Game Development: Gongalong!

Announcements about major changes in Haven & Hearth.

Re: Game Development: Gongalong!

Postby CCKpoppin » Fri May 29, 2026 12:12 pm

kaysaari wrote:
Audiosmurf wrote:If it doesn't already the gong should scare animals in a radius


Make it Raw Hide every horse ¦]

gongbots at the walls :oops: and at every thingwall and shit

CLANG CLANG CLANG CLANG CLANG DONGGGGGGG

YOOOOOOO
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Re: Game Development: Gongalong!

Postby mvgulik » Sat May 30, 2026 5:24 pm

111 wrote:111

222 wrote:222

333 wrote:333

333


222


111


000

Hmm ... Bye bye [Show hidden] 222.
... Correction. It got moved way down.
Last edited by mvgulik on Mon Jun 01, 2026 9:42 pm, edited 1 time in total.
Ignored(29): "Would you like to know more"
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Re: Game Development: Gongalong!

Postby WowGain » Sun May 31, 2026 5:44 am

huh
W7 Hermit, Honorary Ruskie
W8 Hermit - W10 Hermit - W12 Hermit
W13 Oppidian, Lawspeaker of Duckshead Bay, Straumfjord
W14 Oppidian, Aldermann of Aldorice Reodcomba, Duke of Eirinsk, Count of Sasheim
W15 Oppidian, Vanguard of the Wowgangers
W16 Oppidian, Sheriff of Yurhaven


discord: wowgain
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Re: Game Development: Gongalong!

Postby Zephroze » Mon Jun 01, 2026 10:01 am

way to break the forum

Also, don't care that people are calling this an intended mechanic because it's fucking retarded

Make it so people who are not in a murderous rage cannot be one shot straight into death because people are just using this to kill noobs and it's making it impossible to recommend this game

Nobody cares about losing a set but they do care about losing weeks worth of progress when the game explicitly fucking tells you that you're not going to die unless you do these steps, and then die anyways
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Re: Game Development: Gongalong!

Postby linkfanpc » Mon Jun 01, 2026 3:36 pm

Zephroze wrote:way to break the forum

Also, don't care that people are calling this an intended mechanic because it's fucking retarded

Make it so people who are not in a murderous rage cannot be one shot straight into death because people are just using this to kill noobs and it's making it impossible to recommend this game

Nobody cares about losing a set but they do care about losing weeks worth of progress when the game explicitly fucking tells you that you're not going to die unless you do these steps, and then die anyways

Image
jorb wrote:Hitting a "Ghejejiiwlonk" with your "Umappawoozle" for eightyfifteen points of "Sharmakookel", simply makes no sense.

randomtelelocxyz wrote:want wish to jorb stop loving gayanal porn

Archipenos wrote:Irl if someone kills me, if I want to burn their house down, nothing but fear of the law or reprisal or my own moral compass stops me.
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Re: Game Development: Gongalong!

Postby Frogg » Mon Jun 01, 2026 4:15 pm

We have to dip below 40 players online before they do anything.
If you are still logging in every day, you are part of the problem and have no right to complain.
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Re: Game Development: Gongalong!

Postby Luno » Mon Jun 01, 2026 4:29 pm

Despite Zephroze's questionable views, i do think that the game would be better without Murderous Rage.
I mean, the associated risk makes it a tool rarely used by a big guy to kill another big guy, and way more frequently used by a big or perhaps not that big guy to kill some noob.

I say this from my limited experience, of course, but the only times i see Mrage being used it's either because Snail or Mightysheep or whatever want to bully us, or because I or someone else from my village want to bully some lone hermit.
Or it's used by mistake by some lone hermit resulting in their death(by me).

Image

Image

Image

Image


PS: I haven't had the chance to use the new alchemy book but i'll give feedback when i do.
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Re: Game Development: Gongalong!

Postby linkfanpc » Mon Jun 01, 2026 5:44 pm

personally i think the idea of it is good. if you're too lazy/bad at the game (it really does come down to laziness to put it nicely) to keep up your character, you're liable to get gojo purple'd at any moment. the inherent problem is that actually developing your character to be at-level with Mrage users is extremely time consuming, to the point people with j*bs are just cooked unless they split their days evenly into sleeping/working/havening.

i will also say i do not see that as a problem or flaw with the game; this is the just the kind of experience you need to allot a lot of time into. i love and appreciate it a lot for that; taking time off work to no-life the game for a week is one of the highlights of every year for me, it's my i really do love it.

