a multiplayer game of parenting and civilization building
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From what's been said in the dev updates, the bonus was a flat addition on top of food.
So berries have a normal food value of 3, plus the bonus, previously 3+3, now 3+2.
I do agree, that is a coolest part of the game and why i purchased it. My point was not about spending time with the same some people. There needs to be efficient way to organize social aspect so that communities can develop in a emergent style within such a short time. I have seen a few successful villages where i give knowledge to the children im raising, and later i see them pass down this information. Its wonderful and works for a smaller village. When villages start to turn into towns one or two bad generations dont pass on knowledge or have a good understanding its too hard to maintain order, pass information, keep new players in check.
This seems like a good route to go. You could still limit the amount of information that can be written in a book by the age of its elder, but give a heap more room than normal speech. Instead of explaining everything about farming, a parent could say, "Kid, read that book!"
Problem is, advanced players are going to stop playing. The server will be continuously filled with new players and never really progress. Its very frustrating to help build a town when half the people you raise just stand around, eat food, do nothing, all that time is lost. One new player can eat the carrot seed lot and starve off entire town. Plus there is barely enough time to make a set of fur clothing let alone teach someone how to play, then you die. Sure ideally everyone passes down equipment, but that rarely happens. People die in the wild by animals or accidental starvation.
There needs to be tribes or some set of people/village you can be reborn into. Go and find lost clothing, to understand how the town is run, where resources are. Maybe show special names indicating how many times you were born into a village. So people can identify new and experience players in that village.
I can tell you I played enough to know most recipes off hand and im sick of playing because i see the same thing happen over and over again. One or two new players destroy entire towns.
The coolest and most alluring part of the game, for me, is the emergent and unpredictable behavior of a group trying to make things work without names, special indicators, or quality-of-life features that force a certain playstyle. You're not intended to be the driving force that lives through a colony as an ever-present elder-- you're intended to make the impact you can before you die. You won't often see the fruits of your labor, but producing them is the point, not having their benefits directly affect you.
Why should the game define a 'village'? Shouldn't that be decided by the players? Isn't it at least a little more interesting if the communities that develop are emergent rather than built into the mechanics? If you want to play a collaborative survival game where you're spending time with the exact same named group of people all the time, there are other games for that. The social aspect, and social difficulties, make OHOL unique.
Of course there are new players now-- the game isn't even a week old. Group knowledge is still being developed with fervor.
Yeah, I'm on board with what DogInLake has said on this-- though generating a consistent 'friend' rating might be difficult if it's based solely on proximity.
I really like the emergent "your mother/parents name you" that people are coming up with-- I even like that people sometimes name themselves. I think it's really counter to the idea of the game if you started naming yourself the same thing over and over, though, and I really think that introducing mechanics to have a nametag or name detract from the actual roleplay that's occurring in the game, right now.
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