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a multiplayer game of parenting and civilization building

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#1 Re: Main Forum » An end to /die » 2023-11-24 19:07:42

Laggy wrote:

Yeah people /die after 2 minutes to be nice....

Keep telling yourself that.

It doesn't bother me if they don't. As a fertile female my main focus is usually on raising kids anyway, not on whatever project I happened to be doing when the kid was born. Did I tend the fire during those two minutes? Yay, I was useful. If the kid in the end didn't want to stay in town with me, that's their loss. smile

#2 Re: News » Update: Boneless » 2023-11-24 18:42:21

Strilar wrote:

It's not that they "can't", but it's not what usually happens, people tend to learn things out of necessity, so if there's plenty of kero available but few clothes or the farms need tending, or village is low on food, people will focus on what the town needs, not what it DOESN'T need. For example, I only actually made pickles once in all my time playing this game and it was because it was a craving my family needed. Heck, a new player won't even know they can do this or that in the game until it's actually needed. So if a town always has kero, many won't even learn that only gingers can get oil or how to do it.

I agree with you that this often happens.
But a lot of the things I learned I learned in towns that had enough of everything, so that I was free to just play around with what was there and discover things in a peaceful setting, with or without a mentor.

Strilar wrote:

Your just reinforcing my point here, we learn from watching others do it when there's a need to "save" towns and that's a wonderful experience. If a veteran player is using /die to be born in ginger town and goes get oil by him/herself a) you won't be learning from them and b) the town won't need saving and you won't learn from it because "someone is already taking care of it"

The case of kero is special though, since all the towns depend on it. Let's say you were a veteran player in a desert town, and as you died of old age you realized kero is needed, but all the gingers you encountered that life were new players learning how to cook and farm. You know what needs to be done, so instead of living another life in the desert family you /die to get to ginger. I'm fine with that. The interdependence really makes all the towns into one town, in essence.

Strilar wrote:

I agree, thus reinforcing why it's not fun when it's always the same people solving the problems by abusing the /die command to go solve the problems themselves.

But this doesn't really sound like a problem with the /die-command. This sounds like a problem with the community not spreading knowledge about how to solve certain problems. For all we know, those players might be happy if someone else stepped in.

Strilar wrote:

Radio, paper, maps even emotes now are the tools the game developer put in the game for communication and trading. The alternative that happens is players talking on discord/phex/whatever to voice chat, use out of game ways to locate towns and bring on a truck things this town need without any actual interaction in game.

I don't really disagree with your points here. I don't think those out-of-game tools are detrimental though. And trucks are ultimately an ingame mechanic. What else are we going to use it for except to bring stuff to towns that need it? We can't use trucks to move our towns to better locations, since we can't bring our babies and children with us. So the main use for a truck is to gather and distribute goods, in a world where there is no money, where mothers are dependent on their towns to raise their kids, and where ultimately all towns are interdependent, so that helping a different town is to help your own, most of the time.

Strilar wrote:

If the game designer wanted the players to choose the conditions of their birth, he would give that option.
I believe the /Die command was intended to respect the player's wishes of not living a life they would find it unfun (being born in a town with drama/griefers around, wanting to be born in a different family try new things, maybe want to be born a male so they can go out of village and explore the world and trade with others without needing to worry about giving birth on the way, etc) and has been abused to work around game problems and make players neglect features that actually exist in the game because it's "easier" to just cheat and do stuff without needing to use the tools in game.

Well, I don't think it has been abused. If people have reasons to leave - unless their reason is that they just want to leave more bone piles, they should be allowed to go. And no doubt the game designer wanted people to accept whatever life the game had in store for them. Between /die and runner babies I'm sure /die was just the lesser evil to him. There are other options that would have removed even more baby bones, like a pregnancy, where you get to leave before you're even born. But I think that is so counter to his vision that there's no chance we'll ever see an option like that. So I just think of the /die babies as all the children who would die in times of old, when mothers could give birth to ten kids or more and see three of them or less reach adulthood. Sometimes annoying, but that's how the world works.

(I'm glad for the cycle change though.)

Strilar wrote:

That's NOT the issue, of course a seasoned player can try to solve a town's problems, I never said players with more experience shouldn't be allowed to help or solve a town's problems!
The mechanics they use to solve them however should matter to try to keep the game fair and balanced for everyone, and not having a certain mechanic only seasoned players will abuse since new players may not even know about /die or how they can take advantage of it... so if that mechanic is being abused for ways it was not intended then it should be revised.

