Prelude: World 16.1

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 16.1

Postby Dawidio123 » Sat Nov 08, 2025 10:45 pm

Vladichka wrote:
Dawidio123 wrote:Also honestly, it really doesn't matter. You port into a fight you are getting aggro'd, no matter what, most people will just aggro you to stack coins on your zigzags and take aims. You port to bonk a hermit (lmao cuck) you are either not needed or you can go ahead and pick speedboosts on a horse or something.

It does matter. Either 3 people cover like ~10 thingwalls and gank every passing hermit, or they cover 1 thingwall. But I'm sure you will make another excuse how it's bad for hermits.

I think thingwalls are overall bad, but cucking people out of aggro does not do anything relevant, most hermits can be kept in aggro for 20 minutes with a 10 uac alt with some water if someone is autistic enough to camp 10 thingwalls. And then you can go into extremes like MAKE IT ONE HOUR, okay so i have to afk for 1 hour before a thingwall fight or a meteorite? Great gameplay mate. And then i can mention how you can just make roads up to like 10 bases if you want instead of thingwalls and just afk near, and if you include roads into your debuff then it's all fucked, oh sorry i went for clay i guess now we can be sniped one by one by the guy who is camping our clay spot (or a port for that matter, do you go on foot to your port?)
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Re: Prelude: World 16.1

Postby xyzzy57 » Sat Nov 08, 2025 11:41 pm

MrM wrote:
Non-visitor gates for siege significant wall types (Palisade, Brickwall) have been removed, and all gates in such walls will now be visitor gates. No gates will therefore any longer be visually distinguished with the red flags traditionally indicating a visitor gate, as the distinction will no longer be made.


Can someone explain it to me like I am 5 - how is this good?

I intended to come back and play Haven again after a break, but this change is rather discouraging? Am I missing any context? I've been away for 2 worlds now and surely I forgot a lot of mechanics so I would be very grateful if someone laid it out for me.

I have always preferred non-PVP roles (I suck at PVP),and going out foraging and fishing was always a risk but this makes it even worse? Why am I forced to do some weird gymnastics instead of just running back HOME?


*If* I understand correctly, the advantage of old-style gates is that you can go through them while in combat. If you do, and manage to close (and thus lock) the gate behind you, before your assailant gets in, you have a way to survive an opponent who would otherwise defeat you. This is true whether the opponent is a bear or a player killer.

The disadvantage is that once someone gets through your gate - e.g. if you accidentally leave it open - they can turn on criminal acts and do whatever they like to you or your stuff.

You may also be able to shoot through open gates; I'm not sure.

This is useful for "cheesing" non-player opponents you could not defeat in a fair fight. The same purpose can also be achieved using boats, caves, mineholes, mine ladders, houses, etc. (Burrows don't work against stronger animals - they'll destroy the burrow to get you, before you can hearth out, though you might manage to close some openings.)

Note by the way that aggressive animals can walk through open visitor gates. It's a bad idea to leave them open.If you want to let players in, without giving them a key, you put a simple roundpole gate (closed) on the inside of your open visitor gate. (Inside so that it'll be on your claim, and not decay.)

It's possible that there are other uses for old style gates, specific to PvP, but I'm not aware of them.
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Re: Prelude: World 16.1

Postby xyzzy57 » Sat Nov 08, 2025 11:46 pm

vatas wrote:Add something to track visited Thingwalls (character specific!)

Even just a plaintext list on this website (Account -> Characters -> link to ThingwallsCHARACTERNAME.txt) would be a HUGE improvement.


I'd love to retire the spreadsheet I use to keep track of
a) which character knows which TWs
b) which TWs a given TW can reach, or rather those linked TWs any of my characters have found.
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Re: Prelude: World 16.1

Postby xyzzy57 » Sun Nov 09, 2025 12:04 am

MightySheep wrote:
Crest wrote:I only have 1 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

Your comment confuses me, this world did have centralized spawns and your argument in favor of centralized spawns is how annoying it is that everywhere is heavily contested when you want to settle down but thats literally what centralized spawns causes

You currently have to wait till new continents are discovered by others before whirlpool let you go there


Are you sure?

World 15 had centralized spawns. It was a hellhole till players figured out they could go through whirlpools to find a place to settle that wasn't overcrowded and unpleasant. Not knowing this, except that spawns were at thingwalls, we assumed the world was tiny, to encourage interaction, whether or not the players wanted to interact. By the time we discovered what had actually been done, we had a lot to either abandon or move. We left anyway; the neighbourhood we were in sucked, like most of the spawn continent.

