a multiplayer game of parenting and civilization building
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My contribution to dedicated food huts.
Adds transparency to trees and columns.
https://drive.google.com/drive/folders/ … sp=sharing
Copy into sprites folder, delete cache and bin cache file from sprites folder.
I read page one and gave up but I would just like to say that I expect that the rest of the thread continues as follows:
Spoonwood: says things
People: those things are terrible, pls don't say things like like, why would you say that, I am offended by those things
Spoonwood: doubles down and defends the things
People: *even more offended*
Spoonwood: I will continue to deny your feelings with logic, here is why your feelings are irrational and wrong
Edit: How healthy communication works
person 1: says things
person 2: those things are terrible, pls don't say things like like, why would you say that, I am offended by those things
person 1: I am sorry you feel that way about those things, I did not mean it in that way. I explain what I meant and look at the things I said to offend you and reconsider saying things that hurt people or are considered sexist, even if I personally do not find them problematic.
It is hard to have proper organization in a village that is designed by dozens of different people, over multiple generation.
Yes, absolutely! And I understand the impossibility of imposing a fixed ideal design on villages, when the appeal of communal building is the variety that comes from working together with multiple people over multiple lives to build and expand.
Its so boring to see the same thing rise again and a again. Like whats the point if we just build the same thing over and over. I get that somethings are just efficient and make life much easier, but you dont have to sweat on everything.
And also agreed to this, I'm a building game fanatic and I love looking at town layouts (hence the sweaty diagrams), and spending too much time thinking about it. And my absolute favourite towns have a unique feature like gardens, side buildings, interesting graveyards.
I guess my post addition will be a bunch of "best practices" for maximising efficiency. I'm always thinking about user experience when I build, some people think in terms of maths/maximising space, but the most unique thing about OHOL is that I can't think of another multiplayer game where so many people use the structures you build.
1. BERRY CARROT
The most tedious task in the farm is the berry carrot bowl, requiring a ridiculous number of clicks for a single object, and needed for sheep, rabbits, pies and early game compost. Additionally, carrots always spread to take up space around them, with floor stacks of carrots being superior to slot boxes because you can directly click the berry bowl on the carrot pile. (Slot boxes are neater though, so I am slightly torn between the two.) Additionally, bowls of carrot seeds all over the ground are messy. A lot of people don't even use buckets or carts (or they may not be available) and simply make a single bowl then run to the sheep pen/rabbit area and run back, which means making this more efficient would benefit a lot of players.
• Berry/carrots should always be adjacent, ideally with carrot between the berry. Most people already know this and it is the most common meta positioning for farms.
2. WHEAT CABBAGE
This is the second most tedious farm task and the position of the wheat/cabbage/sheep pens as well as the position of the compost affects the overall efficiency of the farm. It's also common to find wheat and cabbage on the two furthest edges of the farm, meaning you have to run the longest distance to make compost, and straw and cabbage require a cart to transport, while wheat needs a bucket.
• Wheat and cabbage should be planted adjacent. Both can be planted in larger sizes than 3x3. Ideally wheat should be near the kitchen and the compost space should be nearby. Leaving a space for compost in the centre of the farm increases efficiency of farming for all crops.
In my initial farm layout I also tried to group crops by other categories, including crops that stack on the ground (wheat, cabbage and squash/pumpkin); crops that use skewers (cucumber and tomato); crops that need a flint chip (corn, pepper, cucumber, wheat, cabbage, squash). I agree that that's an unreasonable amount of micromanaging and too sweaty to realistically implement in game.
Grapes I totally forgot! But it always comes later in the game so it's on the outskirts of the farm and isn't included in early game farm layout planning, and it doesn't have a symbiotic relationship with any other crops.
A proposal for changing the farm meta layout. Currently the meta is to make a 3x3 grid and layout all farms into that grid. I did a diagram of the relationships between the various things in the game, and the ones that benefit with the most increased productivity due to proximity, after which I decided to do an "ideal farm" layout.
• A long centre line allows for stacking/seed space, AND allows for the upgrade of a sprinkler.
• Carrots should be 7x1 (2 left to seed), and berries around for efficiency.
• Leave the centre of the berry 3x3 empty! The centre berry bush is the least picked and can be used to hold a bowl or bucket of water instead.