Well, if these seasoned players use a mechanic to help all the towns stay alive, again I do not see it as an abuse. And there is so much for the new players to learn. Is it unfair that they don't know how to build an engine too? Once they know about it, they can do it.

It sounds to me less like a problem with a specific mechanic and more an overall problem with how we pass on knowledge in the game. Or perhaps, a balancing problem between the different kinds of challenges faced by players of different levels of knowledge.

For example:

Pies: Why do people know how to make pies?
Because everyone needs pies, all the time. (I'm exaggerating, but bear with me.)
How do we solve the problem that everyone needs pies?
Everyone makes pies. 
So everywhere there is a need for pies and a reason to learn how to make pies.
Notice that the solution is not that advanced players /die in order to get to the town that needs the pies.

Kero: Why don't people know how to get kero?
Everybody needs kero, not all the time at first, but all the time in late game.
How do we solve the problem that everyone needs kero?
One person makes the kero and distributes it. (Exaggerated but again bear with me.)
So everywhere there is a need for kero, but not a reason for everyone to learn how to produce it.
In fact, while one person makes the kero, we still need all the rest to make the pies.
Since we need them to make pies, we don't encourage them to (learn how to) make kero.

So maybe if we had something like a ginger town with lots of tar spots much closer, and somehow with an abundance of pipes, and where fish was like a feast plate keeping everyone full for a long time, all the ginger kids could spend their lives learning how to produce kero instead of baking pies.

I'm sort of brainstorming here, but I think you see what I'm trying to say. The speciality towns in a sense are not dependent on teaching this stuff to their inhabitants the same way all towns are dependent on teaching pies.

Perhaps somehow the game mechanics should be such that it was natural for gingers to build their towns not close to snow, but in snow. Maybe desert people should benefit from living in the desert and jungle people in the jungle, close to their speciality tasks, and with a mechanism that kept them spending less time on the more common tasks. For example food that is both plentiful and easily accessible in the biome, but that rots outside of the biome, and clothes that helps them (but not other races) stand the temperature and the bugs.

Just throwing it out there smile

Strilar wrote:

This is where people's opinions will vary (and that's fine), while some people may like that players from more advanced towns get a truck bring clothes and materials from an advanced city, others may resent that, I've seen many posts on the forum where people say they can't have a fun Eve camp experience because they develop too fast with the external aid. So yeah, some people may be happy others solved their problems for them, while others will be unhappy because they would like to have a chance to try to solve those problems by their own hands, here we can't please everyone. :-)

Agree. I'm usually unable to teach a new player in a 'true' Eve camp that receives no help, I'm usually too busy. Towns are better places to teach, which I think is one of the reasons many are so eager to go quickly through the stages. For a brand new player, it's probably not the most interesting experience to die of starvation in an Eve camp, and the people who want that stage to last longer are most likely people who know a bit more about the game.

That said, I often prefer early towns myself.

Strilar wrote:

I understand and respect that people other preferences of course, but i reinforce that if a player just wants to play solo to do their own projects or to just learn or practice something, there's already a solo-practice feature for that when you finish the tutorial.

You can't solo-practice rubber and oil in the tutorial, if you want to learn it by yourself you have to go to a small server with the option to Eve-chain.

Strilar wrote:

Thank you for taking the time to read my comments and providing a civilized response. smile We all want OHOL to get better for everyone but each player will have their own opinions what "better" means of course! hehehehe

Thank you too Strilar, I enjoy the conversation!

Sorry this got so long, I'll keep it short in the future wink

#3 Re: Main Forum » An end to /die » 2023-11-24 16:36:32

The opposite might be true as well, the person who considers leaving might want to make sure that there are enough fertiles before they /die. Having those two minutes might help them make an informed choice. If there is little time to choose, they might leave before they know they're needed. I've seen it happen, fams dying because the last three babies left even before someone could ask them to stay.

#4 Re: News » Update: Boneless » 2023-11-24 12:45:25

Strilar wrote:

Because veteran players used to use /die to control the conditions of their birth and fix problems like lack of oil, most new players never get a chance to learn those mechanics, or be in situations where a town is in some trouble for lack of something... it's only a matter of time until someone used /die to be reborn in a certain family, grab a truck and bring the other town what they need.

I'm not sure why you think new players can't learn how to drill for oil when there's plenty of kero available, or how to make rubber when the town already has rubber. I've rarely been able to save a town by doing something I had no experience with. But I have watched people save towns, and learned from them what they were doing and why, and with that experience I have been able to save other towns in succeeding lives.

