Prelude: World 16.1

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 16.1

Postby pagsiu » Thu Dec 04, 2025 8:46 am

Page 130, how lovely.
Marking forum read since World 2.
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Re: Prelude: World 16.1

Postby vatas » Thu Dec 04, 2025 10:43 am

Once more, I will plug this idea.

Elaboration:
-Getting KOd is not a nice thing to happen.
-However, the worst part about getting KOd is that all your Equipment, Inventory, and even Study Screen will have all their contents ripped off (even if the attacker doesn't need said items, they're generally thrown on the ground just out of spite.)
-Rage being cheap potentially has benefits, it would make sense to try it out on an experimental world. (Mainly, people would have the option to defend their Personal Claims from fresh alts.)
-Making Theft expensive would mean that losing everything on your character is gated behind the attacker having Theft.
-Obvious problem is that people could make gangs of 10 people who all have Rage, while only one of them has Theft (rushed at the expense of not having as much combat stat investment) but in a group vs. group setting this character would make an obvious target, while 10v1 probably wouldn't make much difference anyway. (More expensive Rage would probably still mean 3v1 I guess.)

Side ideas:
-Require Rage to bash even an inactive Claim (only if Rage is made cheaper, I guess.)
-Cooldown on looting items from players was tried and didn't work (a meta emerged where people filed their inventory with sticks, making it impossible to loot their Tsacks or even Mrobe) but perhaps a few seconds of hourglass was needed for the initial opening of the Loot Window could provide some opportunity for counter-play, effectively a way to protect your downed friends from getting looted if you can fight back.
Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread

Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)

Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
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Re: Prelude: World 16.1

Postby sMartins » Thu Dec 04, 2025 11:30 am

Image

Jorbtar reading the Prelude ...
Make friends with the other crabs or try to escape the bucket.
I'd hardly call anything the Bible of our times. » special thanks to MagicManICT
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 widelec_szatana » Thu Dec 04, 2025 11:50 am

vatas wrote:Mainly, people would have the option to defend their Personal Claims from fresh alts.


You can attack people on your claim without rage, with party permissions others can too

as for inactive claims, just increase soak so you need like 50 str with stone axe to bash them
imagine you are afk in the forest, someone builds a claim on you and starts the killing(he doesnt need rage in this case)
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Re: Prelude: World 16.1

Postby _Scipio » Thu Dec 04, 2025 1:09 pm

_Scipio wrote:OK Jorb, Loftar, if you are open to some experiments:

1.) Dramatically reduce map generation size. Possibly as much as 50%.
a. Player interaction and community is a core part of the game, distance can facilitate or detract from this.
b. Lack of fanfare for the new 16.1 server is likely to draw much fewer players.
c. Server population will be split between two servers, so the need for such a gigantic map is much reduced.

2.) Character's skill softcap contributes beneficially to hand crafted items. This would raise the quality of crafted items by skilled crafters. Harvested items, like rocks from mining or hide from butchering remain unaffected. Hardcap all hand crafted items at 500q.
a. Minimal effect on early game progress as player will have low crafting stats.
b. Helps to ease the slaving tedium of quality grind (bone clay etc) once crafters have higher skills.
c. Real world historical precedent. Skilled blacksmiths can take low quality iron and work the impurities out to make higher quality weapons and tools because of their skill.
Image

For example: what we currently have with the character's skill only counts against us with the softcap. You have no benefit from being more skilled.
Image
What I am proposing is that the softcap be allowed to benefit the crafted item, and bring the quality up. Something like this:
Image

d. Why differentiate between crafted and harvested items? I feel like this makes sense and keeps high quality resources valuable.
e. Why hardcap all player crafted items? Two things:
.1- Without hardcapping all character crafted items you've added tedium back back to the grind now with no end in sight to stat grinding in addition to an ever ballooning quality grind.
.2- Eventually, with enough time, lp, and persistence-- everyone can have the opportunity to use end game gear.
f. Helps to alleviate gear fear aversion to the risk of PVP. If your crafter can make you replacement items near or similar to what others have it's less devastating to lose your good stuff. More fun, less crying.
mizdirector89 wrote: No, their version of 'interrogating' was just saying 'speak up, you better talk' over and over while they killed our characters.

ImageWarriors of Annihilation ; The Crimson Tide
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Re: Prelude: World 16.1

Postby gravesmerch » Thu Dec 04, 2025 2:00 pm

backing up those map files, in case two servers mess up the client
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Re: Prelude: World 16.1

Postby losexd » Thu Dec 04, 2025 3:03 pm

_Scipio wrote:
_Scipio wrote:OK Jorb, Loftar, if you are open to some experiments:

1.) Dramatically reduce map generation size. Possibly as much as 50%.
a. Player interaction and community is a core part of the game, distance can facilitate or detract from this.
b. Lack of fanfare for the new 16.1 server is likely to draw much fewer players.
c. Server population will be split between two servers, so the need for such a gigantic map is much reduced.

2.) Character's skill softcap contributes beneficially to hand crafted items. This would raise the quality of crafted items by skilled crafters. Harvested items, like rocks from mining or hide from butchering remain unaffected. Hardcap all hand crafted items at 500q.
a. Minimal effect on early game progress as player will have low crafting stats.
b. Helps to ease the slaving tedium of quality grind (bone clay etc) once crafters have higher skills.
c. Real world historical precedent. Skilled blacksmiths can take low quality iron and work the impurities out to make higher quality weapons and tools because of their skill.
Image

For example: what we currently have with the character's skill only counts against us with the softcap. You have no benefit from being more skilled.
Image
What I am proposing is that the softcap be allowed to benefit the crafted item, and bring the quality up. Something like this:
Image

d. Why differentiate between crafted and harvested items? I feel like this makes sense and keeps high quality resources valuable.
e. Why hardcap all player crafted items? Two things:
.1- Without hardcapping all character crafted items you've added tedium back back to the grind now with no end in sight to stat grinding in addition to an ever ballooning quality grind.
.2- Eventually, with enough time, lp, and persistence-- everyone can have the opportunity to use end game gear.
f. Helps to alleviate gear fear aversion to the risk of PVP. If your crafter can make you replacement items near or similar to what others have it's less devastating to lose your good stuff. More fun, less crying.


I like this idea ngl

w3 - AD
w6 - Shamanizma, LS Dragons Reach, AD
w7 - LS Old Monkey, LS Sakhalin, AD
w10 - Shamanizma
w12 - North Star, LS Midgard Island
W13 - Monke and LS Midgard
W15 - LS ☾ Moon Lake ☾
W16 - Balls Bay and ???


My W7 Legacy old shop (Closed): http://www.havenandhearth.com/forum/viewtopic.php?f=35&t=35221
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Re: Prelude: World 16.1

Postby Jenno » Thu Dec 04, 2025 3:26 pm

Tomorrow is the day.
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Re: Prelude: World 16.1

Postby Noid » Thu Dec 04, 2025 4:27 pm

Can we have skin colors on character customization?
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Re: Prelude: World 16.1

Postby Halbertz » Thu Dec 04, 2025 4:31 pm

Noid wrote:Can we have skin colors on character customization?

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