Prelude: World 16.1

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 16.1

Postby Zephroze » Fri Nov 07, 2025 9:28 am

kdanyaiil2 wrote:
loftar wrote:Hmm, the visitor gate thing was a change we queued up quite a while ago, so I must admit I don't remember the details, but the reason for it was because non-visitor-gates were being utilized in really sploity ways, that seemed worse than losing "airlocks", and a parallel world seemed like a good opportunity to see if we could get by without them (also because the distinction between gate types has always seemed ugly to me). I wish I could remember the exact reason, but I'm not finding it right now. If someone remembers the exploit, please remind me. Otherwise, this is certainly not a change that we're wed to.

Add the ability for people without the "Rage" skill to pass through their own gates in battle.


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Re: Prelude: World 16.1

Postby Selles » Fri Nov 07, 2025 9:36 am

You guys should show signs of life more often, even if you're not working on anything, or if everything is in progress (Not constantly, but at least once every 2 months of silence?). We'd like to know that everything is fine and you're continuing to work. For example, share what you're working on or just share your thoughts on certain systems.

Regarding the update and the new world, are you giving any approximate timeframes for how long the new world will last, and will it be short, as mentioned earlier?

Will this be an experiment, where World 16.1 is the experimental one, and you'll update it, while World 16 will remain without updates until the update from World 16.1 is accepted as good?

People have been waiting for World 17. Do you have any timeframes or ideas for World 17?

We just need a little more information so we don't make assumptions or come up with our own lore about what will happen and why :) :)
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Re: Prelude: World 16.1

Postby AlexNT » Fri Nov 07, 2025 9:38 am

jorb wrote: feel free to share ideas


How about fixing Raw Hide to not be "fuck up any noob who dares to use a horse -- for free, instantly, and from infinite range (before people without a purpose-built custom client even get a chance to react)"?

With a simple change like cutting the range in half, horses could be an opt-out mechanic for PvP. Instead they are currently noob death traps. Or at least give the affected player a couple of seconds warning to dismount, before they are stunned for several seconds, given a HHP wound, and injured for half of their HP from off-screen distance -- all for a trivial 300XP cost to the attacker.

It's not a big deal tbh, but as it stands, it's such a giveaway of which playstyle this game is primarily designed around (psychopathic griefers) -- and makes "Developer Thoughts on PvP" feel like gaslighting.
Last edited by AlexNT on Fri Nov 07, 2025 10:21 am, edited 7 times in total.
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Re: Prelude: World 16.1

Postby Zephroze » Fri Nov 07, 2025 9:50 am

Yknow yeah if this 16.1 world is going to be "Experimental" how about a big change you can revert like getting rid of permadeath just to see what happens. You can always add it back in after.

It's just that we know how long it usually takes for you guys to update so if you really want this to be experimental and make more frequent changes, now's the time for big experiments you can change more frequently.
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Re: Prelude: World 16.1

Postby bubblebudd » Fri Nov 07, 2025 10:12 am

Make bears hibernate in caves during winter.
Maybe give the cave entrance a random chance to turn into a bear den. After clearing, it turns into your regular cave again.

Or, let em sleep in different parts of the cave, increase aggro radius and speed.

Don't poke the bear.
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Re: Prelude: World 16.1

Postby SnuggleSnail » Fri Nov 07, 2025 10:50 am

AlexNT wrote:How about fixing Raw Hide to not be "fuck up any noob who dares to use a horse


Somehow a hot take: raw hide is not and has never been an issue for new players

Ye, maybe you got immobilized (not stunned btw) without knowing about the mechanic, but if you didn't know about the mechanic you were so inexperienced that you were fucked anyway

Blaming raw hide is purely a coping mechanism. When people lose at anything, the first thing they do is assign blame, and it's pretty fucking rare for people to blame themselves. It's always the teammates fault in league of legends because that's the first thing that comes to mind that makes it not your fault, 1:1 same with raw hide.

It's one of the elements of PVP that is easiest to learn/understand. Nobody's dumb enough to die because they got raw hided then not understand what happened afterwards. It self teaches really well, immediate and glaring feedback. Also, I can understand not reading a tutorial, nobody's reading the tutorial popups. But RAW HIDE??? You unlocked a tab called MAGIC and you didn't even read the tooltips??? And you expect to win at anything, ever??? In a PVP game??? Delusional.

rawhide is if anything underpowered btw
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Re: Prelude: World 16.1

Postby GreenScape » Fri Nov 07, 2025 11:01 am

khajios wrote: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.


Real danger will come from underground. You are going to make your place safe from raids by building gates on each level. And then, when mining further out: a troll spawn is a sure death sentence. Unless you're lucky to spawn near caves. Will be extra hard the deeper you go.
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Re: Prelude: World 16.1

Postby _Scipio » Fri Nov 07, 2025 11:01 am

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.
Last edited by _Scipio on Fri Nov 07, 2025 8:18 pm, edited 1 time in total.
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Re: Prelude: World 16.1

Postby UrsusAurora » Fri Nov 07, 2025 11:11 am

If it's going to be an experimental world, why not introduce character capture there. To make it more profitable to capture the player rather than kill him.

A prisoner, for example, can wash the sand, trying to find grains of gold to pay a ransom, or exit automatically after a long period of time.
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Re: Prelude: World 16.1

Postby sleepyhun » Fri Nov 07, 2025 11:15 am

jorb wrote:The choice on which world to play will be made with the Wizard during character creation.


Hope you have something in place that will stop people from inheriting their w16 stats and then start in 16.1.

And that there is some seperation for the servers, a seperate cemetery or colorcoded tombstones.
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