AMAZING EXPLOIT: How to be unraidable on day 1

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

Postby Iva » Wed Oct 30, 2024 7:18 pm

SnuggleSnail wrote:emerging technology the sprucecaps cannot comprehend
Image

Yes, that's me.:)

And I vote against bringing this exploit back because it's useful for a few days at the start but then it creates nothing but problems. It's perfectly possible to do without it, as all those worlds that existed without this exploit have proven.
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Re: AMAZING EXPLOIT: How to be unraidable on day 1

Postby Iva » Thu Oct 31, 2024 8:22 am

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.


I can't believe you're doing this. You were absolutely right to remove this exploit from the game.
Let's think about what's going on here. A group of criminals wants to get a lot of skins quickly by robbing the entire population around them and get a lot of leather quickly, than build their secure base as quickly as possible. But in this game there is a punishment system. Stolen skins can be tracked until they are turned into leather. This way the owners can come and get their skins back, but they are not the danger to the robbers. The main danger is that there are other groups of criminals who can track scents and come for the loot and kill the rapid progression of their enemies. Isn't this intended course of things according to the game's design? No one should be able to hack this system and be able to commit crimes without being punished one way or another, rigt? Вut you agreed to help some players avoid annoying risks and cheat the rules of the game by using the exploit. Why? This way the criminals will get a fantastic start where they will have fun and at the same time will not have any problems in quickly getting their huge base, but all the other players will only get problems for the start and for the rest of the game. You're bringing back the ability for any player to easily deny access to a huge chunk of content to other players. Are you forget that claim pole with presence can't be destroyed except by siege? And even abandoned claim will be active 54 real life days (according to the wiki) before it becomes inactive. People have huge amount of reasons to take away access to caves from other players, and you want to give them such an easy way to do it. Please, don't.
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Re: (Not someone with a clear conflict of interest like neck

Postby Archiplex » Thu Oct 31, 2024 9:22 am

jorb wrote:
grumgrumganoe wrote:ok but you could appoint one (or several) knowledgeable and ~trustworthy community managers to make sense of the cacophony and know who’s interests are conflicted where

We used to have that. It carried with it a near constant accusation of favoritism &c. :)


Piping in as someone who was here at the start and speckled throughout the years while still basically always watching the forums:

Just ignore what any solutions are granted by veterans in general; I think the overly vocal factions of the game tend to have pretty skewed visions of both what they want the game to be, and what they feel is best for the game's direction. They're all good at spotting problems, but hardly ever good at providing good solutions - I.e I'd basically always listen when snail&co/brogdar or whatever the newbie faction's name is nowadays can spot a problematic part of the game, but I'd probably never pay attention to any solutions provided by one or the other because they both, inherently, play and experience the game in a different way. Likewise, hermits are all great at spotting way more types of issues or boring game design that factions might have overlooked by now/botted/automated out of existence.

I think the priority for any real solutions should just be a focus on simplicity and how a person who is newly being introduced to a feature would see it - especially in this era where we will have far more people than likely ever before *and* more returning and fresh new players - their opinions will matter much much more. I also think you should add something ingame to direct people to the forums to provide input because of this.

This new world should feel more like w8 than anything else, which is when the game was best - and the game was unsolved. And that means appealing to new people above everything else.

Re: The actual topic and exploit.

It's a nasty solution to a problem that has always plagued the game. I disagree that it was commonplace - its existence favors people who have played the game a long time and are used to digging for autistic bugs and exploits, and when we'll have far more people new to the game, it means it heavily favors those who already knew.

The problem underneath is the ease of early world crime/griefing - the solution to that should come some other way. Someone mentioned earlier that it's be cleaner to just disallow certain crimes for X period of time at the start of the world - and i agree, it'd be a cleaner fix (with its own abuse cases) than shelfing off caves. I don't like the solution much either, but unless a bigger gameplay mechanic is based around protecting early settlements, there won't be a clean one at all.
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Re: AMAZING EXPLOIT: How to be unraidable on day 1

Postby noindyfikator » Thu Oct 31, 2024 11:03 am

Do devs have any final statement about this one? World starts tomorrow
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Re: (Not someone with a clear conflict of interest like neck

Postby Kaios » Thu Oct 31, 2024 1:33 pm

Archiplex wrote:I think the priority for any real solutions should just be a focus on simplicity and how a person who is newly being introduced to a feature would see it - especially in this era where we will have far more people than likely ever before *and* more returning and fresh new players - their opinions will matter much much more. I also think you should add something ingame to direct people to the forums to provide input because of this.


