Prelude: World 16.1

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 16.1

Postby Mr_Bober » Fri Nov 21, 2025 11:43 pm

Muzk wrote:Also removes a way for giant, massive zerg groups to be 100% safe as long as they are within distance of their safewall. It's hard to balance the two.

Worth it.

Over the years I've played with a lot of people. Some do PvP, most don't.
Out of all of them, pretty much everyone has experienced being attacked while outside. And guess what?
The only ones who usually manage to run and survive long enough to get to an airlock were the PvP guys. Everyone else gets KOed way before reaching an airlock, unless caught literally just outside the airlock (some got KOed even in that case :lol: ).

I don't know if this change will be good or bad, but at least it's a step towards shaking things up on the PvP side. I'm all for trying stuff that will make PvP more risky for everyone, as right now it only fucks with newbies and PvErs while leaving everyone who's actually involved virtually unkillable.
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Re: Prelude: World 16.1

Postby _Scipio » Sat Nov 22, 2025 1:13 am

They better read this whole thread and implement some good ideas.

Image
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 16.1

Postby TemuSoldier » Sat Nov 22, 2025 1:38 am

DonVelD wrote:cum

lol dumbass
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Re: Prelude: World 16.1

Postby Schwarzvald » Sat Nov 22, 2025 1:46 am

DonVelD wrote:cum

dumpster
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Re: Prelude: World 16.1

Postby Schwarzvald » Sat Nov 22, 2025 2:11 am

viewtopic.php?f=40&t=44710

Are the things outlined by the developers in this thread still true, and if not how are they different? If they are not different have they made any significant PVP changes in the past 10+ years???
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Re: Prelude: World 16.1

Postby Zephroze » Sat Nov 22, 2025 4:03 am

Schwarzvald wrote:https://www.havenandhearth.com/forum/viewtopic.php?f=40&t=44710

Are the things outlined by the developers in this thread still true, and if not how are they different? If they are not different have they made any significant PVP changes in the past 10+ years???


loftar wrote:Do I really have to spell it out for you?
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Re: Prelude: World 16.1

Postby Apocoreo » Sat Nov 22, 2025 4:29 am

Mr_Bober wrote:pretty much everyone has experienced being attacked while outside.


See, I started this game thinking this was the point.

Do people complain about this in Rust?

I bet they would in DayZ and Arc Raiders if they had a robust base building system.

Big "dont attack me, I'm trying something!" energy, except it's forever, not one quick thing.
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Re: Prelude: World 16.1

Postby Zephroze » Sat Nov 22, 2025 5:51 am

Apocoreo wrote:
Mr_Bober wrote:pretty much everyone has experienced being attacked while outside.


See, I started this game thinking this was the point.

Do people complain about this in Rust?

I bet they would in DayZ and Arc Raiders if they had a robust base building system.

Big "dont attack me, I'm trying something!" energy, except it's forever, not one quick thing.


In rust it's like every 10 minutes, in Haven it's like every 10 weeks, if that.

I'm not really concerned about it myself, it's whatever. I just want the opt-in PVP permadeath mechanics to work properly. Devs set a precedent that if you don't get Murder you can only be KO'd and it doesn't work that way against people with low con who don't have zig-zag which is basically where the majority of these complaints come from.

I'm a hunter so it's not necessarily a problem for me and I haven't died yet, but as a newbie trainer I've experienced it vicariously 10 times in world 16 alone.
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Re: Prelude: World 16.1

Postby Zephroze » Sat Nov 22, 2025 5:52 am

Zephroze wrote:
Apocoreo wrote:
Mr_Bober wrote:pretty much everyone has experienced being attacked while outside.


See, I started this game thinking this was the point.

Do people complain about this in Rust?

I bet they would in DayZ and Arc Raiders if they had a robust base building system.

Big "dont attack me, I'm trying something!" energy, except it's forever, not one quick thing.


In rust it's like every 10 minutes, in Haven it's like every 10 weeks, if that.

I'm not really concerned about it myself, it's whatever. I just want the opt-in PVP permadeath mechanics to work properly. Devs set a precedent that if you don't get Murder you can only be KO'd and it doesn't work that way against people with low con who don't have zig-zag which is basically where the majority of these complaints come from.

I'm a hunter so it's not necessarily a problem for me and I haven't died yet (to PVP, just stupidity/tiredness), but as a newbie trainer I've experienced it vicariously 10 times in world 16 alone.
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Re: Prelude: World 16.1

Postby SnuggleSnail » Sat Nov 22, 2025 6:05 am

I know its been argued to death, and I'm not interested in arguing about it again... But, man I REALLY cannot comprehend why anybody is here after the first 25hours of novelty if not for the excitement/risk. I'm pretty sure you nerds just don't understand your own motivations or why you find things fun.
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