a multiplayer game of parenting and civilization building
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Looks the same as the art in game IMO
Maybe a "jobs board" would be better? Can write which tasks needs to be done and leaves a "- you name" after so everyone can see who wrote it. Task disappears after 10 min.
I actually really love this idea. We could also place a job board next to a smithy and make requests for tools as well. No more having to smith hoes when I'm busy making compost!
It could have a double function, general job board and serve as a way to communicate with people holding a specific job in the town! Again, a great contribution!
Not a bad idea, terrible implementation thou.
Yeah, I'm no game developer. Let's look forward to something along these lines in the future though!
I agree with this forum, I want fancy clothes to be more relevant. I'm tired of working on the diesel engine with only a rabbit loincloth to my name
What if it was implemented that being indoors reduces food consumption rates by a good chunk? Walls suddenly have a lot more purpose for late game towns and would work well together with the yum chain system. I wonder if this would shift the meta a bit or not.
To address some of the things I've been seeing:
* The true purpose of the throne would be to organically provide clear direction to the village. Feel free to come up with different ideas that accomplish this same goal. I know someone suggested a board, that's great, how would you implement that into the game? If calling the "boss" of the village a king seems like it will cause too many issues, how about renaming it to Shaman or something along those lines?
1. Players who prefer to do their own thing would (most of the time) not be hindered by the throne. Only those who wish for direction would be given it, after taking the oath. How many times have you had your children BEG for a job or you've been uselessly walking around the town not knowing what to do.
2. Like any change to the game, it could end in disaster. I believe the king would definitely find himself at risk of being assassinated. However, people would get tired of going after the king over and over, and this provides more reason to have dedicated guards in the village. Think about all the different stories that could be made! Murder is already an issue, happening in almost every life I have anyways. I don't think this would make it much worse.
3. I don't expect this to actually be implemented. At least not exactly how I described it. Maybe this will inspire something down the line though, I know I've seen Jason on the forums talking about ways to spice up even one more of your lives and mentioning leadership a couple of times. I believe the rulership system would be a step towards that goal. In fact, not every town is going to have a throne anyways. They WOULD require a decent amount of resources to make. If balanced correctly, you won't have to spend every life rebelling
I'm the opposite of Solbusaur. I love the challenge of establishing a village! It's also the only tech tier in which I know how to make everything needed. But I'm never born into eve villages, instead, it's my curse to be born into high tech towns 75% of the time. I never /die because I think choosing your life takes away from the game.
I did get born once to an Eve today, however, she choose to abandon me. This also increases the rarity for me to live an Eve village life.
Where are all these Eve towns that you are in? Where can I join one, lol?
Long story short: My favorite stage IS the eve stage, and I rarely get to play in them
I think leadership is a long time coming and needs a push to truly happen. Here is my idea https://onehouronelife.com/forums/viewtopic.php?id=6554 but I'm sure the community could come up with some even better ways to implement leadership. Imagine what a village could do under some sort of official direction!
This also leaves room for more roleplay-like elements without hindering the tech-obsessed vets. Politics could even become a thing in megacities with people trying to gain votes of some kind. Wars could be fought, involving everyone, because of the direction a leader could potentially provide. Most importantly, cooperation might become typical among towns.
Hey, have you ever felt like your village was running in circles not completing anything?! Do you wish people had dedicated jobs such as "Carrot + Wheat Farmer" or "Road Designer"?'
Well, do I have the solution for you... may I present the THRONE.
Players may now build a throne, just like any other mostly permanent object within the town. The throne is somewhat expensive, requiring gold, steel, rare minerals, and wood to complete. However, a player can claim the throne for him/her self, naming themselves the king/queen by saying "I am king" near the throne.
Wait! Don't Go, I promise that this isn't a pointless addition to the game!
Being king is meaningless on its own. After all, a king is for his people. Other players in the village can consent to the kings' rule by going to the throne and taking their oath "Long live the king". This is what the throne is for. Once a player takes the oath, he/she is added to a list that only the king can edit, but any oath-bound player can view.
The list would look something like this:
Name: Job:
Mary Boot Not assigned
John Boot Berry Farmer
Joe Smith Diesel Engine
Emily Boot Doctor + Guard (grief prevention force)
As you can see, the king is able to traverse the list and give a "job" to those who have submitted themselves to the throne. I believe this would, not only increase the role-play aspects we all enjoy within the game but allow one player to provide true direction to the rest of the town. The throne is voluntary and those who wish to do their own thing would not be hindered in any way. I believe this would provide an interesting new dynamic to the game at best, and at worst, just be another ignored item (though I firmly believe it would be utilized once constructed).
Thank you for reading through my crazy idea! Feel free to tell me what you think, would you use such an item if it was added to the game?
I have to write simply to provide an opinion against "life tokens". The problem we are supposedly talking about, which is making a player born as a baby feel invested from the start of his/her life, would not be solved by this method. People would simply /die to the life they want and get their token in that life. The problem still there. As the game developer said, people usually live out their lives past childhood.
Some bad ideas for preventing players from /die:
1. Option to directly be born as eve in the menu
2. Double popup menu forcing the player to confirm that they wish to die, word it in a way to make the player feel almost guilty doing it (Are you sure? Your family is at a greater risk of dying out... blah blah blah)
3. Death animation for the baby when it /die
4. Penalty for /die
5. Remove /die (unpopular opinion but pleaseeeeeee)
Some bad ideas to make players more invested in a new life:
1. If a player has been born in a village before, they will feel more invested in that life
2. The life they find themselves born into is having some sort of problem, threatening survival (for players like me who enjoy that part of the game and saving the village)
3. The player is within a life he/she prefers (I've heard ideas addressing this in the forums)
4. More social aspects in the game (like emotes which were an amazing addition to the game!), we the community LOVE making, a meaningful, hour-long connection with one another
Personally, I love being born into a village suffering from a water shortage, or where nobody knows how to build Newcomen machines. I feel important, like what I'm doing is important, and enjoy watching the village thrive when I'm done fixing the issue. Being born into a social conflict or strange predicament always spices things up and makes for an amazing story to post on the fourms later on
I just realized also have no idea how cameras operate. Do they take a picture immediately, requiring a player to stay out of the photo? Can you store photos for a good period of time, or do they somehow become unusable after a few minutes?
I have a solution that I personally think would be worth a try (to make swords less of mass destruction weapon, you're on your own for the combat running issues).
In real life, soldiers would need to sharpen and maintain their blades to keep them at top performance. How about trying to emulate this by reducing the effectiveness of the weapon after a kill or two is made. For example, maybe after the first kill, the sword requires two hits to kill (the first temporarily wounding), much like a bear requires two arrows (naturally this solution makes killing people running around harder, which is counterintuitive.) The sword can be put back to its one hit kill status when it is sharpened/tempered in some way. Of course, swords are too easy to make right now for this to work, so the recipe would need to change IMO.
I'm a little late to the party but I noticed cameras were added to the game a bit ago. I haven't decided whether or not I should spend my precious time learning how to make them for my future lives (since they are so complicated). The deal breaker for me is,
once someone has made the paper for the camera, how many uses does it have?
One use is not worth the effort to make camera paper but somewhere like 5-10 just might be. Thanks in advance!
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