Prelude: World 16.1

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 16.1

Postby pagsiu » Thu Nov 06, 2025 9:09 am

Good to see you guys alive and well.
Hearthlands resident since World 2.
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Re: Prelude: World 16.1

Postby dafels » Thu Nov 06, 2025 9:10 am

Great upd00t
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Re: Prelude: World 16.1

Postby beefy » Thu Nov 06, 2025 9:24 am

Could you please announce stuff like this earlier??? .... how should i prepare this in 4 weeks?
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Re: Prelude: World 16.1

Postby APXEOLOG » Thu Nov 06, 2025 9:49 am

derkami wrote:@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?


`GameUI.genus` would be different for different worlds
W10 Meme Plot | W9 Mantis Garden | W8 Core | W7 Ofir | W6 the City of Dis | W5 Vitterstad | W4 A.D. | W3 Mirniy
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Re: Prelude: World 16.1

Postby Zephroze » Thu Nov 06, 2025 10:09 am

vatas wrote:
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.


The reason I consider this a bug is because Rage, and then Murder were made to Opt-in to permadeath while giving yourself a boost to damage as compensation for the risk.

All it achieved is giving them a bonus to damage, while people without it are fooled into thinking that they are immune to being murdered, when infact it just gives the enemy an even easier time just bypassing the mechanic.

If the devs are going to make a mechanic like this to begin with, it means they have made a stance that people should need to have that skill to be murdered, but since it's being bypassed, it's a bug they do not intend.
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Re: Prelude: World 16.1

Postby kalkkar » Thu Nov 06, 2025 10:39 am

Alright a few ideas,
1. Fix raw hide so it dosnt effect as hard the whole screen so someone fleeing a pker will be able to rather then getting stunlocked almost a full screen away with no pony power to escape and is just dead.
2. maybe work more on stopping insta cleave kill clients/number counters for people without the murderskill maybe have a flag of murder=false, can only do SHP so the victim can still auto hearth out
3. Stop the auto theft clients that enable the bypass of the CD mechanic when one is knocked out, or just remove the CD itself so i cant complain about a whole study immediatly gone the second i hit the dirt.
4. consider a diffrent approach to the visitors buff with the palisade changes as having an airlock is in most part, the only way people can escape a one sided PVP encounter or bear even.
5. find some way to make pvp more interactive and not a fap fest of kiting non stop, its very unfun and very one sided as most people out and about will only have a few waterskins to get around vs a Pkers inv of waterskins as they are just there to kill and rob.
6. keep working on the idea of keeping steel as far back as you can, have a notifier up to see who mined the first bit of steel/got to that level of mines and watch them when you can for any foul play and unfairness that might be involved.
7. If possible, hire a intern or somone for PR to help yall keep in the social aspect while you guys do all the good work behind the scenes, a family member would also be pretty cool to introduce to us as a PR person for social media and what not/interacting with this fantastic community
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Re: Prelude: World 16.1

Postby HamsterBBT » Thu Nov 06, 2025 10:42 am

jorb wrote:We've been developing, and here's what's new...


Notable Changes in W16.1
    [1*] Non-visitor gates for siege significant wall types (Palisade, Brickwall) have been removed, and all gates in such walls will now be visitor gates. No gates will therefore any longer be visually distinguished with the red flags traditionally indicating a visitor gate, as the distinction will no longer be made.

    A poor change, I even know who suggested it to you. In any case, some alternative would be useful.
    I don't know why, but you still haven't addressed the issue of the recent serious violations of your game rules. I hope that those involved in the pneck 1000ql case will be punished.


    [2*] 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.

    An experienced player does not use the cheapest clothes because there are many alternatives, e.g., silk pants, felt hats, whaler jackets. If someone has spent more than three months playing the game, they know these recipes. Of course, you can refresh them. Some shoes for crafters that are not for agility would definitely come in handy.

    [3*] A series of other changes, big and small, will, as usual, be left to the joy of discovery.

    I think it would be a good idea to add a new backpack, meybe not from silk but can use in crafting this things: Sketchbook pages, troll hide, felt, andwinter stoat hides ,
    Made this backpack more harder to get.

    Next idea can be made mineleveling without limit , and please delete this q30-100 stones from -9. on this world all top stones are from -8 like 600q quarryartz (lol !! ??)

