Game Development: World 16.2

Announcements about major changes in Haven & Hearth.

Re: Game Development: World 16.2

Postby SnuggleSnail » Wed Aug 19, 2026 10:41 am

I was radicalized when in world 13 (?) we were joking about intentionally bad updates in village chat and somebody suggested massively buffing swords/chip decks. Talon PMed Loftar random numbers like x3 the armor pen, double/triple the damage, better range on everything, etc. A week later the stats he suggested were basically 1:1 implemented.

The next few months were possibly the worst PVP meta I've experienced ever, and all B12/UA focused characters were basically worthless. Still haven't completely reverted the change, and shield up is still insanely annoying in PVP. Also a direct reason why storm of swords became a thing.

Talon isn't even a PVPer from Loftar's POV it was just some random shitter and he permanently changed all of PVP for the (far) worse over a 5 minute conversation without even consulting anybody else

literally kill all swedes
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Re: Game Development: World 16.2

Postby _Scipio » Wed Aug 19, 2026 10:44 am

Hermiting will always be at a disadvantage because choosing to play one character alone. I thought about giving hermits a metaphorical gun, but if you can use it, it can be used against you.

We're playing the same game, but we're not playing the same way.
mizdirector89 wrote: No, their version of 'interrogating' was just saying 'speak up, you better talk' over and over while they killed our characters.

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Re: Game Development: World 16.2

Postby Kamekono » Wed Aug 19, 2026 1:53 pm

MightySheep wrote:
sylviavalentijn wrote:
SnuggleSnail wrote:hermit1: I got my shit rocked because rage is cheaper this is unfair
hermit2: I got my shit rocked because rage was too expensive this is unfair

classic


its more jorb and lofart making compounding retarded game design decisions over and over and over because they don't play their game. after 10 years of it the game is just absurdly fucked
i would LOVE if i actually got my shit rocked in a fight because i aggroed them instead of just, having to drag a boar around my claim until i got bored and went to make another claim

Isn't that wat they did this world? I was able to defend my claim because of cheap rage. The reason rage had a price was to stop fresh alt abuse I guess


Cheap rage allegedly makes it easier to defend the claim while inactive, but it makes it harder to defend your tanning tubs because vandalism is generally unlocked faster now.

So instead of having to hope nobody bashes your claim for 8 hours, you now have to hope nobody bashes your fence or dry palisade for like 50 hours? Which is too long for anyone to stay there and protect it, rage or no rage.

_Scipio wrote:Hermiting will always be at a disadvantage because choosing to play one character alone. I thought about giving hermits a metaphorical gun, but if you can use it, it can be used against you.

We're playing the same game, but we're not playing the same way.


This is one of the many issues of this game. You can't have a game that is balanced for both hermits and large groups. You either make things fair for hermits, which makes it way too easy for groups, or you make things for groups -which fucks hermits.

Devs just need to decide which way is the right way. And go all in on that.
10k Rage allows a hermit to get it in an hour (ignoring everything else). But he will still be fucked if 2-3 people come over to bash his stuff, as he's not strong/fast enough to stop them.
And now it's more likely for those 2-3 people to all have rage.
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Re: Game Development: World 16.2

Postby IsThisRad » Wed Aug 19, 2026 7:11 pm

Guysth my claim got griefed like, once very early on, and other than that I've seen maybe four players passing by (outside of hanging around RoB). This is in spite of the fact that my base is not far downstream from a Thingwall.

I know this is very locale dependent, but I think this single continent spawn is too big :(
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Re: Game Development: World 16.2

Postby SnuggleSnail » Wed Aug 19, 2026 7:36 pm

IsThisRad wrote:I know this is very locale dependent, but I think this single continent spawn is too big :(


it's not, there's basically nobody anywhere. I was on 10 or 15 chars scouting for obsidian for the first 3 hours of the world and I didn't run into a single other person. There hasn't been a good map since world 12.

Picking is so OP that hunting is only theoretically good for about 2-3 weeks, and hunting has been made so much harder to do solo that I suspect most people will skip it and just wait for pickling. Things are kinda setup so you wouldn't see people even if they were around.
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Re: Game Development: World 16.2

Postby Mr_Bober » Wed Aug 19, 2026 8:16 pm

IsThisRad wrote:Guysth my claim got griefed like, once very early on, and other than that I've seen maybe four players passing by (outside of hanging around RoB). This is in spite of the fact that my base is not far downstream from a Thingwall.

I know this is very locale dependent, but I think this single continent spawn is too big :(


Spawn doesn't matter.
People will still try to get away from each other, looking for secluded place and other continents by vortex or dugout alts.

The only real way to force people to play in one area would be to start with a very small single continent world (not spawn, world), and only increase its size / add continents as weeks go by to accomodate new players (or allow old ones to relocate if they wish)
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Re: Game Development: World 16.2

Postby stchristopher » Wed Aug 19, 2026 8:27 pm

The size of the main continent is the only saving grace for us who aren't interested in PVP thank god, don't let them know for the future.
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Re: Game Development: World 16.2

Postby vatas » Thu Aug 20, 2026 7:35 am

"Cheaper Rage" and "free Fast Travel" are both valid experiments, but really shouldn't have been ran simultaneously. The intended defender advantage ("hobo militia") is effectively nullified by the ability to sweep the map for potential targets with scout alts, and then teleport a gank squad to the nearest Thingwall.
I'd particularly like to note that people seem to blame their woes entirely on the Rage change, which I can't fault them too much for. The explicit numerical change is simply easier to process:
"I don't want to PvP, but I want to use fast travel => Rage change bad, TW change good!" But this completely ignores the obvious second-order effect that's the actual reason why their shit gets stolen/bashed.
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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: World 16.2

Postby SnuggleSnail » Thu Aug 20, 2026 7:45 am

I doubt there is going to be any significant amount of untargeted PVP this world I've run into maybe 3 people randomly all world lol
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Re: Game Development: World 16.2

Postby reqvaa » Thu Aug 20, 2026 12:00 pm

make possible to tp-out in combat xD
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