Prelude: World 16.1

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 16.1

Postby kopatel » Fri Nov 07, 2025 2:17 pm

WaterMage wrote:
kopatel wrote:Добрый день , начну свой монолог с того что мне глубоко по.... на то что сейчас приматы будут агрится на русский язык !

По игре :

1) В самой игре нет клиента нормального , все играют на своих и имеют преимущество над другими игроками как минимум ( Боты , удобные кнопки , фишки , и.т.д) . У большинства просто стандартная кость кинутая в массы от разных людей , которые потом забивают на игру и передают свои костыли другим людям которые как то пытаются что то продолжить !!!
2) Система пвп сделана на уровне ( камень ,ножницы ,бумага ) из за этого ты развиваешь скилл бега по всей карте попутно жрешь кашу и пьешь воду
3) Строишь базу пол года и за 3 дня ее могут сломать , ценна 1 железный бруска ! ( труд не ботами очень обесценен )
4) Игра на самом деле очень время затратная ( если играть без ботов )


Привет!
Эндер клиент вроде норм и он доступен всем.
Про взлом базы - если не лень, то можно изи сразу установить противотаранные заграждения, потом хрен таран подъедет.
А в остальном да, все так. Многие играют годами по инерции т.к. альтернатив хавену особых то и нет.
нет заграждений от тарана ( может и есть но это на уровне бага ) на эндер это недоклиент на уровне полуарда
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Re: Prelude: World 16.1

Postby Halbertz » Fri Nov 07, 2025 2:40 pm

Mooods! Cook these fellas up, they are posting cringe anyway.
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Re: Prelude: World 16.1

Postby sos19 » Fri Nov 07, 2025 2:52 pm

i just want to be happy
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Re: Prelude: World 16.1

Postby OIchi » Fri Nov 07, 2025 2:58 pm

Barbamaus wrote:I'd like to suggest experimenting with items decay, specifically resources decay.

Having too much stuff stockpiled is what makes me, my villagers, and many other people quit the game after a while:
- Hunter has no reason to hunt, we have stacks and stacks of hides and leather and bones everywhere.
- Miner has no reason to mine, we have cupboards of gold and silver bars, and more gems than we can ever use.
- Farmer goes through the motion of harvesting and sowing, just to add more stockpile that will never be used, as production never stops (for quality increase) but demand does (animals and cook don't require infinite food).
- And so on...

So the idea is: add decay (not too fast, maybe 15-20 days) to some resources. Meat and veggies should rot; food should spoil (new recipes to avoid/slow it! like the pickled jar or drying); cloth might be eaten by moths; even iron might rust.
Doesn't have to come all at once: maybe we start with crops or food, and if it works well we add more stuff later.
I'm focusing on resources (and food) mostly, as they are the main thing you farm/craft constantly. No need to extend this to gear, tools, or more advanced items.


I don't think general resources should decay, but I'd actually love durability be introduced for workstations, tools and clothing.
On top of that I'd love maintenance costs introduced for claims, I think rust have something like that. Basic resource cost based on what kind of structures are on claim that needs to be paid to prevent decay/keep claim active.
Food spoiling would at this point fit the game very good, we already have ways to preserve foods, like drying, smoking or pickling, so it seems like a natural next step.

And please do make more changes with W16.1, controversial or not, experiment away.
If something goes wrong just W16.2 it right away, we want shorter worlds anyways, so anything labelled "might go wrong" should just be put in and let's find out.

I'm pretty sure that the visitor gate change is mostly meaningless, won't change much.
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Re: Prelude: World 16.1

Postby Havenasket » Fri Nov 07, 2025 3:11 pm

SnuggleSnail wrote:
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


I get your point that Raw Hide is readable and learnable. My concern isn’t “I didn’t read tooltips,” it’s risk–reward: a long-range, low-commit, off-screen dismount turns “use a horse in the wild” into “accept a forced fight,” so horses stop being a QoL tool outside walls. That’s a systemic design problem, not a newbie problem.

Design goals
1) Horses stay best-in-slot for travel/scouting.
2) There’s real counterplay to careless riding.
3) The counter is local, intentional, and clearly telegraphed.

Low-impact changes that keep counterplay but fix the feel
1) Require line-of-sight + a short trace; no through-trees/through-walls “beams.”
2) Add a brief wind-up + visible/audio tell so riders can juke/turn.
3) Replace instant dismount with a 2-step: first hit applies a strong hobble (speed/stamina drain), second confirm within a few seconds dismounts.
4) Range discipline: full effect at on-screen distance, rapid falloff beyond; remove 3-screen snipes.
5) Real cost: meaningful cooldown/exp drain so spam is a choice.
6) Optional rider defense: a consumable saddle strap that blocks the next dismount once per couple of minutes (cost vs safety).
7) Gate/grace safety: brief remount/delay protection on entering your own claim/gate to prevent “door murders” without helping escape abuse in the open.

