16.1 gilding RNG feels bad, even when you "win"

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: 16.1 gilding RNG feels bad, even when you "win"

Postby Bronk » Thu Dec 18, 2025 5:55 am

It doesn't help that recycling multi slot gear gives it back to you with only 1 slot. So recycling effectively doesn't exist for multi slot gear.
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Re: 16.1 gilding RNG feels bad, even when you "win"

Postby Audiosmurf » Sat Dec 20, 2025 6:13 pm

I think the new system is honestly almost fine, having played with it some more, but recycling needs to be made more appealing. Also maybe also the range of possible success chances should be expanded, so stats matter more. Being able to get to like 60% success on leather boots or something once you're leveled and geared would balance out the risk of loss on a failure without removing it.
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Re: 16.1 gilding RNG feels bad, even when you "win"

Postby loleznub » Sat Dec 20, 2025 9:22 pm

The fact that your now hard to get gildings can fail when previously they couldn't (i.e failed and thus, you don't even get said gilding anymore) means this is a direct nerf to gilding items.

Nothing worse than losing than gemstone, ancient tooth, whalebone clasps, etc because of this new garbage, why was the direction to punish players? And then, this doesn't even go into the Tailoring credo which is now heavily reduced in effectiveness.

Would be significantly better for you to either:

Fail the gilding, lose the slot, and get the gilding back (could even lower the quality of the gilding by 10% or something)

or

Fail the gilding, lose the slot, the gilding is in the item slot and going away with this whole rescue system (i.e putting it back how it was)
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Re: 16.1 gilding RNG feels bad, even when you "win"

Postby Baba_Ji » Sun Dec 21, 2025 1:27 am

VDZ wrote:(I don't gild enough to tell)


Shut the fuck up then you dumb piece of shit yapper

New system bad. Just take the old system, give some clothes more initial open gild slots, 99% of regular players benefit.
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Re: 16.1 gilding RNG feels bad, even when you "win"

Postby Pills » Sun Dec 21, 2025 4:13 am

I like the new system but not when you fail all together. failing a slot is one thing, completely destroying the gild is another, that feels dogshit.

recycling also needs reworking to suit because that also is pointless now.
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Re: 16.1 gilding RNG feels bad, even when you "win"

Postby MightySheep » Sun Dec 21, 2025 5:37 am

Yeah it's a big nerf and nerfs aren't fun that's why most games power creep with buffs because buffs are fun. Gear wasn't particularly op it didn't need nerf
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Re: 16.1 gilding RNG feels bad, even when you "win"

Postby Fostik » Sun Dec 21, 2025 10:02 am

My conclusion on that change was that it seriously nerfs your chances to gild anything at the beginning of the world, but later when you have stats and can craft multiple items to gild, you basically have free credo/felt inline in those items.
Gilding with 30% chance success and 33% rescue(3 slot items) gonna provide quite decent items (4-5 gilds) without lot of efforts.
But indeed early world you're just ruining fancy clothes by gilding with low chance success and rescue.
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Re: 16.1 gilding RNG feels bad, even when you "win"

Postby LaserSaysPew » Sun Dec 21, 2025 2:05 pm

Just tried gilding a bear cape that has 3 slots, supposed to be a good tier item, right? A better item to gild now.
First one was a crit, new slot opened.
2, 3 and 4 all failed. So I'm left with a 1 slot gilded cape. In the end the crit didn't give me shit and I lost 3 gildings on top of that.

This rescue system just sucks.
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Re: 16.1 gilding RNG feels bad, even when you "win"

Postby jock » Sun Dec 21, 2025 2:24 pm

Honestly old system was fine, we just needed the gildings to be rebalance and then the success and match ups to be improved.

Plus some equipment buffs e.g. most capes other than bear.
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Re: 16.1 gilding RNG feels bad, even when you "win"

Postby jorb » Sun Dec 21, 2025 4:44 pm

The intention here wasn't to nerf, we expected it to be a buff if anything.

Anyhoo, I agree that we haven't reached perfection. What we wanted to do was to move the incentives away from churning the cheapest clothes to aligning them more toward the better/higher tiered pieces of gear, by making it significantly easier to "go tall" with those, i.e. slot a higher number of gildings total.

I agree at the very least that the chance to fail a rescue roll taking the amount of slots available into consideration somewhat defeats the purpose.
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