AMAZING EXPLOIT: How to be unraidable on day 1

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Re: AMAZING EXPLOIT: How to be unraidable on day 1

Postby overtyped » Tue Oct 29, 2024 7:09 pm

loftar wrote:Thanks for the thread. It was suggested to me from multiple sources that the early game was basically unplayable without this tactic, and while I don't exactly agree myself (I've never done it), I also obviously don't play particularly competitively, and as I thought it wasn't a big deal, I just reintroduced it because why not. Now that you tell me it's a controversial decision, though, I'm more than willing to remove it again, so thanks for pointing that out.

Yes, as usual you didn't think of the consequences of your actions.

The REAL result of everyone in the game knowing about this exploit is EVERY SINGLE cave system on the spawn continent being claimed within 8 hours. Is that how you envisioned the game you out of touch geezer?
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: AMAZING EXPLOIT: How to be unraidable on day 1

Postby SnuggleSnail » Tue Oct 29, 2024 7:11 pm

I think you're overestimating the reach of this thread and underestimating the % of groups that have been doing this for the last 7 worlds. This is standard.
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Re: AMAZING EXPLOIT: How to be unraidable on day 1

Postby Apocoreo » Tue Oct 29, 2024 7:14 pm

Jorb and Loftar to be very clear and not insulting, I don't think you have enough awareness of this community to identify when a mob telling you to do something is a biased faction vs an actual crosssection of the playerbase.

I do not believe you intentionally favour any faction, maybe individual players that seem sane to you.

Just how it looks to me
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Re: AMAZING EXPLOIT: How to be unraidable on day 1

Postby dafels » Tue Oct 29, 2024 7:15 pm

overtyped wrote:
loftar wrote:Thanks for the thread. It was suggested to me from multiple sources that the early game was basically unplayable without this tactic, and while I don't exactly agree myself (I've never done it), I also obviously don't play particularly competitively, and as I thought it wasn't a big deal, I just reintroduced it because why not. Now that you tell me it's a controversial decision, though, I'm more than willing to remove it again, so thanks for pointing that out.

Is that how you envisioned the game you out of touch geezer?

They should have banned you a while ago. loftar and jorb, have some self respect
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Re: AMAZING EXPLOIT: How to be unraidable on day 1

Postby Vert » Tue Oct 29, 2024 7:16 pm

SnuggleSnail wrote:I think you're overestimating the reach of this thread and underestimating the % of groups that have been doing this for the last 7 worlds. This is standard.

In that case we don't need this strangely working mechanics. Everything works without it and people have already proven it
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Re: AMAZING EXPLOIT: How to be unraidable on day 1

Postby magnet » Tue Oct 29, 2024 7:17 pm

NocturnalRainbows is one of the top schizo ramblers on here, but on this I agree with him. Early game should remain chaotic. Having to go as unnoticed as possible is part of what makes it interesting.

Huge rats nests like Snails cave this world deserve to draw attention to themselves.

Furthermore dropping claims in front of doorways just looks retarded. Who can look at this and say it doesnt scream exploit?

Unless youre going to put this info into a tutorial quest or context blurb somewhere, it will absolutely be used to abuse new players. So anyone saying "but the sprucecaps need blocked caves to protect themselves" is being dishonest. New players will not immediately think their claim needs to block a fucking doorway to actually make it useful.

Not that sprucecaps need to be protected with every design decision. Learning weird shit like this is also what makes the base building interesting (ie, how to properly build palisades and gates to be effective). But for the early game I think this cave blocking shit is a bit much.
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Re: AMAZING EXPLOIT: How to be unraidable on day 1

Postby grumgrumganoe » Tue Oct 29, 2024 7:18 pm

overtyped wrote:Is that how you envisioned the game you out of touch geezer?

kinda rude mate
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Re: AMAZING EXPLOIT: How to be unraidable on day 1

Postby magnet » Tue Oct 29, 2024 7:21 pm

yeah bob is in full attack mode , someone give him a treat
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Re: AMAZING EXPLOIT: How to be unraidable on day 1

Postby overtyped » Tue Oct 29, 2024 7:26 pm

SnuggleSnail wrote:I think you're overestimating the reach of this thread and underestimating the % of groups that have been doing this for the last 7 worlds. This is standard.

We'll see. Bob Dole is not relying just on this thread, and even if not this world, eventually Bob Dole make sure every noob and steam user knows about it.

The only reason cave blocking wasn't a big deal is because most people didn't know about it. That changes now. ;)

Now imagine everyone knowing about it, and everyone is blocking their cave, and all caves near them? Whats going to happen? Bob Dole will have the last laugh.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: AMAZING EXPLOIT: How to be unraidable on day 1

Postby grumgrumganoe » Tue Oct 29, 2024 7:32 pm

magnet wrote:NocturnalRainbows is one of the top schizo ramblers on here, but on this I agree with him. Early game should remain chaotic. Having to go as unnoticed as possible is part of what makes it interesting.

Huge rats nests like Snails cave this world deserve to draw attention to themselves.

Furthermore dropping claims in front of doorways just looks retarded. Who can look at this and say it doesnt scream exploit?

Unless youre going to put this info into a tutorial quest or context blurb somewhere, it will absolutely be used to abuse new players. So anyone saying "but the sprucecaps need blocked caves to protect themselves" is being dishonest. New players will not immediately think their claim needs to block a fucking doorway to actually make it useful.

Not that sprucecaps need to be protected with every design decision. Learning weird shit like this is also what makes the base building interesting (ie, how to properly build palisades and gates to be effective). But for the early game I think this cave blocking shit is a bit much.

you’re one of the few people making this point honestly, so lemme break it down for you:

  • the only ways to keep your hides and leather safe are keeping them out of sight, physical barriers, and/or violence
  • hiding from sight is extremely luck based; obviously you have better odds in a cave than surface and there are other ways to increase those odds but early days its >90% likely you get found on populated continents, so you’ll need more than that
  • Hermits and new players have no access to violence, even a small group of mid tier pvpers can wreck them entirely
  • Leantos can be taken from with theft (very easy before day 3) claimed fences/other obstructions broken with vandalism (also possible before day 3) - only dried entrance pclaims provide the 100% sure protection that a palisade would the next day

And, importantly, faction groups actually do have access to incredible violence and other “emergent strats” like bodyblocking with alts in un-pushable locations and more I won’t reveal here :twisted:. Sure claim blocking makes it easier on them, but it’s not hard for anyone to do (just takes yeo, 4 bones and a dream) and now anyone who hadn’t figured it out on their own, can do it. Removing this strat hurts factions a little, but it hurts little hermits and mid-tier veteran villages a lot more. I don’t really care the effect it has on the sprucecap monkeys who are out on the surface paving :lol: and building houses :lol: on day 1; no mechanic will ever make them safe.

You could make the same “it gives pvp raiders free reign with impunity” argument against Safe Palis which exist during the entire world - if you want chaos, arguing for better siege mechanics will go a lot further to make the back-and-forth dynamic. I only hope you consider the 80+% of players who are not dumb n00bs nor pvp gorillas, they just want to be left alone, who removing this option will hurt the worst
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