Game Development: World 16.2

Announcements about major changes in Haven & Hearth.

Re: Game Development: World 16.2

Postby Audiosmurf » Thu Aug 20, 2026 8:51 pm

demetharkey wrote:what was the point of that safe zone?

Needed somewhere for people to RMT that isn't valhalla
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Re: Game Development: World 16.2

Postby KotMroku1 » Fri Aug 21, 2026 12:44 am

I like the social aspect of Brodgar, being able to shoot the shit with random people in-game without the omnipresent threat of someone pulling a couple of buddies out of thin air to jump you, but I feel like it should be located on a small island, with animal aggro being disabled. Right now every time you warp to Brodgar there is a risk of some funny guy suicide bombing with a bear on it. With the nearby cliff and the changes to animal aggro you can now infinitely bounce aggresive animals into the Ring while staying 100% safe yourself. Maybe it should be a separate realm all-together but I sort of like the idea of a boat meet in safe waters. It probably could be feasible to fix all those issues (if they even are issues) and keep Brodgar on the real map, but I feel it conflicts with my next point.

Depending on how we feel on how easy it's to transport stuff with it it should also just be impossible to bandy/drop stuff on it and so on, maybe with exception of Runestones. It's really easy to transfer a lot of things with alts currently, even with random pickpockets and circles of alts sitting around trying to snatch your clams. It made item transfers essentially 100% safe and instantenous. Not that it wasn't already possible to do pretty much the same thing with teleporting to HF and alts, but at least it took a non-zero amount of time

No travel weariness for Thingwalls is too powerful, but I also feel like Thingwall teleporting shouldn't be such an easy and omnipresent fast travel system. I understand the intention behind the PVP aspect of gathering for fights but somehow I feel like camping them, calling ten buddies to help with every single gank or randomly jumping around the continent looking for people who didn't know better than to settle near one shouldn't be encouraged and PVP teleports should instead be a different system encouraging sieges and field battles - possibly only being able to teleport to challenged Thingwalls or a flag, or a "counter-flag" or a rally point realm power or whatever.

I'd like to see roads have decreased travel weariness costs, or possibly some form of calculation that takes into account the ground type below the path vector of roads so you might actually see proper roads connecting places on the map, Roman Empire style. Arguably really annoying to do but what else you're doing with your miraculously surviving digging alts in winter anyway. Easy travel should be something that happens if there's a well developed world, not just be a given. I remember crossing a late stage world using roads that stretched across it's enteriety. I think it was W10 but my memory is foggy. That was cool.
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Re: Game Development: World 16.2

Postby LuxOG » Fri Aug 21, 2026 7:57 am

This is only my second world but IMO range meta for hunting is much more fun and realistic than fighting animals to death with your bare hands or a weapon
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Re: Game Development: World 16.2

Postby Xeloxs » Fri Aug 21, 2026 10:41 am

Kamekono wrote: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.



And if there will be profession you have to buy with LP "hermit" or "villager"?
You can buy only one profession of course.
And if you have one "villager" in world on your acconut you cannot make another "alt" for "hermit" to prevent multi alts for all professions.
Buying "hermit" profession gives you possibility to make and be in only 1 person claim and skills not available for villagers.
Buying "villager" profession gives you possibility to make and join only village multi person claim and skills not available for hermits.
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Re: Game Development: World 16.2

Postby abt79 » Fri Aug 21, 2026 3:54 pm

Xeloxs wrote: you cannot make another "alt" for-

:lol: :lol: :lol:

This is the type of top mind that makes forum suggestions btw. When you argue for or against a given change, this is the kind of cacophony you are competing with.
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Re: Game Development: World 16.2

Postby Vladichka » Fri Aug 21, 2026 5:58 pm

The new bot prevention system is kinda funny but maybe spawning bears inside the palisade on claim is going a bit overboard
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Re: Game Development: World 16.2

Postby _Scipio » Fri Aug 21, 2026 8:19 pm

:?
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 Robben_DuMarsch » Fri Aug 21, 2026 8:31 pm

jorb wrote:
rye130 wrote:So a character with 1k in every stat would get the same reduction as a charcter with 10 in all stats except one stat where they have 1k.


Indeed.


Remedial math class for the devs when?
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Re: Game Development: World 16.2

Postby AliExpressMerchant » Fri Aug 21, 2026 8:43 pm

jorb wrote:
rye130 wrote:
Or is it the character with the highest sum of all their attributes and your reduction is based on how close the sum of your attributes are to theirs? In which case you get punished when you accidentally get a stat you don't care about since it'll decrease the amount of hunger reduction you get.


We're looking at proportions of the single highest attribute on the server.


It definitely doesn't work that way
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Re: Game Development: World 16.2

Postby SnuggleSnail » Sat Aug 22, 2026 2:59 pm

wow solo hunting rly sucks ass now no less cheesy but I have a few annoying wounds and my armor is a bit broken and I'm sorta wasting my time if I don't have a hunting buddy

tbh considering how underwhelming hunted food is I think the usual day 8 - week 3 period where people hunt bears (the most fun part of the entire game) and naturally run into each other won't happen. I think people will just fish until they start pickling and never leave their base on their main

basically 1:1 what everybody predicted every time this was suggested
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