Game Development: Gongalong!

Announcements about major changes in Haven & Hearth.

Re: Game Development: Gongalong!

Postby CCKpoppin » Mon Jun 01, 2026 8:41 pm

Kinglazy wrote: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.

lorbjarb are absolutely opposed to this, though, on the logic of “joy of discovery,” and, like DF, “death is fun”
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Re: Game Development: Gongalong!

Postby Nightdawg » Mon Jun 01, 2026 9:03 pm

Kinglazy wrote:better in game tutorials


asking the people who don't play their own game beyond crafting a bronze sword to create better tutorials is absolutely diabolical

let's do it
jorb wrote:I do not want to over-promise or hype up stuff that could be months out.

"Our primary development direction is toward object-controlled-objects"
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Re: Game Development: Gongalong!

Postby Luno » Mon Jun 01, 2026 9:45 pm

Idk if you guys are responding to me or not but i have to say:
None of this would fix the issue i brought up.
Murderous rage would continue to be a tool that is only ever used if the user feels secure enough to use it.
And those cases will 99% of the time be when there is a significant discrepancy in power between the user and it's target.

Maybe murderous rage could be fixed, but i don't think it would, so imo it might as well get removed from the game.
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Re: Game Development: Gongalong!

Postby linkfanpc » Mon Jun 01, 2026 11:00 pm

Luno wrote:Idk if you guys are responding to me or not but i have to say:
None of this would fix the issue i brought up.
Murderous rage would continue to be a tool that is only ever used if the user feels secure enough to use it.
And those cases will 99% of the time be when there is a significant discrepancy in power between the user and it's target.

Maybe murderous rage could be fixed, but i don't think it would, so imo it might as well get removed from the game.


i guess i just kind of disagree about mrage itself needing fixing. i believe it's SUPPOSED to be very seldomly used in very specific scenarios. it's just that it interacts with the rest of the game in a very weird, unorthodox way, and those ways/interactions are what need fixing more than mrage itself, imo.
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 SnuggleSnail » Tue Jun 02, 2026 1:05 am

I've noticed for the last two worlds cringers have started making trash alts specifically to mrage on hermits while never popping it on their main. I mean, hell, people in top factions aren't even buying rage on their fucking mains anymore. Outside of snailville and felixville nobody seems to pop mrage against "real" people ever, even in cases where it's like 10v1.

Meanwhile in actual faction fights people do occasionally manage to get max cleaved, but it's setup in such a way that it's mathematically impossible to die without mrage, and nobody is going to 10v10s verse equal opponents with mrage on. So nobody ever dies in real fights.

I am very pro people dying, and intuitively people who are worse should die more as a result of being less skilled. However, the dichotomy of people being immortal unless the funny button is pushed, and the funny button only being pushed against weak opponents leads to bigbois being artificially protected, while shitters are artificially endangered. If the developer's hand is going to be on the scale at all, it should be in the opposite direction.

If this game had competent developers half the game's design would revolve around realizing that everybody is a big coward with 100 biases geared towards self preservation at the cost of fun, then making sure people can't do that. Mrage is a prime example of doing the opposite, imo
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Re: Game Development: Gongalong!

Postby losexd » Tue Jun 02, 2026 2:10 am

Image

w3 - AD
w6 - Shamanizma, LS Dragons Reach, AD
w7 - LS Old Monkey, AD
w10 - Shamanizma
w12 - North Star, LS Midgard Island
W13 - Monke and LS Midgard
W15 - LS ☾ Moon Lake ☾
W16 - Balls Bay, Will Consider, ???


My W7 Legacy old shop (Closed): http://www.havenandhearth.com/forum/viewtopic.php?f=35&t=35221
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Re: Game Development: Gongalong!

Postby Frogg » Tue Jun 02, 2026 2:34 am

"Don't blame the player, blame the game" -Seatribe (creator of the game btw)
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Re: Game Development: Gongalong!

Postby CCKpoppin » Tue Jun 02, 2026 4:41 am

Frogg wrote:"Don't blame the player, blame the game" -Seatribe (creator of the game btw)

somehow they believe that botting is a game design issue, so they should fix the game itself rather than say moderating botters
while at the same time, they refuse to examine the incentives which lead people to bot in the first place, which I would say are fundamental to the game’s core conceit. IE: stakes of permadeath, etc + the ability, if not need to mindlessly grind numerical advantages, means that there will ALWAYS be a strong incentive to automate.
Ah, such a serious reexamination is work, and difficult. “Kill your darlings” is one of the first stumbling blocks any creative type faces; here we are 17 years later and not much learned re: game theory

a psychoanalyist could get into how their libertarian weirdo shit means they don’t believe in systemic solutions, and this makes it really funny that they’ve designed from the ground up (and so have sole ultimate power over) its systems, but I digress. Hanlon’s razor and, regardless of causes, its funny to watch them fumble. Think they’ve realized that “realism” is impossible in such a game, so they’ve settled for “le grand experiment” which says more about them and their work than all but the most devoted neanderthals attracted to said work.
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Re: Game Development: Gongalong!

Postby Robben_DuMarsch » Tue Jun 02, 2026 5:24 pm

sabinati wrote:
Robben_DuMarsch wrote:I'm working late tonight, early tomorrow - Can someone tell me if you can now specify which subtype of available inputs you want to craft with now?


it's not great. for crafting one thing, it's fine i guess. it's not really what i would call specifying subtype though, more like you can highlight the individual ingredients you want, which i guess is useful, not sure yet. there doesn't seem to be a way to deselect items other than manipulating them in your inventory.

i feel like it would be a lot better if they also made it so each ingredient had a slot and you could set the slot with an item and it would only pull from those items for that slot. not 100% sure it's necessary to split the slots out like that but it's probably the simplest way.

craft.png

in the top part of this shitty mspaint mockup the crafting window with standard "generic input slots": tuber, tuber, salad, salad, salad, onion, spice. these would be the default.

if the user held a turnip and clicked on slot 1, the slot would only take turnips for that ingredient.
likewise carrot on slot 2 and lettuce on slot 3. slot 4 will still take any salad. slot 5 will take any salad but lettuce, maybe hold alt or something while clicking the object to the slot.
6, 7, still generic.


Jorb, please put this on your list.

Plz, thx, Jesus loves you.
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Re: Game Development: Gongalong!

Postby Frogg » Tue Jun 02, 2026 5:45 pm

I'm going back to Salem until we get a new server. You should give it a try if you haven't already. ;)
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