Prelude: World 16.1

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 16.1

Postby fulma » Wed Nov 19, 2025 3:00 pm

Jenno wrote:So how are we supposed to get away from nonconsensual PvP now that normal gates are gone?
There is nothing left to flee to.
Auto hearth is completely mandatory now.
I hope they address it in their secret update.


stop being so egoist! without you and 100's of noobs dying and losing all your stuff how will the big factions de entertained???
not like many noobs could scape before anyway, not many noobs carrying 50 water gallons in every trip outside their walls.
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Re: Prelude: World 16.1

Postby whateverisfine » Wed Nov 19, 2025 3:13 pm

maybe consider spending 1h of your playtime learning how to run? i dont understand you guys play hundreds of hours of this game and cant be bothered to learn how to escape a gank.
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Re: Prelude: World 16.1

Postby Jenno » Wed Nov 19, 2025 3:39 pm

That's a serious question. Players need a new strategy. Normal gates that lead to a locked cabin are no longer an option to disengage from PvP. You aren't going to outrun some of the more dedicated PvP nerds. Where am I even supposed to run to?
I wouldn't mind it if permadeath was out of the equation. I'm all for more PvP and more crime. I would turn around and fight.

Would a locked cabin (not behind a gate) be enough to drop aggro?
What about locked gates on a Stone Fence? They are passable during combat, right?
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Re: Prelude: World 16.1

Postby SnuggleSnail » Wed Nov 19, 2025 4:05 pm

Jenno wrote:You aren't going to outrun some of the more dedicated PvP nerds.


If that was true before safepalis got removed they weren't going to do anything for you anyway, so mechanically nothing has changed. They just took away your comfort blanket.

The strategy should just be to learn to run instead of pretending it's an impossible task.
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Re: Prelude: World 16.1

Postby Halbertz » Wed Nov 19, 2025 4:07 pm

Jenno wrote:That's a serious question. Players need a new strategy. Normal gates that lead to a locked cabin are no longer an option to disengage from PvP. You aren't going to outrun some of the more dedicated PvP nerds. Where am I even supposed to run to?
I wouldn't mind it if permadeath was out of the equation. I'm all for more PvP and more crime. I would turn around and fight.

Would a locked cabin (not behind a gate) be enough to drop aggro?
What about locked gates on a Stone Fence? They are passable during combat, right?

Here is the list:
    snekkja
    Locked log cabin
    Locked stone mansion
    Locked water mill
    Locked water mill with cellar
    Locked water mill with cellar with minehole
    Locked water mill with cellar and minehole leading to locked log cabin
I can't understand why significant part of hermits can't comprehend changes. There are people UNIRONICALLY asking for new mammoth trap design. Goodness gracious.
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Re: Prelude: World 16.1

Postby Schwarzvald » Wed Nov 19, 2025 4:13 pm

Halbertz wrote:Here is the list:
    snekkja
    Locked log cabin
    Locked stone mansion
    Locked water mill
    Locked water mill with cellar
    Locked water mill with cellar with minehole
    Locked water mill with cellar and minehole leading to locked log cabin
I can't understand why significant part of hermits can't comprehend changes. There are people UNIRONICALLY asking for new mammoth trap design. Goodness gracious.
“Learn to run like we never did. Download a custom third party client with hot key and auto-drinking abilities, then comprehensively study the wiki for years learning each mechanical interaction.”

The unrealistic NEET expectation vs what casual steam downloaders will do.

Locked doors take seconds to pick unless it’s high quality steel locks and even that’s not a given. Locks offer no protection. These people aren’t communicating in good faith but specifically in ways to keep the game in its niche 200 player death spiral.
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Re: Prelude: World 16.1

Postby TemuSoldier » Wed Nov 19, 2025 4:14 pm

TemuWarrior wrote:
Halbertz wrote:TL;DR my best shot that it is Zadek from another alt again

wojak cringe

I’m going to sue you for this!
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Re: Prelude: World 16.1

Postby TemuSoldier » Wed Nov 19, 2025 4:19 pm

Schwarzvald wrote:
Halbertz wrote:Here is the list:
    snekkja
    Locked log cabin
    Locked stone mansion
    Locked water mill
    Locked water mill with cellar
    Locked water mill with cellar with minehole
    Locked water mill with cellar and minehole leading to locked log cabin
I can't understand why significant part of hermits can't comprehend changes. There are people UNIRONICALLY asking for new mammoth trap design. Goodness gracious.
“Learn to run like we never did. Download a custom third party client with hot key and auto-drinking abilities, then comprehensively study the wiki for years learning each mechanical interaction.”

The unrealistic NEET expectation vs what casual steam downloaders will do.

Locked doors take seconds to pick unless it’s high quality steel locks and even that’s not a given. Locks offer no protection. These people aren’t communicating in good faith but specifically in ways to keep the game in its niche 200 player death spiral.

“Seconds” is plenty of time you ape.

Imagine if you will: the russian nesting doll strat. Go into locked watermill, into cellar, into minehole, where in the cave there are three locked mansions. Go into one, chasers are cooked. And you can make more than three!

Use your brain, dumb sprucecap! THINK!
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Re: Prelude: World 16.1

Postby SnuggleSnail » Wed Nov 19, 2025 4:22 pm

Schwarzvald wrote:Image


You know what, you're right. You would have to go NEET to achieve this thing I could teach a 12 year old to do in 2-3 hours. You should never try. Just accept each death. Maybe walk into the middle of the nearest lake so it's harder for your attackers to steal your curios.
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Re: Prelude: World 16.1

Postby TemuWarrior » Wed Nov 19, 2025 4:25 pm

TemuSoldier wrote:
TemuWarrior wrote:
Halbertz wrote:TL;DR my best shot that it is Zadek from another alt again

wojak cringe

wojak cringe


go ahead!
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