Make it so animals you kill with lower stats than intended don't give any meat,bones,skin,innards.
Lets remove the need to cheese higher tier animals as soon as humanly possible.
With this change we can also start removing the multiple layers of anti cheese protection like animal armor and them running away when certain conditions are met.
This would make the game way more playable and not force you to jump through hoops to slowly kill animals with claims and palisades.
Locking animals behind a stat number can also throttle how fast we are forced to advance.
New players will also have a more clear idea what they should be hunting at their current stats.
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stya
- Posts: 1037
- Joined: Wed May 21, 2014 3:13 pm
Re: Lock animals behind stats
So before hermits would be able to hunt if thy knew how to cheese animals, then hermits would never be able to hunt high-end animals because they have shit stats?
Given that ppl find a way to cheat the attribute system every 1-2 worlds, I have a bad feeling about his.
-1 makes no sense
Given that ppl find a way to cheat the attribute system every 1-2 worlds, I have a bad feeling about his.
-1 makes no sense
This yes, but this isn't the wayLets remove the need to cheese higher tier animals as soon as humanly possible.

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azrid
- Posts: 3647
- Joined: Mon Oct 17, 2011 11:33 pm
Re: Lock animals behind stats
Stop hiding behind the poor hermits excuse.
Poor hermits are way less bothered about all the hunting limitations compared to us experts.
Theres nothing wrong with being nudged towards raising your stats as intended to be able to get better materials.
This is a needed step to smooth out the early game progression and not have a mandatory early cheesing of high tier animals.
Poor hermits are way less bothered about all the hunting limitations compared to us experts.
Theres nothing wrong with being nudged towards raising your stats as intended to be able to get better materials.
This is a needed step to smooth out the early game progression and not have a mandatory early cheesing of high tier animals.


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vatas
- Posts: 5254
- Joined: Fri Apr 05, 2013 8:34 am
- Location: Suomi Finland Perkele
Re: Lock animals behind stats
Blunt countermeasures can be, even if not outright worse than the problem being addressed, an annoyance to "legitimate" players.
Example from World of Warcraft: dungeon power-leveling other characters with a max level mage has some obvious issues. But multiple solutions that have been tried, causing new issues:
1. AoE cap. This is more of an implementation problem AFAIK, but basically the idea is that if an AoE ability is hitting X number of mobs, the damage will be reduced. This resulted in cases where AoE on four mobs works as usual, but fifth one causes none of them to take damage (like I said, implementation problem. I actually have a decent-sounding idea on how to do this if I was running a WoW server.)
2. Simply penalize or even turn off the EXP gain if party member have too high of a level difference. This is again an implementation problem, but this allegedly led to the cases where a higher level player wants to help (or even do the dungeon quests at the high end of the dungeon's level range) but gets rejected because everyone else doesn't want to lose the EXP.
Example from World of Warcraft: dungeon power-leveling other characters with a max level mage has some obvious issues. But multiple solutions that have been tried, causing new issues:
1. AoE cap. This is more of an implementation problem AFAIK, but basically the idea is that if an AoE ability is hitting X number of mobs, the damage will be reduced. This resulted in cases where AoE on four mobs works as usual, but fifth one causes none of them to take damage (like I said, implementation problem. I actually have a decent-sounding idea on how to do this if I was running a WoW server.)
2. Simply penalize or even turn off the EXP gain if party member have too high of a level difference. This is again an implementation problem, but this allegedly led to the cases where a higher level player wants to help (or even do the dungeon quests at the high end of the dungeon's level range) but gets rejected because everyone else doesn't want to lose the EXP.
Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread
Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)
Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)
Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
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azrid
- Posts: 3647
- Joined: Mon Oct 17, 2011 11:33 pm
Re: Lock animals behind stats
Sir this is not a blunt countermeasure its the way haven is meant to be played.
Cheesing animals is not a god given right and is not the way you are supposed to hunt.
Please elaborate what you foresee being worse?
I think people are just too used to having high q mammoths and bears available to them as soon as the first decent weapon comes online.
I see that as jumping straight into endgame hunting skipping many tiers.
Cheesing animals is not a god given right and is not the way you are supposed to hunt.
Please elaborate what you foresee being worse?
I think people are just too used to having high q mammoths and bears available to them as soon as the first decent weapon comes online.
I see that as jumping straight into endgame hunting skipping many tiers.


