nerf boats

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

Re: nerf boats

Postby Thuzzy » Tue Sep 01, 2026 1:56 pm

+1 for progress bars when entering boats
the terrain argument is not really real. Neither is the blocking (already happens in the current iteration)
-1 for render dist aggro range
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Re: nerf boats

Postby Fostik » Tue Sep 01, 2026 2:17 pm

devs literally taken away all the existing options to disengage from combat, players grab onto retarded stuff to have at least any chance to escape fight, but pvp fighters want it removed too.
I have mixed feelings thinking game should only work in favor of those playing offensively
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Re: nerf boats

Postby SnuggleSnail » Tue Sep 01, 2026 2:23 pm

Fostik wrote:I have mixed feelings thinking game should only work in favor of those playing offensively


I can see why you'd feel that way in abstract, but in reality:
  • if I aggro you there is probably a guy on the way with a rowboat to stop you from escaping in this way, and people will become increasingly proficient at it as it's no longer a thing that sometimes happens, but a thing that is expected to happen a dozen times every fight. The people that you'd want to protect won't have this kind of coordination
  • the people acting aggressively are typically the ones most likely to be ganked. 100% I am chased by half a dozen people 100x or 1000x more than non combat nerds
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Re: nerf boats

Postby azrid » Tue Sep 01, 2026 2:41 pm

azrid wrote:
SnuggleSnail wrote:
  • to prevent this, aggro range should be increased to render dist (this would need to coincide with a horse nerf/rawhide buff, so if you're unwilling to do that ignore this bullet point), and
  • all vehicle (including skiis, horses, snekkja, rowboat, wagon, sleigh, sled, knarr) should be set to the same speed as a coracle if anybody in the vehicle is in combat (as previously suggested)

You could aggro someone from render distance, slow them down, while other guys who didnt aggro them can easily catch up.
You can stay out of render distance and easily catch up to the guy whos being chased.
An experienced ganker like you would be the first one to use this to your advantage.

I say go back to the drawing board and think of something else. This one is not it.
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Re: nerf boats

Postby SnuggleSnail » Tue Sep 01, 2026 2:46 pm

I mean that's a fake hermit brained problem that will never affect the outcome of any fight, and you're only arguing because you like arguing, but the fake problem is easily solvable.

If anybody is in PVP combat within 5 minimaps everybody gets slowed. It would actually solve horses too, which would make increasing aggro range to render distance not require a specific horse nerf.

I bet jorbtar would love the larp element of "smoke of war" debuff appearing and every nearby hermit shitting their pants then hearthing or similar. Might even be able to straight up remove rawhide and always travel on a horse.
Last edited by SnuggleSnail on Tue Sep 01, 2026 3:04 pm, edited 1 time in total.
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Re: nerf boats

Postby azrid » Tue Sep 01, 2026 3:02 pm

SnuggleSnail wrote:If anybody is in PVP combat within 5 minimaps everybody gets slowed. It would actually solve horses too, which would make increasing aggro range to render distance not require a specific horse nerf.

Im immediately griefing every village to have permanent speed debuff with a small safepali nearby them.
One bad idea after another. Today is not your day. Get some sleep or something.
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Re: nerf boats

Postby azrid » Tue Sep 01, 2026 3:14 pm

SnuggleSnail wrote:you're only arguing because you like arguing

This is off topic but even here you are wrong. I have often agreed with your suggestions.
I have even been labeled as your ally thanks to this.
I'm one of the most impartial posters on this forum and I have lots of game experience in all types of groups.
Don't reply to this
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Re: nerf boats

Postby SnuggleSnail » Tue Sep 01, 2026 3:17 pm

azrid wrote:Im immediately griefing every village to have permanent speed debuff with a small safepali nearby them.


no u won't, people don't even bash roads in 99% of cases. "oh I'm gonna build a safe pali near you and make 2 chars and run them on a server forever to slow your horses by 33% in your village" shut the fuck up lmao

retarded hermit doomerism
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Re: nerf boats

Postby Fostik » Tue Sep 01, 2026 3:21 pm

I know I'm the last one to ask how pvp should work, but I honestly think that pvp dependence on hours of run and escapes should end to set game free from it's abandonware path.

I don't want any mechanic to favor any group, what seems fair for me is that person dealing damage to someone gets temporary slowed by bit, and person receiving damage gets slowed by a larger bit. Now, it also would make sense that amount of damage dealt compared to max health defines how hard target gets slowed.
It's easy to implement just to test it in valhalla, it's how other games solves that, because honestly any proposed solution over a decade only made it more retarded.
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Re: nerf boats

Postby Luno » Tue Sep 01, 2026 3:35 pm

Lol i just realized i suggested the same thing MightySheep had already suggested.

Boats being a method of escape is fine and i think its an uphill battle to try and stop it, it will only create weird and exploitable stuff.

I agree that the running on haven is where the skill is and where it shoudl be but i also think that some setups can exist that facilitate the escape of less skillful players, as long of course as it cannot be exploitable by tryhards and as long as it's not incredibly trivial and uncounterable.

The progress bar/hourglass thing should help prevent those problems, no?

Maybe some other stuff could be added? idk, like some harpoon taht if u hit a ship with from land it will anchor the ship for a while? idfk.
surely there are better ways of handling this than makign a coracle as fast as a snekkja...
won't snekkja people escape into deep sea eventually anyways? thus not allowing coracle to chase?
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