Prelude: World 16.1

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 16.1

Postby Clemins » Thu Nov 06, 2025 9:27 pm



nah im good
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Re: Prelude: World 16.1

Postby kalkkar » Thu Nov 06, 2025 9:36 pm

_Scipio wrote:
pitchkor wrote:request for a few changes for the solo players:

- increase steel crucible burn time from 12 to 16 hours pls (I can't make steel as I work 12 hour shifts IRL and then my steel crucible keep on resetting)



Good QOL. Making steel without bots is like; wake up for work -> make sure to refuel all the crucibles, get home from work -> hurry and refuel all the crucibles, before you go to sleep -> better remember to fuel the crucibles. Pain in my ass, your ass, everyone's ass.


pitchkor wrote:- please don't remove non-visitor gates. remove the visitor gates instead.


I didn't and don't like the idea of visitor gates. They give super overpowered magical visitor debuff that protects your base with no extra or special resources used or needed in the construction. I KO someone, grab their keys-- maybe even master keys, but I can't do anything to their base because they have visitor gates, lame. Yet I must concede they do make the game and building villages easier and more convenient. Competent players will design airlocks anyway, and removing v-gates would mean we all include building and using airlocks.

pitchkor wrote:- increase duration and speed of speedbuffs

No
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easily my most agreed post next to mighty sheep wanting to be a tree.
While Visitor gates were at start a really nice addition to stop alot of bs, it also made people alot more weaker in a sense i mean i still got all my old key alts ready to roll should they remove it instead but its a hard and a good lesson to KEEP YA GATES SHUT. they are nice to protect newbros tho but again they wont have that habit of making sure the base is 100% locked up before logging out.

and yeah making steel solo or with a busy small group really sucks that would be a welcomed qol change- id still love somthing like an industrial kiln tho that can fit 2 rows of planks or somthing like that as i tend to do alot of mass producing for trade and having 10 kilns vs 30 would be a lovely godsend for me.

Speedbuffs have been around for a while but if they dont remove them i would love a reduced effect or no effect(maybe remove energy drain for its duration or somthing) during pvp combat
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Re: Prelude: World 16.1

Postby magnet » Thu Nov 06, 2025 10:15 pm

kalkkar wrote:its a hard and a good lesson to KEEP YA GATES SHUT.


For real - I thought trusting the people you group with was the bare minimum in a wilderness simulator, I guess not based on some replies here
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Re: Prelude: World 16.1

Postby Robben_DuMarsch » Thu Nov 06, 2025 10:35 pm

Clemins wrote:

nah im good


Lmao.
Unfortunately many of my friends are having the same reaction.

One year, no content even in the screenshot except what might be a new barrens biome, removal of safe palis, and gilding nerf.

Might be the first world ever where it feels like, on balance, the changes detract from the previous one.
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Re: Prelude: World 16.1

Postby Jenno » Thu Nov 06, 2025 10:51 pm

Make Quality semi-random following a simple bell curve distribution. Cap it at 100. It can be influenced by your stats and other factors. Raw resources should have no Quality until processed (seeds, rocks, ore, live animals, fish).
Slowly raising Quality over time isn’t fun. The server is dead by the time you reach the big numbers. There is nobody left to care about your Q800 crops. Quality grinding is one of the main reasons so few players want to join late.

That’s what I would call an experiment.
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Re: Prelude: World 16.1

Postby whateverisfine » Thu Nov 06, 2025 11:55 pm

remove questing hunger (literally 100% agrees, need more ppl talking about this)

somehow its fucked up you have global presence with TW's, maybe don't allow outlaws to use them or make it so you can only jump to the immediate neighboors of the province your vclaim is located, maybe 2-3 jumps?

and the pople pushing for removal of speed buffs are from literally 2-3 groups who benefit for having 10+ man army 24/7. they can also name 10-20 groups who will get fucked by it and experienced hermits. the term hermit is used too broadly, safepalis/speedbuffs means nothing to the sprucecap but are useful for a lot of people. i agree it's lame to have hermit killers having a safeheaven but every decision this subject is getting into is, if you dont participate in one of the major groups you can't escape a gank.
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Re: Prelude: World 16.1

Postby elithe4th » Fri Nov 07, 2025 12:59 am

What if.. what if we just made running not shit? What if... and hear me out for a minute.. it wasn't a skill/experience/water quantity based endeavor to just... run? Perhaps a wind bar and when depleted you become "winded" and unable to run? Make it stat-carry weight based?(hard to chase nettle/linen hermit when kitted out in steel) I don't know what the final answer is but the idea of micromanaging water/stamina even between leet pvprs is just dumb and has survived as core gameplay for too long. It seems to be everyone is going crazy about the cope crutch of safe pallies being gone and not the root cause of running being a player side skill that has to be honed before one can even think of surviving being aggrod.

