Prelude: World 16.2

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 16.2

Postby vatas » Sat Jul 18, 2026 9:44 pm

dooomeik wrote:What about the speed of the game - is it gonna be deafult as in W16 or sped up as in w16.1? Ngl, not enjoying dying silmoths throughout the night... Speeding up the game slightly mighe be a good idea, but as in w16.1 was just too much work for solo/duo players. Waking up and have sht ton of work in game to do before going to irl work, comming back and there is shit ton of work in game again.... Previous world let you enjoy the game just by few hours a day, w16.1 makes you grind all the time if you dont play in village :evil:

90% of the time the speed-up was a neutral or even a positive thing, but silk and steel were indeed massive pain points. If those were addressed, people probably wouldn't mind sped up in-game time.

Different idea but related: increase both the base study time AND base LP on curios by X percent. This means you should get same LP per unit of time, but need to craft less curiosities. For example if it was 100 percent (ie. doubled) then you could craft half the curios you normally would, but still gain the same amount of LP.
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Re: Prelude: World 16.2

Postby QueueSS » Sat Jul 18, 2026 9:50 pm

vatas wrote:
dooomeik wrote:What about the speed of the game - is it gonna be deafult as in W16 or sped up as in w16.1? Ngl, not enjoying dying silmoths throughout the night... Speeding up the game slightly mighe be a good idea, but as in w16.1 was just too much work for solo/duo players. Waking up and have sht ton of work in game to do before going to irl work, comming back and there is shit ton of work in game again.... Previous world let you enjoy the game just by few hours a day, w16.1 makes you grind all the time if you dont play in village :evil:

90% of the time the speed-up was a neutral or even a positive thing, but silk and steel were indeed massive pain points. If those were addressed, people probably wouldn't mind sped up in-game time.

Different idea but related: increase both the base study time AND base LP on curios by X percent. This means you should get same LP per unit of time, but need to craft less curiosities. For example if it was 100 percent (ie. doubled) then you could craft half the curios you normally would, but still gain the same amount of LP.


yeah i like that idea, my issue was having to constantly upkeep curios mostly. but yeah silk and steel seemed miserable, i avoided them since i didnt really play 16.1 much at all
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Re: Prelude: World 16.2

Postby stickman » Sat Jul 18, 2026 10:04 pm

I watched your stream after the fact on youtube.

I dont think the people in my village enjoyed 16.1 overall, you sped it up but all it did make people burn out 2x faster... after 3 months everyone was basically gone already... and i dont think most will come back for 16.2 as it seems your going for another pvp focused world... everyone is saying they either done completely with this game or plan to skip this one. so my group (if we play) will be a shadow of its former self.

You seem overly concerned with peoples pvp experiences... people without rage participating in large pvp fights (at least they are participating). instead of analyzing why people do that you are just trying to slap a bandaid on top to prevent it. If you look at the situation from afar you realize that people are willing to pvp if the risks are lower... the issue is your only listening to the elite pvp people who have no interest in just KO'ing people and taking their stuff they only want to be able to kill people and break their stuff. So you are talking to the wrong people...

Rageless people:
-Invest a significant amount of LP in farming, crafting and survival stats.
-Their attributes are in dex and psy not agil, str, con
-They know they cannot defeat pure pvp people because they dont have the time to practice. even if their stats are even they will still lose.
-their gear is way worse... i was figthting people in 180q bronze against 280q steel guys. there was just no chance i was doing anything other then defending myself.
-Dont have the numbers... from my experience of a village of farmers trying to defend thingywall and 2 sieges... we can get like 2-3 people online to try to bash but when we head out 10 guys are waiting for us. these pvp villages get like 10-15 people each usually... smaller villages cant do anything but pray they can ask others for help. farmers dont really want to fight but they are being forced to which is forcing you to play a gamestyle you dont want to. Other players getting to dictate how you want to play this game is a horrible feeling.