• Beans should be banished to the far edge of the farm. Garlic and dill should be banished even further.
Game already has interaction, it gets old fast. Game does not have longevity or enough development from eve to end game.
Also I left a year ago, still not interested in coming back.
Lack of strategy. Complexity comes from memorising long recipes and playing clicky mouse dance dance revolution
If you want trade, don’t make people run, make a trade building people can interact with and make offers, make a trader power, a carriage/npc horse auto transports the good.
If you want families to have differentiated traits give them tech trees leaders can spend genetic points in to upgrade our tech, unlock food recipes, upgrade the forge, the ovens, fences, walls. That also makes people invested in their families, and actually allows you to go from primitive civs to advanced, and not have bowler hatted men hitting metal on a stone on the grass. Make crafting recipes simpler, but unlocked with genetic points.
Example: level 1 trade building is a four square building, needs a horse. Can only trade x amount, to upgrade you need better tech and a horse cart, you can add more horse slots with two square building additions. Basic recipes use a oven, as you upgrade you make it into a building, insert grain and meat and more food comes out. Storage is no longer scattered all over. If you upgraded your family to make meat pies you can trade them with another family who might have upgraded something else. Trade should be automated like a pop up window.
As you unlock bigger and better tech the max zoom increases, so larger buildings actually make sense and the world looks more city like.
I paid $20 and got hundreds of hours of playtime, and even though I have no interest in diving back into the chaos I can still come to the forums and be entertained by reading posts for an hour. 10/10
Some thoughts.
- the weekend the updates fall on for big content changes is normally total chaos. Normal functioning falls apart because everyone wants to spam the new content, it's a little overwhelming tbh. If you logged on for the first time as a new player and didn't understand you might not play again. Some sort of in-game window that shows the latest list of updates/changes would be very helpful. I think the communication of game updates to players needs to be in game window, and not through email.
- Cycle of updates as a weekly thing does you and the player base no favours - we are stuck with a constant loop of player testing and bugs in the main server. Small things like carrot stacking, or forever bananas. It probably is normal and a small thing, but you need to realise that the average video game player might never have to report a bug in game, ever.
- In a game that relies on so much unwritten lore and knowledge, having it change so often can be frustrating. I think it's very normal to feel some sort of upset feelings when something familiar and liked changes when you don't want it to. I suggest differentiating between "content add" and "major gameplay updates", or sth similar. Or changing your development cycle to a fortnightly/monthly instead of weekly thing, and possibly add a beta server.
Suggestion: new tech that allows for SPRINKLERS. but they must be linked to a diesel well. Honestly early game tasks can be tedious and (reality aside) I want a game progression that is satisfying in that it allows me to do more for less work.
In support of Kilian - as far as I know he did one major act of griefing to accumulate curses and after that completely reformed, often posts pictures of gardens and nice things he builds in the discord.
Agreed, early game is fun. The challenge of eve runs, of planning and building the town, of getting the Newcomen pump going. The fact that having multiple people working towards the same goal makes things go faster. There's an urgency in early game - need to get the sheep pen before we run out of nearby soil, etc. Late game feels meaningless - I run around and stare at the piles of food and don't really feel like doing anything.
One thing that changed the way people played was the stats that Whatever produced. Your game will never be real life, but it's a game. People will always want to buff their stats in a game, or get achievements. Stop trying to replicate real life and do some gamification.
Eg.
water 100, 10,000, 100,000 berry bushes. have 1000 children live to 55. have your eve line last 50 generations. Kill a bear. Be killed by a bear. Be sacrificed to a nosaj.
give people things to aim for beyond the single life.
Some issues I have with this scenario Jason wants
- you mentioned caring about your 3 children - you only have 3. I have had hundreds of kids across my many ohol lives - of course I stop caring about them, because who can keep track of hundreds of kids? Who can remember the difference between kid 301 and kid 302?
- meta is kids stand on a fire. ironically this decreases the bond between mother and child. previously you had to carry your child around with you as you continue your job, child sees what mother is doing, etc. I would tell them what im doing, say help mum with x when you grow up. now you drop your kid on the fire and run off. most of the time mothers on the fire don't even interact with the kids.
- after the kid runs off at 3 to start their life you rarely see them again. you might not recognise them in the crowd of people, unless you specifically go looking for them. and why would you look for them, when you never had any conversation after you named them and dropped them on a fire?
