Prelude: World 16.1

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 16.1

Postby Zephroze » Sun Nov 09, 2025 4:21 pm

Lao_Bao wrote:What do you think about crafting weapons?
It's like character creation (customization), with different hairstyles, colors, and so on.
It's not necessary to create each part as a separate object in the game.
Although it's possible to craft each part, it would be more difficult.
Part unlocking, for example, could be tied to the blacksmithing or carpentry skill; the higher the skill, the more parts.


It's really cool in that game, but it would cause too much confusion in this game. Seeing somebody's gear and knowing its power fast is very useful. This is also the third time you've suggested it, we've heard it.
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Re: Prelude: World 16.1

Postby Lao_Bao » Sun Nov 09, 2025 4:38 pm

I was just afraid that it wouldn't be noticed. :D
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Re: Prelude: World 16.1

Postby Mr_Bober » Sun Nov 09, 2025 4:49 pm

SnuggleSnail wrote:What part of that sounds fun to you. Waiting 2 weeks before you can even start building your base? Shift clicking through the ocean and going afk for 20-30 minutes? Wowza. Fun.


It's the same reasoning behind wild crops, mine pyres, ore distribution etc. It slowed down the game for everyone. This would do the same: instead of having everything explored after 5 days, you have a new part of the map to explore after weeks because it was not accessible before.

Also nobody is stopping you from building a base. The new continent won't have new resources, so if you can make your base on day 1 and keep it there.
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Re: Prelude: World 16.1

Postby SnuggleSnail » Sun Nov 09, 2025 4:58 pm

I mean, I don't wanna get into a cringe quote tweet argument in main it's very sad and embarrassing every time, but:

  • Mine pyres aren't fun, they're just better than people having B12s on day 4
  • Wild crops speed things up massively. They are a direct response to people complaining it's hard to get early flax in big quantities, pretty sure
  • Nobody likes that ore is hard to find sometimes
  • You are not exploring the entire spawn continent by day 5, BUT EVEN IF YOU DID there's no reason to stop you if you're having fun

Mindless, unfun chores, or waiting are sometimes necessary to achieve a better outcome somewhere else. Mindless, unfun chores, and waiting in and of themselves are never good.

There is no upside to oceans/winter. Traveling merchant propaganda.
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Re: Prelude: World 16.1

Postby Robben_DuMarsch » Sun Nov 09, 2025 5:11 pm

SnuggleSnail wrote:I mean, I don't wanna get into a cringe quote tweet argument in main it's very sad and embarrassing every time, but:

  • Mine pyres aren't fun, they're just better than people having B12s on day 4
  • Wild crops speed things up massively. They are a direct response to people complaining it's hard to get early flax in big quantities, pretty sure
  • Nobody likes that ore is hard to find sometimes
  • You are not exploring the entire spawn continent by day 5, BUT EVEN IF YOU DID there's no reason to stop you if you're having fun

Mindless, unfun chores, or waiting are sometimes necessary to achieve a better outcome somewhere else. Mindless, unfun chores, and waiting in and of themselves are never good.

There is no upside to oceans/winter. Traveling merchant propaganda.


Game would be so much better if the Hermits all stood in a line at a thingwall, on day 1, waiting there for retards to kill with 0 grind. Think of all the unnecessary *game* you could remove if you just allowed that, Jorb.
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Re: Prelude: World 16.1

Postby Havenasket » Sun Nov 09, 2025 5:11 pm

Since no substantive counter-arguments or data have been provided against a Rawhide change, here’s a brief recap and a concrete ask.

Recap

No clips, no tile counts, no CD/stun timings were posted to support “Rawhide is underpowered.”
The debate derailed into format/identity jabs instead of mechanics.
The practical complaint remains: Rawhide enables low-interaction catches on mounted players with minimal counterplay, amplified by client automation.
Player ask — nerf Rawhide via one (or more) of:
Range + LoS cap
Clamp Rawhide to an on-screen radius (default client) and require true line-of-sight.
Optional: short wind-up tell so mounted players can react.
CC rework

Replace hard stun+dismount with a brief slow/dismount and grant a short anti-chain window (can’t be re-procced immediately).
Keeps disruption, removes “perma-catch” chains.
Cadence / cost controls
Increase cooldown and add a meaningful resource cost (stamina/UA/IP), plus diminishing returns per target over a short window.
Misses should feel costly; spam should be gated.

Expected outcomes

Preserves mounted play and roaming while keeping Rawhide as a tactical tool.
Reduces off-screen/automation abuse and “gotcha” catches with no counterplay.
Increases readability and fairness in open-world fights without gutting PvP.

If someone disagrees, please post numbers or a clip (tile range, stun/slow duration, cooldown) so we can talk mechanics, not personalities.
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Re: Prelude: World 16.1

Postby Zephroze » Sun Nov 09, 2025 5:17 pm

Just make rawhide buck the victim so they can start the run n chug fun time for 2 hours
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Re: Prelude: World 16.1

Postby Dawidio123 » Sun Nov 09, 2025 5:18 pm

Bro doesn't know he can zoom out and not play hnh in first person.
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Re: Prelude: World 16.1

Postby Robben_DuMarsch » Sun Nov 09, 2025 5:22 pm

Dawidio123 wrote:Bro doesn't know he can zoom out and not play hnh in first person.


Haven in VR when.
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Re: Prelude: World 16.1

Postby Barbamaus » Sun Nov 09, 2025 5:30 pm

I would like to see a rework of the Villages and Realms systems.

Villages should have some say (through effects) on the Realms conquering their area.
Considering most villages can't mount up a PvP campaign against realm owners, I think there should be something involving the realm buffs.
For example:
When an area is conquered, villages do not automatically become part of the realm.
A player from the Realm Capital has to go to each village and ask their chief to pledge their allegiance (similar to the Oath to become a villager). At that point the Chief has 3 options:
- Submit: they pledge, the village gains the Realm buffs, and provides the Realm with its standard bonus (I believe it's extra LP or something).
- Revolt: they reject and become "enemies of the state". As such, their village authority is drained faster (fast enough that the village needs several active people to keep it up, not so fast that it becomes impossible to do so), but while they exist they Realm gains a negative buff (TBD); such negative buff stacks for each village currently revolting.
- Stay neutral: no benefits to the village nor the Realm. No negative effects on the Realm. Slightly increased authority drain on the village (not as fast as the Revolting ones).

The idea is that this should give Realms an incentive to try to get chiefs to pledge (persuading them with diplomacy, bribing them with gifts, or intimidating them into submission), while also giving villages a chance to show their support (or opposition) to the ruling faction.
I believe the negative buff given by a village in revolt, should be an incentive to siege such place (forcing them into pledging or destroying them), while also keeping in check wild expansionism (as having too many villages that have not pledged is a risk).

Both Neutral and Revolting villages should always be able to pledge (if asked again by the Realm, via the oath system).
Unsure if those who already pledged should be able to rethink their choice. Ideally it should be an option, but not instantaneous (like you go from pledged to neutral, have to stay neutral for 30 days and then can switch to revolting), as to give a chance to realm owners to deal with it and reduce the chances of being use for griefing.


I also think pclaims, vclams and realms should be different steps of the same system (You make a personal claim, which eventually turns into a village claim, which eventually can become a realm capital. Give it more of a growth feeling rather than being overlapping.), but that's a small thing.
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