Prelude: World 16.1

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 16.1

Postby Rebs » Thu Nov 06, 2025 2:32 pm

Defo would have to remove the block on entry for combat. Maybe those who have commited crimes/red handed cannot enter through a claimed gate or something.

It's kinda always annoyed me that if you were agro-ed (even by animals) suddenly I am blocked from safety when visitor gates should only block none-owner players with criminal acts on or recently commited one or something.

This being said, this just leads to people agro-ing boars and bears into people bases.
Which I assume is why the combat block exists.
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Re: Prelude: World 16.1

Postby Interrogation » Thu Nov 06, 2025 2:40 pm

Havenasket wrote: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.


+1, terrible patch for spruces, mediocre for pvp. Aka we will find something to be safe in no matter what
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Re: Prelude: World 16.1

Postby Jenno » Thu Nov 06, 2025 3:17 pm

Just remove permadeath and move on. How many more years do you want to try to make it work? Let them respawn with a bunch of injuries. That's punishment enough.

I want more PvP but not potentially lose months of progress doing so.
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Re: Prelude: World 16.1

Postby MightySheep » Thu Nov 06, 2025 3:42 pm

if they remove perma death how do we punish the ppl whos clients crash every time an enemy appear on screen

cant you just have a log cabin outside your gate if you people are really so scared about mobs? walk in, lose aggro, tp to hf
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Re: Prelude: World 16.1

Postby Havenasket » Thu Nov 06, 2025 3:45 pm

Jenno wrote:Just remove permadeath and move on. How many more years do you want to try to make it work? Let them respawn with a bunch of injuries. That's punishment enough.

I want more PvP but not potentially lose months of progress doing so.


Honestly, I’m with this. Hell, I’d probably play more if dying didn’t feel like flushing half a year down the drain. Getting ganked wouldn’t be a rage-quit moment — it’d actually be part of the game loop. You’d have agency over what you’re willing to risk, like in EVE Online.

Make a cheap gathering set, hop on a horse, and go explore — worst case, you spend a few real-life days “recovering” and replacing a few items. That even adds some demand for crafted goods, which the game desperately needs to keep the economy breathing.

Right now? It’s:

“Lose 80% of your playtime or get stuck in the middle of nowhere with a newborn alt.”
Unless you have a village or a claim alt, you’re basically done. Reaching your old spot solo feels like trying to cross an ocean with a raft and no map.

There’s a middle ground here. Add a brutal injury/debuff system — something that really stings (especially in combat stats), but still lets you crawl back home, manage your base, or gather herbs to heal. Make it a long recovery, even something that needs serious resources or late-game materials to fix. That’s punishment and persistence.

You could even scale it — for early-game players, maybe it’s sometimes easier to start over. Fine. But at least let the mid-to-late game have a survival phase, not a delete-and-restart routine.

And yeah, I’d even cover both PvP and PvE. Imagine people actually going out to fight mooses and bears again, knowing that the price for failure isn’t a hard reset.

I’ve been around for three worlds, and you know how many times I’ve fought wolves?
Once. Just once. Because every time I see one, I remember that my 3-month-old character could vanish over a bad click. The one time I did try, I got cornered and downed — and decided, “Nah, screw it. These hides aren’t worth three months of my life.”

inb4 “haha noob can’t kill a wolf in lategame, git gud, the weak must fear the strong”
Yeah, yeah. But if the “strong” have no one left to hunt because everyone else quit, who exactly are you impressing?
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Re: Prelude: World 16.1

Postby Master_chan » Thu Nov 06, 2025 3:47 pm

Allow coming through gates onto claim which you have permissions on when you're aggroed only by animals.
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Re: Prelude: World 16.1

Postby Kaios » Thu Nov 06, 2025 3:49 pm

Robben_DuMarsch 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.


You've got that completely in reverse. There were several well known exploits using visitor gates. The cave mouth -> visitor exploit was fixed,.at least with a bandaid.

Basically all major exploits with gates are vgate related, not regular gate.


ya I think you're right, they are getting the two gates confused. What exploit could be related to normal non-visitor gates anyways? If they are open, you walk in. There's no need for an exploit in that scenario.

In any case only having a visitor type gate wouldn't just affect pvp, there are pve implications too.
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Re: Prelude: World 16.1

Postby sleepyhun » Thu Nov 06, 2025 3:58 pm

Havenasket wrote:
Jenno wrote:Just remove permadeath and move on. How many more years do you want to try to make it work? Let them respawn with a bunch of injuries. That's punishment enough.

I want more PvP but not potentially lose months of progress doing so.


Honestly, I’m with this. Hell, I’d probably play more if dying didn’t feel like flushing half a year down the drain. Getting ganked wouldn’t be a rage-quit moment — it’d actually be part of the game loop. You’d have agency over what you’re willing to risk, like in EVE Online.



Im all for this just add something to protect against camping, getting Kod by the same people 3 times in a row is.....
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Re: Prelude: World 16.1

Postby magnet » Thu Nov 06, 2025 4:10 pm

fellas for better or worse WE ARE BACK
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Re: Prelude: World 16.1

Postby pitchkor » Thu Nov 06, 2025 4:14 pm

request for a few changes for the solo players:

- increase steel crucible burn time from 12 to 16 hours pls (I can't make steel as I work 12 hour shifts IRL and then my steel crucible keep on resetting)

- please don't remove non-visitor gates. remove the visitor gates instead.

- increase duration and speed of speedbuffs

Regards,
Nomel
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