Prelude: World 16.1

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 16.1

Postby TemuFighter » Mon Nov 24, 2025 10:52 pm

SnuggleSnail wrote:.

more than 100 pages and almost all of it is this fuckhead spammer and his alts

JORB AND LOFTAR here is the summary of the most important ideas:

  • Experiment with the Removal of PVP in the new world. Majority of us have been stucm with the bullshit for years and want a cozier world.
  • PVP fuckheads are ruining your game. Theyll gaslight and do whatever they can to spin it otherwise, but every normal person is driven away by their chumpfuckery.
  • Hunting “cheese” strategies let these nolife losers get high tier mats way before they should. Look into letting animals swim or (eg whales) crawl on land.
  • The new world is a perfect time to add some new types of food! Complicated recipes give us experimental chefs lots to do :)

You two would probably be best off “blocking” Snuggle Snail and anyone who “just so happens” to rush into the thread to support his opinions.
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Re: Prelude: World 16.1

Postby Halbertz » Mon Nov 24, 2025 11:11 pm

*farts in your general direction
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Re: Prelude: World 16.1

Postby zuhurat83 » Mon Nov 24, 2025 11:45 pm

if you block snail your population drops to 40 or something.
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Re: Prelude: World 16.1

Postby Jenno » Mon Nov 24, 2025 11:52 pm

Animals should patrol around a home point and simply regenerate back to full health when you leave their aggro range. That’s how every MMO handles it. They really hate World of Warcraft.
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Re: Prelude: World 16.1

Postby The_Lich_King » Tue Nov 25, 2025 12:16 am

Jenno wrote:Animals should patrol around a home point and simply regenerate back to full health when you leave their aggro range. That’s how every MMO handles it. They really hate World of Warcraft.


The Issue being that if you get rid of cheesing you basically remove solo hermits ability to hunt and statgate a bunch of mobs.

a statgate which not only will cause PVPers and no lifers an advantage (because they stat climb faster and always will) but also you give a massive advantage to large villages who will hunt in packs and avoid the statgate.

The idea of making hunting more dynamic and less cheesy comes up, ALL the time and we always come back to the same argument, time and time again. The less cheesy you make it, the harder you make it for solo to actually play the game.
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Re: Prelude: World 16.1

Postby _Scipio » Tue Nov 25, 2025 12:44 am

TemuFighter wrote:or (eg whales) crawl on land'..



Better off adding a new Slavic inspired monster instead of something silly like 'whales on land'.


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Re: Prelude: World 16.1

Postby SnuggleSnail » Tue Nov 25, 2025 12:55 am

In ~2013 when old school runescape was released there was a common consensus that combat just being click to attack thing + grid movement + 0.6 second tick rate meant combat would never have a high skill ceiling. Now with inferno, ToB, colosseum, etc the devs have managed to make content that /can/ be done with low-ish stats, but that is too hard for the overwhelming majority of the userbase to do at all even with max stats.

I rly feel like haven is in the same boat. The solution to every PVE encounter is either break the AI, or just have way higher stats/be on a horse. Every """hard""" encounter in haven is either [thing] has very big numbers, or dungeon spawn many [thing]. I think if haven wants to take the route of being more PVE focused the problem is not with the foundation, it's the literal zero creativity/care put into any PVE encounter.

Instead of asking for bears to be harder to cheese, which would just make them a stat/groupsize check, why don't you guys try to think of a single set of mechanics for a PVE encounter that would be fun and or skill based.


FOR EXAMPLE I think it would be rly cool if instead of the last boss of the ant dungeon being [GENERIC MOBS WITH HIGH NUMBER, THE SAME AS EVERY OTHER MOB IN THE GAME], the queen could be in combat meditation being fueled by her baby ants. Since she's always full combat med, she'll spam OPK/cleave on you and fuck you up in 2 seconds if you get close. You would have to kite her while circling around and killing the baby ants fueling her. They would even not fight back because they're hitting the queen, meaning it could even be done with v low stats if you don't mess up.

I'm 100% sure you could come up with similar mechanics for every animal if you really tried.
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Re: Prelude: World 16.1

Postby ZamAlex » Tue Nov 25, 2025 1:08 am

SnuggleSnail wrote:In ~2013 when old school runescape was released there was a common consensus that combat just being click to attack thing + grid movement + 0.6 second tick rate meant combat would never have a high skill ceiling. Now with inferno, ToB, colosseum, etc the devs have managed to make content that /can/ be done with low-ish stats, but that is too hard for the overwhelming majority of the userbase to do at all even with max stats.

I rly feel like haven is in the same boat. The solution to every PVE encounter is either break the AI, or just have way higher stats/be on a horse. Every """hard""" encounter in haven is either [thing] has very big numbers, or dungeon spawn many [thing]. I think if haven wants to take the route of being more PVE focused the problem is not with the foundation, it's the literal zero creativity/care put into any PVE encounter.

Instead of asking for bears to be harder to cheese, which would just make them a stat/groupsize check, why don't you guys try to think of a single set of mechanics for a PVE encounter that would be fun and or skill based.


FOR EXAMPLE I think it would be rly cool if instead of the last boss of the ant dungeon being [GENERIC MOBS WITH HIGH NUMBER, THE SAME AS EVERY OTHER MOB IN THE GAME], the queen could be in combat meditation being fueled by her baby ants. Since she's always full combat med, she'll spam OPK/cleave on you and fuck you up in 2 seconds if you get close. You would have to kite her while circling around and killing the baby ants fueling her. They would even not fight back because they're hitting the queen, meaning it could even be done with v low stats if you don't mess up.

I'm 100% sure you could come up with similar mechanics for every animal if you really tried.


Problem that deves didn't even know how their combat mechanic works, what ppl doing at PvP, how they cheese animals. Looks like all changes was only coz someone confidently enough crying at private msg or jorb was fucked but something at his private server where they are now playing and testing ideas and mechanics.
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Re: Prelude: World 16.1

Postby OIchi » Tue Nov 25, 2025 1:19 am

Imo stat/groupsize checks are still better than cheesing every animal in the exact same way. At least progression would be a little more fluid, instead of jumping straight to mass murdering everything the moment you get hard metal.
Making players work together to hunt big game don't seem bad at all either. In fact why not include some PvE and group oriented combat moves to help with that.

Stat gap/advantage of factions over hermits does not matter at all, it's there and will always be there, it does not matter if it's 4 or 8 times the stats, either way there is no competition.
Mid level players play in groups too and will be able to adapt anyways. In the end if you can't do it you can always trade for it.
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Re: Prelude: World 16.1

Postby TemuSoldier » Tue Nov 25, 2025 1:45 am

lmao “remove cheese” like thats even realistically possible.
Players are more creative and productive than jord and lofart, end of
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