Strilar wrote:

I don't think /die command should be removed because it would just lead to runaway babies or other stuff like that, but I've always been a firm believer that it shouldn't be a mechanic abused to work around in-game problems like lack of resources.

Yet solving problems is one of the main parts of the game. I don't quite see the difference between a sesoned player who was randomly born in the right place at the right time solving a problem, vs a seasoned player who chose to go there in order to solve the problem.
If the issue is that the problem should not have been solved by a seasoned player at all, well... then we need different kinds of restrictions.
If not, the mechanics they use to solve the problem shouldn't matter.

Strilar wrote:

But don't use /die to cheat your way around the game's systems and solve other family's problems by yourself. This is a game about society and community after all.

And personally I appreciate the veterans who have popped into towns I've been in, especially when they were helpful, taught stuff, and helped solve problems I couldn't have solved alone with the level of knowledge I had at the time.

Strilar wrote:

I agree that a player being born in Donkey Town is not a good feeling, as i said on my previous post i would prefer if players would be born as a new familiy (Eve) if they had no available mother after they /die.

This might work on small servers, but might not work on bigserver2 if the population should ever fall to very few players during certain times of the day. In that case we want them to be in the same family, whereas on small servers we want them spread out.

#5 Re: Main Forum » All old content posted related to OHOL is now false advertisement » 2023-10-28 08:49:38

I enjoy the current peace and do not miss the fighting.

I like being able to teach a new player about yum without our family being slaughtered around us.

Perhaps we could have two main servers where players don't spill over and where the rules are different.

But wars were usually just griefing as I remember them. One or two people would take it on themselves to destroy another town, and often their own family didn't even know. With the introduction of speciality biomes, wars made even less sense.

In the end it is up to Jason which part of the player base he wants to develop this game for. But there are plenty of war themed games out there, and only one (originally) where players get born to each other. In my opinion that is what differentiates the game from other games, and it should be the main feature to have in mind when concidering future changes.

#6 Re: Main Forum » Thank you Jason Rohrer » 2023-10-15 15:24:31

Thank you, Jason. The changes may seem modest but they are very welcome.

#7 Re: Main Forum » Town stages are skipped and game difficulty is out of balance » 2023-10-03 09:48:23

Maybe you could try to create a thread announcing a community apocalypse at a specific date. Publish it on Discord as well. Then people who don't want an apocalypse at that time can let you know that they're against it. Maybe if it happens once a year or so, it would be a rare enough event that it generates some interest. I'd prefer that it is a community decision, when it happens. And I prefer that apocalypses are rare, since each map contains a lot of lore. But I can see how a 'true' Eve start can be a novel experience.

#8 Re: Main Forum » Baby cooldown/limit please? Baby boom to much for both veteran and new » 2023-07-20 14:15:15

A baby sling might help in the sense that you do not have to rush to the nursery, you can continue teaching your older child. But yes, if you get two babies at once the problem remains.

And yes, I suspect that even when population is high, a family could die out. Sometimes people die by accident, or they're bored and leave early, or they travel away from town for various reasons. We can know that at this time of day we usually have this many players, but we can't know that another player will be born the next five minutes that will want to stay in town.

However - nothing I say should be taken to mean that your problem should not be solved. I hope Jason looks into it. I don't think I have anything else to add to this discussion smile

#9 Re: Main Forum » Baby cooldown/limit please? Baby boom to much for both veteran and new » 2023-07-19 21:06:00

There is another solution, but Jason turned that down long ago: A baby sling could let us carry a baby and work/teach at the same time. It would let us spend less time in the nursery (which I guess would turn into a wardrobe). Babies could learn from watching us from the very start.

#10 Re: Main Forum » Baby cooldown/limit please? Baby boom to much for both veteran and new » 2023-07-19 20:52:24

Strilar, there is one thing the algorithm cannot control and that is how many players are available. I have been in towns that were buzzing with life when I was born, but by the time I became an elder only a few people remained. Incoming players will rarely be evenly distributed through the time we are pregnant. And out of the children we raise, some are boys and some will not live to adulthood. As much as I agree that too many babies is stressful, sending them to other towns might mean that by the time we are ready for new babies, no player is available to give birth to.

I'm not saying you are wrong. I fully understand and agree. But I do not think it is a simple algorithm to program. Tweak it for certain scenarios, and it will negatively impact other scenarios.

