a multiplayer game of parenting and civilization building
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wow thank you
Its a good game. And I'm glad to be part of it's development cycle. Keep moving, Jason
I still don't know how its working and the game doesn't tell me how its working
Thank you, bless Jason, praise be
I never have a grudge for something that happened in another life. I think it's heavy metagaming.
I feel very content with the change. Feels like I would have to seriously try to hit zero lives.
I have no problem with this. I played all evening and I still have plenty of lifes.
Long hazelnut brown hair girl and the ginger ponytail hair girl share first place for me. Those models are so cute that I'm always happy when I get one of those.
Remember this?
I played 200 hours OHOL, I killed maybe 5 people (4 where griefers, one was a creepy kid running around with a knife calling people names) and I got killed around 15 times (ca.5 times since war sword update, once executed for murdering my mother who was a griefer and around 9 times at random).
I don't get killed often, because I don't involve myself in murder mysteries or murder revenge stories, I always advocate for nonviolent solutions and I avoid giving children knifes.
I enjoyed being executed for my crime. It was just judgment.
I think that branching off with your own surname should be possible. It's how new lineages are happening in real life.
Important: The new lineage effectively starts with the first babies born to the defector/renegade mother.
(This includes being vulnerable to war swords and being able to use war swords against the former lineage of their mother; Gradually losing speech-compatibility with the language of the old lineage, etc. etc.)
I think one of my first fifteen lives was spent on the fringe of a town, that was led by a cult of murderous females that starved or stabbed all males that were born there. I was rescued by an old lady that dies very soon after getting me out of town. I lived like a hermit, stealing small things like baskets and a bowl of berries to survive until the old hags died and the younger generation didn't care anymore for the strict "no boys" rule anymore. The family welcomed me back and I could spend my last years baking for them.
Just saying, even bad mothers can make for a satisfying experience. Conflict is the hot spice of life.
I think that's fair. Triggering the Apokalypse should be hard. Multi-Generation, cult-like devotion to The End is a good pricetag for literally wiping the world of every work and every achievements other people build over thoudands of hours.
How about a portable prison-rope. Like a Lasso. I think capturing someone with a Lasso and being able to carry them would be nice. Carrying a person should slow the carrier down, so people can intervene if an illegal kidnapping occurs. The Lasso should dissolve after three minutes max. That way you can also starve a captive (if no one feeds them). Way better than killing someone with a knife, which often leads to chain murders. Using a knife or a sharp stone should destroy the bondage Lasso. Capturing people with lassos would be more practical than a stationary prison or property fence prison.
I generally try to be a good mom to every baby that does not /die or run away.
I think i've lived fairly 200 lives up until now, but i always take the time to stop what i am doing, holding my baby and talking to it. I'm glad that there is not much to do, because i like to fill this gap in productivity with mild roleplaying and entertaining my child, till it gets old enough. Most of the time i just express my joy, showing it to my closest relatives, doing the town tour and giving the kid cute nicknames (sugarplum, potato, sweetpea, etc) (or nibbling their bellies, saying: nom nom nom!). I often give away my clothes and backpack to the children that respond kindly to my bonding. I experience more affectionate mother-child interaction in my lifes. It's one of the best things in the game to me.
I lived in that town. It was fairly advanced. I too spent my time with restoring wooden floors around an abandoned berry bush farm next to the park. I like using my spare time in the game to clean up or (which is even better) create something that is beautiful or appealing to the eye. It adds value without being useful.
Ok, lets formulate a suggestion:
You join the game: A timer goes down for like ... 45 seconds (9 ingame months).
The mother will get visually pregnant, which will indicate that she has 45 seconds to prepare for a baby (getting to a fire, gathering food and clothing).
A child will only see this timer once per life, which makes it more frustrating to die often as a baby, but it also increases the value of good parenting
and it's discouraging things like "the running baby", "chain /die babies", and subsequently cluttered baby boneyards.
I normally never use /die. I did twice because my mother told me, she needed a girl and once because she was in the wilderness and said she would dump me anyway.
From my point of view, you could simply deny the right to /die. Removing the /die would probably increase the number of running / fleeing babies, though. You could try to counter this, with a cooldown (like the one we already have with the curse token). Before being born, you need to wait at least one minute before you can play (in the meantime, the mother can experience pregnancy). It does not affect most players, who try to live a long and prosper life (they experience 60 seconds of waiting and after that 60 minutes of playing). But it affects picky people who try to hack the system by dying as a baby. They would get a chain of cooldowns.
Another topic: If people really want to play as eves, why not let them choose.
I think Casey is a spiritual student of Jung.
If you want to understand what he tried to explain in his essay, you should get familiar with the work of Joseph Campbell and Jordan Peterson. You can also watch Rick and Morty, created by Dan Harmon, if you want a prime example of the futility of the search for meaning in the postmodern perspective. It's a compelling idea, which resonates quite well with my gut feelings.
Religion, myth, culture and spiritual thought are true in a different sense than physical truth (the bare bone base reality). The former provides a framework for meaning. The other one provides a framework for existence. People often struggle to understand the interconnected nature of both resolutions of reality.
One Hour One Life is a good game to create your own sense of purpose, be it the role of a provider (protector against conflict), a mother (creatior of life) or a griefer (creatior of conflict). I enjoy it very much. It reliefs a little bit of real world tension that builds up while trying to face my modern life.
I noticed more hard borders and more hostility against people of other ethnicities, too. Nothing gets a family more riled up than someone blurting something in a different language. I witnessed some efforts to coexist, but there are people who advocate for the death of foreigners constantly. I understand why though, I was born in a small and peaceful town. Then out of nowhere came a woman with a war sword and slaughtered everyone. I can see, why people get more aggressive.
Schön, dass wir so eine kulturell diverse Spielerschaft haben. Ich bin noch nicht ganz durchgestiegen, wie das mit dem Sprachen lernen im Spiel funktioniert, habe aber schon festgestellt, dass die Updates für Privateigentum, das Kriegsschwert und fremde Sprachen zu einer Zunahme des Mistrauens und der Feindseeligkeit geführt hat. Aber ich freue mich trotzdem, wie sich das Spiel entwickelt. So wird es zumindest nicht langweilig :-)
I think it depends on how its implemented.
Private property in the real world is fundamentally enforced by small corrective micro-actions of violence.
To be able to defend property, we need ways to be violent without killing each other.
We need a gradient scale of violent options that don't involve cursing or stabbing/shooting people.
Also helpful would be the ability to identify/differentiate objects, so that they can be claimed with words.
Also useful: Taking an object claimed by a person should trigger slow movement, so there is a possibility to intervene.
After that, personal property will be claimed. It will be messy, but it will happen.
I always feel my funny bone tingle watching WBSteves videos. The voices and the scenarios are so relatably bizarre.
I think the game works like intended. I find the joy of being a griefer brings certain risks with it and being send to Donkey Town is Part of the experience.
You care about your family because you depend on them for a good chunk of your youth. This gives you time to become familiar with them and learn to trust them.
I experience most bonding with my ingame mom, because she chooses to care for me. The family is a unit where resources are shared and security is provided.
Looking at it that way, small towns are in fact families. The difference is, that you don't have enough time to meet everyone and get to know them. Also its not useful
to know them. As soon as I am able to pick berries for myself, I am independent and can do nearly everything I need to do to survive. You don't need to socialize with your
family to survive anymore. That's where the usefulness of relationships and family bonds end.
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