Prelude: World 16.1

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 16.1

Postby The_Blode » Thu Nov 06, 2025 7:36 pm

welcome back
but i gotta assert that i would have appreciated a singular post in july or thereabouts saying things have stalled or whatever
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Re: Prelude: World 16.1

Postby Dawidio123 » Thu Nov 06, 2025 7:42 pm

The cacophony :evil:
Safepali removal is much more of a nothing burger than most realize unless like 5 other things also change but oh well, it's an experimental world so nothing of value is lost. Do I think that in principle you should be able to leave your base and then return if someone suddenly bumrushes you? Sure, it makes sense to be safe-ish around your own land. But the consequence of that is people having a lot of safepalis around the map abusing the mechanic while hermits are as per usual powerless by choice no matter what. I do think it'll make degen camping strategies a lot more annoying but that's the game, catching someone unloading a knarr will be neat when they can't just run into a safepali ig.

More importantly if safepalis are gone, fuck up snekkjas, it makes no sense having a few guys build a snekkja before the fight gives you almost perfect safety compared to fighting right at your own walls. (Arguably you should get your own snekkjas to counter it but it becomes an autistic stand-off of who built more snekkjas at more lakes and river systems to block each other since you aren't catching each other by just chasing.)

If it ends up being too bad and people get slaughtered more than the usual (just check the logs ¦] ) you can always revert the change later.

Also please for the love of everything that's good, remove questing for quality(using wandering sage) and hunger, it circumvents the entire systems your game is based on. Fep system? just eat everything and quest if your hunger ever gets low. (also salt, ugh) Quality system? Just quest for gray clay quality using wandering sage, there isn't a point in doing anything else long-term.
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Re: Prelude: World 16.1

Postby khajios » Thu Nov 06, 2025 8:01 pm

As someone who plays with a very small group that don't do that much optimal stuff, losing gates will cause a couple character wounds or deaths early on because we have people get chased by animals they can't deal with, especially early on, pretty often. They can probably rush to cliffs to hop or caves, but they will try and run back into the base and hit a wall.
Granted, we have deaths to dumb animal stuff at any point in the run because of not paying enough attention so stuff happens.

I have also absolutely run back into my gate from unexpected chases from a boat before and I doubt I would be able to get away from them in another way as I am out foraging or hunting and don't have nearly enough water to have a chance otherwise.

Dunno if theres a good solution that will make PVPers happy.
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Re: Prelude: World 16.1

Postby Girth » Thu Nov 06, 2025 8:22 pm

since you brought it up, the amount of hate you guys are getting is coming from your mismanaged communications, not necessarily from the absence of comms. It was the "probably by midsummer" with zero follow up. everybody hated that. Key take-away from this is "saying something is the same as promising something" so be careful to immediately clarify. I'm new to this community, but after looking backwards in time at member sentiments over the years. i have an impression of you(pl) as underdelivering on promises. i would describe many community members as jaded. this is your fault btw. its a shitty way to be, in life and as a professional in general, to withdraw and fail to communicate. you dont owe us an apology and i dont want one. just own it and be proactive. maybe there's a shame component idk

anyways... suggestions...

i want even more dangerous land beasts running around the world. we have the mammoths but they are kinda locked to the ice capped mountain ranges.
bigger cats would be terrifying. mountain lions, jaguars... that kind of thing
how about goblins or skeletons that only spawn in decayed bases?
can we get eclipses or blood moons?


already suggested by some, but rice and pastas, tomatoes and potatoes. i am always happy to see new kinds of food. moar food pls.

it would be cool if sculpting was a possibility. would give the artists one more thing to do.
another stupid day of my worthless hermit life
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Re: Prelude: World 16.1

Postby Qcua » Thu Nov 06, 2025 8:22 pm

What's the point of releasing 16.1 when changes are literally smaller than random patch 2 years ago. Are we going to name worlds now 16.1, 16.2... per not even bird quality patch?
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Re: Prelude: World 16.1

Postby Kamekono » Thu Nov 06, 2025 8:26 pm

My suggestions for experimental stuff, and my 2 cents on the gate thing.

Suggestions:
- Seasonal crops
This would make farming more engaging. Crop planning would be important. Crop trading would likely be boosted. Greenhouses would have a reason to be built.