#11 Re: Main Forum » Baby cooldown/limit please? Baby boom to much for both veteran and new » 2023-07-19 13:34:16

Strilar, I agree with a lot of what you say. But there is another thread where players express frustration when towns die out because there are too few women. It seems it's hard to find the right balance between enough babies and giving people time to teach/explore/build/play. A solution to your concern might amplify theirs.

As for males giving birth, it's fantasy to have Eves pop up from nowhere and give birth without males around. But it doesn't break the immersion for me, and saving the town from dying by letting a male produce a baby wouldn't bother me either. To me it's just a matter of finding solutions. Maybe that would lessen the burden on the women just enough that fewer babies per woman wouldn't endanger the town.

#12 Re: Main Forum » Baby cooldown/limit please? Baby boom to much for both veteran and new » 2023-07-19 09:08:12

Cluttered spaces are a big problem for the inexperienced. I agree SID skeletons should vanish quicker.

Maybe we should create a habit where moms are not necessarily the teachers? In some towns long ago there were school buildings, but they were never in use when I saw them. I don't know how effective they were in bringing teachers and students together.

But we could make a habit of taking grown children to the garden or kitchen, locating a farmer or cook and ask them to teach our kids. Or, idk, we could say feathered fur hats are teachers' hats, and if you wear one you signify that you want that role. It might work with no griefers around...

Obviously Jason doesn't want this, but I don't think a pregnancy system would hurt the game, where the mother knows she is potentially pregnant while the fetus can choose to /die before being born after a few seconds of watching the town.

And I don't think anyone else will like this last suggestion, but I think it's worth mentioning:

Give men the ability to have children on rare occasions. If all the women are old and there's a young man, let him have a baby. It's a fantasy game, so why not, especially if it solves a problem.

#13 Re: Main Forum » Score Should be Based on Total Hours Played » 2023-07-18 13:06:55

It shouldn't be necessary to score everything everyone does. If they have built and operated wells at different stages once, it could add a bonus to their gene score when choosing a leader.

But I agree that this isn't very necessary. I wanted a change to the system when I wasn't ready for the responsibility and found it stressful to be picked. But I don't view others not being ready as a big problem.

#14 Re: Main Forum » MAJOR ISSUE: Home Well Should be Locked By SHOVEL » 2023-07-08 13:41:49

Spoonwood does have a point. Getting iron takes effort, and our time is limited. There may be thousands of iron piles around, but it will take time to find them and bring them to our current location.

As long as family lines keep requiring a more varied diet, making iron more available shouldn't break the game. Maybe having more iron nearby would inspire more people to try out smithing and engine making.

#15 Main Forum » Tool rack » 2023-07-08 10:10:48

CatX
Replies: 2

I would love to have a tool rack where we could store adzes, picks and saws - and all other tools - without fear of breaking down the storage container.

#16 Re: Main Forum » A 'Nice' Chat about my Not-So-'Nice' Discord Ban » 2023-07-04 18:43:05

Griefing isn't a playstyle.
Griefing is griefing.

This game places absolute beginners in towns with the most experienced players, and turns them into a family for a short hour. That's what makes this game special. Do we abuse it for our own entertainment, or do we make the most of the time we spend together?

If pvp is what you want, there are other games built for that. Be kind ingame and be mindful of the people around you.

#17 Re: Main Forum » MAJOR ISSUE: Home Well Should be Locked By SHOVEL » 2023-07-01 07:57:16

It sounds good to get a well marker if you place a stone but another well / well ring already exists. We usually don't get lost anyway since we can use /leader to find our way home, or wait for someone to have a baby. A well pointer wouldn't change much, except let the early families find their well.

As for the well being in a bad spot, what if the code opens a sunken iron spot somewhere on the grid if there is no iron east or west? And if there are no iron spots at all, perhaps this well could simply not count as the family well, just a random well.

#18 Re: Main Forum » Excessive amount of griefing » 2023-06-29 17:24:13

What if the curse data is only shared with your current family?
If a family member has cursed someone nearby, you'll see it.
But if that family member is exiled, you'll no longer see who they cursed. And in your next life, the information is forgotten unless you yourself cursed the person during this life.

#19 Re: Main Forum » Excessive amount of griefing » 2023-06-28 23:19:37

I agree about bears being a nuisance. They're not a fun part of this game since they have no purpose. I might hunt a wolf for a hat, but I never release a bear because there's no reward. I'd like to see people hunting bears to make something cool from them - like a bear cloak or a baby crib (could be good for early towns, before buildings are up) or an improved bag.

