Prelude: World 16.1

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 16.1

Postby Mr_Bober » Sun Nov 09, 2025 5:38 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.


This whole game is a series of unfun chores and waiting :shock:
Take the B12 example: something was added to slow down progress, so that there's still stuff to look forward to after the first week.
Wild crops didn't speed things up. Before you had all crops in 1-2 days, now it takes a couple of weeks of replanting to get all of them.

If there weren't thinks that forced you to slow down or wait, you'd play 5 minutes and then get bored. That's what makes anything you achieve feel good: the time and effort you put into it.
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Re: Prelude: World 16.1

Postby Audiosmurf » Sun Nov 09, 2025 6:40 pm

The thing is that snail literally doesn't like this game, all evidence points to this, for years now
jorb wrote:Audiosmurf isis a fantastic poster/genius and his meatintellect is huge

NORMALIZE IT
banok wrote:i've been playing hnh thru 10 years of involuntary celibacy and I always build my palisade in 5 minutes so if a new player cant figure it out straight away they can get fucked and chug bleach
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Re: Prelude: World 16.1

Postby SnuggleSnail » Sun Nov 09, 2025 6:55 pm

Mr_Bober wrote:That's what makes anything you achieve feel good: the time and effort you put into it.


I don't necessarily disagree, but you're not describing time and effort. You're describing a loading screen, or logging out of the game for a week.

To reiterate, you're a fake sailor. You don't actually engage with ocean content. You're imagining a romanticized version of oceans/travel that doesn't hold up to scrutiny. This is what oceans actually are, and nothing more: https://www.youtube.com/watch?v=_PZJhhZoJPE

Traveling merchant propaganda, etc
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Re: Prelude: World 16.1

Postby maze » Sun Nov 09, 2025 7:01 pm

Oceans should function as true barriers that require time and effort to cross. Teleportation trivializes that, so it should be disabled when crossing ocean tiles.
I do not care about teleporting to some major trade hub, and I don't want charterstones teleporting over the sea either (that will just lead to proxy villages).
-no whirlpools
-no thingwalls
-Nothing to instantly teleport you to the other islands
WARNING! MY ENGISH SUCKS.
game ideas
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Re: Prelude: World 16.1

Postby XBBW » Sun Nov 09, 2025 7:55 pm

So legacy, can it be played on steam?
Since how are the steam players supposed to know what is this "legacy".
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Re: Prelude: World 16.1

Postby Audiosmurf » Sun Nov 09, 2025 8:00 pm

So is OCO officially cancelled
jorb wrote:Audiosmurf isis a fantastic poster/genius and his meatintellect is huge

NORMALIZE IT
banok wrote:i've been playing hnh thru 10 years of involuntary celibacy and I always build my palisade in 5 minutes so if a new player cant figure it out straight away they can get fucked and chug bleach
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Re: Prelude: World 16.1

Postby KwonChiMin » Sun Nov 09, 2025 8:18 pm

SnuggleSnail wrote:They did something like that world 11, and it was probably the most hated world since 8.

Hated by who? Those dickwiglin sprucecap killers? I`d say fuck them(you).
The lost locality is what killing the interest. Why try to make local market if there is global market everywhere. Why be a great trader with though off delivery if you can just make a trade stand "everything from my botfarm for your tokens". Literally 0 power hermit challenge. But yeah, you can bring your slave feeded army to the other side of the world in no time. GJ.
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Re: Prelude: World 16.1

Postby ulbu » Sun Nov 09, 2025 8:31 pm

Robben_DuMarsch wrote: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.


Why even measure anything by hermits doing something to eventually die anyway? I observe spruces doing crime and then sleeping in the wild outlawed every day now. Must be Snail's doing, ree, Snail BAD.
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Re: Prelude: World 16.1

Postby Crest » Sun Nov 09, 2025 8:41 pm

Gotta agree, I think distance should matter. I've never liked that you can just cover retarded amounts of distance in seconds.
The less ways we have of teleporting enormous distances the better. If you live in the south side of the map you should expect to have very little influence on the north side, especially so if oceans separate the continents.

And to be honest I've never liked global markets either. All they do is take away from locals trading with locals. These things promote too much metagaming which sucks the soul out of everything it touches.
We need a map that is big enough that if you want to get away from certain peoples influence you can pick your shit up and travel for hours away from them and not have to worry about seeing them. I liked the bigger maps we used to get in the earlier worlds that gave people the choice of engaging with neighbors or becoming loners off in the far corners of the world where you barely have to see another soul. Cramming everybody into a map where you can't make a base that isn't 5 minutes away from others in every direction sucks fucking ass.
The people that like being close to others to trade/pvp will always just set up near other people to have that conflict they want, I don't see an argument why the people who wanna do their own thing can't have their own area of land away from all those major players.
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Re: Prelude: World 16.1

Postby boshaw » Sun Nov 09, 2025 8:42 pm

KwonChiMin wrote:
SnuggleSnail wrote:They did something like that world 11, and it was probably the most hated world since 8.

Hated by who? Those dickwiglin sprucecap killers? I`d say fuck them(you).
The lost locality is what killing the interest. Why try to make local market if there is global market everywhere. Why be a great trader with though off delivery if you can just make a trade stand "everything from my botfarm for your tokens". Literally 0 power hermit challenge. But yeah, you can bring your slave feeded army to the other side of the world in no time. GJ.

I liked world 11, but I don't think j&l will back down on their tree autism and remove thingwalls or charter hopping across the world.
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