a multiplayer game of parenting and civilization building
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Do you think you'd feel the same way about die-cycling to play as female, if adult male characters could be fathers on the family tree?
I would die-cycle to play as female no matter what. I prefer the female role dynamic for personal reasons, not really related to any strategy or benefit. I don't want to get too off-topic here, though.
Loving the simplicity & ease of access that the new Yum changes offer!
I'm loving these Fixes updates. I think it's the cumulative small things that make the experience shine.
If you're die-cycling to find your friends (living less than 20 minutes in your last life), you don't count toward the posse size of a posse that you join. This limitation already applied to twins, but the goal is to prevent a group of friends from ganging up on people.
I'd like to offer the neutral perspective that I personally die-cycle because I only enjoy playing as a female. I don't play with friends. I do not participate in posses, anyway -- however, I felt it was worth sharing that there may be other reasons for die-cycling.
Edited for clarity.
Wonderful changes towards making chaos that much more manageable. Thank you, Jason.
I can't wait to be a proper medical mama, myself. For any healing hopefuls out there: remember to keep a second supply of medical goods that others can access. One day, your family may need to use them on you!
I wanted to add my appreciation for this update now that it's had some time to settle! I think it's wonderful that we have an insightful, caring developer who listens and interacts so closely with the community. Thanks for all your hard work, Jason.
You have to be in the same lineage as her at this point.
Thanks for that correction. I had forgotten that curses are now limited to the lineage.
I think a serious consideration should be made for potential streamers.
A hypothetical situation:
Sally Stream broadcasts to 2,000 viewers.
8 viewers boot up OHOL and "/curse Sally Stream"
Sally Stream is banished to donkey town.
While this is already possible, it's currently less likely due to the newborn character limit. I don't feel like we need to make it completely effortless.
----- Edit -----
It's only possible to curse people within your lineage.
Thanks to Tarr for the correction.
Pine walls are bad because they're hard to make in real life. Jason has talked about potentially buffing it so whenever you make a pine panel it has a few uses to combat the fact that it costs five ropes to make a single wall or door which is way too much.
They cost five ropes? Wow!
That explains why I haven't seen pine walls in over 400 hours of play time. The art for them is so pretty, too. Before reading this thread, my opinion on them was, "Those rich brown walls from the OHOL trailer are really nice. It's too bad they aren't in the game yet."
Milkweed is often such a precious resource. I'm not sure people would build pine walls even if they had an effective cost of only one rope per wall, nevermind five. If that were the case, they might get built because it's something new to do — but people would soon realize that other materials are far less intrusive to use.
When you're building with adobe or stone, you're typically the only person doing that. When you're farming milkweed, it gets plucked by family constantly if it's in the open. Even rope for gates isn't safe: More often than not, I return to find that my lonely gate rope has been taken for some greater purpose.
Yes. With a buffer of 18 instead of the original 12 that the Precious Life update gave us, running out of lives feels closer to the vague threat of donkey town. We're reminded of it regularly, but it never really happens. I think many people feel their lives are still disposable.
It's a difficult number to balance: players can have very mixed reaction to games with permadeath.
you can change transparency of trees with some easy edit
you should not expect fairness in such an opensource game.
Maybe not, but we can still strive to minimize the negative effects of 3rd-party mods. The healthy answer to problems like these isn't always obvious.
I think Jason had some good thoughts that are absolutely on the right track, concerning murder:
When someone gets angry and is coming at you, you should be able to hear them, even off screen, maybe even as they approach.
A heads-up beacon on the side of the screen for angry people approaching isn't a bad idea either.
Changes like these could give the rest of us a chance to survive exploit abuse, as well as just violence in general. While I love the new "forced angry face" murder change added in Update #60, I've personally rarely noticed it. An audio cue, or more distinct visual indicator, may help Alice Blue recognize that the war sword-wielding Jim Modderman might have it in for her. They could also help warn her that he's in her vicinity at all.
With that said, players do adapt. It's a small change in playstyle to simply walk on top of someone before attacking them — especially when the player is using an extended cam to spy their victim.
