Prelude: World 16.1

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 16.1

Postby Zonia » Mon Nov 10, 2025 10:28 pm

Schwarzvald wrote:Seems pointless. Might as well wipe everything and offer different experiences.

17 & 17.1

17 being a fresh persistent world that never gets wiped, but has no PVP elements, an entirely PvE server; charge 5 dollars to access it a month, or 50 for the year with the time on your subscription being your claim authority.. give people a 14 day claim protection window to purchase another sub.

Consider it a “PAID PERSISTENCE program”. The PPP. There’s a large swath of people that would play this game if the PvP elements weren’t a factor.

17.1 - the free to play server can be whatever you’re doing now, or intend to do. Push all new updates there first, and keep PvP enabled here. Wipe every six months to a year.


If you look at Steam voices this would bring the most success for the game but new players die and therefore quit also alot to the enviroment so they should make dying a feature where you can inherit 90% with a proper tutorial.
I dont think griefing would be a big issue since the payback for the griefer is almost nothing.
Problems like blocking rivers could be solved.

However, I don't believe the developers are aiming for huge success. They could have achieved that long ago.
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Re: Prelude: World 16.1

Postby Zephroze » Mon Nov 10, 2025 10:30 pm

Jenno wrote:There is a "Push" skill in the game. It's the first thing you unlock just in case someone decides to login on 900 accounts to surround your palisade with alts.
Make the "Push" skill work on everything that could be used to grief players.


You realize how fucking annoying it would be to push 900 things that constantly path towards your door right?

Also, what sense does it make to push a palisade that somebody built in front of your base
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Re: Prelude: World 16.1

Postby kaysaari » Mon Nov 10, 2025 10:37 pm

Zonia wrote:If you look at Steam voices this would bring the most success for the game but new players die and therefore quit also alot to the enviroment so they should make dying a feature where you can inherit 90% with a proper tutorial.


For the first death. Maybe progressively less for the next couple and then back to default, keep the danger in dying.
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Re: Prelude: World 16.1

Postby Zonia » Mon Nov 10, 2025 11:16 pm

I think a proper tutorial would be the most important thing.

After all, burying your ancestors is a unique mechanic.
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Re: Prelude: World 16.1

Postby Zephroze » Tue Nov 11, 2025 12:45 am

Do what Zomboid did and give a little limited PVE environment tutorial zone (It's a fenced in zone) where players can leave any time they want, but they're warned that the game is complicated and doing the tutorial is required for any player to enjoy it.

For permadeath and revival, have a bear kill them, then they respawn there and get told to bury their ancestor and inherit.

The tutorial can provide everything necessary to show a person how to get up to a claimed palisade and explain the importance, as well as a taste of death and the consequences. Then at the end once the palisade is built, it can have a player character show up, then shake their fist and leave, saying "Next time I'll bring a battering ram"

Then the player can spend as long as they want in their little mini PVE environment, lacking any meaningful progress, until they're ready to continue with the game. If they choose to stay there, they will quickly get bored.
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Re: Prelude: World 16.1

Postby Jenno » Tue Nov 11, 2025 12:52 am

New players don't need LARP tutorials. Those don't prepare them for the real game.
They need in-game tutorials about alts, custom clients, botting, and all those things that would get you instantly banned in every other online game.

It’s hypocritical not to address it. Everyone here is cheating but new players don’t know that it's okay to do. :?
Last edited by Jenno on Tue Nov 11, 2025 12:59 am, edited 1 time in total.
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Re: Prelude: World 16.1

Postby Robben_DuMarsch » Tue Nov 11, 2025 12:56 am

We're 38 pages deep in a thread where Jorb stopped reading after like 4 pages boys. Why are we suggesting they write tutorials for a game they don't understand themselves, where the only change in the past year is to remove a feature because of an "exploit" they don't remember and either conflated with something else or were lobbied to do by Snail based on something insincere?

I'm not saying stop. But let's try to shit post in a funnier way, okay?
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Re: Prelude: World 16.1

Postby Chacer » Tue Nov 11, 2025 1:03 am

The goal is to attract and retain players, not to make the game more tedious so that within a month only the usual 100 players remain.

It makes no sense that you can't enter to your base after entering combat. This will especially affect new players.

Death, as it is, is fine. You can perma die (even from an animal). If you make permadeath easier, you'll lose more than half the players before a month is up.

The change I would make is to put the wrecking ball back to how it was before the nerf, but only make it work on palisades. If you want to break a brick wall, you should need a battering ram. This encourages people to build brick walls. Right now, almost everyone builds only palisades.

More dungeons and a wider variety of equipment would also be nice.
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Re: Prelude: World 16.1

Postby pagsiu » Tue Nov 11, 2025 1:14 am

Log in. Mark forums as read. Log out.

The Jorb Experience.
Hearthlands resident since World 2.
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Re: Prelude: World 16.1

Postby MightySheep » Tue Nov 11, 2025 2:39 am

Why read a forum which is just endless pages of the usual crying about bots and pvp. This is why hermits shouldn't be allowed to have forum accounts they just drown out all the human voices with their npc slop
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