Game Development: Gongalong!

Announcements about major changes in Haven & Hearth.

Re: Game Development: Gongalong!

Postby losexd » Sun Jun 07, 2026 5:16 pm

aiming for next week it seems :(

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 Selles » Sun Jun 07, 2026 5:18 pm

:cry:
Last edited by Selles on Mon Jun 08, 2026 8:32 pm, edited 2 times in total.
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Re: Game Development: Gongalong!

Postby jorb » Sun Jun 07, 2026 7:19 pm

No patch this week. Aiming for next.
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Re: Game Development: Gongalong!

Postby _Scipio » Sun Jun 07, 2026 7:37 pm

jorb wrote:No patch this week. Aiming for next.



Image
mizdirector89 wrote: No, their version of 'interrogating' was just saying 'speak up, you better talk' over and over while they killed our characters.

ImageWarriors of Annihilation ; The Crimson Tide ; Remnants of the Few
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Re: Game Development: Gongalong!

Postby Regulus2424 » Sun Jun 07, 2026 7:43 pm

Image
the desire to push an update leaving Jorb's body once he sees a fresh yearly gold sub :roll:
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
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Re: Game Development: Gongalong!

Postby Frogg » Sun Jun 07, 2026 8:24 pm

jorb wrote:No patch this week. Aiming for next.

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Re: Game Development: Gongalong!

Postby caz » Sun Jun 07, 2026 8:59 pm

no answers to recurring questions this week
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Re: Game Development: Gongalong!

Postby sMartins » Mon Jun 08, 2026 4:47 pm

Stop poking him, you're killing his artistic vibe, and I need him inspired.

Art can't be rushed by a deadline.

Sorry Jorbo :D ;)
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Re: Game Development: Gongalong!

Postby Nightdawg » Mon Jun 08, 2026 4:59 pm

sMartins wrote:Stop poking him, you're killing his artistic vibe, and I need him inspired.

Art can't be rushed by a deadline.

Sorry Jorbo :D ;)


I wish this man would stick to art and instead commit changes to mechanics the entire community hates by subjecting them to vote.

I mean yeah it's cool that we have 40 types of birds, but things like rage-less characters being the pvp meta is just retarded haha
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 vatas » Mon Jun 08, 2026 6:32 pm

In case anyone is Out-of-the-Loop on why the concept of "rage-less fighter" is considered such an issue: they basically introduce a major "free-rider problem" into PvP.

Because of unchanged core mechanics, it's kind of important (or outright necessary) to gain aggro on every target (that isn't explicitly a friend/ally) and this means people can insert themselves into a fight without Rage, as opponents will simply initiate the combat relation(s) for them.

"Just don't aggro everyone then, isn't that obvious?" Problem is, there's absolutely zero indication on whether someone has rage or not. You're basically asking people to not fight, or blindly guess.

This would be bad enough, but let us take a look at why people don't want to buy Rage. (Spoiler alert: it's not the 50k LP cost.)

Rage has a massive opportunity cost by permanently "cursing" the character with "can't walk through a Heavy Gate while in combat, even if it's just PvE" - while a "Rageless fighter" can run through even while in combat with other players!
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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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