Sparkle, have you tried a fence and a bow?
I've tried a fence, and I've tried a bow... but I've never tried a fence and a bow. That sounds like an angle to try next life, thank you for the suggestion!
A village-enclosing fence, though, is something of a lifelong pursuit. It can be interrupted at any time by wandering war swords, dismantled by disgruntled cousins, or fall shy due to a shortage of rope for adequate gates. Then old age is spent standing next to the gates to dole out ownership permissions onto passing family...
Still, it's some small hope for the current state.
----- Edit -----
If anyone else has experiences with war swords and the zoom out mod (whether attacking, or being attacked), please do share them! I suspect, though, that exploiters may not want to see their tactic fixed; and many victims aren't aware that they died this way.
So, again, we're back to this fundamental question: How big is this problem, really?
You're absolutely right that players impacted by this kind of gameplay are a minority. Players who recognize that they've been cheated in this way, probably even less so.
I only have my personal experiences to offer. I can't speak to the magnitude, but I can share my frustration: it isn't a one or two-time occurrence for me.
I find that it happens frequently enough that I felt some awareness of the issue needed to be raised. It's reached a point that when I see a stranger enter the town with a war sword, I've resigned to death, and I'm ready to move on. It seems the only players confident enough to show up, and attack like this — are also players who know they'll win, because they've got the advantage of an extended cam.
SparkleCake wrote:Personally, I have never encountered a player attacking a village without the use of an extended cam.
Orly, nice mod you have there.
I could have worded that sentence better, and I will edit for clarity. What I meant was that the players whom I have encountered attacking villages have all been users of an extended cam mod.
----- Edit -----
Yes, this is a huge problem
Thank you for your reply, Jason. I hope the community can find a happy solution without too much compromise.
there is still a bit of skill involved and with the murder cooldown you got a fair bit of time to react
now that you don't have decent enough players in defense, like the attackers do, well that's a skill issue
they still get the element of surprise but you generalyl have more people
As of Update #60, The Last Dance, it's been made clear that skill isn't intended to be an obstacle when it comes to violent interactions:
https://onehouronelife.com/forums/viewtopic.php?id=6670
While that particular combat exploit has been resolved, others, such as this one, remain.
I'll use the example from my original post. The realistic defense that Alice can employ against Jim's weapon/mod combo is to be a more skilled FPS-style gamer. Among Alice's considerations are: anticipating Jim, waiting for him with a bow & arrow, standing at a fortunate distance to see him coming, and accurately shooting him in the split-second that he enters and crosses her screen.
All of this without knowing when he'll attack; if he'll attack; or if he even exists in the first place. She can't see him. And if Alice fails, it's no sweat off Jim's back. Several seconds for the war sword cooldown, and he's onto the next vision-shielded kill.
That element of surprise is a massive advantage. Malicious players, alone, or in a team of 2, can exploit their advantage to murder entire (armed) villages in under 3 minutes. Personally, the players that I have encountered attacking villages have all been users of an extended cam. Without war swords and zoom out mods, it's dangerous — and rightfully so.
Edited for clarity.
Players interested in attacking with war swords also tend to be using 3rd-party zoom out, or "extended cam" mods.
1 or 2 players using this weapon/mod combination can reliably lay waste to an entire family, while meeting little to no resistance. They get the element of surprise repeatedly: their victims are blindsided, unable to see the attacker coming in from off-screen until it's too late.
Example:
Alice Blue is alone in the berry orchard. She can see the bushes around her.
Alice cannot see the nearby forge, as it is out of her view.
Jim Modderman is in the forge. He can see the nearby berry orchard, where Alice is standing.
Jim charges Alice with a war sword, and stabs her immediately.
Jim zooms out again to monitor for Blue family members who might have been alerted by the noise.
This was previously a smaller issue with knives, but has been made more severe — and common — with access to war swords. These players now have not only the intent to kill, and the mod-enhanced advantage to ensure it... but the means to efficiently carry it out, too.
The general sentiment on the Discord seems to be "if you can't beat them, join them," which doesn't sit right with me. I don't think anyone should feel compelled to alter their game client.
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