    Add to game some boos, like Sea snakes(good agility food from meat,new scales for shield), mountains drake(armor for scales of dragon fire arrows what hit in time, good food for will).

    Made this world only for steam acc, its delete all bots.

    Add. timer to brokethingwalls. if you have 2x broke thinpeace give people 2-3 days pause.




W16.1 server @ 20:00 UTC, Friday December 5th, 2025
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Re: Prelude: World 16.1

Postby Ozzy123 » Thu Nov 06, 2025 10:43 am

vatas wrote:(Numbers are made up and just to illustrate the point.)

Just throwing out an idea, when a player walks over a "speed whirls" or whatever would be the most elegant term for it...
1) They gain a movement speed increase. Lasts 10 seconds.
2) They gain a debuff that prevents activating "speed whirls." Lasts 30 seconds.


Wow that's such a good idea it's almost like its been in the game for 10 years and everyone right in their mind wants it gone :shock: :shock:



Saying that airlocks and speedbuffs are meant to help new players is literally saying communism is good, it sounds good, doesn't work, there has been 0 (zero) cases of a new player escaping because of a speedbuff or because he had keys to his safe pali on him, both are mechanics abused by experienced players that exist only to annoy other also experienced players
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Re: Prelude: World 16.1

Postby sleepyhun » Thu Nov 06, 2025 10:48 am

My opinion.

-Create a new slot on the character similar to a belt, 1x3 or similar for water containers. Make it so that drink/sip while moving is only possible from here, and to drink from any other container, or to refill these can only be done while standing. It should not be interruptable. (if there are no safe palis then there is no need for marathon running i think)
-Reduce the range of the spell that spooks horses. Or make it a spell that takes time to charge up completely, and the closer you are the faster it ticks. Its a joke that by the time my client pings or i notice the red dot on my map my horse is already lost. (locals would at least have a small chance to run away on horses when the pvp locusts descent on their continent)
-Put a limit on how many items can be stripped from a Ko-d player either by an almost exponentially increasing wound or by a hard limit, so that this is "fair" increase the Ko timer so they have some time to think what to take, but by not too much. (why strip me of my best ever Q20 nettle pants with +5 stats when you are in steel?)

In short my issue is that there is nothing that makes the raiders take a break besides getting bored or filling every inventory in existence. they descend on an area and raid nonstop for hours as even if they encounter a player that could fight back they outnumber 3-1. Make them go take a break at least sometimes while they ko us.

Edit:
I also dont know how you do things, but i at least assume every item ever created needs to be stored in a table somewhere. Can you put in a script that flags item Q that is so out of the avg that its a joke? Like the best 10 planks are/were all around Q20 in the last days, and then suddenly a Q300 plank appears, flag it and do a quick check when you have time, at leastt in the first few weeks.
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Re: Prelude: World 16.1

Postby Zephroze » Thu Nov 06, 2025 11:23 am

sleepyhun wrote:My opinion.

-Create a new slot on the character similar to a belt, 1x3 or similar for water containers. Make it so that drink/sip while moving is only possible from here, and to drink from any other container, or to refill these can only be done while standing. It should not be interruptable. (if there are no safe palis then there is no need for marathon running i think)
-Reduce the range of the spell that spooks horses. Or make it a spell that takes time to charge up completely, and the closer you are the faster it ticks. Its a joke that by the time my client pings or i notice the red dot on my map my horse is already lost. (locals would at least have a small chance to run away on horses when the pvp locusts descent on their continent)
-Put a limit on how many items can be stripped from a Ko-d player either by an almost exponentially increasing wound or by a hard limit, so that this is "fair" increase the Ko timer so they have some time to think what to take, but by not too much. (why strip me of my best ever Q20 nettle pants with +5 stats when you are in steel?)

In short my issue is that there is nothing that makes the raiders take a break besides getting bored or filling every inventory in existence. they descend on an area and raid nonstop for hours as even if they encounter a player that could fight back they outnumber 3-1. Make them go take a break at least sometimes while they ko us.

Edit:
I also dont know how you do things, but i at least assume every item ever created needs to be stored in a table somewhere. Can you put in a script that flags item Q that is so out of the avg that its a joke? Like the best 10 planks are/were all around Q20 in the last days, and then suddenly a Q300 plank appears, flag it and do a quick check when you have time, at leastt in the first few weeks.


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