Game Development: Onion Marker

Announcements about major changes in Haven & Hearth.

Re: Game Development: Onion Marker

Postby jorb » Fri Apr 03, 2026 4:04 pm

Regulus2424 wrote:but also, imo whenever they don't fix things like that for months/years and don't even acknowledge the problem, we should just make these bugs public knowledge :?


Yes definitely.
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Re: Game Development: Onion Marker

Postby Zentetsuken » Fri Apr 03, 2026 5:30 pm

hello jorb i would like to resubmit a report that has been largely ignored

the bug: pvpers and siegers are cheaters and crybabies and both systems are objectively bad and have been the motivation for many changes that have made the game worse (consistently reproducible)

the fix: remove pvp or make it opt-in only
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Re: Game Development: Onion Marker

Postby Frogg » Fri Apr 03, 2026 5:47 pm

No bunny hat? :shock:
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Re: Game Development: Onion Marker

Postby vatas » Fri Apr 03, 2026 6:23 pm

Zentetsuken wrote:hello jorb i would like to resubmit a report that has been largely ignored

the bug: pvpers and siegers are cheaters and crybabies and both systems are objectively bad and have been the motivation for many changes that have made the game worse (consistently reproducible)

the fix: remove pvp or make it opt-in only

Fact check: labelled satire.

But on a more serious note, the current w16.1 is a complete mess when it comes to PvP. Unlocking Rage is a permanent debuff that also affects PvE. Thingpeace means most hermit bases are safe unless they really, really anger the wrong people. But the flipside of this is that once someone manages to build something that requires a Siege Engine to get rid off, the barrier to do that is arguably too big (declare state of war to the entire Province.)
Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread

Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)

Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
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Re: Game Development: Onion Marker

Postby Robben_DuMarsch » Fri Apr 03, 2026 6:52 pm

vatas wrote:
Zentetsuken wrote:hello jorb i would like to resubmit a report that has been largely ignored

the bug: pvpers and siegers are cheaters and crybabies and both systems are objectively bad and have been the motivation for many changes that have made the game worse (consistently reproducible)

the fix: remove pvp or make it opt-in only

Fact check: labelled satire.

But on a more serious note, the current w16.1 is a complete mess when it comes to PvP. Unlocking Rage is a permanent debuff that also affects PvE. Thingpeace means most hermit bases are safe unless they really, really anger the wrong people. But the flipside of this is that once someone manages to build something that requires a Siege Engine to get rid off, the barrier to do that is arguably too big (declare state of war to the entire Province.)


.... You think the primary barrier to sieging something is a thingpeace challenge which is a stick pole that costs a few bars of metal, which automatically succeeds unless bashed during a 12 minute or so (on 16.1) bash window at a time of your choosing?
I do not wish to be rude, sir, but I think you may be speaking of something you are ill-equipped to comment on.
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Re: Game Development: Onion Marker

Postby vatas » Fri Apr 03, 2026 7:16 pm

Robben_DuMarsch wrote:I do not wish to be rude, sir, but I think you may be speaking of something you are ill-equipped to comment on.

I did not do research for my comment. I based it on never seeing "Thingpeace broken" which is probably looking at the wrong symptom - nobody bothers breaking Thingpeace because siege sucks in other ways.

But my core point remains - once someone gets a "troll build" up and running, anyone wanting to remove it has to go through basically the same barriers as if he was planning to raze some poor hermit's base to the ground.
Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread

Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)

Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
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Re: Game Development: Onion Marker

Postby Audiosmurf » Fri Apr 03, 2026 7:25 pm

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Re: Game Development: Onion Marker

Postby Robben_DuMarsch » Fri Apr 03, 2026 9:12 pm

It is true that troll claims are too easy to make vis a vis the ability to remove them - I am glad we aren't stuck on thingpeace challenges being what makes them broken though.
I agree that troll claims should be easier to remove.

The difficulty is distinguishing between a troll claim and a newb claim, mechanically.
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Re: Game Development: Onion Marker

Postby maze » Fri Apr 03, 2026 9:59 pm

Idea for next patch is to fix trellis (because cleaning rows of them is ass) and make the Extraction Press a Windmill/watermill attachment (because it takes a hour to press a single barrel...and alting is nearly necessary).

Also look into fixing dream catchers so they dont have to be giant ugly bot farms: viewtopic.php?f=48&t=80300
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Re: Game Development: Onion Marker

Postby Luno » Fri Apr 03, 2026 10:35 pm

Maybe claims should maintain their authority or whatever u call it by stuff being studied inside of the claim instead of whoever has the bond or whoever is part of the village.

Pclaims take so long to melt anyways, u can really tell whenever u know the exact moment someone quits and u see how long it takes for their pclaim to give up, i feel like it takes at least a month or so?

But the main issue imo is that u can maintain those things from a distance, u can have the alt that owns a pclaim somewhere else for the entire time, only logging in to fill it's study desk with toadflax then logoff, just to maintain the pclaim, even on the other side of the planet.

(though in hindsight things can be studied across the world through study desk so whatever ig this sucks)
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