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 DauntlessGolem » Sun Dec 21, 2025 5:45 pm

The new system is fantastic, but It's strange. All in all, I think the chance to get higher gilded items is genuinely higher, i mean to double gild it's just 2 coinflips, which is better than anything early. It does feel bad to have less of a chance after you successfully gild something, but it just encourages you to actually match gilding attributes. Like, quad gilded stuff now if you match gildings will be a 20~% chance to Crit Succeed, and if that fails, a 20% chance to normal Succeed. Overall, it will make gilding easier, but it can def be tweaked. Also buff gilding song. (I haven't used it, but it should guarantee a success)
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Re: 16.1 gilding RNG feels bad, even when you "win"

Postby sylviavalentijn » Thu Dec 25, 2025 2:28 am

tell it like it is the new guilding system is fucking retarded
you can even get cock teased by it
>success get extra gilding slot
>failure waste a slot destroy guilding
???? what the fuck was the point of this change man korean mmo tier shit
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Re: 16.1 gilding RNG feels bad, even when you "win"

Postby stya » Thu Dec 25, 2025 11:42 am

New system is fine for cheap stuff, it's horrible for high end stuff and gems. Thanes have 5 slots, i now have around 65% of losing my current "good" gem (starting at 20% rescue)... This just sucks for gems.
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Re: 16.1 gilding RNG feels bad, even when you "win"

Postby jetharius » Fri Dec 26, 2025 3:11 am

Agreed with the majority here.

Succeeding on a early gild on 2+ gild items can actually hurt you more than help you. It honestly only feels like you want to succeed on you final gild of the item. A 50/50 drops to 33/33 on the subsequent two gilds, but if u succeed on the final gild, it feels really nice because then its just bonus from there. I don't understand the success gilds counting against the base gilding chances.

I also agree that the system seems to incentivize cheap spammable gilds where you throw cheap easy gilds over and over until you finally win. Even the tailor credo guaranteeing a first gild feels gamba since its going to lower all other gilds after it so you can end up with a powerful initial gild and then the rest of the item bricks 4 times in a row.

I think there should be a separation of the failure mechanic into two different fail states.
Success: Item gilded and no slot consumed.
Rescued: Item gilded and slot consumed.
Scratched: Gilding recovered, slot consumed.
Failed: Gilding lost, slot consumed.

The failure feels so much worse than success, winning feels so conditional that it sometimes hurts, I dislike the systems initial implementation but thing it has potential to be better than the previous.
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Re: 16.1 gilding RNG feels bad, even when you "win"

Postby bmjclark » Fri Dec 26, 2025 6:29 am

I think taking a step towards some of the higher tier gear being better was good but I also think the way this got changed was pretty shit. It feels fucking awful knowing that you have a significant chance of losing things like strong gilding rocks/leaves or gems
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Re: 16.1 gilding RNG feels bad, even when you "win"

Postby Zelacks » Fri Dec 26, 2025 7:23 am

I think a lot of you just don't want to adapt to new mechanics?

The new design is weird and not intuitive but so is most of haven. It seems like the new strategy is to use cheap gilds on your gear first, and then apply your more expensive gilds after you have gotten a decent amount of chaff gilds on your item. Its literally user error if you know how the gilding works and you are still just using all your expensive gilds immediately on your gear.

5 slot gear doesn't mean it should have 5 gilds on it (and maybe this is why people are getting upset??? You just need to reframe your thinking and not expect that many gilds), its more like a curve distribution of gilds, ie 1 slot 1 gild, 2 slot 1.5 gilds, etc...
And honestly maybe the fact that they are called "slots" is an issue of clarity, it should be called something else to make it clear that the equipment slots do not have a direct correlation to the number of expected gilds on an item.

Its actually fine if the item succeeds and then fails because now your gilds after have a higher chance of saving.

I think you guys just want god tier gear with zero effort, which is just kind of lame.
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Re: 16.1 gilding RNG feels bad, even when you "win"

Postby MightySheep » Fri Dec 26, 2025 11:12 am

No I just want the old system
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Re: 16.1 gilding RNG feels bad, even when you "win"

Postby NazuBlah » Fri Dec 26, 2025 11:25 am

I think slots should be renamed to "gild attempts" and that crit failure shouldn't destroy the gild maybe perhaps possibly
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Re: 16.1 gilding RNG feels bad, even when you "win"

Postby Dawidio123 » Sun Dec 28, 2025 4:19 am

It's fine for normal clothes, probably stronger than old system on average but weaker on the extremes (as in opening a slot with xp doesn't guarantee you put in another gild. It's absolutely atrocious for any sort of ring gilding.
The big gems are already rare, much more with decent quality, then you need to cut them so like 50% of them get sent back to the study desk. And THEN after the first gem you get to try to insert a gem at chances that punish you for still having so many slots left. So you can try to insert other gems first to "waste" the slots but if they go in your chances also go down, so fucked either way. Then you realize most rings have super shitty gilding slots (onyx is stealth, i dont think there is a ring for stealth) and max chances of about 25-35%. That cut up 40ql diamond that's probably worth a couple tokens? Can just poof out of existence (and your odds are bad even if you manage to match the stats).
Tbh rings should either not waste gems on failed attempt (or any gildings maybe? idk losing a gilding feels bad even if it's worthless), or just have a guaranteed amount of slots you can put the gems into at 100% because you already did the gamble to get that gem. Also let us put gems in crowns thanks.
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Re: 16.1 gilding RNG feels bad, even when you "win"

Postby springyb » Sun Dec 28, 2025 6:27 am

I've spent more time with this.

I think if rescue rate decreased based off successful gilds instead of gilds + attempts it solves most of the feel bads.

I also think the rescue penalty shouldn't even take affect until the number of gilds is greater than the number of starting attempts, because I think gilding as a whole should be way more accessible than it has been. There are so many gildings that aren't even considered as your 10th choice for the idea of having 10 choices to be as rare as it is. Finding a special gilding and using it immediately shouldn't be considered a waste. Sticking heartwood leaves on your armor for instant sprucecap buffs or finding/cutting a monster gemstone and actually using it instead of letting it collect dust in a cupboard until stars align at the slots sounds nicer than what we got going on now for what it takes to get multi gilded items. Planning for a lategame that never comes is a poisonous strategy so lets not encourage it.

Maybe gilding and gemstones need different rules though idk
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