Prelude: World 16.1

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 16.1

Postby animary » Tue Nov 11, 2025 1:33 pm

"...Shorter worlds, 3-5 months time limit, so people can routinely come back to the game and play a fresh server"

This just leads to a "king of the hill" game. The top players, who are eating sausage and cheese while making steel armor within the first few weeks, will be the only ones here.
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Re: Prelude: World 16.1

Postby animary » Tue Nov 11, 2025 1:36 pm

"The one time we get a literal world for PVP players, and a world that doesn't wipe for PVE players, there are more PVE players complaining than ever.

What happened?"

I haven't seen such worlds.
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Re: Prelude: World 16.1

Postby OIchi » Tue Nov 11, 2025 1:48 pm

ulbu wrote:Because the day PvP is removed, your base will be griefed so hard with non-PvP mechanics, that you will start creating threads asking to bring it back, that's why.


While I agree, that there would need to be some very minor changes for PvE worlds to work, most of what people bring up as arguments for how bad griefing would be are just mild annoyances at best.
Like alt body/gate blocking, sure might be slightly annoying, but worst case you'll have a day to work inside of your village until the guy that is trying to block you gets bored an hour later. Similar to how it is when pvp guy is roaming your area.
Not to mention all that had to be changed to pretty much eliminate the problem would be making it so you get visitor buff when entering claim you don't own, so you can be evicted.
Also it'll be common for the first week or two, because "pvp" players/trolls are going to try and prove their point, but it'll quickly calm down, since griefers wont find it worth it in the long run.
The only actual issue that would have to be addressed are claims. Size of both village claims and pclaims would have to be limited in some way.
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Re: Prelude: World 16.1

Postby Audiosmurf » Tue Nov 11, 2025 1:59 pm

I think no one should care what this schwarzvald retard has to say because of the time he sperged out and tried to doxx me over a moot thread
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 Jenno » Tue Nov 11, 2025 2:05 pm

The ideal average player uses the vanilla client, plays a single character, doesn’t cheat, and spends maybe two hours a day in the game. (This was revealed to me in a dream.)

All game design decisions should cater to that playstyle.

Those players can’t coexist with some of the PvP psychopaths in an environment that allows botting and multiboxing alts.
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Re: Prelude: World 16.1

Postby jpjpjpppjp » Tue Nov 11, 2025 2:08 pm

The groups with 100 bots perma online is a bit too much...
I know forcing steam linked accounts isn't a fix to the problem but it could help even if only a bit temporarily.
Maybe steam link + cap on connections from same IP could make the issue better.
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Re: Prelude: World 16.1

Postby losexd » Tue Nov 11, 2025 2:09 pm

Jenno wrote:The ideal average player uses the vanilla client, plays a single character, doesn’t cheat, and spends maybe two hours a day in the game. (This was revealed to me in a dream.)

All game design decisions should cater to that playstyle.

Those players can’t coexist with some of the PvP psychopaths in an environment that allows botting and multiboxing alts.

Image

w3 - AD
w6 - Shamanizma, LS Dragons Reach, AD
w7 - LS Old Monkey, LS Sakhalin, AD
w10 - Shamanizma
w12 - North Star, LS Midgard Island
W13 - Monke and LS Midgard
W15 - LS ☾ Moon Lake ☾
W16 - Balls Bay and ???


My W7 Legacy old shop (Closed): http://www.havenandhearth.com/forum/viewtopic.php?f=35&t=35221
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Re: Prelude: World 16.1

Postby animary » Tue Nov 11, 2025 2:13 pm

I see many want to eliminate fast travel. There are definitely pros and cons to that.

For many years I was addicted to Morrowind and Oblivion, and I detested fast travel in both. It was much more immersive to travel by foot or horseback, camping along the way if the trip were long enough. But those were offline games, I could save at any point and return later to pick up where I left off. Haven is a real time world, it doesn't wait for you when you log out. How many players have time for even an hour long trip somewhere in addition to their ordinary game duties? I manage to play about an hour a day (with usually one day alone for cooking and curios, lol).

So here is an alternative - instead of fast travel you have "safe travel". If going from your home to a market entails taking a road to the nearest thingwall then from there to the charterstone at the market, rather than instantly appearing at the market the trip will take as much time as if you were walking/riding there. You cannot do anything else during this time, you are traveling; but you will get a message of how long the trip will take, so log out and return later. Since as it now stands the game computes your travel weariness for trips it obviously knows how far you've gone, so just convert that to time elapsed. It will be a safe trip since in the game you will just disappear from your current location and, after the proper time, appear at your destination. You will still need to discover the thingwalls and build a road to them.
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Re: Prelude: World 16.1

Postby animary » Tue Nov 11, 2025 2:22 pm

"I know forcing steam linked accounts isn't a fix to the problem..."

It certainly isn't. There are many who refuse to be assimilated by the Borg collective of Steam. I have never purchased from them, never will.
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Re: Prelude: World 16.1

Postby Lao_Bao » Tue Nov 11, 2025 2:52 pm

animary wrote:I see many want to eliminate fast travel. There are definitely pros and cons to that.

For many years I was addicted to Morrowind and Oblivion, and I detested fast travel in both. It was much more immersive to travel by foot or horseback, camping along the way if the trip were long enough. But those were offline games, I could save at any point and return later to pick up where I left off. Haven is a real time world, it doesn't wait for you when you log out. How many players have time for even an hour long trip somewhere in addition to their ordinary game duties? I manage to play about an hour a day (with usually one day alone for cooking and curios, lol).

So here is an alternative - instead of fast travel you have "safe travel". If going from your home to a market entails taking a road to the nearest thingwall then from there to the charterstone at the market, rather than instantly appearing at the market the trip will take as much time as if you were walking/riding there. You cannot do anything else during this time, you are traveling; but you will get a message of how long the trip will take, so log out and return later. Since as it now stands the game computes your travel weariness for trips it obviously knows how far you've gone, so just convert that to time elapsed. It will be a safe trip since in the game you will just disappear from your current location and, after the proper time, appear at your destination. You will still need to discover the thingwalls and build a road to them.



You're right about that; not everyone has the time.
In my opinion, this not bad alternative.
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