Great points, especially this one. I'm not sure where their head is at but I think it's fairly obvious to almost everyone, other than the devs, that it is more likely new players will be targeted by groups utilizing this method rather than it being a mechanic intended to help protect them.
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Re: AMAZING EXPLOIT: How to be unraidable on day 1

Postby lacucaracha » Thu Oct 31, 2024 2:11 pm

We believe in you; it's not too late to make the right decision.
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Re: AMAZING EXPLOIT: How to be unraidable on day 1

Postby h3r0 » Fri Nov 01, 2024 12:50 am

Why does this require siege? Is it because it can't be damaged by hand or because you can't reach the hitbox?

In any case, this is stupid as fuck and jorb is clearly just being bribed and making random changes for seemingly no other reason, other than to enable an exploit, and can't apparently understand even the most basic mechanics of his own game.... Yeah right.

I don't think it's that big of a deal though. It's not hard at all to get a palisade up, and nobody is going to siege your palisade for leather, so you're just if anything saving leather and a small bit of time.


This does I think make the game easier for small time thieves and vandals because they can set up easy bases and move stuff around like hearth vaults, which is honestly pretty big. That's the biggest change I can think of, but it's not helping big time griefers, botters, groups, who already have walls and defenses, nor is it preventing anyone from being easily broken into. Its easy as hell to mine, and if they siege there is no wall.

That, and I could see big villages claiming every entrance which will probably be very annoying.

Hard to say exactly how it will play out. It does pretty much trivialize Palisades, at least the early world or people who choose to only use this strat, but the loss of mobility and the time required to set up claims makes it also not a good strategy in the long run. It will probably heavily favor botters and villages.

It's not good.

But it's very good for solo players who like to steal. Now they can set up bases easily and almost instantly to stash stuff without travelling or attracting attention to more important bases. While I am against this change, I'm not against making it easier for thief-hermits and always wanted that to be more viable.
Last edited by h3r0 on Fri Nov 01, 2024 11:41 am, edited 5 times in total.
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Re: AMAZING EXPLOIT: How to be unraidable on day 1

Postby h3r0 » Fri Nov 01, 2024 12:55 am

Iva wrote:
SnuggleSnail wrote:emerging technology the sprucecaps cannot comprehend
Image

Yes, that's me.:)

And I vote against bringing this exploit back because it's useful for a few days at the start but then it creates nothing but problems. It's perfectly possible to do without it, as all those worlds that existed without this exploit have proven.


Literally this. Who is actually complaining about the first few days? Anyone who ragequits would likely never have what it takes to play the game anyway.

You either have really bad luck or you really are a total noob who needs to move to a better spot and learn how to survive, if this is a problem. It's honestly one of the most exciting parts of the game and I can't remember ever not restarting or getting screwed early on. (Usually by choice because I screwed up hunger or hated my spawn)

Literally you don't even need a palisade right away. Just don't put a bunch of valuables in plain site, better yet, find a cave. Use gates for vandals, or fences if you are afraid of lockpicks. Or use piles of dirt. (Not that it matters any more).
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Re: AMAZING EXPLOIT: How to be unraidable on day 1

Postby overtyped » Fri Nov 01, 2024 6:18 pm

This aint gonna just affect the 1st few days lol. A cheap option to block a cave entrance is going to be a mainstay.
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 Apocoreo » Fri Nov 01, 2024 7:11 pm

overtyped wrote:This aint gonna just affect the 1st few days lol. A cheap option to block a cave entrance is going to be a mainstay.


*Mines u cutely*

How is it different from paling a cave after the point where you have the resources to build a second pali? legit asking
Boofing and gumping it all damn day. Shoutout to my homeboy Moloch
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