 and 16. Main world has more like 30 consistent players and you will never know how much of them are bots.
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