(i will ALSO say death is an important and integral part of the game's experience and shouldn't be softened, especially father than it already has been.)

but those two points are working contradictory to each other and, especially in the fast world, make anyone who isn't no-lifing the game feel "lazy" all the time, like there's ALWAYS something that needs doing and you never feel like you're spending your time efficiently enough. and for the most part, it's not a big deal, but then an Mrage user comes along and stat checks you.

all that is to say i think the game needs some form of stat catch-up/anchor-down mechanic. perhaps tied directly to hunger and LP: if you're below the average of the bottom 50% of all players, you get 133% LP/66% hunger, which scales up towards 100% as you reach say the top 20% of players, and as you reach toward the top tier you get reduces FEP/more hunger, up to like 66% LP/150% hunger when you're in the top 5%. no utterly massive buff/debuff, nothing that cripples you for being the best nor launches you for being the worst, but something that together makes the bottom feeders get a strong advantage against the big boys when it comes to equalizing themselves, but a strong advantage you MUST take advantage for yourself by focused development of your character rather than some lame passive effect that lets you get strong while turning your brain off.

i will also again suggest adding a separate PvP scaling for equipment the way say elden ring does it. IE the quality of weapons and armor scale their damage/protection with a cube root instead of square solely when calculating damage in PvP, and thus a q90 bronze sword would only be slightly above double insteand of triple damage in PvP. the reason being even a little bit of extra quality is almost TOO meaningful especially early game, and even if a hermit keeps up with the big guys in the early world progression wise AND stat wise they can still get absolutely stomped simply because the big guys had more time/more hands to get lucky and find ore that was 30 points higher quality.

but yes, the system is flawed, each individual idea i like but they need something tying them together. in an ideal world you only get murdered if you suck at the game (as we all did at one point) or are lazy/don't have enough time (unfortunately not the right game for you. unless you're totally ok with potentially dying eventually and becoming part of the ecosystem)
jorb wrote:Hitting a "Ghejejiiwlonk" with your "Umappawoozle" for eightyfifteen points of "Sharmakookel", simply makes no sense.

randomtelelocxyz wrote:want wish to jorb stop loving gayanal porn

Archipenos wrote:Irl if someone kills me, if I want to burn their house down, nothing but fear of the law or reprisal or my own moral compass stops me.
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Re: Game Development: Gongalong!

Postby Luno » Mon Jun 01, 2026 6:04 pm

I think the stat rework they were planning was gonna help with this but that's besides my point:
The associated risk with using Mrage is somthing that makes it a tool used solely to get rid of clueless hermits.
That's my problem with it.

Whether the game game becomes carebear land and no one dies ever or game becomes hardcore KO=death land, to me it makes little difference, but i don't think it's good that Mrage is so useful to get rid of clueless noobs and outside of that it's just a bet that no one ever takes.
Even if u make the game more equal, that jsut means people will barely ever use Mrage unless they are baiting someone or they have much bigger numbers than whoever they are trying to kill.
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Re: Game Development: Gongalong!

Postby Kinglazy » Mon Jun 01, 2026 7:54 pm

I suggested this before but it seems to me that what would solve a lot of the noob related grievances is better in game tutorials. It doesn't even need to be mechanical, but just quick pop ups or journal like helper book that can help noobs understand the game's culture.

"spawn points are conflict zones, go away"
"don't settle visible from water"
"palisade is priority one"
"keep a constant eye of camouflaged predators"
"You can't deter criminals or do everything playing alone"

I would even straight up link forum guides like the one about fighting or surviving the first days.

Yes, new players should know better than to play blind a game marked mmo + pvp + perma death. But if you actually want the game to have and maintain new blood (and old) you will need the game to convey information and expectations better in order to keep up with the player base. They will still very likely die or be robbed, but then it's on them for not heeding or for fucking around and finding out. It's a lot less frustrating than being punished from not knowing obscure (and often counter intuitive) knowledge.
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