Prelude: World 16.1

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 16.1

Postby ConfusedChad » Sun Nov 09, 2025 3:58 am

Havenasket wrote:
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.

(please reply to this post yourself without using ChatGPT) so like... why are you doing this? are you not confident in your ability to write posts yourself or even make your own arguments? i'm legitimately confused
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Re: Prelude: World 16.1

Postby magnet » Sun Nov 09, 2025 4:33 am

I didn't wanna shit up this thread with the (((Horse Question))) any more, but since its come up again, here we go:

I tried to find my recording of getting zapped by Rawhide but I think I didn't archive it last time I formatted my PC. Yeah, I know how that sounds coming from an internet stranger, believe me or don't, I get it

I did go fuck around with Rawhide on some alts, and I cannot recreate what happened to me. Range seems to be 35 tiles. Which is not render distance.

BUT: I vividly remember first hearing the Rawhide SFX multiple times, THEN getting the Ender's "Player spotted!" notification, and THEN seeing the dude's model load in. I was bashing a siege base they were trying to set up so I was zoomed way out expecting someone to come try to stop me. Im guessing people are gonna say "You lagged". I suppose that's possible, but my connection is wired and otherwise very stable.

Only reason I'm not fully apologizing for spreading misinformation and editing all my previous posts is because I know 100% if Snail had a client feature that effectively extended the range of Rawhide, he would use it, have his friends use it, and would keep it secret for as long as possible.

Make fun of me all you want, but that's my experience with the game

PS: In the case that I am further proven wrong: I apologize to everyone telling me otherwise
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Re: Prelude: World 16.1

Postby SnuggleSnail » Sun Nov 09, 2025 5:39 am

Don't worry about it. Nobody recalls what happened well when they're stressed. When new fighters join our village if they say they're being chased by 20 people 100% of the time it's like 4-6 guys. Human brain just do that
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Re: Prelude: World 16.1

Postby Halbertz » Sun Nov 09, 2025 5:42 am

magnet wrote:BUT: I vividly remember first hearing the Rawhide SFX multiple times, THEN getting the Ender's "Player spotted!" notification, and THEN seeing the dude's model load in.

Image
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Re: Prelude: World 16.1

Postby vipes » Sun Nov 09, 2025 6:25 am

Havenasket wrote:
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.


The game has no players because no one knows about it since the devs spend zero effort advertising it.
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Re: Prelude: World 16.1

Postby jpjpjpppjp » Sun Nov 09, 2025 8:29 am

The thingwall fast travelling and stuff seems to exacerbate a lot of issues. In w16 it didn't take long until people had bots permanently online at every thingwall, bots at every 10-20 minimaps just to spot someone so they can instantly teleport their army to your location. Is it really a big problem to remove teleporting from the thingwalls completely? Or maybe only allow people to teleport to charterstones but they can't leave the claimed area around the charterstone? This way it would only allow them to use this for trading.

I think the fast travelling just makes the map a lot smaller in general. However, ganking would become more difficult but isn't that a good thing? Shouldn't ganking be more of local pvp action?

What about having more separate pvp events that happen often that makes players find each other more easily? For example more meteorite style events but with special rules to make it easier to traverse to the location. Alternatively, there could be pvp centric dungeons that could happen twice a week or so and had some random valuable reward. It could be just like a normal dungeon but players would join a team based on their village, one in, the only way out is to get knocked out or win. The winner gets the reward teleported to their village idol along with all the participants. There could even be special restrictions on amount of water containers allowed to be taken in, etc. These events could be localized for example: one per continent that villages either teleport their members to there, or multiple entrances appear across the continent that lead to the same dungeon. They could also be global. Or even be somewhat like a regular dungeon but very high risk in the way that other villages can invade and gank each other. So, essentially it could be a high risk high reward pve event that is very easy to gank without the pain of having to look for fights.

Why not have ganking and world pvp be more of a very localized thing and have some bigger events that happen often that make it easy and quick to get into some pvp for gear and very good rewards?
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Re: Prelude: World 16.1

Postby Qcua » Sun Nov 09, 2025 8:37 am

Honestly

You have a plethora of ideas in Critique & Ideas, yet you ask us to write ideas for a new "experiment world" with at the moment, no chances of being worth playing.