- Whirlpools as random events:
Remove whirlpools as they are. Make them spawn at random intervals (similar to meteor), with a global event. Make them only last a short time (1-2 hours) or be single-use (go through and it vanishes).
This would make them truly unpredictable, and avoid players from discovering every continent on day 1.

- Expanding map:
The border of the map moves as the world goes on. Every few weeks (a month or two?), a new chunk opens up. Unclaimed land, unclaimed localized resources, new quality spots to check, and simply a fresh place to explore.

- Make trails go through open gates - if you have claim permissions:
Given the lack of airlock, being able to use a trail from inside the palisade would be a godsend. As long as such use is restricted to those who have permission on the claim (no crime!).

- Lower Wrecking ball timer on your own claim:
Even if it was just for the claim owner, allowing to use wrecking balls with a short timer (or even no timer) would greatly help to fix building mistakes and handle village expansion.

My two cents on the PvP stuff:
I don't partake and I suck at running. Airlocks only worked for me if I was super close to the village, so I'm ok playing without it to try it.
I'd also like to see, as a test, speed buffs removed as well as Rawhide. Being on a horse should make it easier for me to run, not easier to get caught (they will gank me on horses? So be it, I already get ganked on foot anyway, at least I can use the horse when I'm not getting ganked).
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Re: Prelude: World 16.1

Postby kalkkar » Thu Nov 06, 2025 8:54 pm

Ozzy123 wrote:
vatas wrote:(Numbers are made up and just to illustrate the point.)

Just throwing out an idea, when a player walks over a "speed whirls" or whatever would be the most elegant term for it...
1) They gain a movement speed increase. Lasts 10 seconds.
2) They gain a debuff that prevents activating "speed whirls." Lasts 30 seconds.


Wow that's such a good idea it's almost like its been in the game for 10 years and everyone right in their mind wants it gone :shock: :shock:



Saying that airlocks and speedbuffs are meant to help new players is literally saying communism is good, it sounds good, doesn't work, there has been 0 (zero) cases of a new player escaping because of a speedbuff or because he had keys to his safe pali on him, both are mechanics abused by experienced players that exist only to annoy other also experienced players


speedbuffs in general are bad, they already nerfed the rabbit slippers and a few other things to try to balance stuff a bit more in terms of pvp and not having them be universally seen and used it gets a bit janky, airlocks are a big part of survival indeed but thats why some of us try to teach new players and help them survive the boring and one sided pvp- also not sure how you saying its communism in anyway unless you are one of those toxic trolls harrassing people for shits and giggles but idk bro communisim is a whole diffrent ballgame and aspect- try to look it up lol
also how do you know that has been 0 cases where it hasnt saved a new player? they wouldnt survive much anyways tho if they dont know to keep a bunch of waterskins or an means of escape via water or somthing like that, they are just screwed if they dont think about that stuff but dosnt mean all new players are helpless as good number watches guides,reads the wiki and asks the community for tips and such
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Re: Prelude: World 16.1

Postby menillos » Thu Nov 06, 2025 9:04 pm

i took the best screenshoot of w16 prove me wrong . It was at gonus house btw
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Re: Prelude: World 16.1

Postby Jenno » Thu Nov 06, 2025 9:16 pm

Ironman mode.
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Re: Prelude: World 16.1

Postby kalkkar » Thu Nov 06, 2025 9:20 pm

SnuggleSnail wrote:I actually don't care because it won't affect me except maybe in sieges, which also won't affect me because siege isn't real, but I think creating complicated rules you have to memorize like gates behaving differently for different people is bad game design that doesn't help new players.

i can easily agree on complicated rules especially if its not out stated or some form of tool tip with some advice letting them know about how it works, generally the best game design would have some bit of information already in the game about the walls and how they are used why you want both visitors and non visitor gates, we og gamers dont need all of that but ehh theres no mistaking the lack of intelligence and critical thinking of the newer generations. also would be quite suprised if you wernt licking your lips as people who dont build near water will be even more vulnerable to harassment and death to the point where its litterally shooting fish in a barrel unless they get lucky speedbuffs and not exploring with multiple waterbags lol. This change will make it alot more easy for yall to huntdown and lockout people who didnt make it to thier v gate before getting locked into combat but in all fairness id really appreciate a change to how alot of the combat works and make it so that kiting isnt 90% of any pvp encounter
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