Prelude: World 16.1

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 16.1

Postby oloth » Sun Nov 09, 2025 8:43 pm

I've been playing this game for a very long time, like many here. And I know for sure one thing: nothing from the above-mentioned items in this topic will be implemented.
Look around: the game has a huge amount of non-working content, absolutely useless resources, the mining of which makes no sense despite their great rarity.
On this forum, there is a whole section where there are thousands of suggestions on how to diversify this game. These suggestions have been hanging there for years, practically none of them have been implemented. And now you think that someone will implement the changes suggested by you from this topic? That's very naive.
As long as the number of developers of this game is 2 people, I can confidently say that your expectations are hopeless.

Excuse me, but it's true.
oloth
 
Posts: 72
Joined: Tue Jun 22, 2010 8:49 am

Re: Prelude: World 16.1

Postby maze » Sun Nov 09, 2025 9:04 pm

oloth wrote:I've been playing this game for a very long time, like many here. And I know for sure one thing: nothing from the above-mentioned items in this topic will be implemented.
Look around: the game has a huge amount of non-working content, absolutely useless resources, the mining of which makes no sense despite their great rarity.
On this forum, there is a whole section where there are thousands of suggestions on how to diversify this game. These suggestions have been hanging there for years, practically none of them have been implemented. And now you think that someone will implement the changes suggested by you from this topic? That's very naive.
As long as the number of developers of this game is 2 people, I can confidently say that your expectations are hopeless.

Excuse me, but it's true.


Wild-crops was my idea... a few others have been added over the years. https://www.havenandhearth.com/forum/viewtopic.php?p=675160#p675160.
WARNING! MY ENGISH SUCKS.
game ideas
User avatar
maze
 
Posts: 2642
Joined: Sat Mar 27, 2010 3:15 am
Location: Canada

Re: Prelude: World 16.1

Postby Audiosmurf » Sun Nov 09, 2025 9:13 pm

maze wrote:
oloth wrote:I've been playing this game for a very long time, like many here. And I know for sure one thing: nothing from the above-mentioned items in this topic will be implemented.
Look around: the game has a huge amount of non-working content, absolutely useless resources, the mining of which makes no sense despite their great rarity.
On this forum, there is a whole section where there are thousands of suggestions on how to diversify this game. These suggestions have been hanging there for years, practically none of them have been implemented. And now you think that someone will implement the changes suggested by you from this topic? That's very naive.
As long as the number of developers of this game is 2 people, I can confidently say that your expectations are hopeless.

Excuse me, but it's true.


Wild-crops was my idea... a few others have been added over the years. https://www.havenandhearth.com/forum/viewtopic.php?p=675160#p675160.

For me? It's frog legs / lobster pots / cornbraid.
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
User avatar
Audiosmurf
 
Posts: 2448
Joined: Fri Jul 02, 2010 9:00 pm
Location: Ice Hell

Re: Prelude: World 16.1

Postby Mr_Bober » Sun Nov 09, 2025 9:14 pm

SnuggleSnail wrote:
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


Despite your weird name calling attempts, that video has little to do with what's being discussed. All it shows is how sad and empty the game looks like from your perspective :lol: .

I'll try to make it clearer: the goal is not to give an incentive to play sailors and larp. The goal is to make distances mean something, especially when there's an ocean between two places.
To make it so, two things need to happen:
1. You shouldn't be able to cross an ocean with a couple dugout or rowboats by jumping between shallower areas (imo not even the Snekkja is ocean-worthy; it's clearly a river/coastal vessel).
2. Any teleportation between continents has to go (Thingwalls, return to Dock, vortexes, etc.).
Each continent is "its own world", leaving ocean crossing with a knarr (despite how boring and long it might be) the only link between them.

boshaw wrote:
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.

They don't need to get rid of thingwalls or charters. It would be enough to disable them when there's an ocean between them. They can still work on the same continent (in the end, they are just pre-made trails that way)
Mr_Bober
 
Posts: 472
Joined: Thu Jan 31, 2019 8:51 pm

Re: Prelude: World 16.1

Postby oloth » Sun Nov 09, 2025 9:15 pm

Audiosmurf wrote:
maze wrote:
oloth wrote:I've been playing this game for a very long time, like many here. And I know for sure one thing: nothing from the above-mentioned items in this topic will be implemented.
Look around: the game has a huge amount of non-working content, absolutely useless resources, the mining of which makes no sense despite their great rarity.
On this forum, there is a whole section where there are thousands of suggestions on how to diversify this game. These suggestions have been hanging there for years, practically none of them have been implemented. And now you think that someone will implement the changes suggested by you from this topic? That's very naive.
As long as the number of developers of this game is 2 people, I can confidently say that your expectations are hopeless.

Excuse me, but it's true.


Wild-crops was my idea... a few others have been added over the years. https://www.havenandhearth.com/forum/viewtopic.php?p=675160#p675160.

For me? It's frog legs / lobster pots / cornbraid.

How long has it been since you boiled lobsters and roasted chestnuts?
oloth
 
Posts: 72
Joined: Tue Jun 22, 2010 8:49 am

Re: Prelude: World 16.1

Postby vipes » Sun Nov 09, 2025 10:01 pm

More localism would be good. I'd rather have numerous local markets than the same 1-2 big markets that pop up every world selling the exact same stuff at the exact same prices.

