Prelude: World 16.1

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 16.1

Postby reqvaa » Thu Nov 06, 2025 7:38 am

and add +50q (at least) to any nodes, ty

You can do it at every new sub world start, to improve quality grind and all authists (like me) will be eternally happy and buy subs
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Re: Prelude: World 16.1

Postby wolf1000wolf » Thu Nov 06, 2025 7:42 am

Any thoughts of combat rework?

PvE combat is basically cheesing mob AI until your character outstats them.

Meanwhile PvP has barely any overlap with PvE.

People keep harping about "learning to run" but ever consider that having "running" be the primary PvP gameplay just be... not fun?
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Re: Prelude: World 16.1

Postby Lalaxx » Thu Nov 06, 2025 7:54 am

jordancoles wrote:The airlock change is pretty annoying and will likely just cause more people to lose their gear/get KO'd/die and give up than it would benefit players overall. The attackers have a bit more dopamine by getting to KO the noob but in reality their shit gear gets dropped or thrown in a cupboard while the noob never logs on again -- so idk. I don't think it helps more than it hurts, specially when people will just resort to using high soak buildings with high q steel locks instead which basically accomplishes the same thing. The only difference being the Pro:tm: players will have access to fancy high q locks while average shitters will not (Rich get richer smh)

Finally good changes. I always was lazy to build even 1 airlock, so its good.
Also its funny because usually its the people who are getting their "daily dopamine" by killing hermits are the ones who have safepali at every thingwall and every 5 grids away from their base, so you literally can't punish them.
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Re: Prelude: World 16.1

Postby MightySheep » Thu Nov 06, 2025 8:02 am

Things like combat rework and siege rework have been done many time and the results are never great. Personally I would rather see devs just add something interesting that is probably more fun to develop too.

I agree that running for hours back and forth is not super fun though.

I feel like ppl are being limited with imagination because game so old but in reality you could do literally anything. I want to find gem goblins or legendary artifacts that you assemble in pieces from rare drops from multiple different dungeons. I want to clear wild npc bandit camps or npc pirate island in ocean. I want to unlock crazy high exp spells like blink or shape-shifting or just silly ones too. How about cash shop premium decorative stuff like statues and furniture instead of hats? I want to found a religious cult and spread my influence as demonic cult leader.
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Re: Prelude: World 16.1

Postby vatas » Thu Nov 06, 2025 8:02 am

I'm not sure how to dig up the exact quote, but EVE Online had a relevant quote, something like:

"Developers added stuff to help new/casual players. It turned out that old/hardcore players can also use that stuff, and be more effective with it."
Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread

Basic Claim Safety (And what you’re doing wrong
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: Prelude: World 16.1

Postby Zephroze » Thu Nov 06, 2025 8:26 am

I don't care how you do it but

-Fix the opt-in death mechanics so people cannot be OHKO beyond KO protection with a calculated B-12 100 red cleave.
The amount of Steam newbies you lost to this alone is staggering.

Everything else is whatever. I just want to teach newbies.
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Re: Prelude: World 16.1

Postby derkami » Thu Nov 06, 2025 8:29 am

@loftar
Without having looked into it because of the sudden announcement:
Is there a way for the client to make out if it's a W16 or a W16.1 Character?
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Re: Prelude: World 16.1

Postby Saigetsu » Thu Nov 06, 2025 8:35 am

jorb wrote:[*] The Gilding system for equipment has been reworked to put a greater emphasis on the clothes, as opposed to the gildings, seeking, effectively, to buff the cooler/rarer/more expensive clothes, and hopefully reduce the meta of churning the most inexpensive clothes possible.


What about gems? did they just a curio now. Or we can have gilding in rings \ crowns?
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Re: Prelude: World 16.1

Postby vatas » Thu Nov 06, 2025 8:44 am

Zephroze wrote:I don't care how you do it but

-Fix the opt-in death mechanics so people cannot be OHKO beyond KO protection with a calculated B-12 100 red cleave.
The amount of Steam newbies you lost to this alone is staggering.

Everything else is whatever. I just want to teach newbies.

Without ranting about permadeath and PvP philosophy too much, this post does bring up few genuine issues for a new player with no/limited knowledge:
A) You don't know that KO protection is a thing. Based on getting mrage cleaved, you assume you will just die whenever you meet a PK. You may have heard "just learn to run" but there's zero in-game tutorial for that.
B) You know that KO protection is supposed to be a thing. Having it bypassed will simply feel unfair. Some people might think it's even a bug? I'm not sure what exactly someone meant with "mrage bug abuse" but being able to kill someone with it is basically the whole purpose of it.

Some tangent but root issue is that buffs/debuffs to killing people apply both to newbs and hardcore players. Former are more likely to have wounds etc. while hardcore player will stack every advantage. This results in newbs dying and hardcore players surviving when cleaved. That results in "seal clubbing" being more dopamine than faction PvP because not being able to kill your opponent in a supposed hardcore permadeath game is going to be unsatisfying.
Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread

Basic Claim Safety (And what you’re doing wrong
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: Prelude: World 16.1

Postby adseipsum » Thu Nov 06, 2025 9:05 am

Jorb and Lofrar, be a man pass thr game control to the community in the proper way and let people decide which changes they want to have in the game and actively develop ones. This game deseves to be open community project, not a playground for sleeping gods.
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