a multiplayer game of parenting and civilization building
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There may be a practical reason it is the way it is. Calculating hunger becomes more complicated if your temperature is adjusted every time you pass through a new tile. I get enough movement glitches as it is without adding more complications to the mix.
I have mixed feeling about this.
I agree that the refill rate of this week's iteration of deep wells is OP.
A 30 minute refill time isn't too bad if you can build as many as you want wherever you want but requiring them to be built only on ponds seems too restrictive.
Wells are meant to free us from being tied to naturally occurring water sources. This change will tie us even tighter. Also, the availability of ponds varies widely from place to place which will put an even greater burden on Eve's to find an ideal starting place.
I get that ponds and shallow wells are only meant to be temporary steps on the tech ladder but the top tier, which is currently deep wells, should be more generous until the next tier is implemented. I see a lot of successful settlements hitting the 200 water limit and then dying out.
Even thinking of pegging the regeneration rate to the maximum efficiency setup seems dangerous. Forcing players into a complex calculation (see YAHG's post) of exactly how many plots need to be devoted to which crop just to survive is a terrible idea. There should be more flexibility. Planting one too many rows of carrots, or one too many rows of berries shouldn't doom a civilization.
I need more information to decide whether I like buckets or not. Do buckets require 10 water to fill or can you collect partial buckets of water? Do they work on other water sources? What happens if you try to fill a container without enough capacity to hold the whole contents of a bucket?
This. Since milkweed can no longer be farmed, mass transportation of water (both buckets and carts requiring rope) seems unreasonable.
I would probably abandon twins for the reasons outlined above - high likelihood of suicide if one dies, refusing to do separate tasks, talking to each other while excluding others. Would prefer they play on a private server if they must play together.
Not to mention the impracticalities of raising two babies at once.
I can't understand the logic behind nerfing milkweed. You need a constant supply to replace the constantly decaying packs, clothing, boxes and carts. Storage was a big problem before but now it is even worse. Why do you even need rope to make a wooden box it doesn't make sense?
And what is the deal with reed decay? I cut 4 reeds for baskets, made one and took it my village, returned within a few minutes and the reeds despawned right before my eyes. Why do reeds decay 10x faster than things that are made of reeds ffs?
I know what you mean - when food production was more reliable there was more freedom to take a profession like building or smithing, and more time to experiment and learn. Lately it feels like I am stuck helping the farm every life or gathering wild food when it inevitably collapses. Every aspect of farming has become more difficult and time consuming and it is taking away people's opportunity to do other things. I know you can live off the land, but what is the point? - without agriculture there is no civilization.
My first experience playing since the decay update goes like this: Born 7 times in a row to naked Eves who abandoned me. Eighth attempt born as Eve. Heard a bell and decided to check it out. Stumbled into a scene out of a post-apocalyptic nightmare. A once great city now in total ruin, broken stuff everywhere, no farms whatsoever - just a few naked Eves like me running around trying to scavenge what was left.
Decay is a welcome mechanic but this was ridiculous - the ground was littered with broken tools, baskets, clothing etc. Added to this the fact that farming gets nerfed more with every single update, and it feels frustratingly difficult to get anything done besides constantly scavenging for food. Will new players be able to get into this game with the kind of experience I just had?
Please feel free to share your experiences and feelings on the latest changes.
The most annoying things about birth: 1) spawning as Eve and popping out babies before you even have a home set up; 2) being born to an Eve who just spawned, who will either abandon you or die trying to raise you. Either add cool-down to Eves or require a home marker before birth.
I also like the idea of contraception or fertility supplements that can help females control their birth rate. So many settlements fail because Eves lose kids early and can't get the girl they need later when they are more settled. Anything to help this situation would be welcome.
Great analysis by M3L4N1N. I feel like OHOL is as much a social experiment as it is a game. The only rule is that you have to eat to survive. Apart from that, just give the players a variety of resources and options and see what they do with them. The game is like a continually evolving story of human development to which every player can contribute, for better or worse.
"As players keep climbing up through the tech tree, I'll be staying one step ahead of them by adding new stuff to the game every week." -J Rohrer (One Hour One Life - Trailer)
5 weeks later the game has stagnated because the tech tree hasn't been advanced in any satisfying way. I understand the benefit of a server reset - but allowing it to happen so frequently just destroys the game. There is no longer any point in building structures or contributing to the advancement of a society. The basic premise of the game is undermined in this way. 'Just surviving' is not really a satisfying way to play the game, but if there is no hope of improving things for the next generations, just surviving is all we have left.
I am writing this because I love the game and don't want to see it die, but for it to deliver on its potential it needs more than one developer working on it. Apocalypse No.
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