Game Development: World 16.2

Announcements about major changes in Haven & Hearth.

Re: Game Development: World 16.2

Postby Crest » Fri Aug 14, 2026 7:04 pm

J&L trying not to fellate Snail challenge - Literally fucking impossible.
Just come out and say that he dictates what changes you implement and what you don't because I've seen hundreds of great ideas go ignored (mine specifically) but his are constantly being implemented and they're all shit.
Teleporting all across the map whenever you want is dogshit. Conflict between people should be confined to the region they're in, if someone from across the map wants to try intervene, they shouldn't be given a free pass to do so by just teleporting over whenever they like. Distance is supposed to matter.

Watch this world have a tiny map too. I'm betting money on it, every other change that tard has asked for has been implemented, why not the tiny map he wants too? Already before the world even starts, I'm debating on not even bothering to play. We should be able to fight with our neighbors and others in the region without people from across the map just being able to teleport over and exert their influence. If you want to help the other party so much then you should be made to put up with the travel time.
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Re: Game Development: World 16.2

Postby Halbertz » Fri Aug 14, 2026 7:06 pm

Reduced the cost of "Rage" from 50k LP to 10k

To all my hermit friends:
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Re: Game Development: World 16.2

Postby Audiosmurf » Fri Aug 14, 2026 7:07 pm

Crest wrote:J&L trying not to fellate Snail challenge - Literally fucking impossible.
Just come out and say that he dictates what changes you implement and what you don't because I've seen hundreds of great ideas go ignored but his are constantly being implemented and they're all shit.
Teleporting all across the map whenever you want is dogshit. Conflict between people should be confined to the region they're in, if someone from across the map wants to try intervene, they shouldn't be given a free pass to do so by just teleporting over whenever they like. Distance is supposed to matter.

Watch this world have a tiny map too. I'm betting money on it, every other change that tard has asked for has been implemented, why not the tiny map he wants too? Already before the world even starts, I'm debating on not even bothering to play. We should be able to fight with our neighbors and others in the region without people from across the map just being able to teleport over and exert their influence. If you want to help the other party so much then you should be made to put up with the travel time.

Yeah, I've said it before, but the main issue with the ever-increasing leniency of fast travel is that it allows the usual suspects infinite projection of power across the world in a way that flattens/homogenizes everything and further strips away regionality.
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Re: Game Development: World 16.2

Postby ksillema » Fri Aug 14, 2026 7:07 pm

Reduced the cost of "Rage" from 50k LP to 10k.

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Re: Game Development: World 16.2

Postby wolf1000wolf » Fri Aug 14, 2026 7:10 pm

I don't think jorbtar knows how to do experiments. If you change ALL the variables at once, how do you know which ones are responsible for which changes? :lol:
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Re: Game Development: World 16.2

Postby IsThisRad » Fri Aug 14, 2026 7:12 pm

Audiosmurf wrote:The claim thing was worth freaking out about and would have been like a day 1 world-ruiner across the board. It would wind up with them realizing how insane it was within like 3-5 days, and then they'd be left with the choices of leaving it because lol, or calling it Short World #2 (#3?) moving on to 16.3, or blanket deleting all existing pclaims, or etc etc.

Absolutely. I'm not referring to measured concerns on things like the claim system or TW removal/insta power projection.

rye130 wrote:Dumb as fuck changes. Glad to see you two finally got worn down and have now conceded to the dumbest idiots in the community and implemented their agenda.

If you feel this way you should unironically be thrilled that this is happening and we get to to see how it plays out on experimental. If it goes poorly, you have infinite ammunition against the people you hate and their changes being implemented on a main world.
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Re: Game Development: World 16.2

Postby Dev3ko » Fri Aug 14, 2026 7:13 pm

wolf1000wolf wrote:I don't think jorbtar knows how to do experiments. If you change ALL the variables at once, how do you know which ones are responsible for which changes? :lol:


The question is, is this an experiment with the game, or some kind of social psychology experiment
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Re: Game Development: World 16.2

Postby QueueSS » Fri Aug 14, 2026 7:14 pm

wolf1000wolf wrote:I don't think jorbtar knows how to do experiments. If you change ALL the variables at once, how do you know which ones are responsible for which changes? :lol:

great idea bro let's have 200 experimental worlds all with 1 change in them so we can slowly figure out exactly what changed and why
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Re: Game Development: World 16.2

Postby jorb » Fri Aug 14, 2026 7:14 pm

Store is up with new stuff. On track for launching on schedule.

Whoop-whoop!

The question is, is this an experiment with the game, or some kind of social psychology experiment


¿Por qué no los dos?
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Re: Game Development: World 16.2

Postby YellowGhostoMain » Fri Aug 14, 2026 7:15 pm

Dev3ko wrote:
IsThisRad wrote:Honestly I don't understand why some of you guys are kicking and screaming like lunatics about single start continent, tighter map, "ruining" the game because they lean into PVP shit for once. Why do you care about new world launch if you clearly don't want to interact with or be anywhere near other players? Just play w16, non-PVP content updates will hit there too


I don't really care about PvP/PvE... sh*t happens. But why change mining like this? We already got one quality nerf with the stone axe and imo that was fine. But now... to push mining quality you basically need to rush Lumberjack, Potter and Gardener credo at the same time, just to increase your pickaxe q. Clay already needs HQ bones and a long quality chain with clay ->klin, flint, feldspar, quartz etc. Now pickaxe q is stuck in a closed loop. At best, with some luck, maybe you'll reach like q150. If you don't find good feldspar/quartz (and you can;t with low q paxe which softcap quality), while water and natural clay q are limited, there's basically no way to break through that wall. Unless you get lucky with a high-q ore boulder, or meteors start dropping -> then pure PvP factions just win the world... I don't mind making the game harder, but removing a key part of the quality chain... that's just not how you do it.


You already had a Q penalty for using stone axe, if anything it made dull as fuck having to slowly mine nodes every now and again for a small bonus.
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