Bears also have a balancing issue since luring them takes no effort for a griefer on a horse or in a car. While making bows and arrows is hard in comparison. Milkweed is painful to farm in my opinion since it doesn't leave a hardened row. Since rope is used for a lot of things, there's seldom thread or milkweed ready when you need it. Could we at least make thread from balls of thread, by cutting it with something sharp?

And I agree with the comments about griefing in general. The best way to deal with griefers is not to play when they're around and come back later - which we might not do if we get distracted by some other game or activity. Not a great way to build a solid player base.

#20 Main Forum » Tied long shaft » 2023-03-25 07:51:30

CatX
Replies: 0

It would be great if we could use flint chip or knife on tied long shaft to get the shaft and rope back. Sometimes people make tied shafts just to be annoying.

#21 Re: Main Forum » Dry Springs Confusing to Players Learning How To Play as Eve » 2023-02-04 16:26:13

The game mechanics for water and iron are anything but intuitive.


testo wrote:

- Lack of incentive to learn inside the game: I have seen countless time people that get bored because they get into towns where everything is already done by more experienced players, so they just eat and move around doing nothing. Eventually they find the game boring and leave without even learning how to make fire from scratch.

I still think a baby sling might help. Babies could spend their first years watching their parents doing tasks, instead of waiting inside the nursery where there is not much to learn.

#22 Re: Main Forum » “This game gives you one hour to live” » 2023-01-29 00:45:59

I wanted to give a warm welcome to all the new players, if they ever read this forum.
I've had a wonderful time the last few days. Even though most towns struggle right now, it's a joy to meet so many kind and eager to learn players. I hope you have a good time too, though this game will drag you through plenty of hardship. Thank you for giving this cute, crazy little game a chance. ILY

#23 Re: Main Forum » Suggestion: Leadership and achievements » 2023-01-03 22:50:27

That sounds interesting Arcurus, but I suppose you need a large group of both new and experienced players online at once to see how it plays out.

But I'm a little unsure if yum would help. I can get good bonuses if I'm born into a well developed town, built by people who know what they are doing, with all kinds of foods already available and all the time in the world to explore what there is to eat. Having a good leader as well benefits me and my offspring. But it doesn't mean I'll be a good leader in my next life.

A tech evaluation - just as a part of a bigger calculation, whether based on genes or yum or blessings or something else - would let the system know that I have the basic knowledge necessary. Because right now it might be I just got lucky, and the more knowledgeable player might be a better choice.

#24 Main Forum » Suggestion: Leadership and achievements » 2023-01-03 17:18:27

CatX
Replies: 4

I have not read through all older threads regarding this topic, so I apologize if this has been suggested before (or if I misunderstand the mechanics.)

But I would like to propose a small addition to the leadership mechanism.

I have been picked as leader by the system even when there were older available family members who knew what they were doing, unlike me. I assume that is because after several lives staying in peaceful and advanced towns, yumming, having babies and caring for them, my gene score might be high enough. But to lead a town it's also good to know other important information, like what is needed to fix a well or build an engine to mine iron - and where to get it.

So my suggestion is to keep gene score as part of the equation, but also take game achievements into account.

The achievements would be specific to the server, so if you play on a different server you need to build them up from scratch, which shouldn't take too long for experienced players.

If you haven't played in years, maybe they should reset.

In light of their function as a guide to picking leaders, I suggest achievements keep track of:
- types of foods cooked
- types of clothes produced
- types of tools crafted
- types of walls, roads and floors built
- types of animals killed
- types of engines built (including the steps leading up to the engine itself)
- stages of well tech

- and I'm sure many other things a leader should know but that I'm not aware of.

I realize this could make the town more vulnerable to griefers though, so if the general view is that the current system works fine to keep griefers out of leadership positions, my idea might weaken it. However, I have considered /die-ing just to get my gene score down so that I don't compete with experienced players for leadership positions.

#25 Main Forum » Yay cabbage » 2022-12-22 15:33:40

CatX
Replies: 1

I played a few lives for the first time since 2019. I had a great time. It was delightful to discover that cabbage could be used for compost. TY Jason, ILY. I enjoyed learning old skills all over again, and finding an abundance of different foods to eat. I am also pleased that tool slots is not a thing anymore. Most of all I loved interacting with you fine people. This is such a cute game. /happy

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