Prelude: World 16.1

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 16.1

Postby scouter1 » Mon Nov 24, 2025 1:29 pm

scouter1 wrote:
scouter1 wrote:Image


Image
In the beginning was the Radio Silence, and the Radio Silence was with Jorbtar, and the Radio Silence was Jorbtar.
The same was in the beginning with Jorbtar.
All updates were made by them; and without them was not any update made that was made.
In them was development; and that development was the light of hearthlings.
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Re: Prelude: World 16.1

Postby Maid » Mon Nov 24, 2025 2:05 pm

Schwarzvald wrote:
Vert wrote:
jorb wrote:[*] We consider World 16.1 — as World 16 can remain a stable main version of the game — to be somewhat experimental. If you have any cool experiments you would like us to try for great science in World 16.1, feel free to share ideas![/list]


Over the years, people have written thousands of proposals, so this phrase seems to me like selling people a dream that will never come true.

What has actually happened over the years
The siege system has been reworked several times with the goal of speeding things up. Attackers aren't interested in the siege process and demand it be sped up to eliminate players faster.
Defenders aren't interested in the siege process and use the village's huge size to prolong the siege.
Newcomers can't keep up with siege changes and can't try them out in the game due to the high cost of siege machines and the need to attack a thingwall to build them.

Characters with low stats can't influence combat, making subscriptions and tokens a necessity.

Faction characters have exploited bugs on all these worlds to achieve significant stat advantages to gain an advantage in fights.

Numerous changes imposed by PvP players have shortened the lifespan of worlds and haven't brought in any additional players.

There's no point in making large projects in the game.

For me, only the first three weeks of exploration remain interesting.
This.

Games been stagnated and progression halted for over ten plus years.

Here’s a beautiful review that was left in a Reddit community:

deleted]

8y ago

Edited 8y ago
I can just repost this every time, but with more and more additions

No stat caps, no fixes to the satiation + hunger system, no fixes to tables and no real community effort to create drama or great wars/ingame political situations makes this game nothing but a boring slog to be ran trough. Waitwalls upon waitwalls await you in this game where the goal is to do mundane tasks that hold no value other than to boost your mundane tasks to higher qualities, now with raids and other stupid shit like dabbing emotes

SHUDDER IN FEAR as you will never probably run into another player or even get attempted to be raided because why would anyone waste 48 hours of their life camping a palisade.

TREMBLE IN TERROR as you are forced to make at least 2~3 alts no matter how big of a group you're playing with as even the most mundane tasks will fuck up your characters hunger/FEPs/health

ACCEPT YOUR AGONY as the most recent new-ish content is huge buffs hidden behind terrible RNG based quest systems that are nothing but a pain to go around, talk to trees and rocks and pick up every foragable in the game

SHAKE AND SHIVER as the most newest content which they've been hyping up for months now are horrid dungeons with never ending spawning mobs that people are gutting and bot farming for infinite HQ bones, hides, flesh and materials in general

COLLAPSE IN EXHAUSTION as you attempt to siege a spot for 48~92 hours and find out that you've been cockblocked by 5 sticks

DELVE INTO THE DARKNESS as you realize that half of the player count is just bots

There is a gigantic issue with the game, and it is that the developer(s) simply are too out of the crowd with their userbase, and end up pandering and creating content for those people who are not enjoying the game itself. PVP is good because it gives being safe a good reason to exist, limited resources and nodes based on biomes were great because they gave a reason to have wars and politics over land, permadeath, not having 3 shitty systems that force you to constantly annoy yourself every time you think about eating in the game and a bunch of other concepts such as the terror zones (more dangerous zones ala salem) were fantastic ideas that needed to be tweaked, not completetly removed and gutted. The game ends up being nothing but a secondary job and a chore, and I simply can't see anyone who hasn't played this game beforehand enjoying any of it.

Only reason why I would recommend this to anyone would be if they were interested in getting pissed off enough about every second thing that they'd learn to make a bot to do these horrible things, would be a great way to educate people about artificial intelligence and robotics.


Duh, i agree. They don't even try to fix it, cos main dev idea always was "haha fk u players", and devs mainly work on making game more tedious, bording, and "hardcore". But hardcore part are falling apart after you play a while, so everyone drop playing. Siege mechanic probably the most boring, but the whole game design suffer from the same concept. The whole game conception is outdated too much, modern games x10 more interesting.
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Re: Prelude: World 16.1

Postby Maid » Mon Nov 24, 2025 2:15 pm

I actually think, if they remove the whole 24h dry stuff + province piece nonsense, and allow everyone break all walls by hands, game will be much more fun. Could add some new mechanics, that actually fun to do, like security guards npc's, guardians bee hives, crops that become alive and protect the camp, different types of walls with q modifiers and so on.
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Re: Prelude: World 16.1

Postby OIchi » Mon Nov 24, 2025 2:44 pm

LaserSaysPew wrote:
szogun2133 wrote:Also maybe change how master locks work becouse it's most annoying part of game and 99% players dump master key on alt character anyway, so why not just remove them if almost every player with minimal play time dump them on alts.


