Prelude: World 16.2

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 16.2

Postby Grumpkin » Mon Aug 10, 2026 2:47 pm

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Re: Prelude: World 16.2

Postby Sperrman » Mon Aug 10, 2026 4:28 pm

Can we expect Metal Shields?
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Re: Prelude: World 16.2

Postby dUmbins » Mon Aug 10, 2026 7:35 pm

Grumpkin wrote:That which does not bear repeating, see above

how many of these ‘legit players’ are also Real Scotsmen? Do you believe your play-style is the only that’s legitimate?
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Re: Prelude: World 16.2

Postby wolf1000wolf » Mon Aug 10, 2026 8:11 pm

@ Snail:

I'm not blaming the meta players for being meta. I agree that the most players would also chose to be efficient if they knew how.


@ Scipio:

There are certainly counter examples to my sweeping generalizations for risk/reward for a ganker.

I don't understand why you think the ganker has greater potential losses though. From what I've seen most of the players actively engaging in the ganker playstyle are also meta players who have optimized their industry and FEP gains. If they somehow die who killing a sprucecap, they have the resources to quickly gain back their stats and can replace their gear.

Meanwhile, the casual player who went and got ganked while out foraging/trading probably does not have the same resources and the setback (lost of character or down time from injuries) hurts relatively more.


@ MightySheep & drnewtown

In principle, I agree that HnH needs PvP. The thrill of perma death + full loot is rare in a MMORPG nowadays.

In practice, PvP in HnH is shit. The actual combat system is obtuse and the siege system has featured various exploits over the years.

The permadeath part of the equation means the more investment players put into their character, the more it hurts to lose it. Loss aversion means most players won't engage with the PvP system if they can avoid it.

If jorbtar were to boldly iterate on combat and PvP systems, I think most vet players who keep crying for PvE-only worlds would shut up. But the development has always been towards more birds and PvE content so just rip the bandaid off at this point and give us a PvE only world.

Sure, like Halbertz said, if you're not a creative builder or the "grind forever to see your numbers go up" type of player, then the removal of PvP would mean you stop playing after reaching all your PvE objectives. But until HnH fixes its world reset system, does it really matter?
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Re: Prelude: World 16.2

Postby chuckSneed » Mon Aug 10, 2026 8:57 pm

all those types of games suffer from the same eventuality, open world full loot pvp -----> high player counts lots of drama -------> pve whales who actually buy teh skins start crying and demanding hugbox features -----> devs eventually cave in cause their vision does not pay upkeep costs ------> game ACKS
albion (kinda) avoided this by turning into an instanced extraction shooter
eve avoided it by monthly subscription (the only good solution)

fix pvp by softcapping combat stats, revert hug box changes then lock game behind 7$ a month or smh after playercounts recover
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Re: Prelude: World 16.2

Postby Zephroze » Mon Aug 10, 2026 10:31 pm

Chaboy30 wrote:All this talk about the PvP that nobody participates in all while hunting is what's in actual need of a rework. Who gives a single shit about the PvP? It's broken and it will always be broken, especially since bug abuse and bot armies are encouraged and because the devs just give certain players q1000 items. Work on PvE instead, something people might actually appreciate and something most of the playerbase actually interacts with. We shouldn't have to cheese aggro spamming or overkill with a b12 to compensate for animals fleeing at lightspeed. Even adding something to prevent the lightspeed escape would be fucking huge for the game's enjoyment.


There's settings (maybe only in Ender/Kami clients?) to automatically de-aggro and re-aggro a fleeing animal so they come right back.

Of course, this doesn't change the fact that poking a bear from a boat for 10 minutes at a time is the most boring and unrewarding shit I've ever played.
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Re: Prelude: World 16.2

Postby MightySheep » Tue Aug 11, 2026 1:04 am

chuckSneed wrote:fix pvp by softcapping combat stats, revert hug box changes then lock game behind 7$ a month or smh after playercounts recover

At 1 point they announced same equilization thing with attributes as with ua/mc but then didn't do it
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Re: Prelude: World 16.2

Postby Chaboy30 » Tue Aug 11, 2026 2:16 am

Sperrman wrote:Can we expect Metal Shields?

That might interfere with the Baby12 meta so probably never, and if they are added they'll be barely a few points better than wooden shields all for the low low price of steel wax and hardened leather.
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Re: Prelude: World 16.2

Postby SnuggleSnail » Tue Aug 11, 2026 2:48 am

wolf1000wolf wrote:I'm not blaming the meta players for being meta. I agree that the most players would also chose to be efficient if they knew how.


I was trying to insult jorbtar for making a game where the mechanics enable somebody to level 100x faster than somebody else. If they were competent the tryhard strats would only be like 20-50% better than what the average hermit is doing
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Re: Prelude: World 16.2

Postby Dawidio123 » Tue Aug 11, 2026 10:56 am

Bring back w10 infinite spiraling thanks.
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