Prelude: World 16.2

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 16.2

Postby SnuggleSnail » Sat Jul 25, 2026 4:52 pm

They've said several times they don't know how to make the system more engaging because it's fundamentally too simple. Their plan, as with most extremely bad aspects of the game, is to be hit with inspiration and just shit out a perfect system at some indeterminate point the the future. Spoiler: the rework never happens, and when it does it's bad

I think that attitude in general is something they should be mocked for, but it's especially egregious that they think the foundation of combat is too simple to make any good encounters. Runescape's foundation is .6 second game ticks, grid based movement, and click to attack. They have some of the more complex and difficult solo encounters in gaming. Haven's foundation is a lot more """complex""", but nobody competent is developing encounters, so every encounter is shit.

Every dungeon could be completed by a macro that walks into the next room and presses punch 'em both + full circle lol
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Re: Prelude: World 16.2

Postby Halbertz » Sat Jul 25, 2026 4:57 pm

Grumpkin wrote:Did they ever give a reason as to why they don't fix PvE cheesing (mammoth traps or hunting from a boat)?

How? Make animals swim? Make them anihilate you with hadoken? Make them use wow's evade?
In any case, it would require an effort from developers to fix kritters AI and patch all bugs/exploits that these changes would bring. And if you somehow missed it, that effort thing is quite missed in action for past [2-6 pick whatever you like] years.
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Re: Prelude: World 16.2

Postby Grumpkin » Sat Jul 25, 2026 5:15 pm

Halbertz wrote:
Grumpkin wrote:Did they ever give a reason as to why they don't fix PvE cheesing (mammoth traps or hunting from a boat)?

How? Make animals swim? Make them anihilate you with hadoken? Make them use wow's evade?
In any case, it would require an effort from developers to fix kritters AI and patch all bugs/exploits that these changes would bring. And if you somehow missed it, that effort thing is quite missed in action for past [2-6 pick whatever you like] years.

When the animal can't reach the target, it triggers some effect. Trolls already have this behaviour to cause cave-ins. Just add it to every other animal. The effect could be: de-aggro, flee and heal back to full.
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Re: Prelude: World 16.2

Postby Halbertz » Sat Jul 25, 2026 5:20 pm

Grumpkin wrote:When the animal can't reach the target, it triggers some effect. Trolls already have this behaviour to cause cave-ins.

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Re: Prelude: World 16.2

Postby SnuggleSnail » Sat Jul 25, 2026 5:21 pm

IMO, bears are just trash mobs that exist/are good for the sole purpose of encouraging people to encounter each other on rivers. Them being an annoying to kill, wound-y stat check would not make the game more fun.

Dungeons being the way they are is kindof inexcusable, tho
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Re: Prelude: World 16.2

Postby Halbertz » Sat Jul 25, 2026 5:27 pm

SnuggleSnail wrote:IMO, bears are just trash mobs that exist/are good for the sole purpose of encouraging people to encounter each other on rivers. Them being an annoying to kill, wound-y stat check would not make the game more fun.

Dungeons being the way they are is kindof inexcusable, tho

I never understood what that people are trying to achive. If they are playing as animals it makes total sense, but aren't they hunting same bears as we are? No one sound of mind would suggest adding a cave in to bears. Unless...
Unless they aren't hunting bears. Or even play the game. Instead it is ChatGPT2.0 that spam the same takes over and over and over trying to achive something beyond our comprehension.
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Re: Prelude: World 16.2

Postby dUmbins » Sat Jul 25, 2026 5:56 pm

“There are simply too many edge cases to account for, to make PVE or PVP encounters coherent, compelling and balanced.” —Gnomes who added, and could just as well remove or fundamentally alter, every single one of these edge cases.

Consider your scope, creeps.

*(Even if they have not literally said this, its logic bears out in their unwillin/inability to address issues holistically. I say without irony)
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Re: Prelude: World 16.2

Postby Grumpkin » Sat Jul 25, 2026 6:35 pm

PvE is pretty boring. Nothing poses a threat. It would be a lot more fun without all those cheese strats.
Why do wild animals even have combat moves?
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Re: Prelude: World 16.2

Postby ZamAlex » Sat Jul 25, 2026 8:26 pm

Grumpkin wrote:PvE is pretty boring. Nothing poses a threat. It would be a lot more fun without all those cheese strats.
Why do wild animals even have combat moves?

Since animals and players use the same combat system and share the same resources (cooldowns and IP), this makes the system fair and predictable, allowing people to understand what is happening during a combat encounter.
For example, Bat will only use Fell Scratch until it create enough openings for it's other powerful moves like Wingbeat (will use only if Off Balance(green) is above 40%) and Vampirism (will only use if Reeling(yellow) is above 50%).

Making everything just use "autoattack" will be stupid and blank. But since this is video game where you need farm resources and game systems just created in mind that you must kill 999+ bears to progress, making routine things like hunting to become very complicated task just has no sense, even if it's against real life logic or something.

Many people would like bowhunting to become a more efficient option, but this can only be achieved by solving two fundamental problems: the time/speed of making arrows and animals flee if they cannot be killed with one shot. First thing can be easily solved by allowing us to craft banch of arrows at once and second is more tricky, re-agro script is long therm "feature" of this game, removing it will make chasing each animal for 15 minutes and it's not fun gameplay. Bleeding damage was changed couple times already, so this way doesn't work too. May be add each animals negative armor againt arrow attack, making them taking much more damage from arrows that they are taking right now? So everything is quite complicated here and need to throw more things until something stick to solve it with correct way.
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