Imagine if resources were localized with no fast travel between continents, it'd create a whole new playstyle as a trader. You'd have tons of people whose job is to transport goods (and people?) across continents, along with the risk (fun) that comes with that.

Imagine a big trading group hiring 5-10 mercenaries to guard a major shipment of pepper as it travels from one continent to another. And a rival trading group hiring another group of mercenaries to track down that shipment and stop it from reaching its destination.

And prices would follow supply and demand. Maybe too many pepper shipments were lost to bandits/pirates this week; now there's a pepper shortage in the markets and everyone has to pay higher prices for it.

Seems vastly more fun for everyone whether you're a pvper or not.
Last edited by vipes on Sun Nov 09, 2025 10:08 pm, edited 2 times in total.
vipes
 
Posts: 11
Joined: Fri Nov 07, 2025 4:03 pm

Re: Prelude: World 16.1

Postby oloth » Sun Nov 09, 2025 10:04 pm

vipes wrote:More localism would be good. I'd rather have numerous local markets than the same 1-2 big markets that pop up every world selling the exact same stuff at the exact same prices.

Imagine if resources were localized with no fast travel between continents, it'd create a whole new playstyle as a trader. You'd have tons of people whose job is to transport goods (and people?) across continents, along with the risk (fun) that comes with that.

Imagine a big trading group hiring 5-10 mercenaries to guard a major shipment of pepper as it travels from one continent to another. And a rival trading group hiring another group of mercenaries to track down that shipment and stop it from reaching its destination.

Seems vastly more fun for everyone whether you're a pvper or not.

Unfortunately, this is only possible in your imagination and will not work in the game.
oloth
 
Posts: 72
Joined: Tue Jun 22, 2010 8:49 am

Re: Prelude: World 16.1

Postby Rebs » Sun Nov 09, 2025 10:17 pm

vipes wrote:More localism would be good. I'd rather have numerous local markets than the same 1-2 big markets that pop up every world selling the exact same stuff at the exact same prices.

Imagine if resources were localized with no fast travel between continents, it'd create a whole new playstyle as a trader. You'd have tons of people whose job is to transport goods (and people?) across continents, along with the risk (fun) that comes with that.

Imagine a big trading group hiring 5-10 mercenaries to guard a major shipment of pepper as it travels from one continent to another. And a rival trading group hiring another group of mercenaries to track down that shipment and stop it from reaching its destination.

And prices would follow supply and demand. Maybe too many pepper shipments were lost to bandits/pirates this week; now there's a pepper shortage in the markets and everyone has to pay higher prices for it.

Seems vastly more fun for everyone whether you're a pvper or not.



Sounds like you want to be playing bitcraft not Haven.

Although I agree localisation would be nice, and actually being able to fuck off somewhere untouched even. Would be kind pog.

I believe I have heard this whole 'new world continent' idea before, I kinda dig it.
Fresh spawns spawn on their new continent, 'settlers' with old character has to sail there, no fast travel between. Kinda sounds interesting. Don't think it will happen though.

I do think we should have the ability to 'move away' and papers shouldn't really have the ability to mess with people across the world easily, we for sure would end up with slot more minor conflicts between smaller groups then just the factions too.
Rebs
 
Posts: 133
Joined: Mon Jul 13, 2015 3:39 pm

Re: Prelude: World 16.1

Postby YellowGhostoMain » Sun Nov 09, 2025 10:31 pm

All these suggestions are cute, but I hope you all understand the critical issue with this video game is player retention, its a game with long time frame game mechanics that doesn't have an incentive to be played long term.

I suggested before that, if Jorb isn't able or willing to fix that problem with mechanics, he should mimic Path of Exile leagues: Shorter worlds, 3-5 months time limit, so people can routinely come back to the game and play a fresh server, creating a habit so the game can sustain higher pop counts.

When he announced the plans to have multiple worlds running at the same time, I thought he would do exactly that dynamic, instead he forgot about the game for a year again.
YellowGhostoMain
 
Posts: 6
Joined: Wed Dec 06, 2023 9:32 pm

Re: Prelude: World 16.1

Postby Mr_Bober » Sun Nov 09, 2025 11:30 pm

vipes wrote:More localism would be good. I'd rather have numerous local markets than the same 1-2 big markets that pop up every world selling the exact same stuff at the exact same prices.

Imagine if resources were localized with no fast travel between continents, it'd create a whole new playstyle as a trader. You'd have tons of people whose job is to transport goods (and people?) across continents, along with the risk (fun) that comes with that.

Imagine a big trading group hiring 5-10 mercenaries to guard a major shipment of pepper as it travels from one continent to another. And a rival trading group hiring another group of mercenaries to track down that shipment and stop it from reaching its destination.

And prices would follow supply and demand. Maybe too many pepper shipments were lost to bandits/pirates this week; now there's a pepper shortage in the markets and everyone has to pay higher prices for it.

Seems vastly more fun for everyone whether you're a pvper or not.


You're right on the first part. More local markets would popup, with different items and different prices, and someone might even play going around between them and trying to buy and resell items.

Unfortunately, the whole pepper trading company part is not something that would work in haven.
Mr_Bober
 
Posts: 472
Joined: Thu Jan 31, 2019 8:51 pm

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Claude [Bot], Python-Requests [Bot], YellowGhostoMain and 7 guests