Prelude: World 16.1

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 16.1

Postby Halbertz » Fri Nov 21, 2025 7:47 pm

we made it reddit!
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Re: Prelude: World 16.1

Postby kabuto202 » Fri Nov 21, 2025 7:51 pm

First post on page 101 has to delete account and spend launch day on Salem instead.
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Re: Prelude: World 16.1

Postby Dawidio123 » Fri Nov 21, 2025 7:57 pm

I was told that posters after page 100 are uh, gay.
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Re: Prelude: World 16.1

Postby Robben_DuMarsch » Fri Nov 21, 2025 8:04 pm

Dawidio123 wrote:I was told that posters after page 100 are uh, gay.


Quick Vatas, move a bunch of unrelated posts into this thread to make those of us posting now end up on 101!
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Re: Prelude: World 16.1

Postby Audiosmurf » Fri Nov 21, 2025 8:09 pm

Claiming page 100 of this thread as rightful Croatian clay
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jorb wrote:Audiosmurf isisis a fantastic poster/geniusracist and hisa meat/intellect is hugehomosexual
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Re: Prelude: World 16.1

Postby Zephroze » Fri Nov 21, 2025 8:16 pm

I want to make it overflow but I'm only posting once

edit: dangit
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Re: Prelude: World 16.1

Postby ravis » Fri Nov 21, 2025 8:23 pm

Guys, I'm never playing salem.
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100 Pages Temu Army OWNS this shit!

Postby TemuSoldier » Fri Nov 21, 2025 9:42 pm

I'm hyped for W16.1
I wonder what kind of crazy experimental features it will bring. :)
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Re: Prelude: World 16.1

Postby Muzk » Fri Nov 21, 2025 10:19 pm

Robben_DuMarsch wrote:My initial reaction is that removing Non-visitor gates, and thereby removing safe palis, will be very bad for easing newer players into PVP. They functionally acted as safe harbors which allowed people to more safely engage and disengage on friendly terrain, and let less technically (and frankly PvP oriented) players participate in PvP.

I see very little benefit here other than not confusing newbs with the two types. I would have strongly preferred simply renaming non-visitor gates to "PvP Gates", "Sally Gates," or something else. Danger bad guy gates even.

I am not sure if Jorb and Loftar fully understand the implications of this change.


I think they do. While I, as a non-competitive hermit that is not <100 IQ liked the visitor/pvp gate thing allowing me to have proper 100% safe airlocks I could run to in case of an emergency, most new players did not know or bother to look up any way on how to keep themself safe. This world (16) I personally taught 4 semi-new player neighbors about airlocks and why their setup was garbage. Most of them did play a few worlds before, they just never thought about the implications of their setups.

This will remove a way for smart hermits(the minority) to protect themselves. The majority, the stupid hermits including new players, will now no longer be confused about gates.
Also removes a way for giant, massive zerg groups to be 100% safe as long as they are within distance of their safewall. It's hard to balance the two.
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Re: Prelude: World 16.1

Postby DonVelD » Fri Nov 21, 2025 10:23 pm

cum
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