Why this is better:

1) Keeps horses viable for everyday play (retention/QoL) while preserving chase tools.
2) Shifts Raw Hide from “remote toggle to force combat” to “earned, readable catch,” rewarding skill on both sides.
3) Easy to test: run an A/B for a week and track % time mounted in wild, dismounts per fight, chase duration, rider death rate.

I’m not asking to delete counterplay—just to make it closer, louder, and more earned so mounts aren’t a trap in normal play.
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Re: Prelude: World 16.1

Postby SnuggleSnail » Fri Nov 07, 2025 3:20 pm

You’re overcomplicating this. Rawhide isn’t some unfair “remote toggle to force fights.” It’s literally the built-in risk of going fast on a horse. If mounts had no punish, we’d be back to worlds where nobody ever caught anybody and PvP was just horses zooming past each other forever.

All your proposed “fixes” boil down to:
“Please telegraph, delay, weaken, or negate the punish so I can ride fast without thinking.”
That’s not balance, that’s just padding for mistakes.

If someone is dismounting you from off-screen, that’s not a design problem — that’s you getting outplayed. Rawhide is readable, counterable, and rewards awareness. The counterplay already exists: stop riding in straight lines, scout, and pay attention to positioning.

Horses are strong. Rawhide is the thing that keeps them from being too strong. That’s it.
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Re: Prelude: World 16.1

Postby Barbamaus » Fri Nov 07, 2025 3:27 pm

OIchi wrote:I don't think general resources should decay, but I'd actually love durability be introduced for workstations, tools and clothing.
On top of that I'd love maintenance costs introduced for claims, I think rust have something like that. Basic resource cost based on what kind of structures are on claim that needs to be paid to prevent decay/keep claim active.


Durability on clothing is extremely punishing, especially with how difficult it is to get lots of gildings on a piece. Also not sure how you'd calculate the durability for rings, hats, etc... if it's damage related, like armor, then 99% of items wouldn't be affected. if it's online time, I already see everyone using alts to logout with the good gear, and only using it when absolutely necessary: awful.
For workstations, this would mean forcing everyone to keep 2 of each, so that you don't "waste" durability on the top one when you're making average items.
For tools, same issue plus having to deal with the tool belt. I can already hear the drama: "I forgot my good axe in the belt and not it's broken because I chopped a bunch of trees!"

Durability would also affect the market, making items way less valuable. I'm not paying 1-3 tokens for an axe that will break in a week or two.

That's assuming durability goes down fast enough. Otherwise, it's only going to affect newbies. For the first month or two, my village usually improves on tools every few days, and on workstation every week or two. If durability goes down slowly, we wouldn't even notice. Meanwhile, the newbie that managed to get a decent axe and would keep it for months, is screwed.

That being said, I'm not opposed, just think it's much harder to do right. Resource decay is easy: as long as you use your resource, nothing changes; stockpiling just becomes less worth it (for some items).

OIchi wrote:On top of that I'd love maintenance costs introduced for claims, I think rust have something like that. Basic resource cost based on what kind of structures are on claim that needs to be paid to prevent decay/keep claim active.

This could fuck newbies so hard :lol:
But let's hear more...
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Re: Prelude: World 16.1

Postby Barbamaus » Fri Nov 07, 2025 3:30 pm

SnuggleSnail wrote:If mounts had no punish, we’d be back to worlds where nobody ever caught anybody and PvP was just horses zooming past each other forever.

Sounds good to me.

If I'm on a horse and you're not, you shouldn't have a way to catch me. Simple as that.

If we're both on a horse, skill and horse stats will come into play (which also makes horse quality way more relevant compared to now).

Win-win in my book.
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Re: Prelude: World 16.1

Postby Audiosmurf » Fri Nov 07, 2025 3:34 pm

The sheriff of faggot county will not be satisfied until it costs 0 and immobilizes the whole grid, pay him no mind
jorb wrote:Audiosmurf isis a fantastic poster/genius and his meatintellect is huge

NORMALIZE IT
banok wrote:i've been playing hnh thru 10 years of involuntary celibacy and I always build my palisade in 5 minutes so if a new player cant figure it out straight away they can get fucked and chug bleach
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Re: Prelude: World 16.1

Postby adseipsum » Fri Nov 07, 2025 3:47 pm

How you going to deal with tokens in hearth fire? Are they going to be available for both worlds?
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