World 16, blessedly, was painfully crowded at world start, but not so insane as world 15, and I never saw evidence that there were significant areas without player spawns. Anywhere I could get to had people, in roughly the same density, accounting for some terrain types not being as popular.
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Re: Prelude: World 16.1

Postby Mr_Bober » Sun Nov 09, 2025 12:07 am

Suggestion

Boost the speed at which domesticated animals raise in quality. Good quality hides and bones should come from it after a month or two, not exclusively from hunting. Sure whales or whatever might still be higher, but my cows should easily give me better leather and bones than a random fox or boar.
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Re: Prelude: World 16.1

Postby Vladichka » Sun Nov 09, 2025 1:01 am

Dawidio123 wrote:and if you include roads into your debuff then it's all fucked

of course you include roads
Dawidio123 wrote:oh sorry i went for clay i guess now we can be sniped one by one by the guy who is camping our clay spot (or a port for that matter, do you go on foot to your port?)

yeah sounds good to me, consider ancient technique of settling near water
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Re: Prelude: World 16.1

Postby Sevenless » Sun Nov 09, 2025 1:23 am

Mr_Bober wrote:Suggestion

Boost the speed at which domesticated animals raise in quality. Good quality hides and bones should come from it after a month or two, not exclusively from hunting. Sure whales or whatever might still be higher, but my cows should easily give me better leather and bones than a random fox or boar.


What you don't like domesticated animals taking 12 months to tie best wild bones?
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Re: Prelude: World 16.1

Postby Havenasket » Sun Nov 09, 2025 3:19 am

SnuggleSnail wrote:Raw hide's range does not extend beyond or even to render dist, and even if it did horses would still be used extensively in PVP. Your panicked hermit eye were deceiving you. If you think I'm lying login an alt rn you can test it faster than you can write a reply here

“Raw hide’s range does not go off-screen.”
“Raw hide’s range does not extend beyond or even to render dist.”

That isn’t a correction, it’s goalpost shifting. “Off-screen” ≠ “render distance.” Pick one claim and stick to it—or better, post numbers.

If Rawhide is truly underpowered, the sane ask is a buff (clear range, sane cooldown), not “shut up, learn the mechanic.” The only time people fight to keep something untouched is when it’s overperforming in practice.

Put data on the table or stop sermonizing. Show:
- exact cast range in tiles (default client, fixed zoom),
- stun duration & effective catch window vs horse speed,
- cooldown/lockout,
- a 10-second reproducible clip.

“Go test it yourself” is just burden shifting. If your position rests on “because I said so,” it’s not balance feedback—it’s self-interest dressed as authority.
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Re: Prelude: World 16.1

Postby Havenasket » Sun Nov 09, 2025 3:30 am

Suggestion:
Remove quick travel entirely — no wormholes, no TW teleports. Maybe keep HF? That’s it.

Pros:

1) Distance finally means something — for politics, resource gathering, and warfare. No more speed/scripted runs across the whole world to grab top spots in 10 minutes. No more defender disadvantage. You gank someone near their town and they call for help? Well, your buddies should either already be there spending their precious time with you, or you’re outnumbered — not magically reinforced by a 2-minute cavalry from across the continent. You might even start caring about keeping peace with your neighbors.
2) Local resources gain real value.
3) Great for online players/sprucecaps/those who prefer a chill life.

Cons:

a) Warfare meta shifts.
b) PvP/siege-oriented players will struggle — spending 2 real-life hours traveling one direction just to find nobody.
c) Possibly more alts used to control larger regions.

Why we need this:

The current fast-travel meta heavily punishes solo players, wanderers, and explorers while favoring bots, scripters, and gankers. The less world you’ve explored, the weaker you are — turning exploration itself into a meta-powerup that has nothing to do with player skill.
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Re: Prelude: World 16.1

Postby Havenasket » Sun Nov 09, 2025 3:38 am

vipes wrote:This game's biggest problem is the lack of players. And that's not gonna be solved by changing how gates or horses work or whatever.

The reason why players leave the game lies in those very “horses” and “gates.”
And possibly another 100 500 hidden, obscure mechanics that your average Steam Joe has no idea about - because they’re so broken and counter-intuitive in 2025 that even a junior game designer would jump off his boat in the middle of the ocea— sorry, I mean he would try to cross the 5-pixel river with default 10 STA, kekw.
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