You announced the new world one month before release. What do you expect to do during ~3 weeks of poor development? Implement another pointless addition no one asked for that will be full of bugs?

I won’t even bother to play. Stop making stupid excuses about radio silence or lack of development, and if you really want to give us something worth paying for, spend a little more time than 1 hour a month thinking about the game.
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Re: Prelude: World 16.1

Postby ulbu » Sun Nov 09, 2025 9:07 am

Ok, since w16.1 is a test server, here's the idea:

Disable fast travel.

- Keep roads, and allow following them with speed and stamina buff, but no fast travel. More WILL - more buff.
- Because roads, stop pavement decay in radius of protected milestones. People might want to build their roads for better travel. (Also road bandits, larp is real)
- Allow removing mountain cliffs, because roads. (By 2035-2045, I hope there will be bridges)
- Disable fast travel between TWs. Maybe give them free option to point to closest TW.
- Allow travel to charterstones from TWs, only if they (CS) were discovered by you (seeing / inspecting) or shared on parchment.

- I'm not sure about removing porting to HF though, on the contary, I would decrease preparation by 50%
- Not sure if world should be smaller or bigger because of that.

Edit: Fast travel in caves could stay. Just no fast travel in the wild.
Last edited by ulbu on Sun Nov 09, 2025 12:59 pm, edited 1 time in total.
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Re: Prelude: World 16.1

Postby KwonChiMin » Sun Nov 09, 2025 9:41 am

ulbu wrote:Ok, since w16.1 is a test server, here's the idea:
Disable fast travel.
- Keep roads, and allow following them with speed and stamina buff, but no fast travel. More WILL - more buff.
...
- Allow removing mountain cliffs, because roads. (By 2035-2045, I hope there will be bridges)
...

This, but as there is no bridges and OcO is not now a thing even in priority focus - just add special kind of road signs like "River Crossing" - mid distance port with *cast time* (if check is possible - only allow it if there is any kind of water inbetween the signposts)
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Re: Prelude: World 16.1

Postby Lao_Bao » Sun Nov 09, 2025 12:49 pm

Some ideas and suggestions

Crafting weapons, armor, etc. from various materials and parts

  • One example is in the game Mount and Blade Bunnerlord where by assembling various parts,
    you can create various weapon combinations with different appearances and characteristics.
    https://moddocs.bannerlord.com/asset-management/weapon_smithing/

    What will this give?

    • The player will be able to create unique weapons
    • Crafting equipment will be a separate, unique part of the game, just like alchemy.
    • A large selection of different equipment
    • Give the weapon a name. Example: "Nagib9000" ¦]


Image

Continents and climate

  • Continents must have unique biomes
  • Resources for each continent must be individual
  • The further north the region is, the longer the winter should last and vice versa.
  • Temperature should affect gameplay.

    What will this give?

    • Resources will become more valuable
    • More immersiveness :twisted:
    • More interesting travels

Various

  • Remove most or all teleports
  • No horses scared by screams. Solution: Let the spear knock down the rider. You can also use a lasso to knock the rider down.
  • No custom clients or reduce their impact on the gameplay. This is legal cheating. If you want to be on par with everyone else, download a custom client... Nonsense!
  • Add carry weight. You can't run with heavy armor and a large load

    What will this give?

    • Horses and transport in general will become more in demand
    • A fairer game for the base client
    • The possible emergence of those engaged in transportation, trade, and plunder.
      Trade and transportation between local markets and global (Continental) ones.
      For example, let's take goods (resources) available on our continent: we transport them by cart to our port, then ship them to another continent, and then move on to their market, etc.
      (It would be nice to have a cart from which we could trade immediately. A mobile trading post. Also, a transport ship that could accommodate carts, horses, and other animals.)

      ...On the way, pirates attack and plunder. We return home empty-handed and next time join (organize) a merchant guild (union). Now we're not alone; we have a better chance of fending off the pirates... ¦]
    • More types of credos :lol:

Journey to the Center of the Earth
  • At the lower levels of the caves... Dinosaurs, huge insects and trees, the ocean
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