Also remove permadeath, it creates some sick memes but it kills the world every time, at minimum make it truly "opt in" and not this weird in-between where a pvpr is guessing your hhp to perma you. These xx.1 worlds would be perfect to see what the lack of permadeath would really do.

also shut up about "teaching noobs to pvp" robben you literally let the largest noob village the game has ever seen die with 0 fight and 0 organization just you and a few dumb lads dying outside of the walls as "militia leader" on super sekrit mishuns no one was allowed to know about or join long before the real danger came, shame the opportunity was wasted like that. It is insane you can just exist and pretend you didn't abandon everyone. Whatever Bay was a genuinely special experience among all my years playing this forsaken game, too bad the entire leadership quit the game/abandoned the village long before the poor sods they mass recruited gave up.
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Re: Prelude: World 16.1

Postby caz » Fri Nov 07, 2025 1:33 am

elithe4th wrote:What if.. what if we just made running not shit? What if... and hear me out for a minute.. it wasn't a skill/experience/water quantity based endeavor to just... run? Perhaps a wind bar and when depleted you become "winded" and unable to run? Make it stat-carry weight based?(hard to chase nettle/linen hermit when kitted out in steel) I don't know what the final answer is but the idea of micromanaging water/stamina even between leet pvprs is just dumb and has survived as core gameplay for too long. It seems to be everyone is going crazy about the cope crutch of safe pallies being gone and not the root cause of running being a player side skill that has to be honed before one can even think of surviving being aggrod.

Also remove permadeath, it creates some sick memes but it kills the world every time, at minimum make it truly "opt in" and not this weird in-between where a pvpr is guessing your hhp to perma you. These xx.1 worlds would be perfect to see what the lack of permadeath would really do.

also shut up about "teaching noobs to pvp" robben you literally let the largest noob village the game has ever seen die with 0 fight and 0 organization just you and a few dumb lads dying outside of the walls as "militia leader" on super sekrit mishuns no one was allowed to know about or join long before the real danger came, shame the opportunity was wasted like that. It is insane you can just exist and pretend you didn't abandon everyone. Whatever Bay was a genuinely special experience among all my years playing this forsaken game, too bad the entire leadership quit the game/abandoned the village long before the poor sods they mass recruited gave up.
1000% agree on the running/stamina/water micromanagement



also the unlocking pvp skills by random chance animal kills bullshit
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Re: Prelude: World 16.1

Postby Nightdawg » Fri Nov 07, 2025 1:41 am

elithe4th wrote:also shut up about "teaching noobs to pvp" robben you literally let the largest noob village the game has ever seen die with 0 fight and 0 organization just you and a few dumb lads dying outside of the walls as "militia leader" on super sekrit mishuns no one was allowed to know about or join long before the real danger came, shame the opportunity was wasted like that. It is insane you can just exist and pretend you didn't abandon everyone. Whatever Bay was a genuinely special experience among all my years playing this forsaken game, too bad the entire leadership quit the game/abandoned the village long before the poor sods they mass recruited gave up.


We have non-brainwashed WB villagers before GTA 6.
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Re: Prelude: World 16.1

Postby Crest » Fri Nov 07, 2025 2:11 am

At long last...
After checking announcements for what seems like an eternity, finally, a voice in the night.

I only have 1 (ONE) request for the new world. Make the world bigger than current world 16 and go back to centralized spawns so taking the time to explore and choosing a place to make your home feels more worth it. Randomized spawns sucks, the entire map (for the most part) is already full of people dotted around so there's little reason to bother traveling very from your spawn. I spend multiple days exploring world 16 for a place to settle and even though I had a great start resource-wise I really disliked how I couldn't find a single area on the entire map that wasn't already heavily occupied which ultimately led me to quitting faster than I ever have before in any other world.
And it just looks ugly too seeing bases everywhere all over your map, if you ever drop out of the game and try to come back I find that it makes me lose interest to bother starting again mid way through a world because there's bases alllllll over the place and you can just ransack an abandoned base, get high q everything and then lose interest quickly.

So go back to larger maps and centralized spawns please. Let exploring feel rewarding again.

EDIT -
I lied; I don't only have 1 request. For all that is holy, make Credos less awful. Please, for the love of God...
Just go with the simple tiered system that I and others have proposed. I don't want to go too into depth about it here but have Tier 1 credos all require like 10 requirements to be completed, regardless of how many Tier 1 Credos you've already done, and Tier 2 Credos take 20, Tier 3 take 30, etc etc.
Current system = doing Fishing takes 10, then doing foraging takes 20, then doing hunting takes 30. Just put all those and maybe some others into Tier 1 and have them take a flat 10 no matter what.
The ramping up number of quests is mind numbing and way too grindy than it needs to be.
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