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Thicket1lurker
- Posts: 28
- Joined: Thu Sep 10, 2026 10:46 am
Re: Lock animals behind stats
my opinion it's terrible idea you're a new player you fight a fox for the first time your stats are not quite there yet you still beat it but you nearly died and you're seriously injured and you received nothing cuz your stats are technically still too low but you're also right most players including myself don't bother with mammoths or whales cheesing is a problem but I'm sure there is a better solution than yours
the problem with people defending the cheese they probably don't know any other strategies this is where a lack of knowledge is a problem within the player base a lot of people default to a certain strategy because it works and they defend it and try to prevent anybody from ruining it cuz they can't find it practical solution because nobody's ever showed them another solution
I don't know anything about Mammoth or whales but to me it seems like you need a cheese them to beat them but I don't know anything about them I've never fought them before they always scared me away cuz of their stats and people can show a valid strategy it doesn't require a cheese I'm interested in learning it and I'm sure a lot of other people are too
the problem with people defending the cheese they probably don't know any other strategies this is where a lack of knowledge is a problem within the player base a lot of people default to a certain strategy because it works and they defend it and try to prevent anybody from ruining it cuz they can't find it practical solution because nobody's ever showed them another solution
I don't know anything about Mammoth or whales but to me it seems like you need a cheese them to beat them but I don't know anything about them I've never fought them before they always scared me away cuz of their stats and people can show a valid strategy it doesn't require a cheese I'm interested in learning it and I'm sure a lot of other people are too
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Regulus2424
- Posts: 684
- Joined: Mon Feb 16, 2015 3:48 pm
Re: Lock animals behind stats
you can kill mammoths the way Jorbtar "intended" by doing it with a group of people, which makes it a strategy available only to villages and hermits that are willing to take the risk of making friends in this game, and tbh that's probably fine but it is much more time consuming to gather a group for people and have an actual fight that has it dangers than it is to build a mammoth trap once or twice and solo kill mammoths from complete safety. which is to say, keep removing the cheesing methods, Jorbtar, just don't make the regular hunting worse in the process 
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abt79
- Posts: 1627
- Joined: Thu Feb 06, 2014 1:59 am
- Location: looking for black coal, completely in vein
Re: Lock animals behind stats
what are the intended stats to kill a pack of orcas?
Do you seriously think jorbtar are going to set “intended stats to kill” thresholds? How long have you been playing this game again?
Do you seriously think jorbtar are going to set “intended stats to kill” thresholds? How long have you been playing this game again?
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Zepar72
- Posts: 224
- Joined: Mon Jan 15, 2018 2:36 am
Re: Lock animals behind stats
How is this exactly a bad thing though? Mammoth literally seem to be an end game mob meant to be hunted in teams. If any change would make solo hermits unable to hunt them, that's a good change that brings the game to the "intended" state IMO.Regulus2424 wrote:you can kill mammoths the way Jorbtar "intended" by doing it with a group of people, which makes it a strategy available only to villages and hermits that are willing to take the risk of making friends in this game, and tbh that's probably fine but it is much more time consuming to gather a group for people and have an actual fight that has it dangers than it is to build a mammoth trap once or twice and solo kill mammoths from complete safety. which is to say, keep removing the cheesing methods, Jorbtar, just don't make the regular hunting worse in the process
Not everything should be possible to everyone . .
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Regulus2424
- Posts: 684
- Joined: Mon Feb 16, 2015 3:48 pm
Re: Lock animals behind stats
sure, but that "any change" can have other drastic consequences packed alongside it. my point is that it would be nice if they got rid of various cheesing methods without adding stupid stuff like stat locked progression (I hate eating)Zepar72 wrote: If any change would make solo hermits unable to hunt them, that's a good change that brings the game to the "intended" state IMO.
W6 - giga noob hermit
W7 - giga noob hermit, part 2
W12 - hermit
W13 - sprucecap extraordinaire from Magnanimous Magistrates
W14 - PotFriendJr from Doom Fortress
W15 - He Who Was from Gnomes Gone Gangsta
W16 - Marazhai from Wildfox Bread/Hogwarts
W16.1 - Knave from Pimp My Wheelchair
W16.2 - Knave-Errant from Ett gäng dumma smileys
W7 - giga noob hermit, part 2
W12 - hermit
W13 - sprucecap extraordinaire from Magnanimous Magistrates
W14 - PotFriendJr from Doom Fortress
W15 - He Who Was from Gnomes Gone Gangsta
W16 - Marazhai from Wildfox Bread/Hogwarts
W16.1 - Knave from Pimp My Wheelchair
W16.2 - Knave-Errant from Ett gäng dumma smileys