Just remove master keys? I could be wrong, but iirc they are needed to set other locks to the same key and to replace locks on rare occasions. What exactly are you suggesting? You want each lock to have a separate key without the ability to replace it later? That's what just removing master keys would do.
If you meant moving their functions to slave keys - you're essentially removing slave keys then, not master keys.
What's the idea here?


Simply allow storing keys in your hf. No need for alts, serves the exact same purpose.
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Re: Prelude: World 16.1

Postby Dawidio123 » Mon Nov 24, 2025 3:11 pm

That review is from 8 years ago which i think lands us on W10? Haven got casualized into shit since W10 (my beloved), there aren't factions that have 20k higher quality shit than you because of infinite anvil spiraling, there isn't infinite eating loop where you can get to 10k stats by just spam eating botted pumpkin pies 24/7 with infinite pepper and then kill a bear with 2 qb. There aren't quests that give you millions of lp. Uac got scaled so unless you're doubled it doesn't matter, agi is now also scaled. I mean don't get me wrong it's still a chore-fest but let's not pretend it didn't get more newbie friendly over those 8 years lmao.
People take mine pyres for granted nowadays and it was added like 3 worlds ago? People used to get b12 week 1.
Last edited by Dawidio123 on Mon Nov 24, 2025 3:12 pm, edited 1 time in total.
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Re: Prelude: World 16.1

Postby OIchi » Mon Nov 24, 2025 3:12 pm

The main issues with PvP I'm seeing in this game are:
- PvP system is terrible. Looks more like competitive game of tag instead of actual combat.
- "Power projection" there are no local conflict that won't quickly escalate, no home advantage. Resulting in the same groups of people fighting each other most of the time.
- There is no meaning to it. People are engaging in combat out of boredom, just to grief. There's nothing to gain, so without someone dying victories feel hollow. Fighter rarely die so it's more enjoyable to torment newbs.

Reworking the combat does not really seem viable, especially since main group engaging in it right now does not want it to change.
People seem to be mostly against limiting fast travel, since it'll affect global markets and traveling for hours is not exactly fun.
So I guess that leaves us with trying to add meaning to PvP fights, but developers stated that they don't want to encourage fights and only keep PvP as conflict resolution.
In the end we'll be keeping PvP in this shitty state.
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Re: Prelude: World 16.1

Postby pimotimo » Mon Nov 24, 2025 3:44 pm

OIchi wrote:The main issues with PvP I'm seeing in this game are:
- PvP system is terrible. Looks more like competitive game of tag instead of actual combat.
- "Power projection" there are no local conflict that won't quickly escalate, no home advantage. Resulting in the same groups of people fighting each other most of the time.
- There is no meaning to it. People are engaging in combat out of boredom, just to grief. There's nothing to gain, so without someone dying victories feel hollow. Fighter rarely die so it's more enjoyable to torment newbs.

Reworking the combat does not really seem viable, especially since main group engaging in it right now does not want it to change.
People seem to be mostly against limiting fast travel, since it'll affect global markets and traveling for hours is not exactly fun.
So I guess that leaves us with trying to add meaning to PvP fights, but developers stated that they don't want to encourage fights and only keep PvP as conflict resolution.
In the end we'll be keeping PvP in this shitty state.

1. PvP is "okay", simple but complex at the same time however I'd love to see more variety and abilities that have more impact. Adding other types of combat debuffs and stuff like that
2. True, locals still has a small advantatge (atleast in early world), knowing the thingwalls, fast support from your village/allies
3. What do you mean by that? Its true that having more goals and objectives to fight for would be great (just like meteorite). There is plenty of stuff to gain when knocking a player
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Re: Prelude: World 16.1

Postby sMartins » Mon Nov 24, 2025 4:16 pm

Image

Let's try a hardcore game world: harsh environment, limited resources, no protection from death (including PvE), and so on.

When the environment is hostile, monkeys tend to form a circle.


P.S.
Anyone can draw better than Jorbo these days .... ironic, unironically.

EDIT:
If you kill custom clients in the process, it's all gain.
Make friends with the other crabs or try to escape the bucket.
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I only logged in to say this sentence. by neeco » 30 Oct 2018, 02:57
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Re: Prelude: World 16.1

Postby TemuSoldier » Mon Nov 24, 2025 4:34 pm

sMartins wrote:image


P.S.
Anyone can draw better than Jorbo these days

That looks like shit, you’re shit for posting it and even shitter for thinking there’s anything remotely impressive about it. I’ll take Jord’s worst blender models any day of the week over that sludge
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Re: Prelude: World 16.1

Postby The_Lich_King » Mon Nov 24, 2025 4:37 pm

TemuSoldier wrote:
sMartins wrote:image


P.S.
Anyone can draw better than Jorbo these days

That looks like shit, you’re shit for posting it and even shitter for thinking there’s anything remotely impressive about it. I’ll take Jord’s worst blender models any day of the week over that sludge


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