if you want these people to participate:
-give everyone easlier access to the world events... PVP villages have armadas or charters they can use.
-give people something to fight over that doesn't involve losing their entire village.
-make stuff like meteor a rage not required zone... as in whichever province the meteor falls in does not require rage to fight people
-introduce more stuff like meteor that rotates around and has different unique rewards that are required for final end game. if there is enough pvp events for people to attend they will not bother and harass hermits... I know this works because it allowed us to finally get our outer walls up which had previosuly been bashed every single day. so that meteor event probably saved our village.
-limit the number of people who can participate on each side...
example of a player limited event:
-a sinkhole appears on each major continent. when you go in there are cave paths that lead to a cavern with rewards in the middle. each sinkhole entrance is a starting spot for one the cave paths... congested cave fighting means groups of 3-5 people can make an impact, more people you have the more your will block eachother and just got shot at... multiple paths into the big cavern from different continents means multiple small groups can participate. And big groups can fight multiple small groups.
-possibly consider making a world pvp events deathless. if i knew i would only lose my armor set i would probably go to a meteor fight. but the reality right now is I would be surrounded by 5 guys and then they would coordinated cleave all at the same time to ensure i died.

Other suggestion:
-instead of rage being the only choice you could do it where you make a choice... Rage or Pacifism... if you choose rage it opens up your vandal and murderer trees... if you choose Pacifism you open up another tree... where you can buy something that speeds up your healing and then another skill to oppose murder that makes you take less HHP from players and do less HPP to players. My thoughts being that if someone goes into murderous rage they gain benefits against other rage players... but against a pacifist their bonus will be negated.
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Re: Prelude: World 16.2

Postby Tokmicz » Sat Jul 18, 2026 10:38 pm

Not a fan of the incredibly vague changelog (moreso than usual?) - since 16.1 was treated as an experimental world of sorts, it would be a nice thing to know what fundmental changes will be carried over. Especially considering how divided the opinions are, e.g. about the sped up timers. Didn't enjoy those at all and would appreciate if you guys could at least specify what timeflow will 16.2 run.
jorb wrote:[*] Single continent spawn

I enjoyed multiple continent spawn, as I believe most casual players did - as opposed to notorious pvpers - so I'm curious as to what made you guys revert to the single spawn?

Thanks for the stream, I'm curious to find out what the rage changes are going to look like... whatever may they be :lol:
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Re: Prelude: World 16.2

Postby Rebs » Sat Jul 18, 2026 10:49 pm

Am I the only one who wants the world to be half speed, (half of w16). having like 2 days to to relax before having to log on to do shit would be real nice compared to the cancer x2 speed where I have to bot in order to have a job and not have my animals despawn while taming, silk moths dying, steel losing fuel, curios being empty 24/7, having to harvest my fields every single day.. its exhausting.. slow it down.
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Re: Prelude: World 16.2

Postby magnet » Sat Jul 18, 2026 10:53 pm

yeah they need to clarify what 16.2 holds specifically for:

1.) gate behavior
2.) timescale on curios / claim poles / mineholes
3.) ragehide and how it will be implemented
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Re: Prelude: World 16.2

Postby Dawidio123 » Sat Jul 18, 2026 10:59 pm

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Re: Prelude: World 16.2

Postby fulma » Sat Jul 18, 2026 11:34 pm

It’s as if the devs had thought "fuck getting/keeping new players, our win condition is making the game fun for the 5 players that are boting ts out of it for the past 10 years"
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Re: Prelude: World 16.2

Postby LaserSaysPew » Sun Jul 19, 2026 12:14 am

People keep shitting on a single continent spawn saying how 3 continents were awesome. Why? What's the difference really?
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Re: Prelude: World 16.2

Postby QueueSS » Sun Jul 19, 2026 12:39 am

LaserSaysPew wrote:People keep shitting on a single continent spawn saying how 3 continents were awesome. Why? What's the difference really?


people always overreact lol, w16.0 was single continent and had like 3x the players and it was fine
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