Prelude: World 16.1

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 16.1

Postby vatas » Sat Nov 29, 2025 8:49 pm

Zephroze wrote:
Suggestion:
As long as the player doesn't have vandalism/murder purchased, he can only be knocked down (in case of overkill, he stays at 1hp)

It would help hold "hermits" and new players in game. They loose stuff that hold on character but dont need to make new character.


If a player doesn't have murder purchased, he can not be attacked after he is knocked out. This is already implemented but does not work correctly. I've entertained the idea of a negative wound, something like "Protection of the hearthlands" that ensures that if you are utterly destroyed in PVP, you always have that +1 HHP that cannot be removed until you are sufficiently healed. I guarantee the only people who would whine about this are griefers who steal bodies for no good reason.

I don't want PVP gone, but the devs took a stance on murder and aren't following through. It's not functioning correctly and they should fix it.

I'd be happy with better PVP/PVE but if I had to choose one single change it's the stuff above.

If that was implemented, why would anyone ever buy Murder? World 11 had Rage permanently remove the KO protection, even against animals. Even if the punishment for unlocking Murder way less sever than that, I think we'd see the same degen tactic of maintain a "murder bank" (ie. enough LP) to unlock Murder if a situation arises where they really need it. Unless I'm missing something, you want to give everyone immortality by default and lock the ability to somehow(?) maybe(?) kill people behind forfeiting said immortality.

I think all suggestions like this end up boiling down to the core problem of "the game server can't feasibly/automatically if a character is a PvP fighter or a peaceful hermit, and treat it appropriately."

Admittedly I'd be happy with almost ANY kind of experiment because the current system feels almost as if deliberately made to ensure that faction PvP is non-lethal* while casuals/unprepared are rather easy to kill**. In its defense, PvP bois know how to best utilize all the bubblewrap that the permadeath cudgel has been covered over the years, while to quote a certain mollusk "hermits find a way to drown themselves in a glass of water."

(*)This is can be a major problem because people won't bother with faction fights if they're just unsatisfying and bothersome foam-stick beatings exchange, they likely will rather go find some sprucecaps to exterminate. Or just quit and leave the "skeleton pile high score" -enthusiasts to run amok freely.
(**)Even if it can be circumvented by Ancestor Worship, having your corpse stolen in addition to being murdered is likely a final straw for many. Some way to prevent/disincentivize grabbing the corpse of a murder victim to deny the burial could perhaps downgrade the experience from "kick in the nuts" to just a "gut punch."
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Re: Prelude: World 16.1

Postby TemuSoldier » Sat Nov 29, 2025 9:08 pm

Pills wrote:Can I kill my main in W16 and inherit it in character creation for W16.1?

lmfao
bro just kinda shows back up
classic green name
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Re: Prelude: World 16.1

Postby Kamekono » Sat Nov 29, 2025 9:47 pm

vatas wrote:Admittedly I'd be happy with almost ANY kind of experiment

This please.
Experiment away!
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Re: Prelude: World 16.1

Postby Zephroze » Sat Nov 29, 2025 9:56 pm

vatas wrote:
Zephroze wrote:
Suggestion:
As long as the player doesn't have vandalism/murder purchased, he can only be knocked down (in case of overkill, he stays at 1hp)

It would help hold "hermits" and new players in game. They loose stuff that hold on character but dont need to make new character.


If a player doesn't have murder purchased, he can not be attacked after he is knocked out. This is already implemented but does not work correctly. I've entertained the idea of a negative wound, something like "Protection of the hearthlands" that ensures that if you are utterly destroyed in PVP, you always have that +1 HHP that cannot be removed until you are sufficiently healed. I guarantee the only people who would whine about this are griefers who steal bodies for no good reason.

I don't want PVP gone, but the devs took a stance on murder and aren't following through. It's not functioning correctly and they should fix it.

I'd be happy with better PVP/PVE but if I had to choose one single change it's the stuff above.

If that was implemented, why would anyone ever buy Murder? World 11 had Rage permanently remove the KO protection, even against animals. Even if the punishment for unlocking Murder way less sever than that, I think we'd see the same degen tactic of maintain a "murder bank" (ie. enough LP) to unlock Murder if a situation arises where they really need it. Unless I'm missing something, you want to give everyone immortality by default and lock the ability to somehow(?) maybe(?) kill people behind forfeiting said immortality.

I think all suggestions like this end up boiling down to the core problem of "the game server can't feasibly/automatically if a character is a PvP fighter or a peaceful hermit, and treat it appropriately."

Admittedly I'd be happy with almost ANY kind of experiment because the current system feels almost as if deliberately made to ensure that faction PvP is non-lethal* while casuals/unprepared are rather easy to kill**. In its defense, PvP bois know how to best utilize all the bubblewrap that the permadeath cudgel has been covered over the years, while to quote a certain mollusk "hermits find a way to drown themselves in a glass of water."

(*)This is can be a major problem because people won't bother with faction fights if they're just unsatisfying and bothersome foam-stick beatings exchange, they likely will rather go find some sprucecaps to exterminate. Or just quit and leave the "skeleton pile high score" -enthusiasts to run amok freely.
(**)Even if it can be circumvented by Ancestor Worship, having your corpse stolen in addition to being murdered is likely a final straw for many. Some way to prevent/disincentivize grabbing the corpse of a murder victim to deny the burial could perhaps downgrade the experience from "kick in the nuts" to just a "gut punch."


You can only buy murder once. I don't care if they murder bank. I don't care if they knock me out. The devs intended for KO protection to exist so make it fucking work.
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Re: Prelude: World 16.1

Postby Mr_Bober » Sun Nov 30, 2025 12:24 am

Zephroze wrote:You can only buy murder once. I don't care if they murder bank. I don't care if they knock me out. The devs intended for KO protection to exist so make it fucking work.


Thing is, KO protection works.
We like to interpret it as "Instead of getting killed you go KO", but that's not what KO protection is. It's "When you are KO, you can't be attacked".
The fact that we die without going KO is not an issue with KO protection, it's an issue with concussion damage. A simple IF:concussion_dmg>HHP->THEN:concussion_dmg=HHP-1 would fix this.
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Re: Prelude: World 16.1

Postby jtpitner » Sun Nov 30, 2025 1:06 pm

Hype..
War does not determine who is right - only who is left.
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Re: Prelude: World 16.1

Postby TemuSteed » Sun Nov 30, 2025 8:48 pm

DON’T STOP THE CLOP
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Re: Prelude: World 16.1

Postby sMartouts » Sun Nov 30, 2025 9:24 pm

Image
VETERAN player reporting in. Just a reminder: tomorrow starts the DONOTPLAY DEADGAME DECEMBER. Will you participate?
Make friends with the other buckets or try to escape the crab.
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I only said this sentence to log in. by keeko » 10 Oct 2038, 02:57
Ard Client, Best Client!
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Re: Prelude: World 16.1

Postby fallout » Sun Nov 30, 2025 9:46 pm

We playing without you
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Re: Prelude: World 16.1

Postby Bosodrah » Sun Nov 30, 2025 9:51 pm

I still waiting for many way's using karma and fame system, and more pve content, like any type's of monster's ( undead's, treant's, dragon's, orc's and etc )
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