- the base zoom is a problem. with the base game zoom it's like living in a bubble. with the zoom mod you see and hear much more of life in the village.
I'm answering these genuinely because I think you believe that what you do is somewhat acceptable, if a little naughty. I'm trying to explain why I don't feel the same way.
Age: over 30
Country: in asia
How do you usually react to being murdered?
Random murder - curse the person, run around telling others who killed me. Move on to the next life.
What's the point of protecting if towns die on there own?
What's the point of any video game? I enjoy building and crafting games. I enjoy games which are hard to learn and master, and spend a lot of time reading forums/wikis/guides to learn to play well. I don't play any shooting games, or games that have combat (exception: games like rimworld and dwarf fortress, but the micro managing of combat doesn't interest me. Building traps is ok. Games like don't starve have too much combat and not enough camp building. Games like Minecraft were too scary with the dark and monsters, also boring because its mostly just digging and stacking shit up. Games like WoW also fun because of exploration and levelling up.) I don't play for conflict. I enjoy building and creating and managing in games.
Griefers purposely set out to ruin the time I put into something. I feel personally affected and upset if someone destroys something I created. It's like I planted a plant and it dies, I'm sad. If you stepped on my plant to kill it and said 'haha it's gonna die someday anyway" I would be angry at you.
Do you ever get tired of farming?
Yes, I go do something else, like collect kindling, or make food, or tell stories to babies. If I'm tired of all that I quit the game and go watch Netflix.
Have you ever been tempted by the darkside even if just for a moment?
No.
What's your opinion on griefers who are helpful in some lives?
Doing a good deed doesn't mean you have some allowance to do bad deeds. If you are a doctor and save 10 lives it doesn't mean you have the right to take 1 life.
Do you consider suiciding to be a form of griefing as it can kill towns?
No. I do feel guilty enough to stay in a town I don't like when Im the only girl and they beg me too, when I would have otherwise suicided.
-why do people come help me do stuff i don't need help to do instead of doing useful stuff. Then they just steal the things i'm trying to grab or get in my way or stand in front of things i need...... so it always end up with me saying, ok, i'll let you do this task and I do one of the hundred other stuff that needs to be taken care of right now.
my favourite part of the game is the multiplayer interaction. lives spent alone but getting a lot done are satisfying, but ultimately less memorable than the ones in which I had a fun conversation. I rarely pick a single job and do it, I also try to see what needs to be done urgently and do it. so it's possible two people saw the same need and started work on the same task. it happens. in that case I like to work together to get things done faster. It's also satisfying to be working together towards a common goal, and having some patience even if the other person is slower than you, or you accidentally get in each others way.
Griefing is annoying. After dealing with a griefer I'm more likely to stop playing and go watch tv or something. Knowing that people are actively griefing I have stopped playing this weekend and gone back to tropico 5 and prison architect so I don't have to deal with them.
it happens at 5pm for me so I see this being asked in discord constantly.
you're a good person, omlinson
Thanks! I do mention it, but maybe I'll redo some of the pictures to show the seed bowls.
I made a steam guide on what to do in early camps. I've only started playing in November, but I learned a lot from reading many forum posts. I decided to compile them into a steam guide, hopefully this is also more accessible to players who might not visit this forum.
Any comments on the content are welcome!
I stabbed the boy who stole the forge stones. He got my mother to help him, and she chased me for ages to avenge him. Tried to stab me, then picked up a bow to shoot me. She dropped the bow to feed a child and I took all the arrows, then eventually shot her too. All I did for those first few years was fight over the flat stones and play fatal tag.
Village is doing ok, population boom when I died.
Just let us eat the bowl of carnitas by itself! I don't see why we can't.
The problem is you think that the temp update is unintended and if it happened early in the week he would have "Fixed it". From all he has said this is how he intends the game to be played now with some possible balance tweaks. I agree that the disconnecting was an issue but he worked and fixed that outside his normal work schedule so that's not a valid argument either. I am loving the meta shift.
??? No? I mean literally how the servers were down this time and from the big server update. And he popped into discord to talk to people a few times too. And the update happened but no actual update report.
Exactly. And then if nothing breaks he can fix small bugs in that work time or work on the next week's update, or just take an early half day off. Just don't release something big and go to sleep is what we're saying.